島風 2,396 Report post Posted November 21, 2022 (edited) Before I Start Off, I'd Like To Mention That I As Predominantly Map Commander Have Been Playing Since Season 2 To The Fullest And Achieved No.1 Spot For Leaders In The November Inter-season Though Here It Already Starts Of, Weird - I Don't Actually Know If I Achieved 1st Or 2nd With Squadron Ranking? Anyway, Aside From That I'll Put Down My Concerns / Gripes With The Gamemode: While I'm Glad That Mercenaries Are Now Queued By Operation Rather Than Battle, I'm Not 100% Convinced It's Beneficial As Of Current - I Noticed That The Queue Prioritizes To Maximize A Single Session Rather Than Spread Out To Fill All Operations Equally - Especially With Day One Operations Where Operations With Smaller Clans Will Have Very Onesided Battles Due To Lack Of Players While Other Operations Are Filled To The Brim. After The First Operation Waves Calmed Down, I Did Notice Rather Steady Battles Filling Up With Random Players, Because We Were Part Of The Fewer Clans Continuing Operations Getting The Reward As A Map Commander Is Annoying - The Rewards Are Only Achievable By Joining Battles, But The General Meta Is That 1 Person At All Times Maintains Control Over The Operation Map, With The General Excuse / Alternative Being: "Join A Random Operation" Or "Switch Out With A Clan Member" - Which I Don't In Particularly Enjoy As Alternative. I Enjoy Joining Battles, But I Have An Operation To Control And Prefer To Stay In Control. - On-Top Of This: Rewards For Leader Ranking Also Should Be Accounted; If You Want That Sweet Position In The Leader Ranking, The Only Achievable Manner Is Maintaining Constant Map Control Random Players In Battles: Plane Losses Are Still Insane Due To Random Players, Countless Times Have I Heard And Personally Seen Newer Pilots Crash, J Out In Battle, Completely Get Annihilated Due Lack Of Skill Or Generally Just Griefing - While I Understand That Not Everyone Is Of Equal Skill, Planes Are Simply Very Costly In WWM Due To Limited Supply And Minimum Fly-Out Cost - Once You've Got Less Than 29 Planes, You Simply Can't Fly Out An Air Wing. While I Personally Don't Really Have Any Direct Suggestions On This (Increasing Planes Per Op And Reducing Fly-Out Cost Aren't Really Things I Agree On). Tank Battles Are Cut From The Same Cloth But Risk Less Damage (Except For Convoy Defense) - Advance To Point Usually Bogs Down To People Camping And Sniping For Kills Not Focusing Capture Point Unless 5 Clan Members Have To Repeat That There's A Capture Point To Be Pushed / Capped, Domination Battles Actually Go Decently Well On Average In This Op (Powercrept Operations Like Fulda Were Usually Onesided To The Team With Top Tier Due To The Very Spread Out BR Ranges) I Want To Emphasize That I Don't Hate Random Players, I've Battled A Few Times Myself And Heard From Clan Members, Some Players Actually Do Understand The Game Mode And Do Play Objective And Cooperate With Clan Members When Asked, But Many Players Ignore Or Play For Kills And Nothing Else, There Has To Be A Way To Bring More Coordination To Mercenaries Other Than Screaming In Chat With The Same Team Color. As Suggestion (Which I Don't Know How Feasible They Are From A Dev Perspective) To The Above Points I Have 3 Notes: Switch The Team Colour Of Clan Members Part Of The Operation - Make Them Stick Out If They Chat And Attempt To Cooperate With Random Players Allow Clan Members To Throw Votekicks On Players, Especially Griefers That Only Crash Or J Out Should Be Punished - I Can Get Into The Argument That Getting Shot Down Is Unfortunate, But When People Start Kamikazing A Bomber From Altitude To The Ground When The Chat Screams To Maintain Altitude On Stationary Targets - Teamkillers And Other - Some Authority From Clan Members Would Be Appreciated. As An Alternative To Not Make This Feature Abusive, Simply Punish Players That Die Twice Without Doing A Single Thing (At The Bare Minimum) Make The Battle Objective Pop-Up In Intervals On Repeat, Or Give Someone Access To Write / Command Battle Objectives Battles Themselves: The Path Finding Of The AI Is Horrible At Times, Clipping Through The Ground Or Rocks, Getting Stuck There, And Making A Victory Impossible Because The Timer Is In Benefit Of The Defender Rather Than Attacker Transport Vehicles: Trucks Like The Studebaker Or Sd.Kfz 6 Should Have More Crew, I'm Not Saying The Back Should Be Filled To The Brim With Infantry, But At The Minimum Add A Shotgun Seat Crew Member Next To The Driver, It's A Little Addition And A Little More Survivability To Something Otherwise One Shotted With A 7.7 mm AT Guns: Are Too Squishy, While Both Good And Bad - The Crew Should Be Increased To 4, The Current AT Guns Are Manned By Only Loaders, Nobody Is Actually Commanding The Gun Nor Is Anyone Actually Aiming At The Gunner Position - Giving All AT Guns 4 Crew Members (Which Is In General A Rule Of Thumb On Most AT Guns With A Few Exceptions) Allow Them To Be Harder To Simply MG A Bit, While Retaining Its Vulnerability To Explosive Damage From Bombs, Rockets And HE. AT Guns Should Be Able To Rotate Itself, Not Just The Gunshield, The Deadzones Are So Big Considering The AT Gun Doesn't Rotate. Add More Variety, And Punchier, I Don't Get Why The Marder III, A Stop Gap For The Eastern Front With Captured Russian Gun, Is Available In Afrika... - Just Make The AI Stronger, Have Emplaced 8.8cms Take The Job Of Heavy Duty AT Work So Players Will Have To Defend And Deal With It. AA Guns: As Seen On The Sturmtiger Event, The Game Has FlaK 38 In-Game, This Would Allow Players To Be Forced Less Into AA In Regular Battles (Domination - Advance To Contact - ...) One Sided Battles - What I Call Wasted Time When Nobody Shows Up At All, There's No Risk At All For The Attacker, No Vehicles Will Be Lost, And This Is Frustrating For Defenders, As It 1. Bogs Down The Unit That Was Attacked From Being Used On The Map (Especially Tanks Trying To Push The Frontline Or Artillery Pieces) And 2. The Enemy Unit Will Not See Any Casualties, Especially Planes Benefit From This - A Few Suggestions I Have To This: Have AI Be In Charge Until Enemy Players Show Up - But Maintain The Lose Timer For Enemies If They Don't Show Up. A Battle Where The Attacker Suffers No Losses Is Ridiculous. Either Calculate An Technical Victory To Be Damaged By Automatic Battle Calculation Or Allow AI To Spawn In Vehicles (With Lose Timer) So Atleast A Few Vehicles Can Be Shot Down By Players And Not Wasting Their Time Have Less Battles Queued, And Less Time Before Automatic Mode - A Frontline Bogging Down To Battles To Stall Down The Attacker Is So Annoying To Both Commanders - In Reality This Makes No Sense - Why Should A Battle Be Initiated, BUT BE ON HOLD By Any Logical Means? Yes It's Allowing For People To Join, But The Down Time Is Just Way Too Much And Mass Queueing Battles Just Grinds Down The Operation Since It Takes 30m To Resolve Into Automatic. AI Bombing Strike Target - Spawned Inside A Rock: Other Wiki: Currently Wiki Articles On WWM Are A Bit On The Lacking Side And To My Knowledge, Way Too Few People Read Them. As A Wiki Contributor Myself, And Operation Commander On Top Of That, I Also Lack The Info I Seek Per Operation. I Already Forwarded This Information To The Wiki Head Moderator But I Shall Repeat Here For Clarity Sake What I Find Annoying (OPERATION PAGES) While Bare Bones To Keep It Simple I Don't Particularly Mind, It Just Offers Too Few Operational Information: Reformat Reinforcements - Show Reinforcement Time Starting From 0:00 (While Keeping Total Amount Of Reinforcements Reformat Air Units - Count Them Individually Instead As Of "An Army" (Minimum Fly-Out Is 30, While An "Army Reinforcement" Counts For 40) Note Down Initial Air Units Add Unit Composition (Especially With Varying Tank Groups Like German (kz) and (lg) Spawns) To See How Much Units It Can Spawn In Battle (When Applicable) Note Down The Reinforcement Speed Buff For Capturing Key Sectors (H3, H7, E3 For This Op) (More) Historical Background - Tech-Tree Display - User Input (Currently Locked For Wiki Moderators And Devs) <- This Can Be Circumvented By The Talk/Discussion Page I Guess These Are My Points On The Season (And WWM In General) As A Map Commander, I Haven't Done Many Battles Myself, However I Usually Do Enough Battles / Do Good Enough To Get The Reward. Can't Wait To See This Gamemode And Everyone Else In The Next Season! I'd Like To Hear Other People Their Feedback And Hope This Will Be Seen / Taken In Account By Gaijin. Edited November 21, 2022 by ShimakazeChan 1 3 Share this post Link to post Share on other sites More sharing options...
Developer DmGordeev 349 Report post Posted November 21, 2022 1 hour ago, ShimakazeChan said: Before I Start Off, I'd Like To Mention That I As Predominantly Map Commander Have Been Playing Since Season 2 To The Fullest And Achieved No.1 Spot For Leaders In The November Inter-season Congratulations! I played as a random player and stayed on the first page for the first two days, but couldn't play on weekend, so I got pushed back a lot. 1 hour ago, ShimakazeChan said: Though Here It Already Starts Of, Weird - I Don't Actually Know If I Achieved 1st Or 2nd With Squadron Ranking? Rating for an operation does not take into account the rating of the players in the squadron, because it's not divided by operations. You can see that the REPTS got a lot more use out of their squadron than out of the mercenaries. 1 hour ago, ShimakazeChan said: While I'm Glad That Mercenaries Are Now Queued By Operation Rather Than Battle, I'm Not 100% Convinced It's Beneficial As Of Current - I Noticed That The Queue Prioritizes To Maximize A Single Session Rather Than Spread Out To Fill All Operations Equally - Especially With Day One Operations Where Operations With Smaller Clans Will Have Very Onesided Battles Due To Lack Of Players While Other Operations Are Filled To The Brim. Priority is given to completing the most recent operation. The full occupation of the operation can only be a factor that will not allow players to be added to it. 2 hours ago, ShimakazeChan said: The Path Finding Of The AI Is Horrible At Times, Clipping Through The Ground Or Rocks, Getting Stuck There, And Making A Victory Impossible Because The Timer Is In Benefit Of The Defender Rather Than Attacker AI does not have pathfinding, please report each case on our resource as separate issue: https://community.gaijin.net/issues/p/warthunder 2 hours ago, ShimakazeChan said: Trucks Like The Studebaker Or Sd.Kfz 6 Should Have More Crew, I'm Not Saying The Back Should Be Filled To The Brim With Infantry, But At The Minimum Add A Shotgun Seat Crew Member Next To The Driver, It's A Little Addition And A Little More Survivability To Something Otherwise One Shotted With A 7.7 mm It makes sense, we'll see. 2 hours ago, ShimakazeChan said: AT Guns Should Be Able To Rotate Itself, Not Just The Gunshield, The Deadzones Are So Big Considering The AT Gun Doesn't Rotate. They can search for targets and rotate 70 degrees in each direction. 2 hours ago, ShimakazeChan said: Have AI Be In Charge Until Enemy Players Show Up You can't just take and evaporate a tank in the middle of a battle because a human came instead of a bot. In addition, the current level of AI is not suitable to counter the experienced players and we do not have specific plans to improve it, because it's extremely time consuming and does not solve any of our problems. 2 hours ago, ShimakazeChan said: Yes It's Allowing For People To Join, But The Down Time Is Just Way Too Much And Mass Queueing Battles Just Grinds Down The Operation Since It Takes 30m To Resolve Into Automatic. Reducing auto-battle time could solve this problem, but in itself it has two critical problems: 1) auto-calculation of the total is too primitive and was not really designed for constant use, now its results often frustrate commanders; 2) commanders need to somehow manage the order of battles so as not to give important matches to automatic decision if it becomes transient. I already talked about it here: https://forum.warthunder.com/index.php?/topic/567894-world-war-mode-news-november-2022/&do=findComment&comment=9487476 2 hours ago, ShimakazeChan said: AI Bombing Strike Target - Spawned Inside A Rock: Same as for paths. Feel free to report this issue here: https://community.gaijin.net/issues/p/warthunder 2 hours ago, ShimakazeChan said: I Already Forwarded This Information To The Wiki Head Moderator But I Shall Repeat Here For Clarity Sake What I Find Annoying (OPERATION PAGES) Now all these things are filled in manually and it is not possible to keep track of all the changes and constantly edit the wiki pages. If ever the filling of these articles becomes automatic - all this data can be added and will be constantly updated. 1 Share this post Link to post Share on other sites More sharing options...
Alikiwi55 124 Report post Posted November 22, 2022 Just to add it was not just AI bots that got spawned in rock. I literally saw one player trying to tow another OUT OF A Rock - I kid you not. I saw another player message in game that he couldn't move because he was also spawned inside a rock.... 1 Share this post Link to post Share on other sites More sharing options...
qpranger 1,887 Report post Posted November 22, 2022 Thank You For Your Feedback!! 1 Share this post Link to post Share on other sites More sharing options...
Deirdre_Ambre 4,164 Report post Posted November 23, 2022 I played this event without any squadron so I joined any battle that was ready. I sticked to british tanks in order to grind them. My feedback : When you play on ground and the enemy is full of planes, the feeling is amazing, you really feel at war. Planes everywhere, bombs falling, planes strafing, allied planes trying to do whatever they can to stop the air assault, really amazing feeling that it's war for real. When you play tank vs tanks it's okay too BUT there is that awful situation when you face a full (or almost full) squadron that knows every inch of every map so all keypoints are held by skilled players and that ends in a not really fun spawnkilling. It happened a few times, especially on the map 2nd Battle Of El Alamein. The german team had Pz on keypoints behind rocks with just the canon out of rocks ready to shoot the guys who just spawned. That leads me to think that any map should exist in multiple versions where some really minor changes occurs, like for instance random rocks providing different covers each time. This is an issue we meet in random battle, especially at high ranks. Major issue for me : the markers. I'm a sim battle player but I used to play arcade mode to achieve warbond tasks. What a nightmare is the screen with all thoses blue markers. At least in arcade mode there are red markers to help spotting the enemies if there are too much blue on screen. The best is still the sim policy with (almost) no marker at all. Is there a way to fix that anytime soon? Share this post Link to post Share on other sites More sharing options...