I honestly wonder if by the time the game finally gets released if I will have had my fill of it and be ready to move on.

Oh it’s by far improved since I started. But I still wouldn’t call this a beta, I would call it a stress test.

Yeah I’ve played all the games with ‘bias’, yes I’ve heard all the whining. But if you can’t honestly tell the differences in this between the IS series and the German heavies, well…okay. :)

No harm done really, I just think the countries should be a little more evened up in terms of tier matchups.

And I really really really do hope they improve the matchmaking in this next match. My 3601 against IS-3’s and 4’s and the occasional tier 10 is starting to get really boring really fast. I had to start hiding behind my teammates and mostly just waiting for matches to end, and that’s not fun at all.

I still remember when some people were complaining that there was going to be any matchmaking at all, since they wanted the “dump everyone together regardless of tier” system to continue. So their tier-8 tanks would have something to squish that couldn’t damage them in return.

That’s basically still how it is, except if you’re tier 5 or below you have maybe a 1/4 to 1/3 chance of getting in a level appropriate game.

It’s like if wow battlegrounds and arenas just stuck people of any level together.

Well maybe that fixes itself when it gets released and everyone has to grind from scratch without premium (well except those that buy it)

I strongly agree with this. It gets worse as time goes on and folks hit the top tier and stay there.

Somekind of option to avoid the “supers” would be great.

One possibility would be better matching algorithms, including logic like no more than three arty per side, ever; a mandatory heavy/medium/light mix in a ration of something like 3/6/3 +3 arty, or something–but I realize that would make getting a match a nightmare. Heavies in a game offer a nice challenge if there aren’t like eight of them and you are in a medium three tiers down.

I would rather wait 3 minutes for a fair match than wait 0.05 seconds for a stupidly imbalanced one.

In theory, maybe, but from my experience I know my own patience level is pretty low :P. I think most folks would rather get constant insta-pops rather than wait for better matches. Especially as there’s nothing to do between matches–they need a more battle.net style social networking/website system for the MMO aspect of the game.

me too. is4s are not fun for anybody except the people driving them.

For how long? If someone discovers the game four months post-release are they SOL?

Probably, like in every other game.

well, most real MMOs have tiered battleground scenarios that actually, you know, break things down into appropriate tiers.

Yeah but this isnt exactly an MMO, it’s like trying to play counter strike now against all those kids that one shot you from the other side of the map.

And they’re about to get worse! Yay Russian devs!

(PS: I drive one. I would like to see them nerfed or the other T9 heavies buffed.)

And I think they still need to do some work on the damage modeling after all. The past couple of days I’ve had a rash of no damage critical hits, usually with high-powered weapons like the long 85 or 122 against light or light/medium tanks, at close range. Hit them squarely, get the critical hit message, no damage to the enemy at all, at least none that’s apparent. Quite annoying.

Yep, I had a case like that yesterday. My Ferdi with 105mm vs. Pz II of all things (don’t you hate the stupid jokers who team up an MS-1 or Pz II with their friend’s Tiger and then laugh in the chat like it’s the most genius thing ever). He was pretty far, about 400m, but standing still, I hit him fair and square right in the face, got the “We got them!” and he remained at 100%. They still have this annoying issue.

Oh and the invisibility bug is so freaking annoying.

Yeah I’ve played all the games with ‘bias’, yes I’ve heard all the whining. But if you can’t honestly tell the differences in this between the IS series and the German heavies, well…okay. :)

Hehe, I am not arguing that there is no bias, I am just saying that this game is no other than a bunch of others. On the other hand, if you don’t see how much better the T series vs. the IS series, then well… okay :) And don’t tell me “they are going to nerf the T’s”, let’s talk about it when it actually happens.

On Russian forum, the devs just posted explanations on how the game calculates the amount of credits a player gets after a match. In short:

  1. Certain amount is paid just for participating. This amount is not affected by the player’s performance and it depends on the player’s tank level. Only this amount is multiplied by 1.85 when the player’s team wins (the “performance bonus” is not affected by the win/loss).

  2. Performance bonus consists of the following: for hitting targets, for spotting and for capturing of the enemy base. Each tank has specific multipliers for this bonus, premium tanks’ multiplier is higher.

  3. You get credits for every bit of damage you do. Bounces, etc. are not rewarded. Friendly fire is not punished. Actual frags (finishing shots) are not rewarded (beyond what you get for the damage you do). If you damage a target that is being spotted by some other tank, you get half of the credits (comparing to what you would have gotten if it was a 1v1 fight). The other half is split between all the tanks who are spotting the damaged enemy at this moment. All damage caused by fire and explosions brings rewards to the tank who caused it.

  4. You get credits for every enemy you spot out of “hiding” (only once per enemy per match). Spotted arty brings twice the reward.

  5. Capture of the enemy base brings a fixed amount of credits, which is evenly split between everyone who was capturing (regardless of their
    number and how much they actually captured). Only full capture (to 100%) is rewarded. Interrupting the enemies that capture your base is not rewarded.

  6. The resulting credits are multiplied by 1.5 for premium accounts.

Hopefully that will reduce the number of people yelling not to cap

This is actually a great rule. It means that scouts for both long-range direct and indirect fire get some compensation for the work they’re doing.