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>>1732822
Do you know what the basic gameplay of a light tank is? Your gun sucks. You have little HP. And the matchmaking is rigged against you. You are quick though, and can provide eyes for your other teammates, and even if your gun is nothing to write home about, you can quickly appear where that little bit can make all the difference. Driving a light tank properly is all about being smart and taking calculated risks for the sake of the team. Calculated risks the taking of which WILL most likely end up with you being dead, since "calculated" doesn't mean "eliminated", and that is if you're doing your job right. So what does WG do? Why, slap on "survive" on a huge chunk of the LT missions, of course! How does one achieve that? By playing like a scrub and not taking those, instead hiding where you're completely useless to the team.
This "survive the battle" objective is in fact at the heart of many problems here. You've done your primary objective, but the enemy is capping. What do you do? Go ahead and try to reset that cap? Naaaaw, you just let them cap. Might even track whoever's thinking of going back to reset it, for good measure. This is the sort of behaviour that's incentivised here, and it's hardly how one should play.
The light tank line is particularily bad about this, but there's others. For instance, there's "kill a light tank" in the arty. Why. Those are literally the worst possible targets for the massive firepower arty brings (massive firepower with long reload and little accuracy). But no, the mission has you shoot at that light tank in preference, if only because you want to do it before the enemy runs out of light tanks.
That last bit shows that this isn't just about selfishness, these missions actively pit you against your team. "Be the first player to spot 2 enemy tanks" - and then I was racing with five others to suicide scout as effectively as possible. "Kill two mediums" - the race is on once again, ignoring strategy, just competing with your green opponents to get to those enemy meds before all get taken out. And so on.
And then there's missions that rely purely on luck. You can improve your odds significantly by tweaking your approach... in ways that are simply dumb in regular gameplay. Gotta do module damage? Well, take that ISU-152 you have but instead of using its amazing AP ammo, just derp everything with HE whether it's appropriate or not (and if you have a choice of two targets, one you can kill and remove its gun from the battle and another one you'll just slightly damage, always go for the latter). I'm lucky since I've got a broad range of tanks and I can often find one that's more suited to a given task than a typical tank anyone could be expected to have.
Since you link FTR: http://ftr.wot-news.com/2015/01/16/regarding-individual-missions/
I'm not exactly the only one who thinks that this is what those missions doing, and this is not just vague theorycrafting. This is what is happening right now in randoms.
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