Why are all of the GOOD BR IV & V tanks—for all of the factions—locked down into one unit? The end result is you can only play 1 tank squad at the BR V level. These tanks need to be reassigned into other tank units so we can use up to three different tanksat the same time at the BR V level.
Let me give you an example of the nonsense restrictions that exist in this game: For Germany—at the BR V level—I have 8 tanks that are locked down into one squad (the 3rd Panzer Regiment). These tanks cannot be found in any other squad, which means I can only use one of them. Of course, I’m going to use the best one—while the rest of them sit idle in my account gathering dust and will never be used. What’s the point of having all of these tanks in the game—and taking the time to unlock them, and spending the silver to purchase them—if I can’t use them? This design that makes no sense whatsoever. We should all be able to use whichever tanks (or other vehicles) that we want to use in this game. These restrictions limit employing proper strategies and tactics in the game, not to mention that they kill the “fun factor.”
I think it was meant to prevent players from spamming two Tiger II/two IS-2 but its already possible for legacy players so this failed.
Plus we have things like IS-2 in TT tank squad III and T-34-100 in TT tank squad II so players could use both in the same match so the system is stupid as it is.
Well that’s the reason you don’t add too many doom turtles … but just wait when the jets come to the game if running two lightings at lower BRs is OP imagine when you have premium and normal jetfighter or one is designated as ground attacker
Thats why kid play BR I or BR II and don’t bother with BR V Korean war matches
Well… If it’s such a controversial topic, why can you run three tanks squads at BR II & BR III? There’s no reason not to allow it at BR V. I think you’re imagining a lot of problems in your mind that really aren’t problems at all. This is a video game, and it’s supposed to be fun—not restrictive. It’s bad enough we have to deal with the gray zone.
So, in other words, you have no facts to back up your argument because there aren’t any problems at BR II & BR III when multiple tank squads are being used by players. What are you so afraid of?
I’m not going to ask you that for two reasons:
It has absolutely nothing to do with the subject here.
And, “gun control” doesn’t mean absolute removal. It means access to specific weapons for specific reasons for specific people. Glad I could help you with that!
Well, there’s the difference between you and me: I do think it’s fun. Apparently, you need somebody to tell you how to play the game (i.e. restrict the game) since you can’t figure it out for yourself. I’m guessing you’re part of the 80% of the player base who plays this game as if it’s a death match, and will stand 2 feet outside the cap zone sniping, yet never step 1 foot inside the cap zone. The same people who constantly push for weapon nerfs because they get upset when they die. I’m tired of this nonsense! There should be very little, if any, restrictions in this game. People should be able to play whatever weapon they want whenever they want—period. It’s a war game for christ’s sake!
The quotes I replied with are your statements rewritten in such a way as to illustrate the absurdity of your point.
You’re using the permissibility of a limited and already restricted ability as proof in itself that it isn’t inherently bad without having appreciated the fact that it isn’t being as complained about as back then precisely because there are less people who are capable of such a thing in the first place, limiting its frequency.
And you’re doing it again.
Did you also ignore the other components of the 1st post I made on this thread? I already gave you a brief rundown.
Let’s add more to that.
All squads cost the same number of tickets to spawn in. This is regardless of whether or not they have a vehicle, and no matter how big or small the squad size is.
Vehicles, in spite of their ticket value, are easily capable of inflicting mass casualty events due to their heavy weaponry. In the case of a defending team, which has infinite tickets, this is even especially moreso.
Due to the nature of tank gameplay, they are often more difficult to eliminate when situated in their respective rear lines, requiring either a change in tactics or the spawning of specific squads to counter them, and in the period before they are countered, are capable of inflicting disproportionate amounts of casualties in terms of ticket cost.
These are normally not an issue because once a tank has been brought down by the opposing team, the time it takes for another tank to spawn is fairly long because it requires the team to have an idle player in the spawn screen to recognize that the tank slot is open, that the same player has a tank squad equipped and that they are willing to spawn it in.
There is a considerable delay.
Allowing the same player to spawn tanks back to back would not only repeat the entire process of the steps in destroying a vehicle (especially when we’re referring to a high BR tanks as per the thread), but because it’s the same player occupying the same vehicle slot, they now have prior knowledge of the circumstances that lead to their demise.
They would, for example, know exactly where the AT gun or tank that destroyed the first vehicle would be and plan accordingly, allowing them to counter their counter.
There is also a desire for some “vehicle mains” to, instead of allowing their vehicles to be destroyed through normal gameplay, willingly engage in suicidal actions that would ensure that they are allowed to use or reuse a vehicle they so desire to the detriment of their team- Either in tickets or manpower attacking/defending the objective.
You’re also free to, you know, do a simply forum search about vehicle cycling.
There’s already more than a few threads talking about the issue, and I referred to it as a can of worms precisely because it’s a complex issue, so I gave you a tame rundown instead of applying my personal biases towards the topic.
Good luck finding support when the crux of your thread hinges on “I want to cycle between BR 5 tanks”
they should either limit it to all players or have it unlimited for all players. pre merge players should not have this advantage over post merge ones.
Imo it’s the same scuffed argument as with paras.
“It’s strong but it’s ok because ppl pay for it” Sounds a bit like justification of p2w.
(For morons: p2w means paid advantage, not auto win button.)
So imo allowing all vehicles to be equipped by all squads is the only actually fair option. Not to mention grindable squad slots.
Squad slots have always been the strongest paid advantage.
The issue is that pre-merge players went through the bullshit of the old campaign system that merely being able to sell discontinued squads for 10k silver a pop and the ability to run at least 3 of any squad wasn’t acceptable for most.
Multi-slotting vehicles you wouldn’t be able to as a post-merge player is the closest thing the game has done to reward the seniority of the playerbase for sticking with the game.
That the senior playerbase cannot grow and can only shrink reduces the frequency of the ability, and therefore the balance frustrations coming out of it. I recognize the unfairness, but I still find it tolerable when put in this context.
Personally, I am not fond of vehicle cycling, and have already sold all non-TT vehicle squads a long time ago. Vehicle cycling had become an increasingly rare issue since the merge, and I’d rather not see that cycle repeat.
People who argue with this “word soup” style of bs typically don’t have an argument and must try to con their way to a favorable conclusion.
Furthermore, the “book” that you’ve written is equally meaningless. The bottom line is this: Currently, there are two tanks allowed on the field at any given time. What difference does it make whose manning them? It doesn’t! Allowing people to have 3 tank squads with 3 different tanks doesn’t change anything about the battlefield—there’s still only two tanks on the battlefield at any given time.
What it does do is allow people to play the game the way they want—and not be restricted by other people’s shortcomings.
LMAO! Every player who dies in this game has “prior knowledge of the circumstances that lead to their demise.” It’s called a kill cam. It doesn’t matter the type of unit that is killed or does the killing. If you kill me, I know where you are. That’s your argument?
Laughable point. 80% of the player base in this game are completely clueless! Most stand two feet outside the cap zone sniping, never stepping foot inside. You want me to base my opinion on the thoughts and beliefs of these idiots? Sorry pal, I’m not a follower—especially when it comes to “fitting in” with a bunch of clowns. These people couldn’t think their way out of a wet paper bag. No wonder this game is constantly nerfing weapons and restricting things like tanks.
Sorry if you have trouble countering tanks on the battlefield. But if you can’t handle it, we’ll put you in a cardboard box with a bottle of ripple and put you back on the block Joe.
Thank you for indirectly affirming your incapable of understanding analogies.
I’ll offer direct examples instead.
That isn’t being contested.
You missed my point and came up with your own, apparently.
We’re referring to why vehicle cycling is controversial, no?
There’s a difference between “knowing where someone is hiding” and gunning them down with your infantry in a “fair” fight and dealing with a vehicle that requires specific weapons and tactics.
I’m glad you glossed over the time requirement and disproportionate effect a functioning vehicle has in the time period it takes to destroy the tank. Did you also just not read the earlier points about ticket costs?
To illustrate the point, let’s say-
A tank spawns
Finds a comfy spot to shoot from
Starts inflicting casualties on the opposing team because of their armament
In the same scenario, let’s allocate 30-120 seconds from noticing the tank to destroying the tank.
Would anyone be able to reliably destroy the tank before it wipes the equivalent of 2-3 squads worth of tickets from the team within that timeframe?
I’ve avoided mentioning “skill” anywhere because it is a subjective factor when making balance arguments.
As you’ve mentioned, the average player is clueless, and thankfully, so is the average tanker, who only gets 1 opportunity to spawn their tank with the limited information they have. Especially moreso when the only communications you’ll ever see in a match are quick chat commands. They’ll spawn in, do whatever, then die. Any other information they learned while in a tank can only be acted upon with an infantry squad in most cases.
But what if they knew what they were doing?
A persistent experience between tank spawns means you can act upon that information with similar toolsets.
An incredible assumption.
Asking someone to explain why vehicle cycling was a controversial topic in the past, then concluding that the guy doing the explanation doesn’t know how to fight vehicles.
I’ve drawn a new conclusion: Either you’re a troll or completely incompetent. Your arguments are a bunch of made up nonsense. No need to waste any more time here! You can continue your gas lighting with somebody else.