This is not an independed topic, it’s highly connected to my post: The GRAND tank poll
This post is made to find the best solution from voted-out tank limit system.
Because my add limited numbers option was chosen, I want the community to help find the best possible solution. Just write your idea in the comments or make a paint/ word presentation of your idea
I want this post to be suggesting only so please try to suggest your system of implementing limitations instead of arguing, Remember this poll is about if heavier soviet tanks get added so please if you have an opinion why heavy tanks are not needed in the first place please write it in my last post which you can find the link above
I know most of you are going to ignore this request but please focus on suggesting better systems and algorithms instead of complaining…
If the topic starts going out of control, I will ask for this thread to be closed
I suggest a system similar to War Thunder’s repair timer, but not as obstructive.
You get 2 tank slots per crew, a primary and a fallback.
Certain strong tanks can only be put in the primary slot, anything can go into the fallback slot.
Selecting a “Strong” tank in a battle will allow you to use it an unlimited amount of times within that single battle. However after the battle it will trigger a repair timer.
The repair timer might last say, an hour and a half, online or off, before you can bring that ta k into battle again.
When the repair timer is going, your tank slot automatically switches to using your fallback, and must be manually switched back to your primary after the timer expires.
That way you can use the tanks you earned, but can only use something overpowered irregularly.
However I’m overall against adding something so overpowered that its use has to be limited. That’s just how I would implement it if I had to.
I’ve seen in other games that attempts to balance said limited tanks were always met with either “BuT I EaRnEd iT”, “iT’s bAlaNcEd cUz iTs rArE” and the like that doesn’t stop them from ruining one battle.
The existing spawn system should be able to prevent that.
They could try exploiting it by suiciding repeaty, but iirc the game boots you after 10 deaths.
or maybe a score system, similar to spawn points.
using one of the heavy tanks would costs points, which in turn would subtract from your total XP at the end of a battle. So risk/reward. And you wouldn’t be able to spawn one if you don’t have enough points.
That way there will never be an OP tank right away, and you incentivize the player to do something that earns a lot of points, i.e., capturing the objectives.
And in return, you could make it so you get bonus points for killing an enemy heavy tank.
Winning/losing wouldn’t really be the most important, it would be personal score, to make players play better. And the tradeoff would be the inability to spawn a tank at all if you can’t get the necessary score.
But if you are winning you get higher score (from caping, kills etc.) so it leads to getting Hv tank earlier than the enemy, that gives you more advantage.
We can as well unlock via score railway gun barrage on enemy positions. Result will be the same → more winning.
In this game, if you are winning, you will continue to steamroll basically forever. And while sure this will make that worse, it would be better than having a timer that isnt affected by the battle itself, but by something outside of battles. Imo the stuff outside of battles should have an as little as possible impact on the match result. Like whether you choose squad A or B, if both has the same upgrade level, they should be balanced. Same goes for tanks. And preferably, even the levels shouldn’t matter, imo. Makes the game very newbie unfriendly.
I honestly agree with this:
And I am just trying to come up with the least bad method of implementing it. I doubt this suggestion would be said best, but at least it would be better than an out-of-battle cooldown.
I like that, but maybe just SP for special units like the heavies or some goober shit if it gets added.
But no XP reduction, that’s shit I’d expect from Gaijin.
In all seriousness, if you get an OP tank like a KV-1, you are likely to go on a long killstreak and get a lot of XP. This is ment to balance that out a bit.
You’re completely right, but you and I both know well enough with Gaijin in regards to the XP reduction and whether or not they’d let you gain enough to balance it out
So we can add even more complitelly brokes stuff to the game as long as it will be unlocked by score. At least matches will be quicker. And don’t lie that we won’t end up adding more stuff like this.
It would be affected by you and only you. Nobody forced you to take hv tanks instead of light, it’s your choise.
(that part wasn’t on topic enough so I deleted it)
I am saying that at that point there might as well be no limit at all. If you can just wait outside of the match until it resets, you’ll have your heavy 100% of the time. You’ll just get frustrated at having to wait.
Tank vs tank is more important than you think, and unless one tank has a significant anti-infantry advantage over the other, they should be balanced completely based on their tank vs tank capabilities.