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So I am thoroughly convinced that the coming Space Assault Mode (see below for those unaware) will be the single most important thing tested in WoWs since it came out of Beta. More than the CV rework, more than Subs, more than the Economy change, more than OWSF. Whether players embrace it or not (or even play it), is a whole different thing, but as far as a meaningful change potential, it is so far second to none. The reason is 1 word: Respawns. Working under the *current* game's format, I would argue that the biggest changed needed is a new class (Submarines), to properly balance an *odd* number of classes with proper crosses, but that assumes the current framework of the *true* Metagame, sudden death PvP, remains the status quo. See here's the problem with WoWs from a *game* standpoint: it has three very basic conflicting game mechanics: Movement heavy, spike damage reliant, and is sudden death. Spike damage is the name of the game: while not universal, or the 'most common' way to die, the potential to be killed in 1 shot exists on a MUCH higher angle than in other titles/genres. Again, this doesn't have to be the NORM, but it is a CONSTANT presence: BB's can delete cruisers, Cruisers can delete (almost) DD's, DD"s can delete BB's. Incidence rate is not the concern, but that the potential exists influences HOW people play this game to a staggering degree. If they made torpedoes do 100 damage per hit, and changed nothing else (and assume DD play numbers remained constant, for arguement's sake), the way people play against destroyers would change, obviously, dramatically. If they removed CA/CL citadels and likewise kept everything else the same, the way Cruisers interacted with BB's would change, dramatically. The existence of spike damage and the avoidence thereof, is a primary motivator in the way people play this game, for good or ill, but plenty of games (sorta) make spike damage work (it's actually a SUPER lazy way to balance gameplay when not combined with the other two issues in WoWs but that's a whole other thing). Movement heavy is, for almost counter intuitive (given how slow even the peppy DD's react), is also a key gameplay feature of this game. How, where, and when a player moves has almost more influence than their ability to aim. This is great, and in games that pull it off, is what makes a game actually capable of having EXPERT players. Games like TF2, Quake, Unreal Tournament, and even Halo on the Consoles (soon for PC's, yay, it only took damn near 15 years for Halo 3), and many others are build PRIMARILY on their movement systems, and quality of gameplay is determined by the ability to master them. In that regard, WoWs sits with the best, and as is the case with those other titles, it's influence is far reaching at all levels of play; whether you choose to creep forward heavily angled, or bob and weave to trick people into what they think is a free cit only to bounce against an angled bow, or using turning radii against an opponent, all can be mastered (or lost) based on the movement system. And sudden death. While in reality there are few games with sudden death as the *sole* mode (most have it as a 'challenge' mode secondary to main, respawn modes), it is common enough to be considered 'standard' among titles. This too influences gameplay to a staggering way. Just look at WoWs/WGing's closest competitor, Warthunder: the way people play WoT's and WT is night and day. Whereas WoT's turns into a camp fest/snipe fest, WT is far more mobile. That DOES NOT mean that WT does not have plenty of snipe happy players, but if it's 1 out of 12 that rush in WoT's, it's 6 out of 12 in WT. Likewise look at TF2 vs. say, Counter Strike: the way people play, the way the MAPS have been designed, the way people move, the way people focus, is night and day, and it's worth remembering TF2 and Counter Strike are made by the SAME developer, thus share a common thread, and yet the change from Sudden Death to Respawns TOTALLY shifts the gameplay. CoD can be thrown in the mix too. Love it or hate it, it's played ENOUGH to be considered relevant to gameplay style, and both without and within, CoD's respawn system influences gameplay heavily; be it comparing 'normal' COD to Counter Strike (even in it's worse moments, CoD is not nearly as campy as CS) or within as CoD has a Sudden Death mode (also combined with SPIKE damage and that is a clue to the root problem). So what goes wrong here, in WoWs? It's the combination of all 3. 2, work fine, you can have a sudden death with spike damage, but then movement needs to be far less important (CoD sudden death, Red Orchestra series). That doesn't mean you ignore movement, but it plays a much lower role in the game and has little influence directly (not like angling armour or rocket jumps ect). You can have Spike damage and high movement; it's rare but a few come to mind like WarThunder's Aircraft mode and Tank Mode, DC, games like that, and you can have games with high movement and sudden death (Unreal Tournament and Quake (depending on the match parameters)). But it is actually RARE to see all 3, and that's for good reason: it does not work. And in WoWs case, it does not work to the detriment of the entire game's meta play. People are terrified of spike damage, and thus have to overly focus on movement, AND then have to contend with the fact IF They make a mistake, game over. Remember, the objective is to PLAY the game. Not do high damage. Not win even (if the teams I see are anything to go by, winning is a LOW priority) but to play: specifically laid bare to input controls that causes their avatar (a ship in this case) to act to the user's will. The LONGER that goes on, the happier the player is. Everything else (winning, high damage, low damage received) is gravy. So if that's the key objective, the combination of no respawns, high movement requirements, and spike damage ALL work against that to a crippling degree. Enter Space Assault mode: This is super important as even the slight addition of even HALF the team having respawns TOTALLY changes the dynamic. For half the team, death is an *inconvenience* to that singular goal: playing, rather than a 'permanent' curtailing of it. Now that cruiser that knew advancing MIGHT result in a blamping will go forward ANYWAY to force an enemy out of cover because it's OKAY. That DD who begs off because pressing it sends them back to port? No big deal. And most importantly, that BB looking to TANK the enemy fire, they now feel less PENALIZED for doing so. Also, it makes *speed* an actual factor in game. As it stands, speed gets you INTO trouble more often than it does not. And the way *real* ships were made, often (not always) speed came at the expense of armour (and thus 'spike' damage). Imagine a version of this game with Respawns as the norm; now things like citadel height on FAST battleships is less important than it is now. Or cruisers with 27 vs. 25 mm bows and how they approach charging. Or how RoF vs. Power of Fire shifts in importance. I hope everyone gives this mode a fair shake as it could be VERY important going forward to see how a Respawn mechanic actually works. There is no class that DOES NOT benefit from respawns and it dramatically changes the way balance can be approached (makes it easier on WGing and easier to tolerate for players).