Wednesday, October 20, 2010

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World of Tanks Review This is

World of tanks is currently the first choice to pass the time when I sit at the computer. League of Legends is currently first in the resting state, so there is no burnout, it will, after all, do not overdo it. ;)

World of tanks is an online game, whether it is now known because of the number of users as an MMO, everyone should decide for themselves that brings together two teams of 15 members against one another. Each player controls only its own vehicle and pursued along with other teammates in the lap time of 15 minutes to win a gain of two variants. Either by destroying all enemy vehicles or by the oral use of the enemy base which is achieved by continuous stay in a marked zone and increases a counter that can be brought up to a level of 100 must.
These are a few special features such as the opponent hits from a conquering vehicle depends on reducing the damage done to counter the already accumulated points. Several vehicles are staying in the zone simultaneously increase the points collected per unit time, the 4 cars taking the time to the base by about ~ 75%. Continue to leave the area out before reaching the 100 point mark in the loss of accumulated each time by leaving the vehicle points, even if further conquering friendly vehicles to be in the zone.

The game itself is one for my taste very successful tank simulation with a good balance of action and simulation. In addition, there are long-term motivation factors and mechanisms to micropayments installed (consumables, special tanks, premium accounts, crew training) collects Thus, over time, experience points with which to unlock gradually upgrades and unlock newer and more advanced vehicles have.
The unlockable vehicles belonging to one of 5 groups: light-, medium-and heavy tanks, artillery and tanks as well as hunting.
It has every type and often each individual Vehicle uses and its peculiarities and its associated playing. Light and medium tanks serve as a scout for artillery and can big asset to benefit from their speed and agility around the main force to drive around to the back country of artillery to detect and destroy or outmaneuvered by heavy tanks and to stay out of their powerful cannon, and even less well protected areas to take a bead. In addition
improved over time and its own crew and receives awards for outstanding achievements. What brings certain bonuses such as faster and more precise targets, faster loading, faster subsystem repair etc..

The calculation of the projectiles in the game itself follows a rather complicated process and takes into account base damage of the projectile and its impact, and has the angle of the vehicle armor, the impact angle, the thickness of armor and, if a penetration made which way the projectile within the target and types of equipment and people on their way.
The graphics are detailed and IMHO better than average, the various cards feel authentic and offer a variety of scenarios of strong Hügeland open spaces, lakes and swamps and dense forests of maps with freight rail stations and ice is all covered what one could wish for. The site must be in operation for his own vehicle will be considered as offering shrubs, trees, rocks, and houses can be used to cover the stalk or to lie in wait and provide additional protection from fire from other tanks and artillery. But Hill also serve as a privacy screen and offer other tactical advantages and disadvantages. Increases have a drastic effect on one's own pace and a long drive an unprotected slope offers up a simple unprotected target, as well as a departure brings tremendous speed which can then be used even against lighter and nimble targets for driving. Similarly, the tanks of just the top of a Mountain has climbed to look but view Technically, in a particularly good position and can wide areas but he is also a time vulnerable, if the focus of the coat is still on the other side of the hill, its front part is often in the air, where he has then often defend vulnerable points without even being able to because his own gun in the air also is shifting the focus to the other side was.

also a serious advanced armor is not automatically a free pass, even to many light and medium tanks. Hubris and blind storms can end so quickly that one is broken through enemy lines but his bad-only hedge the open fire released, and still worse that their position was explained by the enemy and you can be put thus by the enemy artillery fire, the large tanks, often with the first shot already for quite a while except set battle, because they damage one of the major systems such as engine or chains and a second meeting can often be devastating.

As you can see a powerful artillery gun that is precisely the danger of easy and fast tanks indirectly increases greatly. Likewise, one should use his gun sparse. Keep a cool head and careful goals is often much Effective than wild banging, ammunition available is not infinite and scarce resource and must be in vehicles at higher technology levels dearly paid for, even floors must be refueled only once, which can take depends on the weight of the ammunition longer. Reload time 8 to 15 seconds are quite realistic and illustrate that a miss for quite a long time leaving defenseless. Starting at technology level 6 should be played with caution, as you may already have this negative income balances (> Repair and ammunition capital earned during a round)

This brings us to slow even with the criticisms of the game. On the one bothers me that certain Slopes are not to be used, I would find it better if some one very could shut down steep slopes tilt at the risk of possibly through the head and destroy his tank, like you might fall from mountain cliffs should sink to his tank in the lake with also devastating consequences, as the tank is sometimes incomprehensible to small and very small remains of walls, etc. depend on which one would normally go away easily can, while you can drive through brick walls elsewhere complete or houses or even entire flattens. This behavior is annoying at times a complete mystery to me during the game, reduces the degree of realism which is never good for a simulation, which discourages the immersion.

Another small problem is that the game is not historically correct. The two quasi-political groups Russians / Allies and the Germans always have a 10-Level technology tree. Each vehicle is thus assigned to a certain stage that depends on its weight, armor and his weapon and roughly reflects the development of the Rhine following the tanks. However, it does not take into account (or at least subtly) the German tanks to the part about 2 years earlier at the service were cut off and thus against their counterparts significantly worse. Particularly serious is this serious in the two German Tiger I tanks and Tiger II (King Tiger) . Which were used in the summer of 42, or January 44th In the game, but they are set against the IS in his (late version) end 43 and IS-3 (built after the war). The mouse (which was certainly an aberration, there were at least 2 times before the war) is made against the 1948ger version of the IS-7 . The problem is that this results in the Russian tanks lighter, more maneuverable and due to the sloped armor equivalent to or better than do qualities of the German tanks with their armor, and often straight for their time and lower engine out her real selling point the significantly more superior weaponry is often surfaced in the case of T9 and T10 tanks (CV 4502 and mouse against IS-4 and IS-7 is superior to the Russian weapon). In addition, the mouse was also penalized by its armor was effectively reduced and even increased its speed it is very low. The response is already somewhat bitter, while the IS-7 (level 10 tanks) almost 4 years more development than any other vehicle on the clock has what he can outclass any other vehicle clearly, certainly he is in the rear not too much armor but by the strongly inclined armor, the overall flat profile, very strong arms and A speed and agility that can even compete with medium tanks speak for themselves. A restriction on 8 levels with the Tiger II and the IS-2 or IS-3 would have been much better and more authentic.

Another problem is the artillery. In the current game she seems just too good. Feels like 80% of the matches are often decided only by 1 or 2 capable / incapable of artillery player, that has either two real super player on one side or the one two completely incompetent on the other side so that an average performance the enemy artillery also sufficient loose. I see it as a blatant mismatch, the performance of about 6% of Players decide the outcome of a game regardless of any otherwise shown good to very good performance of other players. This can happen sometimes if the matchmaking allocates one side too much artillery, which usually made just such a devastating effect.

What we are also the current biggest shortcoming - the matchmaking. The matchmaking is currently IMHO too much on trying to minimize the waiting times, this leads to the partial up to 5 Tiers (technology levels), are summarized for artillery, sometimes even more to equip a single battle. This means then that there are players with a maximum of 60mm PzKpfw III armor (front) and the least 15mm armor (rear) and a moldy 37mm or 50mm (I am not sure whether you can build here at all the 75mm short versions as was done in the Ausf M and N) cannon are then released to players in a King Tiger or an IS -3 sit. may, then, are opponents on the road practically a "Onehit" land and effectively only under absolutely ideal conditions (distance, angle, the weakest armored body) can actually be tarnished and I am speaking so 1% damage per shot, every 7 seconds or something Art in the quasi something like Wladimir Klitschko against a three-year-old with NEM 'heavy left hook. More than once I've had similar situations where I was inferior to the enemy 2 or more classes and I could put him 7 in some cases even up to 13 matches in a row successfully, it was off, but not a critical system or anything and then after more than 1 minute 1 vs. 1, it has either of the opponents managed a single place halfway aimed shot or the artillery has finally their thick coats pity about the annoying mosquito free, or another tank is driven at the time over half the card and then To download a hit. 2 opponents outmaneuver the same time while you do not have enough firepower ends off an opponent with 4 or 5 shots so that one is probably the starting place for the permanent to escape from two guns of the enemy.

Conclusion: As I said, the game makes me still a lot of fun and since it is the beta and for free, you can not complain or less. However, there are two flaws that are not bad and where I honestly can not explain why they are even there. But there are as mentioned two big problems: Matchmaking and artillery. These must be overcome in any case. For long term it will be found not enough paying customers to offer themselves as willing cannon fodder, especially for newcomers to the game will be different significantly and is hardly ready to experience success and to continue playing him now and Micro Payments move if it only serves to improve the early adopters easily kill their ratio. Here must be found in any case because, if need be on waiting time for the groups to create more homogeneous, a puppy protection must be implemented and a ELO which both victories, calculated and from kills, assists, and the other awards that have implemented be, otherwise flags hipped the whole firm.

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