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The World of Russian Tanks and a few other nations that do not really matter.

Balance is something Wargaming has evidently no real grasp on or desire to see done with their new tank game. Balance and realism are changed and swapped with each other when it benefits the Russian line. I do not see this playing out well.

Author: CastorHoS

World of Tanks balance. How it should work if balance is the actual goal.

Posted by CastorHoS Wednesday December 1 2010 at 11:41AM
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     The devs over at Wargaming have made the statement that historical accuracy is not their main concern when it comes to balance.  Lets see if that is really true or some more smoke.

    Balance for this game should be fairly simple since it is a game. Historical accuracy is nice and all but if this were only to be balanced on that kind of data, the game would get old real fast.

     What is the easiest way possible to balance the weights and tiers for each nation with all other nations currently in the game or to be added later? Well we need to start iwth basic facts of the game.

 

1. All nations tanks differ in size, shape, look or feel, i.e. aesthetics.

2. Balance is an issue of taking what you have and making the same weight and tier across nations end up being as close as possible in the main areas it is to be used.

3. The weight and tier system offer a perfect way to balance without over powering one nation over another and allowing all the weight classes and tiers to be effective.

 

    Let us use the tier 10 heavy tank first and move forward from there.

    Each heavy tank has slope and armor thickness. In a balanced game this should mean that each of the three current tanks should have a total armor value equal to the other two tanks in the same weight and tier.  If the Russian tank has a slope and armor thickness value of 250mm of effective armor, then by default  the German and the U.S. tanks should have the same effective value of 250mm. Slope will be different between tanks, size, shape, and even the flag it has painted on it should give enough "difference" between the tanks to allow for different strengths and weaknesses between the three but also still holding the same value for each.

    Damage they do would be the next step. If the Russian tier 10 heavy had a penetration value of 225mm and damage of 400 then so should the other two. Want variation and keeping with balance then offer them two choices, a slow firing gun and then a faster firing gun. All that needs done is the dps each of the two guns are able to do ends up so they are balanced.

    Then you work on actual speed, turrent and track traverse speeds, etc so they are all evenly balanced. A heavy tank should be what most of us think of when we see "heavy tank". Up close combat, able to deal and take a good bit of punshment.

 

    This in turn leads to the different weight classes of actually having roles.

 

    A medium would have the same values and differences to give the feel of something different just as the heavy would such as slope, size, looks and feel but in the same way the heavies are balanced, so would the mediums.

    A medium could have the "sniper" characteristic. Able to fire from further away to do damage, some speed to manuever in, out or around combat and enough armor to survive and still pull back.

 

    Then you have light tanks. Fast, high rate of fire, little damage alone but with longer fields of view or sight distances that allow them to scout, harrasse enemy flanks and hound artillery and other weaker armored targets.

 

As it stands almost all the tanks play the same role. Hide, hope arty doesnt find you or a tank with more armor and a bigger gun and fire at targets of opportunity.