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Expanded Consumables in Update 2.8


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Bbm_14 #21 Posted 31 March 2016 - 06:38 PM

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View PostXavier5A, on 31 March 2016 - 12:29 PM, said:

 

I really hope so. The EU one looks like a combination of both of these articles, which isn't really far fetched.

 

A 18% crew bonus is crazy (Vents, Large nation provision, Small nation provision).

 

One thing for sure, if not a ruse, is that those not 'on a budget' will gain a bit of a 'higher hand' to those that are...


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ahredstealth #22 Posted 31 March 2016 - 06:44 PM

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View PostBbm_14, on 31 March 2016 - 12:31 PM, said:

Thanks, my oversight...

 

No worries mate, we got you.  (Lephturn got you slightly faster.  If you need to trust fall in the future, I'd advise him instead of me...)

 

View PostAmmo_Delivery, on 31 March 2016 - 12:33 PM, said:

On the plus side, I finally have room for that fire extinguisher I seem to need every game.  On the downside, 30 second boost already didn't get you to the mill from spawn, so I would now have room for the fire extinguisher because boost is useless.

 

I can sort of see Addy getting a duration reduction, and then cooldown to be used again as useful...  I'm okay with that, but yeah, the speed boost getting a duration reduction was probably not overly necessary, it's usefulness was meh at best on the vast majority of tanks.

 

Maybe I'll try out the fire extinguisher with you.


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wannabeunicum #23 Posted 31 March 2016 - 06:45 PM

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This will help out my is8

RedBarchetta3 #24 Posted 31 March 2016 - 06:52 PM

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Cooldown must mean certain items will be reusable. Do we pay once no matter how many times we use the item? With adrenaline being reduced to 15 sec, on slow ROF tanks it's almost pointless to use.

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FlammeumDraco333 #25 Posted 31 March 2016 - 06:57 PM

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View PostRedBarchetta3, on 31 March 2016 - 02:52 PM, said:

Cooldown must mean certain items will be reusable. Do we pay once no matter how many times we use the item? With adrenaline being reduced to 15 sec, on slow ROF tanks it's almost pointless to use.

 

Not really, as it will speed up the reload between those big reload shots, so you're a sitting duck for less time. I dunno. I run adrenaline in my KV-2 all the time.

View PostSystemrename, on 03 February 2015 - 04:06 PM, said:

Whatever, since people seem content with the plain oleophobic coating and dragging their meaty, calloused workman's thumbs around like proto-lizards sliding up out of the primordial ooze onto dry land, it's just more for me.  I'm happy to float on fiber and run circles around you filthy casuals. Eat my dust, snail thumbs.

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Oralflame #26 Posted 31 March 2016 - 07:02 PM

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View Postalexbuildit, on 31 March 2016 - 12:30 PM, said:

Adrenaline nerfed to 15 seconds...but has a reload of 90. May be useful, maybe not.

 

Hmm. I'd say useful. At the start conflict, it's good to rapidly attack, pushing the enemy back into cover and with you taking the ideal location. There tends to then be a minute or two of HP trading, then the team pushes farther up when the team is together (thinking of WM BTW). This gives time for reload, when you come around the hill or dive into the center of mal and see the enemy ready. There tends to be that last guy running away. Reload...searching for him...reload done, found or not. If so, quick death. Yay. If not and you're 1 v 1 or 2 v 1, you're going to want to have adrenaline. The end game tends to have less HP involved, so every shot counts. You bounce or miss, you want a shell Löweded ASAP. So being able to fire kill shot just before he does is critical. The HP doesn't matter, just the last one. The whole reason for high health is to protect that last one HP. When everyone is on low HP, that's when stakes are high.

 

I'll be curious how it turns out.



jdm7 #27 Posted 31 March 2016 - 07:07 PM

    60% of the time, it works every time

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90 second multi kit sucks.  I don't get why they'd change that.  :(

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Kiser_Sosei #28 Posted 31 March 2016 - 07:51 PM

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Ah more ways to eat credits.

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acrisis #29 Posted 31 March 2016 - 10:17 PM

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I'm getting a sense of too much NERF-ing and a credit crunch. 

 

Between the reduced gross income per battle, offset partially by some cheaper tank repairs, on select vehicles. 

The prior camo net reduction in effectiveness. Offset partially with $$$$ consumable.

 

Now several consumables NERF-ed in duration, but re-usable. Cost remains to be seen. Your benefit pretty much boils down to two or even perhaps one slightly faster shot, considering some have 15 sec and 20 sec reload. At least with adrenaline you would get access to two or one and a half faster cycles. 


Addition of several consumption slots ... means one probably will have to fill in order to remain maximally competitive, just like running vent and rations. 


Again, in light of the Gross Income Credit NERF ... now having additional slots to fill is ... :unsure: 


 

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LE_gend_VI #30 Posted 31 March 2016 - 10:45 PM

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How good they are and if they help any idk. I'd rather clan supply levels

 


thetastypie #31 Posted 31 March 2016 - 11:04 PM

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Maybe the level 10 clan supply level will have a 50% discount on all consumables, along with a 50% credit earning increase in all tanks.  At least give us the ability to use your consumables without running out of credits. Time to grind in t34 again. 

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wannabeunicum #32 Posted 01 April 2016 - 12:13 AM

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View PostFlammeumDraco333, on 31 March 2016 - 06:57 PM, said:

 

Not really, as it will speed up the reload between those big reload shots, so you're a sitting duck for less time. I dunno. I run adrenaline in my KV-2 all the time.

 

Find it more useful to run engine boost and cod an at8

CptCheez #33 Posted 01 April 2016 - 04:48 AM

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No April Fools, folks, this was posted on March 31.  This is very real.

"When the going gets tough and the stomach acids flow, 
The cold wind of conformity is nipping at your nose.
When some trendy new atrocity has brought you to your knees
Come with us we'll sail the Seas of Cheese."


conjay810 #34 Posted 01 April 2016 - 06:08 AM

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Time to be broke guys

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FlammeumDraco333 #35 Posted 02 April 2016 - 11:38 PM

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View Postconjay810, on 01 April 2016 - 02:08 AM, said:

Time to be broke guys

 

Already done, played 20 battles in my IS-6 to get myself back up to 1 million credits...

View PostSystemrename, on 03 February 2015 - 04:06 PM, said:

Whatever, since people seem content with the plain oleophobic coating and dragging their meaty, calloused workman's thumbs around like proto-lizards sliding up out of the primordial ooze onto dry land, it's just more for me.  I'm happy to float on fiber and run circles around you filthy casuals. Eat my dust, snail thumbs.

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Boomer_Von_Doom_II #36 Posted 03 April 2016 - 12:59 AM

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90 seconds to cooldown on MRP?!

 

ARE YOU F---ING KIDDING ME?!?!?  

 

What's next?  Remove every tech tree in the game except for Soviets?

 


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View PostASensationalAsian, on 27 July 2018 - 04:34 PM, said:

Anyone who drives a 183 please commit die.

BobaFett_56 #37 Posted 04 April 2016 - 05:34 AM

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I sense our credit supplies will be draining even faster after update....

 

i woukd like a 4th equipment slot that would be nice.



Lephturn #38 Posted 04 April 2016 - 04:48 PM

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View Postjdm7, on 31 March 2016 - 02:07 PM, said:

90 second multi kit sucks.  I don't get why they'd change that.  :(

 

I think they did it to force you to make a choice. With a 60 second kit and one slot freed up with food moving to "provisions", you didn't really have to make many choices. Multi, Adrenaline, Engine or multi, adrenaline, auto-fire and you are good. This way you have to chose multi, adrenaline... and something. Now you'll want a standard repair kit as well in many cases and will have to give up engine or something to run multi and another repair kit.

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jdm7 #39 Posted 04 April 2016 - 04:58 PM

    60% of the time, it works every time

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View PostLephturn, on 04 April 2016 - 11:48 AM, said:

 

I think they did it to force you to make a choice. With a 60 second kit and one slot freed up with food moving to "provisions", you didn't really have to make many choices. Multi, Adrenaline, Engine or multi, adrenaline, auto-fire and you are good. This way you have to chose multi, adrenaline... and something. Now you'll want a standard repair kit as well in many cases and will have to give up engine or something to run multi and another repair kit.

 

makes sense I guess.  I still want to pout though  :teethhappy:

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dlevancho #40 Posted 05 April 2016 - 03:34 PM

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View PostDavedt, on 31 March 2016 - 05:22 PM, said:

They lowered some vehicles repair costs so this creates a larger potential credit sink to compensate.... But does allow for more personalization of in battle bonuses.

 

exactly.. they lowered the repsir cost cause they wanted to introduce yet another money making featue.. maybe quickest one ...

that means... thry knew there was a problem with repair cost vs credits gained balance ...but deliberatly did not fix it ...

and even now its done  just to give this new money making feature some room to sqweez in..

 

so all these bull... they talked about :

 

Block Quote

 We decided to tackle these readjustments for two primary reasons. First of all, as more and more vehicles have been added to Blitz, some may have unfair advantages or disadvantages. Our goal is to make these adjustments so that these vehicles are in line with the rest of the vehicles. Second, some higher tier vehicles have repair costs so large that they'll end up costing you a lot of Credits if you have an "off" game. To fix this, we're reducing the repair cost of some vehicles.

 

 

is complete bull... 

 

wargaming is not adjusting a single  parameter for our sake.. they do it to make more amd more money off us..

Thats ok.. I dont judge them. they built great product..and i do not mind investing "some" in it, to have fun...but common... at least have a guts to admit what you are doing the way it is...  and do not bublewrap it with this knd of bull...

thats what sucks....

 

 

 


Edited by dlevancho, 05 April 2016 - 03:36 PM.





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