Was glancing over the change notes for Common Test 1.5.1 #3 in World of Tanks today and immediately noticed some changes to Frontline that are very interesting.
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Combat Reserves Slots
These are the slots that you can use with "Artillery Strike", "Smoke Screen", "Inspire" or others in Frontline. They're reallocating by tank class and I think most of these changes are good.
- Light tanks: from 3 slots to 1. I think that might be a bit of an overreach. I'd rather see them go to 2. Spotting in Frontline is not quite as easy (Air Recon and the sheer number of tanks) and light tanks don't have as much firepower as other classes, so while I recognize that having 3 slots might have been too many, 1 feels like too few. 2 (or still 3, feels right to me).
- Medium tanks: From 1 to 2. This will probably solidify MTs as the dominant class in the mode, at least for me. Not having to choose between Engineering and Arty is great.
- Heavy tanks: From 1 slot to 3. This will give HTs a needed boost. Because they're slow, HTs weren't super useful in Frontline once you got past the first objective. Having 2 more Combat Reserve slots makes them a bit more functional.
- Tank Destroyers: No change. Fine.
- Arty: Reduced from 3 to 1. YES! Thank you! Arty was a bit OP in Frontline mode having their indirect fire capability AND three combat reserves. Reducing to 1 (or even 2) feels like a better balance.
Cooldowns
The respawn cooldown (the time you have to wait after getting killed until you can jump into an available tank) is changing from 30 seconds to 10. That's very good. Especially near the end of the game when you're racing to get that last shot or two of damage to rank up.
The repair cooldown of destroyed vehicles goes UP from 5 minutes to 7. That means how soon you can re-use a tank you already used in that battle and got killed in. I'm fine with that, though it will make life a little harder for people who only have a couple of tier 8 tanks to choose from.
I See You
The objectives (the turrets) will now be able to spot with a range of 445m. That will make it harder for attacking teams who fast cap A and D to silently race all the way over to objective 5 and start killing it, essentially unspotted. I'm in favor, since I dislike fast-killing the objectives. (As you know if you read this post)
All in all I like these proposed changes. We'll see if they make it into the game. Let me know what you think of these changes in the comments section below.
GLHF!
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