Downloaded WoT again to give FL another shot. The mode has... issues.
I've actually put in about 12-15 games so far. The biggest issue that is popping out (which I didn't notice last time because I only played a few matches) is how easy it is to win as attackers. In those 12-15 games played the defenders have won all of 3 times. One of those was only because we had at least 7 purples on the defense (2 platoons of 3 and myself). If even one of those platoons was replaced by normal players that match would have likely been a loss.
So yeah, kind of a big deal if balance is so off that when you load into a game and see yourself as a defender you just roll your eyes and realize you're going to waste 20-25m knowing you're going to lose. You don't even make great credits anymore, either. They must have adjusted that from when they first ran FL a year ago. I'm not firing gold and even using premium vehicles once in a while and still not making more than I could have in a regular match given the time spent (in fact, it may actually be less).
Another issue are those bloody wheeled vehicles. W... T... F...? I'm not sure how well they work in regular matches (I've played some but at lower tiers where you rarely see them) but they break FL.
Given the size of the map coupled to typical poor WoT connection they move so bloody fast it's difficult to hit them. Given the map has lots of room they have plenty of space to maneuver (on a regular map I imagine the corridor nature of so many of them would limit this annoyance). Playing these FL modes with all these wheeled vehicles was bringing back bad memories of AW where it was damn near impossible to hit the fastest wheeled vehicles in the game. At that point it's not a skill issue... it's a connection/map design one.
So it's bloody hard to hit the little buggers. Then you have the issue where they have no issue hitting you... on the move... at full speed. Again... W... T... F...? Who thought it was a good idea to introduce such high pen and accurate guns on such highly mobile and difficult to hit vehicles in a game mode where they have LOTS of room to maneuver?
The third problem with them is again related to their speed. Since they're so hard to hit (and they don't appear to have fewer hps as compensation... you know, something you'd consider if you had game design 101 basic knowledge) these little gnats can zoom a cap early (I've seen some initial zones capped before I can even get up far enough to engage) and once they're able to get to the final objectives they can just run past everyone that isn't a wheeled vehicle and take out the objectives with impunity (it doesn't help, either, that objectives have weakspots that are pen'able by HE rounds).
Another problem is WG's reward system. They implemented a horrendous grind that eventually lets players get some premium vehicles as rewards. Unfortunately they designed this grind now around winning but around farming damage, basically. As such you have some players not even trying to win... and this leads to conflict with other players trying to play the mode the way it's designed. It'd be like playing basketball and 4/5 of the team are trying to win and the other player is just trying to make 30 3-pointers regardless of the score.
Again, poor design. Everyone should be on the same page and rewards should be handed out based on this. If you win fast everyone, but in particular the ones who capped and took out the objectives, should be rewarded handsomely. If you win as defender, and especially if you do it quickly, you should be rewarded for that instead of gaming the bloody game to draw it out so you can farm damage regardless of the outcome.
So... yeah. It's a typical WG mess. Playable... but not necessarily fun. Unsure if I'll keep going with it.
So... yeah. I can't be sure the win/loss issue is due to the wheeled vehicles or was there last time. Regardless, FL
Edited by Skywalkre, 14 March 2019 - 1521 PM.