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World of Tanks - Opinion (ENG)

Aurélien

World of Tank is an online strategy game between 2 teams of 15 players. Everyone chooses their tank from the technological trees of various Nations. The evolution of tanks is from lvl 1 to 10 where the player decides the role to play.

 

While some players feel that it takes several years to master the game, due to its particular difficulty, sharing information and principles can perhaps speed up the process.

 

World of tanks is a real strategy game in which each player has an influence. Unlike a Point n Click with automatic resolution, the finesse of WOT is special. If the anatomy of the tanks is respected, ballistics, cover and other subtleties of the terrain must be taken into account. A tank needs to hide in bushes, hollows or hills to triumph over its enemies by monitoring the angles of fire... Not easy.

 

Tanks are divided, in my opinion, into 1st line, support and strategic tank (Tank, DPS, Support). The diversity of tanks present in the technological tree requires a selection and a choice of style.

 

The roles resumed shortly :

1_The heavy tank. Phalanx in the role of "tank" in many mmos. Adapted to the concentration of shots by its resistance and its shielding. Beware of the angles of the hull and the turret in order to cause as many ricochets as possible!! A survival factor where math and geometry help to avoid piercing shots.

2_The medium tank. Multitasking and able to fulfill a variety of roles from support to tactics or trans role by its armor and its speed or its strike force. The medium tank is diverse, generalist or specialized… quite a choice. I rank him DPS/Support.

3_The anti-tank. Interesting and difficult class, because separated into 2 families. Anti-tank with turret and hull. The 2 have nothing to do and have different styles. To choose between ultra-violent strike force and little shielding or support and tactical tank. Good elements to close an area and prevent any offensives… like closing a street or a field from any infiltration. A gender. It's a DPS/Support.

4_The light tank. Essential, sought after and very hard to play. The light tank is fragile, often unique in a group and sought after. A good light is an obvious victory tool, because it is a scout and indicates enemy positions more easily, thanks to its greater vision or concealment. His speed makes him harder to defeat… Again, a variety of light exists between pure scout or light support… various genres to explore. The light is "tank" (its essential role makes it a privileged target sometimes and you take all the shot helping the team to move safely), DPS/Support.

5_Artillery. Essential in a team to move the lines too static or too well defended. The artillery breaks down the lines. A difficult but very strategic role. A style full of estimation. You can feel genius when your shot touch right inside an ennemie tank on the other side of the map.

 

Account management is necessary to be able to play at a high level, because each defeat from lvl 6 is a monetary loss. A victory is not a guarantee of earning money from lvl 9 either (except in Premium). This is why, keeping tanks of small lvl (4-5) makes a viable account, because in case of defeat or victory, the gain is assured. LvL 6-7 offer great experience s well with great tanks to play.

 

In addition, battles are great, very fun with many opportunities to play differently. High level have a very high detection capabilities, by consequence it is a very strategic and careful lvl. Caution is survival.

 

The small level keeps a fresh, vanilla and recreation side that I love. Keeping your tanks to advance your crew makes the game even funnier and makes a better farming. Keeping tanks in your collection is useful in terms of games. Especially since the tanks sometimes have nothing to do from one level to another, but I leave this subtlety to be discovered...

 

Farming is necessary, like in any mmo, and the low lvl helps. Very clearly. In addition, improving your tanks with a turbo or other stuff develops the gameplay and therefore gaming experience. Super heavy tanks become playable and others, already interesting to play, become monstrous. Do not hesitate to improve your tanks, because farming becomes even easier… and game funnier.

 

An advantage of WOT unlike other games (I admit it's the only game I play) is its duration. A game requires between 2 and 15 min... where the majority of games require hours for anything. In WOT, a tank, even lvl 2 and presto! So quick. This is a huge aspect, because relaxation is possible between two moments, as well as alone or with friends.

 

A small article to succinctly expose some small principles of WOT. Nothing is said about maps or revealing the correct strategies or areas, as this would affect the gaming experience. A game is a game and is made for fun, which WOT does in a smart way, like chess, cards or wargames can be. A wargame where the player plays his pawn. Nice.

 

Very personal opinion.

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