The less complex version of World of Tanks, World of Tanks
Blitz, came out for the iPad last week. It's a free download, so I gave
it a try. Much like a mecha game, it has a slower pace than the
regular FPS. Tanks accelerate, decelerate, and turn slowly, guns have a
slow rate of fire, and take a few hits before dieing. This makes it
easier to live with the OK screen controls.
So, after playing a few games, I noticed something interesting:
the main guns can't depress very far. This would be useful for when you
crest a hill and don't want to expose your tank before firing. I think the hills in WOTB is
exaggerated/wrong, The technical problem with the design of tank
turrets is the hull outside the tank, and the breech inside the turret. In both cases you'll hit something eventually.
The other thing I noticed is that the game
can make play easier or harder depending on who it puts on both teams.
It tries to match up the tank strength, so that you don't have a M3 Lee go
against a Tiger, but it also has to try and match player skill.
I'm not great with aiming the hull of my tank to match where the turret is pointing to maximize my armor (or would it be better to aim 30 degrees off center to try increase deflections and make the armor thicker, but expose a bit of the side) so I'd play better if my tank had more balanced armor, like the Tiger has vs the heavier front bias of a Panther.
I'm not great with aiming the hull of my tank to match where the turret is pointing to maximize my armor (or would it be better to aim 30 degrees off center to try increase deflections and make the armor thicker, but expose a bit of the side) so I'd play better if my tank had more balanced armor, like the Tiger has vs the heavier front bias of a Panther.
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