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WAR JOURNAL

WAR JOURNAL is and editorial edited and published by experienced Blitz1941 players. Find out their personal insight about certain aspects of the Blitz1941 gameplay.

What changed the new Conquering System?

posted May 17, 2010 2:11 AM by Rhadoo El.   [ updated May 17, 2010 2:57 AM ]

Two weeks have passed from the Blitz1941 patch which brought the new Conquering System and all I can say it's good. In order to explain a bit clearer what changed in the quality of gaming experience, I'm going to present a before-after situation. 

Before the patch, 2 sides battled for supremacy over the battlefield, and Support Tanks were generated in a fixed number. The Support tanks were nothing more than a small rash which could easily be eliminated. The ST's didn't posed a real threat to any player and being killed by them was mostly by accident (not to mention the shame that was brought). 

If at a certain point the ratio was greatly favoring one side (>70%), the other side would be pushed into the safe-zone (the area protected by Fortress Guns) and FG camping would start (it's when players usually jump into SPG's and shoot from a distance). At that point, the will to play was virtually inexistent. Let's face it, who wants to attack and be destroyed in a second by 5-6 enemy tanks without having the chance to score a kill. 

The player left. If he decided to return later in game and saw the same situation, he would leave again and, probably, gave up on the game, labeling it as boring. The player base would lose a player and the overall gaming experience would drop.

After the patch, the Support Tanks are generated based on the ratio of the map. If your side is underpowered, you will receive more Support Tanks. Combine this with the fact that the new ST's are more powerful and you get a fighting chance. Don't get your expectations too high, you won't be able to push the other side to their main base, but you can easily kill 1-2 (or more) players while being covered by ST's or maybe break the siege and conquer buildings on the map while the other side is busy with the ST's. Even outnumbered, the chance to get someone's head will keep a player fighting. In this way, the player will return to the game, knowing that it's fun.

The player base grows and the gaming experience increases.

Now, there is something that I don't understand. Let's say my side makes the effort to conquer a map. What do I gain from this? EXP, Credits? Up until now, the moderators didn't mention anything about personal gains from conquering a map, besides the new map released thing which is interesting, but I don't think that players will actively fight to conquer and defend the HQ to get this. At this moment, the players are still motivated to capture the HQ only to get the EXP released by the building.

In conclusion, I think it's a change in the right direction and I'll wait to see what eFusion will bring new to the game.

A brief presentation of the new Conquering system

posted May 8, 2010 12:38 PM by Rhadoo El.   [ updated May 17, 2010 2:08 AM ]

Recently, eFusion released a big patch for Blitz 1941. One of the big features implemented is the Conquering system. What's it all about, you ask. Basically, the maps have been divided into many small territories which can be conquered by one faction.

The new map

As you can see from the picture above, some of the territories are marked either by the Russian flag or the German one. That states that the specific maps are held by a faction. 

In order to capture a map, one nation has to capture the field HQ. When captured, the HQ will generate conquering points. After two weeks, the official point collecting period, the side that has 10% more points receives the map. After that, a new map is released and a new cycle begins. As a note, I haven't seen until now how to check the status of the map conquer points. Nothing is displayed on the official Blitz page. Maybe it will come with the new game website.

All the maps have the new "Support Tanks" system. Before the patch, the Support Tanks were generated automatically and in fixed numbers and they we're pretty easy to overcome. After the patch, the number of the Support Tanks are generated based on the ratio of the map. Also, their strength and firepower have been increased, thus posing a real threat to a normal player. I have seen players being killed for rushing in the middle of a ST horde.

Up until now, what has been implemented is rather good, but still lacks.

One of the many topics brought up to discussion on the forums is the lack of new players. The game is designed to be enjoyable only if there is a decent amount of players (what I'm defining as decent at this point would be a minimum of 10vs10 players on any map in any given moment). With a shortage of players, the game is just a big grind-fest to get EXP to gain a level, but later on, the chances to access a populated map fall shortly. Let's just say that the players in game at the moment truly like the game, whereas a normal gamer would just give up on the game and search for something different.

Second, the whole conquering of maps is interesting, but it's not contributing with anything to the player's experience. His side captures a map, then a new one is released. Big deal! Nobody really cares if a map is conquered or not because they aren't receiving anything. I'm pretty sure that a map will be conquered "accidentally", when a player decides to get the HQ and the other side doesn't really care to get it back.

I truly have to mention another point. The tank base is the same, the premium item list hasn't changed. This is boooooring. As a player, I want new tanks, new items, new supplies, new maps ... new anything. I want novelty, I want something new to capture my attention (and my wallet) in order to keep me connected to the game. 

What has been done until now is good. eFusion revived a game that was neglected in the past and attracted a more than loyal fan base. But that can easily evaporate if nothing new is released that will keep and grow your customer base.

I truly hope that the history of the game will be turned around, but I'm a little bit more than optimistic.

Top mistakes a Blitz player should never make

posted Feb 9, 2010 1:09 AM by Rhadoo El.   [ updated Feb 21, 2010 5:45 AM ]

1. Hide after the FG's when outnumbered: if you're hiding, there's not going to be any experience for anybody. Even outnumbered, you may still kill somebody, but if you hide, there's not going to be any.

2. Trying to capture the AF or the RC even though there are some TF or AD nearby unoccupied. The AF or RC is not going to benefit your team like a TF or a AD. Except for diversionary tactics (when you hope that some enemies will be drawn to you enabling your team to easily outnumber the remaining force), going for the AF is a losing strategy. 

3. The other side, when the enemy tries to capture a secondary objective, 5-10 tanks chasing and killing 1-2 tanks will benefit no one. This will only leave your teammates vulnerable to attack.

4. Trying to Confuse/Overpower somebody that's been hit earlier by this. Remember, the enemy tank that receives an undispositioned skill and recovers, it has immunity for a period of time. Try to shoot another guy, if possible.

5. Hoping that the other team will attack and you will defend. The other team thinks the same, most of the time. This will leave you with some amount of time doing nothing. Guarding an SD without anyone attacking will give you no experience.

6. Charging in a single line. Most of the time, a player will yell GO and charge. There will be some time before anyone will join the attack. This leaves your attack force charging in a straight line that's easy to destroy by the enemy tanks. Try to stick together when attacking/rushing an enemy. This way, the firepower of the group will be higher and the fear factor generated by a hoard of tanks will be greater. Tanks in front, reduce your speed so that the other tanks will catch up to you, tanks in the back, pay attention to charging waves.

7. When an AG/Tank is up front and taking damage, it's time for you to shoot. Don't wait for the enemy to reach you because then it may be too late. This especially goes for TD's. Try to shoot when the AG/tanks are taking damage and you are shielded from enemy attacks rather to wait for the enemy to be in your range. By that time, the enemy tank will be joined by some buddies and you will get wasted.

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