So I thought we had a thread for this already, but it appears not. So now we do.
Obligatory link:
http://aw.my.comWhat's AW? Well it's basically a clone of World of Tanks but with tanks going from early 60-ies to five minutes into the future with some of the top tier tanks still being prototypes like the Armate or the PL-01
So what's the point of it other than shiny new tanks?
Well the devs took note of what WoT was doing right and copied that, they also took note of what could be improved and improved that.
Main selling points:
-Lowered the RNG, here it's 10% IIRC
-No oneshots other than ammoracks, a big one, pretty much no tank can oneshot another one unless there's like a five tier difference, and even then it takes a lot of luck
-Arty isn't gamebreakingly retarded, here, instead of playing with the RNG arty is fast firing and accurate, but deals relatively low damage per shot. This means you're more of a support role for critting and flushing out tanks out of cover, also support shells for spotting or providing smoke cover. There's also a neat little game within a game of cat and mouse with the enemy arty because every time you fire you get revealed and there's a ping one the map of your general location. Stand still too long and you get counterbatteried.
-Tank roles are neatly defined and each offers varied gameplay, the MBT's are your heavies with big guns and lots of frontal armour but low mobility and weak sides and rear, AFV's are the scouts which can mark targets for extra damage, usually have autocannons for flanking or ATGM's, Arty is arty, TD's are quick and pack a punch but can't take one and light tanks are usually fast with good guns but no armour
-PvE missions where you stomp bots of varying difficulty, quite a refreshing thing when you get tired of PvP, also a great way to make sure none of your tanks face players stock
-No crappy gold ammo, only ammo of varying effectiveness which you unlock by playing the tank. Also loads of different kinds of ammo, each working in a different way. From AP which comes in several flavours and is good for armoured targets but tends to overpenetrate thin armour and do little, to HEAT which is good if it pens, countered by composite, ERA and cage armour tho, HE and HESH/HEP which do damage wherever they hit but deal massive damage if you heat a weakspot like the engine deck, also critting modules everywhere. Also ATGM's of various HE and HEAT flavours which you guide to your target and which deal massive damage, but can be dodged or shot down by APS
-All the tanks you want, as in, no garage slots needed, if you can afford a tank you can own it, about the only thing they charge for is skill resets, xp conversion, premium time and premium tanks
-There's a base thing which you build and which gives bonuses, still in development so there's not much to do atm
Then there's stuff which is different to WoT but not neccessarily better or worse, like a completely different crew system, where each tanks crew sticks to the tank and has several skills and perks which you can pick, but you also have commanders which you unlock or buy which can be moved from tank to tank, they have different specialities and perks which help with them, from guys specialised for MBT's and tanking damage, to gals who work best in zippy scout tanks or bastards whose main desire is to get as much crits and fires started (my favourite so far tbh).
So jump in I guess, the grind isn't too terrible for the first five tiers (out of the eight so far in the game), mostly because no tank is shit out of the box and no tank is there to just make you waste money on skipping it. They're all pretty fun once you get the hang of them, even arty (tho there's a lot of those around so waiting times are long, ingame they're not that bad since they're capped to 2 per team).
I think that wall of text summed it up nicely, so join me, I'm Djoze on EU.