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Showing content with the highest reputation on 12/06/2017 in all areas

  1. 8 points

    christmas hat thread 2017 y/n?

    christmas hat thread 2017 y/n?
  2. 8 points

    I made a thing

    I made a thing
  3. 3 points
  4. 3 points
    Base t100lt gets 19,84% and with 100% camo it goes up to 35.80 which is almost double. Now imagine almost double of 29% you would get something close to 60 without considering the crew's boost. So no a tank with ~60% camo would be so broken that a Defender with tier 6 preferential MM would look balanced in comparison. You are right this is WG afterall but I dont think they are this stupid...... I mean I hope so
  5. 2 points

    Super Conqueror Appreciation Thread

    The tank is an absolute monster when played to its strengths, however, most players will not be doing that as many just don’t have a clue neither with this tank nor any other tank. I faced one of these this morning in my own super conq. We were both hull down to each other but he decided to just randomly yolo me out of his cover. Got tracked by me twice and had 2/3 of his HP evaporated by TDs sitting about 300 meters away and I took away the rest. Doesn’t matter how OP a tank is supposedly. If you are as dumb as a brick, then no tank will ever seem OP.
  6. 2 points
  7. 2 points

    Visiting for the nostalgia

    Comrade tankers, Darkest were the days of 1941 when we ground through the T-34 line, clanless and alone. Then we saw the light of the Forum Warriors channel, from which came offers of platoons and friendship. We remember how we became one with PBKAC and fought our campy Swamp battles in Europe. We can still vividly hear the IOC's order on Fisherman's Bay: "one-two line, begin yer push". We recall our victory with a half-baked fascist box strat on Ruinberg and our obscene defeat from "dick in facce" on Cliffs. We were there to witness the conception of hardcore PBKAC Himmelsdorf strats, where once we stacked meds on the hill only to lose to a capfast. We had our moments farming lame points with BULBA in the Americas and doing our giddy M60 count-ins to farm pubbie tears. And of course, who can forget the thunderdome, the fast-bois strongholds, and the anime club. Nowadays the war is over and the soldiers don't know where to go. The WarGods removed all-chat and so we bid farewell to the days of smack-talking baddies. CR/D is dead and gone, forever buried deep in the ground alongside Chairinabasket. We wonder where the veterans from old PETCO are now and what new hip game they play today. We tried the PTSD-inducing Red Orchestra 2, fighting the Great Patriotic War as a conscript with only a rifle and bayonnet, but the community there was small, they didn't insult each other much, and there was neither stat padding nor metagame. We tried League of Legends, finding some of the memes and airhorn-inducing MLG plays entertaining, but it lacked the euphoric feeling of a 3-unicorn hard-carry; there was none of the "us versus them" mentality as the game just makes good players fight other good players. We miss the days of WoT; terrible as the game is, the people playing it are second to none. We dream of fighting with you unicorns in the halls of Valhalla, forever pursuing the 99.9% winrate and surfing on the waves of the Red Sea. Thank you all for our time together. We are here to read through old posts and we would love to chat and reminisce. 8112204 (2011 - 2015)
  8. 1 point
    yeah, for comparison the 13 90 is much bigger and has 37% camo all kitted out, so the ELC EVEN should have 40% minimum. it doesn't seem to have much going for it, so it had better be invisible (it's so cute though!)
  9. 1 point
    Very good camo can make up for low view range.
  10. 1 point
    After a thread on the forums about aimtime and how it works. I decided I wanted to figure it out exactly. All we know for now is that aim time is the time it take to reduce the aimcircle to 40% its size, dispersion is something that say show much the circle gets bigger and accuracy is the size of the aimingcircle when fully aimed. However, we do not know the exact relations between these 2 and how exactly they influence the size of the aiming circle at all times. So thats what I set out to do, finding a mathmatical description of the size of the aimingcircle. The method is simple: measure the size of the aimingcircle for different tanks and speeds in a trainingroom. Thanks for uglycousin for giving me a second person to set up the trainingroom. To measure the size of the circle, first I did the test driving in the room. Then I watched the replays and paused at certain moments. I then took a screenshot of my whole screen, makign sure I was always in 8x zoom. Then I took those screenshots into paint and measured the circle diameter in pixels. I will now describe the process and results of my investigation. But if you dont want to read that, scroll down tot he conclusion on the bottom. Disclaimer: the following formulas are NOT what WG uses, I made a linear model that describes the size of the aimingcircle as close as possible. Aiming circle bloom I assumed there where 3 variables that had an influence on bloom: speed, dispersion and accuray. I tried to do test in which I held 2 variables constant to see the influence of 1. I started with gathering data of 2 different dispersion numbers for which I picked 4 tanks with different accuracy and measured the size at each speedincrease of 10 untill 50 kph. These are the raw results: From that I made a graph of the dispersion in function of speed , and calculated the gradient of the graph assuming linear increase. Then obviously the aiming circle size = C*v+accuracy. With V=speed and C being the gradient, which consist of unknown factors. To check the linear approach was decent I plotted the model and experiment: As you can see the linear approach to the speed factor isnt perfect but not massivly different, only in the middle it differs. I am happy enough with this. Now we need to determine what the C factor consist off. Since there are only 2 variables left, it has to consist dispersion or/and accuracy components. As you can see in the data, with the same dispersion numbers, the aiming circle fort he same speed is bigger when the accuracy is bigger. So there has to be an accuracy factor in C, which is proportional to accuracy. Here you can see accuracy vs circle size: As you can see, the increase isnt marginal. We can now rewrite our formula as: Size=Acc(D*v+1) With D an unknown factor containing dispersion in some form. As we can see, size of aiming circle is directly proportional to accuracy. So an increase in accuracy of 25% will results in 25% better gun handling. This is why the E50/E50M have such amazing gun handling , their dispersion isnt great , but good, but due to the very good accuracy their gun handling is much better than at first glance. The WZ-132-1 has the exact same dispersion values, so you would think the gun handling would bet he same, but no, since it has 33% worse accuracy is will have 33% worse gun handling, which is massive! Thats more than a vstab! Next task is determining the factor D. The only variable left is dispersion, so I tested different tanks with differnt dispersion at the same speed, their accuracy was different, but thats fine, sicne we can normalise for that. These numbers showed that the factor D was proportional to the dispersion values, so D=c*dispersion, with c an unknow constant. Now the formula looks like this: S=Acc(c*d*v+1) Determining c was done by plottign the experminetal result and trying some numbers until the model best fits the experiment. I took c=0.68. The influence of dispersion can be see in this graph: Now we have a formula that gives a perfect description of aiming circle size in function of all variables. Next up is determing a the time it takes fort he circle to shrink, or the actuall aiming time for the tank. Aiming time: We know aiming time is the time it takes fort he circle to shrink by 60% its startign size. So we can write: S1=S2*(4/10)^(t/T) with T=aiming time, S1 size after time t, S2= starting size. Solving this for t we get: t=T*(log(S1/S2)/log(4/10)). We can now determine the time it take from any speed to reach any size we want. To determe the time it takes to fully aim, jsut replace S1 by the accuracy of the gun. Note this time is independant of accuracy! ( which is logical, since it needs to go to a smaller circle but also does it faster, these 2 cancel out) Plotting this for 3 different tank in fucntion of time comming to a stop from a speed of 50 (40 for conway) we get: Influence of equipment/skills etc. Now that we have every formula we need we can quantify the influence of equipment/skills/directives/modules. To do so simply multiply the variable that gets influenced by (1-0,01*improvement in %). Dispersion values only get influenced by vstabs and the smooth ride skill.Other equipment only influences the accuracy value. Note that the same improvement to acc or dispersion results in a bigger improvement in size for what improves acc than what improves dispersion. Vstabs for example do not make the size of the circle shrink by 20%, they make the increase in size less by 20%. Lets take a look at a common dillema:vstabs vs gun laying drive, lets try this on 2 different tanks: We can clearly see what the difference in vstab and gld is, vstab makes the circle smaller, so you start smaller but the decrease is still the same, gld starts at a bigger size but then starts to decrease faster, catching up tot the vstabs. In the BCs case, the time to fully aim is actually lower when equiping gld than when equiping vstabs. Mathmaticly, gld decrease the total time to aim by 10%, whereas vstabs decrease the total time to aim by subtracting 20% *initial size. To know wether vstabs or gld is better depends on the tank and how much you want to aim, you can determine this by pluggin in the numbers and plotting it for each vehicle, sicne i twill be different for each. As general rules however, these apply: · - Bad dispersion + bad aimtime: Vstab better, unless you fully aim from full speed. · - Bad dispersion + good aimtime :Vstab better, unless at high speed when fully aiming. · -Good dispersion + bad aimtime :Vstabs always superior · -Good aimtime + good dispersion :Vstabs always superior Conclusion and TLDR: · - Accuracy has a massive influence on aiming circle size on the move, they are proportional. · - Aiming circle size is proportional to speed/dispersion. · -To determine what gun has better actual gun handling: multply accuracy with dispersion, the lower the numbers the better the gun handling. · - Size of aiming circle= Acc(0.68*d*v+1) · - Time to fully aim = Aiming time*(-log(0.68*d*v+1)/log(4/10)) · - Vstabs is superior to gld in most situations. · - Influencing accuracy gives a better boost than influencing dispersion values. Whats next? Next up I need to investigate how turning the turret and hull effect dipsersion and work with the above formulas. I wil also try to combine this with my previous thread where I determined shot distribution in the aiming circle, then I can plot change to hit a target vs time and determine the optimal time to shoot. I hope you enjoyed the read and that i twill help you determinign how a tank will perform. I hope that youtubers do become aware that accuracy has a massive influence over dispersion, as currently reviews are misleading since they dont know what actually effects gun handling. Spread the word!
  11. 1 point
    I think it comes from the fact pubbies are more confused when a light carries the game since it's usually unvisible then so they will cry hacks and when a heavy stomps them they can blame OP tanks and RNG. A Type64 will outspot it so you have problems even at lower tiers. Not to mention pray someone doesn't put optics on the lowe because he is tryharding.
  12. 1 point
    Well I dont think he expected me on my own on the other side of the map So after the first 2 shots it looked more like something like this. Which did work great from a avoiding shots purpose. Dont think he could claim being in control though
  13. 1 point
    On a scale of 1AR to KELLY I think it went about a LANCR.
  14. 1 point
    Stop crushing dreams
  15. 1 point
    WoT Blitz has this option. For example, at tier 6 on my VK 30.02 M, I can "Enrich" it for 14 days for 1100 gold or permanently for 4700 gold. This increases the amount of credits earned by 44%, also multiplied by premium account bonus as well. At tier 5 on my Leopard, the permanent option costs 3500 gold but only increases earnings by 24%. Interestingly, my tier 5 Chaffee costs 3700 gold and gives a 28% increase in earnings. Tier 5 Sherman is a 42% increase for 4000 gold. Neither of my Tier 4 regular tanks have the option.
  16. 1 point
    Anfield, Tantan.. Tantan, Anfield.... LOL both snapshot.. one tank has great gun handling, excellent pen using AP and is shooting the broadside of a paper tank.. the other tank is notorious for missing aimed shots..can you guess which one RNGesus favored on the snapshot? https://imgur.com/QNQIuua
  17. 1 point
    reddit ponders upcoming E25 sale with consensus that the E25 is not very good good news for everyone I guess?
  18. 1 point

    Best tank class and tier, tier-for-tier?

    Tier 9 meds and heavies are definitely the most fun to play at the moment. Apart from few outliers, there isn't really any bad tank among them. Also they benefit the most from the MM. Getting a tier 10 match is not that harsh, and quite often you get to bully poor tier 7 tanks. Also, within the tier itself, tier 9 is by far the most balanced tier. There is no tank that does more than 750 damage per shot (which should be the case for tier 10 as well, imo). There are some tanks that are a bit too strong (T10, WZ1-4) but they are not as cancerous as some of the counterparts in other tiers. And also, with premium account you can make nice profits while playing in this tier, because you are not pushed to spam prem ammo all the time. I would really love to see WG does a tier 9 campaign for once. That would be amazing. And also some other tier 9 tournaments. I once participated in a 3v3 tier 9 torunament, it was a lot of fun!
  19. 1 point
    > Nurk keeps asking to play PUBG > Xen never has time > Nurk sees Xen play PUBG > Fucking faggot
  20. 1 point

    Visiting for the nostalgia

    We were digging through our old screenshots and we found this historical battle on the Siegfried Line. Long years ago, three great heroes were bored of stroking their egos up high in Valhalla and deigned to bring their platoon down to the mortal world to quell the arrogance of the pubbies below. We were one amongst these three, fighting alongside the unicorns Kewei and CarbonWard. Alas, as we descended, the fates sent upon us a turbulent wind and landed our tier 8s into a grim tier 10 battle. Worse yet, there stood opposing us was the dark unicorn maxL_1023, whose might was the equal to any of ours. Our own top-tiers ineffectually encamped themselves to the west, leaving MaxL to lord it over the pubs in the city with his grotesque E4. Three scrubs did he slay as his gold shells shanked them and caused them to plummet headfirst into the dirt to lay with the potatoes. Others did he rout, sending our smaller tanks flying pell-mell off the battlefield. Only we three immortals could challenge this beast, but as we ventured forward we were ploughed by a rain of arty, leaving Carbon and Kewei lifeless as the ichor drained from them. Our T-44 was left alone with whatever rabble was left to finish off this rampaging devil. The pubbie heavies finally came bumbling into the city, but they could not defeat MaxL, who smacked them around, fighting as if he were the god of war himself. We could only hope to bring ourselves behind him to put a shell into his heels, and we prayed that he had no more repair kits. Thereupon we arrived at speed to the scene, performing an anime tank-drift around the corner to meet our enemy. A spear of silver did we throw at the demon, but RNGesus with his ethereal hand swept our weapon away. Before we could fire again we were blinded by a red light as our tank erupted in flames. We felt our immortality burning away as we were dragged down mercilessly to the realm of Hades. Meanwhile in the mortal world, MaxL proceeded to stomp the rest of the team and carry himself to a Kolobanov’s. “What had happened?”, wondered our comrades upon our return. Through our clairvoyance we looked back to that climax and saw that we were slain by our own IS-7. But how could that be, when the demon lord MaxL was there between us? In true pubbie fashion, the IS-7 had missed both tanks and killed us with the splash from its HE shell. “By these potatoes we see, Fifty damage with HE! Oh, pubbies. Oh, scrubbies. Close, GG” --- Yes, with the T49 WG appears to have finally stretched the light tanks all the way up to tier 9 and 10. It was OP even back when it was a Tier 5. We also see that -G- is actually alive, for all the time it was supposedly super dead, and Europe is back on the map... kind of. Is clan wars still exciting? Do people do fast-bois strongholds while watching movies?
  21. 1 point
    111-5a HEAT 340 pen 490 alpha 4,800 credits 110e5 HEAT 340 pen, 400 alpha 4,400 credits Object 140 HEAT 330 pen 320 alpha 4,800 credits E100 HEAT 334 pen 750 alpha 6,000 credits T92 HEAT 210 pen 150 alpha 5,600 credits
  22. 1 point

    Visiting for the nostalgia

    Dear Comrade 8112204, I continue to fight the silly fight and your post reminds me of many of the great (word) battles of the past - when we were gayer than a bag of glitter covered dicks, and then as the sub-clam of the -G-lorious Guerrillas. My later years tanking find me pursuing the American's stolen KV-2 technology with teleportation and cloaking devices known as the T49. Be sure to check the T49 thread starting around page 22 for many visuals.
  23. 1 point
    See that's the funny thing about scouts. Your job is precisely not to be the first tank ahead all the time. Everyone who demands that their scouts do that, ultimately does not understand the mechanics of the game. A scout is, thanks to WarGaming's infinite wisdom, never going to burn through the camo of a bushcamping TD, unless that TD fires and guess what the TD, that has a high enough combined camo value to force you into it's viewrange, is going to fire at, if you are trying to scout it out headon... The real job of scouts is having an eye on enemy movement/deployment and opening up vision lanes where the team has none and, consequentially, spot bushcamping TDs by going around them, to negate the bush in front of them. That WarGaming is so desperately trying to force light tanks into close combat range is a good sign that they do not understand the mechanics of their game either.
  24. 1 point
    You underestimate how large these others tanks actually are. While the ELC Even is positively tiny by tank-standards, it still is literally man-sized. The Bulldog T37, for example, is almost 2 "man-sizes" in height by comparison.
  25. 1 point
  26. 1 point
    The thinking seems to be that it's less popular than the 268 line, so if they make a better 268 people will want to play this line. Which is silly, because already nobody wants the 268 anymore in the first place, as the Chinese TD line demonstrates. But the reason nobody plays the 263 has very little to do with the 263, and a lot to do with the unbearably bad grind and probably the meta. Most folks who want to TD are playing either a hyper dpm Romulan wedge tank, or a turreted TD.
  27. 1 point
    ...so 263 and 268 V4 remains unchanged So they literally completely ignored the massive negativity by Russians towards this change? The line changes has gotten literally only negative feedback, literally, by Russians, the community that matters most for WG. Murazor has to stop eating thise fucking crayons 24/7
  28. 1 point
    Recently I spent all my bonds on getting an improved v.stab on the T49, and I have 0 regrets. The 2 biggest benefits I've noticed is the ability to snap shot tanks much easier, and the removal of a lot of rng when trying to pen tanks. You can insta-poke out on tanks within 300m away, fire and still hit without sitting still and aiming in the open. I remember playing on Fisherman's bay without the improved v.stab, and I'd sit behind a building, let the aim circle shrink, poke forward and shoot at a tank 100m away but still barely miss because rng said no. With the improved v.stab, the aim circle is small enough that rng doesn't screw you over like that, and you can land those shots while still maintaing minimal exposure. When I first started playing the tank and went to pen a tank such as an E4's rear, I found that even if I was practically on his butt, I had to let the aim circle settle a little so that rng wouldn't make the shell go too far left or right and turn into a non pen. With the improved v.stab, not only do I not have to sit and let the aiming circle shrink, but I don't even have to stop! I can drive by and get those pens without worrying about my shell shooting way off from where I aimed it because the aim circle is smaller, and no longer allows it. That means I have less exposure time, less chance of the tank turning and forcing me to rush the shot, less chance of a non-pen. My dpg, which hovered at 1750 when I got my 3-mark, is now 1858 and still rises due to the extra 300-600 dmg per game from the shot that now hits/pens due to the improved v.stab. It's "100%" worth the bonds.
  29. 1 point
    Deleting heretics always gets an upvote
  30. 1 point
    Sacrilegious? Hilarious? Not a "booty shot" but 1k+ damage to another T-49. First attempt at a gif but got my first MOE so why not?
  31. 1 point

    Win10 Update Borks Razer Laptops

    Being secure from attacks is one thing, being secure because you can't get anything to work is another.
  32. 1 point

    How to beat other skilled players?

    Don't bother. In terms of 1 vs 1 or shooting weakspots the game has an incredibly low skill cap. Trying to beat another skilled player head on is basically a coin toss. Start by avoiding any direct "equal" engagement, always seek terrain advantage, first shot advantage(camo/VR or sheer distance), numerical advantage. Good players don't tend to give you a lot of good shots, no problem, take care of the lesser skilled pubbies first to create a numerical advantage. Or better yet, predict where they will be, and actively avoid them and play the other side. Example being El halluf, good players will go north west almost without fail, in a fast medium/heavy/light, you can easily take low river, in conjunction with your camping pubbies, take out their campers, arties and cap out to force a diversion. Steppes, good players will go to east side every single time(aside from occasional TDs), a good way to win is often to make a strong push west, cross the rail in the north west corner and again, tell pubbies to cap out and force them to come back and cross into the open. In these scenarios, you are not fighting against the good players directly, instead you are fighting them in a sense that you are challenging them to a race of "who can kill the dumbasses faster", if you play aggressively enough on the easier flank knowing you won't have to worry about good players, you can easily create a scenario where you and the other good player each win your respective side, but you having a significant lead on initiative, number and map control.
  33. 1 point
    You are not supposed to fight superheavies. Get around the flanks and behind those and keep them spotted for yourBWUAHAHAHAHAHAHAHAHA! Sorry, I couldn't keep a straight face anymore.
  34. 1 point
    i keep screaming but god doesn't hear me
  35. -9 points
    Vista is success compared to this shitload crapware called Win10.