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  1. 209 points

    WHY arty sucks ass, by a unicum

    In conjunction with the recent poll showing unica hate arty (duplicating my results from two years ago, btw), I decided to explain why arty sucks. I realize most skilled players know this, but many potatoes and tomatoes don't really get why unica hate arty or why. 1. Arty forces Bad Gameplay. Because arty can project massive alpha anywhere at any time, tanks are forced to constantly be in hard cover. Moving fast is no insurance against clickers -- massive splash can track you even on a bad miss, or they can just get a good click on a moving target. Its honestly not that hard to lead shots -- this is considered a basic skill among tankers, why do clickers think its so hard? Likewise, camo is no panacea because sooner or later you WILL be spotted. This makes large stretches of most maps unplayable because they are death traps. Its no coincidence that each map has a few, tiny spots where tanks always go -- these are places where they are the least likely to get shit on by retard mode. And that's not all. WOT's probably worst system is its gimmicky spotting/camo system. Yet arty puts gimmicky drive by spotting and suiscouting as good gameplay. That's just stupid. Without arty, WOT is a game where position is key -- hull down, flank attacks, peekabooming, sniping, and so on all have a place. With arty, WOT is a game where 90% of the map is unused because of retard mode, and the few places were the game is playable have 6 tanks humping a wall clicking at each other, because no other tactics are possible. Its night and day. 2. Arty has excessive alpha. The ability to one shot is always bad. This is true for the T18, the KV-2, or the 183. Alpha rewards camping. Arty is no different, and worse, arty oneshots are least common against the very tanks that arty was intended to counter - instead of one shotting the camping E-100, arty one shots the batchat who can't dodge fast enough. Somehow, WG concluded that the solution to camping heavy tanks was to introduce a class that always camps and counters soft, fast tanks who actually try and leave cap. Meanwhile, the people who sit in base and spot as their clickers click do just fine. The stupidity of module/crew rape is also dumb as shit. 3. Arty is low skill, luck based gameplay. Tanks need to get good position, aim at weak points, lead targets and so on all while being aware of return fire. Arty just needs to click and hope the RNG favors them. This is inherently shitty -- why should people playing chess be put in the same match as people playing checkers? 4. Arty is unhistorical. This has been debated at length, but arty as currently designed in WOT is a completely unrealistic abomination. 5. Arty is unfun to play with or against. Literally everyone finds arty unfun. Its boring to play -- long periods of sitting there waiting to reload followed by a random chance of watching your shot fly off wildly. The only people who can enjoy that are those who are extremely mentally slow and can't get better results by skill. Its unfun to play against -- long periods of humping rocks followed by watching the clickers drive into the water just before you arrive. Its so much less active, interesting, and fun than tanks that its sickening. Note some things I didn't say: 1. Arty is OP. Arty is probably technically weaker than a typical tank at this time. This was certainly not always true -- arty HAS been OP in the past. But with more and more unfavorable maps, low DPM, and so on arty doesn't carry as hard as a good regular tank. That's also completely irrelevant, because what makes arty awful is it promotes bad gameplay, not the fact that it is OP. 2. Arty takes no skill. Arty takes LESS skill, not no skill. It also has less of a skill ceiling. But so do heavily armored tank destroyers. This isn't the damming feature of arty, nor would it matter. The key is it makes gameplay worse. 3. You're just mad arty clicked on you!!!~ Of course I'm mad -- retard mode shit up my skill based tank game and turned it into whackamole. But that's irrelevant -- my rage has nothing to do with why arty is cancer. Look at my fucking stats -- I can obviously dominate with or without arty (and in fact, as a scouty medium I possibly even with MORE with arty). I say arty is bad for gameplay for the same reason I say the VK4502 is inferior to the E-75 -- because it is, not because of one game, my feels, or anything else. 4. Without arty, TDs will dominate!!!~ If you attack them head on, TDs SHOULD dominate. That's what they do -- they sacrifice a turret, speed, and HP for firepower and frontal armor. They should do well at ambush gameplay (mid tiers) or holding a choke (high tier). The solution to defeating these powerful tanks in good positions is not randomly generated bullshit, its skill. Specifically, light tanks should counter campy, cloaky TDs by skillful scouting with their superior view range and moving camo giving the short view range TDs fits. The counter to hard frontal TDs like the T95 is flank attacks and weak points. 5. Without arty, how can you assault (insert badly designed map X). The solution to campy turtle play is already in game -- flank their position or cap them out. Now I admit, many maps are badly designed. WG map designers are dumb as shit, and frequently create maps with the cap having major camping spots right around base (complete with hard cover, soft cover, and great lines of fire/spotting). These maps need to be reworked. Every good defensive position needs to be vulnerable to flank from multiple paths. Every cap needs to be exposed, so that if a camping team is forced to turtle and hide, they risk losing the game. But again, the solution to bad map design is to rework the maps, not inject randomly generated bullshit from space. 6. Its part of the game! Its content! They will never remove it! Its part of the game that makes the rest of it worse. Only a fool keeps something because they can -- keep what makes the game better, toss the crap. And as for WG's "working as intended" line...remember they work for you. You crook your finger and WG's income drops 10%, Serb will be sweating bullets. WG's culture tries to promote a command and control structure (you take what I sell, ya comrade! AND LIEK IT!), but watch how quickly the cave when the community demands something (like an arty nerf). If you glance at Warthunder, Serb's mortgage gets called in. He knows this, although he doesn't want you to know it. The failure of wowp has scared them shitless, I can assure you. You say jump, serb will bitch and moan...and then start jumping. And if he doesn't jump high enough...warthunder will. TL;DR -- REMOVE_ARTY_FROM_THE_GAME
  2. 190 points
    Edit by Rexxie: Okeano decided to let me take over this project for him due to inactivity, so from now on I'll be trying to keep this updated for you guys. If I get one more team of 10 tanks sitting by valley of Cliffs, I may kill something. This is a comprehensive guide on where NOT to lemming to on maps. Disclaimer, these spots do usually need a few people spotting or guarding, and some unica may find success there, but they are by no means where average or above average players should gather. Bads flock to these spots because they feel more "safe" and protected; it's the main reason that when there's a right way and wrong way to go on a map, bads always pick the wrong one. Any WoTlab user should not be at these spots, unless there are just absolutely no one there. Some spots don't even require any tanks at all. This is not meant to be an advance guide covering advance spots on the map with high risk and high reward, but a guide on where to avoid at the start on maps with noob traps. See for detailed attack routes and tactics. As a starting step for improvement, start by avoiding the red and yellow spots. Someone on another site was wondering how I came to the conclusion of which area on the map is bad. One person guessed that I looked at data of teams having more tanks in these area losing more. No. Nothing of this guide is from any data or heat map. Everything is from the personal experience gathered throughout my 23k+ battles. There is no database of any kind that I can use to update these, so as maps are changed, I need to relearn them before I can update them on this guide. I placed circles on the maps and color coded them according to explanation in the following paragraphs. These areas apply only for initial deployment. The entire map can be used depending on the situation as game develops (well, not for all maps. I’m looking at you Erlenberg, go die in hell). Red areas should be avoided. These are either deathtrap or offer nothing to the game play. Going here at the start will result in death or minimum contribution. Yellow areas are either questionable or limited in ability to influence the battle. They’re the “grey area” and I will explain my opinion on them for each individual map. Green areas are key spots on the map. They are usually where the main conflicts happen and where the match is decided. You will notice that most of the greens are in elevated parts of the map, which follows the fundamental battle tactic that high grounds are usually the key. Arrows are there to indicate direction of movement. They’re used to clarify from which spawn you’re moving into the area. The red lines are the “conflict lines”. These are where the major conflicts usually happen, and where you should be expecting to meet the enemy. On your side of the lines would be considered your side and crossing the lines would be venture into enemy side. These are not set in stone and may very well change depend on the deployment (fast movers may very well blow past these line and change the point of conflict), but they are the general guide line on where you would expect to see the enemy. It can be a rule of thumb that staying behind these lines can be considered being defensive and going pass these would be the start of an offense. Like other spots, the lines apply at the start of the match and initial engagement. For some maps, it’s one single line across the entire map, and for other maps it’s segmented. I will go into these for each map individually. You’ll notice that the conflict lines usually divide up green areas. This is to be expected, as you’ll want to be at or near the conflict points to affect the battle. A few maps I left out because either I don’t feel they have major dangerous area, or I don’t them well enough yet. Abbey (current) Airfield (current) Arctic Region (current) Cliffs (current) El Halluf (current) Erlenberg (current) Fjords (current) Himmelsdorf (current) Highway (current) Karelia (current) Kharkov (current) Lakeville (current) Live Oaks (current) Malinovka (current) Mines (current) Mountain Pass (current) Murovanka (current) Prokhorovka (current) Redshire (current) Ruinberg (current) Sacred Valley (current) Sand River (Outdated) Serene Coast (current) Siegfried Line (current) Stalingrad (current) Steppes (current) Swamp (current) Tundra (current) Westfield (Outdated) Widepark (current) Windstorm (current) Removed Maps
  3. 139 points

    Introducing WoTLabs 2.0

    After much teasing, here's the big news! A complete redesign of the website, along with some awesome new features and more information! With this redesign, the most important information is displayed prominently on your profile, showing your WN8 and Win Rate, recent and overall, along with their respective color. Along with this, it's introduced the WN Rank. The WN Rank shows you where you stand on the WoTLabs WN8 ranking, and the color for it is assigned based on the percentile you fit. The WN Rank follows the same criteria as the Top 10 Tankers list: You must have at least 5000 battles to enter the rank. For clans, their average recent win rate and WN8 are show showed by default along with the overall information. Members have their clan position listed as well. Also as a new feature suggested by Dlur, you can now type in a player or a clan in the search bar and press Enter. The system will check if the name typed is a clan or a player and will redirect you to the page accordingly. It's important to note that clans take priority, so if a player is searched that has the same name as a clan tag, the clan will be shown. The old buttons are still present though, so you can easily go to the correct page. Also suggested by Dlur, the search input is automatically on focus when the page loads, to quickly search a player or clan. Of the new layout itself, it was made to be fluid, adapting to a wide range of screens to make the most of the space available. Even better, soon the mobile version of WoTLabs will be available, where it will have a layout made specifically for mobile users. Overall, this is a more modern design, following good usability and responsivity practices. And that is pretty much it! It was great teasing you guys, and I hope you enjoy the changes Of course, as it's brand new, there's bound to be a bug somewhere. Please let me know if you find anything!
  4. 138 points
    Tioga's access to the WoTLabs API has been revoked. Sorry tioga.moe sig fans, but this is not a person I'm willing to spend my server's resources on.
  5. 135 points
    There have been quite a few changes in relation to the tier VIII scout tanks recently. Three new scouts were added not too long ago in patch 9.3 and the newly released 9.6 patch has rebalanced/buffed some of the scouts. Recently a question was asked in the Ask a Purple Poster-section about what scouts were the best. This question ‘inspired’ me to create an in-depth analysis to help everyone understand how all the tier VIII scouts differ from each other – which is what you see here. I own all five of the tier VIII scouts (AMX 1390, RU251, T49, T54 lwt and WZ-132) and have played ‘the old guard’ extensively. I have however only recently acquired the T54 lwt and T49 (<50 battles) but through my experience with the game and scout tanks especially I feel qualified enough to talk about them and their playstyle anyway. I will in the beginning of this comparison look at the raw stats and hard numbers (similar to my T28 HTC and Cromwell reviews) and how they differ between the five different scouts. I will round off with a look at how the playstyles differ between the scouts. This is NOT a review of all five scouts so I will NOT be talking about crew skills and equipment. I will NOT announce “one scout to rule them all” as that is just stupid. My aim is simply to inform you about the difference between the scouts. This way you can make your own assessment of what tank is best for what you want to achieve. Camouflage values are taken from wotinfo.net. The dispersion values are taken from Tank Inspector and they DO take commander bonus into account. All other numbers are taken from tank-compare.com and do (as far as I know) NOT take the commander bonus into account. Also, I use commas instead of full-stops in the tables because I use a Danish version of Excel, so I apologies for whatever inconvenience it might cause you. Without further ado, let us get on with it! MobilityFirst thing we should look at is the mobility of the scouts. It is one of the most important factors of a scout tank, as the mobility allows them to get the early spots, change position depending on situation, exploit gaps in enemy defensive lines and acquire flanking shots on enemy tanks. By looking at the above table you can see that all the scouts are highly mobile with a specific power of >20 hp/t and excellent speed limits and traverse speeds. The RU251 is without a doubt the fastest of the scouts with a top speed of 80 km/h and with a specific power of 24.2 hp/t it is easy to achieve this top speed. It is even possible to exceed this limit while going down slopes. It is hard to separate the remaining scouts as they all have similar speed limits and specific powers. The T49 appears to be second fastest but is let down by having the worst terrain resistance values of all scouts. You will only reach top speed going downhill or on hard terrain, otherwise you will cruise around at a solid 60-odd km/h like with the other scouts. When looking at the manoeuvrability when not going in a straight line, the WZ-132 wins closely followed by the T54 lwt.. The WZ-132 has an amazing hull traverse of 56 deg/s and a turret traverse of 48 deg/s. Combine this with the lowest overall terrain resistance values of any scout and the WZ-132 just dances around the battlefield with little effort. It is possible to keep a high speed even doing the weirdest manoeuvers allowing you to circle enemy TD’s and heavy tanks with ease. The same can be said of the T54 lwt. although it is not quite up to the levels of the WZ-132. The T49 and RU251 are both solid in manoeuvrability, and they are the only two scouts that can pivot, but they just can’t keep up with the two Soviet hovercrafts. The AMX 1390 comes off with the short stick in regards to mobility. It has the joint-lowest top speed, worse hull traverse and below-average terrain resistance values. It is still more than capable of moving around the battlefield, but it will be left in the dust by the other scouts when competing for those early positions or when circling tanks. Good thing the 1390 has a trick up its sleeve – but more on that later. Scout-abilityNow for second important factor of a scout tank: the scout-ability. It is the job of a scout tank to scout out the enemy positions. This is easiest if you can remain hidden and simply out-spot the enemy by having a better effective view range or by hiding in a bush. If you want to have a rough idea of how to calculate your effective view range, have a look at my other guide that deals with camouflage values and spotting range: All the scouts have a view range of 400 m, except for the T54 lwt. that only has 390 m. This is a quite standard view range for high tier tanks as you can find several mediums with the same view range. The strength of the scout tanks lies in the camouflage values. All scout tanks in the game have the same camouflage value while moving as they do while stationary. Combine this with low camouflage values and you have some quite stealthy machines. The AMX 1390 takes the crown as the stealthiest scout with an amazing camouflage value of 17.67 %. The RU251 is following in a close second with 17.39 % with the WZ-132 lacking a bit further behind with 16.70 %. TheT-54 lwt. and T49 both have quite poor (for a scout) camouflage values of <16 %. It is worth pointing out that I have not touched upon the camouflage values upon firing as they are all poor (<4%). If you want to stay hidden while firing (with any tank really) you need to be outside view range or be double/triple bushed up. Now, these values do not tell the full story as the physical size of the vehicle will also affect the scout-ability. The smaller a scout is, the easier it is to hide in bushes and small terrain features and if it is slim enough you can sneak through tighter gaps (the doors leading into the monastery yard on Abbey is a perfect example).The images below compare the sizes of the five scouts from a side on view (coloured ‘shadows’) and a top down view (only the outlines). I want to thank RoneryKim, Keezoo, Nurkus and Letchy for feedback on the images. Sadly we ended up with four different opinions so I have chosen to show all four different versions of the side view image (indecision much D:). The top two are aligned to the front drive wheel and the bottom two are aligned to centre mass. You, the reader, can just look at whichever you find the best/clearest/most informative (click on them for large version). The AMX 1390 is blue, RU251 is green, WZ-132 is red, T54 lwt. is yellow and finally the T49 is black. It is clear from the images that the AMX 1390 is the smallest vehicle of the bunch. It is shortest, narrowest and with the lowest height (but that not by much). This, combined with the excellent camouflage values, makes the AMX 1390 a sneaky machine that can hide in a lot of bushes and move around undetected. In the middle of the size park we have the RU251 and WZ-132. They have the same width but RU251 is slightly longer (it is the longest of all) while the WZ-132 is slightly taller. Finally the T54 lwt. and T49 are the overall largest vehicles. They, again, have the same width but the T49 is tallest and the T54 lwt. is longest, only slightly less than the RU251. So in terms of overall scout-ability the T-54 lwt. and T49 come off with the shortest stick with the worst view range, worst camouflage values and worse sizes, while the AMX 1390 sneaks in on top with the best camouflage value and superior size. SurvivabilitySadly it is not often you can stay unspotted all game in a light tank so eventually you will have to fight other tanks. Because of this the survivability of the scout tanks along with their firepower can be a significant aspect to consider. The survivability of scout tanks depends on two things: not being hit in the first place and then having the armour/HP to survive the hit. Not being hit in the first place ties back into what we have already discussed – the manoeuvrability and size of the vehicle. A small and nimble target can be hard to hit and this is the type of protection that the all scouts rely on. They are all small-ish targets with varying degrees of manoeuvrability/mobility and this allows them to dodge incoming shells to great effect. This is sadly their only/best defence as they have no armour to speak off whatsoever (with one exception). The RU251 is overmatchable by >75 mm guns; the AMX 1390 will be overmatched by any >120 mm gun; The T49 is a large target and overmatchable by any >114 mm gun; The WZ-132 has a slightly stronger upper plate that requires >150 mm guns to overmatch and the turret front can only be overmatched by the FV215b (183) firing AP – the sides and rear are overmatchable by >105 mm guns; finally there is the T-54 lwt. that has really strong armour for a light tank: Upper plate of 80 mm and a turret front of impressive 160 mm in the thickest part. This means the T54 lwt. can’t be overmatched except on the side (by a FV215b (183) firing AP) and rear armour. The T54 lwt. experiences quite a few troll bounces, especially off the turret, and this greatly increases the survivability against low-pen guns (other scout tanks). The T54 lwt. has a significant edge over the other scout tanks when in a brawl, even considering the large size. The WZ-132 has a slight edge over the other three scouts as you can sometimes experience troll-bounces off a strongly angled upper plate or turret front – it is still not anywhere close to the T54 lwt.. Another thing to consider is the health pool of the scout tanks. They all range between 1100 HP (AMX 1390 and T49) and 1250 HP (T54 lwt.). It may not seem like a big difference, but those extra 150 HP have a great impact. Quite a few medium tank and heavy tank guns in tier VIII to X have around 390-400 alpha, so in three shots you will, on average, have received damage worth 1170 HP and 1200 HP. This means that the AMX 1390 and T49 will 9/10 times die after taking three hits from these tanks. The WZ-132 is slightly better off with 1150 HP, but you will still die more often than not. Now the RU251 has a 50% chance of surviving three hits as it has 1200 HP, but the T54 will more often than not survive the three hits with the health pool of 1250 HP. If looking at the alpha of TDs then the difference in health pool does not mean as much. All the scouts can on average survive a hit from most TDs but will die from the second hit. The only exception is the JpzE100 and FV215b (183)/FV4005 firing AP. They have roughly 40-60% chance of one-hitting scouts depending on the damage roll. So all in all, the T54 lwt. is hands-down the best scout in terms of survivability in active combat. It has the health and the armour to survive that bit longer than the others. I would argue that the T49 is the worst at surviving being shot at because of the poor armour and large size. FirepowerLittle disclaimer before I start on this last analysis section: The WZ-132 has two viable choices for guns: a 100 mm and 85 mm. It has been discussed over and over which gun you should use and when. The tl:dr is that it comes down to personal taste. I will discuss the characteristics of both guns for convenience. I will, where needed, be calling the WZ-132 either WZ-100 or WZ-85 depending on the gun. Right, with that out of the way let us continue! Now we will have a look at the final aspect of the scout tanks: the firepower. Being able to fight back and directly influencing the battle by taking out key targets is an important job for a scout tank. The T49 is an odd scout and will be looked at in isolation: It is odd in that it is armed with a 152 mm derp gun that can only fire HE and HEAT rounds. It unsurprisingly has the worst gun handling by a long shot: worst aim time, worst accuracy and worst dispersion on turret traversal. The shots need to be fully aimed if you want a chance to hit anything further away than 100 m. The T49 has a plus side in that it can frontally damage every tank it can meet. The HE shell will simply detonate on the surface of most tanks and deal anything between 100 and 500 HP worth of damage on non-penetrating shots. If you manage to get around the rear of most tanks or shoot at lightly armoured targets you will be able to penetrate the HE shell (assuming it hits) and will deal around 800-1000 HP worth of damage and wreck several internal modules. The low rate of fire can be both a curse and a blessing. You don’t need to expose your tank that often to do damage. You simply pop around a corner, let the aiming reticule settle slightly and then hope for luck and fire. Then while you are reloading you can relocate and find another target to annoy. The flip side is that if you are caught on a reload you can’t really do much to defend yourself and you will be killed. Now, when looking at the other scout tanks we find some more traditional guns. The AMX 1390 is different in that it has a 6-round autoloader whereas the other three scouts just have traditional single-fire guns. They all deal about the same amount of damage (240-250 HP) with the WZ-85 lacking behind (200 HP). The penetration is also quite similar between them, with AP penetrations varying between 170 mm (AMX 1390) and 190 mm (RU251 and WZ-100). The gold penetration is a bit more varied – both in terms of ammunition type and penetration. The AMX 1390 has the best premium round (248 mm of APCR pen) with the WZ-100 following closely behind (244 mm of APCR pen). The RU251 has more penetration (250 mm) but it is HEAT so it has no normalisation and can be absorbed by spaced armour. Therefore I rank it as worse than the two others. The WZ-85 and T54 lwt. are on the short side with 230 mm HEAT pen and 235 mm APCR pen respectively. The RU251 has two unique aspects in regards to ammunition: it has over 100 mm of pen with the HESH (HE) round. All the other scouts have <50 mm of HE pen (T49 not included). This allows the RU251 to easier wreck lightly armoured targets. The RU251 also has faster shell speed with the HEAT round compared to AP rounds whereas the WZ-85 and other HEAT tanks usually have the same or worse shell speed. This means that at range, it can be worth changing to HEAT on the RU251 simply because it makes leading targets easier (also there is no penetration loss). Before the 9.6 patch the RU251 had the best DPM of all the scouts by a long shot. Now after the T54 lwt. and WZ-132 were buffed in 9.6 the DPM difference is not as big as before. The RU251 still has the best DPM with 2323 DPM, but the WZ-85 is following closely behind with 2222 DPM. The T54 lwt. and WZ-100 are both lacking a bit behind with 2000 and 1898 DPM respectively. The AMX 1390 has terrible DPM (1552), but that is down to the autoloader gun. It is able to dish out 1440 damage in around 13 seconds which is an immense burst power but it is left with a reload of around 40 seconds where it can’t shoot. Now, you can have all the DPM is the world but if the gun is inaccurate or with bad gun handling then you can’t use the DPM – and this is where the recent buff to the WZ-132 is important. The dispersion values of the WZ-132 were buffed by around 12% which now puts it in pole position, especially when mounting the 85 mm. The T54 lwt. (also buffed) is close behind with excellent dispersion values while the RU251 is now left a bit in the dust as it was not buffed. The AMX 1390 has poor gun handling and is competing with the T49 as the worst. The T49 has worse dispersion from turret traverse (double that of the AMX 1390) while the AMX 1390 has the worst dispersion from hull traverse. The aim times and accuracy generally follow the trend of the dispersion values, so they just enforce/highlight the differences between the scouts. The final thing to discuss before I wrap up is the elevation angles of scouts. Here the AMX 1390 is worse by a long shot. It can depress the gun by 6 degrees which is average, but it can only raise the gun 9 degrees leaving it with a full range of motion of only 15 degrees (oscillating turrets ftw). The other NATO scout tanks can depress their guns 10 degrees while the soviet designs can only depress their guns 5 degrees. They can all (besides AMX 1390) elevate between 17-20 degrees which is quite solid. So in this department the NATO tanks form a sandwich on either side of the Soviet designs. PlaystylesI will now conclude this comparison with a brief discussion on how each tier VIII scout plays different. This will basically act as a summary of all the above sections. The Ninja Assassin: The AMX 1390 has great burst damage, decent mobility, small size and excellent camouflage which allows it to move undetected around the battlefield. Once it has found an isolated tank it can strike from the shadows and deal a crushing blow to the unsuspecting enemy. The AMX 1390 uses its speed to retreat back in the shadows before the enemies can zero their sights. Here it will reload, relocate and prepare a new strike on the next target. The AMX 1390 is the Ninja Assassin of the scouts The Derp Ambush: The T49 is wide, tall and it has a big gun. ‘Murica! It can use the decent camouflage to hide in a bush and prepare a strike on an unsuspecting enemy. After sending a 152 mm shell towards the enemy it can relocate and setup a new ambush. It can also use the mobility to move around the battlefield in close quarters and ambush unsuspecting enemies with a surprise 152 mm to the butt. Of course the T49 will not always behave itself, but when it does it can wreak havoc. The T49 is the Derp Ambush of the scouts. The Glass Cannon: The RU251 is lightning fast and can use the mobility to get into the good spotting bushes early on. It can also use the mobility to move around the battlefield with ease and exploit holes in the enemy lines to wreak havoc. It has an excellent gun with great DPM that can easily cause a lot of hurt. With three viable rounds it can adapt to any situation it might be presented with. The downside is that it has no armour and it will take damage if hit. The RU251 is the Glass Cannon of the scouts. The Fighter: T54 lwt. has the best armour of all scouts. It is possible to bounce a lot of low penetration guns, especially if hull down. This is good as the large size, mediocre camouflage and low view range will often force it to fight other tanks. It has a good gun with a healthy punch and good gun handling, allowing it to brawl like a pocket medium tank and bully other scout tanks. The T54 lwt. is The Fighter of the scouts. The Scout: The WZ-132 has superb mobility, a small size and great camouflage values which allow it to scout out the enemy positions with great ease. It has the mobility to move around and constantly gather intelligence on enemy movements. It has given up on the armour of the T54 lwt. in order to achieve this great scouting platform. The WZ-132 is The Scout of the scouts. Overall I feel WG has done a good job at making each scout feel unique in some way. The AMX 1390 has the autoloader, the T49 has the derp, the RU251 has the speed, the T54 lwt. has the armour and the WZ-132 is the pure scout. I hope you enjoyed this comparison. If you have any questions or comments feel free to ask/discuss. I would not be surprised if I have missed something or neglected to point something out, so feel free to help me cover the holes. Also, no Youtube video this time. EDIT: stupid typos EDIT2 (August 2015): Be aware that my article here makes an error in the traverse speeds. In reality the traverse speeds are also dependant on what engine you have equiped as the listed traverse speeds are with the standard engine. For more detial, read through the comments of this guide, especially Xen's.
  6. 132 points

    "Where the hell is Never?"

    So, hi guys. I've been very inactive the past few months, and I probably should have made this post a while ago, but well, here it is. The reason I've been so far from pretty much everything is that, to put it bluntly, my health is going to shit. I've been to the doctor more times than I can count in the last 3 months. I've been having chest pains and sometimes I can barely breath. If I don't change, I'm going to die. And that pretty much put me in a pretty bad depression. Then when I remembered WoTLabs and everything I promised everyone I'd get done, I'd feel worse and worse. Well, this week has been a small ray of sunshine for me. I've since started a heavy diet with close medical supervision. For the first week since I can't even remember when, I've felt no chest pains at all, I've not been out of breath for no apparent reason and I generally feel a bit better. So first things first, sorry for not being present here, barely answering PMs and generally not getting anything done on WoTLabs 3.0 or the replay hosting. Right now, I gotta be honest with myself and with you guys. I can't get these things done. I've barely been to my computer at all and that's not going to change for a little while. I'll do things here and there, but I'm mostly gonna be focusing on, well, not dying. Well, that's it. Love you all <3
  7. 129 points
    ** LAST UPDATED 26/03/2017 ** XVM updated for micropatch INSTALLATION INSTRUCTIONS: Make a backup of your "res" and "res_mods" folder in "..\Games\World_of_Tanks\" Delete the "res_mods" folder in "..\Games\World_of_Tanks\" Copy the contents of the "Mod Files" folder into your BASE World of Tanks directory ( "..\Games\World_of_Tanks\" ) meaning both "res_mods" and "mods" Merge & overwrite if/when prompted Register at http://www.modxvm.com/en/ every 14 days . DEFAULT MODS INCLUDED: XVM v6.5.5 Enemy Direction Box Contour Icons by Korolins PMoD v24-5 by P0LIR0ID Safe Shot Extended sela's configs/tweaks/translations USAGE TIPS: Spotted XVM Players Panel Markers: Red frowney face= never spotted Yellow meh face = was spotted but is not currently spotted Green smiley face = currently spotted v9.17.1.2 DownloadPREVIEW SCREENSHOTS Contact me if you need help via post or PM. Please tell me your OS, include screenshots if possible, and what alternate or other mods you are using.
  8. 119 points
    Preface I recently hit purple stats on both my recent WN8 and WR so I thought it was about time to take stock of my progression and the things I've been doing to improve – I hope it helps someone. It's quite long and isn't intended for reading once; rather it's more a reference of tips to come back to when things go wrong. If people find it useful then I'll look at recompiling it and structuring the content in a way that's easier to digest. – Rawkes Disclaimer I use the term unicum as a literal definition for someone with WN8 over 2,450 My recent statistics at the time of writing put me within the purple spectrum, specifically my past 1,000+ solo games (WN8 2,487 – WR 60.16%), which is the measure WoTLabs uses an indication of current skill You can find out more about me on my WoT profile I do not claim to be a great player, nor do I claim to know better than others In fact, I make mistakes all the time (though hopefully less of them now) and I’m always looking to improve My aim is to give the advice that I wish I was given when I started out, in the hope that new players can have a smoother start All advice given is based on proven personal experience and doesn’t guarantee that you’ll reach unicum status – your mileage may vary I’ve provided links to further resources where I can This advice is live, meaning that it will be updated as I progress and learn new things Advice (in no particular order) General things I wish I knew when I started You can hold down the mouse button to fire immediately when reloaded, rather than constatly clicking You can force a reload by pressing the C key – very useful in an auto-loader with half a clip remaining Enabling dynamic camera and horizontal stablisation make it much easier to aim while moving There’s less chance to be spotted if you make sure a bush stops being transparent before firing You can move crews between tanks (for a cost) Premium tanks can use any crew of the same nation and type without retraining That the xx/xx/xx penetration stats referred to shell types (eg. AP/Premium/HE) and not location on a tank (eg. Front/Sides/Back) You’re able to paint camoflague on your tanks for an added camo bonus Angling increases the chances of bouncing enemy shots That bouncing was even a thing that could happen! Accelerated crew training only applies to a single crew-member at a time You can right-click on tanks in the garage and set them as primary so they appear first in the list Key mods XVM (with predicted WR removed) – mainly for the minimap extras, damage log and spotted icons on the player list Autoaim Indicator + Snapping – prevents you having to frantically click around trying to auto-aim on an enemy tank ServerCross2 – gives you a much better idea on where your shots will actually go based on latency Overall, I’d recommend installing your mods using something like the Odem Mortis or Solo’s modpacks Pick the right tanks for your playstyle This requires a lot of experimentation Try out all the different tank types and see which ones feel the most enjoyable for you It’s impossible to get a true feel for a tank until you’ve played a good number of battles in it without playing other tanks in between For me, I find mediums and lights most enjoyable – particularly something with quick acceleration and the ability to flex (change position) at short notice I’m working on a tool that allows you to find other tanks that are similar to ones you already enjoy Focus one tank or type at a time Ideally, keep playing one particular tank over and over again until you’re comfortable with its nuances – become one with the tank If you split your time over multiple tanks then the differences in play style will throw you off and prevent you from learning This also makes the grind pass a lot sooner than if you split your time By doing this you’ll either become really good with the tank or you’ll learn why you hate it and never play it again It’s worth keeping a similar tank on stand-by for those moments when you die and have to wait for the tank to be available If you do want to play a few different tanks, at least stay within the same play style and ideally the same type – don’t switch from speedy medium to lumbering heavy (eg. I often flip between the Cromwell B, M7 and T-34) I noticed my stats increase dramatically after focussing on one tank for a week Categorise your tanks Have a selection of tanks to play from depending on how you’re feeling Credit-making tanks These are tanks you play predominantly for making credits or farming Free XP for other grinds For me, these are usually premium tanks like the T34, Jg.Tiger 88 and T-54 Mod. 1 Comfort tanks These are tanks you can effectively auto-pilot in and still play well in (good WR and WN8) You enjoy them even if you have a bad game These are your bread and butter tanks, consisting of most of your games For me, these include tanks like the T-34, M7 and Cromwell B Fun tanks These are for letting your hair down – something you enjoy and that doesn’t require effort You play these tanks not for stats and purely to let off a bit of steam For me, this is often the IS-2, Pz. II J or Churchill III Tanks you just don’t get on with but need to play Not everyone plays in the same way – some tanks just don’t seem to work out These tanks are often even more frustrating because you need to grind through them (or spend lots of precious Free XP) For me, I play horribly in popular tanks like the IS-3 and Comet – we just don’t get on right now It happens, just be aware of them and either improve in them or play them less often Only move up tiers when you’re ready – don’t try to run before you can walk When I started, all I wanted to do was get a tier 10 tank so I rushed as fast as I could I bought some tier 8 tanks to get the credits in and ignored the fact I didn’t play very well in them I got to tier 9 in about 1,000 games and proudly purchased a T-54 ready to cause trouble Boy was that a mistake; not because the T-54 is bad, rather I just wasn’t prepared for the change in gameplay at tier 9 I also wasn’t prepared more generally – my crews, my awareness, my mindset – I was still new to the game and making lots of mistakes After loss after loss, frustration after frustration, I decided to move back down all the way to tier 3 and work my way up once I felt comfortable at each tier What do I mean by comfortable? To me, being comfortable is when you feel like you can handle yourself in any situation; whether you are bottom tier, the best of a crappy team, alone against 5 enemies, whatever the game can throw at you Once you aren’t afraid to carry a game if needed, not only will your stats improve drastically, but you’ll start enjoying the game a lot more because you aren’t being punished so much for making simple mistakes It’s important to eventually move up the tiers though, otherwise you’ll stagnate and get bored – there’s only so many times you get Kolobanov’s and Radley Walter’s medals at tier 5 before it gets a bit boring Challenge yourself and try a higher tier every so often – I still use my tier 8 premiums every so often to test the water – just take it slowly and make sure you don’t overestimate your abilities Don’t do daily doubles on lots of different tanks When I started I always completed the daily doubles on every single tank before doing anything else This got incredibly time-consuming when I started owning more than 10 tanks – often I’d spend all evening doing the doubles and not doing anything else (eg. not grinding) You’ll enjoy the game a lot more if you only do the doubles on the tanks you are actively playing and grinding – I’d say 4 or 5 maximum in a session You’ll often find that doing the daily doubles on every tank doesn’t actually give you more XP over the evening than if you consistently played one or two tanks half-decently over the same amount of time – it’s easy to forget about all the low-XP losses involved in trying to get the doubles (likely between 40–50% of attempts) Turning off predicted win-rate Seriously, turn that shit off – it screws with your head I currently have it only display after the game on the post-battle results screen It’s a great feeling to have an awesome game and see afterward that you were only predicted a 30% WR You’d be surprised how many games I win now that have a sub-40% WR, compared to when I saw the stat pre-battle Tracking progress There are a number of websites out there that track your progress The main things to track are your individual tank stats, WN8 and WR WoTLabs is a great resource for tracking those three areas vBAddict tracks even more Your crew progress Your Marks of Excellence (MoE) progress Your aggregate performance on each map Detailed statistics and performance for each of your tanks Comparison with other players – eg. seeing what equipment most other people use Learn how tanks work I can’t stress how important it is to at least learn about the tank you’re driving Ideally, you also want to be learning about the tanks you’re up against too Get a general overview on the WoT Wiki Compare them using Tank Compare Study armour, penetration angles and soft-stats using Tanks.gg or Tank Inspector Learn general reload times – even the terms fast, not-so-fast and slow will do to start Learn the best general places to penetrate a tank – the lower-front plate, cupola, sides and rear Learn where not to shoot tanks, in general – upper-front plate, turret mantlet, tracks Do research when you come across a tank that you found hard to penetrate – don’t repeat the same mistakes Accept and use premium ammo People will use premium ammo against you, fact It’s a game mechanic just like any other, so use it to your advantage If you don’t like the idea of using premium ammo then you’re giving yourself a significant handicap Learn when you need to use premium ammo and when you don’t so you can make it last longer Spamming premium ammo will not gaurantee better stats, in fact it will likely just make you broke It is entirely possible to play without using premium ammo (eg. like Taugrim), though you will have a hard and frustrating time in many matches Don’t chastise other players for using premium ammo Keep a little HE for key moments It’s worth keeping a small amount of HE shells (at least 3) to gaurantee a cap reset – it’s not worth the risk with 5 seconds remaining Remember that HE almost always does damage, so use it against tanks with really low health – it’s not worth risking a non-penetration This generally isn’t practical for auto-loaders as it’s too much effort to load a HE clip for just one or 2 shots Consistency is key Having a few good games is far less important than having consistent results External factors and RNG will deliver the occasional game with amazing stats – it doesn’t mean you’re good Once you start seeing consistent results then you have a baseline for improvement Only use your consistent results as an indication of progress (eg. WoTLabs uses your previous 1,000 matches) On the flip-side, don’t get demotivated when you have (and you will most definitely have) the occasional game from hell – they feel like the end of the world but actually have little effect on your overall results If you find that your results are fluctuating dramatically then you need to think about what might be the cause – use my advice on noticing mistakes as a starting point Solo vs. platoon I found platooning detrimental to finding my own playstyle and working through my own mistakes Going solo allowed me the time and space to make mistakes and experiment without the added pressure of factoring in the potentially-conflicting playstyles of other people Going solo also allowed me to play more games in a shorter time as I didn’t need to wait on anyone when I died Bear in mind that platooning is known to artificially inflate statistics – chance are you’ll play worse solo Don’t get me wrong, platooning has a place, but don’t get too used to it if you want to improve yourself as an individual player Finding the best time to play Something I realised recently was that the time I play makes a big difference on both my performance and my enjoyment The best time for me to play seems to be between early evening to about 10pm on weekdays The worst times seem to be late night (after 10pm) and weekends Some days won’t fit these expectations, though I’ve found it to be fairly consistent over time What I’ve seen is that, on the whole, teams seem to be far more predictable during normal after-work hours More experienced players who know about team-work and have a rough idea of what to do Even though you shouldn’t, you can rely on them a little more to hold or push a flank It’s a lot easier to get a consistent WR and WN8 during these times Once you get into late night or weekends you delve into the world of unpredictability Mostly due to the seemingly larger proportion of inexperienced players and bots You absolutely cannot rely on them in any way to shoot the enemy, let alone hold a flank You’ll often end up being the last one alive if you’re half-decent While WN8 will probably not fluctuate much (it may even increase!), it’s unlikely to get a consistent WR during these times without platooning Make sure you change your tactics if you decide to play outside of the best times Accept that you cannot rely on your team in any way during these times Be on guard for bizarre moves – it’s easy to get taken out due to the unpredictability of inexperienced players Assume that might become the only player left on your team so have a plan of action for when that happens Abuse advanced tactics that inexperienced players won’t consider (eg. strict bushwork, angling, etc) Blaming matchmaking or your team Yes, matchmaking can suck at times Yes, sometimes your team is full of complete idiots No, matchmaking wasn’t the reason you did badly No, your team isn’t the sole reason why you lost There’s only one constant in every single game – that's you You are the only thing you can control and improve upon If you had a bad game, you definitely had something to do with it – blame others and you’ll never improve yourself Focus on your game, not other peoples – I’ve made this mistake many times Instead of blaming someone else, think about what you did wrong and how you can avoid it again Did you place too much trust in your team? Did you blindly follow your heavies assuming they weren’t going to panic at the sight of a single enemy light tank? Did you sit still while berating your team in chat, giving the enemy arty an easy one-shot on you? Did you play too passively and let your team melt away around you? Did you play too agressively and ultimately end up dying alone? Worry about who to blame (you) after the game, not during – stay focussed Reviewing replays Keep copies of replays from all parts of the spectrum; good games, bad games and mediocre games Review them to look for things you missed mid-game – I haven’t been doing this, but I should I’m currently working on a tool to take all my replays and aggregate my movement, actions as well as the places I shot people from and the places where others shot me from Learning from others Learn from experienced players – they’re often happy to give advice Everyone plays differently so don’t expect to get the same results even if you follow advice from a unicum The grass is always greener on the other side – you usually don’t see the bad results from other players Don’t be afraid to come up with your own approach using a hybrid of personal experience and advice from others Recommendations QuickyBaby Zeven 4TankersAndDog Taugrim WoTLabs guides and forums /r/WorldofTanks Simply Googling “WoT …” Game settings and controls Enable Dynamic Camera This prevents camera movement while moving in sniper mode You’ll notice that it’s a lot easier to aim while moving with this enabled Enable Horizontal Stabilisation (requires Dynamic Camera) This keeps the camera on target whilst traversing the hull of your tank in sniper mode (rather than moving the gun with the hull) It ultimately makes it a lot easier to keep your sights on a tank whilst wriggle your hull, even turning a full 180 if needs be Experiment with disabling some of the game modes for a week or so I’ve found that disabling the Assault mode had increased the consistency of my WR I still have Encounter enabled Use the reticle penetration indicator This is the little coloured marker in the middle of your reticle It tells you the chance of penetrating the tank in a specific location Red = no chance, orange = possibly, green = probably It doesn’t take angle into account so only use it as a rough guide Learn the highlight target key (default: T) and use it to communicate priority targets to your team Press the C key to manually reload This is super useful when you’re in an auto-loader and you want a full clip for the next fight Use crews to their full potential Learning how to manage crews makes a huge difference to performance at higher tiers Don’t train a new crew for each tank, at least not to start with and never unless you plan to keep the tank forever Take the same crew with you as you move up the tiers Use Tanknumbers.com to calculate how long it’ll take to train up each crew skill for specific tanks Select the right skills and perks for the tank type and your play style Select skills first, then reset once you get to 100% on the first skill and select a perk instead You don’t benefit from perks until they reach 100%, which can take a long time This means you can benefit from a skill during the journey from 0 to 100% You will have to spend some Gold (ideally) or Credits to change the skills into perks Whatever you do, make sure you focus sixth sense on every new crew – it’s such an important skill and it’s easy to forget you don’t have it on new crews I usually train the commander in Repairs or Camoflague and immediately retrain to Sixth Sense once they get to 100% Use premium tanks to train up crews Premium tanks don’t require a special crew – you can put the crew of any tank of the same nation and type in them without retraining Premium tanks give you an XP boost which the crew will benefit from Premium tanks have the option of Accelerated Crew training, giving a further XP boost to the crew-member with the lowest XP each game If you make a mistake, or want to change your skills, I prefer to use Gold over Credits and keep all my Crew XP – it takes ages to earn Crew XP so don’t throw it away if you can afford not to Crew retraining discounts occur every so often so it’s worth waiting to retrain if you’re tight on Gold and it’s not urgent Use consumables and equipment They make a huge difference to how a tank plays Look on vBAddict to see what most people use for each tank Use your experience to tweak what you use – eg. switch out the extinguisher if you rarely set on fire Don’t underestimate the power of provisions (eg. food, cola, tea) – they’re expensive but can mean the difference between life and death Apply camoflague – it makes a difference, plus it looks cool Gameplay and technique In general, understand and abuse every game mechanic and tactic at your disposal to outplay the opposing players If you don’t, someone else will – don’t be stubborn, otherwise you will be the one who gets outplayed Learn map positioning This is something that’s easy to research but hard to put into practice My advice would be to look at positioning from other people and combine that with your own experience Remember places that worked really well, as well as those which didn’t work at all Remember places that give you solid cover, even if you don’t need them right now – these are useful for fallback positions when you need them Experiment with new places when you get a chance Before you know it, you’ll have played all the maps enough to feel comfortable with where you need to go QuickyBaby and 4TankersAndDog have great videos on this The micro-positioning thread by Kolni is also a good resource for specific locations Make sure you understand the general game mechanics Read the wiki post from start to finish, then read it again How matchmaking works Penetration mechanics (eg. shell normalisation, over-penetration, etc) Accelerated training XP and Credit calculations Use Premium benefits If you’re clever with Premium then you can save a whole bunch of time with grinding and crew training Generally, a Premium account gives you 1.5x XP and 1.5x Credits Understand visibility and spotting mechanics Particularly how bushes work At the least, make sure you pull back 15m behind a bush (so it stops being transparent) before firing so you’re less likely to be spotted Learn about view ranges and render distances Angling and vehicle positioning (hull down, etc) I knew about this early on but I never deliberately did it in-game Angling doesn’t always work but it’s worth doing for the occasional bounce that’ll save your arse Going hull down is incredibly powerful, particularly in tanks with strong turrets like the T34 As with most of the advice here, practice makes perfect Flanking, peek-a-boom, etc Again, something I knew about but rarely implemented deliberately early on Learning when to pull back and flank can often result in easy, free damage at absolutely zero risk to your own tank Peek-a-boom takes time to get right so you don’t take a shot every time you show yourself Keep moving so you’re hard to predict and pin down – especially if you fire your gun or get spotted Don’t suicide to save a team-mate, unless they’re really worth it Don’t show yourself unless you’re ready to fire – hide when you’re reloading Choose a weakpoint over taking a random shot – wasted shots won’t kill things any faster Don’t panic – you’ll make mistakes and get yourself killed You are not a one-man-army – work with your team, even if they aren’t doing what you want I often make the mistake of charging off on my own, thinking I know better Before I know it, I’m surrounded, outgunned and my team are no where to be seen (because I left them behind) Learn when to stick with your team and when to do a hero run If anything, staying nearby others in the early stages of a game will lower the chances of you being singled out and killed You can start making bold moves once you know where everyone is and how the game is flowing Awareness of surroundings and game flow Keeping an eye on what’s going on around you Predicting when a flank is going to fail Predicting enemy movement based on experience and flow Listening to your natural sixth-sense (your gut) for a few extra seconds reaction-time when spotted Retreating and re-evaluating the situation if you’re not being effective Often I would find myself in a head-to-head battle with another tank I always looked at these as a fight to a death – I couldn’t comprehend leaving without that tank being destroyed, or mine Many times this resulted in me flinging shots harmlessly at the front of a heavily armoured tank and doing nothing to improve the situation until I eventually, predictable got annihilated I still struggle with this one, though I’m getting better at learning when I’m not being effective and re-positioning until I am, or retreating somewhere safe Don’t trade shots unless you can afford to It’s tempting to keep taking easy shots at an enemy without realising quite how much health you’re losing in return Before you know it, you’ve killed the enemy tank (yay) but you now only have 10 HP left over (crap) This is particularly important to remember in a lightly armoured or bottom-tier tank An ideal engagement is one where you take absolutely no damage in return (eg. through positioning or bushwork) In heated situations you should aim to give no more than 25% of your HP for each kill Whatever you do, never trade shots with non-priority tanks (eg. bottom-tiers or lights) when you have the opportunity to trade with a priority target (eg. top-tiers, auto-loaders, heavies or TDs) I’m much better at this now but I still find myself trading health when I don't need to Take out an enemy gun when you have the chance An enemy left on 1 HP is just as dangerous as an enemy on full health If you see an easy kill, take it if it’s safe to do so You may not get as much damage but you’ll greatly increase your chances of winning the game Accept your role in the game and do something about it When you’re a bottom-tier light, or arguably any light, you should focus on staying alive and spotting for your team When you’re a top-tier heavy you should focus on taking out other top-tier heavies and generally defending other tanks around you When you’re an arty you should focus on taking out high-priority targets over easy kills (eg. anything that’s an immediate threat to your team) Of course, you can deviate from these roles when you want (eg. rampaging in your light tank at the end) but always keep your purpose in the back of your mind Patience and calculated aggression If an enemy sees that you’re eager to push, they’ll let you and punish you – people aren’t as stupid as you think You should be controlling the pace of an engagement, not someone else This is arguably the most important skill to hone (I’m still bad at this one) Instead of seeing their turret turning toward you yet you still attempting an extra shot, getting yourself hit and perhaps killed, hold back and ensure that you have the HP to spare later on More often than not, you’ll get many more opportunities later on in the game if you’re patient and careful about your plays Patience does not mean camping, it means biding your time and knowing when not to make a move This is by far one of the most common traits I’ve noticed when watching good players – they aren’t afraid to wait things out Always having a plan At least know what you’re planning to do and where you’re going to fall back if things turn bad Chances are, things won’t go to plan when you’re starting out so it’s incredibly important to know where you’re going to fall back to – there’s no humiliation in retreating to consider your next move Willingness to learn and actively improve If you don’t want to learn and improve then you can forget about getting good stats, it’s as simple as that You have to have the right mindset if you’re going to accept the hard truths before getting better (eg. you’re not as good as you think you are) Progress takes time and you shouldn’t expect immediate results, especially if you already have a lot of battles – this is just how averages work You’ll often feel like you're banging your head against a wall – persevere and you will most definitely see improvement eventually Noticing mistakes and keeping a record of their frequency I write down my most common mistakes on a piece of paper I add a tick every time I make that mistake in-game After a while it’s clear to see which are the areas I need to improve on the most Never stop doing this Listening to your gut Your gut is cleverer than you and can see into the future – ignore it at your peril Seriously, get the hell out of there if you suddenly get a feeling that what you’re doing doesn’t feel right You can work out if that was the right or wrong call later – from my experience it's the right call more often than not Dealing with and expecting failure No one is perfect – even the best players have crappy games You will have bad games You will lose 10 games in a row for what feels like no apparent reason (there is always a reason) Shit happens and it’s easy to blame something or someone else in those situations People tend to remember the bad moments more than they remember the good – you remember when you lost multiple games in a row but not when you won 10 in a row Accept that you have bad moments and either move on or take a break Hot and cold anger Cold anger is when you control the anger and direct it into something constructive Whether that’s giving you focus for annihilating the enemy, or simply taking that anger and applying it to personal improvement (eg. by writing notes on what went wrong, why, etc) For example, the enemy arty might be taking potshots at you – use that frustration to focus clearly on what you need to do to remove that threat Hot anger is when the anger controls you This is the type of anger that results in outbursts and a deep-seated feeling that takes a while to subside This is never good as it ultimately leads you to making more mistakes and getting even more frustrated When this happens (and it will), it’s usually time to take a break and take stock of what went wrong if you keep playing when you’re experiencing hot anger then you’ll likely drive your enjoyment and stats into the ground, frustrating you even further Never play “just one more game” under the illusion that things will get better – they might, but your mind will still be in the wrong place for thinking clearly and you’ll make more mistakes eventually I’m still working out how to handle hot-anger situations, though I have a much better idea on common causes now – it’s almost always frustration at my own mistakes when I went against my gut instinct In both situations, make sure you take note of what caused the anger so you can avoid it or use it next time Making the most of your time and money Use Premium vehicles for the reasons mentioned previously (XP boosts, etc) Use a Premium account for the reasons mentioned previously (XP boosts, etc) Capitalising on specials and missions Buy equipment, consumables and camoflague in bulk during discounts Use the personal missions to gain relatively easy credits Use personal reserves to milk extra XP from your games Wait for conversion specials before converting your Free XP in bulk Use Free XP to Crew XP specials to your advantage (eg. quickly training up sixth sense on new crews) Learn which Gold deals are best value for money – this changes every week Your stats mean nothing when you first start out Your stats will flucuate widely during your first month or two This is because each game can have a big impact on your average results when you’ve played so few games This is why you may see new players with incredible statistics – they’ve either re-rolled (they created a new account after becoming experienced) or they just got lucky with their first few matches Your stats will stabilise as you play more games – for me this was around the 1,000 games mark This is also why places like WoTLabs use 1,000 games as an indicator of recent progress – it’s a large-enough sample to average out fluctuations Don’t sacrifice win-rate for WN8 Just don’t, there’s nothing worse than a player who’s purely interested in damage and not helping the team If you have a chance to win and the game could go either way, or relies too much on you carrying, take it WN8 alone only tells you that a player is efficient at causing damage WN8 and WR combined tell you that a player is both efficient and a good team player (or really lucky) Don’t pad your stats for the sake of getting better stats This is a controversial one as it’s hard to define what is and isn’t padding – everyone looks at it differently My definition is as follows… If you only play low-tiers (4 and below) because they’re easy then you’re padding If you only play one tank because you get good stats in it then you’re padding (eg. over 50% of your games) – it’s ok to have a favourite tank, but you’re not a good player if you can’t do well in anything else If you only play platoons then you’re padding, even if it’s not deliberate – it’s fact that platooning gives you a higher WR on average All in all, you should appreciate being challenged and stop being afraid of not being so amazing in a new tank or new tier Genuinely good players will adapt and find a way to improve while padders will flounder out of their comfort zone Your stats don’t give you privilege So you’ve got better stats than the other players in your game? Awesome, but don’t be an arsehole about it In fact, your stats are arguably a badge of experience and you should be setting a good example to other players Don’t take things out on other players Don’t insult new players If you want respect then you need to earn it If you’re polite then people will likely listen to you and follow your requests We all make mistakes at times (I find it hard not to make a comment in chat sometimes), but try and bear this in mind when you next think about taking things out in chat or venting on Reddit Set your expectations at the right level Don’t set your expectations too high – aim for reasonable goals and re-evaluate once you reach them When I was yellow (WN8 ~800) I aimed to turn green (+100 WN8) When I was green I aimed to be dark green (+300 WN8) When I was dark green I aimed to be blue (+400 WN8) And so on… It’s much easier to aim for +400 WN8 each time than it is to be a yellow player and think in terms of needing +1,700 WN8 to get all the way to purple – you’ll paralyse yourself with the pressure Be realistic about how much you can change your WR – you can improve it but it relies on more than your personal skill so it’s hard to control Take a moment to appreciate the occasion after you meet each goal General enjoyment vs. focussing on stats At the end of the day, you’re started playing World of Tanks to enjoy yourself and have fun – don’t forget that Often it can feel like the constant fight to improve stats can negatively affect your enjoyment Try and find a balance where you’re enjoying the tanks you play but also get good stats in them Take a break if you feel like you’re only playing for stats, otherwise you’ll likely burn out and end up hating the game
  9. 118 points
    Howdy, folks. I guess you all pretty much know me so introductions probably aren't necessary. Considering where we are I'm reasonably confident that the questions aren't likely to be "Jingles, what's the best way to drive a T-62A?" so I'm a little curious as to what kind of questions I'm going to get, but there's only one way to find out so let the AMA begin! See this post for update details. - Solono
  10. 103 points
    With the plethora of "Looking for a clan" etc. threads, I thought it would be a decent idea to consolidate some info so as to help people who may be unsure and don't want to go through every single clan's description, etc. These are of course, not meant to be taken as set in stone and are more towards very general guidelines. I have no familiarity with other servers whatsoever in regards to this but I am familiar with NA.This'll be meant to provide options and help people who aren't familiar with the plethora of known/popular clans in regards to choosing one to join that they would roughly fit in. Purely arbitrary so if any of you think that anything could be changed, please mention. All requirements listed are presumed recent stats. Keep in mind that requirements are NOT set in stone and you will probably be asked to platoon so recruiters can gauge if you are a good fit. CW Active Clans For most of these top clans, 3000+/65%+ recent is what I would recommend but you will definitely be asked to platoon with recruiters in most cases. Quality is subjective and is used only to refer to how good the clan is in CW. Top Clans [BULBA] : 3400+ WN8, 3+ Tier Tens, 10,000+ Personal Rating recommended [OTTER] : 3200+ WN8, 5+ Tier Tens [MAHOU] : 3200+ WN8, 65%+ WR, 4+ Tier Tens [CHAI] : 3000+ WN8, 3+ Tier Tens, Ability to speak Mandarin [VILIN] : 3000+ WN8, 6+ Tier Tens \ [R-7] : High Quality [THUGZ] : 2450+ WN8, 5+Tier Tens [CLAWS] : 2400+ WN8, 5+Tier Tens, 3+ Days [FOXEY] : 2300+ WN8, 60%+ WR, 3+ Tier Tens, 3+ Days [RDDT] : 2200+ WN8, 56%+ WR, 5+ Tier Tens, 3+ Days Decent Quality [BT] : 2500+ WN8, 4+ Tier Tens, 4+ Days [ORDER] : 2200+ WN8, 3+ Days [NARWL] : 2100+ WN8, 53%+ WR, 3+ Tier Tens, 3+ Days [BUNNY] : 2000+ WN8, 4+ Tier Tens, 4+ Days [_NPC_] : 2200+ WN8, 3+ Tier Tens, 4+ Days [SNOO] : 1800+ WN8, 53%+ WR, 3+ Tier Tens, East, 3+ Days
  11. 94 points

    Color Scale Updated

  12. 93 points
    Good day, evening, morning, and night. I'll cover them all considering I don't know where everyone reads from. No thread like this has ever existed on the forums before. Has it ever needed to? Does this one have to? No more or less than any other thread I feel. However, I write this at a personal risk. A personal risk, I take every time I write this, say this, or tell this to anyone. More on that will follow. I don't ask much of anything from the readers beyond polite indifference. You may not agree with me, you may downright think I am disgusting, and evil. Your opinion is your right to have. The only thing I ask, is that you give me not acceptance, not kindness. But the common courtesy of indifference. Even if you choose to post your opinion that differs and stands against me. Do so politely, that's all. You may question "why is she doing this?" The reason is simple. I have nowhere else to do it. Nowhere else I'd rather do it. World of Tanks, and this community is, was, and always will be a milestone for me. It was the first place, the first major competitive game. That I was ever myself in. I have made friends. I have made a lot of friends. They know who I am. Some know who I was. None have left me. I could post this somewhere safe, somewhere I'm guaranteed to have entirely positive reactions and pats on the back but.. This has never been of help to anyone in the long run if that's all they get. Something I have always found here, is a differing of opinions, presented civilly that more than one side can learn from. I value that more than the risk of pain or rejection. We must always be willing to hear a differing of voices. We must always be willing to hear other peoples stories. We must always be willing to *LISTEN* to what someone else has to say. To close off our minds and ears to another human being, is to deny them their existence to an extent. Compromise, understanding, and civility are in short supply. Here, however on these forums we have them in spades. Also a mod team that 150cm's the shit out of anything that doesn't. I will get on with it now, as I have outlined what I'd like to see from this. Along with a bit of humor, if it can be found. My name is Erica. I am a Transwoman. I have been on this Earth for thirty years. For the vast majority of those years I have spent living in states that were less than happy. Starting with confusion and fear. Leading to anger, hatred, and suicidal depression. I will tell you, there is nothing more sobering than hearing the hammer strike the pin, and have nothing happen, paired with the rush of anger that nothing happened. Followed by the utter despair that is knowing you're too much of a coward to put the pain away forever. That somehow, you always manage to misplace the sleeping pills. Somehow, just by accident, you remember something to do at the last minute before you actually use that knife. I went on like that for nearly fifteen years. From fourteen, to twenty eight. I was mistaken. These were not signs of weakness and cowardliness. They were signs of someone, deep inside who wanted to live. I just had to understand her. She'd always been there. Screaming at me. Well, I can spare some of the further details for posts later if anyone asks. It took me until I was twenty eight to finally snap. I broke down. I couldn't handle it anymore. The facade of who I was fell apart like broken glass. All that anger. The hatred I had for myself, that I expressed onto other people. It exploded. The thought of dying like I was, horrified me to the point of illness. Two years ago in January, I told my wife. It still brings her to tears to remember how much pain and fear I expressed to her that night. She's still with me, and will always be with me. Something I'm eternally grateful for. From that day forward, I began taking the steps to change what I was, into what I should have been all along. I'll get on to the point of this thread. I've always liked to think about the way things work, and the way things happen. The entire prospect of what I've been embarking on at my own plodding pace is nothing short of amazing to me. That we can change so much about our bodies just by altering the very chemistry of them, or by surgical prospects that have been nothing but improving over the years and years. The trans community in the past three or so years has come much more into the spotlight. Reports of young children now being identified and helped. This is more controversial than ever. All I can say? Is I wish someone would have been able to identify me as a child. I wish that I had not suppressed everything I felt to avoid my mother and fathers wrath. Their anger, became part of me as I grew up. It made it even harder for me, to hear these stories on NPR, in the news, everywhere and know that I was still stuck and hiding. That all changed. I have begun the process of changing my hormonal balance/ Suppressing what was, and replacing it with what should be. This step is important, and where I felt I should begin my major documentation as the changes have begun. Because it has real permanent changes. After a time, there is no going back. There's no backsies. No get out of jail card. Things about my body will change. Forever. This process is joyful to me, and at the same time so fascinating (Spock'd) that I want to share this. The feelings I am experiencing. The way my mind is changing. With the blocking of testosterone, and the prevalence of estrogen in my body. I used to feel trapped, claustrophobic in my own skin. Like I wanted to peel it off with my nails and find something beneath it that was covered by it's disgusting presence. The rage, and jealousy upon seeing other women that would come at random. The feeling of disorientation and confusion, has all but faded away. It began to lessen the more I let myself be who I was. However the "dysphoria" never was quiet forever. Now, I feel comfortable. Confident in what I have, what I'm doing, and know that there's no going back. This thread, if it survives. Is to allow for the direct communication and conversation with me, about any questions, curiosities, and suggestions you the reader may have. If you don't understand this? Ask me. If you do and have questions? Ask me. All I ask, is that you be polite. Show me the same courtesy I would show you. This is a life long project, and for the next few years it will be absolute center stage in my life. All the pain of laser hair removal. All the joy of seeing myself become more and more acceptable. To the fear of surgical prospects and what they mean, and what their results may be. I share this because I want to risk it. I want to always be part of this community, as who I am. Good, and bad, to whoever may feel that way. Many of the transmen, and transwomen in our community are quiet when it comes to people asking them questions, and I understand why. This is a deeply personal part of their lives, and my life. I choose to do this because I do not want to be silent. I do not want to simply stick to my own group of support. More often than not, when a transman, or transwoman becomes just that man or woman they have always needed to be. They simply stop being anything but that. I will *always* be a transwoman. There are immutable facts of my life that simply cannot be cut, or pill'd away. We need people to always be unafraid to say "This is where I came from". So that people who are lost, and confused? Might find a voice, and find someone to talk to that can help them on their way. If there are any of you reading this. PM me. I'm always willing to talk. Let the discussion begin. Thank you for reading. If I need to edit any of this I will. I know most of my posts can be kind of meandering, but it's kind of how I am. This has nothing to do with Tanks, but it has everything to do with the people I've met, and the community I've come to love. Thank you. Erica - Transbunny. P.S. Like all things, eventually all of this will without fail lead to boob pix. Cause that's a celebration for everyone to enjoy.
  13. 90 points
    So tonight I figured I should make something like this, I didn't find anything about it so here we go. Most of the people here know about macropositioning, the general area of where to go on maps, so I thought I'd break it down a bit more, I'm not especially good at heavy tanks (been trying lately, rip wn8) so my spots will be mainly for mediums. Unfortunately you can't go into a training room on your own so I only have a few spot to show for the moment, but it'll be more coming up soon, and you're all very welcome to critique and show your own spots! Edit: Now that we have 10 pages of material, I'm compiling it all up into the OP! Not done by a long shot yet though ;_; this takes so much time >< will finish rest tomorrow, too tired Abbey: (Kudos to Luna and loxx12 for this one! Big cheers! (Let's not bulli Lunas graphics)) Cheeky nerd spots by loxx12: Airfield: Kudos to Luna again! From there you can spot and shoot tanks driving out of spawn, and you can hit camping TDs at D2. You can also hit anybody moving up at G5. You can't be hit from E5, but you can hit them if you move a little forward. If you move a little back, you can hit anybody at J5/6. You can also cover part of their base. Cliffs: El Halluf: Ensk: Erlenberg: Fjords: Hidden Village: Highway: Live Oaks: Lakeville: Malinovka: Mountain Pass: Murovanka: Northwest: ¨ Prokhorovka: Redshire: Sacred Valley: Sand River: Siegfried Line: South Coast: Stalingrad: Swamp:
  14. 90 points

    4 Years of WoTLabs

    Holy shit. Huge thank you to everyone for making this possible.
  15. 88 points
  16. 87 points
    The Challenge: Score using the pickup line: "I'm a super unicum, fancy a bit of damage whoring?" The Rules: - The pickup line MUST be the first message sent to any potential poor, desperate, lonely soul. - You do not need to actually go through with anything, you merely need a confirmation that the person is willing to meet up. - Screenshot proof. - We must use Xen's picture as the profile picture. - New account, name: "Xen" - When asked about our main interest, the response is "ponies". - "It's your first time" - Start time: 12h00 4/06/2015 GMT - No swipes before this time. The Reward: Winner takes all and grants all. Winner decides what loser needs to do, within reason of course. ACCEPT? / DECLINE?
  17. 87 points

    SilentStalker sure does hate us

    So in order to find out why my comment about cheating was erased i sent email directly to SS asking the reason why that happend here is the (part of) transcript: SS: Of course there are people banned from comments, about a dozen or so, usually people who came throwing insults at me in an uncivilized manner. I have no idea who you are, a lots of posts end up in spam due to presence of insults (word filter) and such as well. Me: Interesting.... i guess skill is an offensive word nowdays. My post was nothing but list of facts like: 1. superuni streams 2. thousands of replays avaliable to download 3. pro league players who play LIVE on stage with bone stock clients and still achieve superuni stats 4. An entire forum that is dedicated to good play with many people directly showing how to do it (wotlabs) Not a single profanity was used. My post had "awaiting moderation" once i pressed reply... that was 12 hours ago and after that not a single one of my comments apeared on the blog despite being more civil than 99% of other comments. I dont know if you employ any people to help you moderate but apparently someone is quiote but hurt about good/great players. SS: Truth to be told, I don't give a crap about good players or bad players, I try to treat everyone equally. Some good players take offense that I don't take their word simply based on stats, but that's how it is. You did not even tell me the nickname, so I am going to (i didnt tell him my nickname right away just to see if he will try and be reasonable) finish this conversation now. Take care. Me: You contradict your equality by banning comments that directly dispute the claims of cheats among superunicums. Not to mention there are multiple superunicums that use their teaching skills to show how they do it not just by presenting stats and telling "im good therefore you must believe me" the nickname is Paaranoja and you can now continue to ignore me and my comments You are so self absorbed in your false believes you wont even come to wotlabs to find proof of superunis cheating because there is a good chance that you wont find any. Stay ignorant, farm views SS: Ah yes, yep, you are blacklisted exactly for this kind of crap. Please keep that for wotlabs. Yes, a denier is hosting the most influential blog about WOT, lets all rejoice in collective facepalm.
  18. 84 points
    Dissidence's Guide to Competence in Tanking For Baddies (<49%) I realize I've never really put in the effort to write out a whole guide before, so this one will be my first (and lengthy) one. I'm putting this together because on the WOT forums and here in two days, I've seen a number of players with bad stats ask about improving...which is awesome. There are a lot of amazing guides out there for how to play specific tanks, and a lot of time has been spent on guides for making the jump from a good player to a great one (something I'm still working on, I might add). But I intend this fully for people who are just first starting out to improve and want to win more and tank better, and I intend it to be holistic in its approach since I don't think all this information has been put into one place. First, a little bit about me: I wuz once a baddy. I started playing in 0.6.7 (aka the 6.7 patch). 46% and probably 500 efficiency (although it might have been higher since at the time old efficiency was in use, and I was great at padding cap points early, even when they didn't mean much). My survival rate was below 25% in every tank I played, my average damage hovering around the 100 mark as I reached tiers 4 and 5 for the first time, and my average battle time was under 4 minutes. I averaged less than a kill every two games, and did about 60% of my own HP in damage. I continued playing stupidly like this until I had almost 2000 battles under my belt, believing that the goal was to progress up the tiers as fast as I could, and that dying and readying up for the next battle in a new tank was the best way to do this. I played under the old (pre 8.0) matchmaker, so once I reached Tier 6 (stock), I got the joy of fighting Tier 10's. Another statistic was my hit rate. At one point with over 1000 games, it was 28%. The first line I went up was the American line because I wanted a Sherman. I hated the T1 Cunningham and did horrendously in it, rushed through the M2 LT and T2 MT, learning nothing in the process, suicide scouted like a boss in my M3 Stuart (8 kills in 50 games, 2 of them by ramming!) before I gave up on that line completely (I got a scout medal! I'm [email protected]!). I'd tried the Leichttraktor, done better than in the Cunningham, but the Panther, Tiger, Maus and all the tanks I really wanted in that line were far away so I'd stopped progressing on that line until I got the Sherman. I tried the MS-1, but nothing more, as I was going to "wait" to play the Russians since they had really inaccurate guns. If I could barely hit the target in American tanks, surely the Russian tanks would be so much worse. I'd tried a few tank destroyers (side note: today they are statistically my best class, although I haven't played any past Tier 7, a spot I will be correcting in the coming months), and found them utterly pointless with no armor and no turret. I'd tried arty, but it bored me, and I didn't really know what to do anyway. Every now and then I'd lolshot something, but it wasn't as interesting to me as blowing things up with direct fire. When I got to the M3 Lee, which had a decent HP pool and didn't feel like a one shot to everything it faced like every other tank I ever played seemed to (could it have been me?), I began to understand TD play a little, as well as the value of using bushes for camo. Unfortunately, I did not learn how to properly use bushes for camo when actually firing my gun. So generating my first 4 kill game was nice when the (somehow even worse) baddies stayed still in the open and allowed me to keep shooting them even after I'd revealed myself, but generally in the Lee, I'd get spotted after my first shot and promptly blown to pieces. But at least I'd learned something. Still, I sucked. But I was progressing in the game, so it wasn't all that bad. (IPLAY4FUN GUYZZZ !!!) By this time I'd gotten to the Sherman (FINALLY! THOZE THINGZ ARE SO OP! I CAN'T KILL ONE IN MY M3 STOOART...ZEE AP ROUNDZ...ZEY DO NAHHH-TING!!!). I'd also progressed in the German line to the Pz IV and Pz III/IV, and the Russian line to the T-28 and A-20. I hated the A-20, boy I hated that thing. Still do. It was the last tank I ever suiscouted in, but I wanted a T-34. At this point, with lots of battles, I was sick of getting one shotted/killed and began taking steps to improve. I began setting a few goals: Survive 25% of the time. 40% hit ratio. Kill 5 tanks in a game. Positive K/D ratio in a tank. 0.5 Kills Per Game overall These were the very first goals I ever set for myself in WOT. Very modest. I began playing more conservatively, staying to watch good players play, and learning a little bit about the maps. I also stopped hoping for armor to work and praying for the enemy to be stock, and started learning how to use it, or how to not rely on armor and just avoid getting hit. By the end of the T-28, I'd achieved 40% hit ratio. My Sherman exceeded 25% survival rate and had positive K/D ratio, and I'd successfully killed 5 tanks in game twice - once in my T-28, and once in my PzIV, which was actually amazing once it was fully upgraded. I couldn't believe I had ever hated it, I mean who thought that the PzIV would suck stock, right? I finally reached Tier 6. Still a baddie at 47%, with thousands of battles. I still hadn't spent a dime on the game. WOT, it should be added, was and is really the only "game" I play. Every now and then I fire up the PS2 to play old classic, and I'll play games with friends if they have them, and once in a blue moon on my computer I'll run NHL Eastside Hockey Manager 07 (best hockey managerial sim ever, shame they stopped making it), but WOT is really it. Finally I made a conscious choice to begin improving. This is the part where I started Googling, reading the forums, and lurning abowt tanx. I also invested in a premium account to shorten my grinds, and started training my tank crews (a personal choice to do so many times since I collect tanks in game and have over 50). I bought my first 2 Tier 8 premiums, a huge mistake at the time based on early returns, but a humbling experience that showed me I had lots to learn before I could ever hope to be ready for Tier 8 gameplay, which is why they collected dust in my garage for months after until I'd felt I'd learned enough about the game to try them again. Garbad's posts in particular were enlightening. Here was a guy who was good at the game giving tips and advice to bad players like myself. I read through his and some of the other posters' threads - many of whom post on this site now as well, and some who have already quit the game altogether. The main point that stuck with me was this - tanks should do at least their HP in damage every game. My ratio was around 60%. Clearly I was doing it wrong. From that point on, I set out to improve my win rate to 50%, and someday get my damage ratio over 100%, which was going to take a VERY long time because of the amount of damage I had to deal to catch how much damage I had already taken. Now, thousands of battles later, I've reached true 52%, and my efficiency and WN7 are finally green (although my efficiency can easily go back south with a bad night...but it is trending upward!), so I write this guide so that others who are in that <49% range can take the first basic steps needed to get their win rate over 50% and their Eff and WN7 over 1000 (what I believe to be the benchmark for a "competent" player). Once you get there, look to players more talented than I for how to improve further, as I believe only the 56%+ and 1700+ crowd can truly help you with that. Part One: Statistics - Recognize the Problem, Pay attention to stats. Self explanatory. You've recognized the problem, but you don't really understand what you can be doing better. The first thing you need to do is understand how your performance stacks up against others. World of Tanks is actually horrible at this. You can play tens of thousands of battles without ever having a clue you are bad unless you use mods, the internet, or the well hidden (for beginners) community features like the in game chat to compare your statistics with someone else's. Of course, this is because stats don't appear in game AT ALL (unless you add a mod). To start tracking your performance, there are a number of great tools you can use: -Download XVM. I don't have a one stop link like I used for the 8.5 patch (side note: you will have to reinstall a new version of XVM for each patch, so keep current on it when your game client updates). However, despite the negativity surrounding it, XVM will teach you who the good players are on both sides. If you should die while in battle...do not leave...watch the good players on your team and see what they do. You will improve just by watching these players play. Second, XVM will also show you your own performance relative to others in battle. But don't be a dick. Don't troll someone with bad stats - give them a chance to suck first, before you do. Likewise, when someone suggests something that your future experiences will teach you is stupid (ie a Tier 8 premium tank with <1000 battles telling everyone to rush valley on Lakeville), you can use stats to try and end that argument in the hopes your team will discount the stupid advice. But in short, don't be a dick. Use it to measure your performance, figure out who the key tanks you have to try and kill are, and see where your gun might be needed in battle. Also, ignore the "odds" if your version of XVM has them enabled. To begin improving your play, you're going to need to learn how to beat the odds to claim victory in a match. <50% chance to win does NOT = a loss. If you can manage the complicated install instructions, XVM is available at http://www.curse.com/wot-mods/worldoftanks - there are several different versions of XVM available, each is set up slightly differently. -Use WOTLabs.net to track your performance: http://wotlabs.net - simply enter your username, and you will see your overall stats, as well as your 24 hour, 7 day, 30 day, and 60 day stats. This is vital. As you improve, you want to see a lot of green in the 24/7/30/60 columns. If you're failing to progress, you'll see red (indicating your performance is trending downward). The most important numbers are win rate, efficiency, and WN7. Average damage, while hugely important in game, is not very important on WOTLabs unless you are playing the same tiers, since your damage will tend to trend upwards as you reach into higher tier gameplay. -Use World of Tanks Dossier: http://wot-dossier.appspot.com/ - This app allows you to upload your dossier (directions are included for where to find it) which tracks ALMOST everything you do in your tanks. It does NOT track potential damage received (aka your ability to use armor effectively), nor does it track damage from spotting. However, it will show you damage, kills, cap points, defense points, enemies spotted - a complete breakdown of anything you've ever done in any of your tanks. You can also filter the results to only show you certain tiers or tank types. This can show you the detail of your performance. -Use Tank Tracker: http://www.vbaddict.net/wot.php - If dossier tool is 2D, this is 3D. This allows you to upload your dossier to the site where your performance will be tracked over time. You can also download an app called Active Dossier Uploader which will automatically update your dossier on the page and individual battles as well for even greater detail. This is like an even better version of WOT Dossier, as in essence it allows you to compare your Dossier from today vs. yesterday, to show if you made any improvement in gameplay. It also allows you to view the server wide performance for each tank, so you can compare your performance to the average player, and see how the top players do in that tank. There are other tools you can download, but these are the ones that worked best for me at that point in my tanking experience. Unfortunately a fifth, WOTstatistics for Greasemonkey, has not been updated in some time, and with the changes to how Wargaming displays player profiles on worldoftanks.com, is no longer workable. Part Two: Set Goals This is important. Pick an admirable series of short and long term goals that work for you. Here are some suggestions, and things you will want to focus on for each. -Hit Rate: If your hit rate is low, focus on hitting more tanks. This will encourage you to stop wasting ammo firing low probability shots (which is punishing financially at higher tiers), and will also allow you to be loaded when a good shot presents itself, instead of reloading because you jumped the gun early with a risky shot. -Survival Rate/Average Time of Battle: If your survival rate is low, you are probably rushing out and dying too fast. Do you have a high average tanks spotted per battle and low survival rate with low average battle time? Stop suicide scouting. Be more patient. When you are bottom or middle tier, try supporting your biggest tank by hanging with it and helping it. If you get damaged, retreat, and stay alive. See if you can find ways to damage enemies without getting shot in return (like when they're looking away from you). If you are playing heavy tanks and not surviving, are you angling your armor? -Damage/Kill Rates: If these rates are low, you're not playing well offensively. These could indicated a lot of things - are you missing the target? Are you not shooting enough? Are you failing to penetrate? Are you using the correct ammunition type for your gun and the targets you are facing? If you have a high damage rate and low kill rate, are you not finishing off tanks with low HP? If you have a high kill rate and low damage rate, are you leeching kills or failing to engage same tier targets in battle? Why do you not do more damage? -Spotted (Detections) Rate: If this rate is low, it often doesn't mean a lot, but if it's very low, it might. Are you sitting near your team's base the whole game, "protecting" it? If so, you are not helping your team. Yeah it's great to have a defender there if the enemy starts to capture your base, but more often than not, once that happens, the battle is already lost. You may be cursing at bad teams, and finding yourself with good damage done alone against 6 tanks each time, but perhaps things might have gone differently if your gun was at the front, putting the hurt on and delaying those tanks before they could finish off your teammates. Likewise, perhaps you might have absorbed a few hits, and possibly even taken some damage, but perhaps you doing so might have kept a teammate alive a little longer, who could have helped damaged the enemy some more with you. ^^^These are the #'s 1-4 things bad players do wrong in the game. The first step to being competent is not doing them anymore. Part Three: Learn Gameplay Mechanics In Depth While WoT itself does a terrible job explaining how gameplay works, the World of Tanks Wiki explains all of these: http://wiki.worldoftanks.com/Battle_Mechanics Go there, read that, study that like it's your bible, and begin to apply what you've learned in battle. Also start learning the parameters of YOUR tank and the tanks you are fighting against. If you have questions about any of the mechanics, feel free to post here in the forums, and someone will clarify the mechanic in action for you. Also, if you have friends on the game, make a training room and go play around to test what you've learned from the Wiki in a real scenario. Remember, repairs are free, even if ammo is not. In the M3 Stuart with the top gun (37mm M6 gun, standard rounds), you have a 56 average penetration gun which does 40 average damage. Damage therefore can range from 30-50, and penetration can range from 42mm to 70mm at 100 meters distance assuming a 90 degree angle of impact. Under no circumstances can it penetrate the front of a KV (now, KV-1). This was a lesson I did not learn as I drove that tank at that time, which seems rather stupid now in hindsight. Knowing the parameters of tanks will help you a lot. It might have saved from getting blown up by A LOT of KV's. (As an aside, the M3 Stuart is the tank I use to illustrate my noobery vs. improved play in a then vs. now. Then: 50 battles, 18 wins, 8 kills, 38 deaths 0.3 damage ratio. Since: 36 battles, 23 wins, 38 kills, 23 deaths, damage ratio upped to 0.6 overall. It took me forever to get top gun in this game, and when I finally did it was with the PzKpfw III. My second one was in, you guessed it, the M3 Stuart. Both were on Prokhorovka.) However, the parameters are not hard on fast. Just because the listed "frontal" armor value is higher than your penetration does not mean you can't damage the tank from that angle. All tanks have weakspots. http://wotguru.com/weak-spot-guides/ will show you some of them. You don't have to memorize everything, but learn the key ones on the most heavily armored tanks in the tiers you are fighting, and it will help you a lot. In time, you'll find penetrating for full damage easy. Part Four - Stop Gimping Yourself This is extremely important: Every single tank you run, even Tier 1s, should have a first aid kit, repair kit, and a third consumable (usually a fire extinguisher, but fast tanks may want high octane gasoline/lend lease oil or a removed speed governor (learn how to use it before mounting it though). When and how often you use them will depend on how the game is going, and what tier. Obviously 3000 credits is a steep price to pay every time your MS-1 gets tracked. You'll only want to use it in situations that can potentially decide the battle. But you want it available, just in case it's the difference between life or death, or victory and defeat (especially that fire extinguisher!). STOP using Free XP to unlock tanks. Free XP should be used ONLY to unlock important modules on tanks once you've used regular XP to unlock them. If I need 30,000 XP to unlock a tank, and I have 25,000 XP on its predecessor, and 5,000 free XP - I should WAIT to unlock that tank. Once I unlock it, I'll have more than 5,000 free XP which can be spent to unlock important modules on it. Maybe it's a scout with a horrible stock engine, and I'll want to put the top engine on it to improve maneuverability. Maybe it's at the weight limit and needs the tracks before it can mount the good gun from the tank before, so I'll want to free XP the tracks. Maybe the stock gun is horrible, so I'll want to free XP a better gun for my new tank. Using free XP this way will save a player from the unfortunate experience of going into battle with a tank that is seemingly worse than the tank it was researched from. Don't run stock tanks if you can avoid it. Free XP is how you avoid running bone stock tanks. Getting to Tier 10 is not the point of the game. Tanks don't really get "better" as you go up in tier if you don't get better. Each tier is rewarding and fun in its own way. Seal clubbing is not the point of the game. That said, don't just stay in the same tier to pad your stats. Truly talented players are good at ALL tiers, not just low tiers farming players who are new to the game. Play tiers because you enjoy them, but keep trying to get better at the game, which means progressing towards tier 10 and learning the nuances of each tier's gameplay (some of which is discussed later). Stop running with a 50% crew, or a crew for the wrong tank. Convert your crews if you don't plan on keeping the previous vehicle, and some cases even if you do. At MINIMUM, you should be using the crew training for credits option, but if you have gold available, crew training is a good investment. Once you reach 100%, start training your crew in secondary skills. The specific ones you want will depend both on your playstyle and the tank in question - and other guides cover this in more detail than I care to since this is about improving your play overall, not just in specific tanks (plus that would make this even longer). But not having to have a completely n00b crew in every single new tank you play will help a lot. It means shorter reloads, better tank acceleration, agility turning, offroad performance, and turret rotation. It also means shorter aim times, less aim dispersion when you move your tank, and better view range and radio range. By extension this also includes better accuracy when firing on the move. If you plan on keeping a tank that you enjoy and play often, run it with equipment. Every advantage helps. It may cost a lot of credits, but for all of my heavy tanks and TD's a couple hundred thousand dollars in fake money is worth being able to put out 10% more damage per minute. Instead, learn something from every tier. Every tier in the game teaches you something different about gameplay: Tier 1 - How to hit targets, and how to move to avoid fire. Basic vision and camo mechanics. Base capture and defense. Tier 2 - How to use mobility (most lights and mediums) or armor (French tanks) to your advantage for the first time. TD's will give you a superior gun and teach you how avoid being easily killed by the enemy, since you will lack both mobility and armor (except for the T18). Artillery (SPG's) will teach you how to click on things. Lyke a baus. Tier 3 - For lights and mediums, this tier is an extension of how to use mobility, but also will begin to teach the importance of flanking attacks. Most Tier 3's can do almost nothing to the enemy Tier 5's they'll encounter from time to time in battle when they engage them from the front. To do damage, you'll have to get behind or beside the enemy (or aim for weakspots). The light tanks will also begin to introduce the concept of scouting for the first time. TD's continue their lesson of good gun/not a lot of mobility/no armor if any aka stay hidden and shoot stuff, but get more powerful guns. Arty continues mouse clicking 101, although some of the artys will learn to be lazy since they can hit most of the map in this tier and thus never have to leave base. The ones that don't will learn this invaluable skill in Tiers 4-5. Tier 4-5 - Varied tiers. Tier 4 light tanks (especially scouts) will have the scouting lesson drilled home in fire and blood so that they either come out as seasoned Tier 5 scouts ready to queue up against the highest tier tanks in the game, or as noob suicide scouters with just an extreme gluttony for punishment. For this reason, I recommend for new players trying to improve their stats NOT to go up dedicated scout lines in the tank trees unless they are VERY knowledgeable in the vision mechanics and their gameplay style is such that they aren't just WILLING to scout but actually PREFER it to any other tank type. Tier 4 mediums will be given adequate guns to continue their flanking/aim for weakspots lessons against Tier 6 tanks, and will still lack an HP pool (they'll get this in Tier 5), but not as badly as at Tier 3, so they will learn to use their HP pool as well as become jack of all trades tanks, not strictly support - they may have to lead, hold a flank sometimes, or flex back to the base to reset a capture. Tier 4-5 TD's are well balanced. Most will have a good combination of armor, mobility, and firepower, though still lacking a turret. They must learn to balance having all 3 for the first time with the desire to play like a medium - a mistake that is not forgiven often, even in pub matches. Camo is key except when top tier, where tanks like the Hetzer, SU-85, and T40 can decimate the opposition. The B1, the first heavy tank, doesn't really teach much, although it can give you your first exposure to having a tank with armor. But the Tier 5 heavy tanks will teach much: how to lead a true push, absorb shots with armor (aka angle armor to bounce, and hide weak points). If you want to learn the basics of heavy tanking, get a KV-1. You'll find the gameplay changes when Tier 5 tanks are involved, as there is less aimless running around, and tanks will start to cluster near obvious choke points. Tier 6 - A continuation of lessons from tier 5, except you'll find longer reloads, more expensive ammunition, less mobility, and more armor generally speaking. Tanks are bigger, and will begin to have better armor, albeit with weakspots, so you'll have to start shooting for them. Several tanks in this tier are equipped with outstanding guns (such as the KV-1S, SU-100, and even the Jagdpanzer IV when it is top tier), so in addition to teaching shot prioritization, it will also teach players how to "avoid the big guy" and capitalize to kill a tank while it reloads. This is the first tier for a nonpremium account where horrible battles will lead to a credit loss. Tier 6 also introduces the first autoloading tanks (excluding autocannons), unique because of their fragile armor and long clip reloads, and difficult to counter because of their high burst damage. Tier 7-8 - Armor and weakspots become MUCH more important here, as is the specialization now of each individual tank, as opposed a class. At this tier, each tank will have a specific role it performs best on the battlefield, and roles it is just not suited for. HP pool increases significantly, so the pace of battle will slow down, and become much more measured. The importance of trying to stay as artillery safe as possible will be drilled home at these tiers, as arty starts to actually hurt a lot at these tiers. Where previously you were prone to getting one shot, but arty often missed, now arty misses will begin to take significant HP and cause critical damage. You'll find you can just exchange shots on favorable terms with tanks to get kills as you could in previous tiers, you'll actually need to do damage without being hit back as it becomes a marathon, not a sprint. In contrast to the generally slower pace of battle at these tiers, light tanks of these tiers move freely throughout the field often, countered only by other enemy light tanks or mediums, so scouting as well as counterscouting is critical at these tiers. These lights tanks actually have HP though, so they'll actually have to be countered. You can't just 1-2 shot them as you can with lower tier scouts. They also have the ability to dish out some real hurt, so you need to be aware of where they are at all times. With much longer reloads, you'll need to take advantage of your enemies' RL, while making your own shots count. Ammo becomes very expensive at this tier. Repair costs begin to get heavy at this tier. Nonpremium accounts will consistently lose money if they perform poorly. Tier 8 is the first tier where premium accounts will lose credits for horrible battles, although it is possible in Tier 7 with team damage etc. Tier 9-10 - These tiers reinforce and magnify everything you've ever learned about the game, but add on an additional challenge: Carry harder. To win at these tiers, you will have to get in the middle of the fight and force the outcome. No more "camping" no more "support"...it's put up or shut up. This is the most unforgiving tier, the pinnacle of gameplay, and tier 9-10 tanks actually have the lowest performance spread of any 2 tiers. So a tier 9 in a tier 10 fight can still carry the match. Here premium accounts will often lose credits except for the best of matches (especially at Tier 10). It IS possible to make money at these tiers, just extremely difficult. Learn these lessons from each tier and apply them, and you'll be really on your way. Part Five - Apply what you've learned, then step up the challenge You don't have to devote your life to this game to be good at it, even though it seems that way sometimes. Just the simple application of what you've learned in your battle thinking will improve your gameplay. Now, time to step it up. Now you understand how the game works, and what individual tanks are capable of, and have set goals for improvement. Once you reach them, set harder goals. Do the following: Watch and analyze your replays - especially your losses, especially close battles. What did you do wrong? What could you have done better? Watch good players - their wins AND their losses. See what they did well. Note it and copy it. See what they did wrong. If you can point to it watching a replay, see if you can catch yourself in battle when you think of something (dumb) before you actually do it. Learn the maps in and out. The good players do. When you watch a good player's replay, see where they set up, and which terrain they abuse. Try going to these spots yourself in a suitable tank, and try it for yourself. For example, a lot of players don't know that you can shoot under dead tanks (I've reset caps this way) and under train cars, and cry "HAX!" when you do it to them. Platoon with good players. The good ones will offer map strategies, sometimes carry you to victory, and point out your mistakes when you play with them. They may also create situations where you can put out extreme damage amounts. Take advantage of them. Before you can learn to create such opportunities for yourself, you need to learn how to take advantage of one when it's handed to you. Set harder goals and keep going. Part Six - Actual Gameplay Some basic things that will help you as a sub 49%er. These are more strategic in nature, by design, as understanding battle mechanics will help you with a lot of the tactical play that occurs in the various skirmishes that play out in each battle. Every single one of these things is a mistake I made when I was new to the game. Scouts/Lights/Mediums/M18 Hellcats: Stop rushing out early and dying. A good scout stays alive till the end of battle, and only dies if it was a sacrifice necessary to eliminate the enemy's artillery. If you are new to scouting, use the "active scouting" technique. Rush towards the enemy in such a way that hard cover like terrain or buildings can serve as nearby cover. Once you hear the blip that indicates you've spotted an enemy tank, without stopping rush towards that cover, and away from the enemy so you will not die. A good point on this was someone posted on the WOTforums that I remember, always move from cover to cover. When you are moving, know where you're going next so you won't get caught in the open. Lastly, M18 Hellcats obviously are TD's, not scouts, but I say this because of their speed so many players die stupidly in them. M18 Hellcats should not be rushing to the enemy at the start of battle. They should be using sound TD principles such as camouflage and support fire to stay hidden and deal good damage. Their mobility is an asset in that it allows them to move flexibly across the battlefield and easily change position if a secondary flank needs support. Heavy Tanks: Stop camping/otherwise being in the back. From your knowledge of maps, figure out where the enemy is going to be, and get to a good choke point as fast as you can in a good defensive position. Odds are enemy tanks will amass in this area, and you want to meet them on the most favorable terms. Your heaviest tank should be in front. Especially a no no - NEVER camp the artillery. Not only are you not "protecting it" (artillery is protected by protecting all the routes to it...once it is spotted, it's already too late), but your gun is completely useless all the way back there. TD's: Get your guns in the fight. Look for places on the map where you can deal damage on enemy tanks at the main choke points. Just because you're a TD doesn't make this a game of tower defense where you must sit at base on a hill and wait for the enemy to come to you. Sit back, away from the heavies, but have line of fire and be able to hit enemies. Be near a corner or somewhere you can easily retreat if you are spotted if in a city map, or somewhere that you can retreat behind terrain if on a more open map. Medium tanks: Stop bouncing off the heavy tanks' front armor. Since you have the most mobility, you get to go to more open areas (within reason - stay off Malinovka field please) where most tanks dare not go...especially towards the end of battle as the tank counts are winding down on both sides. You are most valuable to your team by doing some of the following things: #1 being flexible, able to shift to where you are needed... #2 flank attacks on the enemy's heavies. when you shoot them they must turn their turret and/or hull to you (thus allowing your heavies to penetrate their weak side/rear turret armor), OR they must ignore you and continue facing those heavies, OR they must move to a secondary cover, allowing your tanks to advance in the right circumstances. This is the Sophie's choice every medium tank driver wants to make every enemy tanker deal with. This is how a flank can be turned from a standoff into a landslide victory. #3 countering the enemy light tanks. you are fast enough to stay close to them and have good enough rate of fire that if you miss them they're not by you and into the base automatically...keep them away from friendly artillery / the base area. Medium tanks require the most cumulative skill to play in my opinion, and success in them in my opinion gives a player more battlefield influence than in any other class, and reflects/rewards the most skill. Autoloaders: Stop dying really early, and stop wasting your shots. Just because you can fire rounds in rapid succession doesn't mean you should. Also, manage your clip. If you know you're going to be away from enemies for a while and have a partial clip, press C and reload so you'll have a full one the next time you encounter an enemy tank. Strategic Thinking: Start doing it. First is the concept of FOCUS FIRE. Focus fire means all of your tanks shooting one of the enemy's tanks until it is dead, as opposed to shooting individual targets, all of which stay alive to keep shooting back at you. This can mean using chat to encourage teammates to finish that nearly dead tank, but it can also mean for you, shooting the most damaged tank when you have that chance (ESPECIALLY if it yields a kill shot, and especially if that is a top tier tank on their team or driven by a very skilled player - which is why I had you use XVM). Second is understanding maps, and knowing the tactically important areas, and how your tank is best served in battle by looking at your composition, and the enemy's. Avoid lemming trains...where tanks all line up, form a column, and go one way on a map. Usually this strategy is doomed to failure, because they will encounter enemy tanks and either die one by one, or they will STOP, and play "peekaboom" trading shots one for one until one side or the other wins...which tends to take a while, leaving the lightly (or un-) guarded flank to fall very rapidly and enemy tanks to be in your base rather quickly. You may be able to encourage the team to push rapidly all at once (which does occasionally work), may encourage some tanks to come back and cover the other flank, or you may actually go to the other flank and stall the enemy just long enough. Third, rotate damage. If you are damaged, get out of the front, and towards the back. Stay alive, keep your gun in the fight, and let others take hits to spread the damage around and stay alive. Your gun does just as much damage when you have 1 HP as it does when you have full HP. This can also mean if a teammate is heavily damaged and an enemy tank has a killshot lined up, put yourself between the two to keep your teammate alive. Once he fires, and you've taken the hit, move back out of the way and your teammate can shoot him too. By keeping that tank alive, your team gets 2 shots at the enemy tank whereas otherwise, you would have only gotten 1 (yours). Fourth, situational awareness. When facing an enemy tank of even tier, take shots when the enemy is not looking at you as much as possible, unless the engagement is on very favorable terms (discussed below). If, after you've shot, the enemy turns to shoot at you (watch his turret and tracks), pull back into cover before he does. If he rushes you, in most cases, you will have already reloaded by the time he gets to you and you'll get a second shot in. Fifth, engage enemies on favorable terms. Don't just go toe to toe with their most similar tank to you. Either outnumber the enemy tanks in a given force, OR outtier them. Granted that doesn't mean 5 tier 6's will take out 4 tier 8's, but 5 tier 6's will certainly take out 1 tier 8 in a brawl, and maybe even 2 if the players know what they're doing. Utilize cover to minimize your exposure to enemy shots from various angles, and keep the enemy in front of you (and your teammates, as much as possible) at all times. If you can't engage on favorable terms, retreat to cover, or to teammates so that you can. If you're the last tank standing, get to the most advantageous position you can and make as heroic a last stand as you can. Sometimes it actually works. SUMMARY: If you are a sub 49%er and you begin doing these very basic things, when you check WOTLabs.net you'll see a very noticeable improvement in your performance over time. I know I sure did. I still have lots of things I can improve on, but hopefully some baddy out there reads this, decides to improve, and writes his/her own guide someday, because that's what this game is all about. I no longer have the free time to play sports like I used to, so this game fulfills my desire for competition, and I take improving at the game seriously because winning is more fun than losing. So good luck, and happy tanking. Dissidence's Guide to Competence In Tanking For Baddies.doc
  19. 83 points
    So one eventful summer evening, while playing L4D with friends, I noticed another friend playing this game called "World of Tanks." By that point I haven't really played any other multiplayer game other than L4D, so I thought it was worth a try, despite remembering seeing the tacky name in random internet banner ads. Thinking I won't try to screw over my friend in his tier 5 at the time, I decided to solo grind through this game. Obviously like many who started this game, my goal was the Tiger I. Going through the early German line was just a blur as I was constantly suiscouting with my PzIIIA and PzIII, not even trying to understand game mechanics and such. By the time I got to the 3601H, and access to the 8.8 L56, I started to take this game a lot more serious since I was playing with the big boys. I looked up wikis, read forums, and experimented with angling and such. Throughout this process I was never short on gold, since I only used it to convert free exp. It never occurred to me that there was such a thing as the Konisch on the 3601, or even gold ammo in general. Obviously when I got to the Tiger I, I found it incredibly underwhelming even with the long 88. So I took a break from the German line and started on the Russian meds and TDs. After playing the SU85 (back in the day with the 107mm that 2 shotted everything) and the T34-85 (back in the day with the 100mm). I was convinced that anything but the Russian lines were complete garbage. So I actually ground up to the T54 and the Tiger II concurrently. T44 back in the day was god awful, but it was still "fun" to play. Tiger II was not bad back in the day since the power creep hasn't happened yet. Slowly I started to learn more about this game, view range, camo, and module locations etc. My first T10 was actually an E100 (yes that's how slow I was playing this game), and fired all AP from the 150cm (lol). Thankfully back then the only thing that could reliably bounce the AP was the Maus. Slowly I got the all powerful IS-4 and downgraded to the IS-7 as my second T10. Then just before the T110E5 change, I free exp'd to the T30 in order to get the free tank. While this was all happening I was grinding up different TD lines and arties (S51 and GWP mainly). At that point I joined AOD (after the great exodus so it was more meh than anything) and got some platooning going with the members. I actually forget why I left AOD, but I think it was because I didn't like how serious people were to roleplaying military ranks (stand down civilian). Then I met Gren and co at the time PBKAC was being created. Joining PBKAC as its conception was interesting to say at least, since then it was a SSGS landing zone clearing puppet. Much of the roster composed of old MLP players were not happy that shitters were sticking their hands in everything PBKAC did, so Gren decided to cut ties publicly on CR/D and rustled many jimmies. I had left PBKAC by then due to the same dissatisfaction and joined FORGE at the time. In FORGE I met Nagatron, and some other members whom would become Fulcrum Gaming. At this point I think my WR had been around 65% and efficiency hasn't come out yet, but I was one of the more solid players they could count on, especially after this. http://youtu.be/O4BJtykuKV0 After quite a few months in FORGE, I was able to stat pad my way to about 69% WR, and was able to tag along when Fulcrum eventually left FORGE. By that time there was already a great schism in the FORGE gaming community. The old guards were mad that the new hotness were fighting most of the battles, and the new hotness saw the old guards as a bunch of has-beens that refuse to see how shit they were at the game. Meanwhile ANVIL became the better CW clan at that point under the tutelage of Zazie and co whom would go on to form NTR. The Fulcrum separation didn't help the case, and FORGE died soon after that. The new hotness when to form ENRON/CRAB whatnot (some moved to -G-), and the old guard nursed the dead horse that was FORGE until it was completely filled with shitters, then they moved onto other clans nowadays known as ESPRT (some old guard moved to G as well). At this point Fulcrum was the champion of WGLNA S1 and such, and was still getting rekt by Russians . I didn't play much in S1 since I was still considered scrub, so I stood on the sidelines and watched most of the time. Mid-way S2, after the departure of absoluteroyal, I was able to secure a starting spot on the team. Winning S2 was probably the highpoint of my accomplishments in tanks. After that I got better and better, but was not able to achieve the same point of success in the league. At this point basically everyone on Fulcrum was tired of the base WoT game already. Since it was a retarded RNG fest in the beginning when everyone couldn't hit shit anyways, and after the sigma change it became a retarded RNG fest where lucky hits happened enough to decide matches. While waiting for our S2 winnings, we found out that the production company WGNA put in charge of WGLNA had gone bankrupt and refused to pay out. This became the infamous fiasco where WGNA had to step in to pay the players instead, and that took a sweet sweet 8 months. Thinking this couldn't get any worse, we went into Season 3. Thanks to Nagatron and Soviet, we were able to secure a contract with Fnatic and were officially signed just before the S3 finals. It was nice, but by no ways did we deserve it. Nobody was playing the game anymore and the only time we touched WoT was for practices. By that time SIMP and Fulcrum were the only 2 worthwhile teams in NA, while everyone else who practiced were repeatedly beat and resorted to hard meta, or just decided to shamelessly copy our strategies. Practices became rampant circlejerks and blame-games. Obviously after the S3 loss to SIMP, the team was rather defeated spiritually as well. After S3 we went to Warsaw for the world finals and got beat by PVP (lol). It was a good vacation I guess. S4 was a joke, I knew we had to start playing the game again to hone mechanical skills at least and game knowledge, but it was a pain to motivate people as Nagatron found. Obviously just because we had so much experience together as a team, we were able to make it to the finals. However, this became the breaking point for me, as ESL (the company that took over productions of WGLNA) was revealed to be a bunch of incompetent retards. At that time, the would-be champions of S4, #RU was having trouble getting 2 of their players from Russia flown out to Seattle. We were protesting for #RU since they were good friends of ours, and somehow ESL thought that Fnatic was boycotting the S4 finals. So what do you do when you catch wind that the team that has been with your (shitty) league for 4 seasons, and basically the face of NA WoT eSports scene might boycott the S4 finals? You REPLACE them of course. So they *tried* to secretly set up a match between the runner-ups Cunninghams and Hammer Time that didn't end up happening after they confirmed with Nagatron (what were they doing before?). We then proceed to play a final that had no seeding whatsoever, since how teams do in regular season obviously do not matter (now contrast this to S5, where the top 2 teams in the season are automatically seeded, how is ESL this retarded? Accountability is hard I guess). We ended up playing SIMP in the first round, and lost in tie-breakers eventually in a game of throwns. Meanwhile all of this is going on, I graduated one of the top Universities in Canada with a Biochem degree, and stalled applying for medschool for one year just to try new things and play WoT. In retrospect this was probably the dumbest thing I've done to date, and is probably going to be a life lesson for my children some day. So going into S5 with RBIS, I can't even give 2 shits about the league, and focused on playing with friends in pubs and having "fun." I joined -G- for a few months and confirmed what I already knew before, and learned it was just not a place I would like to stay. So I decided to hop to CHAI to my compatriots to pub endlessly. It was fun for a while, but then Individual Missions came out. The gradual descent into utter stupidity of pubbies and 4 arties per game is just cancerous. Then I saw the planned changes to accuracy. I realized that this game is going to be nothing more than a source of frustration and rage. In addition I'm more busy with my social life nowadays along with volunteering and soon-to-be job. So as of today I've stopped playing this shitty game barring skirmishes that I've committed to and CW. In the end what did I learn after playing this game for 3.5 years? 1. Stat chasing is a pointless pursuit, nobody will care about your stats after this shitty game dies. 2. This game is shit, and is going to keep getting shittier because smart people will realize they have something better to do. 3. WGLNA is a complete waste of time, if you're going to commit that much time to a game, get a job. It pays better and you don't have to deal with the most retarded company I've seen to date. 4. In the end, if you're not having fun playing this game, then why do it.
  20. 83 points
    Note: This actually happened about a year ago, but WG concluded this was against some rule. They also concluded it was against the rules for the guys who platooned with me to poast about it. No clue why, just a combination of badly trained volunteer forum janitors acting capriciously, most likely. MY NIGHT PLATOONING WITH DARK REDS: So, a guy contacted me and said he wanted to hire me to platoon with him. At first, I tried to pass him on to sela, as I don't usually do mentoring stuff (I'm not the most patient of men). I told him others would be better, I told him it was probably a waste of his time and money. But he insisted, and finally made me an offer I couldn't refuse -- he gifted me an IS-6 and the $100 gold package for 1 hour of platooning with him and a friend. So we meet up. He and his friend are both VERY dark red. Like 300 wn8, 43% win rate after 10k+ games dark reds. Both were older, military types. Both were plainly interested in improving, had money and time to spend, and wanted to win. Both were decent enough gents to talk to, had good computers/internet, etc. Both knew they were terrible, and admitted they just couldn't figure out how to win. But they wanted to. Given the context, I decided to spend a bit of time going over equipment. We had agreed in advance to play t8 premiums (both for limited MMing and so I knew they weren't stock). I noted both shot gold full time, which for that era, was unusual. Both also ran full gold consumables. But both of them had terrible equipment choices -- toolbox + camo net + optics on their IS-6, I believe. So I told them to put proper gear on, and why. They nodded through this and said it made sense. I also told them my ammo/consumable layout if they wanted to save money. Both chose to run max premium anyhow. Next, I talked about the basics of individual play and teamwork. Kind of to my surprise, both of them had a working understanding of weak points, concepts like angling, hull down, and sidescraping, and other game mechanics. They didn't really know those things on an in depth level, but they had read wikis/guides and had some idea of what they were. They also both had a theoretical knowledge of things like suppressing fire, flanking attacks, focus fire, and so on. They talked a little about their military training with regards to those things. To be honest, this kind of surprised me, as I virtually never see evidence of this kind of thinking in dark red pubs. My impression of dark red pubs is they just fucking sit there. So then we started playing... ...and it was a catastrophe. At first, I let them deploy and fight as they saw fit. That went about as well as expected. Next, I tried having them move and fight in the same general area as I did. That also went terribly. Finally, I just started having them both sit in a choke and stall as I fought the enemy alone. But it was a long, rough night. Some things I noticed. 1. They were extremely slow to react. Right away, I saw they were very slow to react. It was common for them to take hits and not notice or react. If I told them to follow me or whatever, it would often take at least a minute before they started to do so. They had very long periods of inactivity, evidently just from not being sure what to do, or just processing what was going on. During this time, they OFTEN got bitch slapped very, very hard. 2. They could not do two things at the same time. In a void, they did fine and looking at minimap or driving or shooting or angling. But once combat actually started raging, it was pick one and the rest wasn't happening. They would rarely notice a medium on their minimap moving around them as they were peekabooming, for example. They could only angle armor if they weren't aiming their gun. And so on. This combined with their lack of good judgement of what was important -- one thing I tried to tell them was if you aren't able to do everything, at least do the most important thing given the situation at hand. But they didn't know what that was. 3. When they saw things (or were told things), they had no idea how to react to them. No matter what happened around them, they did the same things (usually whatever had worked for them in some past game, or what I told them to do, or just drove to some random spot and tried to see what happened, or followed the herd). When a situation changed, even when they noticed it or I told them, they had no idea how to react. I mean literally none. Not even a glimmer. Even ideas like crossfire didn't work -- they knew it was a good thing, but didn't have the slightest idea of how they could create the situation. This baffled me, to be honest. I could ask them between battles things like -- "under what conditions is an IS-3 better than a medium?" and they could answer correctly. But when they loaded into a map and had the option of either brawling with the mediums in town or fighting them in camo games in an open field, they blanked. Even on the most basic level, adjusting tactics to fit the situation just didn't happen. 4. Their individual skill was poor, but not unworkable. They were slow at aiming and not very good at using their armor and such, but this was primarily the result of #2 and #3. In a void, I could tell them "ok angle as if you were peekabooming a tank in front of you" or "tell me the weak points of a KT" and they could generally do it. But putting it into practice broke down really quickly. 5. Battlefield "intangibles" meant nothing to them. At one point I started talking about the importance of early damage. They got that right away -- the obvious snowball effect. But when I talked about using a light tank to herd people into an area to trap them, to identify hostile movements to give you the ability to counterattack, morale, to think ahead about what the effects of a given strategy would be, and so on they didn't even know what I meant. I decided to pick my battles, and just focus on trying to get them to carry their weight. But even in extreme examples -- such as heavy tanks going ditch on lakeville instead of town, they couldn't really understand why that was a bad idea. They could memorize what I said, but the rationale meant nothing to them. BUT HERE'S WHAT THEY COULD DO: 1. ZERG, ZERG, ZERG! One thing that did seem to click right away -- the value of mass tank pushes. They understood right away that if 5 tanks peekaboomed with 2, the 2 might just win. But if 5 tanks all rush around at once on 2, the two die horribly and quickly no matter how good they are. They were afraid to do this with pubs, as they expected the pubs wouldn't help them, but once I pointed out a three man platoon can do the same thing a lot of the time that really seemed to click. This was one of the things that helped. I told them a simple rule: 1. Find a spot with fewer tanks than you. Preferably just one, or a couple of weak tanks. 2. Next, check to make sure that tank isn't in a place where he can be supported by too many unseen snipers. Be especially careful of camping TDs in bushes. 3. If not, zerg him -- hardest, highest HP tank first and facehug him, other tanks flow around him and smack his sides. 4. Get to cover, reevaluate. Using that, they were frequently able to at least do their HP in damage, although they often were still unable to judge #2 very well. But once they learned the basics they got a lot better quickly at zerging down isolated tanks with relatively few yoloderps. So there was that, at least. 2. Make the other guy beat you. They lost peekabooms pretty much all the time. I tried to encourage them to get better at that, but also I told them this as a basic fallback plan. At first, peekaboom with the hostile. If he pens you 1-2 times and you aren't penning him, stop peeking. Make him advance around in the open and come dig you out. Even if it means just sitting there, as long as you are tying him up that's ok. Its better than getting killed and having him move around anyway. Or if you have to, back off 50-100m and force him to come out of his good position or not be able to fire. This is particular useful for dealing with tanks that are extremely strong in some situations (sidescrape IS-6, hull down T29, etc). That made sense to them, and if a peekaboom didn't go their way, they just tucked in cover and waited. A lot of the time, the hostiles would get bored and derp, giving them back the advantage. 3. Stay near the fight, even if you can't be in the fight. I stress the importance of keeping your gun hot. They tried to do this, but it often failed. They simply lacked the judgement or execution to stay alive in hard situations, and when they tried to duplicate the way I attacked they got murdered. But we found a way to get some of the gain in a way they could handle -- simply be near the action. Don't sit in back, don't pick a rock and camp, advance until you are within firing and spotting range, then stay safe. At a minimum, you force the opponents to deal with you, or risk getting popped in the back when they try to look away. Even if its slow, and lower output than attacking, its a hell of a lot safer. So I told them to just be a threat, even if you spend most of the time hiding. It seemed to work. CONCLUSION: And that's about it. I felt like I ripped them off, frankly, but they assured me how valuable it was and how much they enjoyed it. They've tried to get me to do it again a few times but I feel like I'm cheating them and won't do it. But I do note that in the last year, that player has gone from 43% to 48%. So that's something. He still averages only 0.8 kills per game, but its a hell of a lot better than he was. Its a start. Hopefully some of you tomaters find this interesting.
  21. 82 points

    [Update][5/15] Detailed Tank Statistics!

    Holy crap so many stats! Each tank now displays detailed statistics about your performance in them, including damage dealt, average damage blocked, frags, WN8 and more! Hope you guys enjoy it!
  22. 81 points
    This is something I never wanted to do, nor hoped I had to, but given the sheer size and severity of the problem, policy has been amended to crack down specifically, and systematically, on arty related rule violations. It is broken down into two categories: Arty raging/sperging is defined as a useless post, typically laced with profanity, to the discussion at hand either condemning arty or the people who play it. This rule does not apply to the Venting Room except in the case of attacking a particular person. Arty baiting is defined as someone using arty, or their play as arty, as a way to stir the pot and attempt to evoke the above for cheap amusement. The policy is as follows with minimum punishments listed, they can be increased on a case to case basis at the discretion of the moderating team: Automatic warning for first offense Automatic 24-hour RO if there is a repeat offense within 14 days of the first Automatic 7 day for third within 14 days of the first. Automatic 14 day for fourth within 30 days of first. Why am I doing this? Quite frankly, the behavior of people in this community toward arty is downright disgraceful. We can hold logical, meaningful discussions about practically anything but arty and that which attempts to take place is destroyed by emotional, ridiculous posts. That ends today. I don't like arty, odds are if you are reading this you don't either but it is a part of the game, it is a mechanic within the game and as such it deserves to be discussed rationally along side all the others. Whether we like it or not is irrelevant. Arty isn't going anywhere any time soon if ever, raging about it here does nothing but make us look like fools, Minsk doesn't give a damn if you hate it. I'm not trying to tell you to accept arty, or like it, I'm simply telling you the amount of arty hate, the weight of all the seemingly uncontrollable rage hurts this community. It drives people off, gives us a bad reputation and defeats the goal of this place; to help people get better. That includes arty for as long as it is in the game. If an arty one-shots you, and you want to post about it. Take it to the venting room, that is why it was made but there will no longer be a tolerance for blind and poisonous hatred of a game mechanic, whether it is horrible, good, hated or liked. UPDATE: Use to express your hatred if you must. UPDATE 2: Yes, this includes status updates. UPDATE 3: Status update enforcement is now relaxed, but going off the deep end will get your stuff nuked.
  23. 81 points
    In recent days, Tioga, a rather infamously bad member, was unbanned at the behest of an admin, those who regularly visit our forum know of the damage his second run has brought, both to the forum and to the staff. I am here to do what the title says, in that order, so it is time for disclosure: The mod staff, and I, had a range of very little to nothing in terms of knowledge about why this occurred, we were not consulted, we were not informed in any direct or formal manner about why this was happening, it was not until hours ago why became obvious. The why of it is not important at this time, what is important right this second is that we are doing our best to fix the errors that were made to lead to this. Clarification will involve exactly what we are going to fix this, this is both simple and complicated. Primarily and as the logical first step, Allurai and Wandorf have been removed from their positions for their active participation in the conspiracy, and I hate using this word because it is not entirely fair both in connotation and direct meaning, to unban Tioga. This represented an undermining of confidence in the community of our ability to manage these forums as well as actually undermining our ability to manage this forum, as well as damaging trust across all boards. In short, it was a problem I once only joked about to other mods, it doesn't seem so humorous now. I understand if many of you do not trust the system now, and I do not blame you, if I were in your position I'd be doing this thesis at a railing of the staff and I am not asking you to have faith in us to fix that, rather, we must earn back any such damage to that confidence that has occurred, and that can only be done with time and action. The former is guaranteed, the latter I promise. The apology is simply an apology for letting this happen in the first place, for the negative experience it brought, I am not apologizing on behalf of the staff, simply myself, As the moderators are clear of blame sans one and he is no longer one, Never has enough plates to juggle and cannot be implicated in blame for his, this responsibilities are the reason I am even here to act as a check against such a thing, I should have seen and known about this sooner, I did not and as I result I failed all of you, for that I apologize.
  24. 80 points

    Elevating your Gameplay

    I've written up a sorta brief guide on some stuff that I've garnered over the past year or so, at least, the stuff that I can remember. There's no reason why anybody can't go from this below, to where I am now. <-- Lel (WN7 when I took the screenshot) Some of this might seem really obvious and easy, but when done right, and done correctly (not so obvious and easy) I think it can make a decent difference when incorporated into your play. Deployment and Reading Team Comps. You can completely wreck teams with proper deployment at the start. Familiarize yourself with the maps. Optimally, to a point where you preemptively know the terrain and all lanes of fire so you don't waste time looking for these in the middle of a battle. You should NOT need map guides for this. IMO they don't cover anything and you end up relying on them, instead of actually paying attention in the game. Team Comps. Deployments This doesn't belong in any section but just a word of advice. Attack the enemy team at its weakest point. There's no need for you to go out of your way and derp just so you can get that kill on the purple player. For all intents and purposes, he may have let you kill him on purpose just so the rest of his team, could work that much faster. Sometimes, it's better to just hold a position rather than to try and push to get damage. Stalling an important area, can let your team (provided they aren't complete retards) work the rest of the map that much faster. Mechanical/Situational Skills These two things pretty much go hand in hand. The difference between coming out of an engagement with 1/2 HP, 3/4 HP, or Full HP. This section won't be as much of a guide as it will be some tips and points that I've discovered. Angling Autoaim Snapshot Corner Peeking Autoloader Strategies Auto-aiming Tips Overextending Reading the Minimap In regards to learning how top players do this, I recommend Zeven. Out of all the streamers that I've checked out, he's the only person who bothers to explain where he's going, what he's doing, and the most important of all, why he's doing all of it. Hearing him explain things can give you a very good sense of what you need to do, and the next time you watch another streamer, you'll be able to understand why they reacted to X or why they went to Z. Doing this effectively can end up helping you win a lot of matches where you simply went to the wrong place. Deathpig_Jones has written an excellent guide on the essentials. I think doing this should honestly get you all to at the very minimum, blue, if we're aiming for a color. It's that simple. You go to the wrong side by accident and you've already lost a minute that you could have used to spot/get early damage off. Sorry beforehand if I sound elitist by saying this. Apart from something unfortunate like a disability, there's no reason why people can't get purple. On my worst days, or even when I'm grinding some shitty low tier, I never fall below 2800/60%. So I've kind of gotten ignorant of people who say "I've maxed out at green, help!". No you haven't. You're seriously doing something wrong/not catching on to something. If you're watching someone like sela stream but can't go past green, seriously re-consider how you try to improve. You're not doing yourself a benefit if you just imitate what they do only to die and not even understand why. Granted, it took me nearly 14,000 games. I'll add more stuff to this guide if something comes to mind.
  25. 79 points
    I did this so I might as well do the same in this patch. When tanks go HD, often times they get some armor adjustments - usually slope - and it's not always obvious and often overlooked on things like rita's blog/ftr/etc. I think I nabbed everything, but there may have been some tiny details I missed. T32: Huge buff. LFP buffed from ~160mm at mid range to 190mm. Cupola buffed from 160-200mm to 220-270mm. Cheeks made slightly more pronounced, but still 330mm+, so only a factor against T9/10 TDs with gold. Rest of tank relatively unchanged. Wolverine: Large armor nerf. UFP nerfed from 74 to 54mm, very thick LFP shrunk to ~1/3 the size and nerfed from 114 to 51mm. Mantlet overlap coverage shrunk, mostly all 70-90mm from 70-110mm. On the other hand, the tank got an engine buff from 420 hp to 500 hp. Jumbo: Large nerf. Top turret mantlet center nerfed from 180mm to 90mm. Top turret sides buffed from 51 to 64mm. Stock turret mantlet shrunk. Very thick LFP given slightly thinner zones - not very noticable, but a small portion of it is now 170mm instead of 180mm. Hull roof slightly buffed - 38mm instead of 19mm around the edges, making it slightly more arty resistant. Will need to run this tank with stock turret from now on. M48 Patton: Slight buff. Armor is now T69-esque patchwork so a lot of it depends on what specific place on the tank you're looking at, but in general the tank remains unchanged. ~200mm beak was added, cupola now slightly larger, hull roof buffed from 25mm to 57mm. Armor is slightly more trolly if hit in the right spots, but also slightly more unreliable and in general has either gotten slightly worse or hasn't changed. Not nearly the buff we were hoping for. Type 58: Slight nerf. Turret cheek angles were made worse, many areas that were 190-autobounce are now ~110mm. Well armored "beak" between the UFP and LFP made very slightly thinner. Otherwise the tank is the same it's always been. SU-85: Slight buff. 60mm plate added onto the UFP under the mantlet, 40mm weakspot on the UFP removed (now 45mm like the rest of the armor). Armored beak made slightly thinner, mantlet buffed from roughly 110-120mm to 110-130mm. Cromwell: Slight nerf. Mantlet removed, but the mantlet provided no additional protection beyond detonating HE. 60mm UFP weakspots removed (now 64mm like the rest of the UFP), tank made slightly shorter, sides no longer protected by 11mm spaced armor making it considerably more vulnerable to HE. Hull roof nerfed from 20mm to 14mm. Super Pershing: Huge buff. Lower half of UFP nerfed from 260mm to 250mm, upper half of UFP buffed from 170mm to 250mm, LFP buffed from 200mm to 250mm, mantlet buffed from 207mm to 300-330mm, cupola changed from 130-150mm to 150-170mm with a small portion of 110mm. The armor behind the "pipes" was made less pronounced, giving a much smaller target to players who shoot above the mantlet instead of at the cupola. Turret angles buffed, turret sides are mostly ricochet from the front. Pershing: Noticeable buff. Turret and cupola made slightly bigger, but the cheeks are now ~170mm instead of 110mm. Adds a bunch of reliability when hulldown against lowpen tanks. UFP nerfed from 135mm to 128mm. 76mm UFP weakspot right below mantlet now a 150mm strong spot, although it's fairly small. Turret roof can no longer be overmatched on flat ground by tanks its size due to a 76mm lip being added above the mantlet. IS-3: Slight buff. UFP buffed by ~10mm, from 175 to 185mm. Tracks now hang where it was previously the best place to shoot, giving small sections of 220mm armor instead of 170mm. LFP weakened a lot - now 195mm instead of 240mm, making it a much safer target to shoot with a high pen gun. Cheeks made slightly thicker, overmatch zone made slightly thinner, cupola made slightly taller. Bullshittium spaced side armor buffed from 150mm to 220mm, mimicking the IS-8/WZ-111. Tracks now cover much less of the side armor. AMX 50 120: Large nerf. Tank made substantially larger. Cupola is now flat, foch-style, instead of a hub. LFP now better sloped, usually autobounce. Otherwise, the same paper bag as always.
  26. 72 points
    All credit goes to Worstplayer_NA Warning: wall of text and positive thinking bullshit ahead Lately I've been noticing a large increase in the amount of salty players in the world of tanks community. Lot's of rage, lot's of frustration and not that much fun. I've seen people have anxiety/panic attacks about their stats and people who just EXPLODE In ts/chat with rage. To me that's fucking hilarious. I can honestly say that I've raged a total of TWICE in the 17,500 games I've played. I''ve been one shot by arty countless times, and I've never raged at that, I've had retards refuse to reset cap costing a game... still no rage. Sure you can attribute it the liberal amounts of that dank herb, ascending you to the prototypical "don't worry be happy mode", but honestly most of my superb anger management/laxness can be attributed to the fact that I realized at a young age vidya gaems r 4 funz, not rage. Intro: You are better than your stats. Why? Because your stats are the AVERAGE of every game you played. Some games you play worse, some games you play better. If you put your mind to it and play at your best, you are better than your average. This is a very common truthism in league/dota 2. A simple realization that you are better than your stats can change your mentality immensely. I was giving this advice on the league subreddit and it helped me jump from 50th percentile in skill to 99th in a matter of 3 months in league. Instead of being bogged down at where your stats are now, just make the effort to play at your highest and ignore what your average is/what you want your average to be. Some psychological feel good bullshit, but the change in mentality works. 1. Stat Anxiety: Stat anxiety is real and it affects everyone, whether they are purple or not. For some reason people put a ton of emphasis towards e-jerking stats in this game when they are very arbitrary in the first place. I've long stopped giving a fuck about my stats ever since I got unicum stats, but there are still certain tanks where I care about the dpg of (whereas they are competitive for top in the world and it becomes a race to see how long you can maintain a high dpg). All it does is create frustration and it stops you from playing some of the funnest tanks in the game. Games become a race to get your damage quota, or else your oh so holy dpg drops. Everyone is guilty of that and it's fine, you just have to accept that instead of aiming for a dpg that will impress the world (guess what unless you are pulling russian god status of like 6.4k dpg in a waifutrager, no one will give a fuck). Instead aim for a dpg that impresses you and don't fuss about it. Set personal goals instead of gloating about how you can't compare to the best of the best. My leo 1 gameplay is quite cancerous, I honestly don't give a shit about winning in it, all I want is to maintain 3600 dpg in it. I've come to realized that's fucking so stupid, who cares if I can't beat posnik something something from ru server (he has 4900 dpg in 600 games!!!!). If I can keep my goal of 3600 dpg in check that's good enough for me. No reason to moan about every game where I do "only" 3k damage The most common issue of stat anxiety is everyone feels the need to compare themselves to others, rather if you are seeking to improve your stats, don't compare yourself to others. The rush of doing well (you know what I mean when you pull something like 90% w/r over 20 battles, or having a high wn8 over a long stretch), shouldn't be coming from having to compare yourself, but rather what makes you feel gud. Seriously, change your mentality of saying I HAVE to get X wn8 or X w/r for the night, rather try your hardest and see what you get. Once you shift your focus from pure stat focus to just trying to do well without specific goals, you shall find a lot of "stress" is gone. Some players don't want to play because they feel like they won't do well, and any competitive player will tell you that's bullshit. You don't get better unless you put in the time. IMO I don't think the "ranked anxiety" is as bad in tanks as it is in per say DOTA2/League/Cs/Sc2, where individual games have more effect on your stats, but the problem is still real in tanks. Every single pro league/dota/cs/sc2 player can tell you the best way to improve is to just play a lot, after all the principle is that you are better than your stats as explained in the intro. 2. Confirmation Bias and Self Reflection: Rng is in this game and it's here to stay. Everyone has been one shot by arty, and everyone has bounced off some 20mm light tank before. It's human instinct to selectively pick out the outliers. When you count the massive amounts of shells you hit and receive the amount of pens/bounces/one shot by arty/ not being one shot by arty should actually come very close to standard deviation. And there is nothing you can do about it, shit happens. You can spend the entire game whining about rng/arty but it still won't change rng. Wasting your time raging about it won't change the fact you got fucked by rng/shitters in arty. Just move on and learn. Speaking about learning, it's pretty important in my opinion to reflect instead of rage. After every loss, I take a small mental note to see where the match went wrong and how I would I go about differently next time. Now I have a bank of experience where I can do some unusual shit in matches to turn them around. As toxic arty is to gameplay, most of the time you get artied is because you got lazy. I played in arty heyday, where every tier 10 match had 4+ arty each side. I would be paranoid of getting shot and that paranoia has lost it's effect over time. Most of the time I get smacked by xvm-whoring arty I just got lazy or too greedy. That's something I"m really trying to change right now, getting my arty dodging mojo back. (basically if you are purple and you are light, expect to get shot). Some players just rage non-stop about MM/Arty/RNG, but really what can you do? Your rage has no impact on the future of the game, so there's no need to explode at every instance of you personally getting fucked. (still arty is disgusting and needs to be changed) 3. Playing on Tilt/Knowing when to quit Tilt is real, and everyone is guilty of having played on tilt before. The trick is not to fucking play on tilt (oh wait thats hard). So the nights not going good, you've been 1 shot by arty 3 times and you have a 33% win ratio. Just stop, don't try to salvage your w/r or wn8 for the night. Just put all your willpower into stopping. When you tilt you play worse, that's it and you are more likely to get frustrated. Most of my super bad wn8 games come from either being super tired or coming home @ 3am fucking wasted and deciding to play 30 games of arty while fucked up. I'm pretty sure that's the case with most people, so just learn when to not play. Most of my nights have been, doing fantastic for the first 20 games (80-90% w/r in tier 10), then getting tired and continuing to play and losing because I can't think. If you are serious about doing well, play when you are concentrated, go take a jog/shower some shit and get refreshed instead of slogging games after games half asleep. 4. Raging and your teammates. No one likes a rager, unless they are the extremely rare "funny rager", it brings down the atmosphere of the platoon whilst being unhealthy imo. Some people use video games as a outlet to rant, which is fine, but if you have issues where you fucking explode every single game, then you need to put yourself in check and stop playing. Everyone knows of locker room cancer, aka "that player" who brings down a sports team because all he creates a toxic environment. When he starts to vent in the locker room, everyone else usually shuts up and teamwork breaks down. I've seen it happen multiple times in real life when I played varsity soccer. Kid starts raging, everyone gets tense and we get smashed even harder. Same thing happens in vidya games, I've had tourney teams where 1 rager loses the tourney for everyone by sending virtually everyone on the team on tilt. Platoons where everyone starts doing bad because somebody won't shut up and stop criticizing his own platoonmates. If you think people tolerate you as a rager, unless they genuinely like you as a person they probably don't. I've seen PLENTY of shit talk about how someone rages too much and has issues. Don't vent your frustration on your own platoonmates, vent it on arty/rng/pubs w/e. Raging at your "friends" won't help them play better. I'm completely immune to this because I've dealt with mega assholes irl sports, but others really get triggered when you call someone out for their every mistake. 5. Conclustion TLDR: worst's principles for less rage/salt and more fun You are better than you think you are, if you try Set goals not to impress others (chasing the impossible unless you are god @ tanks), but satisfy your own craving for improvement/accomplishing goals. Raging over shit that happened won't reverse it, just get over it. Don't play on tilt, just stop if you are having a bad string of games and you're getting frustrated. Don't try to salvage the night, just take a break and come back later. Don't rage at your own platoonmates ( you can joke around, but when you actually start getting salty.. oh boy) If you are finding yourself getting mad moreso than actually having fun just stop playing the game. If you really have problems with raging, just block chat in the game options, play your favourite/best tanks and just go for it. If you find yourself still getting mad, maybe it's just time to quit. Say what you want, but I actually have fun EVERY GAME I PLAY IN TANKS. I don't rage ever and I'm far better off for it. Just try for a day to use my principles and see if it works. Just tonight I had a retard batchat refuse to reset cap because "unicum bullied me by telling me where the enemy is and what to do", instead of getting angry like my platoonmates, I just assumed he's dumb and doesn't know better. No point in getting angry over a video game. https://www.youtube.com/watch?v=xzpndHtdl9A I'll leave with one vital tip my soccer coach gave me: before you get frustrated, think about this... will you remember this game in a few years? If not, why the fuck are you getting angry?
  27. 72 points

    The Clickening

    So every few patches I download the test server, to test out some tier 10s and see what I want to grind on my live account etc, but another function I use the test for is to play clickers. The reason not being that I enjoy it, I despise it, I play arty on the test server as a way of improving my arty avoidance skills on live. I get to see what the limitations are in terms of various map positions and the kind of shots they allow for, along with what maneuvers are most difficult to predict, which arty is most effective, exactly how long their reloads are, etc. I highly recommend people do this, its incredibly informative for me and I always notice an improvement in my arty avoidance following the test server shenanigans. My thoughts on the current tier 10 artillery pieces: Conqueror Gun Carriage: This thing is just so motherfucking broken... After I had my first game in this shitlordwagon I immediately understood why I always get completely fucked over by these things. The accuracy, aim time, ridiculous arc, huge splash, enormous damage all make it stupidly powerful. Definitely the strongest arty in the game. However, it tends to do better in slower games, for example when a brawl down a lane stagnates. Obj 261: This is another very powerful artillery piece, the exceptional accuracy and low arc make it great for shooting AP, smacking your targets with 360-pen-quad-digit-alpha-rounds is very easy. I found that all I had to do was shoot AP for the first half of the battle when everything was high HP, then load up HE and just clean-up everything with >700 HP. The low arc definately limits it on a lot of the new maps, but usually a little bit of re positioning allows you to keep shooting. While this arty is not as good overall as the CGC, it definitely performs very well, particularly on open maps and fast paced battles. BC 155 58: An arty with an autoloader... The reload on this thing is just so fucking painful. Other than that, I think this is a pretty strong arty although it struggles against the heavier targets like E100/Maus, its very good at dealing with mediums because of the autoloader and lesser armour. I didn't play much, but I found that I was able to dish out an abnormal amount of crew and module damage, which I put down to the repeated hits on targets. T92: This is a bad arty... It took me 5 games before I actually caused a single HP of damage. The terrible accuracy, aim time and bloom just make this a very ineffective arty. Obviously it still gets the stupid RNG rolls that just fuck someone over, but these are not common. GW E-100: Meh arty is meh. Everything is very average on this clicker, average accuracy, average splash, average damage, etc. Arty avoidance movements: What I found was that very sudden stops are probably the most effective at avoiding the clickers, because the low shell speed (particularly on the GC) mean that once he fires you have a few seconds to make an unpredictable movement. Also, make weird course adjustments, instead of going as the crow flies. Nothing will save you from RNG though. Now this is going to be a discussion whether you like it or not, what I want is for people to discuss what they have found to be most effective at avoiding the sky pigs. I would like people who play arty to also join in and educate us on how best to be arty safe. THIS TOPIC IS ABOUT DISCUSSING ARTY AVOIDANCE, MAPS, ARTY, CLICKERS, AND CLICKENINGS. All of this has been deduced from about 5 games in each, I could not stand much more. A lot of the time I spent was just clicking common arty bushes on the opposite side. I had like a 50% hit rate doing that, its funny how they sit in the most obvious spot and then cry when I just clicked him. "I DIDNT EVEN SHOOT YET WTF HACKER NOOB??" Here's a clip of me playing the GC, I think this was my 3rd game or something. Fucking shittermobile. Discuss.
  28. 72 points

    So you want to be a Gorilla...

    So message you to apply?
  29. 71 points
    In a probably useless effort to mediate the ever returning threads of often mediocre players demanding the addition of expected values for their new toys (in the vain hope their stats will get an insignificant boost to a value no one cares about), I will compile in this stickied thread the reasons for their loss. Most of this information is originally from our resident statistical lump of gold, @RichardNixon 1. Why are new tanks not giving me stats: - WG does not always immediately release the stats of newly added tanks in the API, meaning that WoTLabs cannot read the data to be included into its calculations. - Added to this: WN8 data doesn't typically include any tank details except the ID. Sites used to do automated encyclopedia lookups, but WG murdered half their API team a few months ago, and no new tanks are currently being added. For example: The Mutz was in the newer tankopedia API and the KR was in the deprecated one. The M41 isn't in either/ Not all is lost though: Sites (like WoTLabs) have to enter the name, tier, class etc manually. The data's there in the API though. This, however, takes time and manual labour, and known expected values (or replacement values). It's not always easy either, as for example, there are two M41 90s in the API. The GF version (ID 50961) has something like 30-40k players on EU, while the plain one (ID 64017) has one player on EU and ~100 on RU, which is typical for supertest tanks. 2. Why are other sites giving me stats for this tank and WoTLabs not? - WN8 didn't define a method for handling missing expected values, so sites vary. Some methods will universally inflate WN8, while others are in the right ballpark for most tanks or most accounts. - A lot of sites pull updates automatically from wnefficiency.net. If that's not updated, then nothing happens though, unless replacement values are being used. Sites and session mods sometimes pick their own values for missing tanks when the official expected values are taking too long to update. - WoTLabs "official" WN8 works with "official" expected values for each tank, using replacement values from other similar tanks, still need internal discussion, much like a full update of the WN8 expected values. This takes time. TL:DR Tanks will get added sooner or later. WN is a measure only relevant over larger number of battles. Replacement values also take time as enough players (and not only the good ones that free xp or grind faster) should have played the tank to get a relevant sample. Lastly: The people who take care of all this, do this voluntarily and in their own free time. They have no obligations to anyone, least of all to a random dude who's irky because his overal or recent meaningless value is temporarily slightly lower than it might otherwise be. Additionally: If you were referred to this thread because you made a thread about this subject without first checking this stickied thread, you are bad and should feel bad.
  30. 71 points

    Being "on Tilt" In World Of Tanks

    Credit goes to Darkshaunz,I'm merely copying it over because I think its a good article and would benefit many here. Original thread : http://forum.worldoftanks.asia/index.php?/topic/17678-being-on-tilt-in-world-of-tanks/ Pic related,sort of : ___ This is a discussion about the concept of being "On Tilt" in World of Tanks. I think it's important to explore this concept because it can have adverse effects on the enjoyment of the gameplay. This is also more directed at players that are more proactive in their self-evaluation and assessments after each game - but it can apply to any player. I've not seen this term being used here, so maybe "Tilt" can be used as nomenclature to describe "abnormal game performance". What is Tilt? Tilt is originally a poker term used to describe a competent player beginning to perform well below his capability after a bad game or two. Tilt is caused by emotional frustration clouding the judgement of an otherwise calm and consistent player. The resulting emotional response results in increasingly aggressive play, frustration and pessimism - which ends in an irreparable losing streak. Why is Tilt relevant to World of Tanks? World of Tanks is inherently a competitive game, where you engage other individuals in pixel tank combat. AFKers and bots notwithstanding, this means that you are essentially pitting yourself against human beings that are governed by emotional reactions. As many of you know, the actions of a few can really swing the influence of a match - especially those players that place a high value on good winning performances. As such, the higher your own expectations of your own performance - the greater the effects of tilt that you will potentially experience. So here are my own observed qualities of tilt: Tilt is relative, depending on a tanker's individual self-expectation of what is considered to be "normal performance/expectations" (ie: WR/WN7 etc.) Tilt is governed by an emotional response to a situation, and is triggered by an event outside of normal expectations (usually a very bad round of tanks). Tilt is a downward spiral that continues to get progressively worse until corrective measure are undertaken (ie: Loss streaks exceeding five or more) However, I posit that even the best players suffer from tilt - except the better performers will know how to mitigate the effects of tilt itself (more on that later). Hence, this concept is important because everyone has the potential to suffer from it - and will find the consequences on their stats and enjoyment adversely affected. Am I on Tilt, or are the pubbies just bad? The most important thing is to recognize whether or not you may be on tilt to begin with. The pilot can't pull out of a stall over the ocean at night if he doesn't have the instruments to assist him out of the uncontrollable dive. So in essence, you'll have to calibrate your own instruments to determine whether or not you may be experiencing a negative/destructive emotional response to a particularly bad round. Pubbies being bad is something you will have to do your best to compensate for - and the blame will almost always fall to the random players on your team. Some of it is due to actual fail by your team, personal ego or even partly affected by mild symptoms of FG_'s Dunning-Kruger effect. This is just a normal function of the human brain, but let's focus on some tilt symptoms: Symptoms Nasty streak: Losing more than five games in a row Unnatural aggression: Opting to rush the enemy in situations, taking unnecessary hull damage to hasten the game and take a quick win at all costs Scapegoating: Exponentially angered by the actions of the platmates/allies, even though they are not doing anything particularly wrong Self-Loathing: Performed below self-assigned WR theshold (ie: must achieve 55% WR or higher for the day) Loss of Control: "Ah who cares, clearly everything is down to luck anyway! my losses so far prove that!". Player stops trying because he believes he cannot recover from the losses. As from the list above, those are based on my personal observations - but I invite everyone to add to the symptoms. We've also experienced at least one, two or more of the symptoms of tilt - because a lot of the forum warriors tend to be more sensitive and alert to their own game performance. As I've just covered the symptoms, let us explore some of the potential triggers of tilt in our server: Triggers Time of day: Playing very early in the morning or extremely late results in poor MM (and randoms). Losses incurred have high chances to make the player experience Loss of Control. Stamina levels: Playing whilst tired and fatigued results in a shorter temper fuse and poorer acceptance of mistakes. Seeing a lemming when we're tired makes us a lot angrier than when well-rested. Harsh self-expectations: Playing with a high WR benchmark (Say 75%+ or whatever) makes it easier for you to move into Scapegoating and Self-Loathing when something goes awry. Guilty dive: Failure to carry a game, failure to cover a platmate, or missing easy shots (RNG, curse you!) can result in a tilt trigger. Especially if the person feels they have failed a comrade. Taunting: Doesn't often occur with the mature performers here, but taunting and inciting can lure solid players to deviate from their usual game-plan. This can result in an unexpected loss. How about some suggested ways we can mitigate tilt? Methods of mitigating Tilt Thinking about this section, I realized that it depends on the player's own preparation and steps they take to win a match. It also demands that the individual is honest and self-aware about their own emotional thresholds. Just how reactive and proactive are you in ensuring you don't fall into the trap of Tilt Spiral? Reactive Measures Stop Playing: "Maybe the next game I will win for sure!" No, just step away from the PC and do something else. Clear your mind and re-approach the game after you've calmed down. Analyzing Gameplay: Take a good look if you were using a non-optimal strategy. Yes you got top damage, but did you sacrifice map control to do so? What adjustments should be made? Venting Anger: You have to take out and manage that frustration somehow. Some people seal club in loltraktors and some make an angry thread on the forums. Find a way that works for you. Proactive Measures Reasonable Goals: Don't go into a day with unreasonable expectations, increase your goal milestones step by step. To some people that's 52% WR, and others 70%+. Everyone is different. Maximum Loss Thresholds: Set a personal "You shall not pass!" barrier of losses. Be fair, if you lose five games - then make a commitment to take a break and do something else. Positive Mindset: Make the best out of a situation, and play your hardest - tilts are a temporary phenomena. Platoon if that helps you maintain a more social and relaxed mindset. I know there's an explosion of words here, but I would like to know what you guys think about applying the concept of tilt to World of Tanks - and if you believe it is a relevant phenomena on our server. I also invite additions to not only the symptoms of tilt, but also ways to mitigate tilt based on your experience in public games, tank companies and clan wars. Cheers!
  31. 69 points
    I feel the need to post this because I think it's relevant to something I'm seeing a lot around here lately. Not to call anyone out, but I'm seeing a lot of statements lately saying something along the lines of "everything below X WN8(usually >2.5k, if not >3k) is shit". Here's one example that exemplifies this: There's a reason pubbies sometimes talk about us like we're a bunch of elitist pricks(aside from the fact they're idiots); we can be on occasion. I'm guilty of it as well. We talk a lot about how the Dunning–Kruger effect prevents bad players from recognizing their incompetence, and yet talk of the Imposter syndrome, the failure of competent people to recognize their competence, is near nonexistant. Wikipedia says the following about Imposter syndrome: This shouldn't really surprise anyone; by our very nature, we tend to remember things that are out of the ordinary far more clearly than the norm. That's why you remember your first kiss or whatever much more clearly than the intricacies of your work last Tuesday. How this applies to tanks is fairly simple; a unicum plays 10 games. 8 games are great, 2 games are potatoes, Said unicum will remember those 2 bad games when thinking about his session because they are out of the ordinary, and think "Geez, I'm really not very good". Then he'll look at some greenish/blueish player and think "If I'm not very good, what is this guy?" Remember, what comes easy for you might not be so easy for someone else. Everyone(well, everyone here at least) is at different stages of improving, and everyone has their own goals and standards along the way. For some people it's 50%/1000, for others it's nothing less than 4k. Just because some number is awful by your standards doesn't mean it is actually as awful as you perceive. If being a unicum, or even a blue, were so easy, we'd have more of them, or at the very least there would be tougher competition for them. But as with any problem, awareness is the first step.
  32. 68 points

    WN9 candidate prototype

    Introduction This is a WN9 candidate based on an idea of bjshnog's from a few months back, shortly before I quit forums to finish another project. WG are still ignoring requests to add assisted damage to the API, so it's not ideal, but I think it's still a sufficient improvement to be worth posting. The general idea is that instead of using a full set of expected values for each tank, you have a single set per matchmaking type, or in a simplified version, per tier. Per-tank adjustment is only added at the last stage. The principle (for what it's worth) is that the value of a point of damage, frag or spot towards winning the game is the same regardless of which tank you're driving. The practical differences are small for most tanks, but there are significant effects on the two problem classes: Scouts and arty. For scouts, spots are naturally better rewarded, while damage-padding is less rewarded. For arty, the big random chunk of WN8 provided by spots vanishes. Improvements from other WN9 candidates were also included: True-recent expected values, per-tank skill-scaling and a linearised formula. These account for the vast majority of the advantages over WN8. Method Part 1: Expected values I based the initial expected values set on EU tier averages, although there's nothing special about those. With this method, you can effectively implement different formulas depending on tier and class by varying the expected values. For example, if frags are relatively important in the mid tiers, you can drop the expected frags value for mid tiers. I was lazy and just shifted scouts by a tier. Part 2: Formula I did a fair amount of formula testing with my custom multiple linear regression solver. To avoid repeating WN8's primary mistake, platoon-padded players were filtered out using a model based on topgun, BIA and CC medals. Each component was automatically pre-linearised to avoid tracking the slight non-linearity in contribution vs winrate. Rather than chucking all the data into one test, I ran separate tests on various tiers and classes, with the following highlights: Damage totally dominates frags at high tiers, but frags and damage have roughly equal importance at tier 6. This is probably because high tier tanks see a far smaller hp variance than lower tiers.Cap points have a strong influence at high tiers and for scouts, although not for mid tiers. I'm not going to advocate including them, but it does suggest that the pathological fear of the cap circle you see in high tier games is counter-productive.Scouts really like frags*spots, and to a lesser degree dmg*spots. The correlation is actually quite good these days (R2 ~=0.83), not far below mediums. Mediums also like frags*spots more heavies do, but the difference isn't huge.Artillery just wants damage & frags, nothing else. Correlation is pretty bad, probably because artillery had a big performance dive since the missions started.Defense tends to come and go, and it's never large. Frags*defence is generally preferred to plain defence.Parameter caps are generally counterproductive as long as the components are roughly linearised.Now, formulas aren't magical. You can mix and match various components and the correlation doesn't change much as long as they're roughly linearised. There are also reasons to prefer a formula with an inferior overall correlation: Damage is far more accurate than other parameters over short runs. Important if you want a good per-tank stat.Trivially-paddable parameters should be avoided, especially if they may harm the game. Obvious examples are cap points and survival rate (which is generally negative anyway), and it's another reason to lessen the use of frags.You may want the formula to be more accurate for players who care about the result. Hence the formula may prioritise accuracy for high tiers and medium tanks at the expense of mid tiers and artillery.I compromised on 0.7*rDmg + 0.25*sqrt(rFrag*rSpotC) + 0.05*sqrt(rFrag*rDef), although there are likely benefits from class-splitting the expected values for scouts and arty. rDef should probably be capped and scaled to prevent it blowing up for tanks with a handful of games. Single battle formulas (as used by mods) shouldn't have multiplications in them because they make the result too noisy. Something like 0.65*rDmg + 0.12*rFrag + 0.15*rSpotC + 0.03*rDef would be fine. Part 3: Per-tank adjustment Only two values are used per tank, an offset and a scale. They're not easily comparable cross-tier, because they also encode tier difficulty variations. Within a tier, tanks with a higher offset work better for bad players, while tanks with a higher scale work better for good players. If both values are low, then that tank is simply bad. The values are generated using a regression method from a 6-week sample of 300k high-activity EU players. Earned XP values are used to exclude stock tanks and to perform some mild crew-skill & player learning adjustment. Non-random battles are filtered to an extent, with a reduction to around 1% of all battles. Most tanks from tier 5 upwards had sufficient data, although a handful had values substituted manually: One version each of the KV-220 and Pz V/IV, plus the IS-5 and ISU-122C. Various issues with the per-tank adjustment: Tiers 1-3 (especially 1) are much more difficult since the newbie protection was introduced. Older sealclubbing performances will be overrated. There is an option of using older data for the low tiers instead.Arty have been doing relatively badly since the missions, so arty played previously will come out relatively high.As this is based purely on recent data, performances in pre-nerf tanks will be overrated.The T-55A and Object 260 are probably overrated, due to players switching back from completing missions to padding damage. Testing To test how good various metrics are as overall metrics, I used the following method: Throw away accounts with significant platoon-padding.Calculate the result of each metric for each account.Place the results in bins split by tank-adjusted winrate.Calculate the standard deviation of the results in each bin.Scale the results for each metrics so that they're roughly comparable.Lower standard deviations mean that the players with similar "skill" have less numerical variation in that metric. Tank-adjusted winrate is used for "skill", because it's probably the best account metric for solo players. When scaling the metrics, I left the zero points alone, so to get an idea of relative error you need two graphs: Notes: WN8 and especially WG-PR should gain an advantage here from using winrate in their formulas (and proxies such as survival rate and base XP), at the expense of accuracy in platoon-padding cases. The vast majority of high-skill players are somewhat platoon-padded.I used true battle-weighted WN8 and WN9 rather than the usual fudge, because all the other metrics involved are battle-weighted. This may give both metrics an unfair advantage over WG-PR: I didn't check which weighting method resulted in higher error.Using rWin (WN8 component) instead of tank-adjusted winrate made little difference to the relative position of the metrics, although it helped WN8 slightly at the middle of the skill range. All errors increased with rWin, because it's an inferior metric.Zero points are optional. I chose zero-means-zero for WN9 to retain linearity for player comparisons, even though players who do nothing don't really exist. WN8 uses something like zero-means-average-bot.It wasn't possible to get accurate top-end values for WG-PR because you can't calculate it for a subset of an account.Observations: WN8 is an increasingly poor metric with increasing skill, as expected. On absolute error it cheats at the low end, because the non-linear terms and zero-point caps drag the bad players closer together.TEFF is terrible in the middle, but better than WN8 at the top end, as expected.WG-PR runs pretty close to WN8 on relative error, except at the low end where it's the single best metric. This is probably because the bottom of the graph is heavily populated with deep campers, and so access to spotting damage and direct use of winrate are big advantages.The WN9 candidate is a much bigger improvement than I expected.Ideally I'd also do a per-tank error comparison, but because I changed my data collection methods a few times I don't have sufficient data for it. Eyeballing recent tanks on various accounts suggests that the per-tank error is very low compared to WN8. Implementation I threw together some terrible noob javascript for an experimental WoT stats site, which you can access here. Have a look through your per-tank results for anything weird: http://jaj22.org.uk/wotstats.html Feel free to dig out the javascript and data file if you want it. The code's kinda hidden amongst a pile of other metrics, so I'd do a readable version eventually. The account WN9c2 values only use account/info and account/tanks, so they have essentially the same overhead as WN8. The tier and tank values use tanks/stats instead. Ideally the tier & tank values would only use random data, but the API's so broken that you end up with a lot of negative junk, so currently they include clan, team & stronghold battles as usual. Further work Tweak the expected values to improve some tank classes.Make a decision on what to do with tiers 1-3.Cap & scale defense to prevent it blowing up on low game counts.
  33. 68 points

    CHAI garage Mod!

    From a reputable source, all CHAI players are required to have this garage mod as a constant reminder of their mission. Can Pity confirm/deny ?
  34. 68 points

    IOC_5 = IOC

    That's right fellow tonkers (except Relic), we've evolved all the way from lowly IOC_5 to IOC [Main]. Several changes will be coming down the pipes: Relic's days are no longer numbers. Relic's days are now however, numbered. SIMP, Vilin and D-O-S, your days are now numbers. Every new member to IOC will be credited enough gold to convert into credits, to equip all heavies with camo nets. I am declaring War on IOC_1 through whatever they have left now. I am declaring a state of emergency for my sanity. More to follow.
  35. 67 points
    Greetings, newcomers. As this is the first place new people have access to, I'd like to go over a few things that will greatly enrich your time here. First of all, know that those who contribute to and moderate these forums are players who are dedicated to performance. We strive to play well. If you are a person who is an average tanker, or even a bad tanker, you are still welcome here. However, we have little tolerance for excuses. We welcome players of all skill levels who wish to improve their play. Blaming anything other than yourself for your failures will quickly get you removed. But if you want to get better, you will not find a more helpful resource. Bear that in mind when asking questions. Instead of saying something about some hacking invisitank killing you, ask how an enemy was able to kill you without being spotted. We know how the game works. We can help you know how the game works. We can help you be the person that makes other people run to the forums to cry about hacks. Grow a thick skin. If you're bad, we will tell you. We will likely not spare your feelings. We're not kindly old school teachers here, we're hard-ass drill instructors. We won't kiss it and make it better, but we will turn you into an instrument of death, praying for war. Keep discussions civil. Even unica have differing opinions. Irate posts will get nuked fast. Discuss and argue points. Leave the ad hominem attacks for the Official forums. Finally, remember that we all play for fun. Some of us just prefer that we have our fun at the expense of the enemy team.
  36. 67 points

    Official Notice to Xensation

  37. 65 points
    Due to leadership dissonance between JKLB Mafia commanders the most active of the LIMBO playerbase has dropped tags. This is a bittersweet outcome for me. LIMBO was an adopted baby I helped build from the tattered ruins left over from the original JIMBO split and first RELIC exodus. The ultimatum I was given forced my hand in joining this new exodus and helping to lead the top and most active players on a new endeavor. LIMBO est Mort... You may press "F" to pay your respects at any time. LIMBO’s core has been ripped out of its chest. It is now LIMBO only in name. We will soldier on, rebuild it, bigger, faster, stronger, better. https://www.youtube.com/watch?v=gAjR4_CbPpQ So, interested in a new old clan of skilled players? Want to stronghold? Want to skirmish? Want to hop on the map when the rewards are good enough? Join… Whatever the fuck we’re going to be called and help us name our new clan! Clan Charter and Rules:
  38. 65 points

    Garbad's Chemo Assistant Mod

    So given the resurgence of cancer, and particularly the battle assistance mod, I thought maybe we should consider making an equivalent tool. Something like this (I believe this is all possible): - Show each click on the minimap, along with the reload timer they have (or shots clicked as a bat) - Show last known location (same as XVM) with a beam coming out showing which direction they are looking - Use tracers to show possible last location (IE, they are in the south east, even if never lit) - Going by where they clicked, show on which side of the map they are to help get in cancer free cover - As you load in, have a deal like sela's strategy maps showing common cancer camping locations and arty safe places - Automatic 10x reporting of all cancer team damage and drowning themselves. - Perhaps automate filing support tickets as well. Maybe other ideas. But you see the point. First, punish cancer for griefing when possible -- specifically punishing them for drowning themselves. WG has said this is illegal but does nothing to prevent it. Second, mass reporting of the few cancer diehards might help purge them over time. Third, the tools for predicting where cancer is, how long they have between shots, and so on might make it easier to avoid the sky mr sexiiness. And I think all of this would be legal and feasible. Thoughts?
  39. 65 points

    Is PityFool a closet arty lover?

    Thread locked/archived: - Posting for the sole purpose of causing unrest on the forums - Naming and shaming - Disputing Moderator decisions - Inappropriate language / general insults - Non-constructive - Hard to read - Inappropriate image host - Scammer - Spam - Attempting to dent my public image https://www.youtube.com/watch?v=mk3T0Nx4utk
  40. 65 points

    I love you all

    Like, a lot. Seriously though, I do. Happy late christmas and happy early new year. K bye
  41. 65 points

    OP Shot Traps Guide

    If you like this post, make sure you like my YouTube video as well. It makes me as happy as other people agreeing with me on how OP the IS-4 is
  42. 65 points

    I've finally lost it.

    This game has always held some fascination for me. The random battle system promised that no matter how bad this match was, next match could be a monster. It's the same impulse that makes people play slots or lotto. The same impulse that makes you try something you've previously failed. The same reason you keep cheering for a losing team. That eternal hope that the next attempt will be better. Today, I lost that. 8 matches into the night, I was sitting at over 4k average damage, over 2.5 kills per, and exactly 1 win. Also had an average of 7 players per team at or below 45%. At tier 10. Not newbs, people with 10, 15, 20 thousand games or more. Players who consciously accept that repeated mediocrity and failure are somehow fun. I loaded into battle number 9, and saw it all over again. A 37, a 40, and various other shades of red. The will completely left me. The mask of civility cracked. I had a Shan Yu moment, and the pubbies finally got to meet the man. I clearly stated my intent: to kill anyone under 45%. A pubbie challenged me to try, and thus became my target. His platoonmate tried to exact revenge, but 44 is as 44 does, so his shot missed. Mine did not. Two teammates down, and you know what? It felt fucking amazing. To all of the reds and yellows out there, wherever you are, I want you to know that I hate you. I have always hated you. The tolerance that I have shown you here and elsewhere was a sham. An image of how I thought one should act in public. Skin deep politesse, that I should have reserved for people who actually give a fuck about the real people who attempt to enjoy this game. It is a facade that I can no longer maintain. So if you don't see me in game, or on the forums, you know why. Much like a tired Barry Sanders, after a decade of trying to carry terrible Lions teams, my desire to not play has eclipsed my desire to play. Full chat, for any interested: Also, I finished that battle with 5 kills and over 4k damage, even after showing the pubs my true feelings. Because I'm Deus-fucking-mortis, and that's how I operate.
  43. 64 points

    PadderBot now available for all streamers

    Hello! A few hours ago I decided to put PadderBot, the statistics bot for my Twitch channel, in a dedicated server so it can run 24/7 without relying on my own computer. Since it's now always up, I'd like to offer it to all streamers. Basically what PadderBot does is get statistics from players. This is done by typing the following command in chat: !stats SERVER NICK For example: What do I need to do? On Twitch, go to PadderBot's channel. Give him a follow (not really part of the procedure but he works hard, he deserves it) and type in the chat: !join <twitch channel> For example: !join neverwish Once that's done, he will join the channel and send a message saying hello and that he needs to be modded in order to be able to work. Once PadderBot is in your channel, type this command in chat: !pbaj This tells PadderBot to add your channel to the Autojoin list, so that if it needs to reset, it will be able to join your channel automatically. You will also need to make PadderBot a moderator by typing /mod PadderBot in the Twitch chat. This is for 2 reasons: 1. Twitch locks out accounts that send more than 20 messages every 30 seconds to their servers, but if the message is being sent to a channel where the user is a mod, this is increased to 100 messages per 30 seconds per channel. 2. PadderBot is free, so I'm doing some advertising for WoTLabs. Being a mod ensures that he doesn't get caught in filters by other bots. Other functionality PadderBot has a count-in functionality. A mod can type: !count <number> on the chat, and in 10 seconds PadderBot will begin to count down so that streamer and viewers can count in for the game. The <number> is the battle tier you're going for, just to let everyone know which tank to get. For example: !count 8 PadderBot also has a silly !slap command that makes him slap anyone you want. I'm currently in the process of coming up with more functionalities
  44. 64 points

    Thank you, WoTLabs.

    Its late, I'm bored and once again I'm browsing WoTLabs to pass the time, as I have for almost 3 years now. I had a little moment where I went back over my time here and felt the need to say thank you. Thank you to everyone here. I cannot even begin to explain how much I have learnt during my time here, from things about how I handle conflicts, disputes, and people in general, to things about medical conditions and interests/hobbies that I previously didn't even know existed. I've met some incredible people along the way who, while I will probably never meet IRL, but will always be considered as friends of mine and are welcome to have a beer or 10 with me any day. I've also made mistakes... This was the first forum that I ever actively took part in, let alone became a moderator for, being merely 18 when I got a moderator tag I tried my best and hoped inexperience didn't get the better of me. Sometimes it did, however we have some of the most accommodating and all round good guy leaders you'll ever meet in the form of Solono and Neverwish. They are true champs and deserve a special thanks, along with the core moderation team who I've done a lot of work with: Miros, Crab, Deus, Dlur, sr360, WaterWar, Shade/Derps and Agamemneon. You guys have been an absolute pleasure to work with, thank you for everything you have taught me. I have some some crazy fun on this forum too, and I've tried to make sure as many people as possible have the same fun experience. This community kept me in the game for a lot longer than I would have otherwise and even though I haven't played WoT in over a year, I still check-in here multiple times every day. This community is amazing, thank you for the awesome time, its been incredible. PS: I'm not leaving, just giving credit where its due.
  45. 64 points

    Fame Point and Clan Fame Point Math

    Final 3000th Fame Point Value 85914 Final 5000th Value 19561 Total Tanks Awarded 3000 Total Camo Awarded 5000 Last Update: End of the Campaign (12/16) History done on Google Spreadsheet now, less cluttered and easier to keep track of: https://docs.google.com/spreadsheets/d/1jS1HAtGD16Aj6muHmzK91NR_zZUVxMIsHYZ58Ml5MY8/edit?usp=sharing This is my reply to a question about fame points vs clan fame points, but since it goes into very specific mathematical detail I figured I'd make a topic out of it to help those who are [email protected] but [email protected], or to help newer clans/players who haven't fought in a campaign yet. Or of course, if you just can't read WG's poorly written rules that span 3 different pages for some reason... Set in a spoiler for length Total CLAN Fame points for this game for [sHIT]: The fame points for every member in the battle = 4719*15 = 70785 The fame points for capturing a convoy, +40000 = 110785 Total Clan Fame Points for [sHIT] for this match = 110,785 Total Clan Fame points for [GOOD] The 40k xp for capturing a convoy goes to the CLAN Fame points, and has no effect on PLAYER Fame points. The only effect the convoys have on PLAYER Fame points is if you beat a clan that has AT LEAST 1 convoy after the results of said battle. This is a x1.1 coefficient. Landing Mission fame points. These are a bit harder to calculate because you don't just have to fight in the battle, it accounts for your total contribution vs the clans total contribution. For Landing Missions, the clan is awarded the stated CFP (http://worldoftanks.com/content/third_campaign/3rd-campaign-regulations/#5-8) and then players are awarded the FP based on this formula: Total Fame Points Earned = (Fame points Awarded)*(Fame Points Earned)/(Clan PLAYER Fame Points Earned) Total Fame Points Earned = The Player Fame Points you get for having participated in the Clan's Landing Mission Fame Points Awarded = Specified here http://worldoftanks.com/content/third_campaign/3rd-campaign-regulations/#5-8 Fame Points Earned = ALL of the Player Fame Points you have earned from ALL battles since the beginning of the campaign or since finishing the last Landing mission Clan PLAYER Fame Points Earned = ALL of the Player Fame Points YOUR WHOLE CLAN has earned from ALL battles since the beginning of the campaign or since finishing the last Landing mission As an example for this, lets say that somehow you miraculously battle in EVERY battle your clan fights in, you will have X fame points, and your clan player total will be exactly X*15 fame points If you complete the largest Landing Missions (100,000 FP), you would get 100000*(X)/(15X) FP, this is the absolute best scenario and has almost no possibility of happening, but your Total Earned Fame points would be 6667 (Even if you have less than 15 players in your clan (or less than 15 contribute), and you somehow complete a Landing Mission, the total xp has a 1/15 cap. Second Stage Changes The second stage brings little change to the calculation of fame points from the first stage. The formula is as follows: Total Fame Points = (Total clan xp for battle/15)*(campaign stage coefficient)*(battle type coefficient)*(coefficient for Supremacy)*(coefficient for Offensive Reconnaissance)*(coefficient for Hall of Fame)*(Coefficient for Defiance) campaign stage coefficient: x1.5 for Stage 1 | x1.1 for Stage 2 | x1.0 for Stage 3 battle type coefficient: x1 for landing tournaments/riots NOT with owner | x5 for everything else coefficient for secondary missions: (all stages) Supremacy: x1.1 if you win and the opponent clan has MORE clan fame points than your clan (all stages) Offensive Reconnaissance: x1.5 if you win and this is the FIRST time your clan has won on this map (Malinovka, Ensk, etc./NOT Provinces) for any reason (landing battle/province battle/riot landing battle etc.) (stage 2) Hall of Fame: x1.1 for all battles inside a fortress (not including landing battles (Bridgeheads)) (stage 2) Defiance: x1.2 for all battles inside a fortress with the current owner of the citadel The stage 2 missions are the only changes for player fame points during stage 2 from stage 1. However, several changes were made to Clan Fame Points. During the second stage a clan is able to earn more fame points by battling inside of a fortress. For each approach province a clan gets a one time 100k, 200k, or 300k CFP bonus depending on fortress type, Bronze, Silver, and Gold respectively. The clan gets a x4 bonus applied to these once they own the citadel. Meaning if a clan can land on a fortress, fight through 1 approach province, take the citadel, and then while holding the citadel, capture the other 3 approach provinces, the clan will earn a total of 1300000, 2600000, or 3900000 CFP. This is based on the example given in the rules, where there are 4 approach provinces, until the second stage rolls around, and we see fortresses pop up, we won't know if some fortresses will have more than 4 approach provinces, which would mean an even greater potential CFP bonus per fortress. All of these bonuses are for Clan Fame Points only, the players will get no additional Fame Points. The Third Stage The G coefficient is the 3rd stage change. It adds a multiplier based on the number of provinces you have (minimum of 1 even if you have 0) vs. the number of provinces your opponent has (once again, minimum of 1 even if they have 0). This multiplier is tagged onto the end of the Fame Point equation the same way any of the other stage coefficients were.
  46. 63 points

    Roadmap for new players

    So, I hear a lot of players say they regret their first xxxx games. Such regret is usually driven by the fact that they had a good old time during those games and thought little of winning/losing or the larger game as a whole. At extreme levels, it drives a player to "re-roll". Personally, I think getting to wound up over stats is counter-intuitive to game play in general, and I think re-rolls are silly, but I do understand why they happen. In order to avoid that tragic sequence of events, I thought I might lay out an informal "roadmap" for new players. The roadmap provides some insight and lessons from players who've gone through the process but hopefully doesn't ever quite squeeze all the fun out of tanks. Btw, obviously I can only speak from my own experience. Hopefully others will chime in here and I can incorporate additional tips into the roadmap. Here we go: Tier 1 Recommendations - First, have some fun. Go blow some shit up. Pretty much do anything that strikes you as fun, and interesting. Indulge your curiosity. - When that phase wears off, try the following: Count to ten before moving your tank once the battle starts. Your teammates are going to go off and make a big mess. Start trying to think as the cleaner. Tier 2 Recommendations - Try to stop using the spam cannons as soon as possible. You won't be able to completely avoid them, but in my opinion they form bad habits and the sooner you leave them behind the better. - Try a tank destroyer - Try an artillery - In general, try to get a sense of what kind of player you want to be. The only way to do that is to try all the options in tanks. When you start getting to higher tiers, it's probably better if you focus for a while. Personally, I recommend medium tanks because I believe they make learning flexing, situational awareness, and map knowledge essential, but it's up to you. Tank Recommendations: - I had a lot of fun with the Pz35t, but I recognize it might be a harder tank to drive. - All the american tanks are pretty good at tier 2 - BT2 for speed Tiers 3-4 Recommendations: - Start focusing on trying to live to see the end of matches - Start reviewing replays, especially in games where you die, and understand WHY you died and what you might have done to avoid it - Start looking for the important tactical locations on each map, for each tank type, and under varying situations. This includes the artillery "shadows". - Resist the temptation to buy a premium tank at this point - Depending on your economic situation, you can start experimenting with modules and equipment. Understand what each module does and how they should be used on different tank. Personally, I would avoid investing too many credits in modules and equipment at this point, but you should know what they do so you can avoid bad purchases. Tank Recommendations: - Marder II, even after the nerfs - T82, to learn the challenges of low velocity guns, and the joys of one shotting enemies - Chi-ha Tiers 4-5 Recommendations: - The crazy, free for alls of the lower tiers should start settling down and even the least aware players will probably understand generally where to go on most maps. It's time to start asking yourself: What do I think the enemy is going to do in this battle? Do this at the start of every match. See if you can anticipate them. - I would generally recommend avoiding scouts until you have a couple thousand games under your belt, they're just that hard to play well, but you should at least try one scout for a while. Maybe you're a scouting prodigy. I don't mean try the tier 5, end-game scouts. I mean the beginner scouts. - You should start trying to learn the weak points on tanks by this tier. - At this point, you should also understand crew skills, how to generally start a new crew, at what points to retrain, and what skills to use in which tank types Tank Recommendations: - M8A1 and T49. Lesson: stealth play with TDs. Highly recommended. - Grille and SU-26 for artillery - T28. Lesson: Fast, weak tank, with good gun. - T1 Heavy. Lessons: Hull down play, artillery avoidance. - T-50. Lessons: Fast scouts - AMX elc, M7. Lessons: Camoflage management, learning the idiosyncrasies of the sight model Tier 6 Recommendations: - Start joining some medium tank companies, even if you have to join bad ones. Even with the bad ones, you'll find the organized play teaches a lot of lessons, too many to list here. - You may start to feel that you're getting the hang of things, especially if you've managed a win rate > 50%. You may start to get clan invitations. You may have even received them earlier. My advice is to politely decline. Anyone who's going to invite you to a clan at this point is just dredging for numbers. As far as the social aspects of a clan, virtually any clan offers that. You'd be hard pressed to find a clan completely filled with assholes (this is where someone jumps in with an objection), so you want to make sure you're joining a clan that can teach you things. Basic rule of thumb: Don't join any clan where the field commanders or officers don't have tier 10s or aren't as good as you are. Tank Recommendations: - KV1s, OP for the tier - Hellcat - Cromwell. Lesson: Fast tank, weak gun. - VK36.01. Lesson: Trade off between the guns, premium rounds, economics. - AMX12t: Lesson: Autoloaders. Tier 7 Recommendations: - It's probably time to decide which tier 10 you'd like to get first. Unless you're heart is set on heavies, I would probably recommend the Soviet medium line, for the T54, and the T62a, which is, in my opinion, the most balanced, flexible tier 10 medium - If you are set on heavies, I'd recommend the T110e5, again for flexibility. - Warning: You're going to hit a bit of a wall in tier 7. The match making will generally see you fighting tier 8s and higher, money is going to start getting tight, and the grinds get longer. - You can start considering buying premium account time at this point. I would try to avoid it earlier than this unless money is not a concern. - You can start considering buying a premium tank at this point - By this point, you should know your tanks, their weaknesses and strengths, and the maps. Start looking for similarly skilled players to platoon with. Avoid the temptation of platooning too often with players of significantly greater skill that you. Being carried will boost your short term stats, but you'll also be able to avoid learning some important lessons and that's going to hurt later. - Start reviewing some of your replays to critique play, especially rounds where your damage < tank hit points. Tank Recommendations: - T29. Generally recognized as OP. Lessons: Hull-down play. Slow firing, slow moving heavy tanks. - T71. Lesson: Playing a fragile tank at high tiers. Autoloaders - Tiger P. Lesson: Playing a tank with strong armor. - SU-152: Lesson: Tanks with high alpha Tiers 8-9 Recommendations: - Start joining champ tank companies, whenever able. Again, the idea is the lessons you can learn about organized team play. Also, medium tank companies tend to be pretty narrowly focused in terms of tanks allowed. Champ TCs tend to be a bit more varied. - Consider a premium tank for credits. Recommendations: IS6, Lowe, SU-122-44 Tank Recommendations: - IS3. Generally considered OP. Lesson: Highly mobile heavies. Dealing with poor gun depression. - T69. Lesson: Managing magazine reloads in an autoloader. - AMX 13/90. Lesson: Managing magazine reloads in an autoloader. - T54. Considered OP. Lesson: Premium rounds and managing money. - Tiger II. Lesson: Slow heavies with high probability of fire - AMX 50/100. Lesson: Autloading heavies - WZ 120. Lesson: High alpha mediums. Tier 10 Recommendations: - You can begin considering clan invitations. Look for clans that are actively involved in clan wars and, ideally, are capable of holding some land and can field multiple teams. This is assuming that clan wars is something that interests you. - You can begin to seek out better players to platoon with. By this point you should not require a lot of hand holding and are able to recognize and absorb some of the subtleties that top players can show. Be polite and don't pester them. - Read the posts on the forums by purple players on tactical play, etc. - Join absolute companies, especially if not in a clan or participating in clan wars Tank Recommendations: - T62a - Batchat - T110e5 As you can see, the roadmap gets a little fuzzy after tier 7. The assumption is that, by that point, if you are serious about playing well, you should have most of the fundamentals down. All that should be missing is experience with higher tier tanks and play at higher tiers. You should be a thinking tanker at this point and, given that, a roadmap becomes less useful. Use your head. The roadmap clearly shows my lack of experience with artillery and tank destroyers, post-beta. Feel free to comment. I hope this roadmap helps newer players tune their game "adventure" without turning what's supposed to be an enjoyable pasttime into work. Edit: Updated to add elc and M7 to tier 5 recommendations, for learning camo and sight mechanics. Fixed Marder III.
  47. 63 points

    Guide on how to Solo at 86% WR

    Hey guys, your friendly-neighborhood unicum vetro here hitting you with a spicy guide on how to solo at 86% win rate. This trick is 100% guaranteed to work and you'll be on your way to making Garbad's ghost jealous of your purpleness in no time! The first step is to buy a T26E4 Super Pershing and load 100% APCR rounds. The second step is to hit battle and proceed to shoot all red tanks until they are dead. Do this enough times and you will be as good as Gasai__Yuno, but without the anime! Thanks for reading my guide, and please don't mention small sample size. This is 100% statistically accurate. Proof: Sorry Akula
  48. 63 points
    So, I might have gotten my hands on an XVM camo account. This guy has 14500 battles, 48.5% WR and 770 WN8 (recent stats 47% and 800WN8 before he abandoned his account). The account has an IS-7, Obj 140 (with 33% WR after 40 games), WTF E-100, BatChat and T110E5 and an FCM 50t, Type 64, E 25, Slöwe and T34 as premium tonks (as well as a few low tier prems). This is a guy that deals 900-1000 avg damage in tier 10 tanks (except WFT, where he does 1700 because balance). Anyway, if all goes well, I'll make a 500-game analysis playing on this account, to compare solo matchmaking to my main. For now, I've mostly been doing account management, because... yikes... 1. tank management This guy sold, rebought and resold multiple tanks, including premiums. Most notably 112 and JT88 are gone (could have used that JT88, since there is no gold or premium time left on the account). His average xp, premium tanks, garage slots, etc all point towards heavy premium use during the account lifetime though. There were 478 modules in his depot. I made about 6 million selling them. 2. consumables maangement Full HEAT BatChat, APCR Lorraine, basically gold ammo on everything, but often also 15 or more rounds of HE. Nearly no AP. All gold ammo was set on replentishing with gold. His consumables were interesting. Mostly the premium ones, all also set on replentishing with gold, but never in the same order. Repair kit was sometimes in slot 4, other times in slot 5 and often in slot 6. IS-7 had the Russian engine overclock thingy, a normal Fe and a premium FE as load out. 3. equipment management This guy was the proud owner of, I fucking kid you not, 74 camo nets and 42 binocs. He did not own a single rammer, on any tank. Main load out was GLD, Camo net, Binocs (never optics) and often the suspension module, most notably on scouts and BatChat. 4. crew management This is what the titles references too. This guy has 330 barrack spaces. They are full with duplicate and triplicate 100-150% crews. It's as if he never dismissed any crew, and when he rebought a tank, he'd just buy a new crew too. Likewise, all his premium tanks have seperate crews (Lowe has 3 crews, all trained for only it, so did his B2). As a result, he has only 2 crews with 2 skills and 1 with 3. Crew skill are halfwat decent, he does favour sixth + camo or sixth + repairs on the appropriate classes. But he has a hard on for clutch turning on the driver. On all the fucking tanks.
  49. 62 points
    As the previous thread has been won, and cannot be topped, all further naming and shaming shall be done here. This hollow church shall doubtless never emerge from the shadow of last thread's cathedral, but importance lies in the effort. For those too young to know why this exists: People make mistakes. Sometimes, people don't realize they make mistakes. In order to improve, one must be made aware of their mistakes. Wargaming does not let us point out mistakes. We are not Wargaming. Post here to highlight astounding stupidity. See your name here? Don't like it? Don't build a salt mine. Turn that anger into action. Let it be the catalyst that drives your own improvement. By popular request, here is where the original thread's death by supernova began:
  50. 62 points

    Is PityFool a closet arty lover?

    Just curious... because... well...