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Showing content with the highest reputation since 03/14/2018 in all areas

  1. 12 points
    Hey folks. Still waiting for patch 1.0 to make/break the game. Played a few matches with the T-10M since the patch, found out that I'm still a bad scrub, and moved on to something else. Anyway, here's my progress on a Tiger I in 1/35 by Academy. I took a previously built kit of mine and practiced doing winter whitewash via hairspray technique. Also used vallejo's snow effects for the first time. Going to paint my nearly finished Leningrad Tiger I soon - so this is warmup practice for that. Hope you folks like it. Constructive criticism and suggestions are highly appreciated. Thanks!
  2. 8 points
    guys, I bought a thing the other day its sooooooooo goooooooooooooooooooood
  3. 5 points

    WN8 vs WR correlation

    I'm not a nerd so I don't crunch numbers but Some things: Battle count. I have sub 50% WR sessions in T10s with 4,5K DPG and above. Until you're hitting 100+ it's honestly not very accurate, and by that point and I'd still say it can easily differ +/- 10 simply because of maps/teams regardless of how well you play. It obviously gets more accurate the more you play, a 1K games tank is about as precise as it will be. My STRV S1 has played more Stalingrad than every single other tank combined has in 9.21 which is just an example of how you just don't fit and do worse because of something completely out of your control. The T-10 fares decently on almost every map though, so less of an issue but it still is one. Breaking point: Until you really understand how to actually win games it's going to vary because different tanks and different playstyles excel at winning in different ways. A T10 wants to push, and KV-1S wants to trade which are two different things. This means that these tanks shouldn't be played in the same way and while you might get similar results in damage the difference is that you're doing better damage at the right places in one of them. Higher tiers are obviously harder to do well in, T-10 has always been one of the most popular T9s so the values are absolute dogshit so it's not very hard to pad in so this might give you a false sense of improvement etc. A KV-1S absolutely shits on other T5s and that's a place where people are generally worse players, and it's fairly new so the values are higher. Very few people actually know how to win. Most unicums don't either. Picking a favourable engagement, stomp it and going to the next one is all they do which is not all that there's to it. Map control, vision, team comp and positioning are all equally important (vision is still vision, corridor meta but still matters because you want to see what's happening) and knowing them well can get you further than any micromanagement skill. Understand what leads to what to start getting the hang of gameflow, and timing. Knowing this well makes gameplay much easier to predict, and if you can predict it you can counter it without needing a triple platoon to help you. Until I started playing meme tanks I was soloing over 70% (playing 907, E50, M46 and other strong aggressors) and 100 game streak in the M46 landed me at 84% WR there. Understanding how the macro is played is far more important to making any tank work. I can hop into any tank at this point and perform very well, while you have the other type of unicums who literally only know how to play russian mediums and nothing else and so on, and while they might outperform me in that end I'll outperform in every other one because rather than knowing the tanks limits/strengths very well I know the game itself very well which is ultimately a bigger thing to have. Knowing the game well enough to never have to end up in a 1v3 is a better skill to have then being able to win the 1v3 in the first place. Ultimately knowing what your tank is good at will have to take place in the equation as well, just by looking at your stats on other T9s I'm fairly confident in drawing some conclusions to it. Your E75 does well in winrate compared to your damage output, the tank is honestly not very good but it's a tank with traits that are simple to understand and easy to utilize which is why you're likely doing well in it (Slow as shit so overextending is hard, sidescrapes well and easy angles to manage and the gun hits fairly hard so trading is viable) while your Jagdtiger is putting up the same damage output but not doing as well in WR simply because it requires different ways of winning. You can't hold angles because you can't shoot and keep your armour strong at the same time, and as a result you have to use your HP for favourable trades and basically treating your armour as an unreliable extension of your HP whereas the E 75 does it the other way around since the armour is workable and the HP can be treated as an extension of your armour. An E75 can trade while low HP but a Jagdtiger cannot, while a JT is much more dangerous with HP than an E 75 is. For the T-10 it gets trickier to be honest since it's a tank that does everything fairly well, and you can play it to the strengths of your gameplay rather than the gameplay that the tank might be best suited for, at the drawback of not being as good as other tanks in that situation but still not bad and this is exactly why the T-10 works well for many players. Regardless of how you like to play (bunch up with mediums and take map control or trading in CQC with heavies or simply full on aggression) it works. The ideal T-10 gameplay is honestly crossfire creation and using the armour to mitigate the risks of taking those cross positions, but you can't really do that most games so it often falls back into whatever you feel comfortable doing since the T-10 can do it even though there's other tanks that are better for it. I'd suggest you grind and try the WZ-111-14 for some more insight on it, similar gameplay but different traits that make it a bit more defined in what it's good at. The WZ-111-14 is by miles a better tank for me in terms of winning, but for most people I think it's actually the T-10. Versatility is a very good trait to have when maps can shit on you so bad for playing anything more defined but it's also at the cost of performance in general to me. To me the T-54 is the end-all tier 9 tank right now. A lot of people don't agree with me on it but here you have versatility but much stronger presence at the cost of being more vulnerable. A T-54 can shit on any tank just with outplays and good positioning while it gets harder for the T-10 to do so even though it certainly still can. Basically winning is a concept that is difficult to figure out, and you never really hit a breaking point where the penny drops but just keep collecting small bits of information that gradually improves your understanding
  4. 5 points
    Fuck, couldn't mark it in less than 100 games. But for reference, expected is around 5100-5150.
  5. 4 points


  6. 3 points
    Last mark before the "beta"'s end. 5A still pretty fun i must say.
  7. 3 points
  8. 2 points
    What? You yearn for the winning combination of (a) horrific stats while being (b) sadly, demonstrably not a bot, while having (c) the douchiest wot handle I've probably ever seen? Well, I aim to please: I would bet large amounts of $$$ that this guy hasn't been within the same zipcode of the opposite sex since the last time Mom kicked him out of her basement.
  9. 2 points
  10. 1 point
    I think he still owes me a pint so uni is clearly an excuse.
  11. 1 point
    nothing quite like getting set on fire 3 games in a row.. this fucking game sometimes..
  12. 1 point
    I swear the upswings and downswings in this game are worse than poker. I really need to learn consistency, and when to give up on an engagement. 20k battles and I still suck at both.
  13. 1 point
    A Siberian player: "Sir, I regret to inform you that I very much can Even, but this tank certainly cannot Even" https://en.wikipedia.org/wiki/Even_language
  14. 1 point
    That is certainly true. Something with decent HE pen and getting the rear of US tanks works as well, but when I was doing the Obj. missions I didn't feel like pursuing them too hard, I just played the game and eventually did the missions.
  15. 1 point

    Italian Tier 10: Progetto M40 mod 65

    So, to summarize - its Italian, it looks great but does not work for shit in practice. It seems to me like WG pretty much nailed it perfectly.
  16. 1 point

    WN8 vs WR correlation

    what i do: stomping nerds have two outcomes stomp enough nerds to win game stomping enough nerds but enemy team stomps our nerds harder so we lose
  17. 1 point

    LF division (NA)

    lame, gotta work on that
  18. 1 point

    Italian Tier 10: Progetto M40 mod 65

    Bat Chat has a DPM of 2.3k, TVP has 2.7k. Bat Chat has 1950 clip potential in 10.92s, with 39s reload. TVP has 1280 clip potential in 4.5s, with 24s reload. This thing has 1.1k DPM as an autloader, 1.9k DPM as a single shot and then 1400 damage potential in 9s, with a 63s reload. It's truly awful. Accuracy and aim times are also looking pretty poor as well. Especially on the tier 9. Surely single-shot DPM should be somewhere below the E50M and slightly higher than the Bat Chat? at like 2.45k? Then intra-clip should be at least 2.5s and reload should probably be close to a Bat Chat, at maybe like 36-37s. To get that you would need like a 9s base reload for the single shot.
  19. 1 point
    Just got power back now, we've been boiling water to drink but they tested the reserves and it's all good so we can stop that. We just got the generator running for the fridges, freezer and a fan. 3 hours later and powers back hahaha. Driving around Darwin today and I feel like we got off pretty light, we had a downed tree that wasn't very big and a bunch of branches and that was most of it. Alot of places got entire trees on their houses or cars, everywhere you go there's massive uprooted trees that have super shallow root systems so a bit of wind knocks their arse over. I think they'll stop planting African mahogany's and start planting more gums and the like. Funny enough, was watching the news the night before we got hit, I think it was channel 7, and for the weather in Darwin we were supposedly going to have light showers according to the weather lady in Melbourne which made me chuckle
  20. 1 point
    "Look how straight that line is!"
  21. 1 point

    Mods in 2018

    Everything is optional in the Aslain installer. If you want a barebones installation, choose the "Reset" option on the fourth screen in in the drop down menu. This will uncheck all options and then you can go down the list and choose what you want to install.
  22. 1 point
    I’m guessing that you don’t have a WZ-111 1-5?
  23. 1 point


    So I dug back and didn't see an SU-100 thread, at least not for the last couple of years. So I figured I'd start one. I know tier 6 tanks don't get a lot of discussion time, but given the recent back-and-forth I had with @Archaic_Oneone in the JPIV thread over that tank vs. this one, I wanted to go back and give this thing another try. And I have to say it's pretty damned fun. If you're top tier, it can be ridiculous - you can one-shot about half the tier 4 tanks you'll meet (arty, tds, scouts) pretty easily, and you have excellent camo and mobility to go with it. I'm not saying it's a great tank, but it's a good tank, and it's quite a blast to play, especially with a decent crew. I don't think it really plays well as an assault gun unless you are top tier in a +2 match, b/c you have a fairly long reload, and you need to stay just a bit back from the front lines. I run with the 122mm, binos, camo net, rammer. It's great in the end game b/c of the alpha and mobility. Also, this is (IIRC) the fastest I've two-marked a tank (153 games):
  24. 1 point

    Mods in 2018

    Aslain is still the gold standard for ease of install and a la carte selection
  25. 1 point
  26. 1 point
    Been over a year since I clicked battle. I miss my tanking bros, I don't miss the legions of shitters however.
  27. 1 point
    Claus Kellerman

    Claus' World

  28. 1 point

    Italian Tier 10: Progetto M40 mod 65

    Damage should be 390, 350 just seems pointless to me. Intra-clip should be 2s. Single shot DPM should be more like 1.8 - 2k, not 1k. Even the E50M is 2.5k base and is over 2.8k with a rammer which this I presume will not be able to have. 30s reload, with 390 alpha and 2s intra-clip I think then would be fine. That is still way longer than a TVP or even longer than a T57 or 50B. Rest of that tank looks solid, good speed, good power to weight, decent ground resistances, good gun depression and some slopes there to get some bounces, especially on reverse ridges. Pen, accuracy and aim time are also all solid, depends on the soft stats.
  29. 1 point
    That's why i bring it out in ranked battles Ranked battles are a farce, why take it seriously? If I play the M60, there is no reason to take it seriously. I was questioned about my tank choice once by a Kranwagen. I topped the team in exp on a close win. Haha, M60 is totally meta.
  30. 1 point
    Clubbing in my Cromwell: http://wotreplays.eu/site/4228795#karelia-frankbob-cromwell_b
  31. 1 point
    Damn. What are you people doing on those Obj 430s? (The tier 9, to be clear.) A game with 7.1k combined, 5 kills and 54 defense points coming in at 1,418 base xp only gets a 1st class mastery badge? We need more bots on this tank please to make me feel better about myself...
  32. 1 point
    After losing 14 of my last 18 games in my AMX 1390, including losing the last 5 in a row, Campinovka gives me LT15.4: http://wotreplays.eu/site/4228793#malinovka-frankbob-amx_13_90
  33. 1 point
    Victory Ensk WZ-120-1G FT Experience received:6,748 ( x2) 210,347 ( -192) Battle achievements Top Gun, High Caliber, Steel Wall, Radley-Walters's Medal, Mastery Badge: "Ace Tanker" Repairs: -4 971 Ammunition: -40 500 Consumables: -3 000 Total: 161 876 WN8: 10 994 (100) 161k gross, 50% credit boner going. 1,730 base exp, I think that's my new record.
  34. 1 point
    Just reached 2450 overall WN8. Finally, now that WN8 is useless, I'm there now time to fix my winrate.
  35. 1 point
    Too late, for an achievement, but still...
  36. 1 point
    Huzzah, we're back up, praise @Never
  37. 1 point
    That new map, Wild Hunt Glacier, is the new Mount Everest of retardness. Couldn't find a path in forest, almost everything is in draw range and from the middle you may spot enemy spawn. Damn, it'd be beautiful map for The Witcher 3 but you know... OTOH they fixed problem with colors in best way possible.
  38. 1 point
    No bugs so far
  39. 1 point

    Patch 1.0 - HD Maps and other things

    No, we think Type 5 is fine as is. We may buff it after analyzing more statistics, since they are easily outplayed by TVP VTU's.
  40. 1 point

    AMX 50 100 Appreciation Thread

    90mm gun: 212 pen, 259 APCR 1000 m/s and 1250 m/s 240 damage 4800 credits 100mm gun: 232 pen, 263 APCR 1000 m/s and 1250 m/s 300 damage 4000 credits #WGlogic
  41. 1 point
    Could be worse. You could be reconnecting with @Damo32(DC1121)
  42. 1 point
  43. 1 point

    Some Metagame Guidelines and Pointers

    I was thinking about making a thread about some common metagame questions I've learnt to answer during the 4 years I've played this oh so terribly bad game. Let's start off with the most common and perhaps the easiest one (at least for me) to answer: I'm bottom tier - what the hell do I do? It's pretty obvious actually. First of all is that you absolutely need to know what your tank excels at and where you can fight tanks that you can excel against and that is just something that comes with experience. After that you need to put it into practice, read the enemy lineup and try and predict where they're going. A lot of people have played the game for many years so some form of intuition should develop here, especially on some maps where the entire thing is really predictable. Take the standard El Halluf, or Erlenberg. It's really easy there. You won't know the exact spot they'll be playing but you should be able to tell what area they're going to be in because like you (hopefully) they're going to what is either meta, or what suits their tank. With this in mind it should become much clearer how areas are going to play out before they have played out, and how aggressive you can be without overdoing it. As a tier 8 in a T10 game this is really important because the amount of opportunities you get to really play anything but 2nd line are few so knowing where these situations are going to open up in advance is the key to being able to be there on time and capitalise. However you're going to be wrong, nobody's perfect and it takes time to get good at, but you'll always misjudge situations or the people you play with/against at times, so the next thing that occurs is that you also need to be able to think on your feet. You should have a sense of what you want to accomplish and a strategy for it, but something happens and it doesn't pan out so you need to rethink the entire thing and start over. Luckily this gets easier and easier as the match progresses because you'll get more and more information to use. Whatever you thought that wasn't right will get corrected as the minimap tells you all the info, so what you thought from the start is rarely what you'll end up doing for more than 2-3 minutes before shifting focus to something different. Stubbornness kills game potential all the time, and so does greed. If something doesn't look favourable, why run straight into it? It's Chess (with some roulette thanks to god almighty SerB) and not CS:GO. The clutch potential in this game is so incredibly low that you're simply better off doing nothing than doing something bad, especially when you're playing against tanks that are most likely stronger than yours. Gameplay has sped up quite a bit in just a year as I personally feel the average battle time has gone down by at least 45 seconds (probably a minute) but you still have plenty of time to rethink and make a different move on whatever new info you got. This is why full on aggression doesn't work; it's blind. Obviously in situations where you're supposed to be outmatched you need to play more passively because mistakes end up more dangerous. I'll take the 110 for a few examples since it's a tank that's been an issue for many people lately (at least here on labs): Bottom tier as 3-5-7 on Serene Coast, south spawn: You're useless, right? You can't fight heavies on the peninsula because your pen is lacking, and C1 is a gamble that's seemingly 50/50 (which is why I've stopped going there almost completely regardless of the tank I play). Both main areas aren't great situations for you no matter what happens. C1 is probably the best bet here but your mediums are going to outpace you both in mobility and DPM so what you'll end up doing is mostly useless driving if they win it, and if they don't then you're committed and 100% going to die also doing close to nothing. The odd game where it stalemates and you might be able to use your armour a bit might happen but is that really something you're going to commit to? The stars aligning? Of course not. Stay passive. I normally end up redlining with the TDs. You can't really impact either of these situations directly but what you can do is simply getting whatever free shots you can, and think about the progression. Where's your team winning vis-a-vis losing? Just after 2 minutes your options should open up much better. I normally end up crossing down into the bowl only to drive up as I see that my team most likely end up winning C1. I'm now ahead for the next situation and while there's damage I lost out on, I'm now in a much better position to keep up. TD shots should open up either through myself or through the mediums closing in. Afterwards you're better positioned to deal with whatever tanks are left. It might not be a great game, but as a tier 8 in a tier10 game even 2000 damage games that are considered low for the tryhards is still more than alright. I can personally attest to that settling for safer plays that don't net you as much will help you in the long run. Risky plays rarely work out 100% the way you wanted so just don't push the odds. If they don't win it then I'm still in a much better position to react, because I'm not dead. Simple as that. Then it's all about figuring out where you can go, the game is likely to be lost because C1 was lost. However the everything to win mentality is a bit stupid, as a tier 8 on that area you're really not going to make much of a difference regardless of player skill. I'm not saying that you should accept the loss, but if they're going to win that flank then why give your tank away as well? Bottom tier 5-10 on Steppes, south spawn: Once again, you're going to struggle and pen the heavies on the 1-2 line. The main decider will be what you'll think will come out of the east engagement, if you're likely to win it then you should commit to it. It gives tons of area control and usually ends up winning the map (just as C1 on Serene Coast) so it's obviously important, but the same thing applies here. If the odds are stacked against you then don't go there. Simple as that. The progression on Steppes especially makes it really hard to come back once you've lost areas, or really defending anywhere, so just reinforce wherever your chances are the greatest of winning. 1-2 isn't as good for winning, but it's not without enough terrain to allow you to fight it, you're stuck with a slower fight against tougher targets but your chances of winning and having progression from there on instead of a burning wreckage are still better off with you alive. I can't really help with the progression because it's different every game. If that doesn't work out either then why not just camp it. If I see 2 minutes in and that the enemy mediums have completely control over 9-0 already and that might my team is losing the heavy lane I'm going to drive up the K-line and redline like a piece of shit because that's about as useful I can be. Playing for the win is stupid when you don't have the factors to go through with it, you're going to basically throw yourself away for nothing anyway. With a score of let's say 1-8 and you should be running full chai redline mode in pretty much anything already. You still have a decent chance of increasing your damage output for that game as long as you're alive and uncommitted, but the second you commit somewhere where you're likely to lose you've basically just decided to add to the bonfire of what used to be your team. On the other hand, if you actually have a winning progression (unlikely that this is the common problem) then passivity is the worst thing you can do. Even as a bottom tier. The second you have teammates to work with and tanks to outplay through terrain, vision or through numbers then the second you're not there you're going to lose out. I personally have this issue because I'm so focused on minimizing my losses rather than maximize my profits. Basically the shittier your tank is for the MM and map the more important it is to know where you have to be well ahead of time so you actually be there and capitalize. Playing bad tanks Similar to playing bottom tier, coming from an inferior position into an engagement means you’ll have to cut corners. Minmaxing really disappears when your tank won’t really let you play what you’re comfortable with. Obvious example is the Churchill GC, considered as one of the worst tanks in the game. You have two workable attributes but everything else is worse than pretty much every tank you’re going to face. So how do you use it effectively? In this particular case your gun is the one trait where you really excel compared to your teammates. You have very high penetration and some gun handling + depression to help with poking. Where are you useful? This is as simple as it gets, basically as long as you’re in a position to keep shooting you’re going to be useful because your gun is potent. The drawback is that you can’t just yolo in, you have no armour and you’re slow so if they can shoot back at you then you’ll not be able to shoot for very long. Snipe it out. Move up accordingly when you can progress and you can probably move up to 2nd line when you have info. Playing safe in a tank like this is all the more important because once you’re in over your head your mobility and armour won’t be able to help you bail out. What you need to accept is that you probably won’t be able to hold your standards and go in with a decently open mindset. Your capabilities of good games are lower than normal so frustration from a poor tank just adds to the fire that is a tilt from all the other circumstances as teammates, RNG, artillery and whatever else. Identify what your tank is good at and try to utilize that strength at all costs because you can’t really be effective any other way. If your gun is your only good asset then I recommend that you stay back, and if you’re in a tank who is only considered armoured to same tiers and below (O-Ni) then you simply have to give up the map control. You can’t fight tier 9 heavies at all, so why bother? Rely on info and find tanks you can actually bully and take it from there. Once the map opens up at a bit more you have a lot more options so you just going to places where you can actually fight without getting outtraded 3 to 1 is a really good start. Armour is very relative from game to game pretty much regardless of the tank you play so when the odds are stacked against you trying to use it is pointless. Play against tanks you know you have an advantage against, whether it’s numbers, HP, skill, terrain and so on. Seize the opportunities as they come, because you’re at a disadvantage from the start meaning you have to find ways to level the playing field before being able to engage and actively contribute to winning games even in the most awful of tanks. Playing general tanks There’s a general playstyle that most top players try and adapt most tanks to, it should follow the meta very well and there’s a lot of tanks that play very similarly in the broad sense and only really differ in certain situations, even though their armour, HP, DPM and alpha might be different. What is probably the most important here is the mobility, as in you want to know where you can be at what times, a lot of tanks luckily move at around 50km/h at tier 10 so you can normally get to the positions you’d want to in another tank. Russian mediums, heavies and chinese ones share a lot of traits together. You can play them almost identically in a macro sense but where the good players really stand out is in the micro play here. All tanks generally have at least one unique trait to their combo of stats (IS-7 has it’s turret, M48 has on the move handling, russian mediums have their DPM and so on) so the doing the small things really matter. An IS-7 benefits from hulldown much more than any tank in the game because it’s almost invincible until pushed, but place a 140 there and it’ll be the same thing. Not because of it’s turret but because of the fact that it can dish out much more damage instead, at the risk of taking damage. Similarities arise and using them to recognise a playstyle that you’re familiar with means a lot and by doing so you’re going to be more seasoned in what you’re likely to be able to accomplish. Just by recognising traits that should work out similarly even though they might be different in other situations (IS-7 is for example much better at tanking hits, and can initiate pushes much better, where a 140 really need teammates to snowball with in a push) will help you play much better. Recognising where they differ and being able to swap in to a committed play that is good for your specific tank from a general play will make you an even better one. By learning this and being able to do it well you’re going to win much more. If there’s a situation where you recognise that you can commit to it’ll help your team much more, and you’ll develop some confidence in your micro ability along the way. Macro play takes much longer to learn, but it’s something that should already be on good progress because it’s something that happens every game. Playing mostly mediums/fast heavies help with learning this, as they’re the ones that are the most similar. A Maus and an IS-7 also share traits so there’s something you can draw from having played the one to the other, and so on and so on until you’ve developed a decent ability and a general sense of macro play as a whole. Playing specialized tanks For this I recommend you throw everything above out the window, because while playing very niché tanks it won’t work. Autoloaders and turretless TDs are the most common ones, as they simply can’t play as a single shot and turreted tank. So how do you get around it? As with anything else, identify what your tank is good at and know your limits. If you have no experience with what you're playing then it's going to be a rough ride because you'll misplay constantly. Being turretless means you want as slow games as possible in long lanes where you can keep being effective no matter if the enemy team is pushing or falling back, and with relatively low risk of getting punished. Some maps have these spots and they're broken. It's ideal for a turretless TD but it's also horrible for gameplay because it requires zero effort. On the maps where you actually need to have a brain to really be effective then you have to create crossfires and long lanes on your own. No matter how the game's progressing there's usually a position you could be in that would have shots, and with limited gun arcs you need to see these things coming. A slow push from heavies will net a T10 TD two shots, meaning anywhere from 1000 to 2000 damage, so being there and ready for it is the most important part about it. If you're playing far back already then you can keep falling back and make those two shots into three or four, and that damage should matter and hopefully contribute to a closer game. TDs are the most useful on the losing end, and so their snowball ability is low along with their carry potential, but what they're really good at is stalling and counters so I really suggest that this is something you do often. There are a lot of useless TD players, and most of them are simply clueless but there's something to the passive gameplay that helps TDs since playing close up mean that if a tank gets on your side there's very little you can do to retaliate. Playing far back and low risk is the only way to really ensure your safety, but what differs the good from the bad is that you're hopefully going to play in the right places. Generally TDs work much better on a losing flank than a winning one, so trying to lock down the losing lane rather than help to push the winning one should be a much better option, even if you're going to die eventually. In blitz play this becomes more complicated as you can't be effective for very long unless you have teammates around you that make you hard to push, and so your options are reduced to either going on the lemming train or staying at the back of it. From there on it's really just a matter of preference and what comfort. I personally like to move up because camping is boring, and it can certainly work out but most times I'm sure the defensive play would have been the better one. Stalling an enemy push lets your team gain map control and lets the game progress everywhere around you but where you're currently locking down, that's the ideal situation for a TD and how to benefit from upsides that come with downside of being turretless. When it comes to autoloaders it's a bit nicer however, as you're normally decently mobile and it lets you macro like normal. But once it comes to actually engaging it's totally different as playing an autoloader means you have to be the most selfish piece of shit wherever you engage. Don't take hits. You're biggest asset is your clip and if your team keeps you alive you can keep capitalizing on every situation much better than your teammates can. They've got the edge on macro play and for slower games but when it comes to a head on engagement you're going to shave off enemy HP much faster than anyone else, a result of your teammates taking the hits for you so you can speed up the engagement and increase your chances of a positive outcome. I'm not even joking as in if you can't trade at least triple what you'll take then it is not a good engagement in an autoloader. You run constant risk of getting rushed whenever on reload and you have serious downtime where your teammates can catch up, especially if you're moving for crossfires and get caught in mid reload before getting into position. Your HP should be an asset of getting an extra shot off for taking a hit, or for moving in for better positioning but you shouldn't take hits that teammates could have. Your tank has more value and as the game progresses it becomes more dangerous. An autoloader in a game where it's just 7v7 left means a lot less area control mean movement and ability to single out targets come by much more often. Autoloaders excel at this because once you get to these situations there's very little one can do against an autoloader with a full clip, your going to take the damage and the odds are that you won't deal nearly as much in return. In the case of BC25t it's very likely that you're not full HP anymore and that it'll be able to clip you out and kill you for very little damage taken in return. So stay alive, don't take hits and hit your shots. Autoloaders are generally described as hard to play but they really aren't. They're different but the gameplay basically boils down to the same as it always does; how good you are at reading the engagements and knowing where to be. Once you get the hang of that then anything should click with you once you're comfortable enough to factor in your tank into that as well. Digging out a camp https://www.twitch.tv/videos/188016992 Here's a pretty good example. I'll walk you through the entire thing, First off, reading the map and MM. The team comps are really standard and shouldn't really be an issue. Most likely some idiot will be left alone on the the west side of the river like normal so there should be some damage to farm there. But there's not. What's important however is that the enemy team skipped out on pushing the 9-0 and just went straight to middle. That IS-7 is really hard to dig out without arty in the game and pretty much denies my normal play on the map (win west, cross mid and play outside the 9-0 line for a solid win) so we're currently stuck. I don't know what to do. What's good however is that while we can't really do anything, the enemy team's not exactly doing anything but baby steps either. TVP is staying passive, so is the JgPz, Tortoise is obviously going to die for free and so is the Mod1 as they're both way too exposed and easy to shoot once 9-0 is won. This does leave me some time in the north to just wait it out and see what shots I have, only 2 minutes have passed. Patience paid off. VKB pokes side out so I can do something productive while the IS-7 is currently winning the game for the enemy team. I pay a lot of attention to that IS-7 because if he dies then we can still win this. At this time the CDC and 12 t finally crossed over. So I have to go back. We're stuck on our side and can't let them get control of that. Thankfully the T25 Pilot is doing gods work and deny them the area. Here's where the magic happens: I now have a play where I can finally cross over, grant my team vision without any real danger. TVP is camping, IS-7 is in middle and the JGPZ is most likely defending the base. The amount of tanks that are actually here are limited so this is a risk I can take. 215b is following which is helpful. Their camp is now broken. I have an angle on their IS-7 now that he can't really get out of. I waste some of my HP to get him out. But he's down. The camp is broken. My team can cross over now. The kicker is that it took too long. The IS-7 bought them so much time that we have a minute to clean out 5 tanks. Never going to happen. Especially after the JgPz pins me down. He goes down eventually but it's also costing the only time I have to work with. This is an issue with assault games in general, but I picked this one because the real play is pretty easy to spot, and identifying a problem and then doing what's necessary to try and solve it. This was obviously getting that IS-7 down. It obviously took too long to do it, but the reason it worked is because of the information I had to work with that wouldn't have been available beforehand. I would've run into a 12 t and a CDC, most likely wound up killed by the two french autoloader heavies. When it comes to digging out a camp you need to find where you can press so hard that it'll break. It's a camp after all so you should have plenty of time doing so considering that enemy team is generally not going to move anywhere. Information that is 2 minutes old is most likely still pretty accurate. You just need to think past the first engagement. I knew I was going to fight tanks crossing over, maybe even take damage. I knew I had to to get sideshots on the IS-7 because no one else did, and this game it was what broke the camp by denying the enemy team the vision of middle so we could close in. Every camp has a flaw, use the time and their passivity to your favour and find it. It's there somewhere. That’s all for now. Thanks for reading, Kolni REMOVE_XVM_FROM_THE_GAME
  44. 1 point

    VK 30.01 (P): is it good?

    This is the most recent VKP thread I could find. I'm enjoying it quite a bit after the 9.17.1 buffs. Holding 2k DPG after 68 games which I know I can hold pretty easily and a bit under 71% solo WR. Seems to have almost everything. DPM, alpha, mobility, gun depression, view range (mine's at 469m on the move) and the 160mm mantlet eats plenty of tier6 and under AP. Not a single map where I feel useless. Gun handling and shell velocity is cancer, but oh well. Cant have it all. I have never played a tier6 that makes getting 2k+ damage games feel underwhelming.
  45. 1 point
    Holy spandex munchkins! I got it! I finally got MT-12-3!!! I did it on Fjords in my E-50. First fire was a side shot (rear area) on a Centurion 7/1 in the middle of the map. Second shot was right up the middle of the rear end on an E100 that was engaged in a fight at the south bend. After thousands of game trying at least passively, and several hundreds trying to do only that, I finally got it!!! I then proceeded to do MT-13-3 and then MT-14-3 with honors in the next 2 games... Go figure.
  46. 0 points
    And they dropped after my stream the other day
  47. 0 points

    Italian Tier 10: Progetto M40 mod 65

    No armour and that DPM burns my eyes. Minimum 3200 single-shot DPM and 2500 autoloader needed to be tolerable with that turret face armour and the even worse TURRET SLOWER THAN HULL WHAT IS THIS I DON'T EVEN. EDIT: Downvoters these days have no idea of how haggling works it seems. Unreasonable initial demands have been standard since the first barter of how many of your goats for how many of my sheep...
  48. -1 points

    Mods in 2018

    I just want a working GuP mod.....