andepans

Verified Tanker [NA]
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  1. How does one get involved in these organized battles? I did a little google-fu and just found WG press releases on old seasons but it isn't very clear. I assume when a new season begins the mode will unlock for solo-queue only? Or do players form teams and take their pre-made team into the ranked mode against other teams?
  2. Don't go south on Westfield. Start recognizing the recurrent WOT phenomenon of pubbies sitting in the corner of maps regardless of how the game unfolds. 121 is fast enough to have gone all the way back to cap and saved your arty and the match on Arctic Region. But then again you should have been dead to that triple GWE100 platoon the instant you were spotted so it's a miracle you got to go anywhere.
  3. Well, ninja mods deleted the best bits. Interested people can read the T-22 missions thread to see a half dozen other Purple Poasters admit to rigging and offer clues to the process as far back as the very day the patch dropped.
  4. In your opinion, which arguments justifying rigging are solid, on point, and logical? As lead administrator how do you feel about a Purple Poaster using this forum to publicly invite visitors to the Wotlabs in-game chat channel for purposes of mission-rigging? Who is responsible for determining if a given thread has been created contrary to Wotlabs' rules and must be deleted?
  5. How is it interesting? Nobody will address the obvious hypocrisy. Unless you mean the entertainment value at watching your community cannibalize itself while criticizing onlookers for their judgment? Otherwise this thread is a melancholy recreation of KingAlphyn's pubbies' logic: 1) cheating is not wrong if you don't get caught. Good work Wotlabs (oops there goes my pretentious dipshit alarm.) 2) cheating is wrong, but "fuck you all" (Carbon;) 2a) cheating is wrong, but the relevant issue is whether cheating is only analogous to a minor crime, because committing minor offenses is not wrong (engineered;) 3) colluding with the enemy team to game the system for automatic mission completion, while simultaneously ruining the game mode for legitimate players, is not, in fact, cheating, and the OP should stop imposing his moral relativism on us (DustyGator;) But at least KingAlphyn did not destroy the entire stronghold mode for all players. 3a) colluding with the enemy team to game the system for automatic mission completion, while simultaneously ruining the game mode for legitimate players, is a victimless crime because legitimate players have decided to stop playing for an unexplained reason that is not related to mission rigging (1n Soviet Russia;) 4) purple poaster tactic "ignore every argument and bring up slavery and/or sex." (Marine_;)
  6. See the OP: "Wargaming owes me easier missions!" In as simple English as is possible: - The difficulty of the missions is not relevant. - Whether Wargaming's past or present actions have made you upset is not relevant. - The abilities of the T-22 are not relevant. - You do not have a license to cheat or ruin an entire game mode simply because you and your internet friends decided following the clearly-understood rules of the competition was impossible. Garbad was banned for trolling pubbies and these Purple Poasters approve of mission rigging. This website gets better every day.
  7. As many players have commented, non-riggers no longer have the possibility to play the new mode. Both because the mode has lost what little competitive appeal it had and because rigging platoons will literally ESC-->Exit to garage. Non-rigging players are losers. Wargaming's business model also relies in large part on creating a demand for statistical performance. If players want to do better they will buy premium consumables and shoot premium shells. Every mission that has ever been in this game has been a (perhaps misguided) attempt to create demand for statistical performance. Wargaming appears to be changing several T-22 missions, yet the community has already written them off. Wargaming is a loser. Liar. You play tanks, ergo, are a masochist. Do you not agree the rigging is entirely to blame for this? The part of me that is upset at the cheating is dwarfed by the part of me that is spellbound in fascination at the tenacity of mission rigging. Did anyone expect to see top-level players openly write "Fuck you, I wanted this prize so I cheated to get it." Does no one question the implication of these attitudes for other competitive formats? "Wargaming owes me easier missions!"
  8. The last two weeks have seen the rise and fall of what is undoubtedly the largest cheating scandal in the history of WOT. Across clan, language, skill, and any other player divides, the tanks players have united to plunge themselves into a massive and shameless conspiracy to rig T-22 missions. The point of this thread will be to examine the factors that contributed to the precipitous decay of respect for the rules and for each other in the vain quest for a somewhat average pixeltank. This thread is not for praising those who abstained from cheating, as though that were an accomplishment, nor is it to shame any alleged mission riggers. Except for NeverLucky, who, while not unique among the hundreds of mission riggers I came across, distinguished himself by somehow missing the bloated TS channel full of coded names with which we have unfortunately become accustomed, then proceeded to our scrim room and drunkenly berated those present. You are the worst person. 1. The Process In a scene from the tinfoil hatted pubbie's greatest nightmare, hundreds, if not thousands, of top players have congregated in TS channels in a rigging scheme involving networks of platoon count-ins and cross-team collusion. When platoon count-ins fail to secure a quorum of riggers, the entire platoon network simply exits the battle and tries again. Combined with low server population in rampage/domination, platoon networks effectively eliminate pubbie interference to fulfill any number of difficult missions. 2. But Why? In conversation with several top players involved in this cheating scheme and other less-well organized mission rigging, I have heard numerous rationalizations for the behavior. Every single one of them boils down to "Wargaming Owes Me Easier Missions." a. "Wargaming Owes Us," or how players forgot about KingAlphyn: Some players believe Wargaming owes the playerbase more easily-fulfilled missions and see the T-22 as a broken contract between WG and the players. But if this were true we would expect to see widespread support for irrational beliefs about what WG owes us in other areas as well. For example, is illegal mod use acceptable if I really hate the vanilla GUI? Doesn't anyone remember that guy who really didn't like the stronghold boxes system? There is more than one way to be competitive, and choosing your battles wisely seems to me to be a way to win more and increase the net communal benefit (see OP analysis). Right now, this is the most beneficial strategy for those of us on the bottom of the pile. We adapted within the constraints of the mechanics, and now it's your turn to adapt in turn by whatever means you care to, brosephs. - Worst enemy 2014 / Voice of reason 2015. b. "If I Don't Rig Now, I'll Never Get the Tank," or another way to say I am not good enough. Some players believe that the lower server population of NA (esp. USW) will result in a death spiral for the T-22 missions. As fewer players rig, pubbies will have to wait longer and longer for matches until they lose interest and the mode becomes uninhabited, dampening a non-riggers long-term mission prospects. But the game is going to die in 2-4 years anyways. How do you distinguish this belief from some dumb warpacking pubbie who wants to get overall green WN8 before the game dies and can only play a few times per week? c. "I Can't Do the Missions but I Need Every Tank." Some players are only here because they want to collect tanks and playing World of Tanks seems like an okay way to pass the time as they improve their collection. WG seems to have realized this by releasing a sequence of useless and expensive premiums but has bucked their own trend with T-22. Perhaps stranger than the community-wide cheating scandal is the mystery of why this tank was offered at all, given WG's penchant for arbitrarily hiding "completed" tanks from the public (Chieftain, 121B, T95E6, etc.) 3. Conclusions The last two weeks have laid bare how willing we are to cheat for a pixeltank prize. They have also soured friendships and exposed not only the irrational rage you might expect from a game populated by young men, but also a near universal hypocrisy among top players. I am still waiting for someone to explain to me why the unicums cheating to get a T-22 are anything but a fractal view of the useless pubbies cheating to improve their stronghold. I expect a great many of you to disagree both with the extent of the cheating as I have explained it and the rationales I have given. I look forward to reading your responses.
  9. Whenever I read this forum people always say they don't know what they did wrong. But what did you do well? What was your plan? Is the problem with your plan or your execution? Every good player has refined their own winning hypothesis and tested it thousands of times in the crucible of battle, and here you are sitting in a bush. Your bush plan was not great: Losing the majority of your team in the north did not bode well, but in the game you are still just sniping from a bush. Bush sniping very rarely is the best plan. You executed the bush plan poorly as well: stop auto-aiming moving scout tanks and also you should have led that T29 better to pen 3/3 and cause some kind of butterfly effect victory.
  10. What do you expect people to say? You kemped bush as a top tier Cent. Just pick a direction and go.
  11. Perhaps I am off-topic, but this is a disappointing thread. What a drastic drop-off from the professional-style RBS/Garbad's articles that were the hallmark of Wotlabs content in the past and irreplaceable to me as I learned the game. So I feel a little obligated to write something. There is a typo or grammatical error in almost every single sentence. There are obfuscations about the tank that can basically be classified as lies: 173 AP pen "isn't stellar in tier 10?" It's both "fairly mobile" and has "sluggish acceleration?" 7.5/10 for what is the latest in a trend of increasingly useless premiums? Can you describe the HEAT/AP shell velocity beyond letting us know what it kind of looks like? John Stossel would have something to say about this! I appreciate the work Junkers does as a streamer and I have tuned in on occasion and always found it fun and informative. But the cynic in me sees this review as a lazy way to fill the void left by FTR, RBS, and every other semi-credible source of Tanks info.
  12. Right from the start: Enemy team's 7s are a Tiger and some casemate TDs that are not great at fighting around corners. No scary lower tiers. Lots of arty. 14' You are setting up to get 1 shot off before being forced to hide. Go somewhere more useful. Try working center on the 0 or 5 line. Or the E/F8 courtyard area. Even Field is viable as a top tier Panther because of tomato low tiers + better overall vision. Anywhere you will be able to put in more than 1 shot around a corner will be better than this. 13' You're still kind of just driving around and also seem to trust your pubbies to keep clear the firing lanes you keep blindly crossing. Go kill the VK3001d when he YOLOs your Crusader. It is a gift from serB. Kill him now, ignore the Tiger. If that enemy platoon wasn't trash it could have been game over at this point. 12' Free side shots are good. Track casemate TDs where possible, especially with that Panther reload. 11' Clicked for all of the health. It was time to leave once your last pubbie teammate was killed over on the 7 line. Watching at x2 I didn't even realize you were spotted, maybe you don't have sixth or it was just snipe city for so long you forgot you were lit. 10' SPOT AND KILL THE SU12244 NOW. Everyone who watches this is screaming inside. KV1S and Tiger cannot chase you, nor can you let 3 enemies live within 50m of your cap. Haven't seen how it ends yet but I am guessing this is the moment of throwage. 9' Oh you won. You basically did nothing for the first 4 minutes. Figure out something you want to do. Be creative or steal someone's ideas from a replay. Don't drive around in the back doing nothing as a top tier. Also I can't believe they didn't cap you out and also they apparently missed every resetting clicker shot.
  13. 0.3 spots / game is really poor. Your armor use efficiency is not great either. One could estimate you are camping until the game is already over and then being flanked. Sooner or late you'll get the hang of how aggressive you're allowed to be at 18 kph. No slow tank is that complicated- it's basically about micro'ing on corners to score a bounce and then return 2+ shots.
  14. What makes it better at dogfighting than the tier 5? On paper it seems fatter, slower, and 11k or 19k, one torpedo will kill any DD you've already been shooting at. So the torpedo alpha really seems to only be an advantage against cruisers with a lot of HP. Probably ought to avoid those in the first place. Besides all that Nicholas gets more torps (12>10) that reload quicker. I understand there is value in having long range torpedoes but I'm just not interested in spinning in circles behind a smoke screen for 20 minutes hoping my torpedoes hit something. Are all of the DDs getting the AA ability? If it is only the higher tiers that might be some reason to keep grinding I suppose.
  15. USN DDs were the last ship line I tried because I had read they were not very powerful, but I instantly fell in love with their knife-fight style and am really enjoying the t5 Nicholas. No other ships have the thrill of high speed gun duels at close range amidst smoke and rocks and (friendly) torpedoes incoming from every angle. However, when I look through the tech tree, the t5 Nicholas and its successors seem fairly identical. For example, compared to the tier 9 Fletcher: Using identical 5" guns, Fletcher has ~10% more DPM (Nicholas 4x1 @ 15 RPM = 60 RPM / Fletcher 5x1 @ 13.3 RPM = 66.5 RPM), but Nicholas is harder to spot (6.7km to 7.4km) and is faster (37.5kts to 36.9kts.) Fletcher has slightly better AA on paper but planes also become more numerous and tougher to kill at higher tiers so I'm not sure which is stronger here. Fletcher seems to make up its 4 tiers of lost DPM with really powerful torpedoes (2x5 @19k dmg compared to Nicholas' 4x3 @11k dmg) but they only travel 1kt faster and if the added range is powerful enough for 4 tiers of stagnation then I probably will just give up. Or try the IJN DDs again, who seem to have a massive advantage in the long-range torpedo game at every tier. I am very disappointed in the prospects for advancing up the USN DD line and am wondering if I am missing some hidden stat or aspect of high tier games that suddenly makes any of the high tier DDs an upgrade from the Nicholas. I tried a few searches on the Warships section here without finding anything, so sorry if this has already been covered. I would have expected USN DDs to be popular with Tanks players because it seems the most "active" of the ship lines. What have other players tried for the quick and bloody close-range duels?