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About Kolni

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    DPGwhoring saltlord
  • Birthday 03/27/1995

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  1. M6 Mutant is pretty much a KV-5 without any frontal weakspots whatsoever in exhange for that dank side armour
  2. I watched shroud play this, I understood absolutely nothing
  3. It's a good gun on a shit platform NVM it's the T9 aka a worse PTA now LUL
  4. Let's not forget this is the same company who had to cancel the entire Rubicon patch a few days before release because apparently stupid ideas need to be extensively tested on CT before being deemed stupid, even if anyone with a working brain behind their monitor can draw the same conclusion from 1-2min of reading. It's the same company who thought the Grille would need a buff after release because it would underperform. Same company who is currently powercreeping tier 8 through premiums and completely leaving anything else at the same time. No small buffs, no overhauls. Just premiums that are flat out strongest in tier. How do you expect a company like this to open itself up to chargebacks when they'd rather have a dollar a day more than normal over a satisfied playerbase Now it'd be great but let's not pretend that the game doesn't frustrate the shit out of you even without the arty We'd all quit if we had something better to waste our time on
  5. 121: 21 113: 20 TVP T 50/51: 21 Foch 155: 5 (-3 for reasons glaringly obvious) AMX 50 B: 20 Bat.-Chatillon 25t: 20 AMX 30 B: 17 Jg.Pz. E 100: 17 Maus: 22 E 100: 21 Pz. VII: 20 Grille 15: 21 E 50 M: 22 (+1 because no other tank in the game is this comfortable, M48 comes close but this tanks ability to play against heavies is just unparalelled among other mediums. The low DPM is a tradeoff for what otherwise is my perfect tank that I'm happy to take) Leopard 1: 20 STB-1: 21 Type 5 Heavy: 23 Centurion AX: 21 FV215b (183): 17 FV215b: 20 T57 Heavy: 20 T110E4: 18 T110E3: 20 M48 Patton: 23 T110E5: 23 Obj. 268: 14 Obj. 263: 20 T-62A: 20 Obj. 430: 20 Obj. 140: 21 IS-7: 17 IS-4: 17 Kranvagn: 17
  6. personal best in amount of arty hits fired at you in a game: 29

    1. zapyoug


      about 50 I think

      had multiple 304's spamming my KV5 for minutes on end, couldn't move but mostly 0 damage hits.

  7. the only answer you will ever need: is apcr the premium ammo? load full gold, i don't see how it's not better than forcing yourself to take ap when its literally just worse if heat is prem ammo then you spam heat until you shoot at tracks or spaced armour, shoot with normal ammo if you have less than 40 heat in your t54 ur playing it wrong
  8. TVP is exactly the same but yet people have less issues with it now than before playing against it, it's still easy as hell to 4k dpg and nothing's changed except for peoples ability to play around them. Waffle had the exact same thing, sure it got nerfed after release (which was needed) but once you learned how to deal with it that thing was a more balanced tank than the Grille'll ever be. Personally the 140 would win for me, exactly as I said the last time. The tank is by far the best compared to any other if you put a top level player in it and compare all possible scenarios and the outcomes compared to any other tank Mobility and gun handling along with useable armour is what the top end keeps playing with and that's not without its reasons. Maus is OP as balls though, it's by far the best tank for winning so I wouldn't be surprised if it ends up having 3 times the points of anything else, and the Type 5 isn't really good, it's just super easy to play. Derp guns generally rely on MM and RNG more than anything so something that is situationally good (but very good in those situations) is not a good tank. Any tier 10 tank with a brain behind it can play around the tank reasonably well anyway
  9. pompous cant be the only one
  10. give me ur acc
  11. thread is pointless, tvp bias shifted and e5 got nerfed so they're not going to end up as high anymore maus and type are retard proof so ofcourse they'll win because people here seem to think that tank performance and tank capability are one and the same
  12. get an E 50 and get out of that green overall
  13. Deal with the bullshit and don't let it tilt you, if you really need to perform the best way to do it is to remove the pressure of having to perform, who gives a shit if you drop a % or two, if you're good enough for it you can push it up again, you just need a bit of time
  14. Golden test - Unicum TriHard response activated It's one of those maps that have virtually no early game because everything is so safe before people actually can take their positions. And literally no endgame either because the midgame is so long and every engagement takes ages to win. Because of it I normally take a passive approach until I get enough info. Middle is much stronger from the north side so from the south you can't really expect to do well there at the start when it's unclear if the enemy IS-7 will play mid or city etc North: North is literally just play mid from beginning or yolo 1 line. 1 Line is a fast aggressive play that can work very well if you actually commit to it and don't play passive, but the progression is horrible after winning, you can't really fight with the middle (see video at the bottom) so you simply have to go back and into the middle again. It's a very simple play though and works for when you have no clue what do to, but otherwise I recommend typical middle play: This is just the standard free damage on heavies bushes from middle, and it works for a little bit but then I recommend passive mid play the ridge until you simply see an opening. Staying passive isn't the worst option either, you have plenty of shots just from the middle when heavies are pushing, or when the 1 line is getting pushed. Middle is just the place to be until you can actually push somewhere and that's different every game and sadly pretty hard to help with.. Good decisions and redlining helps South: From south the only reliable early damage I have is from the F2-3/G2-3 area: because stupid people are stupid and they cross at C2/D2 instead of going all the way back when going into the 1 line. This only works in tanks that can get there in roughly 30 seconds because otherwise all crosses already been done, you also have nice shots into the mid with double bushes from there, especially if you know what houses to shoot down. I usually stick around here until people stop poking from the middle. The only real problem is that you have a blindspot from the bushes in the back that are just outside of drawrange so in case of a 1line yolo from south you can't actually support it all. From here the normal option is just to go into the middle: once no more damage can be done here, I normally don't go mid right away because it's so vulnerable and the north has the middle advantage for sure. You have a nice lock on the heavies in several gaps between buildings but the fact that the middle is so crowded from the north side makes it super risky to play early, but a bit simpler when you have more info. If you can actually play the mid aggressively (the enemy mid players are low or dead) then you should just drive straight into the next engagement, middle is pretty useless once you actually won it. If the 1 line has nothing commited to it but just campers in the back you can actually take it pretty aggressively and use the ridges to lock them all down and get sideshots onto the middle as well. I normally don't recommend city as a whole if you have any form of mobility. If you're able to clear the 1 line from south then the progression into the middle is super easy and the game is normally won by this stage already: Explaining past these points shouldn't really be necessary, any angle you can lock people down on is where you should be after this, the game is rarely a city heavy game so in anything with mobility these plays are literally all you need. Some notes as well, if the enemy team yolos 1 line hard you can stay here and lock it down very well: I have a video example of pretty typical defensive play on Fishermans Bay: This shows pretty well how the middle works. Now the game was exceptional but that's besides the point. Here I do almost everything but play the 1 line aggressively as I mentioned and it should be much easier to understand the angles you get and why I chose these places over others.