sahtila

Verified Tanker [EU]
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About sahtila

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    Always On The Losing Team

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  1. Winning is now more RNG based than ever?

    Maps may well be unbalanced but players are also not learned them yet which can skew results. So WG really should wait some months for map meta to settle down before reacting. Though, we know players never learn some maps (see Swamp north heavies always going to do south-west corner).
  2. The Return of Camo Meta?

    Wonder if ALL bushes are now "strong" ones which give soo much camo that even bad camo vehicles are hard to spot. Pre-patch different bushes had different camo values.
  3. O-Ho Appreciation Thread

    That is exactly what I wrote few pages ago in this thread. If you want be agressive and do good damage, try small gun. Its only 215 pen but its enough against same tier tanks if you can aim weak spots, and plenty against higher tiers if you get side shoots. And when you are close range you are usually shooting enemies downwards (O-Ho size) which helps against tanks like IS3 whose armor gets lot weaker against that. Yes it wont work against front armor of higher tier superheavies, or opponents in good hull down positions, but on the other hand you get ability to plough over and out dpm equal and lower tiers. So gun options are: 1) Fit derp. DPM will be utter trash unless you get lucky pens. Play campy, delay and pray for long games or you wont do much damage. You can damage anything frontally which is nice though its still bad idea to trade with higher tiers, O-HO is too big, slow and weak for peek&boom. 2) Small gun. Together with O-Ho hitpoints can go agressive ham when situation allows and do some serious damage fast. But can also end in where you simply cannot pen opponent (Type4/Type5, high tier heavies frontally etc etc). Remember there is always at least 7 same tier tanks in match even in worst case. I dont know how meta has changed since I 3 marked tank year ago, new heavily armored heavies/meds can make small gun harder to use. But try it if you feel frustrated about lack of dpm.
  4. Boosting all tanks accuracy like that would literally trash game balance instantly and also make game overall much duller as removing/nerfing accuracy as a stat would mean one less thing making different tanks feel different. I get that some invidual tanks (like tier 10 scouts, or low tier tanks overall) could get accuracy boost, but all tanks? That would lead for everyone sitting bush camping because anyone spotted would be hit and killed immediately by 10 laser accurate 500m range shoots from other side of map. Any mistake would be punished much harder. Thing about playing against 10 srtv103b, would be it be funny? Same thing. Current "bad" accuracy makes more room for flanking and moving around map so if you want tanks be more accurate, better invent some mechanism for compensating that. More accurate all tanks are, smaller and tighter maps are effectively. Like sr360 said, AW tried this in their frenzy of implenting all wot-whiner ideas... and it did not work that well.
  5. Ranked Battles Tank Choices

    Fuck it: I bet there is something stupid like, you get experience just by being close some friendly tank doing damage or something.
  6. Ranked Battles Tank Choices

    Climbed to rank 13 with batchat and 13-105. Maybe not optimal but funnier than heavies/other meds whose main role in ranked is just sit hull down brawling and spamming gold each others turrets. Of course like half of maps there is no room for scouting but other half those tanks offer something normal meds cannot do with speed/vision. Bough also couple pieces of improved equipment on batchat, 520m vision range is pretty nice on open maps. T100LT still best for pure scouting but firepower is soo lacking in city maps, 13-105 is nice compromise, can clip pretty well but still works like scout too. Also intrestingly at least last night seemed there was almost zero scouts playing higher ranks. Had to wait couple mins in queue to get match with scout. Maybe because scout experience received seems to be pretty bad overall. There are some hidden mechanisms with exp gains, after playing lot of scouts its clear its not only spots and damage which effect. Even games with like 1.5k damage, 3k spot assist are only around middle of teams exp earned. Whereas some IS7 or super-conqueror with sub-1k damage, zero assist, zero spots etc can end top 5.
  7. Obj705A - No one really plays this?

    705A side armor seems to not have tier 9 trolliness. Boat hull does not go all way down, instead its "normal" vertical non-angled armor behind tracks. Even tier 7 would have no problems penetrating that with normal ammo as long as they would aim low enough.
  8. Ranked Battles Discussion

    Initial opinions after one night: - 268-4 looks really really good. Faster than some mediums, armor can bounce some gold which is more than what most tanks can do, decent gun. Still, its turretless TD which means it can get fucked in some situations. It will get tracked lot so better have full repair skills crew with this, for ranked mode alone could even thing about using Toolbox module. +40% track repair speed could be extremely useful when opponents are actively trying to keep you tracked. - Strv103b still strong, needs high situational skills and map knowledge I guess. Boost nerfs maybe make it little weaker than previous season but not much. - Type5 as strong as ever, could be optimal for ranking if playing scummy. Aka play ultra-safe, be last alive, farm easy shoots. Probably top exp in losses. I mean, when you see Type5 same side as you, its just better go other side of map... - 430U is good, I dont own 907 but I thing 430U is best alternative. That boat hull can sometimes save it in situation any other meds would die. Can tank pretty well when sidescraping or hull down though not TD gold ammo. 340 Heat is nice against superheavies and 268-4's. - 5a, S-Conqueror seems reliable workhorses - Scouts seems bit too much hit or miss. Lot of bad city maps, and even good maps its hard to get good exp for some reason. I had 7k assist, 500 damage win in scout and did not even get 2 chevrons, was like 4th or 5th in exp. - M48 patton feels good, turret is now good enough to bounce some gold. - IS7 is bit question mark. I like tank nowadays after buffs but that weak premium ammo is bad against tier 10 superheavies/TD's and low dpm is weakness if going against mediums. Maybe not that good for ranked. - T110e4 could be intresting with gold spam. Turreted tank but still enough oommph to go through superheavies. Feels this season is more about heavily armored tanks and TD's than previous season. How is 705A, seems very rare soo far so no idea about that? Gun seems meh.
  9. Yep against BB around 12km is magical limit where shell travel time is too short for dd to dodge effectively.
  10. French BB Impressions

    I have tier 5, 6 and 7. All feel ok or well balanced except tier 7 could be overpowered with its 16 guns. Especially tiers 5 and 6 turn tight, feels like Warspite where its often better turn ship to get guns on target instead of turning guns. Helps evading enemy fire and dodging torps. Turret traverses pretty bad, use new french special captain with turret traverse skill if you got it already. At first looked like guns would be too small calibre but they feel better than expected, maybe they have good sigma and penetration or something. Not getting that much citadel hits on enemy bb's but still doing decent damage even when they angle. And of course tier 7 with its 16 guns absolutely murders cruisers even with its bad sigma. Not BB expert but their armor feels adequate, as usual you can get citadeled if showing side but angled feels they tank fine. Though turret angles are pretty bad on all of them so forces showing side often but low tier players do not punish that too much.
  11. Ranked Battles Discussion

    Do I remember right that you get bit of whole teams experience as long as you are alive? If true, dieing early can make less experience even with more damage done.
  12. Tier10 needs to start fight already loaded to be even bit viable with these stats. If it starts reloading at the start of the match like autoloaders normally do its joke. Average fight length is something like 4-5mins. So tier 10 would get about 4 reloads worth of damage in 5 mins x4 ammo per clip x 350 damage per ammo= 5600 damage MAX and this is with every single shoot doing full penetration, no misses, no waiting time etc etc. Not even mentioning that 60 sec initial reload would mean missing important early shoots on many maps, or taking shoots and losing even more reload time/damage over whole length of match.
  13. Obj 430U

    Played 430U and 121 after each others... yes this is straight out better than 121. For me biggest difference is not armor, camo or mobility but gun handling. That aim time difference really makes 121 feel lot clumsier. Even though 430U is nowhere as good at snapshotting/aiming as t62/o140, its still good enough whereas 121 is little bit too weak for tier 10 medium.
  14. HD map reworks

    I thing in earlier test there had setting for showing that red line, and if I recall correctly there was even couple different options how to display map edge. Video streamers prolly forget to toggle red lines on. And yes, these new advanced background graphics make it hard to see where battlefield ends, even with red lines enabled. As funny as it is, background graphics are too good. Maybe it just needs few games of learning...
  15. Do you EVEN 90?

    40 solo battles, 29 wins 11 losses. Such bad tank, please buff. https://i.imgur.com/1kZg4hc.png If you like scouting very fun tank and creates at least some credits even with food. Yes enemy scouts are worst enemies for this but gun is still perfectly capable of hitting enemy scouts close range, even without vert.stab, so if they are low health, just clip them. Btw, if someone likes this tank, T-100LT is bit same but at tier 10. Not same, bit less camo, more firepower, more armor. But can often pull almost same cloaky moves.