sahtila

Verified Tanker [EU]
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Everything posted by sahtila

  1. sahtila

    Personal Missions 2.0

    Thinking it more, in fact IS-3 could be worth trying. Very strong tank but maybe masteries could be reasonable easy for same reason as why 3 marking IS7 is relatively easy, there is soo many players using it that requirements could be low despite tank being one of best in tier8.
  2. sahtila

    Personal Missions 2.0

    Speculating just for fun.... What tank would you use (tier 8-10) if you had to get 3 mastery badges in 10 games ( mission: Receive the Mastery Badge I Class or higher within 3 battles out of 10. ) ? - I guess it should be some unpopular, weak tank so that less good/average players use it and mastery badge requirements are low. - Tier 8 or tier 9 at most, or some really unpopular tier 10. But tier 10 gets less exp and competition is harder and no bonus for shooting highter tiers. - Maybe something which has weak gun but strong gold ammo because it still needs to be able to perform strong. - Or maybe I am thinking too complicated and just taking something dirty like Type5 is enough and brute forcing good games. But requirements are pretty damn high in tier 10 tanks I thing, if I remember correctly some 5k damage matches in t10 medium are often not enough for Badge I. Maybe elc even 90 or other tier 8 scouts, hope few good scout maps during 10 game run.
  3. sahtila

    Obj 277 - Just a worse 5A?

    Also IS7 has weak gold ammo so even using gold ammo wont save IS7 for bad players. Going against angled Type5 with IS7 and even with gold loaded it gets really hard to get reliable pens, whereas 340heat tanks can just blaze away without much aiming. I bet IS7 would be commonly used in Clan wars if it had 340 heat.
  4. sahtila

    Murazor Q&A

    True, maybe they do not have THAT much control. But just like someone wrote earlier this thread, when we see prerelease tank stats we already have pretty good and accurate idea about its powerlevel... just by simple numbers and armor model, even without single test match. Add WG:s internal testing and well, clearly overpowered/underpowered tanks do not "just happen". Remember they have straigth out admitted years ago that some tech tree tank are made underpowered to make more money. I thing that comment was originally about tier 7 Chi-Ri years ago, tier 7 was common weak/cash grab tier for many tech trees back then. Notice how almost all newer premiums just happen to be strong or even more than slightly OP? How many of the lately released premiums have not been strong/better than tech tree equivalent? Often not that much overpowered outside some special cases (Defender, maybe wz-120whatever TD, scorpion G) but almost all of them are clearly little bit too good... Are there ANY newly released tier8 premiums which are even slightly underpowered? Funnily WG seems to be able to balance those premium tanks just perfectly for profitability. Better than tech tree but not too good because that causes public backslash (Defender) or fills matches with too many of them (Scorpion G, E25). Especially newer premiums seem to be all competently balanced for good, some older were straight out trash (t59-patton, original t34-3, panther88) but those older ones were released years ago and well, I can believe WG balancing department was really honestly bad back then. That or financial department had not yet taken control of company. AFAIK WG is making hundreds of millions profit per year, they have probably PhD/equivalent level peoples in marketing/financial departments who crunch numbers and see exactly what makes money and how. And when those peoples tell balance peoples (murazor etc) that new top tier needs to overpowered (or that new tech tree need to be special intresting = something overpowered there), Murazor asks "jump how high?". Anyway reading between lines Murazor's comments kind of imply he has no real saying about balancing, seems he is just lowly scrub there and doing whatever higher ups (Balancing Director etc) tell him do. Btw now thinging about premiums, intresting how there seems to be generally two categories of premium tanks: Tanks which sell for being good/competitive and then tanks which sell for being historic/intresting somehow. Competetive tanks are usually tier 8, often non-historic paper designs which are statwise strong. They sell for competetive high tier players who want to win games. Examples, pretty much all newer tier 8 premiums. Then another category, historical tanks with somewhat historical stats (for example fitting guns used in real life, not fantasy oversized guns like usual). Often not very good for winning games. Often lower tiers. Probably aimed more to casual, less playing players who buy those tanks because they saw it in movie or know them from history stories. Example Loza's M4-A2 Sherman, KanonenJagdPanzer (rare case of weak t8 premium) Oh and special props for WG balancing department for releasing ELC EVEN 90. Intresting, unique, not overpowered but still strong when played by good player, straight out weak in bad hands. Probably very difficult tank to balance well being soo unique and they still did it very well.
  5. sahtila

    Murazor Q&A

    Can you peoples stop being soo naive... WG is totally capable creating balanced tanks, that there is underpowered and overpowered tanks is calculated business from their side. Even the amount of how much exactly some tank is under or overpowered is probably calculated for best profit and customer retention. Ok guess sometimes they could honestly miss balance when tank they make is of new type for which they have no prior data... like swedish TD's etc. But if there is nothing special in tank, they can dig for old data of 400 or so tanks.
  6. sahtila

    The return of Province

    Old Providence years ago was all about rushing down and under opposite hills right from start. Even good arty players rushed down so they would get better shoots on enemy tanks who have equally rushed down and across valley. Map being little bigger can help but slow tanks are still prolly doomed to camp if they cannot get down and across fast enough. Especially with 268-4's and grilles being soo fast on getting on firing position.
  7. sahtila

    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).
  8. sahtila

    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.
  9. sahtila

    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.
  10. 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.
  11. sahtila

    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.
  12. sahtila

    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.
  13. sahtila

    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.
  14. sahtila

    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.
  15. Yep against BB around 12km is magical limit where shell travel time is too short for dd to dodge effectively.
  16. sahtila

    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.
  17. sahtila

    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.
  18. 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.
  19. sahtila

    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.
  20. sahtila

    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...
  21. sahtila

    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.
  22. sahtila

    I WANNA GO FAST: The T-100LT Appreciation Thread

    8,3k spotting damage on Highway map, very good matchmaking even though lower tiers have less hitpoints. Enemy amx13-105 was permamenty spotted by me while poor guy had no idea how close I was. And after he died whole side open, perfect for spotting camping TD's http://wotreplays.eu/site/4154523#highway-sahtila-t-100_lt
  23. sahtila

    AMX 65t "appreciation" thread

    Personally I thing that chinese tier 8 TD is even worse than amx65t. No turret, low hp, pretty slow, no effective armor. Gun is good but getting it aimed to anyone is struggle, and staying alive after shooting even more. Amx65t at least can play hulldown, non-turreted td's are forced to sit and camp behind or take huge risks. And that TD has premium, same tier sister tank which is one of best vehicles in tier Wow such coincidence.
  24. sahtila

    AMX 65t "appreciation" thread

    Dont hold your breath...its not mistake from WG this tank is that bad, its on purpose. WG admitted years ago that they make some tech tree tanks bad on purpose of making more money from grinding/free exping. Usually those bad tanks were in tier 7, but as this new tank (half-)tree only starts at tier 8, they have had to put bad tank there on tier 8.
  25. sahtila

    PA DDs so far = shit

    New ship lines always overperform because of early adopters being more experienced and better players. It takes many months before winrate drifts to proper values. Still Gadjah is surely good ship but hard to say if its really overpowered when there is ship named Leningrad in same tier... I mean tier 7 Leningrad could be played in tier8 ranked and it would very good even there... Have used this bit on ranked for fun, experienced exactly these same problems. DW torps in this are too slow when ship does not have that much else to go with it. Need torp speed boost to 65kn imho. Radar is intresting and pretty well balanced, short time and short ranged but still situationally very good. Problem is smoke is too valuable to lose especially as guns are overall stronger than torps on ship. Maybe give ship class combined smoke/radar consumable, shared cooldown and only one can be used at a time, not both. This idea has been surely mentioned already elsewhere (reddit etc), whats problems with this?