Mureke

Verified Tanker [EU]
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About Mureke

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    Stats Denier Mid Life Crisis

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  1. Worth it to trade my only t8 prem, the IS-5 with special camo, for a SP for 1200 gold? The SP seems to have absolutely everything going for it. It even has slightly better camo than all the other American tier 8 mediums except for the Pilot.
  2. Mureke

    What am I doing wrong in the 113?

    To summarize, in the first game (Murovanka), you went into the forest with not enough support. You couldn't do anything all game, and eventually got overwhelmed. In the Serene Coast game, you went to the west flank where your team had clear overmatch over enemy numbers. You were able to keep your damage up all game, because you didn't need much gun depression in that position, yet were hull down. The rest of the replays are giving a 404 error.
  3. Mureke

    Leo PTA. Diamond in the rough appreciation thread.

    Yes, I suppose the PTA has almost has good effective tank traverse as the T-54. I think it's the turret traverse that's noticeably bad, although it's nowhere near as bad as on the B-C 25t AP. The gun bloom on moving and turret traverse can also make the PTA a bit awkward to maneuver. Luckily, the bloom on turret traverse is relatively good, so it feels comfortable overall.
  4. Mureke

    Leo PTA. Diamond in the rough appreciation thread.

    Unlike the T-54, the PTA is not at all dependent on HEAT spam. The PTA is also fast and has gun depression. Agility is quite poor. The top bar on the turret will troll some people, because it's spaced armor that doesn't count as a hit.
  5. Mureke

    Murazor Q&A

    Scapegoating always did seem like a poor, albeit tempting explanation for everything that's been going wrong. Murazor is right in that balancing is complex. I think the issue is that people would still wish for there to be someone like Murazor, but with actual common sense, to be able to make good old-fashioned value judgments. Relying on pure numbers doesn't cut it. Not only is the winrate skewed for certain vehicles because of the differences in the sub-populations of players who play them, but not all vehicles should even be equally competitive. For example, the Type 5 is a specialty anime derp that will have a detrimental effect on gameplay if tuned too highly. It should have a winrate much lower than the IS-7 and 140. As long as there is no insight on how the game should play, the only system driving development seems to be the game economy and premium sales. I suppose the developers must also have all kinds of indicators of what makes people spend more time on the game. All on their own, without much conscious conspiring against the playerbase, the system will lead to more marketing gimmicks, marathons, derps, power creep, and over-buffing of obscure tanks.
  6. Mureke

    Gold and what should I use it for?

    The most important use by far is resetting crew skills for 6th and BiA. You don't want to be losing 10% off all accumulated XP. When retraining crews for a new tank, you can use credits, because then you'll only lose 10% of the primary qualification. If you remove equipment, do it for gold. I rarely remove equipment at all, because I tend to just sell the tanks that have the equipment mounted on them. It depends on how much credits you have, and how quickly you want to progress. I've never converted free XP, because I prefer to slowly grind it through playing. Premium time is great to buy for gold if you only play seriously every now and then. Camo, especially summer camo, is worth it for keeper tanks.
  7. Mureke

    AMX 13 90 Ace Draw

    Early damage is the best damage. You could've went south to punish enemies as they climb the hill. Spotting the north flank is not that viable. Alternatively, had your Ltwt friend come north with you, maybe you could've cleared the northern flank faster. Karelia with a slow team just happens to be painful. Also, it's beside the point, but your use of manual fire extinguishers bothers me.
  8. Mureke

    T-54 ltwt. Fanclub

    *ZOOM ZOOM* *SNAP SNAP* *DING DING* The minimal bloom gives it a unique playstyle. Some people go so far as to replace v-stab with vents, although that's a bit unorthodox. Though lower than that of other t9 LTs except the 13 90, the pen of standard ammo is now workable. The Ltwt makes up for the lack of WZ-132A-grade alpha with both speed and armor.
  9. The 113 and TVP seem to be all the rage nowadays, if you want to be competitive. The E 50 M is heavy duty, and could be fun also. Edit: I do still love my E5. It's not as immune to arty as superheavies are, but the 113 is also weak in that department.
  10. Mureke

    opinions on sirfoch being censored?

    This option seems the most likely to me. With his bullshit, Foch finally succeeded in breaking Ph3lan et al. I doubt the ensuing witch-hunt will help towards: WG explaining their strategy on why they are releasing OP tanks. Stopping their release.
  11. Mureke

    STB-1 - El Halluf Ace

    Nice ridgeline fighting. I think you could've taken advantage of the E100's mistake. There was no saving her, but it's as if you stayed behind out of spite. Instead, you could've moved up to take shots while the E100's HP was beind depleted. Arguably, you could've also taken a shot for the T-62A to avoid a perma-track. It would've been a waste, though, since the guy was a potato, anyway.
  12. Mureke

    Individual Missions: A How-To Guide

    I've come to suspect that I may be more of a scumbag than I thought I was. It boils down to a lack of girls. Therefore, I'm thinking of playing only the French SPG line from the tier V upwards. Should the Stug and HTC scumbag missions be relatively painless to accomplish through casual play? Edit: Come to think of it, I should stop at the French T8. Then the question becomes whether you also need to grind other lines, such as the 261 and T92
  13. Mureke

    Tier 9 even more god tier now

    13 90, T-10, PTA, and even the T50 and 50 120. There's not much reason to play their tier 10 counterparts until ranked battles come along.
  14. Mureke

    Frontline Gamemode

    After having the rampage gamemode fail so badly, I don't understand why they keep pushing the same old headless, respawning chickens running trough a maze. In particular, the repair zones are an annoying and broken mechanic. In a team-based game, I'd like to see team-based solutions, such as having heavy tanks giving out repairs to adjacent vehicles, or something. I like having objectives around the map and seeing the battle develop, but the game must reward smart plays. There should be both clear frontlines, as well as opportunities for flanking and scouting. It runs the risk of turning into another impersonal slugfest.
  15. Mureke

    Tier X Light tanks

    Speed, vision, and high clip potential take player skill to be fully realized. Since Victor Kislyi "reshuffled" the dev team and embraced populism, a dumbing down of the game was all the could ensue. Superheavy meta reigns.