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8_Hussars last won the day on April 16

8_Hussars had the most liked content!

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About 8_Hussars

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    Works at Wargaming's Department of Statistics

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  1. 8_Hussars

    Help me pimp out Super Conqueror

    Fair point (and I wasn't suggesting that). It was more of a relative use case of JoaT/PM in the age of reuseable consumables vs Camo on a pimped out SC. Generally, a heavy only needs 3 skills: BIA/Repairs/Top Role specific skill. The rest is just min/maxing for the tank/playstyle. Dropping AFE for food and running the FF directive is a good alternative for lessor skilled crews or if you don't feel JoaT and PM are viable in the current game state. A fire with the firefighting skill will cost you about 40% or your HP (nominal tank HP not remaining HP); on tanks that burn a lot AFE is still required.
  2. 8_Hussars

    Help me pimp out Super Conqueror

    As an alternate proposal: With the advent of reusable consumables, JoaT and Preventative Maint don't help enough as other skills, IMHO. Just drop AFE to run food and put on the FF Directive for 2 bonds. Commander: Sixth Sense/BiA/Repairs/Recon or JoAT? Gunner: Repairs/BiA/Snap Shot/???Camo Driver: Repairs/BiA/Off-Road Driving/in which order: Clutch Braking, Camo, Preventative Maintenance, Smooth Ride, ? Loader: Repairs/BiA/Safe Stowage/Situational Awareness/Camo/Adrenaline Rush? Camo on heavies you say? When you can cross in front of the bowl on Mountain Pass or go east on fish bay without getting spotted and disappear in open fields you will see value.
  3. This is the contest I ran when we had the "gifts" available at last thanksgiving... Doing the lord's work one Pascucci's Medal at a time...
  4. Just discovered in leftovers from California Office Move... the long awaited MM changes
  5. Must be a bad copy paste because of the "cached version". The winner winner covers the area better anyway...
  6. Is this the one? (I can only get to the cached version at work) http://webcache.googleusercontent.com/search?q=cache:HS2UT3BTwWsJ:https://eu.wargaming.net/support/en/products/wot/article/10225/&num=1&client=firefox-b-ab&hl=en&gl=ca&strip=0&vwsrc=0 Otherwise, this one may help out
  7. 8_Hussars

    The return of Province

    MFW, your team never crosses to the other side and they hole up in a sixth of the map; to be farmed from distance/shot in face... welp, gg.
  8. 8_Hussars

    Got any HAX for Soccer Mode?

    IIRC It only logs your best 15 games... so lots of points and a 100% winrate seems easily achievable... Its been miss rather than hit for me. I like grinding rewards, but getting afkers or playforfunz puts a damper on it, and if I want that frustration I can pub have some fun and win a few...
  9. 8_Hussars

    WoTlabs still the thing?

    Unfortunately, there is not a lot of new "formal" content. I have been reviewing the old articles and am finding a gold mine of info and perspective that I have forgotten or never knew. Some older articles (and forum review posts) that never were converted (or were deleted) you can find dredging through wotlabs.net on the Wayback Machine...
  10. 8_Hussars

    Regarding RNG in Games, in general

    I understand that and wot is balance between a sim and an arcade game. I don't agree that WoT needs to be no-scope 360 first person twitch shooter where the round goes to the pixel my computer thinks I'm aiming at (there are many better games for that). For most, that style of play in WoT would not be enjoyable gameplay either. WG went to the trouble of modeling modules and module locations, round penetration mechanics (normalization), blast radius, dispersion's on the move and a host of many other sim type elements. Map strategy, macro and micro positioning, reading tank line-ups, exploiting tank strengths and weaknesses is the enjoyable part of the game; so what if aiming, pen, and damage are modeled more realistically than not. As an aside the ONE change that would improve WoT overnight; is to introduce the proper (real) radio range mechanic. More fog of war, more use for Light tanks to scout and radio relay, a whole set of useful crew skills, and Arty gets an indirect nerf so they cant see the whole map anymore. They have to move putting them in harms way, or be blind (well more than usual)... but then we would be even more back in the camping era...
  11. 8_Hussars

    Regarding RNG in Games, in general

    The overall intuitive perception is that tank shots should go where they are aimed is false, and that is the problem for players and WG. That simple belief is counter-intuitively opposed by the reality of large projectile direct fire ballistics. Notwithstanding, that the game is a game and that multiple real life "concepts" are modeled, simulated, and fudged to make it work within the game (engagement ranges for one), many more are not and RNG collectively makes up for those. Firstly, take a simple look at reported dispersion (gun accuracy) for example. For weapon accuracy the military use this dirty little secret of Circular Error Probable defined as the radius of a circle, centered on the mean, whose boundary is expected to include the landing points of 50% of the rounds. Full disclosure: I don't know what figure WG puts on dispersion so just making an assumption going by limited real life experience in airborne, bomb, rocket, and missile ballistic calculations. Secondly, moving on to the study of these principles called ballistics that generally consists of three parts: internal, external, and terminal ballistics. Interior ballistics is the study of a projectile's behavior from the time its propellant's igniter is initiated until it exits the gun barrel. The study of internal ballistics is important to designers and users of firearms of all types. External ballistics or exterior ballistics is the part of ballistics that deals with the behavior of a projectile in flight. Terminal ballistics is the study of how a projectile behaves when it hits its target and transfers its kinetic energy to the target. The bullet's design, as well as its impact velocity, plays a huge role in how the energy is transferred. It seems fairly obvious that even theory-crafting manufacturing tolerances, propellant weights, round shapes, barrel wear and tear, optical sight issues, weather, gravity drop, temperature, etc (just check out Ballistics: Theory and Design of Guns and Ammunition, Third Edition for more) all contribute negatively to aiming, hitting, penetrating, and damaging tanks. Even though we all get the 25m dirt shots and the 500m snap shots on the move, from the many sigma changes over time I suspect that WG already fudges the numbers well in favour of the player via the aiming calculation mechanic while limiting RNG to +/- 25%.
  12. You realize the KV-5 is valued at 7500 gold and most T8 premiums are currently in the 10k-11.5K gold range? Under the current "trade-in" scheme a player receives half the value of the trade-in and has to fund the gold difference. Even though its not announced; it looks like (with the KV-5 at least) players are trading in at full value and have to contribute the difference (reportedly up 2k gold). Seems like a great deal to get rid of shit tank(s) no one plays anymore and if a player likes the buffs they are not obligated to "trade in" at all... seems win/win/win to me
  13. 8_Hussars

    On Allchat

    The solution as I see it is: identify friends in game in a similar manner to blacklisted players and allow chat with them. Mind you we would get 400 or 500 boosters for the inevitable fuck ups and delays...
  14. Pretty much. Each individual tank rewards (XP) are consummate with their contribution to the whole. I only have a couple of T8 grinds myself but prefer running the prems for credits and just bumping crew skills. Although, I have been playing a 0.7 skill crew in the 50 100 for funzies and bring out the Charioteer once in awhile...
  15. Just review the individual battle results. There will be an "overall" button as well as a button for each tank you played showing those tank results...