8_Hussars

Patron
  • Content count

    524
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by 8_Hussars

  1. 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...
  2. 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...
  3. 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%.
  4. 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
  5. 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...
  6. 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...
  7. 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...
  8. I was thinking Advances instead of Assault. Shhhhhh... AMX 50/100 as well, since it can clip most T8s out...
  9. I recall most of that was #yootsfault... for championing the issues (WG was ignoring) and making a reward happen for the players time. In typcial WG fashion the rewards were reduced to boosters the third time around.
  10. 8_Hussars

    The return of Province

    That has been my limited experience as well; but not necessarily fun. All the touted map size increase did was enlarge the already useless lower valley kill zone...
  11. DUMB QUESTION

    A couple of threads that I click on; only return a numerical value (78).  I never see the thread but other threads work as advertised.

    Name and shame returns 78 and Claus's thread returns 75(?).

    Any insight appreciated...

    1. Haswell

      Haswell

      Sounds like the server crapping out like the last time @bjshnog killed the forum.

      @Never

    2. 8_Hussars

      8_Hussars

      Thanks, mate.  Figured everyone would get it... sounds like not though

       

    3. Haswell

      Haswell

      Not just you, I've been getting the same on a few random threads from the garbage can too.

  12. 8_Hussars

    Fjords 1.0

    I read a comment somewhere that controlling E5 (the little ramp) is the key to winning the map. It is not a gimme for the east spawn (even though it looks like it) and in my limited experience on Fjords 1.0 it has been more successful than any other approach from both spawns (because its not a typical pubbie trap). Even the denial of this area to one side or the other can turn the tide of the battle. YMMV
  13. 8_Hussars

    Winning is now more RNG based than ever?

    VBaddict normally presents 30 days of data. Based on when 1.0 came out and the associated file changes that hindered uploads for extended periods the data is still obviously mixed. Having said that, the differences on some maps is anecdotally of concern. For reference there were still quite a few 8% to 10 % imbalances with the old version of current maps...
  14. BE AWARE that you cannot retroactively discount the premium store BUNDLE (which includes all the mission rewards) but you can discount the price beforehand Completing the stages beforehand will discount the final BUNDLE price — 10% off for each stage completed. For example, completing 7 out of 10 stages will knock 70% off the price... Which is perfect WG marketing strategy. Get the impatient at full price, get the average player or casual player who come up short at a discount so they "feel good" about it and don't "waste" their time, and lastly the few skilled or hard core grinders get a free version...
  15. 8_Hussars

    The Official Unofficial 13 57(GF) Lover Masochists' Thread

    Simply, they were issued before the Light Tank re-balancing and extension to Tier 10. Both (13 57 and Type 62) were kind of dogs with Scout MM... now they never have to see 10s and get to swim in the Tier 7 3/5/7 MM pool... (Type 64 was always good but is even better without Scout mm)
  16. 8_Hussars

    AMX 13 90 Fan Club

    Note: with a 100% crew... It's interesting that the above noted set up (Case 1) provides a view range of 470 vice the quoted 446). http://www.wotinfo.net/en/camo-calculator If optics are dropped for vents and food, view range can be suppressed to 457 (Case 2) with a offsetting bonus to camo, gun handling, and maneuverability. The difference in spotting each other (Case 1 vs Case 2) is less than 0.5 meters stationary or moving and 10 meters when firing. If optics are dropped for vents only, view range can be suppressed to 437 (Case 3) with a offsetting bonus to camo, gun handling, and maneuverability. The difference in spotting each other (Case 1 vs Case 3) is 17 meters stationary or moving and 29 meters when firing. There is no doubt that increased view range pierces/negates camo but at what point those differences affect game play (is 303m vs 299 significant?) and offers diminishing returns is more of a play style choice. Some tanks scout with view range and some scout with camo (e.g. LTG, Even 90) to offset the base view range differences.
  17. 8_Hussars

    AMX 13 90 Fan Club

    Note: with a 100% crew... It's interesting that the above noted set up (Case 1) provides a view range of 470 vice the quoted 446). http://www.wotinfo.net/en/camo-calculator If optics are dropped for vents and food, view range can be suppressed to 457 (Case 2) with a offsetting bonus to camo, gun handling, and maneuverability. The difference in spotting each other (Case 1 vs Case 2) is less than 0.5 meters stationary or moving and 10 meters when firing. If optics are dropped for vents only, view range can be suppressed to 437 (Case 3) with a offsetting bonus to camo, gun handling, and maneuverability. The difference in spotting each other (Case 1 vs Case 3) is 17 meters stationary or moving and 29 meters when firing. There is no doubt that increased view range pierces/negates camo but at what point those differences affect game play (is 303m vs 299 significant?) and offers diminishing returns is more of a play style choice. Some tanks scout with view range and some scout with camo (e.g. LTG, Even 90) to offset the base view range differences.
  18. 8_Hussars

    The Return of Camo Meta?

    When WG adds "soft cover", I get the impression it's designed to obscure your in-game vision by making it more difficult to pick out tanks among the visual clutter. It further seems to impede your lines of fire (bushes, fences, haystacks) and your lines of spotting (by interrupting the spotting rays like hard cover), but not necessarily adding camo value for bushes. Ultimately, some of it amounts to the same thing; less spots and lines of fire giving the impression of more camo but at this point I am not convinced most of the the new bushes offer great camo modifiers. It obviously deserves some research... PS. One of the reasons I keep the non-historic patterns visible is because they actually help pick out tanks against the clutter. YMMV
  19. 8_Hussars

    WZ-111 1-4

    The safe stowage perk works as advertised. "it's not a stellar perk, but I think in light of the dearth of useful loader-specific skills, it's worthwhile considering it.” FWIW, much like Sixth Sense I run Safe Stowage as the first perk on dedicated loaders. Placebo or not, it seems to help… " The resulting status of any module (Default, Damaged, or Destroyed) is dependent on the initial module health pool, the amount of damage received, and any mitigating crew skills, equipment, or consumables. Therefore consider the answer to the question as two-fold, some tanks have module issues because of the combination of module heath compared to the calibers of guns the tanks usually face and/or the modules are located in the tank such as they are more likely to be hit. In the the case of the 1-4 a tracking shot through the front drive wheel will hit an ammorack...
  20. 19. Swamp Team 1 Standard 6,731 53.91 % 101. Swamp Team 2 Standard 6,731 45.39 % That was Tiers 8-10...btw
  21. 8_Hussars

    Ranked Battles Tank Choices

    I hear IS-7 gets Russian Bias XP ...
  22. Derp 49

    Purchased: Equipment 'Stabilizing Equipment System' successfully purchased (1 item(s)). You spent bond:  5,000.

  23. 8_Hussars

    FD_UP--It is indeed a thing!

    Good Luck!