Mikosah

WotLabs Chat Whores
  • Content count

    105
  • Joined

  • Last visited

About Mikosah

  • Rank
    SerB Worshipper
  • Birthday 03/30/1988

Profile Information

  • Gender
    Male
  • Server
    NA

Recent Profile Visitors

874 profile views
  1. The ideal scenario is getting the best of both worlds by running rammer/vstab/optics with food on the side. That combo is like having the three equipment with two vents as well. Of course the problem is that food is expensive and you'll be out an equipment slot. But sacrificing credits for fun has always been WoT's modus operandi and it isn't that hard to run preventative maintenance to compensate for not having an extinguisher. But let's say you're a cheapskate and you refuse to run food. Then we circle back to the original question of: "Is 445m view range enough? Do I need more?" If the meta were more dependent on spotting and vision games, or if you could squeeze more view range without compromising other assets, then that would be something. But as things stand currently, I'd say 445 is enough for the corridor meta and once you hit that number you should invest resources elsewhere.
  2. The above formula was: basic normalization * 1.4 * shell caliber / nominal armor thickness. Using the provided example of a 130mm gun hitting a 60mm armor plate, if firing AP then your basic normalization is 5 degrees. The ratio of caliber to actual thickness is 2.1667 or so. So 5.0 x 1.4 x 2.1667 = 15.1669 degrees of normalization. To summarize, 2x overmatch will basically triple or quadruple your nomalization value depending on the specific numbers. But that only takes place if you don't autobounce, which if you ask me is BS. 2x should take effect before the autobounce rules kick in so that we don't get insane scenarios like we did with the Swedish TD armor.
  3. What this might suggest is that WG may actually be considering a buff to the regular light tanks in light of just how much better the premium lights are.
  4. Not yet available on NA so that's a bummer. But I am noticing a few key factors that are subtle on their own, but powerful when they all happen to be on the same tank. So let's break this down. You want to play at tier 8, but tier 8 has problems. Its expensive and its bottom tier all the time. You want to play a tier 8 premium so that you can participate at high tiers without breaking your bank. But even in spite of all the recently released tier 8 premiums that have more than enough cancer armor to troll the hell out of the lower tiers, they aren't very well optimized to deal with higher tiers. Likewise there are a number of tier 8 TDs that at least have enough dakka to threaten the higher tiers, but they pay for it with the usual TD weaknesses. Either that or they're not premium and therefore unprofitable. Skorpion seems like the answer, but its camo and view range are bad, its profile is huge, and anyone's HE can pen it frontally. But this WZ eggroll cannon meets many of the same criteria without many of the same weaknesses. Its profile is low, camo is good, and view range is high enough to run optics if you stack with food (and being premium it can actually afford that). Armor is functional in the right circumstances, yet mobility is still more than workable. And the sheer amount of dakka combined with all of the above means you can rely on pure muscle to solve your problems even when bottom tier. The weakness is supposed to be accuracy and aim time, but check this out- https://tanks.gg/tank/wz-120-1-ft?e=22.25.5&k=0&c=-1.-1.13 If you're willing to stack food, laying drive, and BIA then those two problems basically disappear. As for the pen situation, 248 pen AP and 310 pen HEAT is pretty good all things considered. It can actually afford to spam some HEAT without needing a premium account. Basically if I was told to balance a tier 8 so that it can readily participate in any possible scenario +/-2 MM can create without it looking blatantly OP and scaring the plebs, the eggroll cannon as we see it here would be that very thing.
  5. The objective was simple- incentivize play at tiers 9 and 10 via improving their MM. And that caused the chain reaction of the tiers below being disproportionately dragged into higher tier games. That whole line of "bottom tiers having easier matchups" was frankly dishonest. There may be fewer high tiers per match, but more matches with high tiers, so the net rate of dealing with -2 scenarios stays roughly the same, while the rate of +2 scenarios is much lower. Being funneled into corridors doesn't help either. But the much more interesting question to ask is just how much brown-nosing the MM has to do to tiers 9 and 10 to justify not just grinding that far but also staying there afterward. These are expensive tiers to play, and ultimately the whole WoT project depends on players' willingness to throw credits away at these tiers. Naturally, I maintain that the solution is as simple as ever. Get MM to set up +/-1 and same-tier matches as often as physically possible. NA may be forced into +/-2 because of its smaller population, but the closer to same-tier you can get, the less that the game will need ridiculous gimmicks like +/-25% RNG for the sake of evening out lopsided matchups. If we can ever get to the point where bugs game features like that become obsolete and are eventually done away with (please Lord, may it come to pass speedily in our days), then perhaps there'll be enough enthusiasm to bring some of the lost population back.
  6. That's not saying much, tier 8 lights are currently in the extremely awkward position of being balanced in reference to tier 8 mediums (most of which are terrible) and simultaneously being shafted by the new MM that feeds them to tier 10s more often than not. Being the best tier 8 light tank is therefore not at all dissimilar from winning the special olympics. As of the new Bull- itself, strike one is simply being worse than the Black- and strike two is the unfortunate combination of new fatties with ebola armor and its code 22 being such an uninspiring HEAT round. And the DPM is very close to being strike three. There are loadouts that can put you at more or less 2.5k but they involve food which is expensive as balls. And even that 2.5k DPM is hilariously bad when you consider that the tier 6 Cromwell can exceed it.
  7. Naturally the premiums are in a very good place right now because they now have normal MM and didn't get nerfed either. The Type 64 and AMX 13-57 even got access to vstabs that they didn't have before, so that's even better. But the kicker is that with new cancer-armor tier 8 heavies running amok in the same corridor meta, playing any mid tier tank that cannot produce at least 230 pen on demand can be a burden. All well and good to scout/support/flank, but all of these tactics depend on the team, which is a lousy gamble to make in the pubs. As for the non-premium light tanks, the winners seem to be few and far between. But I have an especially hard time thinking of any at tiers 6 or 8. In the case of tier 6, the Cromwell and Type 64 have the market cornered. Most of the alternatives are playable but why bother when these two tanks exist. And in the case of tier 8, not so much that the black- is superior as the much larger problem that tiers 9 and 10 are a thing. Yes, light tanks have always had to deal with tier 9-10 games, but in the past the scouting role had relevance that has tragically died since then. In the current meta, tier 8 lights are put into the same boat as tier 8 mediums, which is not a good situation to be in. Their DPM is pathetic and they don't have the pen to deal with cancer-armor either. And I'm not seeing a decisive view range advantage, so I really fail to see the point of tier 8 lights. But if its any consolation, I did keep my Bull- and I don't expect to rage-sell it any time soon. Yes, its current place in the meta is all but redundant, but mostly because I need to splurge on food to get decent performance out of it, which negates the profitability advantage of playing at tier 8 rather than tier 9 or 10. As it is with many things in WoT, if you're willing to make all your credits disappear then you can have nice things.
  8. I know that WG's notion of 'historical accuracy' has always been very loose at best, but their rule has always been that even the most impractical blueprints still need the actual blueprints to end up putting a tank in the game. With this, that line has been crossed. And of course the aesthetics are obnoxious and out of place. I thought the paint schemes for the Liberte and Patriot were pretty bad (and there's much worse than that on the console and blitz versions) but the whole idea of anime tanks is a whole new level of pandering and money-sucking. Just how broke are WG that they have to resort to these desperate measures? But at any rate so long as these abominations stay on the Asia server they won't be my problem. Still, there's the completely separate problem that these tanks are rendering other tier 8 heavies obsolete, and yet another problem that once again that frontal armor has no weakspots and is thick enough to make it utter cancer to fight against unless you have stupidly high pen to work with.
  9. Stacking a directive to enhance your vents, rammer, optics, or vstab is always going to be helpful and relevant. However the rule of thumb is usually whichever gives you the most flexibility or otherwise cures your worst weaknesses. Think how convenient it would be that you could have a crew without any repair skill and simply by using the directive slot suddenly repairs are maxed out. Or perhaps you're seal-clubbing running a mid-tier tank with crappy view range, you could stack super-optics with the optic directive and possibly hit view range cap without needing to sit still for binoculars to kick in. Also, another thought comes to mind. When using tanks.gg to measure dispersion penalties for movement, it only rounds up to the second decimal point. That means that in many situations, these new buffs aren't enough to round to the next value. If the game also only considers the first two decimal points, then that has some serious ramifications to whether or not vstab enhancements will be worth it. Can anyone confirm whether or not the game actually measures dispersion to the third decimal place?
  10. I still maintain that relying on team dynamics in a mode that's supposed to be about individual skill was a mistake from the start. Were it up to me, post-match scoring would be done as a single group containing all 30 players sorted by base EXP without any modification for win/loss. As for the concern that this would encourage redline sniping, that's already the norm. But to encourage aggression, step two ought to be changing the ratio of experience earned via assists. Earning more from spotting/tracking assists and damaging enemies that you can actually spot for yourself, earning much less from hanging in the back and mooching off someone else's eyes. As for code 22, I repeat what the others have said, a necessary evil to counter the ultra-fatties. Rather than prohibit it, I say do the opposite- give everyone an allowance of gold shells. At the end of each match, refund the price of a certain number of premium rounds. Doesn't have to be many, just a handful would do it. Besides, armor is mindless and frankly the more that the meta shifts away from it, the better. The chevron system on the other hand seems really weird to me. Everyone's paranoid their team will lose and so they play ultra passive to hedge their bets. And they can't be blamed for that, precisely why relying on team dynamics was so stupid in the first place. Anyway my real problem with the chevrons themselves is that its blind to the difference between a good match and a bad one. Anyone can be carried on the winning side and earn the same one chevron as the guy who worked his balls off to do the carrying in the first place. Same argument for the losing team, how often is it that the top three are so worthy of reward but the bottom twelve are somehow different? WG is gambling on the notion that in the long run things work out. You'll only be carried so often, and that sooner or later the system will filter the good players from the bad. But we don't have all day, we only get so many hours to grind in ranked so it baffles me that they think their filter will do its job. The answer is to differentiate the really amazing matches from the mediocrities. Set up some rules where victory might be worth one chevron or two, dealing your own hit points would add another, various other tasks/awards may yield yet more, so on and so forth so that the difference isn't the simple gain one or lose one, but more like potentially gaining a dozen chevrons for a solid ace, or losing a couple for AFK/Botting/TKing. If they need to increase the number of chevrons between ranks, or increase the number of ranks, then so be it. Improved equipment are only a problem because it takes ages of grinding in this one particular and exclusive mode to get ahold of them. If we could buy them for credits, we wouldn't even be having this conversation. Directives could be such a sweet solution to multiple problems if they just did one simple thing- make the 'sixth sense' directive free of charge to use. Yes, you know what that means, that's basically giving every crew sixth sense for free. And no one could then complain that the directives slot is this thing that only a few ranked weirdos have access to. Win-freakin'-win.
  11. MFW they think 1.7k DPM is such a massive balancing factor compared to the typical tier 8 medium. Check this out: http://tanks.gg/list/stats/dpm?ti=8&ty=medium&sh=standard With only very few exceptions, tier 8 mediums have laughably flaccid firepower overall. One of those exceptions is the 416, but it pays for that by having nonexistent gun depression and limited turret traverse, as if they expected it to fall much more into the TD niche. And the 416 is expensive to run even if you aren't using the P2W HEAT round. So along comes this new STG that has literally twice the gun depression of the 416 and is premium so therefore doesn't bleed credits. It has that 390 alpha, better pen than the ravioli, and fantastic accuracy. And some have one look and say "don't worry it has bad DPM so therefore it'll be balanced...." but that terrible 1.7k DPM is still more or less what I'd expect from the tier and class. And its mounted on an agile chassis with a low silhouette and armor no worse in practice than any other tier 8 medium. Much balance. Thinking about it a little more, its not that this tank is really good, its just that most of its peers are hilariously bad. "Oh here comes the Panther 88 and its amazing 2.1k base DPM, I'm so frightened!" -said no tier 9 or 10 tank ever.
  12. I usually only play tier 10 as a formality, but I'll approach ranked with cautious optimism just to see how it goes. I'm not looking forward to bleeding credits just to gain bonds, but if I can gain some super-equipment for E25 trolling that could be a fun meme. Nothing personal, just pursuing cheap thrills where I can find them. But in seriousness the meta thing to do will be to buff tier 9s. As for the ranked mode itself, maybe this is stating the obvious but I fail to see how its going to be any more individualistic or skill-based than the randoms. Seems way too team-dependent considering that 12 from the winning side and only 3 from the losing side advance. Why even rank the teams separately? I'd gather all 30 players into one group, sort them by base EXP (which is not to be given a victory/loss modifier) and just advance the top 10 and penalize the bottom 10. And as for the super equipment and directives as rewards, not the brightest idea but it could be worse. My question is why does it take sooooo long to actually accumulate your bonds? Is that just a gimmick to get the ranked mode running? If so, lame. They could have had such an easy time motivating participation by simply throwing enough credits at us so that spamming tier 10 games with tons of food and code 22 wouldn't be such an economic burden.
  13. There's two problems with tanks like the 252/defender and this new Chrysler abomination. One is that they render their tech-tree counterparts obsolete. And I don't just mean they're roughly as good or that there's a tradeoff, I mean that tanks like the IS-3 and T32 are now completely inferior to these new premiums. Normally that wouldn't be the end of the world, they'd just get nerfed in the next patch. But no, these are premiums and therefore un-nerf-able. Genius. The second problem is the inherent cancer that's found in the armor meta. When a tank's front armor is strong and has no weakspot, then the thing becomes mindless to use and mindless to fight against. You run code 22 and either you pen it or you don't. Ends up being pure cancer for the lower tiers, and a nasty credit drain for everyone else. The more that tier 8 gets saturated with these premium fatty tanks, the less it makes sense to play in the mid tiers. Who knows, maybe WG's real plan is to use these cancerous tumors to encourage players to run their tier 9s and 10s more often. So that brings us to Foch. Honestly, I'd say that if anything, he wasn't harsh enough with WG. His points couldn't be more valid or justified. Yes, it is WG's goal to make money. But there's lots of ways to do it without being complete potatoes. Of course they were going to react to him, but in doing so they've only shot themselves in the foot. Serves them right.
  14. In complete seriousness, imagine the potential if they opened up ranked to multiple tiers. They wouldn't need to tease us with a stupid gimmick reward if the mode itself had the appeal of guaranteed same tier MM every single match. That alone would make it worthwhile to basically anyone. And thus WG would have an outlet to introduce a new format that they could balance any way they wanted. If they say that the ranked mode is always same-tier, has less RNG, no arta allowed, or other such rules, they basically get a shot at making WoT 2.0 without launching a new game at all. Of course WG isn't going to do that because they only see this as a method to get the pubbies to burn money to play at tier 10 more often than before. Which is sad. And simultaneously they're playing around with the frontline mode which is more of the same. At this rate the tier 10 population is going to be so badly split that none of the modes may even get off the ground. It might even slow down the random queues to a standstill. These modes desperately need to be open to more than just one tier. And as for the enhanced equipment and directives themselves, I don't mind that they exist (and I do even think the bonuses from Rubicon could have worked in theory) but only so if the default 'empty' setting also comes with its own buff. You aren't getting a buff that wasn't already there, you just swap the default buff to a new and more exotic custom buff. For instance, the stock slot gives you something boring but useful like ammo rack durability or improved crew hit points. You get your bond points to swap that for one of the more fun buffs. And that's how I think the Rubicon fiasco could have been handled as well.
  15. Can I buff the camo net? My E25 only has 23% camo when firing. I want moar! ......Also STB with super-vstabs would be kek