RunTheGears08

Verified Tanker [NA]
  • Content count

    9
  • Joined

  • Last visited

About RunTheGears08

  • Rank
    3rd moe on shitpoasting

Profile Information

  • Gender
  • Server
    NA
  1. I would appreciate a gun handling/dpm buff, otherwise the tank felt quite bland and tasteless. I didn't have much love for the tenku back when I got the 3-MoE during the grind. As a top tier, I could leverage its amazeballs camo and workable armor against t7 and t8, but it was mentally taxing to compete in high tier battles. The pen is insufficient (235 apcr = no snipe) and gun handling is bad comparing to all those snapshot monsters, so I was pretty much stuck with camo + flank. But then again, some light tank would fulfill this role perfectly.
  2. lol that's so true, doesn't make sense to me either. I still prefer this to one-shots though. At least now I can carefully play against it instead of praying to RNGesus
  3. Wew, so many ppl talking shit about arty stun. But I for one think WG is (finally) on the right track with it. Now with stun and better rof, arty is actually able to intimidate and dig out tanks staying in a critical position. (As they were supposedly designed to do so, 6 years ago...?) If I am getting focused by multiple arty, i don't think it's because "arty is op": its because I am making myself an easy target. It's that same logic when I'm focus fired by multiple TDs, but ppl seem to think it's acceptable to be punished by TDs.
  4. I really concur with what Rexxie said, it's quite hard to imagine why would anyone prefer Emil I to Emil II. Compared to traditional clip dmg dealers, it's much more similar to a heavium IMO. Cruising speed is around 35-40, and that sweet 54 max speed is easily achievable on slopes. The ability to (reverse) sidescrape + invincible turret + autobounce UFP + crazy small silhouette gives it insane gud staying power. Like Rexxie mentioned, the turret is a no-go zone even when off-angle. This is handy when fighting multiple targets. Combined with acceptable view range, this enables you to spot "is-7 style" from time to time: opponents will be attracted to shoot you, and you can profit from it. DPM is lacking for a heavium, but who cares about DPM in a clip tank More often than not, you will be able to grab early-game positions and assassinate an overextending opponent with little HP loss. When you are reloading, just stick your turret out: HE does a meagre amount of damage frontally, and the amount of dmg you soak will keep your meatshields, I mean teammates, alive -- which is a crucial aspect of any clip tank. Solo in this thing is so so satisfying. Being a scrub that I am, I am able to pull off a 68% winrate ~200 game, which is tryhard in any other clip tanks for me. The tank let me down a few times with its 300 HEAT pen and slow turret traverse, but I can't complain. One thing to take note is that I was properly balanced by arty many times. You need 10 sec to unload all your shells, which is within arty aimtime. HE will splash into your weak side and melt your tenku like a butter. But once you get moving, the small silhouette will cause a lot of trouble for skycancers. Imagine 155 58 had you locked on when you are poking, and you wiggles your way out and get splashed by ~200.
  5. Okay.. so I'm now back to this grind of Soviet hovermed line, and 3-marked this tank 100 games in. Sadly, it's dogshit in its current state. I haven't played much since December, and I think my rusty gameplay might've worsen this evaluation. But still, the gun handling is cancer and firepower doesn't stand out by tier 8 standard. dmg hoarding is not an option (especially considering NA West = compete with T10 all day). I couldn't get it to work until I play it like a med/light hybrid. It's moar fun than t54mod1 tho IMO. Not necessarily better, but the mobility/vision+camo edge gives it extra juice when facing higher tiers. I find t54mod1 lackluster in the credit earning category -- need to spam gold to guarantee pen VS t8 heavy. One thing good about this tank, it has the versatile package to dominates lower tier battles. ~430 view range + workable armor + light mobility + -7 depr means its not limited by map, just like its big brothers.
  6. Just some random thoughts, but I think the new hydraulics might be the game-changer for this sexy babe, if WG decides to give the historical configuration. -12 depr = reliable turret (you can try it on sand rivers, bounced heavy HEAT like crazy) + insane exposure. Suddenly this thing have gud staying power and can utilize its DPM like a boss. The hydraulics raise your tank slowly but you have to spend that bit of time aiming anyways.
  7. 50~ game in so far, and I am really starting to get fond of this tank. (I assume nobody is using 122mm?) The gun is just middle-of-the-pack, with good fire control, t8 standard alpha and mediocre penetration. AP shell velocity is bad at 880 while the standard is ~1000 (correct me if I'm wrong), so shooting fast movers requires more focus, and gold can help. As for derpy gun: It can pull off some RU style snapshots, but I don't expect it to be like those laser muskets on 140/62a. It feels absurdly similar to stb-1 on aiming: you have to aim a silver slip of time longer before firing. But IMO it's more of adjusting my own gameplay than accepting the gun is derpy. Where this tank truly shines is its unrivaled flanking ability in tier (aka do it RU style). The combination of agility, speed, OP RU camo and small silhouette guarantees that you can dictate a engagement, and GTFO when it is too hot. You can afford to be a bit more reckless, probing holes in opponent territory and change your angle of attack in a flash. Combine this with -7 depr and sidescrape ability and you have a tank that preforms well in every situation. Tier-to-tier speaking, Pershing have better firepower and dispersion, but it lacks speed and raw hp/t to excel at flanking. It's more of a "Imma abuse this hill and snap every fker I see" kind of tank. Same for STA-1 -- both have superior firepower but lacks in the speed/camo/silhouette department. Neither have enough armor to bounce shit and bully through low-tier fodders too, which is quite important in flanking because 1) it gives you more options 2) brawl FTW and you can handle help defenders better. Don't get me wrong: they are both soild performers and arguably the best t8 meds, but t-44 has a different and potentially more impactful playstyle. I am using vstab/optics/rammer, no ration, only solo, and heavy APCR spam (rip credits). Had a 5k WN8 short session this afternoon, if anyone interested I can provide replays.
  8. Wao chill man y r u mad I know of some people that enjoys watching replay more than the actual game, and my intention is to give those people choice over a non-cherry-picked bunch of replays, so that they can chill and laugh at my mistakes and (mercy!) probably give me any kind of feedback. Asking people to go thru all those replays is a bitch move. I will never ask for that! If I sounded like that, I am truly sorry. thanks for the tips
  9. *Pick the ones you like! Plz don't go thru the whole session (its like 2 hrs long) I have been trying hard to immerse myself in tier 10 solo to become kewei to improve myself, but ran into a financial crisis (STB-1 heat spam + 50 120 = bankruptcy ;_;), and turn to premium tier 8 recently. Most of the replays are is6/fcm 50t battles, with about 3 50 120 games and 2 stb-1 games in which (I think) I went full potato. Generally speaking, I am at a loss about how to push myself to a higher level. My tier8-10 have a recent of ~2.8k wn8 and 58% winrate, but I couldn't find that extra push to get to 3k/60% or above. Should I keep refining my playstyle / learn to flex / try platoon teamwork? Maybe I should just play more hovercrafts kappa If ppl are willing, I can provide some tier X replays maybe in a couple of days. Would appreciate any help Session link: https://www.dropbox.com/s/muf7jtsczomi9yd/replays.zip?dl=0 Session stats: