Verified Tanker [NA]
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About Daerlon

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    Easily distracted

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  1. I'm down. 2x the overextending, 2x the blaming the team. :-)
  2. Wow, nice. 841 and 49%.
  3. OMG. Ranked meta is nonexistent. People do the strangest things. And forget assist damage, lights and batchat are basically impossible to play. Nobody will shoot at lit targets unless they are 50 or less meters away. It's pretty amazing. I tried IS-7, Super Conq, T100, and Batchat. Best luck was in Is-7 and being willing to push. It is a very campy mode even with all good (or at least well above average) players on the team.
  4. No, we think Type 5 is fine as is. We may buff it after analyzing more statistics, since they are easily outplayed by TVP VTU's.
  5. A platoon of 2 v4's driven by even moderately competent players willing to actually bomb it to the engagement makes for some pretty quick games. I just ran with them in a 140 and watched their flank/rear. 3 would be pretty much unstoppable, but I haven't seen it yet.
  6. I've seen lots of these. I have had no problem dealing with them. They try overangling to use the side armor, but there's always some of that huge pike nose visible so.... no problem.
  7. It's the Object 777 II isn't it? Basically a 113 with worse DPM in it's current form on Tanks.gg.
  8. If you want best feedback, you should post some average games. Getting feedback on your best game is not going to point out things that you consistently could improve upon.
  9. I fantasize about a tier 8 AMX ELC bis with 288 standard pen and 390 alpha damage. But with awesome gun handling. 10+ degrees of gun depression? And maybe some trollishly angled frontal armor. Oh well, we can dream.
  10. I guess you might switch with the scroll wheel only so you can maintain situational awareness and only use as much zoom as you need at the moment. I also only use shift but there is an annoying habit of the UI to switch the focus point to somewhere completely unrelated to where you are aiming (due to Dynamic Camera, maybe?) especially when you're near obstacles. So then once you hit shift, while that part of it is faster, then you have to mess around finding your target again. It's not a problem because I'll often do this behind cover and then peek while zoomed in, but that is a very annoying "feature" of the UI which I think should be resolved.
  11. This little 122kb utility tells you if your system is vulnerable to Meltdown/Spectre, if you've been patched, and what else you might need to patch for full security. It also tells you whether your implementation of fixes impacts performance significantly and allows you to disable fixes if you want to A/B performance. 


  12. I'm going to try to keep up with the quality of responses here. Is the computer turned on?
  13. The lower tier heavies don't prepare you well for what you can do with a tier 9-10 heavy. Their mobility is so bad, their guns handle so poorly, and their armor is so mediocre that you will not be practicing one of the main assets of a heavy tank - the ability to bully like a boss in certain circumstances. That's really the thing that makes high-tier heavies special, the ability to make a bold push and cause the whole enemy team to have to react. Hopefully it also encourages your team to start a steamroll. When you can make this happen (and your team has the situational awareness to recognize the opportunity), it's basically a guaranteed win. So if you want to learn heavies, I wouldn't practice at any tier lower than 7.
  14. It's not actually that different. The armor and pen that heavy tanks get are backups to good timing and positioning. A bad heavy tank driver will go "to the proper spot" regardless of the enemy team's composition and deployment. Then they'll sit there and reload thinking that their armor is supposed to work (surprise, it doesn't - give your enemy opportunity and time to aim, and you will get penned). Mobility and situational awareness is your armor. Even in a big slow heavy, use what mobility you have to be safe while you're reloading and make yourself as big a pain as you can for the enemy to deal with. When you can push, push hard and recognize situations where you can bully. Staying alive to the end game will give you 10x more opportunities for easy pens and damage than sitting in a lane trying and failing to pen an E3 frontally. Just as if you were in a light tank, think about where you can go that won't lock you down. Even in a heavy tank, you need to still be able to react to a changing situation. If you push forward to the "proper spot" and the other flank falls, you will probably die without doing much. Though sometimes you need to just sit and wait for a couple minutes for the enemy to do something stupid. Don't try to make stuff happen unless you know you can bully. Another thing I've realized is that the initial (new player's) view that the goal is the enemy's base is rarely true. Often the best thing you can do in a heavy tank is clear out the enemies on a flank, then with some decent HP left, go back to your own base to defend. If you're guaranteed to lose a flank, back off and do something productive where you can. Many maps (or all?) are deathtraps if you "win a flank" and then push across the open area where the inevitable camping TD's can wreck you with impunity. You can do it if you have a strong steamroll going and lots of help with you, but if it's close and you've bled out a lot, pushing across a kill zone is not going to be productive. Few games are won by capping, but the ones which are could have been prevented if some heavies had managed their first engagement better and were able to return to their own base in time.
  15. Your timing and positioning are a thing of beauty. Will watch more.