Verified Tanker [NA]
  • Content count

  • Joined

  • Last visited

About Hally

  • Rank
    Chrysler Board Member

Profile Information

  • Server

Recent Profile Visitors

825 profile views
  1. 110

    Because the top gun is the t9 med 100mm gun.
  2. At your skill level.. 2400 dpg most likely means you tried to play it as a generic bushwank TD instead of abusing the vehicle's specific quirks (with the non fixed gun on siege mode). Optimal use of UDES is very different compared to the other 3 ikea pancakes in positioning and engagements you take.
  3. Yes, tanks can catch engine fire without suffering module damage. As far as I'm aware of.. if you did enough module damage to the engine, and got the fire rng roll; it'll get set on fire. If the savings throw triggered on the engine, then the engine suffers no module damage, but fire will burn anyways.
  4. Did you deal some ramming damage? Those don't count as hits.
  5. Yep, it still has the +10% alpha on gold ammo.
  6. It could see 10s back when it was introduced; but even then, the 105 was the far better choice; while the 90 was a newbie trap. The 90mm has been buffed since that time, while the 105 remain unchanged. Currently, while the 105 struggles with superheavies; it is a lol broken weapon against everything else with liberal prem ammo usage.
  7. JOAT is especially not good on tanks that usually lose the commander if you lose a crew member at all.
  8. Camo doesn't help you that much, but still helps way more than things like designated target and eagle eye.
  9. But a43 is just amazing if you actually give it a good crew. LT level mobility with gun handling that put vstab e8 to shame.
  10. 64% in udes, 66% in 103b. It's not the playstyle, the 103-0 is just that bad at solopubbing; becuase unlike the other 2, it absolutely sucks at mid range due to lack of armor and inability to limit exposure; and has serious accuracy issues when staying far enough away to fire without being spotted. Tort is not useless regardless of engagement distance, because while unreliable, it still has armor. It is mostly 240 - 250 effective when angled (which you can do thanks to the huge gun arc.) This amount of armor is very annoying for tier 7s, 8s, and some low pen t9s like E50/patton to engage. Their premium ammo is not reliable, while they are pretty much guaranteed to get penned in return, by a much higher dpm gun that can potentially double tap them. Tort can also trade with most tier 10s and come up ahead tanks to the giant hp pool and dpm.. which is also something the 103-0 can never dream of.
  11. 103-0 is way slower than UDES. 103b picks up some of the speed lost. It isn't as fast as udes, and misses out on a number of mountaingoat spots, but is still fast enough to flex around. 103b also bring back the godly accuracy of udes. (103-0 is .08 accuracy worse than UDES and 103B, the difference is pretty huge). Some TDs don't change that much in dpg from stock to elite, like JT or obj 704. Some TDs, like tort or T95, changes a ton when upgrading to top gun.
  12. I have 2618 dpg and only 53% win rate in strv 103-0. 2610 dpg and 67% win rate in tort. Tort did the entire stock grind the hard way, with no free exp used. Strv started elite right away. (My tort is probably around 3.2k ish elite.) Tier 9 strv is decent at farming dmg on lopsided games,but has very little ability to turn an even game into a win. Siege mode requires significant exposure for anything agressive. With armor that does not work whatosever against the majority of opponents; it really doesn't work at close to mid range. Tort can trade effectively thanks to the stupid dpm and superheavy hp, allowing you to influence matches in a lot mroe situations.
  13. The top turret nerfs your gun depression over the engine deck by 1 degree, for no apparent reason. It has exactly the same stats, module placement, and armor model as the stock turret. It does.. add a fancy machine gun on the hatch (which has no hitbox).
  14. You should always be angled when engaging, utilizing gun depression as well if possible, to greatly increase your chance of bouncing credit ammo. The huge gun arc and nice elevation angles can increase your armor from ~220 effective head on to ~270 effective under ideal conditions.
  15. Armor is actually not autopen for HEAT on the 50m. It bounces off alarmingly often if angles are involved on the UFP, and gun mantle that covers center of the turret just eat HEAT shells. It's one of the few meds that you can't engage carelessly with 22 toward center of mass or center of hull.