Verified Tanker [EU]
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Everything posted by Jaegaer

  1. Don't play floating Citadels when there is a Citadel mission around Jumped in my trusty Arkansas Beta and did the 10 Citadel hits in a single game...
  2. C hull is a must have. WGs ratings are alas quite useless. For instance, equipping the top hull on Clemson gives like +2 on guns rating despite the fact that you get double thge guns in each turret... The C hull gives you much better armor and the gun placement is wy more convenient. Still IJN CAs suffer from very bad turret traverse all the line up and that is something you need to work around. Pre turn your turrets whenever possible and turn the hull if you are not getting aimed at. Maximising Cit hits is basically aiming correct AND shooting often and the shotting often part is actually much harder as it mean that you need to position well. Still, IJN CAs have good concealment and if you get targetted by too many BBs, hold your fire and vanish into stealth till said BBs found other targets to shoot at.
  3. Bear in mind that this is for good players who can actually use the viewrange and position themselves correctly in every stage of the game. In WoT a Unicum and a Potatoe that rush the open field on Malinovka at the start of the game will fare almost exactly the same... What divides the Unicorns from the unwashed masses is that they know what to do and what not to do on very map, in every tank, with every team, at every stage of the battle. So while you should totally do swap vents for optics, don't expect to rule Mali/Prokh instantly. You will likely need quite some games to experience first hand what this change means and some trial and error what now works and what doesn't.
  4. Thats the new and improved natural cycle of tank balancing. New tanks will always be more or less OP till everyone grinded them and then they get nerfed to be unexciting, so most people don't hesitate to move on. Then, after a while, they change it's playstyle around to make it interesting for people that so far didn'Ät see the need to get it. With this method you maximise the amount of people that want a tank at the cost of some people who hate nerfs and inconsistency
  5. Yes, indeed. WoT is mainly paid by the older generation (like me) who do not follow an esports scene too keenly. On top of that WoT also doesn't lend itself for competitive esports because of the randomness involved as well as the general format.
  6. If both are citadels then thats already a kill. I remember doing Citadel Missions in my Arkansas at tier IV, glorious citadelling on oblivious broadsiding Cruisers
  7. All rating systems that work that way adjust the MM according to the results of previous matches. In other words: ELO works because the MM uses the ELO-rating to create matches. This is not true for WoT. Furthermore you can not poll the WoT API for matches, only for overall and per tanks. So you can't even construct a recent rating from the API alone (you would need to poll tank for tank, save the results and then poll tank for tank again and measure the differences - quite a lot of effort). So it all boils down to the fact that the effort to construct a database for a "good" rating is way too much effort for the improvement of quality over WN8.
  8. Indeed. This was changed bc invisifire from long range was deemed detrimental for the game (which I agree upon). However BBs imho have way too good stealth currently. It is almost universally beneficial for BBs to take CE as their first rank 4 captain skill and this is certainly not working as intended.
  9. BBs have the highest average damage but in this case it seems to be that you play your Aoba below it's potential. Cruisers are hard to play when there are so many BBs around though. In the case of IJN CAs you ned to play around the good concealment of these ships in order to mitiggrate the ultra bad turret traverse. The ships are relatively sturdy though. As with all non french CAs you hug island cover whenever possible and play passively till the field has cleared a bit and you have more room to angle against BBs. Dunkirk event. These can be used in PvE only (but they were only good for the special Dunkirk event) but the 19 Pts Captains that come with them can be used on any ship of the appropiate nation. And because they have 19 Pts they generate free Captains exp, which is nice. But don't get too attached to either of these as they will be removed after the event ends.
  10. Stock Nagato is quite ok. Tier VII MM is often top tier and the guns and range are very workable there. I very much prefer Spotter Planes now on BBs for into smoke sniping. The extra range also helps alot whenever you are thrown into the occasional tier IX battle.
  11. BBs are all about punishing broadsides and thus if I see a broadsiding target (or, in higher tiers, a target that is about to broadside) I have a small window of opportunity to punish that target hard. Again, the higher the tier, the smaller the window. This means I fire all my guns in a frenzy of double clicking
  12. Well, you meet 7 tier V tanks more often than not, so I would call that seal clubbing of the highest order.
  13. Uhm, sorry if I miss something but: If you have a sufficient number of battles then it is VERY likely that your average team mates and the average opponent winrate is THE SAME for everyone. So how is using that is making a good rating even if you could access the info?
  14. I club at tier VII currently (if I play at all) as the MM is just too good (on EU).
  15. Is that even a thing any more with each new country getting a gurls crew with some mission just before release?
  16. The thing is that 3-5-7 is a crutch that WG uses in order to avoid changing the really important things, such as prem ammo and low tier tanks being hilariously weak. Also 3-5-7 imho has more than "small issues". Playing in any sort of platoon below tier IX means you are almost certainly among the 7. Tier VIII on EU, depending on the time of day, gets into tier X way more than half of the time. Not fun.
  17. The new MM is WGs usual inept answer to three problems without fixing these four problems: 1. Tier balance: Yes, I know, being low tiers sucks puprosefully in order to incite everyone to get that more powerful tank on one hand and to give potatoes their moment of glory every 10th game. It worked long enough when the MM pyramid was still normal, but it isn't any more. So WG could have balanced tiers better but they didn't. 2. Prem ammo / armor: WG wanted to make armor more useful and the logical thing would have been to change how (prem) ammo works. Instead WG overbuffed armor and made it so that when top tier you mostly meet low tier tanks that your armor is good against. 3. Maps: too small! If you compare tier III tanks to tier X tanks it is simply insane that both play on mostly the same maps. WG needs to redesign maps and make maps larger for higher tiers. This would also make lower tiers different from high tiers and overall the game would be more varied. But most of all it would give lower tier tanks some room to maneuver. But now you roll to the only spot you can be in and meet that E100 - in your King Tiger - gg. 4. Eco: too much silvers. Everyone and his uncle can now spam tier IX and X games and why shouldn't they? Playerbase is spoiled by specials, personal reserves and whatnot. Additionally more and more people do no longer grind/buy new tanks and thus prem ammo is the only real silver sink left in the game. I wait for the new large maps mode at tier X and if that one isn't cutting it, I'll be gone for good. WG will never change WoT for the better out of fear of breaking it and break it because of that.
  18. 30vs30 at tier X only is a MM fix on top of a new mode and as such it needs to be in the random queue. But the mode shouldn't be counted for MoEs as it is way too different from the other modes.
  19. I really wonder if crew training is still a thing. WGs age old system means that the benefit from a 5 skill crew is almost the same as the benefit of a 2 skill crew... Throw in the personal reserves and I would rather play a nice french med like the AMX30proto to train my crew than to buy a prem tank.
  20. Indeed. And I must say I like that way of balance because it means that in these battles where the enemy is constantly retreating and you never really get torp hits in, you can at least be a decent firestarter.
  21. Indeed. This is an incredibly agile torp boat with some ok guns (firechance is huge) on it as an extra. With TAE the reload is just over 1 minute which drops to just under one minute with AR if you took some damage while contesting your first cap. Now the torps are not super damaging and the range needs to get used to but unlike ships like Shinonome, the Gallant is actually VERY agile and turns on a dime, which helps a lot. My pick would be LS -> SE (HPs are really low) -> CE -> TAE -> AR -> DE And then there is the single launch option. For newbies this is more a curse (except that you can obviously hit 6-8 torps on a bow on BB). The problem is really that single launch means that you need to click fast AND precise. if you click too slow, your torps arrive one by one -> easy dodge. If you click fast but not precise, you get gaps in the spread -> easy to dodge. But if you can launch them fast yet precise you can get some ultra hard to dodge spreads. So if the Gallant heralds what the RN DDs will be, then I am a really happy (after the meh germans) torp spammer. Even shattered HE shells can start fires, or am I wrong? Imho the main source of gun damage will always be fires anyways.
  22. Yamato: 20Montana: 20 Großer Kurfürst : 21Zao: 23Des Moines: 20Hindenburg: 25Moskva:18Minotaur: 23Shimakaze: 17 + 1 = 18 | the Shima is still the best torp boat and a blast to play with so many BBs and almost no CVsGearing: 8 -3 = 5 | Z-52 took Gearings trick of cap contesting and now a Fletcher is the better pickZ-52: 7Grozovoi: 14Khabarovsk: 22Hakuryu: 17
  23. Yamato: 22Montana: 20 Großer Kurfürst : 21 Zao: 23Des Moines: 20Hindenburg: 25Moskva:18Minotaur: 23Shimakaze: 18 + 1 = 19 | still the best torp boat for peeps that can position.Gearing: 11 - 3 = 8 | Give it the Fletchers torps and it is good but high range for low damage and long reload simply is not a good trade and with its rainbow arcs and phat ass it simply doesn't work as a pure gunboat.Z-52: 7Grozovoi: 14Khabarovsk: 22Hakuryu: 17
  24. Yamato: 25 Montana: 18Großer Kurfürst : 18 Zao: 22 +1 = 23 | still a BaeDes Moines: 19 Hindenburg: 24Moskva: 21 Minotaur: 22 Shimakaze: 21 Gearing: 20Z-52: 18 - 3 = 15 | should be the crown of an otherwise very mediocre line but simply isn't. Grozowoy at least has dank dpm and speed and thats imho better than a situational hydro gimmick.Grozovoi: 14Khabarovsk: 22Hakuryu: 17
  25. Right. Thats exactly the problem. What you need to do is to totally revise the whole way that shells work in WoT. This would also give additional ways to differentiate tanks and finally could also fix the horrible tier imbalance. But WG is WAY too chicken for that and thus they changed the game over the years to get along with gold rounds somewhat, and now the game NEEDS gold rounds. Full speed ahead in the Cul-de-Sac... Its not that easy. Games like WoT work on many different levels. From marveling at beautiful tanks in your garage to wanting to have that tier X or that perfect crew to craving knowledge about mechanics. And all that won't come back with reverting some changes. With the game being so old and most of us playing/plyed for so long, we are now left with the core gameply and only the core gameplay to drive us on. And the core gameplay has always been lacking. And WG still tries to put more fluff around it instead of changing it.