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About Tanager

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    At the head of the Potato Parade

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  1. JT Hype train

    I moved a crew back into this because tier 9. Why did I ever stop playing you, jt? I apologize for letting you sit, forgotten, in my garage. The gun is simply one of the best in the entire game. 100% crew, no BIA, vents gets me .31 accuracy, top that off with fab dpm and pen...what's not to love?
  2. Maybe it sucks, maybe it doesn't. But it's still by far the fastest I've ever gotten my 2nd MoE (69 battles): And it's easily my best wn8 for any tank: First time I've elited a tank with 3k+ wn8. My win rate was around 60% for a while, but I had a rough patch at the end of the grind. I actually found it more mobile than I expected - it turns nicely, doesn't seem to lose a ton of speed (which is good, because it doesn't have that much to begin with). I fired a LOT of APCR from it. Amazingly, one guy complained about it, because I used APCR on his...O-Ni. I guess he hasn't experienced the joy of facing a constant barrage of HEAT in the higher tier jp heavies yet...
  3. Glacier

    I've only gotten it in low tier scouts. I haven't gone to the ships yet, dunno what that part of the map is like. It's by no means the worst map ever.
  4. Castle side plays completely differently. The G1 hill is gone, but so is any elevation at the North end, too. The bushes near North spawn, combined with the lack of intervening elevation, means a bush wookie can kemp just in front of spawn and have good firing lines right into the castle. It's similar from South spawn if you are defending the East flank. You cannot push around the castle from the North as easily - despite the loss of the G1 sniper hill. It's also flatter beyond the castle (to the South), but that means the the low ridges and bushes along the South red line are good places for something with decent camo to hull down and pillage you if you try to push around the corner. There is an arm of rubble that extends out to the West from the castle that makes a good hull down spot, but push beyond there at your peril, unless you already know that the K line is empty. I think you will see many fewer heavium yolos around the castle, unless one team just has a brainfart and completely fails to defend. And yeah, wow, the middle? If there's a positive, it's that the better cover there might make it a decent way to infiltrate during the mid/endgame. Might also be a place to get some crossfire/flanking moves if you can get enough map control. The East is not a bad place for scouts to roam a bit - you can no longer fall back easily using the 8 line ridge for cover, but you can also push from the South nearly up to the house on that line much more quickly, spot, then fall back just of the backside of the hill, and your TDs can cover you more easily.
  5. My current entry in the, "worst you've seen without being an actual bot," contest: Did I win anything?
  6. So grinding my second mark in this thing, haven't aced it yet...and apparently getting an ace is going to be ridiculously hard in this thing: \ I guess it's because I was top tier, but bloody hell, I can't carry much harder than that.
  7. WN8 vs WR correlation

    @KolniThat was one of the best posts I've ever read. Thanks.
  8. VK100.01 - the new "Mini-Maus"?

    I tried replaying this recently, hoping to finish HT 15.3, but I'm not bouncing nearly as much as I think I should be. And, truth be told, when I face against one of these, I can see why (for the reasons cited). Pretty much what everyone else has said, but I don't see this as a keeper - it's like a slower Defender with less reliable side armor.
  9. M7 guidance!

    Pz. IV H is calling, please pick up the phone.
  10. WN8 vs WR correlation

    This thread is close enough to the question over which I've been mulling that I'll reuse it, rather than start a new thread. (FWIW, I tend to focus on WR more than any other stat, b/c I enjoy winning) Assuming a constant WN8 (to pick a single metric, albeit a much-disparaged one, as a proxy for player skill), is there any tracking between the choice of tank type/tier and the effect on outcome? To cherry-pick two data points, my wn8 ratings in the T-10 and KV1S are nearly identical (1741 vs 1769), but my win rates are nearly 11 points apart (49.21% vs. 59.91%). Is this merely indicative of the axiom that it takes greater player skill to affect WR positively at the higher tiers, due to the more skilled overall player base (among other possible factors)? And would you draw any conclusion (beyond simple random chance, I which I readily acknowledge is a contributing factor) from e.g. my stats in the Jagdtiger (1764/55.65%). So I know I'm cherry-picking from one player's profile (my own), but I was curious if there were stats that showed, for a given tier/wn8, what class of tanks produced the biggest impact on win rate (either positively or negatively)? I think the CW is that, for a statistically close-to-average player like myself, heavies tend to produce the best results (this is borne out by my overall stats, in any case), but is that actually true? And does that still hold true for unica (I keep reading that the better players leverage mobility more than armor to avoid taking damage, so I'd expect them possibly to do better in meds, assuming you could control for the meta)? It's also curious to me that my highest win rate is actually at tier 9: 52.37% . Does this say anything at all about choice of tank, or is it more that by the time I started playing 9s regularly, I'd improved enough that my numbers were better, or that the tier 9s I've chosen simply fit my playstyle? Or maybe that having to grind more experience forces me to play them longer (and thereby improve)? (The M46 is an obvious outlier if you look at my stats, ye gods.) I don't really expect any grand conclusions from my personal stats - I'm a sw engineer and a nerd by nature, so I'm throwing stuff out to see if someone might have crunched the numbers to look at this before.
  11. So grinding this now, and I would definitely not call mobility a strength of the tank, to the point that I'm considering switching out optics for binos and playing it as a static scout where possible. It's slower and less nimble than the M7, the gun is okay but nothing to write home about, but at least the VR is decent enough. (edit) and yeah, this thing feels expensive to run, I find myself thus far blasting a whole lotta APCR from it. (another edit) Liking it a bit more. The extra 20 meters of VR from the M7 definitely helps, and despite the sluggish accel and lowish top speed, this thing is pretty good at leveraging terrain to its advantage (much like its big brother, the t20). I don't think this will ever be a keeper, but I've found it more manageable than my first game or two led me to believe.
  12. Any thoughts on the t92 light tank- Premium tier 8?

    Yes, worth it. It's a prem scout that can really scout. Solid mobility, good VR (400 base), pew pew gun that handles just fine. Unlike the blackdog, you don't have to dish out damage to earn in it, you can kemp bush and spot when bottom tier, zoom around and murder people when top.
  13. M7 guidance!

    I would describe this tank as meh. It's not horrible, I don't hate it the way I hated the Stuart (which was rancidly bad, especially compared to its much better Chinese counterpart), but it's not great for sure. But it does okay. It's also easily the fastest I've ever gotten my first mark in a tank (31 games). I suspect there are a lot of *really* bad scout players grinding this. (edit) Having unlocked the t21 and played two games in it, that's where the lack of mobility really bites you, much more so than in the M7.
  14. I kept mine - I know some of the better players make it work pretty effectively, but it's essentially a novelty tank for me - something different to play for laughs. You could pick it up if you're a true completist, or you really need a Chinese med crew trainer and never got a Type 59, but I am personally not convinced it's worth the money otherwise. It is fun to play at times, and it's an absolute riot when you see tier 6s (hull down and become essentially an absolutely impervious derpecutioner). But I have to plan on my wr taking a hit whenever I do a session in this thing, b/c I have yet to figure out how to contribute consistently in it, and it's frankly just not worth the effort to me to do so. So I play it as a fun change of pace, nothing more.
  15. SU-100

    GLD or vents? I've got a 3-skill BIA crew in this.