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Everything posted by Tanager

  1. So having played a bit of L4D2 again lately, I am reminded of the joys of having a system wherein a team can select members of their side for penalizing (in L4D2, via kicking them from the game) - I'm wondering what you'd think if WG were to implement a system whereby a certain quorum of team members (I dunno, say 8 out of 15) could submit a complaint against a teammate for being a bot, whereupon the offending player would automatically turn blue? I realize that the systems like this are highly subject to abuse - which is why you'd want a fairly high threshold. Since there is automatic blue-ness for tk'ing/team damage, but since I personally see way more offenders just being bots (in the true sense - not bad players, literally bots), it seems a bit out of sync to have no method whereby those players can be penalized in-game (I've submitted at least a couple of tickets for players who were clearly bots, then seem them a day or later, after hearing back that my ticket had been handled, and thought...wtf?). Just curious what folks would think. As a rule, I don't find that this gets overused in L4D2, but you don't have things like clans and such there (at least not among the guys w/whom I play), and it's a really old game - I doubt anyone under 25 still plays it (which is a shame, b/c it's a blast).
  2. I start a thread suggesting some kind of mob justice, and you guys manage to end it with a touch of class and civility.
  3. I figured it would likely be a nonstarter, but I thought I'd toss it out. Saw a guy yesterday, something like 30k games, but 1000+ of those in the last 24 hours, his graphs are straight lines until yesterday - that seems like a pretty sure indicator of someone who's botting. But yeah, I agree with the potential for abuse. Just scratching my head trying to think if there were any good solution to this. And I'm pretty sure most bot programs can actually navigate in something other than a straight line. It wouldn't be terrifically difficult to have collision, slope, and incoming fire detection (and I'd suspect most do).
  4. I don't think the line works as assault guns until Ferdi.
  5. That's about how I've been trying to play it, although doubtless with far less efficacy than you...
  6. Really? I was assuming +/- 80k, based on the 77k needed for the IS3 (and the advice QB gave in his vid on the subject). Would be nice if I could bank the extra XP...
  7. Well, the necro seemed preferable to starting a new thread and facing a fusillade for starting a new thread and not using search. IMHO threads like this are relevant regardless of upcoming patches. People have to play through these tanks, why not discuss them? And for a guy like me, who's clearly better at tier 7 than tier 10, tanks like this are my bread and butter. I've gone back to the 122. Running a decent crew with BIA, vents/gld/rammer, spamming apcr liberally and using plenty of HE as well, playing it as a support brawler. It works pretty well, but it absolutely depends on limiting your exposure - it is probably the best tank in which to learn true peek-a-boom, and while you'll bounce occasionally, the pen creep in tier 8 means bounces will be very, very, very occasional. Maximizing gunnery skills after repairs seems to be the way to go as well. When bottom tier (or even sometimes in a tier 8 battle), I roll with mediums and deliver some ugly surprises. It works pretty well in a wolfpack - I rolled alongside a seemingly like-minded IS in one of my most recent battles, and we simply drove straight through things like type 59s. I suspect a platoon of these would work well if you coordinated closely. I'm aiming to bank about 80k XP, I'm at about 60k now, WR hovering at 58-59%. At top tier it can be flat-out ridonkulous.
  8. Huh? jpiv has identical view range to su100, nearly identical (but I suspect slightly better) camo (100/100/100/12 camo, no BIA gives me 43.75 in jpiv, 100/100/100/59 + BIA gives me 44.03 in su-100, both running camo/vents). Gun handling is superior in the jp, and the only way su gets dispersion that even comes close is by running the 85mm, but you're giving ground to the jpiv in both pen and alpha to get that). IS6 has identical VR as well, but I assume you didn't actually mean that. But maybe I'm wrong. The only way in which the SU beats the jpiv IMHO is mobility. Everything else is either a wash or advantage jpiv. I'm surprised you hate it this much, b/c I honestly find it a really easy tank to play. Assuming I have the right player, it looks to me like you only have 13 games in it, so I'd wager that's a way insufficient sample size. Your dpg is about the same in both tanks, so maybe you've just gotten crappy teams...?
  9. I rebought this to work on t55a missions (specifically TD 8.3, which requires 4xHP in damage), and I had forgotten just how comfy it is. And getting another MoE is always more satisfying in an Ace game: I have managed 2600+ before in this tank, so I know 4xHP is doable. I am likely going to keep this around, b/c it's flat-out a pretty enjoyable tank to play. I vastly prefer it to e.g. the SU-100, b/c it has better camo, dpm (over 2800 without a BIA crew or food), and monstrously better gun handling. VBAddict claims 3 MoE is around 1250, which feels very, very doable, so I'll likely give it a try after banking some credits.
  10. So...the new premium going on sale (at least here in NA) today is...another M4. The M4 "Loza" (named for its commander). 76 mm gun in tier 6. No idea if there's anything special about the armor model, and I cannot be bothered to look. My reaction...YAWN, nothing to see here. Am I missing anything? Oh, the commander comes with SS at 100%. So there's that, I suppose. I'll be skipping this one.
  11. Sure, except that you don't get any BIA crew with it. You get a single special crew member, a commander with 6S, and four potatoes. This isn't the Rudy.
  12. I'm certainly not a great, nor even a particularly good, player, but I manage to make the IS/IS-2 work through liberal use of not only sprem but also HE spam. Using HE helps mask some of the soft state deficiencies of the tank, and when bottom tier, I often roll with the mediums (but not always) and help clean up flanking scouts, etc. It's also good when playing as a 2nd line support heavy for tracking the opposing heavies, since 217 pen (I have both the Russian ones, but I don't have the Chinese one yet, which has 250 HEAT for sprem) is tough to make work against tier 9 heavies, unless you have time to aim in really precisely at a drive wheel shot, e.g. YMMV, of course.
  13. This guy: Yeah, he's a really good player in YOUJO. But after dying in a high-caliber effort, he rants at the entire team. Tells me twice I need to kill myself (along with suggesting hanging as the suitable method), but he's more than happy to share the hostility all around with our teammates. Arty says, you mad? He says, eff you arty, you suck, play a real tank, yada yada. He then proceeds to tell us how we're such a bunch of losers, we're gonna lose, you suck, etc. Arty nails the kill shot to win the game for us. Karma. If only he'd have managed to tk this guy, it would have been perfect. Oh, and then this guy makes sure to ping me afterwards (no idea if I was alone) and tell me, just in case I missed it, I'm a shitty player. I yawned and told him I felt sorry for him. Didn't hear from him again.
  14. IS2 is quite capable of bullying when top tier.
  15. My son's got some Hyper Xs, and I can confirm the comfiness of the pads, along with the swappability. They're definitely pretty nice.
  16. I rebought this in anticipation of the upcoming gulag heavy changes, and I'm using the 100mm for now. It's not quite T-10 comfy, but the gun handling is still surprisingly nice. I'm trying to use my mobility to poke and limit my exposure, and the better aim time and dispersion thus far seem to be more than compensating for the lack of alpha. And against higher tiers, the better pen on the gold round will help, I'm hoping. We'll see...but thus far, it's bringing back some fond memories.
  17. Good grief, but this thing is an ATM on tracks. Absolutely primo credit grinder, in no small part due to the god-mode camo and sweet 400m base VR. Also, this thing can carve some fantastic turns. Handbrake turns are a blast when you're trying to evade fire, and it's got enough power to make them actually useful sometimes.
  18. Exactly. I didn't give a damn about it, but I figured that it deserved a thread. I make no apologies for starting the thread. I might be slightly apologetic for not including more details in the post.
  19. Gun handling and mobility > concealment? I can see CB (for active scouting and getting out of trouble), but I'm less convinced about Snapshot... And armourer over repair is a curious choice - that seems to me to be firepower > getting out of trouble, which falls in line with playing it as a med?
  20. The JPE driver on our team. Late game, we're starting to tilt the tide in our favor. He and I are closing in on their last arty for a kill, he fires at me and misses. Dafuq, I ask. He then proceeds to rage at me for not sitting in front of a rhoomba and trading...in my t92. Because, yeah, that's what I needed to do (I had already spotted and put rounds into said rhoomba, bear in mind), especially with the Sconq and M46 still around and unspotted, and the M46 likely spotting from the top of the Arctic Region hill. He continued to rage at me after that. Looks like a bought account... What is it with, "you didn't do what I wanted, so now I'll tk you instead of, you know, leaving either of us around to continue to help our team?"
  21. We're definitely a bit off-track, but wth...are there scouts in which one should run BIA instead of vision skills, b/c of the boost to mobility? Or is that falling into the "playing scouts as med-lites" you were describing, do you think?
  22. I thought you were a fan of the HWK, @CraBeatOff? And the RU isn't gimped for mobility or camo. Maybe I missed on what qualities of the SP1C cited by @Guardian54 you were confirming as applying to the rest of the line? Did I misunderstand?
  23. Definitely. I never dreamed that my first ace in this thing would come on Paris, of all maps:
  24. b/c 1219 m/s APCR for standard ammo. i think this is what a scout should have - a gun that won't frighten anyone, but with a high RoF, solid accuracy, and very high shell velocity. It at least fits the role.
  25. Yeah, I'm actually enjoying it. It has the wonky frontal armor of the Tiger P, with a much better turret, usable gun depression, and better mobility. Seems to require liberal 2-2 spam, but the gun handling in particular really helps with the kind of corner poke fighting where this tank seems like it shines. I bounced 2700+ in my last battle by angling my front and keeping the drive wheel hidden. I know 56th is not much about which to brag, but I very, very rarely break the top 100 for a tank, so indulge me: