Verified Tanker [EU]
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Everything posted by GehakteMolen

  1. GehakteMolen

    Murazor is kill

    Slava Makarov is the new guy in charge? - Slava Makarov is a huge opponent of removing artillery, because arty players would be really screwed Gonna be fun
  2. GehakteMolen

    Patch 1.0 - HD Maps and other things

    Its fucking unplayable... It looks awesome, but plays like shit, gameplay -> graphics crap, so fuck this patch. I will vote the only way i can, with my wallet / time, and simply not play for a while, fuck this so much (campers everywhere, TD tards all around and on top also more arty it seems, FU WG!!) / rant
  3. As kolni said, aiming itself isnt much skill** **edit: as for sensitivity, i can move cross screen by moving mouse 4cm, so everything with wrist / fingers, but thats pure personal preference, some prefer it very high, others low, its better to put dpi very high, and turn the mouse speed slow in-game, this way you have less ``lag`` as the other way around Where aim skill comes in play is hitting moving tanks with slow shells, where you need to aim in front of a tank, and shoot at the right moment, especially if there are some bush in between. ps: the trick there isthis: Guess how far in front of the tank you need to shoot, to hit it) say 5m: Put you crosshair far in front (say 20m), Let the tank drive towards your crosshair, untill its like 5m away, and shoot. In a fps game you can lead the target, in wot you cant (well, you can, but you wont hit shit, like 95% of the players., because they do it wrong) so you need to aim in front of your target, and shoot at the right moment, the further you aim in front of a tank, the more time your gun has to zoom in, but aiming to far in front, the chance of your target stopping getting despotted gets bigger and bigger ps ps: the SU-152 shots are mostly what i talk about, i aim in front, and wait till the tank drives into the right spot, even on slow moving target (or look last shot for extreme example, imo best wot shot on youtube ^^) ps: i have deathadder aswell, 6400 dpi, no idea how much dpi im using
  4. Buffing gold? Its needs nerfing (and a lot in some cases) And when they are done nerfing gold pen, they can nerf some armour / add some weakspots (or this is already part of gold ammo changes: nerf the fkn dmg with 20% and call it a day)
  5. GehakteMolen

    Object 268 version WTF were they thinking?

    those are more Serb trolls answers then ``sane`` answers a normal dev would give
  6. Well, the mediums are fast, so they can flank (instead of go hull down and gun down said heavy with HEAT) Long, long ago, when there was no gold ammo (or tier 10 tds and meds) the game was also fine, infact, tier 9 mediums with 220 pen ruled the game, not IS7`s or mauses, best platoon was 2x T54 and an IS7 or E5, the T54** because: Rashia and the tier 10, so you had atleast 1 non-cripled tier 10 tank **: while many M46 fanboys where drooling over the dpm / alpha dmg of the M46, the real sealclubber was the tank imprevious to 175mm pen / highly resistant to 200mm pen guns: T-54 (before HEAT-54, it was alrdy the best, T-54-lyfe & T-44-lyfe
  7. yeah, it was gold spam that made tanks like the VK-B and Maus unplayable bad, forcing WG to buff the armour so much that even gold will bounce a lot (and making normal AP next to useless) Even now the armour of a Type 4 is junk, any heat shell that flies in your direction will penetrate it, so 2 morons may bounce AP all day, 1 single medium shooting HEAT will gun you down in no time, especially if you try to do what these tanks are supposed to do: cross some open space and attack ps: the whole purpose of these super heavys is drive into the open, towards the enemy, so a maus crossing campinvoka field is not ``stupid gameplay``, but it should be the whole fucking purpose of the maus, the maus should be so strong, it should win vs anything 1vs1, even with a worse driver, the maus should be ignored till the end, or get flanked by a big td / heavy and shot in the ass, but head on (arc of 90 deg) it should be unkillable. In return, the maus should have awefull firepower, since dealing dmg should not be its role, so pre buff gun is more then enough... ps: without gold ammo, and some nerfs to pre-buff status, the super heavys are actually fine, a type 5 is also almost impossible to kill head on AND has ghetto firepower. ps ps: the tier 10 TDs are ofc totally wrong, an E3 will wreck any heavy with AP, while there is not a single heavy ingame capable of killing an E3 head on (and the same for Obj 268 and badger) so they will need armour of gun nerfs (E3 with 120mm and 2500 hp, while badger can just get hp buff and dpm nerf) 268 needs a weak lfp. Its not that hard, sandbox was ok, its just that instead of nering everything to MAUS levels, and cutting gold ammo, they simply buffed everything to E5 level and buffed the armour (which is as a said 3 years ago, heavys tanks MUST dominate and WG will MAKE heavy tanks dominate..., the way they do this is retarded, but thats because all the baddies cried about sandbox, WG had chosen their end goal, all we could do is change the path, and as always the retards chose the wrong direction hence armour and heavy buffs, instead of gold ammo and (medium) / TD nerfs)
  8. How many village do i need to clear? 5, 10? Gold ammo benefits morons as much as unicums, using wasd is too hard for anyone below blue, so if they cant switch to gold, they will all suffer big time... ps: wg should ofc add some weakspot (mg holes, viewports, hatches) so you can actually penetrate tanks like the 268 v4 and Type 5 or maus, buuuuut, who knows
  9. GehakteMolen

    Obj705A - No one really plays this?

    Due to the amount of tanks, its impossible to make everything unique, and thats imo not a problem. All tanks look different, use different crews and have different patsh to grind them, so i dont see the problem with it. I rather get 10 other new tank lines, all be a mishmash of existing things, as 2 new ``total unique`` lines ps: i bet these new russian tanks are 10x more fun as the ``new and unique`` italian trash we will get...
  10. Hello all, Last year, 2 of our clan members passed away, one 30 years old in a car crash and in 40 years old from cancer. We had some discussion in the clan about it, and what to do. One shared he’s account with he’s sister, so he is no longer part of the clan, the other still is. There is however no special rank for situations like this. There is no ``honorable rank`` or ``special member`` position you can assign people like this too. At first this is not that much of a problem. But over time, people come and go, so people just think: that guy is inactive, and might kick him accidental, the only way to prevent that is by making them Deputy Commander, which is also not ideal. We want a special rank, which only the commander can assign people to (like deputy commander) with no special purpose`s, except for to put people in who passed away / did something special for the clan / other reason you want to give people a special rank for. So we decided to ask WG Support about this: Hi, 322's been an active clan for many years, and during the years 2 of our members died in real life. We don't just want to remove them so we're still keeping them in clan to honor them in a way. We're wondering if a new role could be added to the existing ones, so we could assign it to them. Something like RIP, honorable member, or something similar. Regards, Body_Count Replay for Wargaming support: Dear, Thank you for contacting Wargaming Customer Support regarding your issue. Please excuse us for the late reply. We have a high number of tickets at the moment and it will take us a while to get back to everybody. Firstly, I am terribly sorry for you and your clan's loss of these clan members. We, as gamers, form strong bonds with each other while playing together and it is always tough to lose a buddy. What you are doing - keeping them in the clan, is a wonderful tribute to their memory, and I am sure they would have appreciated it very much. Unfortunately, it is not up to us in Support to decide about such things. Your best bet is to share this idea in our forum, so the devs can see it and, hopefully, do something about it: The only thing I can think of now is to just assign them an executive officer role or some role that can have multiple people assigned to it. I am sorry I could not be of much help. Have a blessed holiday season, both you and your clan members! If you have any other questions, feel free to come back to us. Best wishes, So while the moderator was not unsupportive, he could not do much about it. Which means, the only way to get this done, is by start a topic on the forums about this / contact devs or mods in another way. My question would be, what’s the easiest way to get this done? Are there any higher up devs reading forum / wotlabs, is starting a topic in the in-game discussion a good way. Would contacting Russian developers help speeding things up? Im open to suggestions. Gehaktemolen, CL of 322 (edit: @mods, feel free to move this topic to a better / other place if forum)
  11. GehakteMolen

    Obj705A - No one really plays this?

    kurwa the IS sucks so much dick, first 10 games it was fun, now the fuckbad gun is rage inducting, might just switch the crew over alrdy
  12. GehakteMolen

    Obj705A - No one really plays this?

    I first need to grind 6e sense on the IS before i can start playing the IS-m, so is gonna take me atleast 6 months before i have the tx unlocked
  13. GehakteMolen

    Object 268 version WTF were they thinking?

    They will nerf the mobility, and thats it, without its super high reverse speed and with 200 hp (the horse ones, not hitpoints) less, it will be a sittin duck vs anything fast. The only reason its now so op is due to speed, give it Jp-E100 turn speed and reverse speed, and its GG
  14. played 1 game Conq, and its no contest whatsoever, even with reduced dpm, the gun of the conq is a tier above anything else on tier 9 Conq >>>>> Amx 51 Amx 51 is so far a dissapointment, would place it in the lower half of tier 9 heavys (below St-1, T-10, E75, and Conq with VK-B and M103 also beiing better) its armour is simply to crap, the ufp is ok, but no side armour and still tons of stuff penning ufp anyway, means you trade away godmode gun handling (conq) for nothing...
  15. GehakteMolen

    Special position for members who passed away

    Yeah, russian devs is best chance, wil try Korearandom forum and ask around on official EU forum, who to contact (is overlord still doign wot things? he used to be a EU forum guy who actually knew stuff / asked if he didnt know) hes blog: is also still active (listy posts there stuff still)
  16. GehakteMolen

    IS-M - Is Serb > Murazor?

    Got it unlocked, but i dont dare putitng my ghetto IS crew in it (50% first skill, so need 6e sense first) It seems to be ok, based on paper stats, how it does in practice, dunno, rear turret tanks are a bit hit or miss, not much in between
  17. GehakteMolen

    The Landship, KV4

    KB-4, the bunker (with tracks and a engine) Since there is no KV-4 topic on wotlabs yet and it does get tons of hate. Here it is: A topic for this awesum 107 ton masterpiece of soviet engineering! Overal: The KV4 is the first true super-heavy tank combining massive weight, thick all-round armor, a powerfull gun and dreadfull speed in 1 package. The most redeeming factors of the KV4 are its size and massive weight (and armor). At 107 ton it is: - 7 tons heavier as an KV-5 - 15 tons heavier as an E75 - 22 tons lighter as an E100 - 2x heavier an IS-3 Only the Maus and E100 beiing heavier, while it weights almost 2x more as most `normal` tanks... This thing is huge and heavy, all the weight is because its huge and it has tons of (side) armor. The armor: This is where the KV4 trully shines, the KV4 is by far the thoughest tier 8 tank, easy surpassing KV5, KT, T28 and Proto in terms of thoughness in large part due to its amazing side armor, 150mm flat side armor (upper half) or 130mm covered by 20mm track armor. Unagled a KV4 has thus 150mm armor This means that an KV4 has after E100 and Maus the best side armor of the game (KV5 is technically better, but its riddled with weakspots so nobody shoots the hull...) values below are for the 130mm side armor, the part above the track is in general a bit stronger as the numbers below Angle: 70 65 60 55 50 Armor against AP: 328 280 247 222 204 Armor against APCR: 367 306 265 236 214 Armor against HEAT: 576 470 400 351 316 So even when angled 55 deg its sides are still an impressive 220 vs AP while at 65 deg its virtually immuum to anything but tier 10 TDs and high tier APCR shells. Its front armor is really thick, 180mm, but minimal sloping (google says 30 deg seems a bit high, but ok), however, it does get the autobounce plate and because of the small sloping, angling become much more effective. Compare 180mm 0 deg backwards and 30 deg sideways = 199 vs AP with 180mm 30 deg backwards and 30 deg sideways = 224 vs AP This means that an KV4, standing in the open, can angle about 55 deg and become immuum too 200 pen guns (front is 234, side above track 233, side below tracks 222) When angling this way, an IS6 with APCR can not penetrate the KV-4 hull, front becomes 245 while sides are 249 / 236 The major weakness lies in its turret armor, while the turret itself is actually quite though compared to many same tier vehicles, its still weakish, it does have a few nice features: - it has a thick mantle, overlapping partial with underlieing armor (90mm thick), making it immuum to HEAT and ~270 effective vs AP(CR) - the `weakspot` on top is 180mm - the turret face is mostly 180mm but spherical, making it ~210mm effective on the curved parts - the side are 150mm and steep angled backwards, meaning just like an E75, the turret is also when angled a little is still realy though It does have a weak turret ring though and people who know where to shoot can and will penetrate the turret fairly easy TL:DR armor wise the KV4 is an absolute brute, guns with less as 200mm pen will find an KV4 very hard to penetrate in almost any situation while premium tanks like KV5, IS6 or Super pershing will need to shoot gold (and even then IS6 and KV5 will strugle A LOT). When a KV4 can sidescrape and (paritally) hide its turret front its almost unkillable Firepower: TL:DR: Firepower wise an KV4 is above average, while no KT or IS3, the combination of superior penetration and better accuracy off-set the the bad aim time and lowish dpm, giving it firepower wise an edge over tanks like the T32 and VK-A (especially against though targets or on long range) Mobility: short and simple: bad How to equip: (my own equipment and crew): Crew: - repair, repair, repair, you are sidescraping all the time so get detracked all the time 5x 100% repair skill is minimum - 6e sense (obvious) - driving skills, off-road to compensate terrible passiblity and clutch braking to slightly buf awefull turning speed - gun handling skills, because the on the move accuracy is mostly bad because of bloom stats and not because of accuracy / mobility depends the 2 gun handling skills make a nice (positive) difference For the rest it doesnt matter, i went with safe-stowage / adrenaline rush (both usefull)all other perks dont matter much. If you have a 4e skill crew, re-training to BIA is highly adviced, but since mine is only 50% 3e skill its too early to retrain yet (i myself will retrain once they hit 40% 4e skill, assuming i will play KV4 and KV5 some more next weeks / months this should be doable) Consumables: - prem fire extinghuisher, this thing burns, a lot, so it needs it (KV`s are burning even more as Panther or Tigers...) - rep / first aid, im cheap so i use basic, but prem is ofc always better Ammo: Some HE (3) for Waffles and 10 APCR for tier 10 fights, the rest (37) AP, AP is good enough for almost anything, Equipment: - Rammer (obivous) - V-Stab (obvious) - Vents, KV4 can really use a small dpm / aim time / mobility buff, using optics on a KV4 is idiotic and GLD simply offers to little (the mobility and dpm are bigger problems as the aim time) if you dont want vents, its GLD, but vents is plain and simple better How to play: My stats after 200 games: Some replays (played only 10 or so games with 9.3): - Ruinberg, sidescraping vs IS8 and some tier 8 heavys, initially i hang back a little, when i see middle road is taken and the enemy KV4 doesnt push, i go forward and block 4 enemy tanks, stopping them, team overruns rest of the map and simple win - Live oaks, i rush village, sidescrape vs IS7, kill Panther II, go back to base and fairly easy win (went back a bit too late though) - Kharkov, i go with a few weakish tanks to the circle, with gold spam i manage to stop an advancing VK-P and some tier 8 after that i just `block` them, my team wins on the rest of the map and easy win (i deal almost no dmg and basically just sit there, i still contributed to the win though)(also ISU assault gun, leading from the front, yolo) - Again Kharkov, tier 10 fight, same as previous, this time E100 and E75, but they also refuse to attack me edit: fixed broken link
  18. GehakteMolen

    Spaghetti tanks: Tier 8, 9, 10 on Supertest

    half of those are also ghetto, leo: crap Emil I: beiing ok (but tier 8 autoloaders get double fucked, when bottom, GG, ur t8, when top, GG autoloader cant carry for shit against IS3 / rashia tank) Emil II: only decent in platoon, so you have some staying power / can hide behind some / support somebody not mental crippled Kranv: is this thing even played? rarest tier X tank i guess
  19. GehakteMolen

    Is the T44-100 good or another bad carbon print of the T44

    T-44 was Serb hes favorite tank, seems the balance department also found that out
  20. GehakteMolen

    Obj 257 - the Armored Catamaran

    the UFP seems to be the weakspot, unless hes head on, then shoot the LFP. I can see the troll potential though, so will keep it (need a crew first) im sure it will be trolltastic to play
  21. GehakteMolen

    The E 100 Brick Club

    close range, you can aim downward, this greatly reduces effective armour (standing very far away, so your HEAT starts to curve a bit, also works, but long range shooting with E100 HEAT is not always optimal)
  22. GehakteMolen

    The E 100 Brick Club

    Oh i agree, the E100 lost a lot of its shine, its strength was simply having more hp + alpha dmg as anyone else. Your weak turret didnt really hinder (and would still bounce most non gold rounds anyway) Now people spam even more gold, and your better alpha dmg / hp get countered by a lot of things, a Type 5 has simply too much hp / amour to kill easy, a maus will beat you 1 on1, tons of tanks are a pain to penetrate, while they can (still) hit you easy, and so on. And new mm, with tons of full tier 10 games aswell as many fast games also sucks for the E100 ps: Buffing the E100 is also easy, give it better turret face armour (wg nerfed the angle a bit at some point for example) and some other small buffs (base acc, turret turning speed, 10mm more lfp armour, 200 more hp and it should be a good brawler again) ps ps: if the trend of new tank = bad gold ammo continues the E100 will over time become better though, the turret is suprising decent against shells with ~280/290 pen, above 300 it starts to really lack (tier 10 TD AP does bounce suprising often, while 340 HEAT basically never bounces)
  23. GehakteMolen

    The E 100 Brick Club

    on long range you will also get screwed yeah:p Close range, your HEAT can overpower hes ufp and turret ring / turret roof (atleast on Fv 215b the roof was a weakspot for heat, dunno if the slope / angle changed) and the AP of E100 can still overmatch the hull roof, its 44mm so 150mm ap will always pen, if you can hit it (which is from a short range not that hard actually). But those are all niche things, which you can use to finish him off, hitting those kind of things 4x in a row means you need mega luck
  24. GehakteMolen

    The E 100 Brick Club

    Havent played E100 in ages, but never got the fuss about ``weak turret armour``, you should only show your turret front if you have a shell loaded and since you hit harder as the tank shooting you (and you have more hp) you can fuck up anything. The E100 did lose a lot of strength, for a variaty of reasons (in theory, as i said, havent played it in ages) IS7 hp buff means no more 3 shot kills, since the IS7 is the most common enemy, this is kinda crap Maus buff means you can not longer outgun and outspeed him, he will wreck you if you play hes game + armour / hp buff means you need almost always 5 hits now (compared to 4 before) Badger, type 5 are reasonable though against an E100 and can dish out aswell Random armour buffs / new tanks, which make certain tanks in certain places really strong, SConq hull down, VK72 behind a wreck Strv 103b in a 3 bush 350m away etc an E100 would totally shit on tanks like the Maus of Fv 215b, their replacement tanks do much better.
  25. GehakteMolen

    Elimination: Removed Maps

    (i alrdy voted, so just a comment) Why was elevation OP? Everybody spawned on top (except for arty i think) The caps where at the bottom of the map the fastest way from spawn to cap, was drive on the top of the ridge, and go down near the others teams spawn The whole ``slow tank suck on hills`` all the morons always complained made zero sense, since there was ZERO REASON to go down, UNLESS you wanted to cap (and capping = for morons and wins the game only once a week or so) See all the dumb morons going to 9-0 line? all morons, since there is no reason to go there, its not a shortcurt, not a strategical point, its useless beyond useless, its the biggest noob trap the game ever had, fighting in the pitt was awefull, and once you won, you where still stuck, since getting out took ages and ages AND you would show your bottom to any camper on top. The other team could steamroll your team in village and turn around to go back and beat down every single moron that went in the pitt easy peasy...