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koel76 posted a topic in Map DiscussionAll my positions (south/north/west/east) will be based upon the mini-map of the respective screenshot I'm discussing. Excuse me for the bad UI. after patchday, I just took a random modpack so I didn't have the default UI as a result, my screen looks cluttered. Swamp used to be a very...basic map that revolved around sitting in arty cover and camping (because arty prevents camping). Replay if you want to watch me drive around the map: http://wotreplays.com/site/2022119#swamp-koel76-bat_-ch_tillon_25_ http://wotreplays.com/site/2022125#swamp-koel76-t-62a 1st one is more of a quick drive around the map - eventually had to stop because my bot friend started capping. 2nd one I actually spend some more time driving around with another guy. This used to be the old swamp. I've marked the old (usual) gud player deployment (in randoms) in the color of the respective base. The black arrow indicates common retarded pubbie deployment. Center area being retarded is debatable. I feel like WG has made some very solid changes, changes that will make swamp a decent/good map to play. They've also made some changes I dislike, because I "feel" like it has become biased towards the Northern spawn, this might just be because I've not played it in randoms - but I'll update it later once I have. At first I'll go in on the new spawn/bases. North spawn: The first thing you might notice, is the lack of any cover. It seems that WG has eliminated the ability to cap if anyone on the enemy team is still alive and near base. Meanwhile, there's countless of bushes/ditches near this base from which an enemy tank can come back and spot you. Pro tip: Don't cap, ever again. I feel like this was one of the bad changes. There's no longer a way to win a game by fast capping. The new positioning of both spawns give each side a better way to deploy without taking early damage. What did however concerned (lul not really) is the positioning of arty. If you check in screenshot 2, right ahead of me is a river...you can cross that river in any tank without drowning meaning no sitting in base with arty. While roaming around I couldn't find any positions arty could get to fast and stay safe in. In randoms, that'll be a good change because fuck arty. South spawn: Pretty much the same story. River straight ahead can also be crossed by enemy tanks. So if they want to get an arty that's sitting in base, they can. But they'll be spotted long before. Position of interest: 2 tanks can push a batchat or something else up there, only point in doing that is later in the game if the enemy decided to approach the red base (in this screenshot) from the south. SW corner: Each side has an equal chance of taking this position, I believe a short engagement will take place here. There's some cover in the form of a (demolished) castle. Not sure what else to say about this position. It's good that they've removed the camping from this position. the reason you can't really camp here is because the enemy team has an equal chance of getting that position. Although I believe this position is better to obtain for the Northern spawn. By doing this you will have their H7/8 campers/snipers fixated on dealing with you. And if they aren't, you kill them. H8 Area: Not much to this position early game. It's very open and pretty much useless now* Will update later if I utilize this spot in a random. ehind me you can see the friendly base. As I said before: It's very open now. In the second screenshot ahead of me, you'll notice an entrance to this position. Although, under most circumstances that entrance just opens you up to a lot of fire from different directions. Another thing you can see is that the leopard is trying up to get into a position, you can get there if you push 2 tanks up. Once again, not an important position but later in the game it might be useful...just don't count on your pubbies to get you up there. If for example your NE pubbies get rekt and you're in a platoon, you can probably farm some quick damage from this spot. Now the most significant of all, and where most engagements will be happening: The northern part of the map. I really don't know what to say. Each side has one entry. And then there's one more in the middle. I sadly do not have any more screenshots of the northern part. But there's a panorama somewhere from WG, it'll be your usual stalemate - The good thing is: there's arty cover. 2nd picture is one I consider a broken position if it's possible to get up there, from there you can spot any of the tanks they have at F9 without being spotted. It will require 3 tanks to push one up there...obviously, you'd have to win the engagement first to avoid being proxy spotted. Or if they don't send any tanks there, you get it for free. Picture 3 is another position the Northern spawn can use to dig out your campers. Put a light there and you'll have some fun spotting. As you can see, I spotted the leopard and he didn't spot me back until I fired. If you get spotted you're dead. Because there's only an open field to run to... So don't let that happen. Edit: It's a mediocre position, not even worth it ignore. First picture: Entrance 2nd: Position of interest 3rd: Position of interest Miscellaneous picture close to northern base and ridgeline: As you can see - the ridge line has been flattened and there's now some terrain irregularities here. Although, most of the time in a "normal" match there will be no engagements here. One last screenshot of why you probably want to avoid going into swamp: I don't have any other screenshots since I quickly did this on a laptop, if you want to see more - I guess you can just watch my replay or head into a training room yourself. From all of this, I conclude that the Northern spawn gets the better deal in these map changes. PS: If any arty players can tell me where arty would go now, that'd be great. If I play it once, I'll probably include where I think is the best place to go for some farming. Edit: Forgot the minimap
https://thearmoredpatrol.wordpress.com/2015/05/14/t-28e-new-premium/ Yeah... Take the T-28, give it Hp/ton of 15 while weighing at least 5 tons more, but uparmor it (50mm/40mm/25mm hull) and give it the KV-1's 85mm (remember ye old 0.7.X T-28? Yeah that 85mm) Terrible aimtime (3 seconds) but with pretty good alpha and penetration for tier seem to be the highlights of this tank. Armor is just good enough to stop 75mm/3.7 inch HE shells (british 98mm derp), and is iffy against 105mm/122mm HE. ... What do you guys think of this?
Wasssup ladies and gents, So i recently bought some games and whatnot and realized i dont know any of the Labbers on steam so here you go, My steam name is Triffels and the URL is http://steamcommunity.com/id/Triffels/ Ive got a bunch of games and to list a few: CS:GO BL2 Arma 3 Arma 2 Dayz KillingFloor TF2 Garry's Mod Rust Terraria ive got some more but i dont really play them or theyre singleplayer. Ive also got blizzard games like HS and WoW if youre interested i could send you my BNET tag. Subsequently if you want to also have random people from wotlabs add you leave your steam in your post.