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Found 15 results

  1. I wasn't sure where to post this, but here goes. I just wanted to issue a general thanks to the many posters here whose input (whether intentional or not) has helped me improve thus far (and, hopefully, will help me continue to improve). I finally completed LT-15: I'm not going to claim I've suddenly become "good" at scouts, but I am definitely much less of a liability to my team, and that is in no small measure due to the advice and guidance I have gleaned from these pages. So thanks guys, I couldn't have done it without you.
  2. Apparently there's not a single topic about my favourite tier 6 tank, the Cromwell, so I figure I could start one. My loadout so far is: GLD, Rammer, Optics / Small medpack/repair + silver gasoline Crew skills: Cmdr: 6th + camo Gunner: Deadeye + camo Driver: Offroad + camo Radio: SA + camo Loader: SS + camo So far it's been working very well for me, and I'll be getting repair as my 3rd skill. The way I see it, if I actually get shot at half the tank goes to hell anyway, so even if I get repair faster it won't help me that much. I play it very much like I played my Chaffee - I scout early, then retreat and look for stragglers to engage them 1v1 and obliterate by circling to death. Camo is there mostly to allow me to get out of danger and hide behind bushes to get a proper look at the battlefield. Optics because, as I've said, when I'm not doing solo hunting I scout, usually on the move. I really hope they won't nerf the tank, as I see it as borderline OP, especially considering the excellent premium round. My DPB is pretty average, but having played it mostly solo I manage an excellent win ratio of over 65%, and I'm perfectly fine with it - and considering I'm not exactly unicum material, I see it as a proof of the tanks OPness. Your thoughts? Anything You'd change about my setup? EDIT: Added tags to the thread
  3. Playing MT-25, trying to learn scouting. Due to 350m VR and sub-par map knowledge.. mostly active scouting. on the maps with uneven terrain (e.g. Prokhorovka), forests etc. it's ok.. I can ride popin out a bit on high speed to spot and disappear from direct hit to poput again in 10+ sec but on city maps (like Kharkov, Stalingrad) I have no clue how to contribute.. mot like I can't use good advice how to go about Erlenberg or Karelia or desert maps... but city maps completely killing me
  4. I'd just unlocked and bought the T71 (t'is on discount in SEA server) so what should i be expecting/look forward to? i've gotten pretty much gone through or am still at most of the other nation's tier 7 LTs [ AMX 13 75 LTTB M41 Bulldog SPIC WZ-131] so i'd like to think I know what i'm doing with light tanks so far. i've got a rough idea of what to expect, that it being similar to the AMX 13 75, but I'd just like to hear from others on their opinion/experience with this tank
  5. There have been quite a few changes in relation to the tier VIII scout tanks recently. Three new scouts were added not too long ago in patch 9.3 and the newly released 9.6 patch has rebalanced/buffed some of the scouts. Recently a question was asked in the Ask a Purple Poster-section about what scouts were the best. This question ‘inspired’ me to create an in-depth analysis to help everyone understand how all the tier VIII scouts differ from each other – which is what you see here. I own all five of the tier VIII scouts (AMX 1390, RU251, T49, T54 lwt and WZ-132) and have played ‘the old guard’ extensively. I have however only recently acquired the T54 lwt and T49 (<50 battles) but through my experience with the game and scout tanks especially I feel qualified enough to talk about them and their playstyle anyway. I will in the beginning of this comparison look at the raw stats and hard numbers (similar to my T28 HTC and Cromwell reviews) and how they differ between the five different scouts. I will round off with a look at how the playstyles differ between the scouts. This is NOT a review of all five scouts so I will NOT be talking about crew skills and equipment. I will NOT announce “one scout to rule them all” as that is just stupid. My aim is simply to inform you about the difference between the scouts. This way you can make your own assessment of what tank is best for what you want to achieve. Camouflage values are taken from The dispersion values are taken from Tank Inspector and they DO take commander bonus into account. All other numbers are taken from and do (as far as I know) NOT take the commander bonus into account. Also, I use commas instead of full-stops in the tables because I use a Danish version of Excel, so I apologies for whatever inconvenience it might cause you. Without further ado, let us get on with it! MobilityFirst thing we should look at is the mobility of the scouts. It is one of the most important factors of a scout tank, as the mobility allows them to get the early spots, change position depending on situation, exploit gaps in enemy defensive lines and acquire flanking shots on enemy tanks. By looking at the above table you can see that all the scouts are highly mobile with a specific power of >20 hp/t and excellent speed limits and traverse speeds. The RU251 is without a doubt the fastest of the scouts with a top speed of 80 km/h and with a specific power of 24.2 hp/t it is easy to achieve this top speed. It is even possible to exceed this limit while going down slopes. It is hard to separate the remaining scouts as they all have similar speed limits and specific powers. The T49 appears to be second fastest but is let down by having the worst terrain resistance values of all scouts. You will only reach top speed going downhill or on hard terrain, otherwise you will cruise around at a solid 60-odd km/h like with the other scouts. When looking at the manoeuvrability when not going in a straight line, the WZ-132 wins closely followed by the T54 lwt.. The WZ-132 has an amazing hull traverse of 56 deg/s and a turret traverse of 48 deg/s. Combine this with the lowest overall terrain resistance values of any scout and the WZ-132 just dances around the battlefield with little effort. It is possible to keep a high speed even doing the weirdest manoeuvers allowing you to circle enemy TD’s and heavy tanks with ease. The same can be said of the T54 lwt. although it is not quite up to the levels of the WZ-132. The T49 and RU251 are both solid in manoeuvrability, and they are the only two scouts that can pivot, but they just can’t keep up with the two Soviet hovercrafts. The AMX 1390 comes off with the short stick in regards to mobility. It has the joint-lowest top speed, worse hull traverse and below-average terrain resistance values. It is still more than capable of moving around the battlefield, but it will be left in the dust by the other scouts when competing for those early positions or when circling tanks. Good thing the 1390 has a trick up its sleeve – but more on that later. Scout-abilityNow for second important factor of a scout tank: the scout-ability. It is the job of a scout tank to scout out the enemy positions. This is easiest if you can remain hidden and simply out-spot the enemy by having a better effective view range or by hiding in a bush. If you want to have a rough idea of how to calculate your effective view range, have a look at my other guide that deals with camouflage values and spotting range: All the scouts have a view range of 400 m, except for the T54 lwt. that only has 390 m. This is a quite standard view range for high tier tanks as you can find several mediums with the same view range. The strength of the scout tanks lies in the camouflage values. All scout tanks in the game have the same camouflage value while moving as they do while stationary. Combine this with low camouflage values and you have some quite stealthy machines. The AMX 1390 takes the crown as the stealthiest scout with an amazing camouflage value of 17.67 %. The RU251 is following in a close second with 17.39 % with the WZ-132 lacking a bit further behind with 16.70 %. TheT-54 lwt. and T49 both have quite poor (for a scout) camouflage values of <16 %. It is worth pointing out that I have not touched upon the camouflage values upon firing as they are all poor (<4%). If you want to stay hidden while firing (with any tank really) you need to be outside view range or be double/triple bushed up. Now, these values do not tell the full story as the physical size of the vehicle will also affect the scout-ability. The smaller a scout is, the easier it is to hide in bushes and small terrain features and if it is slim enough you can sneak through tighter gaps (the doors leading into the monastery yard on Abbey is a perfect example).The images below compare the sizes of the five scouts from a side on view (coloured ‘shadows’) and a top down view (only the outlines). I want to thank RoneryKim, Keezoo, Nurkus and Letchy for feedback on the images. Sadly we ended up with four different opinions so I have chosen to show all four different versions of the side view image (indecision much D:). The top two are aligned to the front drive wheel and the bottom two are aligned to centre mass. You, the reader, can just look at whichever you find the best/clearest/most informative (click on them for large version). The AMX 1390 is blue, RU251 is green, WZ-132 is red, T54 lwt. is yellow and finally the T49 is black. It is clear from the images that the AMX 1390 is the smallest vehicle of the bunch. It is shortest, narrowest and with the lowest height (but that not by much). This, combined with the excellent camouflage values, makes the AMX 1390 a sneaky machine that can hide in a lot of bushes and move around undetected. In the middle of the size park we have the RU251 and WZ-132. They have the same width but RU251 is slightly longer (it is the longest of all) while the WZ-132 is slightly taller. Finally the T54 lwt. and T49 are the overall largest vehicles. They, again, have the same width but the T49 is tallest and the T54 lwt. is longest, only slightly less than the RU251. So in terms of overall scout-ability the T-54 lwt. and T49 come off with the shortest stick with the worst view range, worst camouflage values and worse sizes, while the AMX 1390 sneaks in on top with the best camouflage value and superior size. SurvivabilitySadly it is not often you can stay unspotted all game in a light tank so eventually you will have to fight other tanks. Because of this the survivability of the scout tanks along with their firepower can be a significant aspect to consider. The survivability of scout tanks depends on two things: not being hit in the first place and then having the armour/HP to survive the hit. Not being hit in the first place ties back into what we have already discussed – the manoeuvrability and size of the vehicle. A small and nimble target can be hard to hit and this is the type of protection that the all scouts rely on. They are all small-ish targets with varying degrees of manoeuvrability/mobility and this allows them to dodge incoming shells to great effect. This is sadly their only/best defence as they have no armour to speak off whatsoever (with one exception). The RU251 is overmatchable by >75 mm guns; the AMX 1390 will be overmatched by any >120 mm gun; The T49 is a large target and overmatchable by any >114 mm gun; The WZ-132 has a slightly stronger upper plate that requires >150 mm guns to overmatch and the turret front can only be overmatched by the FV215b (183) firing AP – the sides and rear are overmatchable by >105 mm guns; finally there is the T-54 lwt. that has really strong armour for a light tank: Upper plate of 80 mm and a turret front of impressive 160 mm in the thickest part. This means the T54 lwt. can’t be overmatched except on the side (by a FV215b (183) firing AP) and rear armour. The T54 lwt. experiences quite a few troll bounces, especially off the turret, and this greatly increases the survivability against low-pen guns (other scout tanks). The T54 lwt. has a significant edge over the other scout tanks when in a brawl, even considering the large size. The WZ-132 has a slight edge over the other three scouts as you can sometimes experience troll-bounces off a strongly angled upper plate or turret front – it is still not anywhere close to the T54 lwt.. Another thing to consider is the health pool of the scout tanks. They all range between 1100 HP (AMX 1390 and T49) and 1250 HP (T54 lwt.). It may not seem like a big difference, but those extra 150 HP have a great impact. Quite a few medium tank and heavy tank guns in tier VIII to X have around 390-400 alpha, so in three shots you will, on average, have received damage worth 1170 HP and 1200 HP. This means that the AMX 1390 and T49 will 9/10 times die after taking three hits from these tanks. The WZ-132 is slightly better off with 1150 HP, but you will still die more often than not. Now the RU251 has a 50% chance of surviving three hits as it has 1200 HP, but the T54 will more often than not survive the three hits with the health pool of 1250 HP. If looking at the alpha of TDs then the difference in health pool does not mean as much. All the scouts can on average survive a hit from most TDs but will die from the second hit. The only exception is the JpzE100 and FV215b (183)/FV4005 firing AP. They have roughly 40-60% chance of one-hitting scouts depending on the damage roll. So all in all, the T54 lwt. is hands-down the best scout in terms of survivability in active combat. It has the health and the armour to survive that bit longer than the others. I would argue that the T49 is the worst at surviving being shot at because of the poor armour and large size. FirepowerLittle disclaimer before I start on this last analysis section: The WZ-132 has two viable choices for guns: a 100 mm and 85 mm. It has been discussed over and over which gun you should use and when. The tl:dr is that it comes down to personal taste. I will discuss the characteristics of both guns for convenience. I will, where needed, be calling the WZ-132 either WZ-100 or WZ-85 depending on the gun. Right, with that out of the way let us continue! Now we will have a look at the final aspect of the scout tanks: the firepower. Being able to fight back and directly influencing the battle by taking out key targets is an important job for a scout tank. The T49 is an odd scout and will be looked at in isolation: It is odd in that it is armed with a 152 mm derp gun that can only fire HE and HEAT rounds. It unsurprisingly has the worst gun handling by a long shot: worst aim time, worst accuracy and worst dispersion on turret traversal. The shots need to be fully aimed if you want a chance to hit anything further away than 100 m. The T49 has a plus side in that it can frontally damage every tank it can meet. The HE shell will simply detonate on the surface of most tanks and deal anything between 100 and 500 HP worth of damage on non-penetrating shots. If you manage to get around the rear of most tanks or shoot at lightly armoured targets you will be able to penetrate the HE shell (assuming it hits) and will deal around 800-1000 HP worth of damage and wreck several internal modules. The low rate of fire can be both a curse and a blessing. You don’t need to expose your tank that often to do damage. You simply pop around a corner, let the aiming reticule settle slightly and then hope for luck and fire. Then while you are reloading you can relocate and find another target to annoy. The flip side is that if you are caught on a reload you can’t really do much to defend yourself and you will be killed. Now, when looking at the other scout tanks we find some more traditional guns. The AMX 1390 is different in that it has a 6-round autoloader whereas the other three scouts just have traditional single-fire guns. They all deal about the same amount of damage (240-250 HP) with the WZ-85 lacking behind (200 HP). The penetration is also quite similar between them, with AP penetrations varying between 170 mm (AMX 1390) and 190 mm (RU251 and WZ-100). The gold penetration is a bit more varied – both in terms of ammunition type and penetration. The AMX 1390 has the best premium round (248 mm of APCR pen) with the WZ-100 following closely behind (244 mm of APCR pen). The RU251 has more penetration (250 mm) but it is HEAT so it has no normalisation and can be absorbed by spaced armour. Therefore I rank it as worse than the two others. The WZ-85 and T54 lwt. are on the short side with 230 mm HEAT pen and 235 mm APCR pen respectively. The RU251 has two unique aspects in regards to ammunition: it has over 100 mm of pen with the HESH (HE) round. All the other scouts have <50 mm of HE pen (T49 not included). This allows the RU251 to easier wreck lightly armoured targets. The RU251 also has faster shell speed with the HEAT round compared to AP rounds whereas the WZ-85 and other HEAT tanks usually have the same or worse shell speed. This means that at range, it can be worth changing to HEAT on the RU251 simply because it makes leading targets easier (also there is no penetration loss). Before the 9.6 patch the RU251 had the best DPM of all the scouts by a long shot. Now after the T54 lwt. and WZ-132 were buffed in 9.6 the DPM difference is not as big as before. The RU251 still has the best DPM with 2323 DPM, but the WZ-85 is following closely behind with 2222 DPM. The T54 lwt. and WZ-100 are both lacking a bit behind with 2000 and 1898 DPM respectively. The AMX 1390 has terrible DPM (1552), but that is down to the autoloader gun. It is able to dish out 1440 damage in around 13 seconds which is an immense burst power but it is left with a reload of around 40 seconds where it can’t shoot. Now, you can have all the DPM is the world but if the gun is inaccurate or with bad gun handling then you can’t use the DPM – and this is where the recent buff to the WZ-132 is important. The dispersion values of the WZ-132 were buffed by around 12% which now puts it in pole position, especially when mounting the 85 mm. The T54 lwt. (also buffed) is close behind with excellent dispersion values while the RU251 is now left a bit in the dust as it was not buffed. The AMX 1390 has poor gun handling and is competing with the T49 as the worst. The T49 has worse dispersion from turret traverse (double that of the AMX 1390) while the AMX 1390 has the worst dispersion from hull traverse. The aim times and accuracy generally follow the trend of the dispersion values, so they just enforce/highlight the differences between the scouts. The final thing to discuss before I wrap up is the elevation angles of scouts. Here the AMX 1390 is worse by a long shot. It can depress the gun by 6 degrees which is average, but it can only raise the gun 9 degrees leaving it with a full range of motion of only 15 degrees (oscillating turrets ftw). The other NATO scout tanks can depress their guns 10 degrees while the soviet designs can only depress their guns 5 degrees. They can all (besides AMX 1390) elevate between 17-20 degrees which is quite solid. So in this department the NATO tanks form a sandwich on either side of the Soviet designs. PlaystylesI will now conclude this comparison with a brief discussion on how each tier VIII scout plays different. This will basically act as a summary of all the above sections. The Ninja Assassin: The AMX 1390 has great burst damage, decent mobility, small size and excellent camouflage which allows it to move undetected around the battlefield. Once it has found an isolated tank it can strike from the shadows and deal a crushing blow to the unsuspecting enemy. The AMX 1390 uses its speed to retreat back in the shadows before the enemies can zero their sights. Here it will reload, relocate and prepare a new strike on the next target. The AMX 1390 is the Ninja Assassin of the scouts The Derp Ambush: The T49 is wide, tall and it has a big gun. ‘Murica! It can use the decent camouflage to hide in a bush and prepare a strike on an unsuspecting enemy. After sending a 152 mm shell towards the enemy it can relocate and setup a new ambush. It can also use the mobility to move around the battlefield in close quarters and ambush unsuspecting enemies with a surprise 152 mm to the butt. Of course the T49 will not always behave itself, but when it does it can wreak havoc. The T49 is the Derp Ambush of the scouts. The Glass Cannon: The RU251 is lightning fast and can use the mobility to get into the good spotting bushes early on. It can also use the mobility to move around the battlefield with ease and exploit holes in the enemy lines to wreak havoc. It has an excellent gun with great DPM that can easily cause a lot of hurt. With three viable rounds it can adapt to any situation it might be presented with. The downside is that it has no armour and it will take damage if hit. The RU251 is the Glass Cannon of the scouts. The Fighter: T54 lwt. has the best armour of all scouts. It is possible to bounce a lot of low penetration guns, especially if hull down. This is good as the large size, mediocre camouflage and low view range will often force it to fight other tanks. It has a good gun with a healthy punch and good gun handling, allowing it to brawl like a pocket medium tank and bully other scout tanks. The T54 lwt. is The Fighter of the scouts. The Scout: The WZ-132 has superb mobility, a small size and great camouflage values which allow it to scout out the enemy positions with great ease. It has the mobility to move around and constantly gather intelligence on enemy movements. It has given up on the armour of the T54 lwt. in order to achieve this great scouting platform. The WZ-132 is The Scout of the scouts. Overall I feel WG has done a good job at making each scout feel unique in some way. The AMX 1390 has the autoloader, the T49 has the derp, the RU251 has the speed, the T54 lwt. has the armour and the WZ-132 is the pure scout. I hope you enjoyed this comparison. If you have any questions or comments feel free to ask/discuss. I would not be surprised if I have missed something or neglected to point something out, so feel free to help me cover the holes. Also, no Youtube video this time. EDIT: stupid typos EDIT2 (August 2015): Be aware that my article here makes an error in the traverse speeds. In reality the traverse speeds are also dependant on what engine you have equiped as the listed traverse speeds are with the standard engine. For more detial, read through the comments of this guide, especially Xen's.
  6. So since the last wz-132 thread I found was about 2 years old and the wz being the next top of the tree ( just wanted to get the opinion of some People who own this tank and know if it's worth getting (note that I already have the 121 and dont Need to grind any modules on it since I've already driven it)
  7. So I decided to finally stop lurking and introduce myself. Pleasure to meet everybody! On a side note I wonder why my stats are all mixed up to the left....I look myself up almost on a daily basis.
  8. Hello everyone! I'm currently looking for an experienced player that excels at scouts/light tanks and is willing to help me improve. I've watched a bunch of videos and streams, which has helped me improve quite a bit, but I'm more of a hands on learner where I can pose questions and receive direct feedback on my actions. I'd prefer to run the Chaffee, T37, Bulldog, or T49. I'm available in the afternoons EST and anytime on the weekends. I'm really excited to start working with someone and improving. Lately my games have either gone really well (partly due to luck I'm sure) or I've died within 2 minutes (and I'm not suic-scouting). Sometimes I last till the end, but don't do any real damage. This has often lead to "worthless scout" and other far worse messages from my teammates. When I contact them afterwards they almost never provide any real feedback as to what I could've done better. I feel like I hurt my team more then help and this drives me crazy. Anyway, it's all part of my drive to get better, so here I am; ready, able, and willing to learn. Thanks, Mike
  9. To expand off of what I've seen, and to get a better idea, visually, of what I have been told by top-tier players ingame, I'd like to start a thread to show on maps, good places to go to scout. This partly comes from individual missions, and being able to complete the two annoying ones (spot x dmg before you get spotted, spot x dmg total), but also to become a more effective scout when your team is full of blues/platoons that are competent enough to realize a scout is passive scouting an area and lines up to get shots early in the game. For this purpose. I'm going to shamelessly copy paste a bunch of maps, and would like you all to give feedback as to where the best passive and active scouting locations are on specific maps. A lot of this comes from Marine's guide on scouting, which started with the PAINT illustrations on maps, which was very helpful, as well as similar threads (sela's where not to go maps, etc). Most of the maps that I post here will be blank, and will not have any paint on it, as I don't know of good places to go on these maps in the beginning to get a bunch of spots off for my team. The one thing that I ask here is that we don't just spam the thread with a bunch of (Wait for Prok/Mali, everything else sucks). This is not helpful, nor is it wanted by those of us who genuinely want to learn how to scout better. I understand that there are maps which have no great place to passive scout on, so on these I ask where should you go to get a good idea of how many enemy tanks are heading to your side of the map? Things like this. All constructive feedback is welcome, and I hope to create a thread that some of us can look at while loading into a map with a light to see where to go initially to get a good idea of what the enemy is doing, as well as spots to go for IM's. I will include encounter/assault options under each map as well. When we get a good drawing of where lights can go on specific maps, we can put up that version in this thread as a picture under a quote, so that we can have a quasi-finalized version of the map. The album on Imgur can be seen here: The maps: Abbey: Airfield: Arctic Region: Cliff: El Halluf: Ensk: Erlenberg: Fisherman's Bay: Fjords: Highway: Himmelsdorf: Karelia: Komarin: Lakeville: Live Oaks: Malinovka: Mines: Mountain Pass: Murovanka: Northwest: Prokhorovka: Redshire: Ruinberg: Sacred Valley: Sand River: Serene Coast: Siegfried Line: South Coast: Stalingrad: Steppes: Swamp: Tundra: Westfield: Windstorm: I'm at work, so I can't do too much with painting maps of bushes that are good that I know of, but I will do so when I get home. Again, please, I emphasize no posting saying everything sucks but a few maps. I'm looking to be effective on all maps, and where I should go at the beginning to scout who's where on the enemy team. I also would like it if we could keep the colors the same (Red cap base/start point is red circles, Green is green). Discuss!
  10. Hello there I had a match in prok where i got spotted somehow by a wz132 whilst driving t71. I have full cammo crew and was stationary for a long time before he spotted me but the thing was, he done a initial scout run first and when i was in bushes safe for 30-40 seconds, he later mustve went for passive scouting. Thing is, i have view range at 510 with binocs and i was sure i had a full silhouette in the bush but how did we both spot each other at the same time. Ty, replay is blow Ty again (dont mind my gameplay and whilst your here and if you watch it, would appreciate a few tips )
  11. Hello everyone, First off: new user here on the forum so again I'm a complete newbie ... Also a little background: I'm not a big gamer. I found this WoT through a colleague that told me about it. We have fun playing together which is how I started off. So I don't have any first person shooting experience at all, nothing, seriously! Needless to say, the first 5k battles I really sucked. I even didn't know about ratings and stuff. I thought the extend of a rating was the "service record" tab in the game. So I had my 7 year old son play with my account as well. But the more I started playing, the more I started bouncing (I noticed), the more I started dying without doing anything, the more I started to wonder why ... Started reading forums, how-to's, learned about scouting, spotting, angling, weak spots, ... and a world opened up to me In those days, I played mostly hellcat and T49 (the T67 now) because I could actually do a little. And some lights as well. I'm proud to say I never went full "yolo" in the beginning of a battle and died in 30 seconds. I already learned quickly that it doesn't help to see the tanks in the beginning while you can't shoot, but not anymore after the team is actually in position. As a result, my light tanks (T50 & ELC mostly at the time were pretty good: 53 % WR). Then finally I get to the T-50-2. How much fun that tank will be, right? I played it 10 times over a period of a few days, so not back to back. I lost all 10 of them. Not just losing, getting raped. I decided then and there, "ok, I will play this tank until I win, then I will sell it and NEVER play it again". It took me another 7 battles. So my stats in the T-50-2 is 6 % WR (thank you WG, for that awesome "random" MM and RNG, sure thing) I'm sorry, but even an afk or even team killer doesn't get that kind of *%&é@!! Anyways, I like to think that since then I've been improving. I'll never be an EJ, but probably good enough to learn a little respect Still, I have major problems. After 16k battles, some maps I still don't know. Ensk for example is horrible, I always seem to get myself in the most ridicilous positions. OK, enough background, now for my question: With the new lights being introduced, I wanne start the American line. I have a 3 skill crew in it (grinded with the chaffee races) but need some help. I can adjust my tactics during the battle as it unfolds, but the first location where I need to go in my light tanks when the counter hits 0 is still often a mystery to me on some maps. On maps like Abbey, Ensk, Fishermans bay, Himmelsdorf, Karelia, Kharkov, Komarin, Murovanka, Northwest, Pearl river, Sacred valley, Tundra and Windstorm, where do I go first? Where can I help the team out best in the beginning? A kinda long first post, sorry about that. Thx for any help and feedback
  12. This is not a QQ thread, I took the M5 for a ride to take advantage of the MM buff. won 11 in 17 and finished the M7 grind. However the LT play in this tier is still shxt. The best game I had were not from scouting. Being lucky for seeing only T5, I simply went ninja mode to bully paper tanks. But when seeing T6s and T7s, there's always another higher tier LTs in the same game who can scout better,and most importantly they fight much better than my poorly stuart. hell I just not wanna to grind 50K exp for chaffee in this thing.
  13. I'm looking for some pointers on scouting. I love playing my M24 Chaffee or T71, but there are a few maps where I simply flounder due to having abso-fucking-lutely no idea how to scout the map properly. One of my best examples would be Serene Coast. It doesn't matter which spawn I get, I have no idea what to do at the onset of the match. Could anyone walk me through some good locations for both active and passive scouting?
  14. So I was looking at the WOT wiki and searched up the Leopard. I have encountered this tank in battle a couple times, unfortunately on the wrong side of the barrel. The thing that caught my attention the most was the autocannon on it. Mad ROF and the pen/damage on that thing is rediculous for a tier 5 scout (which according to the wiki apparently gets more tier 5-6 battles than other scouts), don't know about the mobility but so far it says that once fully researched it can be quite quick. I'm thinking on researching it. Worth it?
  15. So yeah. Heavys/TDs/many mediums go north. Mediums/ light TDs/ retarded heavys go south or to the village in the middle. Scouts? I have no clue. So far i haven't found a single good bush or route, all flanking routes to help your mediums in the south can be shot at from the middle. Since most tanks are at the gud fite spot in the north and you can't really spot there, only a very few tanks are in the southern area with high amounts of cover and bushes. Any of you guys here has advice of how to play the map as a scout? Map for reference: P.S: As a light TD/Medium i usualy try to defend the base when the north looses but struggle to because i have no spotters. Since i usualy play solo and scouts have shit MM for platoons anyways i COULD spot the base if our team looses the north, but i then i lack firepower to kill them myself. (And obviously a strategy that only works if 2/3 of your team die early ain't a really good strategy)