The Accuracy collection, or how Stalin guides your Bias

Current 1/6/19

So here's the post about accuracy. most of this is in bits and pieces from other spots so I'm gathering it all here and adding some new info etc. Have at it!

A quick note on dispersion: after turning for 1 second you have reached max hull dispersion and will carry that value until the turn rate is decreased or stopped.
Lets knock the nerdy parts out first...  The Math

There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride and Vstab), one due to hull traverse (affected by Clutch for the worse, Vstab for the better), and one due to turret traverse (affected by Snap Shot and Vstab),
and the files you can verify it in is: 
it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break.

Accuracy and Dispersion

Gun Accuracy The accuracy value for a gun is given in meters at a range of 100m. The lower the value the more accurate your gun is. The value describes 2 standard deviations σ from the center of your aim. In other words, for a gun with 0.32m dispersion at 100m, 95.45% of all shots will land within 0.32m of the center of your aim at that distance. Dispersion amount increases linearly with distance, i.e. 0.32m effective accuracy at 100m translates to 0.64m at 200m and 1.28m at 400m.  Aiming Circle
Sigma Deviations
 (Picture sauce Thanks Mwtoews )  The aiming circle (or reticle/thing that goes on the Red tanks...) describes the area of 2 standard deviations (2σ) from your aim point. Based on a standard normal distribution, this means that 4.2% of your shots would fall outside of the aiming circle. Since version 0.8.6 any shots falling outside the circle get a second roll with a flat distribution to place them within the circle (prior to this they were placed on the perimeter). The shots move (deviate) away from your aim point, outwards toward the edge of the circle, but never shoot past its edge. (the above shameless stolen from the wiki. Thanks Haswell ) Equipment Gun Laying Drive vs Vertical Stabilizer
Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse.

 Self explanatory chart

why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer - Vstab - Optics are the Trifecta.

Vertical Stabilizer 
+20% to Accuracy during all Movement (AWSD) and Turret rotation

Gun Laying Drive 
10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a non-peek-a-boom style. Generally not for heavies but sometimes, its what's there.

A Flat +10% to ALL Major Qualifications AND skills/Perks, a huge help in gun Handling and general tank performance


As long as you keep moving anything, the bloom continues to bloom, the skills and equipment help to counter the bloom growth. Vstab and BIA help to actively minimize the bloom dispersion values DURING turning and after as well, everything else just counters the bloom afterwards.

BIA:  always useful, +5% to general crew skills and to major qualifications, but not to, say Recon or Snapshot) Requires ALL crew members to have it. It's a perk so its 100% effective only (also a good reason to train it 2nd or 3rd). The boost to the Gunner Qualification helps to minimize the bloom penalties by 2.5% effective. Gunner
Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement (3.5 effective). Works great with Vstab! Does stack with Driver's Smooth Ride skill Driver:
Clutch braking: Tiny bit faster deg/sec PIVOT turning (A/D only, not W/S) than Off Road, but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille, T95 etc) 

This skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save Vstab/BIA. Clutch Braking is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning (A/D keys) should be paid attention to.

Hull traverse google doc:  interesting if you want the raw numbers and why people are all Off Road > Clutch for non-casemates.

Smooth Ride: This skill is hotly debated. If your tank has more than .25-.27 dispersion on Forward movement (W key only), it's worth getting early. otherwise, its only use is to counter Clutch Braking's increased dispersion so you should train both this skill and Clutch at the same time to maintain current dispersion values. (more deg/s = more bloom) get if after ORD and Clutch. Look up your favorite tank at in the stats or compare tabs! 
@8_Hussars and my work on SR/Snap/Clutch Dispersion values:
.25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain.




Grumpy review of Firefly

Firefly is a tier VI British medium tank with the highest standard and premium ammo penetration. 171mm on tier VI sounds great, right? On medium tank platform even better? Nope. It's British. Historical background Brits were bad at flanking (royal noobs) so they added 17-pounder gun to Sherman tank. Who needs maneuver when you may simply penetrate German HTs from front? Firepower 17-pounder gun. Do not even bother playing with another gun. You are here for gud pen, gud alpha (for that caliber), mediocre gun handling and amazing 6 degrees of gun depression making you (or at least me) feel really bad on hills or a bit bigger bumps. Forget about hill poking. Take a good long range sniping spot and pray to SerB for dumb enemies standing still to let you devour their HP. In close combat Firefly feels pretty bad - 4 seconds reload for 150 damage doesn't allow to spam an enemy. Standard AP and premium APCR are simply amazing. Double tap “2” and even tier VIII super heavies lose their will to push - under one condition: gun has to hit and penetrate. This is the main flaw of Firefly. Despite 0,38 base accuracy (0,36 real) it struggles to hit a barn from 50 meters. I have pathetic 65% accuracy despite shooting fully aimed and with limited amount of blind shots. On vbaddict it's on 42 position on tier VI. Like what the royal hell? It's supposed to be sniper, not a derp. Sherman Firefly carries 77 shells which is really good thing (much better than Achilles). It allows to fore some blind shots or keep a big guy on detrack till real help arrives.  Mobility Traverse speed is ok, I can't say a bad word. Turns like Sherman should but why it reaches max 36km/h? The only slower Sherman is Jumbo but in return it gets armor. What kind of logic is that? Firefly is like a runner with a backpack full of stones - it wants to go faster but it can't. Most of typical medium tank spots are unavailable for Firefly so a player is forced to play in second line (or first if flank falls and an escape is a good idea). Armor Be serious, it's Sherman. Miscellaneous Firefly has the worst camo among all MT VI - 12 base stationary. For me it doesn't matter. Without a BFG I prefer double bush or 445m+ sniping. 370 view range is workable, especially with binos. Gameplay It's easy - avoid non-flat areas, stay hidden, do not rely on maneuver and focus on heavily armored tanks beacuse 17-pounder makes a difference.  




Rerolling on EU

If I should ever end up making a return to this game as a regular player (not likely), I will have to give serious consideration to rerolling on the EU server.  I came to this conclusion after looking at WoTReplays again tonight to see if anyone had managed to get an Ace Medal on a tier 1 tank this update cycle.  Of course, nobody had, or at least nobody who had done so had put a replay up on that site.  So I switched over to tier 2 to see what I could find, and I found a replay of someone with an M2 LT who managed to get 13 kills (youtube link, WoTReplays link).  I'll just give you the quick skinny on the game: it was a reroll, they played like absolute shit, but they mopped the floor.  Business as usual, but because I was a little more interested in seeing how good of a reroll this guy was, I went searching for his account, and I tried to find him on every other server before I tried EU and found him there.  What I found there was unremarkable, but what I realized is that this may be my own future with this game. This line of thinking has its origins in this thread.  When I saw someone having trouble getting an ace medal for a tier 1 tank, I was beside myself and thought, "There's absolutely no way this turns out to not be a cakewalk."  Almost 900 games later, I'm left to face the stark reality of the new tier 2 meta: it's fucking dead, Jim.  At least, it's dead on the dying NA server.  On EU, there seems to be little to no issue.  It's not just this last M2 replay I saw where the featured player was from EU server either.  I think out of the last dozen replays I've looked at of tier 1 or tier 2 games came from an EU player.  You can tell immediately when you get a replay from NA too, because the teams aren't full.  This is something I went into more when I reflected upon my experience of playing the Koloho.  I also felt for the longest time that I was the best Koloho player out there because I ended up surpassing everyone I saw on dpgwhores, but once that site started to show EU accounts, I no longer had a huge average damage or frag lead over all the other competition (I'm still on top for winning by a fair margin, but this could be higher than the EU numbers for similar reasons that my damage and kills are low by comparison).  This drove the nail in for me that my performance on NA servers was no longer an accurate reflection of my ability.  Being down 1-8 players every match left me short time after time on damage and kills that could otherwise go towards showing better play. This idea of inaccurate representation of ability is something I've had in mind for a while when approaching this game.  It's the reason why I don't play with premium account, because it messes with the average and top XP numbers and makes it impossible to distinguish between performance while having the perk and while not.  It's why I don't play in platoons, because the influence of partnering with other players I can rely upon can have extreme impacts on overall stats (AutismSpeaks isn't nearly as good a Cruiser III player as I am, but if you looked our winrates alone, you might think differently).  At one point, I got tired of these restrictions and started up a reroll on NA server where I could play with some other people, but even then, I only played Japanese tanks on that account, and I never play Japanese tanks on this one, because if I start playing the same tank across two different accounts, I feel it creates a situation where on neither account is there an accurate representation of what I can do with that tank. Herein lies my ultimate dilemma, one for which I only need to find the solution if I actually find myself desperate enough to get back into this game.  If I continue to play on NA server, I am going to be stuck going with and up against partial teams, denying me damage and kills, tanking my performance ratings and accounts stats to where they'll never be able to compete with only somewhat above-average performances elsewhere.  If I move to playing on EU, I am going to have to play something on that server, but seeing how I've touched just about every tank now on the NA server for tiers 1 and 2, I don't really have much choice unless I want to play something I've used before, creating the stats split I would have liked to avoid.  Now, one might ask, "But the game has changed several times before, so your stats are the accumulation of how you performed across several different metas and are never going to be truly representative of how you perform in the current or next ones."  Sure, and there's the learning and growing process of the game, I'm not the same as I was back then, no longer accurate to my ability, blah blah blah.  I guess the difference I see in this case is that the potential to perform as well as ever has always been there as long as the population has been healthy.  Maybe I wasn't good at one point, but there were still 15 people on each side, and I could have killed as many of them as I like.  I go into games today, kill five people, let the rest of my team mop up the other four, and am left going, "That's it?"  I can't say to myself that I am any worse a player now than at any other point in the game's lifespan, but the population drop is taking such a toll on my stats that I can't really tell.  The accurate representation of my stats was not only a rule to play by, but also a motivator.  If I knew my stats reflected what I could do, then improving myself would be reflected in the stats.  However, there's no amount of skill that can make up for the stripped opportunities of incomplete teams. Perhaps I'll toss this idea around in my head a little bit more in the future.  For now, this only serves as a reminder to myself that if I choose to face this problem, the solution I come to is probably not going to be one I like.




Updated 3rd Nov.

Hello there! For some time I've been wanting to get more out of the game. I just didn't know how or what to do. I have over 20.000 battles fought now and I consider myself as "average" player. In quest of getting better mighty google pointed me to this direction so here I am. I have general knowledge about game mechanics and such but no idea how to get most out of them in my favor. So I set a goal to myself. Learn and get better! This story will tell about my journey, what I plan to do and what to achieve. This text will bounce from subject to subject and serve as my own collection of notes and hindsights as well. Do not take this as a guide since I will certainly make huge mistakes and stupid decisions on my journey. Like said, I have many battles fought and several T10 tanks in my garage. I suck playing with them. Admitting that was my original reason where this whole project started. I don't wanna be that dude who get raged in chat for doing 1000 dmg in a T57 heavy... So how I plan to get better? Please note that I don't set goal like " I wanna have unicum stats before 30.000 games", instead I look for deeper wisdom to master the game to the level I feel satisfield. Stats will come later... Maybe. So, first step for me was to really get some knowledge how I perform in battles and then make notes how to improve. To mesure this I will use Wn8 ratings. Becuse of my "random" history my current Wn8 is low and inaccurate. Atleast I hope that's the reason. So I decided to play and get a base lvl where I stand now. So, that phase is now done. I played 301 battles with T6-10 tanks, all nations, all types. Solo and platoons. I did it all to get knowledge about my performance. At this point I also made simple pen and paper notes for all mistakes I made and paid. After some studying I started to find a pattern.
- If I survided from first 2-3 minutes I usually did good.
- I have a bad habit of trying to squeese that "one more shot" before backing up.
- I don't use informtion I get from minimap well enough.
- I'm stubborn. I rather lose HP than relocate to safer place.
- I don't know when to let go. I might chase that half dead T37 behind a corner, just to find out there's AMX 50 100 waiting for me.   http://   So, now I had some "data" to work, all I need is a plan! After some more thinking I noticed that playing with medium tanks gave me my most satisfying moments so that's gonna be my way of doing this. Luckily I have a perfect vehicle to this task in my garage, the Chinese Type 59.
This was chosen because:
- I have good crew on it, 4th skills at 70ish. Should minimize RNG, hopefully.
- Preferred MM
- Playstyle will be easily transferred to T54 and T10 russian meds. ( I hope...)
- Will make some profit, even with full consumables. So, off I go! Now I've played 100 games after starting this project, mostly solo with Type but also some platooning with other tanks, limited to tier 8. I was paying particular attention to points I've done in phase one and noticed some improvement on my own survivability! I'm learning! Points that I need to focus more are:
- Positioning in the beginning of the game, need to learn maps better. Few free shots in first mins are valuable but don't lose HP.
- Be patient in midgame. Take your time and relocate if you're outside the action but still save HP if possible.
- At ending phase of the battle try to get few more hits. Difference between 1500 Wn8 and 2200 Wn8 is just few shots!
- Keep an eye on that minimap!   http://   So, this is what I have so far, thanks for reading and stay tuned for more of my adventures in the future.   So, the project continues. I now have 700 games played since I "officially" started this project. My Type is soon needing new tracks for all that action she sees... About the subject, have I improved? Hard to tell but one thing that has risen while playing these games is self critism. I used to have bad games where I did absolutely nothing and then just "Back to hangar, pick new tank and press Battle". I still have bad battles but now I have learned one of the biggest sources of improvement. I've learned to ask "Why?". This may not sound like a big deal but the spending some time analyzing own games gave me instant boost on my performance. Another boost came when I encouraged myself to ask some help on "Tape study" section, Thanks Marine! So here is where I stand now, 3rd of Nov.   I plan to get my battle count up to 1000 with Type and then hop on to T-54 to press my limits more. Stay tuned!       




The Authenticity of "Clubbers"

I'd like to express some thoughts on the following quote by @Jesse_the_Scout (emphasis my own): My approach to the game now is much like it was when I first started playing: find a consistent method that works, and do it over and over again.  North side of Malinovka proved the easiest place to find a consistent plan that worked, and over time, I was able to find other consistently successful methods of play.  These plans were great when they worked because they handled the largest part of the playerbase really well.  The only problem was the other good players.  When I would have to test these methods against good players, they would find ways to punish me for my success.  In order to remain successful, I had to look for other ways to play that could stand up to being tested against good players, and I would have to tweak how I play to account for new ways of being shut down.  Eventually, not only could I handle situations against the bulk of the playerbase rather well, but I could understand how other good players were going to play and handle them too.  Through this process, my winrate and player ratings continued to rise - the consequence of skillful play - but something eventually started to irk me: why do other clubbers, who supposedly have better ratings and performance than a large part of the playerbase, suck?

I started noticing this once I got to the point of dispatching greens with no trouble.  At that point, even other unica I saw in-game would make very questionable plays.  It's not even like they were approaches I hadn't considered that had value beyond what I could understand.  The way these other players approached the game made me feel like they never expected to be challenged by another serious player, and it showed.  They would dive against hardened positions.  They would sit inside bushes in open areas with no hard cover.  They would poke out too long from known positions.  It blew my mind to see highly rated players make these kinds of mistakes, and I would run into these players over and over and see them exercise the same poor judgment game after game.  Do these players never improve?  Do they not try to meet the challenge I bring them?  Is this really the extent of the abilities of other people who are called clubbers?

My conclusion was to forever relegate these players to a phase that was like my early development.  I had good, consistent strategies that could fail if challenged even a little bit, and so did these other clubbers.  But they never seemed to get better than that.  They could camp bushes, they could spot large areas of the map, and they could snipe down tomatoes, but if that somehow didn't work, their backup plans were garbage.  To put it briefly, they were all one-trick ponies.  Sniping reds was their entire game, and if they were challenged in doing that, they'd flop over and die.  If they ran in platoons, they might meet more success just by having sheer numbers, but this was used more as a crutch for success rather than a platform for improvement.  Individually, they remained weak.

Cue 9.10.  Quickly, these "clubbers" fade away to the point today where they hardly exist.  They are revealed for their weakness, not being able to rely on the long distance game they became good at, and crumble or quit.  This didn't happen to me.  Sure, I haven't played the game as much as I did before 9.10, but the time I spent playing dropped significantly even before 9.10, reason being a new perspective of the game that I reached by reading this book.  When I've returned to playing the game, my performance is actually not so bad.  The two tanks I've played entirely within the new meta have been the I-Go and the Kolohousenka, and I top the performance charts in both of these.  Practically nobody else recognizes the strength of the I-Go, even though it is easily the top tank of the tier, but this is because it doesn't play anything like what they're used to.  Most players tryharding in tier 2 these days are playing the M2 LT because a zippy autocannon tank is something that they're used to (which is another way of saying that they played this kind of tank when it was completely dominated in the last meta, because they're stupid), but they don't have the ability to make the I-Go work well enough to enjoy its full potential.

So to just recap, we have a lot of old "clubbers" who quit the game because they couldn't hack it once the tune changed, and we have a lot of new "clubbers" who can only succeed by platooning with old tech that, while effective, is not the best on the market.  As far as I'm concerned, these players are all fakes.  I don't really like using the term "clubber" to refer to any of these kinds of people, because there's a much easier term that everyone understands: bad.  Perhaps the term is apt though as the only success these players see is when they get to dump on tomatoes and aren't facing players of genuine ability (i.e. me).  I have my doubts that the old crew played because they really liked the game mode more than the cheap thrills they could get for abusing it, and the same thing holds for all of the M2 rerolls and platoons you see running around today.  I agree that today's map pool is far worse than that of the past, but I also maintain that the low tiers still have better gameplay than anywhere else in the game because everything here still holds true and everything here minus the playerbase comment still holds true (though the playerbase has been dropping in all aspects of the game, so that's not a huge detractor in just low tiers).  But that isn't an excuse.  There are disgusting levels of untapped improvement remaining in all of the highly rated players I see now in low tiers and have seen in the past, and whenever I should choose to return to playing, I will be relentless in demonstrating the difference.





Current 1/6/19
A short, if effective break down on Consumables.

Consumables, now have unlimited use per match for the same flat cost. so if you use a Large repair 5 times, you still only pay the 20k silver it takes to restore it after the match. Sadly, You still can't run 2 small kits side by side but a small and a large version can be done for the passive bonuses. Both small and Large versions have a 90 second cooldown.
For instance, in my T95 doom turtle I carry a small Medkit, a small repair, and a large repair. It rarely catches fire because of the angle on the back deck (its near auto bounce) so it's worth the risk to have the faster track repair and the ability to double untrack myself if someone gets cheeky with HE shells to my sides, or at the least rapid repairs to the tracks.

Bound to the 4/5/6 keys, these will save your butt.
The 4 slot should always be your Medkit. Why? your driver will be the critical (Cdr, gun, drv) crew member most often hurt. his position is the #4. so all you need to do when he's hurt is double tap 4 and its all good, and you never have to sweat out looking for buttons.
The 5 slot should always be your Repair kit. Why? your Tracks are going to be the thing you repair most, and it is the #5 button. So, just like the Medkit above, you double tap 5 and you are back in action.
The 6 slot should be your fire extinguisher. Why? dying to fire sucks is why. Some rebind this to the space bar or CAPS (or a spare mouse button) for faster reactions. pick a key that makes sense to you! Now, the bigger question is Small, or large?
For pub matches, Small is generally the most cost effective. There are also advantages to the Larger consumables, ironically, you are also less likely to need them.

Passive bonuses! 
The interesting thing is that once these large consumables are used it doesn't give the full passive bonus. (boooo!)

The Large Medkit gives a +15% bonus to crew survivabilty so it's less likely they will be hurt and you need it. Works great if you have a tank with fairly exposed crew members, such as an E25, or a low crew count such as the higher tier Swedes. Heals all crew at once instead of just the 1 that the small does. Remember that a crewman that is disabled at the end of a match DOES NOT get the full crew exp!
The Auto Fire Extinguisher (AFE) gives a 10% reduction for the chance of catching fire. (check your engine in 'research' for the chance of catching fire on a direct hit). It also has the benefit of only giving 1 tick of fire damage, instead of the minimum 6 ticks with the small manual version. These are the single most useful thing out there. All my tanks carry one and I rarely need it.

The Large Repair kit gives 10% (which is the same speed as 1 crewman (of 5) trained to 100% repairs) to the repair speed of all modules (tracks, gun) but generally don't bother unless you get tracked-and-racked at the same time a lot. (which is rare). Repairs all modules to full, instead just 1 for the small. FOOD! Food gives a direct and FLAT(additive) bonus to all your Major Qual skills AND to your crew's skills as well (Camo repairs etc). So your 100% loader becomes 110%! Gun handling is less Potato! (looking at you STA/B...) Some tanks need it to be comfortable, others it makes amazing.  All the gold shells and consumables can be bought for credits (make sure you have the silver option selected) or for gold (ok, but why?). Shell prices vary on the gun and tank, large consumables are 20,000 silver/50gold each. the small ones are 3,000 silver. "But they are expensive and I'm broke!" It's better to have them on your tank and not use them, than to need them and not have them. A Dead tank costs more to repair than a damaged live one. If you think it's going to be a total loss then don't bother to use them and save the money. I can say I've never regretted carrying a full set of consumables, and in some cases I've used all 3 several times in a match and carried.  

If you would rather buy when it's cheap, instead of Full Price, Nov-Dec they will usually go on sale for 50% for a short while. Generally around US Thanksgiving but there are other times of the year as well. Don't be afraid to blow 8-12 mil on consumables. I do. I've got 500 of all 3 Large consumables each and 200 of each nation's food. I don't sweat using them during the year. the smaller ones are super cheap and its easy to stockpile them for later use.

Also, and I know this is a thing, but please don't sell them off if you get them for free from an event or mission. I know it seems like free money and can help boost your bank account in the short term but all it does is rob your future self when you need another one. If you have a soft limit of a stockpile, (IE ~300) you can sell down to that soft limit (from 367 down to 300), but don't zero it out. people complain tier 10 is expensive for just this reason.




Basic Equipment layouts

Current 1/6/19
A basic explanation of Equipment! and obviously, the "Improved Equipment" for bonds is way better. Directives are useful but a one off boost. Unless you play Tier X a lot and earn more than 1 a match, its almost a waste. Run Food instead.
Got a tank and you can't decide what to run on it? check out and find your tank on the list and then check out the Equipment tab (its right next to the crew skills tab also mentioned by me  ) Gun Laying Drive vs Vertical Stabilizer
Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse.

why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer - Vstab - Optics are the Trifecta. Gun Laying Drive 
10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a non-peek-a-boom style. Generally not for heavies but sometimes, its what's there. Binocs vs Coated optics.
Optics over binocs. simple. The sole practical advantage that bincos have is the free swap out. Bincos give you +25% while stationary for 3 seconds, Optics gives you +10% always. Why optics? because unless you are a TD/SPG/stationary tank with a decent spotting range doing you own spots (like you solo holding a side), you aren't going to be sitting still for very long and if you are like most TD's (not the UDES and above), you are going to have to shift your hull occasionally for shots, which breaks the bonus. Your 'on the move' spotting is the spotting that counts the most in almost every game situation. Whether on initial deployment, or you vs 3 of them in a last stand, chances are you will not be sitting still for long no matter what. The extra 30 yards of spotting on the move can save your life. TL;DR: Binocs when Kemp Boosh! Vents
+5% to all crew skills. Only for closed top turrets sadly, but this does stack with BIA and food! Due to the math, it gets figured in as a 2.2% overall increase in direct skill efficiency. (not to be sneezed at!) Gun Rammer
10% faster shell loading times. sadly not for autoloaders. Does what it says on the box . more pew pew, always a good idea! Generally a #1 slot pick Now, class specific equip loads and uses: Heavies!
Vstab/GLD - Rammer - Vents. Optics are less a concern here but they have their place in high base VR heavies (T-10, etc)

Vents - Rammer - Optics. This is less a rule of thumb than the other classes. Meds are a widely varied class and the equipment needed varies between vstab/rammer/optics and gld/vents/rammer and can even vary from gun to gun on a single tank. (This still holds true for the Itallian auto-reloaders) TDs
GLD - Rammer - Vents/binocs (especially for the swede TDs) Lights/scouts
Rammer (or vents) - Optics - VStab (for autoloaders or single shot)
Vents - Optics/Binocs - camo net (for certain personal missions)

GLD - Rammer - Camo net.... Chemo therapy.... (I kid, I kid)
Binocs are a viable option on this class in certain SPGs with good base VR and the potential for clutch shots (like Clan wars)

It's worth pointing out that if you are self spotting a target, even if it was initially spotted by someone else, will help to maximize your Exp. Since radio spotting for your dmg splits the EXP between you and the spotter. If you can see it "yourself" you get more exp for hurting it.




Crew training/retraining. "moar numbers" edition

Current 1/6/19

First off, props and a big thank you to my brother in arms, ShakeNBake, for doing the number engineering on this and making me look like I know what I'm talking about. And another thank you to @8_Hussars (again) for proof reading this and double checking my work in case I go full retard.

So, this post is going to talk about Crew Experience and how to manage it to your benefit. What this post is NOT going to talk about is skill builds/selection, the equipment you can put on your tanks, and the %'s you see next to their names in the garage.

***************"Major Qualification Training and Retraining**********************

The Primary Qualification (i.e. Commander, Driver) works separately from the rest of the skills. Changing the tank assignment has no* effect on crew skills. All numbers, except where noted, represent the amount of Crew XP that is lost when retraining for Credits (not the Free) rather than Gold. Retraining for Gold is always 0 XP lost.
One of the few occasionally I'll actually cite the wiki:   Or:
-The Initial Grind, 75% -> 100% Primary = 72543 (73K) Crew XP
-Cross Class Retrain, 80% -> 100% = 63856 (64K) Crew XP
-Same Class Retrain, 90% -> 100% = 39152 (39K) Crew XP
Note: Same Class Retraining for free rather than for Credits (80% rather than 90%) loses you an extra 25K Crew XP. 20K credits or 25k XP.

Retraining for Silver is entirely doable (especially within classes). The losses are extremely small AND(!!!) you can cheat the system a few ways as well. Unlock the new tank, and retrain the crew to that new tank but keep them in the old tank to grind the stock off the crew. (not the best way but it works) Girl crew! / Keep the crew in that tank The Kustom Krew method: Requires a premium tank of that nation and a decent crew from somewhere else. Put the good crew into the Premium, then send (to start with) the Cdr to the barracks and put a new 75% cdr in the premium. With ACT running, the Cdr gets double exp for a long as you keep him in there so you can knock out 1 or 2 skills fairly quickly. Once at the desired level, remove the premium Cdr, put the old one back in and work down the major qual list (gunner then driver then RO then loader) as needed for the new tank. Put original crew back together, and you have a 1 or 2 skill crew trained on the premium ready to be retrained to your new tank of whatever class. Profit Put the crew into a premium tank of that nation, (same class is best but any will do. just takes longer) retrain the crew to the new tank for silver, and then grind the crew to 100% while in the Premium tank. EX:
If you have a US TD crew (say a 25/2) but don't own a US premium TD (and I don't blame you. I hate the scorp.) but you have a US premium Heavy, say a T34, you can retrain the crew to the new US TD (28 proto) and then grind the primary exp in the T34. You lose out on some of the accelerated benefits for being in the same class/type but not all of it and your crew exp continues to build at half rate in the premium, plus you get to pull in a few creds as well! and scroll down a bit: The thing to remember is that you have to have the new tank unlocked to retrain the crew to it, but you do not need to buy it (unless you really want to)

***************************Skill/Perk Training and Retraining****************************** Skills count from a different pool of XP than Primary Qualifications. This pool can get huge at 3x+ crew levels. On your third skill, getting from 87% to 88% takes almost 22k XP*. Resetting skills for Credits loses a flat 10% off of the total XP (not just that skill, in total) in the crew exp pool. At (3)87%, the total skill exp pool is 1088K XP. A skill reset for credits of your 3 skill crew loses 109K XP. (218 games worth of exp @ 500exp/battle)

Reference points for silver retrain:
-21K crew XP lost from 100% on first skill (42 battles. meh. )
-23K crew XP lost from 36% on second skill (first skill remains at 100%)
-39K crew XP lost from 82% on second skill (equivalent to same class retrain)
-63K crew XP lost from 100% on second skill (126 games worth of exp. poof.)
-64K crew XP lost from 17% on third skill (equivalent to cross class retrain) (128 battles worth btw.)
-70K crew XP lost from 49% on third skill (second skill remains at 100%) (or 140 battles )
-73K crew XP lost from 55% on third skill (equivalent to initial primary grind from 75%)
-147K crew XP lost from 100% on third skill  (294 games worth!)
-164K crew XP lost from 52% on fourth skill (third skill remains at 100%)
-315K crew XP lost from 100% on fourth skill ( 630 games that never happened!! Y U DO DIS!?!?)

Remember, you lose a crapton of exp per silver retrain. How much is 21k exp? about 42 battles worth. (averaging 500 exp/battle) or an average of 5 hours of playing that tank only. (7 mins a game averaged)
If you notice, that's the LOW number for silver skill retrains. 42 battles is barely tolerable to get back to where you were. After that, the losses are simply staggering. Into the hundreds or maybe thousand(s) of battles.

How much XP is worth 200 gold is a question everyone will have to answer on their own. Personally, I do the first skill resets (I actually train 2 skills, then reset  to what's needed. Except the commander for 6th asap.) and same class retrains for credits. Everything else is gold.

****************************Accelerated Crew Training (ACT)*******************************

Either on a Premium Tank, or a normal tank that you have completely researched (Elited!!!), There is a small check box above the crew members that will allow you to double the exp that 1 crewman gets. It automatically goes to the person with the LOWEST TOTAL EXP, not the lowest Major Qualification or even crew skill. This lucky person gets double the amount of Crew exp than he normally would INCLUDING (and this is cool) any modifiers like personal reserves. ACT does this by taking the exp that the 'tank' gets (its how you unlock modules and the next tank etc) and giving that exp to 1 crewman.

How much crew exp does he normally get?
The amount of Exp it shows you on either the 'detailed results' breakdown, or the "personal achievements" on the after battle screen(s). 

However, Checking the ACT box will prevent you from stockpiling exp on that tank to convert later to free exp with gold (if you like to do that, me not so much.)

Which Brings us to...

*****************************Bonus Math and Personal Reserves*********************************
                                                         (Now with ACT!)
**Warning! Math ahead!**

If you ever played D&D then this makes total sense to you. If you didn't, then welcome to Weird Math 101.

All the Bonuses are Additive, not Multiplicative. <--------- Remember this.
So you would think that with your 2x daily multiplier and a 200% (2x) experience personal reserve and a 200% (2x) crew exp personal reserve running that you would get (2x2x2)= 8x Experience from your first win? 
You get 4x.
Here's why. The bonuses don't stack. Each one individually sees the base Exp (from the personal results or details screen remember?) and does their own action to it. So the daily double does its thing and the personal reserves do their thing. But they never see each other and the base exp only counts once and then they all get added together.
The short version:
TotalCrewmanXP = [earnedXP*(crewXPMod+(firstWinMod-1))]*[1+Accel]

ok, lets expand it a little: base exp+ daily double + 2x personal reserve + 2x personal crew exp reserve + 10% clan reserve and accelerate crew training 
(       1      +     (2-1)       +               (2-1)           +                  (2-1)                   +      (base exp x .1) ) = 4.1 x base crew exp

and if you have ACT on you get 4.1 x 2 = 8.2 for that 1 crewman

Or in long hand for the same example:
base exp    +       daily double         +        2x personal reserve         +    2x personal crew exp reserve + 10% clan reserve and accelerate crew training 
(Base exp + (2x base exp - base exp) + (2x base exp - base exp)   +  (2x base exp - base exp)          +   (base exp x .1) ) = 4.1 x base crew exp X 2 (for ACT)

No? ok, the long way then.
500 (base exp) (it counts here!)
500 (base exp) x2 (daily double) = 500 exp. (because the base exp doesnt count here)
500 (base exp) x2 (exp personal reserve ) = 500 exp.  (and it doesnt count here either!)
500 (base exp) x2 (crew exp personal reserve) = 500 exp.    which gives you:
500exp (base exp) + 500exp (from the daily double) + 500exp (from exp personal reserve) + 500 (crew exp personal reserve) = 2000exp because the base exp is only included once. or "4x" instead of the 8x you were expecting.

Clear as mud? yeah I thought so.

To make it easier, subtract 1 from the bonus and add it to the other bonuses to get what you are actually seeing.

So if you run everything possible, you could have a 2x daily double, a 200% crew exp multiplier from personal reserves, a 200% exp multiplier from personal reserves + your Clan popped a clan reserve of +10% more exp. Got all that? Lets break it down:

Base exp +  base exp +  base exp    +    base exp + (base exp x .1)    = 4.1 x base exp. If your base exp is 500 then your crewman gets 2050 exp 
      ^                   ^                 ^                      ^                   ^   
base exp       2x daily     2x Per. Res.    2x Per. Res.   clan reserve

Let's make it a BIT more obvious.
WG is doing a 5x month and is running a 3x crew exp weekend and you pop a 2x personal reserve. you get 8x exp for that 1 fight.

(     1         +     (5-1)       +         (3-1)        +        (2-1)          ) = 8x base crew exp
      ^                  ^                        ^                        ^                 
Base Exp   +  4x base exp + 2x base exp + base exp = 8x or
  500         +       (4x 500)   +    (2x 500)     +      500     = 4000 exp per crewman or 8000 exp for 1 guy and 4000 for the rest with ACT running

Neat! Hope that cleared some of the mud out. If it didn't please ask questions below!

*(Both stars) After retraining the Primary Qualification, the XP that would have been between the 87% and 88% skill mark, some amount less than 22k, gets dropped to the primary qualification. Your third skill will remain at 87% and your primary skill will increase.
You had 18K (90%) of 22K(100%) and retrained in-class. Your primary qualification would now be 94%; 39K XP lost to the silver retrain, 18K gained in Primary Qualification from the skill reset. Please note that you have to retrain the skills to get the exp in a skill to funnel back into the Major Qualification crew exp pool, even if you have a bunch of exp in a skill slot that you haven't chosen yet.

But, But if you are going to do that, then you might as well gold retrain him to major qual and be done with it instead of silver retraining his major qual then silver retraining his skills to get it to backfill and eating a significant exp penalty that's worse than the major qual exp loss.
Or just throw them in a Premium tank?

--------------------------------------------------------------------------------------For The Math Phobic------------------------------------------------------------------------------------

To say it avoiding math: Primary Qualification is a small pail with some water. Skills are a huge bucket of water. They aren't connected at all, but if you get a cup and scoop some out of the bucket into the pail, it will fill up. The cup is what kind of retrain you are going and how many holes/leaks it has. (lots of holes for Free, a few holes and cracks for Silver and no leaks at all for Gold)

Graphs for the number shy:
Exp required for each skill level:

or, for the whole thing:

Do yourself a favor and retrain for gold after skill 2. Wait for sales if you must. Play in weekend/weekday warrior tournys if you need some quick small gold.
If gold retrain isn't an option at all for you, Please ask anyone (make a thread, google search the wotlabs forums, status update, post here, anything.) about the way to grind the skill order without retraining (it can suck, esp with perks, but it's doable and more exp effective than silver retrain in the long run)  




Crew skillzzz that pay the billz

Current 1/6/19

Welcome to my Massive Skill breakdown post!
This is just my general opinion on the skills. Some are utter trash obviously, and some are gold, and others are of questionable use.
vBAddict has way more detailed info on a per-tank basis and should be the preferred source. and then click the tank you want and review the crew skills for that tank.

Many thanks to @8_Hussars for reading this and correcting a few things and Links!!

This entire list is Tank-agnostic, which mean's that it's not built for anything specifically. It's just a general review of the crew Skills. The higher up the skill is, the more priority it should have/better it is.

General Crew skills:
All of these require it to be on every crewman to be at 100% and it's averaged out. For a 5 man crew, with 2 people with camo and 3 without it looks like this:
(100+100+0+0+0)/5 = 40% effective camo. (or repairs or FF)

BIA also boosts the effectiveness of all 3 of these skills. Camo and repairs are generally your first skill out of the box, but which one you run greatly depends on the tank and your playstyle. This one is odd because it's a Perk AND requires ALL crewmen to have it at 100% before it's functional at all. Now compatible with the Female Sisterhood of Steel perk! yay! Girl commanders and Gunners for all! (also with the Sabaton special crew) BIA:  always useful, but it's MORE effective if it gets trained as a 2nd or 3rd skill due to the way it works. (+5% to general crew skills (repairs FF camo) and to major qualifications, but not to, say Recon or Snapshot) Requires ALL crew members to have it. It's a perk so its 100% effective only (also a good reason to train it 2nd or 3rd) Repairs: (Skill) are pretty much a 'must' with meds and heavies, esp tier 8+. Fixes everything faster. tracks, turret rings, gun etc.  Camo: (Skill) is a good idea for scouts and most mediums. It's a waste on most heavies, but critical and useful on others! (IE: AMX 50B) Do your research on!

Firefighting: (Skill) is actually useful if your tank gets set on fire a lot. see This spreadsheet  and Thread on effectiveness. (fire dmg -10%, no extra chance to save modules). Run an AFE if it's that much of an issue and save the skill slot for something else.
6th: #1 best skill ever. running a tank without it is voluntarily just trying to give away health to baddies. 
Recon: +2% VR and a good skill. If you can put Sit Aware(3% VR) on your Cdr do that first. Seeing them before they see you = good.
JOAT: Useful skill on tanks that get crew members knocked out a lot. Probably a good 4th skill in general. Doesn't stack with anything, but it's fairly useful for non-Large Med Kit equip setups if you prefer to run food instead. (or your driver likes to die a lot like on Chinese Heavies)
Eagle Eye: There's some use for this skill in personal missions. Esp in high ROF/Auto tanks and super caliber tanks due to the way that module damage is computed. Functions the same way that Designated target does. (your crew has to spot the tank and then your gun has to be pointed at the tank for a few sec to see if anything is damaged. DOES work with arty.)
Mentor: Treat it like a perk and retrain it to 100% and keep it on. Really only useful for 6+ men crews. and then you waste the skill slot. Just let it go....
Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement (3.5 effective). Works great with Vstab! Does stack with Driver's Smooth Ride skill
Deadeye: also fairly useful! extra chance to break stuff is always a good thing! AWESOME on auto loaders and high caliber hitters. High ROF tanks and super caliber tanks get some nice benefit from it due to the way that module damage is computed. (it's basically an overmatch rule, similar to the 2x mechanics. some supercalibers can get into 3x turf vs medium/lights tanks.) This is one of my favorite practical skills. The extra dmg to De-Track (all that tasty track dmg bonus) and also to maybe wreck someone's crew/modules is entertaining
Designated target: Great for scouts (just autolock and run), Some meds. 400+ base VR is a good candidate for this skill. Works the same way that Eagle Eye works. Heavies, unless you need it for a personal mission skip it.
Armorer: train Repairs before thinking about this skill, then train this. Repairs works for all red modules and tracks, Armorer only works on improving the accuracy of a busted yellow gun. shooting > not shooting.
Off Road Driving: Best skill a driver can have, improved movement on non-paved surfaces and you can outturn someone with clutch braking. Good for fast tanks.
Clutch braking: 2nd best skill! tiny bit faster deg/sec PIVOT turning (A/D only not W/S) than ORD but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille T95 etc)
Smooth Ride: This skill is hotly debated. If your tank has more than .25-.27 dispersion on Forward movement (W key only), it's worth getting early. otherwise, its only use is to counter Clutch Braking's increased dispersion. (more deg/s = more bloom) get if after ORD and Clutch. Look up your favorite tank at in the stats or compare tabs!
Preventative Maint: Great for preventing engine fires (not gas tank fires). Stacks with Auto Fire Ext! Training the crew on FireFighting is a good idea as well if you plan to run Food instead of AFE.
Controlled Impact: Only for teh lulz if you like ram kills (KV5/E50M hate train) and maybe Cromwell blitzing in SH. Hilarious but not needed.
Safe stowage: best loader skill. +25% durability to Ammo racks. (ammo rack HP+25%) Stacks with the wet ammo rack equip. Spreadsheets to look at
Adrenaline: Useful if you are consistently below 10% health. Obviously of limited usefulness, but you can win a reload fight with it.
Intuition: lol no. of very limited usefulness even if you change shell types A LOT. and there are times where it might screw you over.
Radio Operator:
Situational awareness: +3% to VR. the ONLY useful skill the RO has. if you aren't training this, train camo/repairs/bia/firefighting before anything else.
Call for vengence: Useful ONLY if you are in the habit of suiscouting. otherwise its a waste.
Relaying: lol no.
Signal boosting: see Relaying.
When figuring out the skillset you want to have, it's always important to consider the playstyle of the tank and how many available slots you have for crew skills. What are the weaknesses? what are the strengths? how can I improve this tank with my skills? This is the 'tactical' sense of crew skills.
I always consider where I want this crew to stop at on the tech tree (tier 6/8/9/10) and think about what that tank needs as well then build towards that in an efficient 'strategic' sense. Any time the Tech tree forks, I always consider if it's a change in class (light to med, med to heavy) and if I want both branches or just 1 and if I can use a premium tank to develop both sets of crews. There are some tanks (meds) I prioritize immediate surviveability on (repairs/plznoenginefire) and others where mobility (Lights/heavies) and accuracy are the order of the day (Primary combat skills, passive combat skills).
For pretty much everything it starts with Camo/Repairs, BIA, then Vision/accuracy skills. Consider the tank and it's playstyle to make the right picks. Verify on or just start there.




Finally 100 battles

The first 100 battle comes down to a lot of frustration, learning and defeats. There are many very bad players in lower tier. I see players with WN8 less than 100 many times.
There is also a frequency of bad players talking "Another bad time", it makes me furious. Very very players are worse than bot.
Let's talk about my work: My first game was spectacular, I killed 5 tanks and won over 2500 xp. But it was only an illusion. As I went up the tier, I thought all extremely terrible tanks. I was going to search and how to play certain tank. When we arrived at T-34 I spent many games complaining that it couldn't play with this tank. But I saw players replays angling tanks and i started doing. It was very good, my enjoyment increased considerably.
I'm seeing all my replays. Sometimes it's pretty boring but I do religiously.
I have a great fault to control trading damage. I'm getting better but i still too error.
However, my biggest problem is with FCM 50t. A great tank but I get lost in matches. My problem is not weak spot but lack of tactics. I'm trying to fix this problem to continue playing with him. Another problem is my WN8, it's around 709. I'm trying to improve my performace to achieve greater WN8.
I researched the T-34-85. I need a little money to buy it but I want to improve my performace with 50t to continue.
My stats by now:




DPM-to-Health Ratio: THE Defining Difference Between the Tiers

When people ask me about what the difference is between low tiers and high tiers, there is one thing which comes to mind, one thing that matters, one thing that, by itself, represents a huge shift in design philosophy from the first tier to the last.  This thing is the ratio of DPM-to-health.  It is why low tier play is fast-paced and high tier play is slow-paced.  It is why low tier play is dominated by strong individuals and high tier play is dominated by unified teams.  The difference in this ratio between the low tiers and high tiers has allowed for two wildly different games to exist within the same framework, and it just so happens that the low tier side of things is far and away better than high tiers in this defining aspect. The ratio of DPM-to-health is a measure of how fast you can expect things to die over a long period of time.  In other words, given how much damage something can do in a minute and the health of the targets being destroyed, the ratio expresses how many targets will die in one minute.  Divide this number into 60 and you get how many seconds it takes for one thing to die.  Higher ratios mean destroying more stuff in the same time.  It should be somewhat apparent to anyone who's spent time in WoT across the tiers that this ratio is highest at the lower tiers and lowest at the higher tiers.  Similarly, reload times tend to increase by climbing tiers.  It's not as though low tiers have a high ratio because they have high tier reloads and alpha that strongly overmatches every tank in the tier. This combination of low reload and high DPM-to-health ratio result in two major things, the first of which is fast and active gameplay.  Weapons are much more "live" in low tiers without the long reloads that act as safety periods for enemies to move around safely.  Autocannons could be seen as an exception to this, but if you compare low tier autocannons to high tier autoloaders, you'll often find the autocannons reload faster, empty faster, and do a greater percentage of an enemy's health in damage.  Some can even reload faster than some standard cannons, and for those cannons which reload faster, they often don't do nearly as much damage percentagewise to their tier's average health as autocannons will do.  This nature of low tier tanks means that engagements always lead to shots being fired, and the DPM-to-health ratio means that results are determined very quickly, either through the knockout of one player or their retreat.  This is in contrast to the common nature of high tiers to sit behind hard cover and poke out after a 5-15 second reload or the close range engagements where winners can be easily determined with math, but reloads draw out the engagement for an extra 10-30 seconds.  Low tiers used to have some degree of slowness during the vision meta, but a large reason for this meta existing was the sudden death players would experience from exposing themselves.  Still, when the fights would happen, they would be far more dynamic than those in higher tiers.  The new lower tier maps favor closer engagements and use of autocannons, which helps make these engagements far more common without the lull of camping. The second thing a high DPM-to-health ratio enables is great individual agency.  This is helped further by differences in ammo count and average potential damage versus average enemy team health pool.  One low tier tank is often capable of doing enough damage to exceed the enemy team's health pool, whereas high tier tanks would often run out of ammo before managing this.  Even if they had enough ammo for doing the damage, by factoring travel time to engagements and time spent corner poking and camping, DPM is often too low to pull this off.  Low tier tanks, on the other hand, have so much excess DPM that long periods of time can be spent camping or moving around with plenty of time left to destroy the enemy team.  Overall, this means that if you play a low tier match and your teammates all fail to contribute damage, winning remains possible.  As you go up the tiers, this becomes much tougher to do and eventually becomes mathematically impossible.  If you play a high tier game with people teammates that don't do damage, it will not be possible to win through elimination.  I've said before that the cost-benefit analysis sucks.  If I really believe myself to be a highly skilled player relative to my peers, it makes little sense opting to make myself less capable of controlling the game in comparison, which is exactly what happens every time the choice is made to play a tank of a higher tier. Related to the last point, it is actually in higher tiers that you will find a greater demand for individual responsibility.  Everyone on a high tier team must chip in damage if victory by elimination is desired.  Unica can certainly pick up a lot of slack, but they can't win of their own accord.  They need their teammates to do damage, which is why you'll often see high tier unica talking about creating opportunities for their teammates to deal damage, because a loss will likely come if they don't. More on that later.  For now, let me put forward some data to demonstrate this shift in DPM-to-health ratio.  Linked here will be an Excel doc of information I pulled from based on 9.14.1 data on March 29th, 2016.  The data may grabbed may have some imprecision, but it shouldn't be by much.  To the stats grabbed for each tank, I have added columns for DPM to tank health, average health for tier and class and DPM in comparison, average health for tier and DPM in comparison, and ratio of DPM-to-health of tiers above and below as they apply for that tank's matchmaking.  These averages of tier health weigh each tank with the same chance to show up in battle, which isn't how things actually are, but is a close enough approximation to make some general statements.  Extra info was taken from vbaddict to get a better idea of tank frequency.  The top gun as selected by was used, which may not be the "best" gun (for instance, M2 LT top gun is not autocannon even though that's what everyone uses), but should be close enough.  Rammers were equipped where possible under the assumption that if you can equip a rammer on a tank, you will.  Vents were not added where possible as this equipment is not so obvious an autoinclude.  The data is there for all of the tiers, but I'm just going to cover tiers 2, 5, 8, and 10 to give a general idea of how things change. To reiterate, the DPM-to-health ratio measures damage over time compared to target health.  It roughly translates into kills per minute.  Keep that in mind as you continue. TIER 2: Average health for the tier sits just below 160.  Lights are slightly above this and mediums are near 190.  TDs drag it down with a 120 average.  The most common tanks in the tier average just above 160. DPM is anywhere between mid-800s and 1400 for most non-TDs.  I-Go is an outlier with 2k DPM. Ratio against same tier ranges from 5.3 to 9, kills against full health targets take 7 to 12 seconds. Against tier below, ratio ranges from 7.7 to 13, kills take 5 to 8 seconds. Against tier above, ratio ranges from 3.8 to 6, kills take 10 to 16 seconds. Autocannons are rampant and bursty.  Only Pz models don't have enough to regularly clip out tanks.  Of the ones that can clip out enemies, the fastest ones reload in 8 to 10 seconds. TIER 5: Average health for the tier sits just below 500.  Mediums are very close to this average.  TDs are around 360, lights around 450, and heavies up around 675.  Two of the eight most common tanks are heavies.  The four most common tanks together are around the tier average, but next most common tanks begin to skew the average downwards. DPM is in the 1.6k to 2.6k range. Ratio against the same tier ranges from 3 to 5, kills take 12 to 20 seconds. Against two tiers below, ratio ranges from 5 to 13, kills take 5 to 12 seconds. Against one tier below, ratio ranges from 3.5 to 9, kills take 7 to 17 seconds. Against one tier above, ratio ranges from 1.6 to 4, kills take 15 to 37 seconds. Against two tiers above, ratio ranges from 1 to 2.6, kills take 23 to 60 seconds! The only autocannon is found on the Leopard and isn't even good enough to clip most tanks.  Two clips would take over half a minute to reload and use, so that's less than two kills a minute at best against the same tier.  Similar autocannons exist in neighboring tiers 4 and 6 with similar results. TIER 8: Average health for the tier is slightly below 1400.  Mediums are very close to this average.  Heavies average around 1550, lights and TDs are both below 1200.  IS-3 is currently dominant in representation with T34 behind it, both skewing average to 1500.  Next three most common have 1100 each, but aren't as frequent together as T30.  Next four most common have 1400-1600 each and further skew average upwards.  All-in-all, it seems to approach the tier average. DPM ranges from 1.7k to 3.2k.  T-44 is a minor outlier at 1.4k. Ratio against same tier from 1 to 2.3, kills take 26 to 60 seconds! Against two tiers below, ratio ranges from just below 2 to 4.3, kills take 14 to 32 seconds. Against one tier below, ratio ranges from 1.3 to just below 3, kills take 20 to 46 seconds. Against one tier above, ratio ranges from 0.8 to 1.8, kills take 33 to 75 seconds!! Against two tiers above, ratio ranges from 0.7 to 1.5, kills take 40 to 90 seconds!! AMX 50 100 can clip most tanks in the tier, but usage and reload take over a minute to get through.  AMX 13 90 clip does only about the tier's average health every ~55 seconds.  T69 can two-clip all tanks in the tier, but usage and reload again take over a minute to get through. TIER 10: Average health is slightly below 2100.  TDs and mediums are about 150 below this average, heavies are above it by 300.  IS-7 is the most common tank, slightly above the tier's average health.  The next five most common tanks together are slightly above the average. DPM ranges from 2.3k to 3.6k. Ratio against the same tier ranges from just above 1 to 1.7, kills take 35 to 60 seconds! Against one tier below, ratio ranges from 1.3 to 2, kills take 30 to 46 seconds. Against two tiers below, ratio ranges from 1.6 to 2.6, kills take 23 to 37 seconds. Autoloaders are about as common as autocannons in tier 2.  WTF E-100 can kill most anything in 9 seconds, but takes long enough to reload that it just barely manages to get one kill in under a minute each.  TVP clips out nothing, but two-clipping gives it a similar story to WTF E-100, though it only has enough ammo for 12 clips.  Foch performs similar again to WTF E-100 except that it comes up short against some heavies and only has enough ammo for 10 clips.  Batchat clip comes up below tier's average health, two clips take almost a minute and a half to reload and use, and the tank only carries enough ammo for 6 clips.  T57 Heavy performs similar to TVP, but only with the ammo for 9 clips.  AMX 50B is the same story, but with ammo for 14 clips. The shift in the numbers is remarkable.  From tiers 2 to 10, DPM nearly triples while health becomes over ten times greater.  The worst performing tank in tier 2 against the average tier 3 target will still be capable of scoring a kill faster than the best performing tier 10 against the average tier 8 target.  The numbers for the tiers I haven't covered are as you might expect.  Ratios for tier 9 are somewhere between those for 8 and 10.  Ratios for tiers 3 and 4 are somewhere between those for tiers 2 and 5.  Ratios for tier 1 are even better than those for tier 2, though without the advantage of any tiers below them.  And really, anyone who has played WoT through the tiers should have already noticed this shift.  The data provides a sense of scale for how much of a difference there is. One point worth highlighting is the danger of a low DPM-to-health ratio.  Some tanks have ratios below one, and even many tanks with ratios higher than but close to one will experience the same problems as those tanks for reasons given earlier - travel time, missed shots, bounces, and overkill.  If you choose to play one of these tanks, you are wholly dependent on your teammates to do damage if you expect to win by knockout.  This is a problem for me and a problem I have with many high tier players who have the 1v29 mentality.  If you feel that you are a capable and responsible player and, more importantly, that your teammates are very often not as such, why would you strip yourself of the agency given to you in the lower tiers by moving up the ladder and into tanks where your success is in the hands of people you don't trust to perform well?  Even if you had teammates you could trust, like platoon mates or your clan, why still would you choose to play a part of the game that doesn't give you or your teammates as much freedom to influence the match in a big way of their own accord? There is another danger of the low DPM-to-health ratio that comes as a result of first exposure to the high DPM-to-health ratio environment of the low tiers.  Suppose you have a new player in the low tiers of the game.  They may not play very well in the game, but because they are in low tiers, that does not matter too much.  The rest of their team can still have the firepower and means to win the game.  In fact, the weakest and least effective players often are used as sacrificial pawns by the more capable for scouting, distraction, and soaking damage.  It is more important that the weakest be used to facilitate the strong, and thus achieve a game win.  This is how low tiers have always been.  The dark side to this is that it breeds a culture of players who don't see the need to improve because they have teammates who can pick up all their slack.  Eventually, this player fails their way to the top where their contribution is not merely helpful, but necessary for their team's success, and yet they've failed to get sufficient motivation from the game to become a real asset.  Much the opposite, they now believe that having a unicum on their team to carry them to success is still a winning strategy.  It isn't, and it leads to the better players of the high tiers suffering from the lessons these new players learned in the low tiers and the game not putting enough "git gud" barriers in the way from reaching higher tiers. Perhaps WoT is backwards.  There are two environments that random matches support right now, that of the fast-paced, fast death, fast kills, individual focus in low tiers and that of the slow-paced, slow death, slow kills, team focus in high tiers.  Which of these is better for the new player?  Do people new to the game want to see things blow up very easily at the cost of being blown up easily, or do they want to have to take their time in killing something with the upside of also being very tough to kill?  The same thing could be asked of experienced players, whether it is better to stick them in an environment where dying is a slow affair or a fast one.  If you think that the fast play of low tiers is too tough for new players and is instead what experienced players should be drawn towards, then WoT is this topsy-turvy mess where low tiers are the premier gameplay mode and high tiers are a tutorial that's way too far out of reach.  I wouldn't say this is the case, but I would definitely say that the gameplay offered by high tiers is nothing like what a new player would be interested in.  I expect that new players want to see things that they shoot blow up, and if it means they blow up pretty often themselves, that's fine, because they can just exit to garage and pick another of the half-dozen tanks that are freely available to them and go again. Should WoT continue to have these two different kinds of games within the same game mode, or do things need to homogenize, and in what direction?  There's an audience out there for both types of gameplay, so one can't be lost without losing a significant audience, but at the same time, neither mode funnels into the other particularly well.  Here's where the tinfoil hat goes on and I start talking about WoT 2.0.    Armored Warfare apparently has bombed and Obsidian is scrambling to do something to keep the game alive.  At the very least, the game has shown WG that a game about modern tanks would be interesting to people, so they've decided to make one.  When they do, they'll have to decide how progression in their game is going to work, which means having the opportunity to do something different from how things are now.  What they do there may signal an intention to change things in WoT if their changes prove successful.  I think there is reason to believe that they will do something similar to what exists now.  Low tiers are the hook that gets players interested in the game and high tiers are the distant goal for players to grind out, and each tier is a carrot encouraging players to move forward.  Low tiers bring the people, high tiers bring the money.  If players really started out playing with high tier gameplay, they would not last.  They need to start out in low tiers where they have much more opportunity to contribute, and only after they've sunk money and time into climbing up tiers and experienced a totally different kind of game do they become trapped into a sunk cost fallacy, pumping further time and money into a game they've already lost heart in playing. Or, they could not do that and just stick with playing tier 2.  You don't need to sink money or time into grinding, you aren't beholden to the abilities of the unproven or provably bad, you have a great chance to affect the game, and you can take on the whole damn world if you're good enough.  I've been saying since the beginning that if WoT is really your thing, then you should play tier 2 and really not much more.  Tier 1 would be great if it had more variety and tier 3 would be okay if the MM wasn't so terrible, but even with just tier 2 to play, you can really get all you need out of the game.  You won't find the fast pace of battle in high tiers like you find it in low tiers, and you won't be able to reclaim the agency stripped away by design of each tank's base stats.  But you can get the slow paced, strategy-styled play of high tier battles in many low tier endgame scenarios where enemy positions aren't known, and you can manifest the responsibility demanded by high tiers into a drive to become most influential force on the battlefield in an environment that properly accommodates it.  By not climbing tiers, you really only miss out on the opportunity to play strongholds, clan wars, and most tournaments, but this can be phrased more truthfully: you're missing out on a worse part of the game.  That's not so bad.





After reading a lot and ask some good players. I decided to make the line T62a as no recommended me to play with TD and everyone spoke to play with medium tank. My initial expectations to be a green player.
I bought the FCM 50t to make money, I will not play with premium account initially.
I'll post the results, match reports and some replays. Every 10 games, I'll get out of the game and will watch all the replays and see what I did wrong and I did right. I will report to the blog every 100 battles.




What I wish i knew.....

Updated 1/6/19
Lots of links on Mind-sets and "what I wish I knew"

The more advanced stuff:

Worth reading:




The guide to Caller/FC guides. wut?

Updated 1/6/19 Hellfish's FC guide. Great surface guide and methods. WaterWar's FC guide  this IS a PDF so it will set off all kinds of alarms but its clean. awesome read on military theory and how it applies to the game. Great read for those who want to be a better indepth caller.

I'll add more as I come across them. (good ones. not meh)




The Clutch/SR/Snap clusterfuck AKA ACCURACY!

Current as of 1/6/19 ^ proven partially true and untrue. it's a case of false advertising on WG's part and bad poor wiki wording. SR only works on hull MOVEMENT ( W/S ) not HULL traverse (A/D), 

There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride), one due to hull traverse (Clutch), and one due to turret traverse (affected by Snap Shot),
and the files you can verify it in is: 
it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break.

The Clutch skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save equip/BIA. Clutch is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning should be paid attention to.

.25 is pretty much the 'useful line'. I found that the actual line is a bit grey, but that it tends to stay between .25 and .27 on forward movement dispersion. Greater than .25 makes it useful, less than .25 or .27 is a case of diminishing usefulness and run something else. Exact dispersion on forward movement for your favorite tank can be found at in the stats or compare menus. Useful to have as a counter skill to clutch braking.

8_Hussars and my work on SR/Snap/Clutch: 
.25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain. Hull traverse google doc. interesting if you want the raw numbers and why people are all ORD > Clutch for non-casemates. A note on dispersion: after turning for 1 second you have reached max dispersion and will carry that value until the turn rate is decreased or stopped.
It's interesting that Clutch can actually make turning dispersion worse. moar talky and some maths. decent crew skill discussion if you are interested on FF and combat skills.




Turn the page(s) Link dump!

The blog post!
Current 1/6/19   <--- not bad     <------ my prefered WG news aggregate/blog   <------ Russian FB WOT site. pretty interesting stuff since they get press releases we don't in the West 


Data Mining: (dont forget to use the ADU!) some really in depth info if you want to dig for it. the site is clunky but it works and there's some really nice stuff in there. mostly camo but has other stuff too. 

Clan/Personal Statistics: <---- awesome site <--- Wotnumbers.exe. good local program if you don't want mods or net based.   <---- ReplayAnalyzer.exe also a good program but requires every replay to be saved seperately. (all instead of Last battle) Time Wasters: this place is a black hole. its fun to get lost! look up your favorite media and dive in!  




the first post of many

This blog will be a collection of various things that I find interesting about tanks and related material. Mostly from WotLabs but also from the official forums, (lol) and Reddit and random other places. I've tried to sort this out but some of these are several years old and some are modern. Always check against the newest version of the game! most of this is stuff I wish I knew when I was starting out.
Anyway, let the link spam begin! In russian, but it's a fantastic micro positioning series. close captioning is awesome. The modern stuff starts around #100 or so but it's all useful for a time killer. It averages about one update a month.  
The micro thread: short but for teh lulz 4tankersandadog's passive scouting and micropositioning.






About me:
For a long time, I played World of Tanks, but two years ago i reseted my account for some problems that the game was causing me. In recent times, I thought back to play. I knew the Wotlabs and I have some background on how the game's physics works. I was a mediocre player, was about 7k matches and WR 47 ~ 48%. Now i want to change my performance in the game. Project:
I'll tell all my walk, my doubts, my learning and my mistakes. Every day I play, I'll make a general report and post some replays Game plan:
I'll do line of T110E4. I chose this line to start because I like TD and is a line with good tanks. I want to make a secondary line, however, still do not know what, I accept suggestion, provided that TD.




A review of my Raseiniai medal match (image heavy)

This was a match that took place on the 18th of March, 2013.  I recorded the game a long time ago and just recently converted it into a ~97MB 720p WebM, which you may download here.  If you have a client compatible with 0.8.4 replays, you may get the replay file here.  Using those or screenshots below, you may follow along as I retrace my thought process for that game played over three years ago. Countdown - There's no premium Hotchkiss, no glut of gift tanks on either side, and no platoons, which are three of the four things worth considering at the start of a tier 2 match.  The last thing is identifying any skilled players with XVM.  This replay was recorded with a vanilla client, but in remembering the match, the only other player of significant skill identified by XVM was the opposing Cruiser III player, MINIE.  14:53 - This is how I began every game on Malinovka from north spawn, at least for those tanks with good view range.  I think I would usually turn around and back out from the rock with my T2, but instead, I take the opportunity with my close spawn to quickly set up binocs on the chance that I will quickly spot something for my team.  This doesn't pay off as I want it to, but didn't hurt either. 14:33 - Remember shell tracers? 14:15 - I'm lucky to already be far enough out to hit this with the way my tank is facing.  Quick switch to premium ammo because fuck T18s. 14:03 - Losing chance to hit, quickly switch to more available targets and into standard ammo. 13:52 - Cruiser III goes dark with 82% health.  Fired some blind shots, we'll see if that made a difference. 13:15 - 74% is too much for any of my blind shots to have done anything.  No big deal, his bad rush tactics will get me my first kill, but at the expense my two teammates in midfield.  Hill team has finally started engaging targets. 12:55 - UC 2-pdr doesn't know what he's doing and waltzes in to give me my second kill.  I wait a few seconds behind the rock before moving back to the side. 12:40 - Pubbie BT-2 drives up behind me and I have to wonder if they're going to be a problem. 12:30 - Two hill teammates go down to the BT-2, but the rest manage to score a kill.  It will be the only kill my teammates get all game.  I start to become audibly upset as usual. 11:57 - Narrowly score the third kill against the Cruiser I.  MINIE takes out a guy on the river.  I maintain my position. 11:30 - Hill is totally lost and more than two enemies are definitely up there.  I think they're still pretty far away, so I don't yet shift focus. 11:20 - I can hear my teammates repositioning themselves to go towards the hill, where I am certain they will ruin themselves.  I voice my concerns to little avail. 11:03 - Now that my teammates have stopped paying attention to the front, something crops up.  I don't get in much damage myself. 10:50 - Now another T18 shows up near the river.  I shift positions and load premium ammo.  The wrong positioning facing the field becomes the right positioning facing the hill. 10:40 - I'm not satisfied with my shot on the T18 and MINIE has shown themselves to me.  I switch targets. 10:17 - Exposing himself more completely, I can take decent shots on the T18 that I decide I don't need premium ammo for, scoring kill four.  It's close enough that I'm worried about having been spotted, so I move behind the rock. 10:02 - Medium I shows up on the other side of the field.  I quickly eliminate it for kill five, but my team crumbles inside and behind our base.  We become outnumbered two-to-one. 9:38 - I am not happy. 9:35 - Being flanked is death, so I quickly grab the sixth kill off the Renault crossing the field.  I get a lucky crew knockout and quickly turn back to face the opponents in our base.  We're now outnumbered four-to-one. 9:25 - Backing up towards the base is the only way I feel I can get a good shot on things coming from behind the cabin.  I know from earlier that MINIE left the small hill, so I'm not worried about exposing myself to anything much. 9:20 - Switch to premium ammo to deal with bouncy Pz. II front. 9:16 - Can't stay exposed to the PzJg I for long, despite them not having yet shot at me, and now it feels like we're being surrounded by an enemy on each side.  I have to retreat to the rock. 9:09 - Lucky miss by the PzJg I allows me to score the seventh kill against them still unharmed. 9:05 - As the AFK in my base succumbs to the enemy, the BT-2 that took out my two teammates comes around wide on the west, but is soft enough to go down in one shot for the eighth kill.  It's now me against six. 8:58 - I prioritize the good Cruiser III player over all other potential targets.  From full health, I nearly die in the process, but MINIE becomes my ninth kill. 8:46 - I simply pray that the T18 won't hit me, and they don't.  Kill number ten. 8:36 - I actually wasn't paying attention to there being someone on the other side of the field, but the shot to my west side clued me in.  I move somewhere where I feel I won't get hit by the enemies on the base and do my best to take down the Medium II as fast as possible.  I hesitate to fire at first in hopes that my tank will disappear, and it seems to have worked.  Kill eleven. 8:19 - After dispatching the Medium II, I quickly get away from the rock because I'm worried about enemies rushing me there.  In this moment, I feel my greatest defensive tool is going to be distance.  After a few seconds pass and I feel they aren't rushing me, I move back in. 8:11 - I see the bouncy Pz. II on the cap and attempt to reset.  They fire back at me and I move back, each of us having not damaged the other.  I move back in despite other shots being taken at me and manage to nab the Pz. II for the twelfth kill before the VAE can intercept and save his teammate. 7:44 - The VAE is moving around on cap, but is still slightly exposed to me.  I take shots where I can, and a blind reset tells me he isn't moving.  As he retreats, the Ltraktor shows up. 7:18 - I try to take out the Ltraktor, but leave myself exposed to getting killed.  My last shot against them misses, as does their shot at me, and I back away. 7:08 - I adjust myself to take shots at the Ltraktor from the other side, taking care to not knock down the tree. 7:03 - Another missed shot against the Ltraktor again puts me in danger of death, but a second shot connects and rolls high for the thirteenth kill. 6:45 - Feeling the VAE will be staying put, I take a moment to gloat.  Then I move back into a position to spot the cap. 6:05 - VAE shows up while I'm on the east side of the rock and I manage to nab a tight shot.  I fail to secure the kill though, and the VAE backs into cover behind the cabin. 5:45 - Feeling that the VAE hasn't spotted me and that it will be ducking deep into cover, I decide that it's time for an aggressive play.  I want to put myself in a position where the VAE won't anticipate so that they may expose themselves to me for a clear shot.  I choose a bush just southwest of cap and sit patiently. 5:00 - I could possibly shoot down the cabin and hit the VAE that way, but it would put me at considerable risk of being spotted and fired back upon.  Despite being comfortable around the rock for most of the game, I quickly become anxious in my new location. 4:02 - With nearly four minutes left in play, I make a judgment call.  I want this Raseiniai medal, and if I wait too long, the VAE may find a way to escape and climb up the hill to where I would never want to chase.  I decide that if I really want to win this game the way I want, I absolutely must take the risk of moving out and hitting the VAE.  I charge straight towards the cabin. 3:50 - The VAE is just sitting at the cabin, waiting for me.  I prop my camera up to see which way their gun is pointed and see at the last moment that it's facing southeast, so I turn north.  Thank goodness for the bullshit turret traverse nerf on that tank.  I easily score the medal-earning kill and end that game the winner. This old in-game screenshot I took shows you my XVM configuration, which allows you to see my damage log and player colors. Match details. Here is where my T2 stats were at the time. This match was certainly a highlight of my tanking career, but it's also a good demonstration about how great achievements like this are strongly luck dependent.  I made a few plays in this game that were extraordinarily risky, and if one more of them wouldn't have gone my way, I would have been toast long before hitting 14 kills.  The play I made at the start of orienting my tank forwards from behind the rock is something I would commonly consider to be the wrong move and do otherwise, but this ended up putting me in the perfect position to handle the threats that came from another direction.  A "correct" orientation would have left me exposed far more to that side or demanded I play from the other side of the rock, either of which could have resulted in a game loss. At the point where we started being down five to six tanks, it would have been easy to merely give up on the match, accept that my team fucked everything up, and move on to the next one.  I chose instead to dig myself out of the hole I'd been thrown into.  Of course, being screwed by the team and choosing to fight back is nothing unusual for me.  The only notable thing about this occasion is the depth from which I was asked to climb and having pulled it off despite what was working against me.  Let me also say that this game is a perfect example of why I loved my T2 Medium.  No other tank in the game would have had the tools to pull this off.  Cruisers lack the health and armor.  French tanks lack the damage.  TDs lack the versatility.  Soviet tanks lack the view range.  In a tank that I believe was long regarded as being inferior to many, it performed superior to all. There have been many tough games that I've narrowly pulled a win from since then, but this one takes the cake.  Not too many opportunities to get a Raseiniai medal are given, and against seemingly impossible odds, I was fortunate to be able to seize this one.




A poem that I forgot about

Breeze, blowing that blonde curling hair,
stirring it, and being softly stirred in turn,
scattering that sweet gold about, then
gathering it, in a lovely knot of curls again,

you linger around bright eyes whose loving sting
pierces me so, till I feel it and weep,
and I wander searching for my treasure,
like a creature that often shies and kicks:

now I seem to find her, now I realise
she’s far away, now I’m comforted, now despair,
now longing for her, now truly seeing her.

Happy air, remain here with your
living rays: and you, clear running stream,
why can’t I exchange my path for yours? Petrarch Sonnet 227




CSI: Time-limited Premium Tanks, Everywhere

First post on a new blog, yaye. In case you haven't figured out: CSI stands for Chinese Server Insanity, which is obvious. Consider that I already have a WoT blog written in Chinese, guess I should make this blog like, what, introducing what it's like to play at Chinese server for you the curious ones. So here we go: time-limited premium tanks. This feature is lanched with patch 0.9.4. You can rent a premium tank for 30 days with roughly 1/4 of the full price. But in practice I believe there aren't many tanks actually rented w/ gold. Since you can actually buy premium tanks at a much lower price than the in-game price. Take 112 for example: in-game it sells 12250 gold, which equals roughly 300 CNY (1 CNY = 40 WoT Gold at Chinese server, but there are +10~20% bonus events for purchasing gold regularly.) A 30-day rental of 112 costs 3070 gold. But here's the catch: the official web store offers the 112 bundle for only 99 CNY, including 100% trained crew, 1 garage slot, 200 premium shells, vstab + GLD + rammer and 30 prem consumables. Whoever spends gold on premium tanks in-game, either purchasing a permanent one or renting, would be seen as a total noob. But let's not talk about this hard failing business plan since most players are not that stupid. Let's talk about how KDW(nickname of the operator of Chinese server) continues to make use of the time-limited premium tank feature: they give out lots of time-limited tanks as various kinds of event rewards / bonuses: For the first time you ever purchase any amount of gold: 7 days of Panther 8.8 A recent 2-week event for Chinese New Year gives out time-limited Churchill L, Rheinmetall Skorpion, Steyr Waffentrager and AMX M4. 49 at different stages, as long as you keep checking in at the event's webpage. A month-long event in October 2015 gives out various time-limited tier 6-10 premium tanks. Covering all MM tier you're likely to play at. If you've seen rented Panzer 58 Mutz flooding NA server, the situation is a lot more common at Chinese server. Sure, it's an easy way of trying out new premiums (you can't log in into public test server w/ a Chinese server account), but the insanity is serious. Pubbies yoloing in Object 907 only w/ 50% crew and binocs + camonet + toolbox (hopefully), just imagine. On the bright side, you can target at a specific vehicle class to complete individual missions a lot easier. Killing 3 TDs? Wait for a Rheinmetall Skorpion apocalypse. The Skorpion is like Borsig without having to grind. And pubbies who drive these are more likely to camp till death. Oh, I just got 3 MoE on my Rudy last month. Guess who should I give credit for. Until next time.




Not-so-brief overview of changes to tier 2 tanks in 9.14

A short excerpt from the supertest patch notes for 9.14: Last post covered tier 1s.  This post covers tier 2s.   ALL NON-PREMIUM TANKS - Reduced to a single radio with no upgradable module available. ALL PREMIUM TANKS - No change.   Type 89 I-Go/Chi-Ro - Reduced to a radio of 300m signal range, down from 425m. Cruiser III - Reduced to stock radio, down to 350m signal range from 450m. Cruiser I - Reduced to a radio of 350m signal range, down from 375m. Pz. II - Given a different radio from any it had before, down to 310m signal range from 455m. VAE Type B - Loses its weakest gun, the stock 37mm KwK 36.  New stock gun is the medium-high alpha 47mm Vickers QF.  No top end changes (signal range is still 300m). M2 LT - Signal range completely gutted from being left to stock radio, down to 265m signal range from 615m. Pz. 35t - Loses the weaker autocannon.  Reduced to single stock radio, down to 290m signal range from 550m. T2 MT - Signal range completely gutted from being left to stock radio, down to 265m signal range from 615m (now I have to retrain my commander to drop Relaying, RIP). H35 - Reduced to stock radio, down to 300m signal range from 360m. BT-2 - Loses three guns - the 37mm Hotchkiss (stock gun), the 23mm VJa (better of the two autocannons), and the 37mm ZiS-19 (top gun).  Stock 37mm B-3 is a good improvement, but 45mm 20K top is much worse than ZiS-19.  Keeps 300m signal range radio. T-26 - Loses the autocannon.  Keeps the 37mm ZiS-19 as top gun and 300m signal range radio. D1 - Stock gun removed, spot taken by the autocannon.  Reduced to stock radio, down to 300m signal range from 360m. M2A4 - Reduced to a radio of 350m signal range, down from 375m. R35 - No change. T-60 - 20mm TNSh removed (arguably best autocannon for the tank).  Keeps 300m signal range radio. Pz. I - Given a different radio from any it had before, down to 310m signal range from 455m. Type 95 Ha-Go - Reduced to a radio of 350m signal range, down from 425m. FCM 36 - Reduced to a radio of 290m signal range, down from 300m. Chi-Ni - Reduced to a radio of 350m signal range, down from 425m. T3 HMC - No change. LT vz. 35t - No change. Vickers Mk. II - Stock gun removed, spot taken by the 6-pdr Mk II.  Reduced to a radio of 250m signal range, down from 375m. PzJg I - Signal range completely gutted from being left to stock radio, down to 265m signal range from 700m. UC 2-pdr - Reduced to a radio of 350m signal range, down from 375m. AT-1 - Loses its most accurate 37mm ZiS-19S.   Keeps 300m signal range radio. Renault FT AC - Stock gun removed, spot taken by the slightly more accurate model.  Keeps 300m signal range radio.   Clearly, the biggest change here is to signal range.  If the meme is true that pubs don't watch the minimap, then this change has little negative impact.  I watch the minimap though, and the impact of this is considerable, at least on some tanks.  You don't meed much more than 200m signal range on a map like Mittentard to stay in touch with your teammates (except for arty).  300 to 350 meters is sufficient for Mines, but only if you're in the middle, and a similar sentiment can be echoed for Himmelsdorf.  Ruinberg is probably where this will have the greatest impact, putting city players out of touch with hill players, which could lead to a blinding effect that would make it very hard to see targets or enemies hitting you at >400m along the main east-west road. Notable losers in this department are the American tanks, T2 and M2.  Both of them currently have a meta play style that puts them on the front lines anyways, but if WG should ever switch things up again back to a vision meta, these tanks will be far less relevant for lacking their amazing tool for keeping in touch with allied campers everywhere.  I remember grinding my 5.6k XP for my T2's radio and how delighted I was to basically never be out of signal range of any of my allies.  So much for that now.  Even with the worst range in the tier, I don't think it's bad enough to make a big difference on how good the M2 is, nor is it enough reason to start playing the British version instead.  The Pz. 35t and PzJg I were also downgraded significantly, but nobody plays them anyways, so whatever.  In other news, the Tetrarch still has 525m of signal range and is still an awful tank. The only considerable firepower changes are to the BT-2, AT-1, and perhaps the T-60, but this really isn't important.  The AT-1 can't really get any worse anyways, the BT-2's best gun didn't fit in the current meta that much, and the T-60's lost gun wasn't even that great.