A short excerpt from the supertest patch notes for 9.14:
I'll look at the changes to tier 2 later, but for now, here's what's going on with the tier 1 tanks.
The thing which stands out most about the MS-1 is its high penetration compared to other tanks of its tier. In 9.14, it will lose the gun that gives it that recognition, falling back to 40mm standard penetration. The alpha is also worse, which is probably more of a big deal in today's meta. It otherwise has a
The last couple of patches have brought two major changes affecting tier 2. Here's what happened and what my thoughts are about how things have changed.
The New Maps
The most significant change by far, the map pool for the low tiers has changed drastically. Where previously players would run into open and campy maps such as Province or Prokhorovka, these kinds of maps are no longer to be seen. The most open of maps these days are Ruinberg and Mines, neither of which is so dominated
9.12 brings with it what seem to be the last major gameplay changes for the low tiers (T18 replacement, draw range change) for a while, so I'm finally ready to dive in and work on ranking all of the tanks again.
As a reminder, here's what I've said on the subject in the past:
This is still roughly where I stand on things, though of course the T18 has now been replaced by the T3 whose strength is yet to be evaluated. As far as the I-Go is concerned, I don't think many players h
Yesterday was the start of the open beta for Armored Warfare. As I wrote earlier, I missed my chance to get into AW previously during an open stress test, and by no means was I interested in dropping however much it was for a founder's pack to play earlier, so this was my first chance to play the game. Things started off well. After looking at the first two tier 1s, it may surprise some to say that I picked the autocannon tank to play through first. So far, I've only played the PvE mode, and
Just a little more reflection on recent events.
I've done what feels like a lot of work lately in putting together my opinions on tier 2 play. I think it started when I put together a guide for how I approach low tier maps, and then I did the autocannon challenge, and then I wrote about what qualities are important at tier 2 and redid how I rated all the tanks, and then in the end, WG pushes a change that completely upsets the balance and changes the meta of the tier in a big way. That largel
My blog view count has been slowly creeping up since about a week ago. It seems to have gotten ~150 views in just the past two to three days. I don't know where all the views are coming from, if it's from links I posted on the forums here or someone else linking the posts somewhere else, or people actually looking at the new content or blogs page and clicking on my posts.
I'm glad there are at least some people out there interested enough in this stuff to read it, or at least click on it.
It's been a loong time coming, but somewhere in the middle of a 16 hour session last night, I finally started to get meds, and perhaps higher-level play in general
Before, whether due to not enough map knowledge or my own mental habit of trying to find patterns in everything - probably both - I was never able to allow myself the flexibility to play meds to their potential. For each med, I'd either treat it like a (lightly armored) TD, or a heavy tank. Naturally, neither quite worked. However, I
In light of some changes that have happened recently to low tier gameplay and the revealed intentions for these changes, I feel the need to step in and say something:
Clubbers aren't going away.
I should take a moment to clarify what I mean when I talk about clubbers. When other people talk about clubbers, they typically refer to players who've been in the game for some time and prey upon players of little familiarity or skill. This can refer to players of any tier and any skill level, which
Last week, I spent a few hundred battles playing the new I-Go. I've been mildly interested in playing this tank ever since I'd first seen what kind of stats it would have. Anything with 320m view range gets my attention. On the other hand, from playing other Japanese low tiers in the past, I knew that I was going to struggle to make much use of it with its slow shell speed.
But three weeks ago, I was thrown a curveball, a real game changer. WG announced that they were going to mess with the
A while back, I came across an old archive of replays and screenshots of me playing in 2012. The replays are basically worthless now, but at least the screenshots can still provide a glimpse into my earlier days in WoT.
The earliest item I have, from around the end of March, 2012. Back then, I would often take screenshots of games where I felt I did well, which tended to be anything that earned me a medal. It's anyone's guess at this point why I was running 20 HE shells.
I always foun
It’s a gun, with some sort of building attached to it.
If you’re thinking of getting the SU-100Y for any reason other than the gun, forget it. This tank is a gun and nothing else. It performs poorly in literally every single aspect that is not the massive gun. It has mediocre view range, radio range, speed, mobility and armor.
Excuse me, did I say armor? The SU-100Y is made entirely out of bubble gum wrapper held together by positive thoughts from the crew. With a 60mm all around armor, you’ll
To understand what makes a tank good, you first need to take a look at the metagame. Tanks are only good if they have qualities that make them good against the meta. The meta is determined primarily by two groups of tanks - those which are most frequently played and those which are most frequently played by the best players. In tier 2, the tanks played most frequently (in the last 30 days, according to vBAddict) are the T18, Cruiser III, Pz. II, and T7 Combat Car. In my experience, the best
It's no secret; I'm madly in love with this tank and everything it has done for me. I've had the incredible luck of earning a Raseiniai medal, I won a Type 62 playing it back during the Medium Marathon, and with it, I'm at or near the top of many leaderboards across all servers in categories such as number of battles, efficiency, WN8, win rate, and damage ratio. My relationship with it came purely by chance, and I'd like to tell everyone the story of how I came to enjoy it and what it has to o
I'm gonna keep that as my badge to show off for a while. :^)
For the Crapaign we decided to not to follow up on rule 2.2.3. This rule stats that the Landing zones on Swabia the team that is attacking gets a draw against the land owners they automatically win the Lz. Granted it was the fault of the leadership to not follow up on the rule, but in reality the point of this entry was not for that reason. The reason was for some of our players that defended WG's retarded rule of attackers can turtle strat, and defenders have to attack or lose their Lz. Some of