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Showing content with the highest reputation since 04/26/2019 in all areas

  1. 30 points
    This'll probably be the last thread I make regarding improvement, the game is about as milked out in content it can be. I decided to do it now because EU tier 10 is 3 arties every game so I don't really feel like I'm missing out by writing this up instead of playing. I'll also start off by saying that any question you might have (to me specifically) about anything game related when it comes to improvement, preventing tilt, getting out of a rut and so on all the way to tank/map specific things (opening positions, counters, timings, you name it) are things I will do my best to answer in this thread, if it isn't then ask it here and I'll answer to the best of my ability. It's also very little concrete advice here as the meta game gets trickier the higher you go, if you have any concrete questions to give the bones some meat then please do so. I play this game with absolutely no regard for the outside economy as the account I'm using has 450million credits with almost as much in consumables and there is nothing to grind on the account, it's simply missing some premiums and rewards. I also have acceptable crews for almost everything, and if I don't I switch them out. I don't take outside factors into consideration in the game. I won't keep firing AP instead of APCR for some extra credits at the cost of performance. I give myself the best chance of having as good of a game possible before loading into battle, and if you care about performance then you should too. I am not in the normal position of a WoT player here, as these things really matter early on. A playstyle like this is sustained either through spending money on the game, or a heavy amount of skrims before hitting random battles to keep your economy positive throughout. This has very little to do with direct game performance but the economy in WoT is a foundation you should build solid as it'll help prevent the most basic problems for a tryhard mentality. Running out of credits has happened to many, many players before strongholds were a thing. Stronghold skirmishes also solves some of the issues for a good service record, if you want a good overall service record on a tank the crew needs to be good, all modules researched and the best ones mounted before loading into randoms altogether. Radios are debatable but to me it's a matter of principle, if it's better I will run it even if the cost/benefit of researching is incredibly low. Making purchases on sale, stocking up on rations and big kits and so on to the point where it will last you until the next opportunity to do the same is where you'll want to be at or further in your economy. If you can sustain buying all your consumables up front for the entire period when it's on sale and holding off on tanks if they'll be discounted in the foreseeable future, your monetary problems in the game go down by so much. It is a long road to set your economy up that way, as it requires a lot of grinding. You're going from being a customer of consumables and equipment to owning your own depot. If it didn't require a lot of work then everyone would be doing this in the real world too, but it really is the most sensible way of not running into monetary problems as it is one of the biggest issues regarding performance. Not in the performance today, but in your ability to perform in the future. I'm lucky enough to not have to play skirmishes or spend money on the game now. Premium time, clan boosts and personal reserves make for break even or better with discounted consumables in even the most credit hungry tanks (50B, SConq, E 50 etc) with acceptable performance on them. This is probably where the real thread starts but I felt like making note of how much your outside economy matters and how setting it up to supplement you in the future really makes a difference. I am at the end with no problems at all, all tanks bought, equipped and credits are in overflow to the point where I have my next 15k games already paid in advance. Not having problem with credits ever again is a really big thing. For most players seeking to improve however this'd translate to playing a lot of skirmishes, or buying it with real money. Regardless of what you choose, taking steps towards a more sound economic structure along the way is something I really recommend. Eliminating one of the core problems of having an outside economy (unsustainable costs) while still being able to reap the benefits (other people also have unsustainable costs, and as a result they will ultimately perform worse because of it). I think about my game in two ways. The battle I just loaded in to play on its own, and then all the battles I played and will play for the session. For the first, economy doesn't matter. For the second one it does. I'll go more into separating your gameplay into these two later, but it's important to remember through out. Time to start the topic for real: I'll be answering the most commonly asked questions I get regarding improvement, consistency and on keeping an emotional distance and a professional mindset towards the game. I cannot stress this enough: Having a worker-attitude towards the game fixes a lot of anger management issues the game presents you with, but in doing so you'll start sucking out the fun as well. I enjoy the game enough (although in periods) that I still get enjoyment out of playing with a pro-active mindset to improve. This is where a lot of people fall short and it's totally understandable. An improving mindset is a really boring one. You are playing with an improving purpose, and not an enjoyment purpose. I'd say that I enjoy myself the most in a game where I just play and zone out until the game is over. Back in reality, basically a small escape from the real world for a while until you're forced to do whatever the real world requires of you. Thinking of your game in a similar way takes a lot of fun out of it, as being emotionally invested is an obstacle to overcome to reliable results. Luckily I am a competitive person, so I get my enjoyment out of good results, and many people are similar. This means that you treat the game as you would an assignment from a school, employer or whatever. It already sounds a lot less fun. You are playing to improve. This means that every rambo-like feeling you get out of casually playing goes out the window just as fast as the aggressive emotions that many people already struggle with fighting off. You can't be emotionally invested either way, as your emotions will influence your decision making that you want to be as pure in logic and reason as they can. Because of this, you'll want to distance yourself emotionally from the game just like a bad habit in real life. The boss forcing you on overtime means you suck it up even though you're pissed. You are mad because things aren't going the way you wanted and there's no easy fix for that. A worker mindset of adapting to it to the best of your ability and getting better at accepting whatever comes your way to get over it as soon as possible is the best way of dealing with it. This means that everything in the game that is out of your control is something not worth investing into emotionally. This includes everything from being XVM-yoloed, arty-whored or RNG putting a consecutive 4 shots at the edge of reticle. What exactly does an emotional investment get you here? Only fuel to a fire you already want to put out, your emotions are counterproductive right from the get go. This means that you have to let things like these go. They do nothing for improving your current game and only raise the tension for the games to come. Bad experiences from your current game should be left there, with anything positive to take from it should be at least considered. When sporting a working mindset you'll simply structure your gameplay in a way that you keep refining and re-evaluating your decisions and replace your bad tendencies with good ones. This is how I do it: Step 1. This is almost always initial deployment. Make up and decide where to go on the map on the spot after you've read the line-up and estimated the general deployment. Step 1 should at least have some benefits of going there, if it doesn't your step 1 is not good enough. This is everything from favourable terrain, free crossing shots, vision, tank advantage on flank and so on. How much damage is there going to be at step 1? - Try to answer. If you were right, focus on step 2. If you were wrong, think about why. Sometimes this is not taking slow mobility into account, or trading poorly too early etc. Personal misplay is an answer you are going to have to admit a lot of times here, Step 2. What to do after the initial deployment period and the damage it gave. Step 2 and onward is more difficult to give advice on, as they differ much more from step 1 which will remain fairly similar until you decide on a different opening position. Something to consider here however is how aggressive it should be. I base my aggression on urgency. If there is plenty of damage to farm, there's no need to throw your own HP into the mix until you will start losing out on better situations without it or a better position. I think about step 2 as I'm doing step 1. Unlike step 1 it will vary a lot more depending on what is happening on the map, information is scarce early on so step 2 changes often. Having step 2 in place however makes for a pretermined decision to fall back on without any time loss. If step 1 yielded much then step 2 doesn't have to be as aggressive as I'm ahead of pace in my target damage zone. If step 1 yielded little then it'll have to be more aggressive as I now have to compensate. Overcompensating is easy however, and when doing so you need to recognise it as just that, and not teammates being bad. You don't get anything to learn out of your mistake if you blame it on somebody else. Step 3. Step 2 becomes the new step 1, and you think about step 3 the same way you did step 2. The only real difference is that more time has passed in game between them, so the urgency gets higher to hit your target game the longer you go. As you go further into the game the gameplay either ramps up in tempo or massively slows down depending on how the engagements went. A close game slows down, and recognising it as so will let you put the brakes and conserve your HP for enemy mistakes until the game is decided. A steamroll only ramps up in speed, so if you recognise it your need of staying ahead gets higher and higher with time so you adjust your aggression accordingly. Step 4. Use your remaining HP to get as good of a game as possible. I wait with step 4 until the game is noticeably won or lost. Good micromanagement skills net you better games during steamrolls against you with an extra shot or two. When the game is decided, you don't spare any expenses. Survival rate is arbitrary, and I can't recall the last time I saw a good player wish he had a 10% higher survival rate instead of a full shot extra in DPG. If you have a lot of HP to use at this stage then using it to outdamage your teammates is a good idea. When the game is decided, your own HP isn't more valuable than the damage anymore. If the game is won/lost in a seemingly decisive manner, the damage is all that you can get out of it. So squeeze the last drops of it instead of throwing a Hail Mary for the win that virtually never happens anyway. From personal experience I've found that the risky play to win the game is less beneficial to actually winning than playing for the damage. The amount of times you're able to farm your way back into an even HP pool safely are more frequent than winning a lost game off of a Rambo mission. A spot on the map generally takes 10-15 games for me to gauge if they're worthwhile or not, so this is quite a bit more of testing the waters than what people assume. The meta changes, so you can't have a fixed handbook for what to do on every map even if the initial deployment is similar. With it you find many solutions to the situation you're in right now, one you will be in later and eventually you come up with a solid enough answer to everything on that area of the map that you'll start consistently having good games throughout. The more the better honestly, but I generally play tanks with little to no armour, so my focus has is around having a good damage dealt/taken ratio. For people more seasoned in slower and armoured tanks this focus would be more on micromanagement and perfecting your initial deployment. Lower mobility means less ability to rotate, so getting better at prediction and foresight hold more value the lower mobility you have. I talked a bit about emotion and how it's an obstacle for improvement, but there's still more to it to add. Shifting blame. I do this myself and almost every streamer I watch do it too, because accepting blame is difficult. You won't get anything out of a mistake if you blame it on anyone but yourself. It really is a lot of excusing misplay with platitudes in WoT. Arty, XVM and so on screwed your game over for taking an aggressive position. A lot of people write these things off as arty just being arty when in reality they were overreaching. I had this problem a lot when translating from the 3k to 4k barrier. You need to take a breath, get some perspective and look at the situation again. Did you really die because of some BS or were you actually misplaying? If it's BS you can let go of it as those things really are out of your control sometimes, but you're doing yourself a disservice if you let a mistake to learn from go by unnoticed. It's important to hold yourself accountable for your gameplay and if you really do want to improve this is a barrier that is a must to get over or it'll hinder all learning past this point in a fairly cerebral game that requires an understanding of the game that is too complex to put into proper words. There's a fairly good reason most people plateau at some point, and while that plateau is lower in general I can say with certainty that close to every (already) unicum hit a wall because of this. You are fairly confident in considering yourself decent at the game at this point, and your ego is in your way of improvement more than anything else. Tilting's also very common and I envy the very few who seem to be totally unaffected by it. A good mindset really helps here, as you'll see some of the few people who can live off of WoT content that have to keep playing for their income learnt this too. Most people do have the ability to quit whenever their anger gets the better of them, but when you are literally doing your job while playing you don't. Tilting ruins the rest of the session unless you untilt which is easier said than done, so you do whatever you can from preventing tilt from happening from the start. As I said earlier you really have to give up your emotional investment in both performance and outcome. It just doesn't yield anything positive from a performance perspective. Finding a way to un-tilt is good though if you insist on keeping the session going. For me the session ends whenever I notice myself being emotionally invested, both good and bad. If I load up, have a killer game and felt like I really enjoyed that game then that game is it. I had fun, although for a very short time, and then this session won't be a pro-active one forward if I decide to keep on playing anyway. It's important to separate the two, especially when they're so closely linked together for elitists (performance and fun go very hand in hand for me). If you want to learn then emotions can't get the better of you. If you are having fun while playing that's great, but you're also zoning in and going autopilot which is the biggest single detriment to improvement there is. Unlearning auto-pilot is something that would do every online PC gamer a favour in their gameplay by forcing them to re-learn actively (and onward) instead of only learning periodically and then sticking to what they know. You can obviously enjoy yourself while being a productive learner, but it's much, much harder than it looks. If you want to become better at the game you have to learn, and "having to do" something generally makes it a lot less fun even if it's with your goal in mind. My ways of keeping my head straight when I had a bad game, am dead and waiting for my tank that are pretty simple and easy to do. They do the trick for me most of the time, and when they don't I simply quit the session and come back at it with fresh eyes later. I generally only play 1 tank at a time, so this works well for me since I have a game to wait out before my next one. I generally try and watch all my games until they are completed because there's more to take from them after dying. Timestamping - Track rotations and how long they take for other players. If you know how long a rotation takes you can estimate how much will happen in that timespan and how a situation will look when you get there. Just look at the timer at the start and then again when you have what you're looking for. If a rotation is 40-ish seconds, it is for example a perfect rotation for a BC25t after a clip. It matters more on autoloaders since you have a longer string of dead time without being able to deal damage. Knowing this in autoloaders make for much better predictability and an increase in effeciency. If your BC just went on reload and you see a rotation to make that could be good, you have the information on hand that you will be reloaded when getting there. You can deal damage right away. The time spent reloading was spent being useful because you rotated in a situation where you wouldn't deal any damage anyway. Track trading patterns too if you can. Some tanks are tricky to trade against because of their reload timers are off-sync compared to yours. Russian mediums for example can shoot 3 times at a Type 5 on reload before he's reloaded again. If you know this you know how hard you can pressure without risking taking HP back. If you are against a 5A in a russian medium however the reload is off-sync, as you'll be halfway through your third shell when he reloads his second. If he fires and pulls back there, you end up losing the trade at 980 to 640. This means that you don't really have a way to use your RoF as a means of engaging that 5A when there's cover involved. Find a different way or take the bad trade if there's no other way. This is where playing a single tank at a time starts benefitting as these things are much easier to keep track of comparing against the 1 gun (yours) than all tanks. You can do this for pretty much everything, but when playing tanks with higher alpha it matters as single shot trades get more beneficial. A JGPZ wins almost every 1 for 1 trade, so for it to take them makes more sense than a russian medium that will get outtraded. Backseat gaming. I do this to both streamers I watch and to team mates when I'm post mortem. It probably goes without saying that I don't actually tell them what I think, I just try to backseat them in my head to keep my thought process going to learn. You start noticing how big the gap is and how much skill expression there is in the game by doing this, as methodical decision making is so much easier to spot than someone auto-piloting. It's tricky because things don't play out like you want them to to check if you were right, but you can easily mess with ideas and try to emulate a reasonable outcome out of it. I've gotten everything from good openings (mostly from streamers though), to good counters and responses from random pubbies this way that I didn't think of. They probably didn't think of it either, but I saw it work out so I can make use of it. The biggest use of it is probably that I've identified a lot of bad choices and having been attentive during it you will end up avoiding a lot of mistakes you haven't made yet. WoT is a PvP game but I found that treating it as PvE makes more sense. One player and 14 bots against 15 bots make for a more sensible way of looking at performance which shifts the focus from a team effort to win, to a player effort in a numbers game. You are alone and your teammates are no good, now do your best anyway. Consistency needs a solid foundation to build on. and for me this is the general thought process of how I did it. It takes long, but eventually it adds up to being important. The step from 4k to 5k and above was the biggest leap in gameplay for me, and easily the most difficult to approach. The difference between it and the previous level of gameplay was mostly consistency. I'd say that an easy way to put it was that now my median and average game are similar. This wasn't true before, were my median game was almost always higher than my average because of a game here and there going pretty bad. What working through this did for me was raising my average game up to my median, simply having less bad games while the ratio of acceptable to great games stayed the same. This change isn't much more than 500 damage in tier 10s, but it still matters. For me it was the last bit to focus on in the game, and having experience with it - the improvement never ends. I see so many mistakes in my own play in hindsight that I'll keep working on to remove. To me the game isn't at its most competitive state right now, as a constant 3 arties make for much worse experiences in tier 10 where I generally reside so right now I can't say that my improvement has yielded very much recently, but it did lay the ground work for a better time to come. Consistency for example is the only reason I was able to 3mark the ISU-130. The tank on the EU server has 20 or so owners, with none of them playing actively. In attempting the mark over a year ago I just couldn't break past the 90 mark reliably. The damage requirement of a 3500 combined average was simply too high for me to keep with tank tank. I was the only one playing it until skill4ltu got his as well, so the EMA of the ISU-130 mark was set almost entirely by myself until then. We both wound up just waiting it out. The issue I had was with consistency yet again, as I was struggling with finding a way to get reliable damage out when your penetration is worst in tier. (It's a high DPM/alpha TD with okay gun handling and mobility, while having a non-existent gun arc and very low penetration for those of you who don't know of it). I eventually wound up getting it done, but after taking a very long break from it. Just like all of the challenging gun marks this game has to offer with their reward tanks the consistency is what breaks most players. Having to pressure the game for so much damage so reliably makes single mistakes ruin several hours of work, so you can't make mistakes at this level. A lot of players have been bashing their wall against the Chieftain mark lately, and it's because of the same thing. Consistency matters so much when you are basically forced to either have a good game or re-play your last 10 games getting back to where you were. That's what it did for me in the ISU at least, being more aware, having learned more and approaching the game from a PoV based in logic and reason rather than using your gut and autopilot made the push. There's plenty of small pointers here and there to improve your game, but IMO this is the big one that sets you up well. If you have the work ethic to keep learning, you'll become more consistent. Eventually more consistent starts meaning better.
  2. 8 points

    New in WOT Labs

    Just throwing out a shout out to you all, I have played the game for a few games now and decided i need to get better so I came here to learn. i am always looking for a mentor to learn and coach me. If i am going to be in this game I definitely want to be the best I can. Thanks all, sorry for any future dumb questions
  3. 8 points
    I added this as a featured article on WoTLabs. The link to it will appear pinned at the top of every page. Great article!
  4. 7 points
    490 alpha, yet it has 1850 DPM (more than a lot of old 320-390 alpha heavies, more than VK 100, Mauerbrecher, Defender, MORE THAN SOME 240 ALPHA TIER 8 MTs) accuracy isn't even godawful for the alpha, it's more accurate than any of those 440 alpha tier 8 heavies wtf 0.19 / 0.19 / 0.14 bloom is pretty disgusting considering that it's pretty slow too, it has better bloom than VK 100 again and that already doesn't have THAT bad gun handling for the alpha, wtf good penetration as well, shell velocity is also less potato than other 128s in the tier turret armor, if it really is that thick with that shape, is arguably better than VK B at tier 9 it's also faster than VK B lmao. In fact, with actually rather decent terrain resists and 12 hp/ton, it's going to hit 30 easily, and it has that typical German 15kph reverse speed too knowing the armor layout of the VK B and Pz VII, it probably has strong LFP too so it doesnt even have frontal weakspots (and that cupola is probably going to be VK 100 v2.0 except its even smaller), and if UFP is 180 mm thick it's going to be around 270 effective or something It's a VK B that loses 20mm side armor, 20mm frontal armor, some penetration, tiny bit of DPM, accuracy and view range, to gain better shell velocity, better mobility, better bloom when moving (lol) and arguably better turret armor. It seems kinda fair at first, but the problem is... ...I'm comparing a tier 8 with a tier 9. Armor layout is going to ultimately judge how stupid the tank actually is but if the LFP is anywhere near 200 mm effective, then GG It seems so stupidly broken atm that I really, really feel like they are going to nerf it (at least the alpha...why does it need a 128, giga-alpha isn't even the main thing of the line, just give it Tiger II's gun or something). WG really hasn't introduced super-P2W premiums in a long time (especially now that Murazor is gone); their recent premiums (other than omegalul buffed IS-3A and possibly some other tanks too) are actually somewhat well balanced. I guess they need to fix that by introducing the next generation bullshit tank. Part of me thinks that this will probably be the next marathon tank; this or the new Skoda.
  5. 7 points
    Well, I finally did it. After 564 games, I finally put enough good ones in a row to get the mark. Also, a screenshot with digi-camo, which I decided to put on it since it's my most played tank. I don't have a screenshot of the final battle since my game crashed while I was loading back to the garage, but it was 8.8k combined. Overall, it was quite a journey. I've learned a lot and become a lot better at the tank. When I first got it, I couldn't figure it out. Luckily, someone pointed me here, where I learned to play it. It is now my most played tank in the game, and will always be one of my favorites. Thank you to all here for the advice, information, replay reviews, and everything else.
  6. 6 points

    Clan WN8: Normal and Battle-weighed

    Hello! If you have been in a clan's page in WoTLabs recently, you probably noticed a slight change in how the clan's WN8 is displayed. While previously there was a single number, now two are shown. The bigger one is the pure average WN8 of every member in the clan, while the second, smaller one is what was up until now the "default". This value which we call a battle-weighed value also takes into account the number of battles each player has. The goal of this was to prevent a clan from padding their average WN8 by including several accounts with a low battle count and extremely high WN8. As you know, WN8 as a metric is only really useful after a certain number of games, usually at the very least a couple thousand. Playing a few battles in low tier tanks and stacked with premium options could easily result in an unrealistically high WN8, which would then be weighed as much as someone with 20 thousand battles under their belt, thus skewing the clan's ratings. However, this method also caused a problem where players with very high battle counts could also skew the results, this time downwards, therefore showing numbers that don't properly reflect the clan's overall performance. To solve this, I have added both numbers to the page, with the most prominent one being pure average WN8, and the battle-weighed WN8 shown directly beneath. This should give players more information to make informed decisions when it comes to choosing a clan to apply to. That is all for now, cheers!
  7. 6 points
    Just wanna document my proudest ever setup on a butt shot: (1) It all happened on Erlenburg South spawn, about 1 min into battle. I was in the city looking for shots when I noticed that because our heavies were making hardcore pressure, Cent AX wanted to escape. He could either run towards me, or retreat along the riverbanks. (2) For reasons that would make sense in a moment, I wanted to "convince" him to come across the bridge. So I put an HE round to his turret for 300 something dmg. (3) My boy Cent AX was not amused. I successfully attracted his attention, and he decided to cross the bridge. Of course, he couldn't find me at the other end... (4) As our heavies pushed, he was momentarily distracted by sideshot opportunities. This was the moment I hoped for: feelsgud
  8. 6 points

    New in WOT Labs

    Blatantly false.
  9. 5 points
  10. 5 points
    STB-1 Gun Changes are ass. the better aimtime helps you not miss as many close range shots, but it still derps the fuck out at range the lower alpha is shit and often lets people simply out-trade you.The siege mode dosent work on this tank, it sucks not having the -10 gun depression all the time and the -5-6 on the sides is limiting. and overall the UDES/M48 is a better option at this point if your looking for a ridge line medium. the engine buffs are decent and let you maintain 50 across most terrain alot of the time The turret changes are very good and quite noticeable, your able to bounce a fair amount of shots especially compared to before. but its worth noting that its not immune by any means and can still be 22'd most of the time. Leopard 1 Gun changes are nice actually. The 278 APCR is amazing and having 323 APCR as gold is much more fitting for its "sniper" role the higher alpha IMO is nice as well as the leo 1 often has to minimize exposure so getting more dmg per shot on avg during those opportunistic moments is an improvement for me. the little changes to dispersion accuracy and aim-time ofc are welcome too. mobility changes are hardly noticeable Kharkov Surprise Surprise: its fucking garbage. The entirety of the 1-5 is a TD camp fest that brutally punishes any kind of push (its also completely open to arty) the 6 line where the Trench is located isnt deep enough to be realistically used by anything that isnt a low profile Russian hover med, and will let TD's pop shots into your turret/cupolas otherwise. (its also open to arty) the 7-8 lines where most HT's will be was completely ruined compared to before. They removed alot of the smaller buildings that provided protection and allowed you to move up in the E/F-7 areas, they also put holes/windows in alot of the buildings in that spot along with larger rubble piles. overall this means the city has tunred from a close range brawl to a 100+ meter Hulldown pixel sniper fest. In addition the removal of so many buildings have allowed both TDs from the Fields and arty to loop in opportunistic shots. the 9-line is similar to before so mostly useless, and the 0-line was cut in half and had more rubble piles added for more hulldown pixel cupola sniping fun.
  11. 5 points
    Short answer: Yes. It was really easy to get satisfaction out of WoT in the beginning, but it got harder and harder. Winning ESL games and playing WoT in a proper competitive setting with casting scratched that same itch pretty well when there was some real life consequences of your performance. The pressure wasn't all good though, just as you got those same highs from winning organised games, as the losses beat you up worse than normal. After a bit of much needed insight I realised I wasn't really enjoying winning anymore, I was just addicted to it. I've always been. It wasn't actually WoT I liked either after a while, I just liked being good which is why I struggled so much with quitting. I don't get anywhere near as much fun out of anything competitive as I used to, as WoT's kinda done a number on me there. It's still very engaging though. I enjoy pushing myself instead because that's a source of feel-good that'll never run out as I really do enjoy noticing myself improve. The click moments are my pleasures. Long answer: (read short answer first though)
  12. 5 points
    i did, it was boring so i asked for a refund
  13. 5 points
    *Cries in Tiger 2*
  14. 4 points

    Pretty happy about this one

    Pretty happy about this one
  15. 4 points
    I won't ever stop saying "fuck WG". No matter what happens. They fuck up this game every single patch with brainded near-sighted ideas. Like they are throwing shit randomly at a wall and seeing what sticks. You literally have to go through a bunch of failed attempts at creating something useful and beneficial to the game before you actually see something positive. There's a good Russian saying for this, "doing things through the ass". It's exactly what WG is and should just be their new motto. Fuck their developers, their programmers, their board of directors, their CEO. Just fuck the whole company for being the incompetent cancer that they are.
  16. 4 points
    tvp vtu is still better, if it is the counter to a defender it is the counter to this too
  17. 4 points
    Nah, downtiering the tigers to their proper places is too obvious and effective. We need to beat around the bush and fire random stat changes out of a shotgun
  18. 4 points
    There's a Tiger 2 in the game? Is it a T7 premium? Because it certainly can't be at Tier 8, can it?
  19. 3 points

    85-95 in 9 games.. lol

    85-95 in 9 games.. lol
  20. 3 points

    Ranked Battles 2019 Edition

  21. 3 points
    When I platoon with CrabEatOff, we focus on winning above all else, unless we stated beforehand that we had other goals such as missions or marks for that session. We work together and play tanks that synergize well to maximize our chances of winning. Yes, there are a lot of wins that just happen, and there are a lot of "unwinnables", but the games in-between (the carries) are where I get the most enjoyment from WoT. The important thing, like others have said, is to ignore the things you can't control and focus on what you can learn and where you can improve. If I lose a game, I look to see if there is anything I could've done differently, and mark it down mentally. If we lost and I have done literally everything I could to win, I mentally consider it a win because I know I played my part perfectly. Be honest with yourself with your personal evaluation and avoid blaming others, you can change yourself, you're not going to be changing pubbies. My only issue with the damage farm mentality, is a lot of new or learning players see "damage/WN8 > wins" and never learn things like map control, how certain maps work (what controls what) or how maps progress. In -G- we had this issue a few weeks ago with one of our callers getting after some fairly recently recruited players who were making poor positional and threat focus choices in CW related to winning. When their defense is how much damage they did, or how much WN8 they have, you know there's an issue. I really enjoy watching Kolni or others of his caliber play, and I learn a lot from it. There are loads of different playstyles, and I think it's good to use pieces of others' to build what you enjoy. I just worry about the "green to freshly purple" range of players who are joining during the damage farming era of WoT and never learn a lot of basic winning principles. Players of Kolni's caliber know how to win, but also get a large amount of wins from sheer damage farming. Whether your focus is winning or damage, the principles are the same. Do your best, learn from your mistakes, and only worry about what you can control.
  22. 3 points
    How WG thinks their dev team works vs how it actually works:
  23. 3 points
    Short answer is that I don't. Every game is its own and I really stopped caring about winning/losing as a whole. It matters because winning/losing mean different things in the games state but short of that I really don't mind losing anymore. A winning mentality forces you onto meta tank picks that I personally don't enjoy. I'll play what I want to play, and I'll do my best playing it. If I wanted to win above all else right now I'd be playing nothing but Chieftain and T55, but since I don't I just came to terms with giving wins up to not have to be a meta slave. I like playing my E 50M, never stopped liking it and likely never will so I'll just roll with it. Map selection, tank selection and arty frequency has made it basically impossible to reliably carry games anymore though. More than ever are you at the mercy of your team when it comes to winning so looking at the bigger picture instead of your single string of games is a much better reflection of both you and the state of the game. Trying to win every game will cause you more frustration than doing your best every game. There's a distinct difference between them and I don't like saying it but winrate is a large coinflip at tier 9 and 10 these days. I have 4K DPG+ tier 9s sitting at 55% winrates with other arguably flat out worse tanks performing worse in every single other stat than winrate, but still are close to mid 80s. Winrate is getting less and less valuable as data regarding skill with every new patch that hits. That said you will almost always see 70s winrates on meta tanks from good players, it seems to be where winrate starts to heavily fall off if you'd look at the Chieftain Hall of Fame where most players lie somewhere between 68-72 around the top. So clearly you still have the ability to carry games, but with map and tank selection being a bigger factor than ever you won't be able to win as reliably unless you stick to OP of the month. I personally just said fuck it, a good game is where I played well and not one I won to me. Needless to say that I haven't captured the enemy base without the sole intention of either completing a campaign mission or the damage left not being available for me to farm. Sometimes I value a win over 300 damage, but most of the time I honestly don't. When it comes to teammates you really have to understand that nobody will ever listen, do what you ask or even give the slightest nod in the right direction of what to do. They're all mouthbreathers. All 29 other players in your game are always mouthbreathers. Treat them as such and you'll stop expecting reasonable things like following up, shooting what you spot, advancing to the next engagement and so on from them. This is the most retarded and stubborn horse in history you've led to water but it's going to take more than sedating it and submerging its head to get it to drink. So don't bother. Adapt to your teammates and recognise what they are doing, capitalise on the good and adapt to the bad. If you can't push without them, and they aren't reacting then you can't push. Don't push. It's important not to overreach when the fighting settles and nothing is happening. The game state doesn't change if nothing happens, someone's going to get bored and do something eventually. Once they do the situation changes and you re-evaluate the situation with its new conditions. The exception here is when the game will end without anything happening, but then you have nothing to lose anyway so it's a sound idea even if it doesn't pan out.
  24. 3 points

    Tier 10 medium tank rebalance

    Meanwhile the Object 430 and 430U:
  25. 3 points

    Object 777 Version II (Tier 9 Edition)

    that rld + aimtime + dispersion tho.. 430 e(bola)xperience on steroids the difference here is that this will get an autopen heat round that just needs to hit straight to pen most of what it can go up against, and it'll be the living embodiment of shit to play, shit to play against gameplay that wg seems to be embracing so dearly because the mouthbreathers are going to flock to the tank like its a pre-nerf 268v4 with how easy it'll be to get average results in it since this tank has close to no scaling qualities and instead runs retard-proofium (trademarked by wargaming)
  26. 3 points

    Tier 10 medium tank rebalance

    sorry dude but this is a case of you not knowing how to play it and nothing else it has been and will still be the strongest tech tree t10 in the game since it's release because it can reliably hit shots at any range, hulldown and reliably pixel snipe and sidescrape while being able to fire back against anything but HE and 160mm+ guns that it gets spammed by arty a lot is not a solution or a situation that makes the tank any worse any tank is dogshit when it gets spammed by arty, and you solve it by more defensive positioning which is what the sconq is so strong at anyway i think ur not valuing the ability to hold any position and remain insanely hard to push enough, sconq is honestly just as defensive of a tank as an e3 and it doesnt work very well for pushing but it does work insanely well for poke trades and farming tanks trying to push into it and that's how you play it it's one of the tanks that benefits more from playing losing engagements rather than winning ones and while it's not a concept a lot of people play towards this is where you see people get absolutely insane averages on the sconq the chieftain is a decent example of a tank that trades that same defensive ability for a more aggressive one because of the gun handling tradeoff for better mobility it is actually impossible to push an sconq at 300m unless your entire team is doing it with you, that's why it's so strong
  27. 2 points

    Hello there

    general Kenobi But seriously now, nice to meet y'all. I hope Stat deniers' deniers will help me a bit o7
  28. 2 points
    http://forum.worldoftanks.eu/index.php?/topic/708557-supertest-news-an-hp-boost-for-tier-i-vi-vehicles/ So apparently WG decided to try out the thing that almost everyone was proposing for at least as long as I am playing this game. Hooray, I guess? IMO, this is a great change - time to kill at lower tiers is far too low to allow new players learn anything. And, for me, lower tier gameplay was generally not enjoyable at all, because of that. Higher HP pools will make the games at lower tier a bit longer, and should give players a chance to survive after making a mistake or two. Correct me if I'm wrong, but this could also lead to increased profitability (in both silver and XP) of lower tiers? More HP -> more dmg -> more xp/silver? You can find exact HP values that they are testing here: http://www.dom1n.com/newsy/supertest-zwiekszenie-puli-hp-dla-tierow-i-vi-cz-ii/ (in
  29. 2 points

    Patron but no service?

    Firstly, thanks for helping keep Wotlabs running with your patron! Its really appreciated. Secondly, WoTlabs updates its stats automatically whenever you load (or refresh) your stats page. there is no garuntee when the stats update, much less 6am. The updates are not always WoTlabs controlled, its limited by when the WoT server API sends the info to WoTlabs. Normally the data in the API updates only when you log out of the game. So if you log out of the game, a couple minutes later wotlabs should be able to update with the new data. - this process is the same for everyone, patrons or non patrons. Its limited by Wargamings API, not Wotlabs itself. Also, as far as I am aware, it isnt the previous 24H from 6am. Its the previous 24hr from when you check the page. Which means if you play some battles at say 8pm at night, log off and go to bed, wake up at 8am and play some more battles, those two sessions will be combined in the 24hr slot. You'll have to wait until 8pm again to get just that mornings session. Final note: your first two posts came off rather accusatory, which is why you got the response from Haswell you did.
  30. 2 points
    Madner Kami

    Pay-To-Win is a slip'n slide

    Can't monetize that, so they won't do that.
  31. 2 points
    22 games in the Udes 16. Fully upgraded, top gun from the first game. Can't get this fucking thing to work. 32% WR (yes) and 1900 dpg (2k on the tie 8). Every game with tier 10s that are mostly dumber than the tier 10s on the other team. This is a rather long-winder way to say I'm chatbanned again...
  32. 2 points
    Yeah i think its a 65-70 deg angle now? practically a vertical strike to engine decks. I tried mine out and felt bad afterwards... Worse than usual I mean. Ensk, Erlinberg, most of ruinberg, the half of siegfried that's towards you, the ENTIRE banana road of Himmels, including both 'arty safe' corners of it, like 90% of Ghost town. its ridiculous the spots it can hit now. filthy. please TK this class.
  33. 2 points
    Platooning is like lowering a single player game difficulty to me. Sure, it gets more enjoyable from a casual experience but you are missing out from what the game has to offer. You wanna become better, not make things easier. Similar to smurfing in League there really isn't any value in it outside of enjoying having an easier time even if you aren't improving. Platoonerds suck but actually noKappa
  34. 2 points
    Jesus Christ Kolni get a life
  35. 2 points
    @Never Potential front page article here. Do pardon me while I actually read this, even if I don't play the game anymore.
  36. 2 points
    The 10 is the same thing but better on a better platform. But you don't see tier 7s which means you can't wipe half their HP with a splash. Even though I have 2 T10 arties, I'd be fucking cheering WG if they actually remove the fucking cunt of a class. CGC also, confirmed broken. Can hit heavies in the town in Ensk somewhat reliably now.
  37. 2 points

    New in WOT Labs

    your doing quite well for someone with under 5k games tbh if you use discord id recommend joining the WoTlabs discord as its much more active than the forums nowadays, and will be easier for you to find toonmates/coaches
  38. 2 points

    New in WOT Labs

    I'm not ruining anything, just saying we do a LOT of dumb things here.
  39. 2 points

    Who even still posts here?

    Like, honestly. It's kind of depressing :^(
  40. 2 points

    Tier 10 medium tank rebalance

    Google translate has the soul of a free verse poet.
  41. 2 points
    So they decided not to nerf the obj430 because they want to powercreep it with this shit?
  42. 2 points
    on flat terrain there nothing special, decent but not crazy. But Hulldown the turret outside of the bulge area is pretty strong, basically immune to all AP/APCR rounds because auto-bounce angle. And even the Bulge area is a 50/50 to 320 APCR & 330-340 heat, and that's if you hit dead center. similar to a E5 cupola having your round go slightly to the left/right---up/down typically means a bounce. I dont have a more realistic image of it being in hulldown mode, but the green areas are where its weakest when hulldown. Most notably if a UDES driver over exposes their UFP the lesser angled area is an auto-pen to pretty much anything which i highlighted in green.
  43. 2 points

    Tier 10 medium tank rebalance

    Yeh was my point, my point was about forcing wins, not DPG, farming and punishing idiots who push into you is nowhere near the same as forcing wins in the current meta. And yeh your second paragraph sums up my point exactly, at no point did I say it was a bad tank and I fully recognise it has some excellent characteristics and probably even has some broken potential considering the lack of hull down weakspots, but in terms of the current tier 10 meta, it being better than like an E5, E100, IS-4, E50M et all does not make it the uber tank some make it out to be, I consistently see this tank claimed to be the best of the best, super power creep tank, but it really isn't. I think it has dropped down a level from the top tanks, its still power creep mind. Last 1k battles for Kolmiopaavo, showing him playing 110 games in the SC, with 4.5k DPG, so dropping over 400 damage per game, and just 62.73% win rate, dropping over 4% win rate. It actually puts his recent SC win rate below his account recent WR. Highlights my point really, its not as effective in the current meta. He's also interestingly despite pulling lower DPGs, over the same period he is winning more games playing the 907, Bobject, Patton and 5A. You have highlighted its defensive characteristics and its comfortable damage farming characteristics, none of which I disagree with. My point was the VALUE of these characteristics in winning games in the current meta. And they are simply not that valuable IMO, currently there are plenty of hull down monsters at tier 10 that rival the SC's defensive capabilities or farming capabilities close enough, but offer more in other areas, like alpha or mobility, that give them more power in winning games in the current meta. Especially when the current meta is very campy, people don't push into hull down tanks, they don't give you easy farming options, you are often left needing to push yourself and react to falling flanks, something the SC simply is not good at. Also over performing for the very best is not OP. Op is overperforming for most players. And as I said WR curves show that even super unis don't over perform in the SC, so even that point is moot. IMO 5A, obviously T95/FV4201, 430U, 907, 277, 260 are much better for winning games in the current meta than the SC. ----------------------------------------------------------------------------- Anyway, back on topic, supposedly the RU forums went pretty mad on the suggested changes. I believe (though this info is 2nd hand so bear that in mind) they didn't think Leo 1 buffs were enough, didn't think the STB-1 changes were even buffs and they thought the 430/430U changes were the wrong way to nerf these tanks. So I'd presume that back lash is what has prompted this U-turn and it hopefully means that whilst those nerfs are cancelled it just means they will nerf these tanks in a different way, which hopefully means armour nerfs.
  44. 2 points

    Sniping Positions

    I'm enjoying this. He does have some very high end dmg games, but 0 consistency. I guess this is how bobs get 260s lol Please continue.
  45. 2 points

    Tier 10 medium tank rebalance

    Jesus fking christ. They are such utter pussies it's not even funny. It's not that nerfing those tanks in that exact way was the way to go. It's the armor combined with mobility and alpha that's the main problem and none of the changes addressed any of those. But to say that they are simply cancelling the proposed changes instead of finding other ways to balance the tanks is just utterly retarded. So, very much the essence of the Wargaming business plan. It also confirms just how little they actually know about the game. Proposing those exact changes did that, and now just dropping the issue when anyone can see the 430 and 430U are OP as shit just reiterates the point.
  46. 2 points

    Tier 10 medium tank rebalance

    I see it as a good thing that the proposed nerfs failed, since they took the approach of making the 430 and 430U frustrating to play and didn't actually change how frustrating they were to play against. Their statistics almost certainly reflected that.
  47. 2 points

    Tier 10 medium tank rebalance

    Looks like there was outcry with the proposed 430/430U changes and they have been cancelled. https://thearmoredpatrol.com/2019/04/26/changes-to-the-object-430-and-object-430u-canceled/
  48. 2 points

    Tier 10 medium tank rebalance

    ????????????? ???????????????????
  49. 2 points

    Tier 10 medium tank rebalance

    Considering I have 3 marked the Conqueror, and have just 3 marked the E5 in the same meta, nah I don't think it is. I know how to play it, its nowhere near a bad tank but most people, including you massively over rate it IMO. And the stats back me up, the WR curve for it is average at best, and on recents its declining. Most good players are getting about their win rate in it, so its hardly the stellar tank many people claim it to be. In fact the 60TP has a better WR curve, giving slightly better performance for most players which makes sense to me as the alpha is so valuable. You say its a great defensive tank, yes it is, but not only are half the tier 10 heavies able to roadblock hull down like that (as I said pretty much every corridor or city is littered with perfect hull down rubble for Russian tanks) but being a great defensive tank is irrelevant in the current meta when no one pushes. The current meta is super campy, no one commits, no one is aggressive, you go play the heavy corners or flanks and people just hide waiting for you to push. Everyone camps and waits for other to drive into them. There is IMO very little value in the current meta in a defensive tank, as everyone is on the defensive, they are waiting in OP base camping positions for someone else to push. Plus when you need to push or do something because your other flank is failing, you can't because the tank is not good at it. In one game I went to the building side in Pilsen, you are facing hull down Russian heavies you can't pen, you can't cross that massive gap because you are too slow and the lower plate is too weak. Those other tanks do not commit, they barely peek, so what exactly do you do, you have a massive gap to cross where you are slow and weak, you can't trade well, you can't pen those hull down tanks because even if there are weakspots no tank is hitting them reliably at 100-200m. You can't go the other side because its too open, your are too slow and there are 3 arties. So you basically hope people feed you damage and that your other flank doesn't fall, but neither happens that often. You are describing it strong for game situations that basically don't exist. No one pushes a hull down Super Conqueror at 300m, they don't bother. And yes arty craps on everything, but more mobile tanks can move and relocate, russian tanks are covered in spaced armour and other tanks just have better thickness. Super Conq has not of that, its huge, slow, paper thin from above with little spaced armour BS. If arty has a different heavies to go for, its going to go for a Super Conq. It is IMO the most over rated tank in the game. It's very far from bad, but in reality what it can do, most other tier 10 tanks can do almost as well and they are far more flexible and versatile to go with it.
  50. 2 points

    Sniping Positions

    Battle buddy awards....... The only true measure of a man’s worth.
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