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  1. 7 points
    i dont see how extending a simple symmetry into a complex one has absolutely anything whatsoever to do with this but if you care to elaborate im all ears on what you wrote though it really doesn't matter, if you are good enough to 3mark them without gold you are good enough to perform well above with it so why don't you? this is the game and your attitude towards it doesn't make sense since 3 marking is a competitive element to the game, and if you dont want to load gold then you're gimping yourself which goes against every sort of competition in history lol if you care about 3 marks but still hold to your pub retard gold sucks values you are a walking paradox my friend
  2. 6 points
    Archaic_One

    Sandbox: Ammo and Health Changes

    The gold spam really started after the sigma nerf to accuracy. We don't spam gold for the pen, we spam gold to compensate for RNG. If we could reliably hit fully aimed shots on weak spots we'd go back to using AP again. Instead, after missing the micro weak spot on a Type 5 with an entire clip of AP from my 50B - and then getting blapped for 1K with an HE round, I didn't just switch the next clip to APCR - I quit carrying AP in it altogether. Make aiming great again.
  3. 6 points
    Never

    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 one shown in larger font is the pure average WN8 of every member in the clan, while the second, shown in smaller font directly under the pure average, 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!
  4. 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
  5. 5 points
    What the fuck have I just read?
  6. 5 points
    hall0

    Sandbox: Ammo and Health Changes

    Ok just to get this right. instead of just nerfing the alpha of gold rounds they buffed the hp of all tanks and the alpha of normal shells.
  7. 5 points
  8. 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.
  9. 4 points
    Possible reasons they are doing it this way: HE needs to do something, and scaling up the damage could accomplish that. 400 vs 320 is the difference between 50 damage and 0 in a lot of situations. Might as well do all the rounds at the same time. Sabotaging the validity of stats probably not the worst thing that could ever happen in WG's eyes, since stat shit brings out the worst in a lot of players. It's a perfect way to do a lot of ninja nerfing of tanks in a way the pubbie brain cannot comprehend because it involves making comparisons. Expect bad tanks to get bigger HP boosts and good tanks to get less. There's probably some obscure law in some country no one's heard of in Europe that could be a problem if they reduced gold ammo damage, but won't apply if they make other ammo types do more. There's probably going to be some ammo price shell game. If they drop the advantage of gold ammo more people shoot AP=less need for premium account. Increasing the damage of the shells will give a pretext for disproportionate increases in AP shell price, and $5 says the credit cost per damage of AP will be higher when it's all said and done. If they just cut gold ammo damage they'd have to do a stark increase in AP costs and players would realize it and bitch. EDIT: elaborating on balancing, they basically have to nerf heavy tanks and other heavily armored vehicles if they nerf gold ammo. This is another reason they're doing it this way, because they're going to increase the HPs of armored vehicles less to balance out the cuts to gold ammo. If they just cut gold ammo damage they would need to reduce heavy tank HPs and baddies would bitch if their Defender got "nerfed" from 1500 to 1350.
  10. 4 points
    Kolni

    Sandbox: Ammo and Health Changes

    6k dpg the new 5k dpg
  11. 4 points
    hall0

    Sandbox: Ammo and Health Changes

    Thinking about it. All stats ranking systems are pretty much fucked when this goes live. Around 30% more HP in the game across the board. All old dmg based stats become irrelevant. ^^
  12. 4 points
    Anyways, M10 RBFM done. Might be the first in ASIA server, never seen any pubs with the first mark yet.
  13. 4 points
    There's a nerf to the Leopard that's bigger than many people realise without a deep knowledge of the game and a lot of time playing the tank. It's the change from HEAT to APCR for the premium rounds. Let's brush over this change making it the medium tank equivelant of the Type 5, with no penalty to performance at all from premium spam, and get to the real issue. This ammo swap: -reduces pen by 7mm at 100m, increasing at range with falloff, which HEAT doesn't suffer from. This adds up to 23% reduction (equal to 249 pen) at 500m, with the premium round. This is 81mm worse pen than the HEAT round at the same distance. If the Leopard is a sniper, maybe... let it keep a round with good pen at long range? This is a lot of pen to lose, and effectively makes you useless vs heavy tanks at longer ranges, where you could deal with them just fine on live. -removes the second advantage of HEAT (as well as no falloff) which is it's great auto-bounce angle of 85 degrees, vs 70 degrees for APCR. Whereas now you can choose between two different primary ammo types depending on circumstances, the rework takes away that choice. If you face vehicles with extremely angled armour, like the STRV-103 or a hull-down Centurion AX, you will find that you physically cannot penetrate them, premium round or not. Not only is this a direct nerf to the Leopard, but it's a direct nerf to skilled players who know the right time to use which ammo type. No other tier X medium will suffer from this, as they all have HEAT as a premium round. Wargaming are trying to justify this with the increased shell velocity. Except, the Leopard 1's HEAT already has excellent velocity of 1100m/s. If you need more than that to hit a heavy tank, you might want to get a better mouse. Vs mediums and lights, why would you even need premium ammo at all? Just use the regular APCR and the velocity will be adequate for leading shots on fast targets. I don't see the small increase in velocity of these premium APCR rounds as good compensation for losing nearly 100mm of pen at range, and total removal of ammo choice vs very sloped targets. Almost never will the extra shell velocity help me out, but pretty much every other game these days I encounter some tank that needs HEAT to pen beause of the angle of their armour. This ammo swap is overall quite a nasty nerf for the Leopard, and one it absolutely doesn't deserve.
  14. 3 points
    Ezz

    T54E2 Tier 8 Premium Heavy

    Given wg and that it's a prem there's also a chance the cupola will be 250 effective....
  15. 3 points
    canadiantrex

    ST-ii the Reckoning

    Command & Conquer intensifies
  16. 3 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.
  17. 3 points
    Bavor

    Sandbox: Ammo and Health Changes

    Sandbox changes are focusing on the symptom, not the problem. I think the rework of the ammo is fixing a symptom of the problem instead of the cause of the problem. What Wargaming is doing by changing special/gold ammo is the equivalent of shoving gauze up the nose of someone who is bleeding and dying out from a hemorrhagic disease. The issue isn't gold/premium/special rounds. The issue is map design, lack of real weak spots on many tanks, and RNG. Wargaming loves corridor maps that make players fight frontally. How many of their maps are two corridors that promote frontal engagements with an area in between that is a death zone for most tanks? How many tanks/TDs have little to no frontal weak spots? How many of them have weak spots that can be easily penetrated by standard ammo of the lower tier tanks they face? How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have RNG send the shot too low or too high or too far too the side several times in a row? How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have a low penetration RNG roll that caused the shot to bounce off a weak spot. Before attempting any changes to ammo, they need to fix the other areas first. Wargaming is fixing the symptom, not the problem. Personally, I think Wargaming should change RNG to +/- 15% for damage and penetration. WoT Blitz has 15% RNG if I remember correctly from playing it before. In addition to that, many maps need some rework to allow more flanking opportunities. With the current design of most maps your flanking choices are to go to another corridor to fight tanks frontally just as you were before, or crossing into an open area where most players get spotted easily and die quickly. Tanks also need weak spots that can actually be hit and penetrated by lower tier tanks. I'm not saying every tank needs large weak spots that every tank 2 tiers lower can easily hit and pen at 200+ meters. However, the weak spots of many higher tier tanks are small enough that when you are less than 100 meters away, your aim circle is 2 to 4 times the area of the weak spot. Regularly having fully aimed shots at a tank's weak spots miss at under 100 meters because the weak spots are so small they can't easily be hit is a problem. Skill in learning weak spots and aiming for them is negated by RNG in many circumstances. It also works the other way. There are tanks that have been relegated to being useless after nerfs or changes because their weak spots are so large and easy to hit. The T110E5 is one example of this. Before touching gold/special ammo, Wargaming should look at the other major issues with the game with map design, armor, and RNG. The changes on sandbox are an over complicated way of fixing a symptom of the real problems.
  18. 3 points
    Archaic_One

    Sandbox: Ammo and Health Changes

    They apparently replaced Murazor with Rube Goldberg as their head of balance. Just what the game needs - even higher alpha for TDs like the JPZ and 4005 to nuke tier 8s with.
  19. 3 points
    Let's be honest tho, i don't think anyone really expected the leo to be serviceable with the rebalance as listed. It will still be just as out of meta as it was previously with the leo pta still being considerably better tier for tier.
  20. 3 points
    i guess i drove him off
  21. 3 points
    T49 is love, T49 is life
  22. 3 points
    https://www.dropbox.com/sh/yt4uvmde5uqt5gr/AACIgwLSx_kpVAx3PSiZpQiga?dl=0 replay links for the ppl who want to use those instead, nothing's muted but a lot of people don't like my music choices also the odd grille/pz7/tvp game in there while bc dead session stats but some games are missing, they're probably around average tho (from bottom to top in order) this was a bit more focus on spotting in general, honestly the bc is just so incredibly bad at dealing damage reliably that i actually think the best way to play it is like a light with an mt hp pool much to my frustration there were so many fv183s out today after the black market sale and i haven't played in pretty long so i decided to just power through it anyway despite getting penned by just a ridiculous amount of them
  23. 3 points
    Played it on a press account once, really missed it ever since. Thanks black market, 59 battles only, fun.
  24. 3 points
    herhor67

    Hello there

    general Kenobi But seriously now, nice to meet y'all. I hope Stat deniers' deniers will help me a bit o7
  25. 3 points
    Assassin7

    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.
  26. 3 points
    Kolni

    85-95 in 9 games.. lol

    85-95 in 9 games.. lol
  27. 3 points
    Kolni

    Ranked Battles 2019 Edition

    Nopenopenopenopenopenopenopenopenopenopenopenopenope
  28. 2 points
    BadLuckCharm

    ST-ii the Reckoning

    I get that there's a growing fascination with Chernobyl, but this is ridiculous.
  29. 2 points
    Thanks for inspiration to do this. Im not gonna trade it just because of that look
  30. 2 points
    _Steve

    Help me pick my next grind

    My question is why wouldn't you start at tier 6 and use the free XP to skip stock grinds instead
  31. 2 points
    >cleaned all the fans >finally I'll have some silence! >gpu fan: LET ME SING YOU THE SONG OF MY PEOPLE!
  32. 2 points
    cavman276

    bastards

    bastards
  33. 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
  34. 2 points
    8_Hussars

    Help me pick my next grind

    Other than the Maus, most of the lines you have noted are very niche or very bad and not used in CW much or at all. They may hold some value to counter tank locking. The issue with the bounce missions is when players see a VK 100.01P, Mauchen, Maus they will either ignore you for now or press the 2 key. As their reputations precede them; rarely do you find players willing to continually bounce shots off them, so they may not be as good as you think for the missions. (When I did HT15.3 I had to slow down, stop killing tanks, and bait more shots to meet the threshold with the 45.02B) As for arty missions sell the T92 and rebuy the M50/53 it is all you will ever need. Conserve your 130k free XP it will not go as far as you think... 1. T110E3 - Niche: with no flex capability you are relying even more on RNG to give you "good" maps and mission matches. 2. Maus - Just Do It 3. STRV 103B - Just Do It 4. OBJ. 268 - Dead End: stop at the 704 - it does well with TD missions and the 268 is not worth it. 5. OBJ. 268 v4 - Niche: like the Maus line players will avoid it until its time and/or use the 2 key. Frankly, the SU-100 gives a great chance at the "do 4X/5X Hp damage" missions and the SU-101M1/SU-101 are also surprisingly helpful. 6. AMX M4 54 - Start at AMX 65t (use free XP to start at tier VIII) - Dead end; grind for shits and giggles 7. EBR 105 - Start at Lynx 6x6 (use free XP to start at tier VIII) - These are a step up from regular light tank play and a lot of players struggle with them. They are fun but take continual focus and effort to be productive. Other than the Tier 10 most have abysmal view range so they wont help with vision spotting missions but will be good for tracking (with HE) 8. OBJ. 705A - Start at IS-M (use free XP to start at tier VIII) - Dead end; grind for shits and giggles
  35. 2 points
    LamaLeif

    Help me pick my next grind

    The tier 7 AMX M4 45 was one of my favorite tanks when I did the grind through it 5 years ago, everyone said it sucked but I played it spamming premium shells and had a funtime.
  36. 2 points
    igorCRO

    Ranked Battles 2019 Edition

    Kviki Bejbi raging https://clips.twitch.tv/PhilanthropicRealEndiveDancingBanana?fbclid=IwAR20Pj8-Z7iCFnbj8RmdK1_2kfIy0cDkZakYb_UyO1b5ijU0w0mx41VYBfs
  37. 2 points
    I mostly like it. This might be an unpopular opinion, but light tanks could do with a bit of a nerf in this game mode (I know, shocker). I play them a lot (probably 50% light, 40% meds, 10% something else), but the sheer number of EBRs and 432s gets boring after a while. If this persuades some reserves-hungry people to switch to meds that's fine by me. I'll take engineering on all my lights. It's well worth it when defending as you can yolo in and get heaps of XP, or set up in a sneaky spot and farm cappers from range in some cases. It's useless when defending the turrets, but then it's useless as well when attacking the turrets so that's a wash. I would probably have gone with 2 for heavies and 3 for meds, but I can live with this. I don't think heavies needed to be pandered to, frankly, but I can sort of see why they did it. I hardly ever take mine out in this mode, only really when I need to attack or defend the city. But in general heavies feel pretty useless much of the time with poor DPM, long aim times and poor accuracy (generally speaking) as well as being too slow for this huge map. Spawning so far away from the action after the last patch really doesn't help. So, again, not a change I would have made, but I can sort of see where it's coming from. Combat reserves are mostly a convenience, not a necessity. If the only change had been reducing the reserves arty gets to 1 (or 0....) that would have been a good change.
  38. 2 points
    Done did it!!! After watching a few games of people being a boss in the E4, finished T-55 TD15 (albeit, without Honors, which I will chase). 6,313 damage, 2 kills on Westfield, which I call the Harry Potter map (train, castle in the top left, looks like Hogsmeade village). 3/3 females in the Kranv & Udes 16. WEeeeeee
  39. 2 points
    Yeh all issues. T67s, many of the tier 4 TDs, and the derp guns are all problematic at those tiers IMO, the HP boost will help the one shots, as it'll be less easy to do it, but you are also buffing those tanks up as well. And yeh Circon had a rant about the arty, many of the arties on tier 5 and 6 are not just broken, they are just flat out OP, if you look at their pen, DPM and alpha compared to the HP and armour of the vehicles they face, and then the same at higher tiers, you'll see their alpha, DPM and pen is way way too high. Like T92 has 60 pen and 1300 damage, even with a pen it'll struggle to one shot even many tier 8 tanks and the pen means aside from complete paper tanks like the Grille, most meds, heavies etc. in the sides/front/hull roofs it won't pen. It then has just 1600 DPM anyway, even if it pens, so realistically it can maybe take like half the HP of a tier 10 tank every minute if its lucky. Then the M41 HMC, it has 550 alpha on tier 5, so it is able to one shot most tier 5 meds, almost all tier 5 TDs and lights, and high roll on some of the heavies I think, plus it has 38mm pen, which means loads of tanks can be penned, and then it has a 24s reload, so it can pretty much one shot two tier 5 meds every minute and is more likely to do so because of the pen. It's literally 3-4 times more effective than the tier 10 arty. It baffles me WG have just ignored it, Grille, M41, M44, Hummel, Su-122A (600 alpha of tier 5 FFS) etc. are just stupid and ruin the mid tier experience, completely easy to play and very dominant. Pretty much all of them make players over perform, especially average or below ones.
  40. 2 points
    Kymrel

    Supertest - HP buffs for tiers I to VI

    After playing tier 7-9 for a long time I've played a few tier 5 games recently. Sure, lack of HP is a problem there, but increasing those doesn't address some of the biggest bugbears down there. The biggest things WG needs to deal with are, IMO: 1) Massively OP arty. If they only hit next to you for half your HP you are a lucky dog. I've been one-shotted twice in a PZ IV by that disgusting USA clicker. The rate of fire and penetration is wildly stupid. Compare the pen of arty vs armor on same tier meds for low tier arty and high tier arty. Penning people happens all the time in the low tiers but fairly rarely in the high tier games. Fix that shit. 2) Derp guns. I'm guilty here, I've been playing the PZIV. But they really are a scourge for new players. Old hands know how to deal with them, mostly, but you can still get caught out and penned. 3) A handful of OP vehicles. Those are easy to spot when you have XVM and can see how many battles players have in the vehicle. You can spot the seal clubbers from a mile away with hundreds or thousands of games in their T67s, Type 64s and the rest of it. Just nerf those tanks a little and you'll create a more balanced playing field. People will still club seals with better crew, fully equipped tanks and better understanding of the game mechanics but don't give them OP vehicles to make it even worse.
  41. 2 points
    Wanderjar

    Hello there

    your denier request has been denied. please insert quarter
  42. 2 points
    https://www.dropbox.com/sh/bzoezjugvm5kmyy/AADKJZUGAC-ULllw8fYpBFfOa?dl=0 <-- replay pack i posted this as status and since i play with replays off in general i normally don't save replays but i think it'll actually do more use here, this is one of the sessions were i felt that i was nearing the peak of how good the game can be in several of the games so there's honestly a lot to learn from them, but still very many mistakes that could be worked on etc might be willing to go over them with analysis from my PoV if needed will have my replays on again for a while and share some useful ones here if i get around to playing a bit more
  43. 2 points
    Archaic_One

    Pay-To-Win is a slip'n slide

    I have several 3+ skill crew members playing cards in my garage that I will probably never use from all of the 8-bit, Chaffee racing, etc. What WG should be doing is making the 75% of crew skills and equipment that are useless and irrelevant worth actually acquiring. Maybe if WG made Signal Boosting and Mentor not shit I'd be more interested in crew XP
  44. 2 points
    Madner Kami

    Pay-To-Win is a slip'n slide

    Can't monetize that, so they won't do that.
  45. 2 points
    you understand that i have played wot for 5-6 years and that it has undeniably played part in running my mental health down the gutter right? i dont make sense on a more srs note tho i prefer meds because they all overperform for me, heavies and even some TDs have much more enjoyable gameplay but im just a much better MT player since the last 30k games or something are 90% mediums if you’d include the 50b among them.. ppl like carbon are good at everything and you have some ppl that clap my ht dpgs pretty hard but get clapped back in meds ive been drifting away from armoured gameplay entirely lately (nato meds and paper tanks mostly) because that’s where i relatively perform the best 50b/e50m/leo1 etc are tanks that right now i dont see anyone beating me in (busy with finals rn tho so am very rusty as gametime lately is low), 50b perhaps if Val has a go at it as he’s probably the best player on this forum right now but he plays armoured gameplay generally and destroys my dpgs there, and watching him play there isn’t any server variance either, ANZ server small AF but the gameplay looked just the same with small differences (both good and bad so it prob evens out) i just capitalise on my strengths, sure spamming nonstop chieftain/279 only will get me higher DPGs but relative to other players im just better at playing without armour, while other players are better at leveraging armour than i am i’ve always liked using the map to dick people over rather than relying on micromanaging, and then mobility is much more valuable than armour, but my way is not the best way to play the game i think. but i refuse to become a meta slave and i play the game how i want to, and it’s honestly not a handicap since i cherrypick tanks that let me play that way rather than playing meta tanks unconventionally
  46. 2 points
    STB is -6 over the sides. Its only -13 over the front. Tank is ruined, not even anything else they changed matters. That alone fucks it. Its exactly what I feared would happen and why I didnt want them to ad that suspension. Fuck WG. Just leave it the same as it it with -10 everywhere but -13 over the front with the suspension ffs
  47. 2 points
    Archaic_One

    Tier 10 medium tank rebalance

    Meanwhile the Object 430 and 430U:
  48. 2 points
    tvp vtu is still better, if it is the counter to a defender it is the counter to this too
  49. 1 point
    And now news comes out that they are thinking of 'fixing' prem ammo by buffing the alpha of standard ammo, ergo all of these low tier HP buffs are going to get erased by the alpha buffs to AP and HE . . . Oh WG, never change
  50. 1 point
    EVEN 90 has a clip. You can at least kill something if you pick your targets. Its more of a stupidly camo'd passive scout where you sit literally under the nose of the enemy and not get lit which is a different playstyle.
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