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Showing content with the highest reputation since 04/30/2020 in all areas

  1. 11 points
    Jesse_the_Scout

    [Sandbox] Equipment 2.0

    What do we want to do? Simplify the choice and use of all equipment "Now scroll down to form 7C marked, 'light tanks tier 4-6' and write in your gross credit total. Reference chart B13 to find what your base camo value within a bush is and divide by improved camo net values to find your net camoflague values while in water while being observed with improved binocs from a tank destroyer."
  2. 8 points
    kolni

    [Sandbox] Equipment 2.0

    messing with other tanks' numbers through messing with your own really doesn't sit well with me.. if my hard stats in game were nerfed (camo rating shredded>i get spotted and die despite not moving in solid foliage and closest enemy is 300m+) and I didn't get to see why then i won't learn how or why i died as it couild just always be that over and over.. camo shred is a really bad idea because it'll just nullify the entire skill on large tanks (that still can run it) and hardly affect the vision bullshit we have already in wheelies. there's too much vision atm, ppl cover too much ground and play too safe as a result, you can't do this or this or this because if an EBR comes and lights you, you die.. end of innovation cycle i think making 445VR much harder to achieve is a place to start, not considering all the buffs that upping the crew with improved stuff would further boost it - at least for higher tiers, td's capped at 400, 435 with binocs, 420 with optics, they still have render obv but their VR circle'll just be smaller, not able to run both binocs and optics at the same time - gives light tanks more wiggle room in dealing with said bushwanking when you have physical space you know they can't use against you unless they come closer, raise avg HP of TDs by like 5-10% lights - basing the VR stat on performance and nothing else so it just gets tweaked between the tier 10 lights as the weakest one in performance will have the highest VR of next balance cycle and just tune them all into they feel fine against the field> hard nerf EBR > nerf T-100 VR, give it a high pen AP gold round (280 or so) and a 1,1x modifier for lights to how damage translates (not assisted) to compensate the already other shitty T10 lights and how they perform, it's an outside the game buff to all tier X lights in XP/credit/whatever gains people think are important. now as the only class able to stack vision the old way > lights are relevant again, but confined to the very small specific role the light tanks should have in game. More similar to the tier 8 LTs belonging to tier X days of actually focusing on recon rather than being first to the place on the map you want to fight. could also buff their HP but i think that's counterproductive no matter how you slice it when it comes to actually balancing them combat ability wasn't a big thing in lights until they started becoming better at it, and if you funnel lights into similar areas of a map like normal they will still mostly just fight.. themselves anyway.. as long as all the lights take part/gets buffed/nerfed unbiasedly no one will gain an edge on another there, but the light vs rest of the tank classes dynamic isn't good now and was imo much better when lights were intendedly weaker than now, back then WN8 farming was their only real purpose so if you want to be viable within the game created then I doubt we share views on the rest, but back then playing a light tank meant you had to do recon, while i don't like the ridiculousness of not being able to fight back at all the light tank aspect of the game still worked better in 5-X than 357.. lol... meds -> lower VR cap by 15m, lower either mobility or armour if the tank has that + good gun, raise HPs 10%, +10 points added to every statistical piece of data for the E 50M to make it less weak heavies -> superheavies +10% HP - hybrids no changes - hulldown heavies +10% HP and more hatches/cupolas to deal with the imperviousness of hulldown tanks, post 2018 releases all VR nerfs unless they follow the nations general trend regarding the topic also no JoAT tanks, E5 in 2016 was the first to do it and just nooope make camo more reliant on the base camo of the tank and not so much the crew,: buff to everyone playing without camo skill and nerf to everyone who uses it on everything, vision needs to be given more room to play around or it's eventually (like seen here by WG themselves) going to die if it's not kept as a core foundation of the game mechanics - tanks intended to use vision can do it, but stifle that element from everyone else not intended to to breathe more life into it in game open topped vehicles recieve automatic ventilation bonus (5%) as compensation for taking the VR advantage from them, give them at least some edge for being pennable to arty and everything else that sets their sights arty capped to 1 lights capped to 2, LT MM along with SPGs get separate queue for a map pool where they aren't fodder just for choosing to play a role, nobody in their mind would send 5 EBRs total from both sides to recon Himmelsdorf in a whiplash until you RNG them down.. doesn't mean the overall map pool still won't be adjusted - increase bans to 3, include assault/encounter and balance team starts gathering information on the most banned maps to rework/remove what isn't working HP buff is to inflate gametime, making steamrolls more tedious but close games much more thrilling and down to the wire - consider upping max game time to 20min and 15min respectively if it doesn't slow the game down by force rework how capping works, unless you need the game to end - nobody wants to cap over taking the drive for damage, and almost all good players have this in common: they don't use the mechanic. needs adjusting to have some sort of value that isn't just "oh, forgot to check the cap" when the clock starts ticking sandbox mode with shooting range and proper game guides on mechanics, basically just tanks.gg. wotlabs and customiseable practice rooms along with making sure the player understands the underlying objectives of what the game is intended to be about, incentivise influencing the game positively (permanent top tankers contests with in game rarities or something, idk) no gamebreaking climbs (out of bounds) but reinstall shortcuts that reward you for being familiar with the environment ESL 7/68 back on, use pro players' strategies to solve map problems > more clever map design Tuning RNG by nerfing it to 15% on HP rolls and 10% on penetration rolls, there's no point in adjusting the spread if you are just going to slap another "what if?" on top of that before it actually connects, having very little to do with any decision made by anyone other than that some numbers have to come out. 0 RNG would make the game very predictable, the point of a large HP pool is to dissuade this from being such a big problem, a 390alpha gun firing at your 400HP tank will always feel risky, as it should. fixing the game isnt very hard when every exit feels like a solution
  3. 8 points
    kittysoman2013

    Hello all!

    Hi everyone, I recently found out about stats 1-2 weeks ago, and seeing mine, I really want to improve. My main goal right now is to get my overall WN8 to above 2000, not even sure if this is a hard goal to push for, but it's something that I find reasonable and obtainable. Hope everyone has a great day!
  4. 7 points
    Private_Miros

    Wot Forums - Lost My Mind

    This week, on the EU forums, following a video by a Youtuber that's either thick or knows his audience well, the favorite conspiracy theory is that WG rigs the losing team, as proven by the fact that in the post battle stats, the losing team performed less well than the winning team, and does so consistently. I think that says enough about the forums, and about the average player. People are more and more frustrated that they don't win or do as much as they want. And they seek excuses. When you point out to them that it's easier to improve that chase ghosts, they blow their top.
  5. 6 points
    echo9835

    Object 780

    Why not. We haven't seen a new Soviet heavy tank since last week.
  6. 5 points
    Hi, new player here...someone suggested this was a great place to learn from others. I've played pvp's in the past, not so much recently but isolation has pushed me back into gaming. Found world of tanks and giving it a go My intention is to learn at the lower tiers first before moving up.
  7. 5 points
    kolni

    Object 780

    wait for a 500mm ufp and 150mm thick side armour
  8. 4 points
    Jesse_the_Scout

    How do I become a Unicorn?

    K BRO,,, THESE GUYS GONNA BS U, TRUTH IS NO ONE GETS OVER 2400 WIN8 WITHOUT HACKS. FIRST U GET WARPAK TO START AND LERN THE BASICS, ONCE U GET GUD @BASICHACKS U LEARN 2 WRITE UR OWN HACK CODE 2 MATCH UR PLAY STYLE. PM ME BRO PEACE
  9. 4 points
    Madner Kami

    Object 780

    SerB didn't have anything to do with the game for quite a while now and argueably, the game suffered since his departure.
  10. 4 points
    flare_phoenix

    ST-II

    fuck this tank
  11. 3 points
    Archaic_One

    How do I become a Unicorn?

    When a horse and a narwhal love each other very much . . .
  12. 3 points
    Archaic_One

    Supertest Med Nerf (430U and Progetto)

    THIS. In a decade WG has never figured out that you can nerf/buff something without negatively adjusting its 'fun meter'. Gun handling is already RNG cancer, adding more RNG without addressing the real problem (the fact that its better armored than most heavies with better camo than a BC) is just taking away fun without fixing anything.
  13. 3 points
  14. 3 points
    Tiers 5-7 are pretty great learning environments. Tier 1 is not a tier to keep playing at pretty much no matter what, and tiers 2 and 3 are brutal to new players. If you want to actually learn how to play then push up to tier 5 and 6 as fast as you can. look for codes that give days of premium and XP personal reserves and use those to grind out lower tier tanks in a few hours. Completing the tutorial on a new account should give you a free tier 6 tank token. the Russian KV-2, T-150, and T-34-85, the British Cromwell, and Italian P43 bis are all great tier 6 tanks to get started with. If you have questions don't be afraid to ask, everyone here is really friendly.
  15. 3 points
    Why didn't they buff the wheelies though. I mean sometimes they slow down when a wheel is damaged. /s
  16. 3 points
    You're probably in a similar position to where I was about 2-3 years ago so I am speaking from personal experience. Here a few things I did. Critique your gameplay. Harshly if you have to. I did this mostly in battle, but the best players will often watch their own replays to figure out even the smallest mistakes. Look for the big stuff first. Where things went wrong. When you lost HP for no good reason. When and where you die. Look for consistent factors over multiple battles. Never blame your teammates for consistent mistakes. You are the only constant factor over any significant number of battles. Accepting this now will help you grow as a player. Shitty teammates cost you games, but not enough to make a dent in your win8/winrate over thousands of battles. Play for fun. I know this is pretty typical, but most players play worse when they are angry. Angry players tend to play more aggressively, take bigger risks, and generally make easily punishable mistakes. If you're mad at tanks, take a break. Try 3 marking a tank. 3 Marking isn't just something unicums do. It is an excellent learning experience. 3 marking teaches you consistency so get out your favorite tank and push yourself in it. Get out of your comfort zone. Kinda the opposite of above, play tanks you are not super comfortable in. If tier 9 or 10 isn't your thing, try it. You may find a tank you love and you will learn a lot by playing in tanks that push your limits. Ammunition choices. Shoot ammunition that will work. If you see a superheavy, shoot gold at it. Don't waste your time trying to hit the hatch on top of a type 5 when you can press the 2 key and go right through the front. Glass TD asking for a paddling? Hit that sucker with HE and get some extra damage. Shooting the right shell at the right time will greatly improve your damage per game. Learn armor models. some tanks have really easy to exploit weaknesses or complete BS armor schemes. Tanks.gg is a great resource to learn armor models and compare stats of tanks. Finally be patient. It takes time to improve. This is a lot of what I did. It took years to drag my stats out of the green and into the cyan/teal zone, but it isn't impossible. The first 10k battles I played I was a red shitter, but now I can play at a sub-unicum level with enough coffee or alcohol. If you're into watching livestreams, there are a couple of really good threads on good streamers to watch and @kolni (a washed out WoT god) recently started streaming.
  17. 3 points
    kolni

    Wot Forums - Lost My Mind

    just show them my sig they'll probably explode
  18. 3 points
    Jesse_the_Scout

    Wot Forums - Lost My Mind

    At its height the main forum had a mixture of different player types. As the game got dumber and dumber a lot of the better players drifted away. The main forum is now a blasted wasteland of window lickers, sundowning boomers, and neckbeards trying to flex their 55% win rate because in the land of the blind the one-eyed man is king. The few blurples that still post there are mostly the ones with personalities so insufferable they were/would be driven off Wotlabs when/if they brought that shit here. Basically, the main forum is just like the game.
  19. 3 points
    http://wotreplays.eu/site/5369529#abbey-magicalflyingfox-jagdpanzer_e_100 I've peaked.
  20. 3 points
    Ham_

    IS-2 Shielded

    Just wait for the IS-2 Shielded Berlin
  21. 2 points
    So many retards using GLD is all I got from that segment.
  22. 2 points
    MagicalFlyingFox

    [Sandbox] Equipment 2.0

    Well, I wouldn't have a headache from watching that video.
  23. 2 points
    MagicalFlyingFox

    [Sandbox] Equipment 2.0

    watching these devs make builds hurt my head.
  24. 2 points
    echo9835

    [Sandbox] Equipment 2.0

    But E25 memes. Just think of the seal clubbing.
  25. 2 points
    sohojacques

    [Sandbox] Equipment 2.0

    “Experimental Powder increases tank concealment after firing by 10%“... I could go on, but there’s too much stupid to cover before my morning coffee. Typical WG convoluted mess masquerading as a solution to a not even secondary concern of the player base.
  26. 2 points
    hazzgar

    [Sandbox] Equipment 2.0

    Since the bonuses are bigger than what they are now some tanks will be even stronger. Faster games. Idiots at wg. They want us to farm credits for new equipment. Igoring foliage camo or making it double is idiotic. That would literally mean spotting is broken as shit. Vents + Optics + Ignore camo on an elc even or t100 or ebr and everyone is fucked.
  27. 2 points
    I don't disagree that the nerf itself is a bad idea in its current iteration, but the reasoning behind it is quite sound. On the most populated server 25% of the tanks in tier 10 match making are progetto's, and if you ad in the 430U it goes up to 42%. I wouldn't be surprised to see games of just those two tanks. That is a serious problem for WG that they have a strong incentive to fix. I think the fix in question is pretty dumb, but they are trying to fix an actual problem. Admittedly the problem isn't a problem for us, and the solution is a problem for us, but we're actually seeing WG try to fix a problem. They haven't tried to fix a problem since patch 9.18 gave us 3-5-7. I don't even know when they successfully fixed a problem last.
  28. 2 points
    So they try to nerf the Obj430U and 430 once again. Last time they did not nerf it, cause it would not adress the problem. (Or the RU Community cried to much, who knows). And to be honest I don´t like this kind of nerfs. The cuppola nerf is a joke and it clearly shows how retarded the meta became in T10. ~270mm is now a weakspot. Great WG. If this does not show you why people leave the game I don´t know. Anyway. Let´s compare some of the nerfs to the old nerfs, which were canceled. DPM was not changed this time. Why? Such a good armored tank can lose some dpm. It will lose some battle effectiveness but it does not make it horrible to play. Unlike all these gunhandling nerfs. Gun handling nerfs only make tanks horrible to play but it will still be horrible to play against them. And what really annoys me is that, you can´t see this changes ingame. All those stats are hidden. Last time they at least nerfed the basic aim time. Not this time. The aim time will be nerfed the same, but now you can´t see why ingame. The problem of this tank is the armor. Give it better weakspots an not this 270mm crap. Make the the spaced armor on the side thinner. That storage boxes have 30mm of armor is stupid anyway. (looking at you IS7)
  29. 2 points
    kolni

    yup - it's busted

    yup - it's busted
  30. 2 points
    sr360

    Individual Missions: A How-To Guide

    This is best done with a lower tier. Given the way HP scales higher tiers will have exorbitant dmg requirements — the above mentioned Tortoise would require 10k dmg, and for some tier 10 TDs if would be north of 10k. Best candidates by tier are Super Hellcat— 3200 is easily doable UDES or ISU-152 — a good Bush Kemp game can get you the requisite 5-5.1k dmg E-25 and SU-122-44 are doable but a bit harder— I think their requirements are closer to 3.5-3.6k — I did mine in the 122-44.
  31. 2 points
    I like his double barrel insults— Trumptard lib lame. Got both sides of the political spectrum covered.
  32. 2 points
    sohojacques

    IS-2 Shielded

    /thread (Photograph: Ben Curtis)
  33. 2 points
    SchnitzelTruck

    Object 780

    I like how the game is so power creeped that this tank garners only "meh" as a response.
  34. 2 points
    RC_Tank

    Object 780

    the state of the game right now is hilarious
  35. 2 points
    MagicalFlyingFox

    Lorraine 50 t

    268 4 and the entire line. Maus. All the Japanese heavies. The literal 'Fake Tank' FT line. I've honestly lost track of all the tanks they literally just bumped up the armour slider or guns they bumped the pen slider to fit into arbitrary balance and still managing to make the game the clusterfuck it is. They unlinked pen from being 'historical', then they unlinked armour from being 'historical'... You'd think with all this blatant disregard for real life, they'd actually have a balanced game by now.
  36. 2 points
    starting to think i was created for this game
  37. 2 points
    It works this way because the formula calculates your WN8 over your account-wide stats ((a+b)/(A+B)) and not for each tank (a/A+b/B), and because (a/A+b/B) is not equal to (a+b)/(A+B), there is a discrepancy. It would be too computationally intensive to do it the other way, because there is just too much data to process for that many accounts at a time (on WoTLabs' or XVM's end). Naturally, since damage is the highest weighted stat in the formula, battles in higher-tiered tanks are going to have a greater influence on that part of the formula and therefore the final result.
  38. 2 points
    kolni

    IS-2 Shielded

    IS-2B Shielded B - Black skin without the camo value and no ability to put on - 99EUR bundle
  39. 2 points
    This did not age well
  40. 2 points
    kolni

    Wot Forums - Lost My Mind

    Fuck I’ve been made
  41. 2 points
    Private_Miros

    Wot Forums - Lost My Mind

    The bottom 5 of the enemy team does less than you consistently. This is clear sign of rigging.
  42. 2 points
    Private_Miros

    How to play Tier Xs?

    We have two fantastic threads about this already:
  43. 2 points
    MagicalFlyingFox

    IS-2 Shielded

    Can we get an IS-2 with more tactical logs?
  44. 2 points
    FINALLY got the Obj260 !@!
  45. 2 points
    RC_Tank

    IS-2 Shielded

  46. 2 points
    Wanderjar

    IS-2 Shielded

    this says it all
  47. 2 points
    warp103

    hello new NA CC

    Hello all Warp103 here, I am new NA CC. I hope that I can help the community needs. If you have any Question feel free to post I will answer that I can.
  48. 2 points
    As of now, every viable tier 10 tank either has some sort of gimmick to leverage or just an overtuned kit in general. The gimmicky ones usually have flaws to play around when facing them, but the ones with overtuned kits tend to simply roll you over as a lower tier, and you rarely get to pressure an advantage in full tier 10 games as the terms seems are generally unbalanced and hard to estimate. Hull down snipefights is one of the most common aspects of the game and it is absolutely terrible gameplay, just an example but you get the point. Some examples of the first would be: Autoloaders High alpha guns Super high mobility vehicles These are fairly simple to play around because you know what they are going to do every game. Niche vehicles tend to go into set plays per map much more often than not and as such they get much easier to predict and counter. EBR’s really suck but I’m simply going to flat out tell you that if you can’t hit them reliably, your aim is bad. Their wheels are complete BS game balance wise but at this point you should be able to adjust to it. It’s part of the game now so the thing you can do instead of whining (it is valitaded, I know) you should be focusing on what you can improve, in the EBR case that would simply be aiming. It’s a terrible introduction to the game but don’t let that stagnate your progress. On the other hand we have tanks like Chieftain, 907, 430U and such that are just statistically overpowered vehicles in most metrics. They are never easy to fight and you’re going to have to learn that the hard way. Even the dumbest monkey in a Chieftain has a real chance to win duels against considerably better players because of his tank selection. Which leads me to the topic at hand: Tank selection is everything in tier 10. Playing off-meta means you directly disadvantage yourself against everyone playing meta before you even click battle. If you want to learn how tier 10 works in its current state you need to spend time with it, and you generally want to be in control and figure out what works and what doesn’t. How do you do that? Pick strong vehicles. You want to develop that decision making ability but you won’t get to make many decisions when you constantly have to let the enemy make its move because you have a worse tank. Since the full tier 10 MM is by far the most common, this gets more important. You don’t have anything to free farm to inflate your DPG, you have to work for it. This means no auto-piloting whatsoever because there are too many guns that have big enough impact to ruin your game entirely of one mistake. Aim for non-losing gameplay rather than winning. I don’t find the meta particularly different, just the tank balance being off. I generally try to avoid the stuff I don’t want to fight until I have to, even if that means giving up where I initially wanted to go during the countdown. If you care about performance in games then tank selection is going to have to be a part of it. I find the meta to be increasingly faster and faster, compared to 4-5 years ago where playing full games at 500 meters was a legitimate viable strategy for most mediums. In that sense, yes, there’s more aggression today than before because people are fighting not only against their enemies but teammates for performance. This means people are going to cut corners and find ways to do this more efficiently, which leads to higher tempo gameplay. When do you play aggressively? When you have all the information needed to make that play. How likely is it that this play is going to work? Estimate it, try it, re-estimate the value of the play in said situation. I am mostly a passive player, so my play is almost exclusively reactive. I deploy to positions I know well, damage to farm and most importantly have a fall back option. If I’m wrong I don’t want my game to end so I never purposefully do plays that are questionable but “would be good if they paid off”. That type of “what if” thinking needs to work the other way too. What if this goes wrong? What should I do? Have an exit strategy ready so your game doesn’t end because of a misread earlier on. I’d say the meta is fairly different too, arty being the main difference as there’s basically always 3 of them. Not much you can do about that sadly, once an arty has decided that he’s going to kill you there’s basically nothing you can do to prevent him from singling you out. The advice I have there is to go dark just before arty reloads so that he just might switch to another target. It’s a harder game than any other tiers for sure, but you also learn the most from it. If I go back to tier 9 again I’m fairly sure I’d just roll over everybody because I’m almost able to do that in tier 10 too. Tier 9 doesn’t have so many gimmick tanks to be constantly be aware of, and has less variables which makes it an easier tier to play. This is the place you want to be at, comfort means a lot and you should be playing where you are performing the best, perfecting your gameplay in a more comfortable setting makes it easier to take those with you and apply them to more nuanced concepts and situations. Keep doing what works, try and up the difficulty every now and then and see if your skill set holds up. If it does, great; if not then you can just go back and practice more. The meta itself of tier 10 isn’t very different, people still play the same positions and the game flow works the same, just at higher stakes. If it gets too complicated you simply have to accept that you’re not quite there yet. Self-criticism is the biggest part of improvement and the more you do it the higher chances are you’ll end up a better player afterwards. Blaming external factors doesn’t help you. Arty sucks, EBRs suck, unbalanced maps etc etc. You can’t do anything to change those, so focus on playing around them. What can I do to simplify these problems for myself? For pure aggressive play I’d recommend starting out small. High probability actions that still are dictating actions. Try to control the engagements, think out ways to achieve whatever it is you actually want to do, before you do them. An enemy tank needs to die that’s hard to kill? Find out ways to do it safely, and if you can’t figure one out then you have the options of gambling or thinking of something else. Take the latter option. You can still control areas without putting stakes into it. Don’t know how? Try something. I will always recommend safer play when stakes are high, but when you really are at a loss it’s not like you’re going to end up with a great idea anyway, so try any idea. Sometimes they work out, great. You didn’t learn shit but at least you saved a game that should have been bad. I also recommend studying the minimap a lot, especially at decisive points of action. See a push happening? Then you want to know how it develops from there, is it common? Can you use this experience for something useful, like assuming it normally happens (after it has happened enough times). This lets you skip steps both in decision making and focus, letting you be more concerned with what’s happening on your screen rather than the map once you understand it. You need to understand the map before you can start making aggressive plays reliably, because most players react the same way to the same things. Knowing that, you know what said aggressively play will result in, how the enemy will react and now you can build upon that knowledge to think even further ahead of that aggressive play. More foresight leads to much more stable gameplay, so the biggest piece of advice to your questions (even though I didn’t really answer any of them in concrete terms) is that you should understand other players better. All the 48-52% players are bunched together anyway, they don’t try to get into other players’ heads at all and react exclusively to what they see happening on their screen and not the minimap. No foresight whatsoever, meaning you can abuse the living shit out of it and simply win over them by playing big picture. Similar to GMs beating mathematically perfect playing computers in chess. Or the macro concept in DoTA/League. It’s a super advanced concept that doesn’t really apply until you are comfortable enough mechanically to beat anyone you come across. You want to be at that point mechanically, because mechanics don’t require thinking once you are comfortable enough with your game knowledge to keep your head in big picture, all the time. You shouldn’t be considering things like “Where should I aim to pen this tank?” or “How much do I need to lead my shell?”; those things should be etched in your skin and happen automatically, because then you can start playing the map which is what tier 10 is all about. You don’t have any substantial mechanical advantages in tier 10, so your theoretical advantages are what you’re going to want to leverage. A good place to start would be staying at least 1 step ahead of what you’re currently doing, while simultaneously having a fallback if it didn’t work out. Try sticking to that rule at every point of the game, and if you find yourself drifting away from it, you failed. Try again. Once that becomes routine you can add more variables into the mix, like managing HP in ways to prevent pub monkeys yoloing you from actually succeeding, and the more questionable parts of what in reality should be possible know and not. The point is that if you are unaware of something you can’t prepare against it, meaning you have stopped being in control of your gameplay. Try and stop letting that happen and you will find yourself having much more stable games. This is all in very broad terms, but concepts like this are hard to verbalize unless you make them super specific which usually only applies to the specific situations and little to actually draw from. I don’t really feel that I properly answered your questions, more guiding you in the right direction of becoming comfortable with how tier 10 works. The hard truth is that there’s no easy fix to somehow getting better, it’s a grind that takes time and constantly humbling yourself enough to accept that even if the result of something going bad wasn’t directly your fault, you can’t dwell on that since it doesn’t improve you as a player. It happened, so it was a bad decision. Could you have known that? Try and figure those things out and start playing the game ahead of time. A good rule of thumb that has been working for me is always staying 30 seconds ahead of the map and checking if my assumptions are right, and why they were/weren’t. You need to get into the heads of other players and pull mind-gamey shit to be the protagonist player of every game, which is what everyone wants. When you are in control you can do whatever you want, but at a loss of what to do, take the backseat and let the game develop more until you start to understand what’s happening. This doesn’t mean doing nothing, just simpler gameplay where you have teammates to play around and good amounts of information to make the easier assumptions. TL;DR - Take the blame for mistakes, even if you feel they weren’t yours. What could you have done to improve the situation, regardless of what actually happened? Do this every game and you’ll be improving. Tier 10 is all about eliminating mistakes rather than improving positives.
  49. 2 points
    Depends on what you want to learn, sounds like a douchy answer but it's kind of important as you pick up different things from different vehicles. Your experiences and subjective playstyle also mean you pick up different things than other people will from the same situations. Start off with if you want to get better at a gameplay element or just a specific tank. The first is much more useful as you can apply those to many more tanks but they don't come with experience as you often have to actively play towards your goal to learn from it rather than focusing on playing as well as possible which is something that very many have trouble letting go of (myself included). Autoloaders for example gives you a lot of practice playing as the center of attention, as you deal burst damage people focus you and that focus is exactly what you can take with you and apply to other tanks as well, having 1k autoloader games banked will end up mattering when you're playing as a top tier single shooter in a 357, again as the center of attention, especially with multiple arties. This should help connect the dots that you can learn something elsewhere than where you want to apply it. 357MM as top tier is much more rare and doesn't let you practice controlling the game very often, but you can spam autoloaders days on end and practice this specific thing for as long as you want, and then apply it to the tank you feel just gets too much focus for you to play well. OP tanks tend to get more focus, so this is what I did to bypass that problem and get better. You'll also pick up other things meanwhile practicing specifics, and don't pidgeon hole yourself into only that specific thing but remaining aware of the other positives you experienced during the practice of what you want to improve to speed up these processes. This is not the only things autoloaders are good for when it comes to practice, but it's one that is hard to practice anywhere else. As I previously mentioned you want a comfortable practice environment that generally means going down tiers to simplify gameplay to get good practice. Good practice doesn't mean easy games though, you don't learn from easy games. You want to be challenged but still be in control. That's a thin line to walk but where you're going to learn the most. You want as many of your games as possible to be fruitful for the future, which is different from playing for performance. Performance means no risk-taking, but learning generally means the opposite as you want to expand your options and as a result will end up being having to try new things and see what works. This is a lot of stupid dying and derpy games, but that is fine as long as you take something from them. Just remember to toggle this off once you feel comfortable with the topic you decided to practice though and go back to risk-averse gameplay with your newly refined skillset. The thing is you want to get a feel of what is actually a risk and what is not and you don't really get to that point without testing your limits. Risk-averse mean something entirely different for a 50% player and me. Playing passive in my eyes would still be considered aggressive to most players because they don't know that the decisions I'm making have sound reasoning behind them and thus less risky to make than meets the eye, they are totally safe because I ran the numbers before making it. So risk is percieved as subjective, and you want to make it as objective as possible meaning you want information and really nurture your ability to interpret the information. There are many "close calls" that were nothing of the kind, and there were also situations where I really fucked up but no one was aware enough to catch my mistake. When that happens I try my best to recognise them as mistakes still, it's hard but mistakes usually don't go unpunished in tier 10 so remembering it for next time has generally been a net positive over letting them go for the sake of my ego. Start off with figuring out one of your bigger issues in gameplay for a certain tank. Try to figure out a setting that makes you practice this, whether it's something simple to work on like dying less or more nuanced like getting better at reading enemy intentions etc is totally up to you. The important thing is to determine a gameplay aspect that could use improvement and simply doing something towards that goal as you play. If DPG or stats is of any concern then you want to limit test in a different tank than the one you want to improve, I couldn't care less about my service record so I generally just spam the tank I want to get better at directly. I rarely practice specifics like above anymore as I tend to focus on the specific tank for a pretty substantial period of time if my performance isn't what I want it to be yet instead. (M60 would be a good example, I was nowhere close to 3marking it at the start but after 500 games or so I had the highest average on the server by like 900 for the last 50 of them because I just stuck to it and really got the playstyle locked down on every single map, starting at sub 4k DPG for first 50 and 5,8k for the 50 at the end which is a HUGE difference considering it actually had very little to do with good/bad sessions). This is probably because I tend to pick these things up by sheer game quantity over quality practice. I don't really practice in that way anymore because when I do end up playing again I tend to have a specific goal in mind and only playing towards that. (Generally a T10 reward tank 3MoE or DPG challenge). I tend to stick to one tank until I am satisfied and that's what works for me right now with how often I play the game these days. Doesn't really matter what tank in the end, go through your replays if you're struggling to find what you're doing wrong and inspect them until you find a lapse in judgement, be more precise and nitpicky as you get further into this and you'll eventually find yourself becoming a better player.
  50. 2 points
    i really can’t stress enough how valuable track shots are for farming, not just for you but your teammates as well - if the enemy can’t move they can’t get safe and cannot fight on their terms which is always what you want to be doing, even in autoloaders i spam trackshots despite risking not damaging a shot for either burning their repkit or keeping them in place in a position where they are farmable. that’s where you want to keep your enemies ideally, keep them in the sweet spot where you can fight them but they can’t push you you also seem to value staying alive over impacting the game a tad too much, this is not a habit i would remove though, all it needs is a slight adjustment (staying alive is still a super important aspect and should be valued very highly) so i would advise you to try more things out - as you’re returning from a long break the mechanics come back eventually but you want to get as deep into the meta-read ASAP meaning you’re going to have to try stuff and test limits on what works and what doesnt before you can start doing set plays and think ahead of pace (pro-active gameplay instead of reactive) and VERY many of those games are gonna look like shit and play like shit but they will be useful going forward which is what you want to be focusing on to improve i tend to spam games for 2-4 weeks before going on hiatus again for 2 months as that’s what my uni schedule lets me do (no time to game pmuch) and that is how i have played for the past 2 years (or just not play at all) and it’s the same for me every time: im rusty and need to work on my mechanics first> then i need to get my meta read up to speed and until i have like 200+ games under my belt since coming back i am actually a pretty mediocre superuni and my stats arent great until i get back to speed but i have done this process so many times now that i can be aware of this and get some monster games on experience alone to help my averages in the mean time but i am still in a learning mindset before tryharding (helps A LOT with staying sane too) this is the same for trying new tanks for me, my first 10 games are always great but set 20-50 really suck because i’m still limit testing and die a lot in stupid places because i am not able to estimate capabilities yet and stopped the ”new tank tryhard caution” thing (idk if this is a thing for other players but it definitely is for me lol) my gameplay starts to shine when i have put enough time into the game AND tank im playing which means i two major objectives to achieve before really being able to tryhard and stop the learning process and focus on damage gameplay at all times to stop the stupid dying and keep consistency up some players like Barry seem to be the other way around, plug n play and super fast at getting meta-reads even after long breaks but for me there is a substantial flat quantity of games i need to play before i can perform well enough to my own standards but every single one of those games have some purpose behind them so you can speed this process up to ~200 (for me, likely less for others) games rather than the 10k+ games it took to become a super-uni in the first place right obviously i don’t show my learning periods of gameplay as they’re not great which is also how i avoid getting revealed in Hall of Fame when boosting as I happen to downpad my stats a lot before the tryhard kicks in and 6k combined average sessions start to stack up the point being is that getting back up to speed takes proper testing of what works and what doesn’t before you can start playing the game for real and until you get comfortable you’re always going to play worse than normal so focus on that first, then start pushing your luck in game as often as you can (without being retarded - this is a finer line to walk than what it looks like) to get as much value out of every game as possible until you feel you have enough information available to play a map/tank combination out with a solid gameplan and able to problemsolve them when they don’t work. When you reach that point is when you start feeling real differences in gameplay, when I stagnate I just repeat this again until I hit my standards. It’s a tedious process but when performance is a requirement for fun it’s important not to cheat and rely on old experiences when you need to play catch up
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