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Showing content with the highest reputation on 09/20/2016 in all areas

  1. 23 points
    My car rolled over to 111114 miles today. My wife didn't get it.
  2. 9 points
    kolni

    The Batchat 25t.

    I'll start off by saying that this is a difficult tank to play well. The bloom and time between shells really kills any quick opportunity to deal a lot of damage that every other autoloader gets except for the Foch 155. What it does get in return is more mobility and a higher potential clip damage than the rest of the autoloader bunch (except for the Foch, once again) and that's what you have to play for, every single time. Crew: The crew is small and the tank is fragile meaning you'll need a good crew to stay alive. I personally recommend camo over repairs if you're playing SH/CW as a batchat player but the other way around for randoms. Spotting means squat in randoms anymore so my suggested order of training goes something like this: Repairs + sixth (survivability in general because getting tracked means that you're dead) Camo and respec to BiA once it's full (one could use gun skills or situational awareness but I don't see how they're more important at the moment this early) Camo once again (you could do the last repair skill for the commander if you want to) Situational Awareness/Snap Shot/Smooth Ride (even if the skills have surfaced as somewhat useless the gun is shitty enough for them to worth it, especially if you use it SH/CW where you'll have to run AFE instead of food) After that you can go with whatever you wish, I went with firefighting because I run food in randoms. Loadout: You have a few options here. 30/0/0, 25/5 or 20/10. I personally run 20/10 as of now but I've been running 30/0/0 for ages and it's perfectly fine too. The point of this is simply the low ammo capacity and split clips. Running 15/15 (50/50 like I run in most of my meds that don't have 50+ shells) is simply too split when your ammo actually runs low. You'll have a clip of 4 shells and one with 1 when you needed them all. Your DPM goes trash tier from already shit tier. The playstyle changes as well with the HEAT rounds. Lack of them means that you'll have to spend more time using the map to get shots you can actually pen instead of just engaging a E 100 frontally when he's on reload for 2K damage. 20/10 is the most flexible one in my opinion. I usually only fire 4 out of 5 shells before my shootable targets get safe and that adds up to an extra 4 shell clip simply by using experience on my end. 10 HEAT rounds means that you can shave off 4K HP off of the bulkier heavies frontally when there's situations you wouldn't otherwise be able to shoot them. (BC on Mali hill shooting early on an E 100 or any japanese heavy moving for example) so you don't have to constantly keep target selection at the back of your head wasting time thinking on what to do. I know some of the better players run 25/5 because they fire that HEAT clip early and always fire them, then just switch to APCR for the rest of the game since they already sunk in 2K HP early in a heavier engagement before just rotating elsewhere. Equipment: Vertical Stabilizer is an obvious choice, I don't think it's necessary to go deeper into why. The remaining contenders are vents, optics and GLD. I've seen every combo possible out of these three and none of them are actually wrong and it mostly comes down to how you play your batchat and if you do competitive play or not. Optics are arguably useless in randoms (although I've personally been getting bang for my buck running them lately) but at least they'll keep you up top on the spotting game. I reach 488 meters of viewrange in my BC running optics, food, BiA and situational awareness which is more than enough to always stay on the edge of spotting. Camo piercing might not seem like much, but if you ever get camosniped that extra viewrange will help you out more than you'd think. It'll also let you actually spot tanks at max viewrange. Every tank has camo values which means that spotting an O-I or a Maus at 445m (max view range) won't happen at exactly 445m away because of camo. Now this is probably just a few meters but when it comes to other tanks like TDs, the extra view range helps you spot them through piercing them at large distances. The most notable map I noticed for this is Fishermans Bay. With a VR specced BC I can spot the the northeastern corner from the middle when they fire and net myself and my team early damage. Now this might sound very situational and anecdotal but it's just an example of when optics actively contribute to winning games. Vents are vents, small boost to everything and hardly noticeable (food is twice the boost). Good for people who play the BC for 100% gun or want to boost their VR even more (hardly necessary breaking 500, ever) GLD is what I run combined with optics. You'll actually make use of this because of the terrible aimtime and sitting still while dumping your clip quite often so the GLD will actually kick in more often than you'd think. Vert. Stab/Optics/GLD Gun: This gun is both good and bad. The clip potential is high and has the potential to kill some mediums in a single clip and shave 2/3 of any T10s HP pool, but that incredible strength is balanced by atrocious gun handling and long exposure to get those shells out. (It's about 10 seconds given aiming the first shell). The reload is long and renders you weak but at least it gives you decent downtime to look around and find new opportunities for the best way to approach an engagement. You'll be rotating a lot around the map simply because of the gun and running away like a little bitch whenever a flank might fail whenever you're on it. The ammo capacity is low which means you'll have to think hard about how you load it. I recently switched from 30/0 to 20/10 because of increased SH/CW play where I'll need it but I personally didn't find the HEAT to be worthwhile in randoms. I always find myself running out of APCR before switching to HEAT now anyway in any given random battle anyway. The HEAT does give you the opportunity to engage heavies frontally whenever you'd need it (Malinovka hill is probably the only time I ever load HEAT because E5s are a thing) but it comes at the cost of split clips. Having 3 HEAT shells and 1 APCR makes for terrible late game cleanup possibilites (if you've fired that many shells you're probably having a decent game anyway, but it sucks to lose games because of this). I personally found APCR alone to be more than good enough for randoms since you'll spend more time deciding on what to attack than actually attacking so I end up with roughly the same damage anyway. For competitive play it's a completely different story. The gun becomes a lot more dangerous here and it's a high risk tank. Missing a shell can kill you if you're playing a spotting game against another BC which is pretty goddamn easy to do considering the aimtime/bloom. But it can also shave off 2K HP of the enemy team in less than 10 seconds making it possible to enable pushes and allows it to solo scout/freeplay better than any other T10 in the game. Armour: In actual thickness it's non-existent. The UFP angle can bounce a shell once in a while but never something to rely on. What it does have as pseudo-armour is speed and decent camo. Engaging at range (sending mixed messages here with the terrible gun, but once you let it aim in fully it can hit pretty well at longer ranges as well) allows your camo to work if you'd be down on HP, in the clan CHAI or simply think it's the best course of action. The speed helps you dodge shells and move in close quickly or simply get out quickly if things went south. Mobility=Armour in this case. Strengths/Weaknesses: The strength of the tank lies in the gun and mobility, one of them also being its weakness. It can put in quite a bit of damage in a short amount of time which makes it possible to turn games around. Autoloaders always have the lovely advantage of mitigating damage taken when clipping since people can't really deal enough damage back at you unless they're grouped up. Finding lone tanks in the endgame is easy prey for a BC and incredibly easy to outplay. If it's anything short of another autoloader you can pretty much just yolo in, clip fully and either kill them from scratch or simply just run away afterwards. I find it very rare that anything that can actually chase your BC down after clipping is usually too low on HP for it to really be worthwhile if you clip fully. Combine it with your 5 shots in 8 seconds for their 1-2 (maybe 3 if they chase you a bit). In the case of an E 50M or a 907 that can survive your clip and probably will you'll still be able to get out anyway or just simply hang back until support arrives. You should also try to engage backwards as much as possible. You expose less and driving forward will be quicker to get away from corridor pokes than backwards (small thing but still useful). Driving backwards will also benefit more from terrain as you can use rubble and stuff to drive onto to get better depression angles. The newest strength that completely breaks some maps: Climbing! Climbing sure as hell is useful. Mines gets completely destroyed by a single guy on the 0 line from either side and it also adds another layer of depth in the game. While it's mostly micromanaging it takes some time to figure the climbs out and climbing doesn't really get useful until you can do them consistently. The weakness is pretty much the the long aim time that forces you to rush a shot or two because it simply won't aim in fast enough for the opportunities of damage to yield any fruit. Once again we have the long downtime between reloads and no armour whatsoever which means that you die if people catch you on reload. How you prevent this is by simply playing well guarded areas and making sure that you can actually run away and that anything chasing you will die trying, or simply playing passive for most of the game while seizing any overextensions done by enemy tanks for 2k damage. You could also argue that the fragility of the tank combined with the speed is the cause for a lot of overextensions and while that is true it's not really a weakness itself, it's also easily preventable. Playstyle: I simply play this is a very opportunity seizing TD/LT. Whenever maps allow for it I'll try and be somewhat active for spotting (middle on Sand River for example) but I hardly see anyone having trouble on open maps with a BC. Problem's most likely city maps anyway. I simply pay a lot of attention to the minimap and try to figure out where I can deal the most damage while taking as little as possible. It shouldn't be too hard considering the reload times while clipping anyway. You have about 40 seconds before you even get to shoot again and that's plenty of time in a mobile tank like this to rotate if your current engagement won't pay off anymore. I'm very patient and once someone goes in the open I make sure that I'm there wrecking him. In a bit more concrete example I'll take Himmelsdorf as an example. I rarely ever play the hill anymore because it's such a hit or miss engagement. I play the 3 line. I almost always just sit around waiting for people to expose themselves on the lower side around the castle. With the engagement range at 400m only T10 meds will be able to spot me back and actually put damage into me. I also have a 40 second downtime anyway that I can just waste waiting on people to show themselves. From the north this is a bit more viable since you can further up the 3 line without exposing and get sideshots on heavies crossing in the 8 line as well. From the south it's not as good but still a lot more consistent than playing the hill. You can simply poke early to get spots on people crossing so you get a general idea of how many people are playing the railroad and what to expect on the hill. You're also free to move into the middle windows for shots at the enemy windows. You can simply move up, rotate, and go wherever you want. It's my initial play for that reason. It's a low risk opening play with a decent reward. TL;DR is probably keeping engagements at range early on so you can use your HP diving in later on. Applying this on other maps haved worked very well too. It's all about knowing what a favourable engagement is anyway. Overall Rating: I'd give the BC a solid 9/10. It's stupid good for a tank that really hasn't been taken into consideration of the tier 10 powercreep and it still remains one of the strongest T10s in the hands of gods while being absolutely terrible for worse ones. Mines Boosting video for reference View full article
  3. 5 points
    Pompous_Magnus

    The Batchat 25t.

    Bat Chat is the best tier 10 med hands down
  4. 4 points
    kolni

    The Batchat 25t.

    I'll start off by saying that this is a difficult tank to play well. The bloom and time between shells really kills any quick opportunity to deal a lot of damage that every other autoloader gets except for the Foch 155. What it does get in return is more mobility and a higher potential clip damage than the rest of the autoloader bunch (except for the Foch, once again) and that's what you have to play for, every single time. Crew: The crew is small and the tank is fragile meaning you'll need a good crew to stay alive. I personally recommend camo over repairs if you're playing SH/CW as a batchat player but the other way around for randoms. Spotting means squat in randoms anymore so my suggested order of training goes something like this: Repairs + sixth (survivability in general because getting tracked means that you're dead) Camo and respec to BiA once it's full (one could use gun skills or situational awareness but I don't see how they're more important at the moment this early) Camo once again (you could do the last repair skill for the commander if you want to) Situational Awareness/Snap Shot/Smooth Ride (even if the skills have surfaced as somewhat useless the gun is shitty enough for them to worth it, especially if you use it SH/CW where you'll have to run AFE instead of food) After that you can go with whatever you wish, I went with firefighting because I run food in randoms. Loadout: You have a few options here. 30/0/0, 25/5 or 20/10. I personally run 20/10 as of now but I've been running 30/0/0 for ages and it's perfectly fine too. The point of this is simply the low ammo capacity and split clips. Running 15/15 (50/50 like I run in most of my meds that don't have 50+ shells) is simply too split when your ammo actually runs low. You'll have a clip of 4 shells and one with 1 when you needed them all. Your DPM goes trash tier from already shit tier. The playstyle changes as well with the HEAT rounds. Lack of them means that you'll have to spend more time using the map to get shots you can actually pen instead of just engaging a E 100 frontally when he's on reload for 2K damage. 20/10 is the most flexible one in my opinion. I usually only fire 4 out of 5 shells before my shootable targets get safe and that adds up to an extra 4 shell clip simply by using experience on my end. 10 HEAT rounds means that you can shave off 4K HP off of the bulkier heavies frontally when there's situations you wouldn't otherwise be able to shoot them. (BC on Mali hill shooting early on an E 100 or any japanese heavy moving for example) so you don't have to constantly keep target selection at the back of your head wasting time thinking on what to do. I know some of the better players run 25/5 because they fire that HEAT clip early and always fire them, then just switch to APCR for the rest of the game since they already sunk in 2K HP early in a heavier engagement before just rotating elsewhere. Equipment: Vertical Stabilizer is an obvious choice, I don't think it's necessary to go deeper into why. The remaining contenders are vents, optics and GLD. I've seen every combo possible out of these three and none of them are actually wrong and it mostly comes down to how you play your batchat and if you do competitive play or not. Optics are arguably useless in randoms (although I've personally been getting bang for my buck running them lately) but at least they'll keep you up top on the spotting game. I reach 488 meters of viewrange in my BC running optics, food, BiA and situational awareness which is more than enough to always stay on the edge of spotting. Camo piercing might not seem like much, but if you ever get camosniped that extra viewrange will help you out more than you'd think. It'll also let you actually spot tanks at max viewrange. Every tank has camo values which means that spotting an O-I or a Maus at 445m (max view range) won't happen at exactly 445m away because of camo. Now this is probably just a few meters but when it comes to other tanks like TDs, the extra view range helps you spot them through piercing them at large distances. The most notable map I noticed for this is Fishermans Bay. With a VR specced BC I can spot the the northeastern corner from the middle when they fire and net myself and my team early damage. Now this might sound very situational and anecdotal but it's just an example of when optics actively contribute to winning games. Vents are vents, small boost to everything and hardly noticeable (food is twice the boost). Good for people who play the BC for 100% gun or want to boost their VR even more (hardly necessary breaking 500, ever) GLD is what I run combined with optics. You'll actually make use of this because of the terrible aimtime and sitting still while dumping your clip quite often so the GLD will actually kick in more often than you'd think. Vert. Stab/Optics/GLD Gun: This gun is both good and bad. The clip potential is high and has the potential to kill some mediums in a single clip and shave 2/3 of any T10s HP pool, but that incredible strength is balanced by atrocious gun handling and long exposure to get those shells out. (It's about 10 seconds given aiming the first shell). The reload is long and renders you weak but at least it gives you decent downtime to look around and find new opportunities for the best way to approach an engagement. You'll be rotating a lot around the map simply because of the gun and running away like a little bitch whenever a flank might fail whenever you're on it. The ammo capacity is low which means you'll have to think hard about how you load it. I recently switched from 30/0 to 20/10 because of increased SH/CW play where I'll need it but I personally didn't find the HEAT to be worthwhile in randoms. I always find myself running out of APCR before switching to HEAT now anyway in any given random battle anyway. The HEAT does give you the opportunity to engage heavies frontally whenever you'd need it (Malinovka hill is probably the only time I ever load HEAT because E5s are a thing) but it comes at the cost of split clips. Having 3 HEAT shells and 1 APCR makes for terrible late game cleanup possibilites (if you've fired that many shells you're probably having a decent game anyway, but it sucks to lose games because of this). I personally found APCR alone to be more than good enough for randoms since you'll spend more time deciding on what to attack than actually attacking so I end up with roughly the same damage anyway. For competitive play it's a completely different story. The gun becomes a lot more dangerous here and it's a high risk tank. Missing a shell can kill you if you're playing a spotting game against another BC which is pretty goddamn easy to do considering the aimtime/bloom. But it can also shave off 2K HP of the enemy team in less than 10 seconds making it possible to enable pushes and allows it to solo scout/freeplay better than any other T10 in the game. Armour: In actual thickness it's non-existent. The UFP angle can bounce a shell once in a while but never something to rely on. What it does have as pseudo-armour is speed and decent camo. Engaging at range (sending mixed messages here with the terrible gun, but once you let it aim in fully it can hit pretty well at longer ranges as well) allows your camo to work if you'd be down on HP, in the clan CHAI or simply think it's the best course of action. The speed helps you dodge shells and move in close quickly or simply get out quickly if things went south. Mobility=Armour in this case. Strengths/Weaknesses: The strength of the tank lies in the gun and mobility, one of them also being its weakness. It can put in quite a bit of damage in a short amount of time which makes it possible to turn games around. Autoloaders always have the lovely advantage of mitigating damage taken when clipping since people can't really deal enough damage back at you unless they're grouped up. Finding lone tanks in the endgame is easy prey for a BC and incredibly easy to outplay. If it's anything short of another autoloader you can pretty much just yolo in, clip fully and either kill them from scratch or simply just run away afterwards. I find it very rare that anything that can actually chase your BC down after clipping is usually too low on HP for it to really be worthwhile if you clip fully. Combine it with your 5 shots in 8 seconds for their 1-2 (maybe 3 if they chase you a bit). In the case of an E 50M or a 907 that can survive your clip and probably will you'll still be able to get out anyway or just simply hang back until support arrives. You should also try to engage backwards as much as possible. You expose less and driving forward will be quicker to get away from corridor pokes than backwards (small thing but still useful). Driving backwards will also benefit more from terrain as you can use rubble and stuff to drive onto to get better depression angles. The newest strength that completely breaks some maps: Climbing! Climbing sure as hell is useful. Mines gets completely destroyed by a single guy on the 0 line from either side and it also adds another layer of depth in the game. While it's mostly micromanaging it takes some time to figure the climbs out and climbing doesn't really get useful until you can do them consistently. The weakness is pretty much the the long aim time that forces you to rush a shot or two because it simply won't aim in fast enough for the opportunities of damage to yield any fruit. Once again we have the long downtime between reloads and no armour whatsoever which means that you die if people catch you on reload. How you prevent this is by simply playing well guarded areas and making sure that you can actually run away and that anything chasing you will die trying, or simply playing passive for most of the game while seizing any overextensions done by enemy tanks for 2k damage. You could also argue that the fragility of the tank combined with the speed is the cause for a lot of overextensions and while that is true it's not really a weakness itself, it's also easily preventable. Playstyle: I simply play this is a very opportunity seizing TD/LT. Whenever maps allow for it I'll try and be somewhat active for spotting (middle on Sand River for example) but I hardly see anyone having trouble on open maps with a BC. Problem's most likely city maps anyway. I simply pay a lot of attention to the minimap and try to figure out where I can deal the most damage while taking as little as possible. It shouldn't be too hard considering the reload times while clipping anyway. You have about 40 seconds before you even get to shoot again and that's plenty of time in a mobile tank like this to rotate if your current engagement won't pay off anymore. I'm very patient and once someone goes in the open I make sure that I'm there wrecking him. In a bit more concrete example I'll take Himmelsdorf as an example. I rarely ever play the hill anymore because it's such a hit or miss engagement. I play the 3 line. I almost always just sit around waiting for people to expose themselves on the lower side around the castle. With the engagement range at 400m only T10 meds will be able to spot me back and actually put damage into me. I also have a 40 second downtime anyway that I can just waste waiting on people to show themselves. From the north this is a bit more viable since you can further up the 3 line without exposing and get sideshots on heavies crossing in the 8 line as well. From the south it's not as good but still a lot more consistent than playing the hill. You can simply poke early to get spots on people crossing so you get a general idea of how many people are playing the railroad and what to expect on the hill. You're also free to move into the middle windows for shots at the enemy windows. You can simply move up, rotate, and go wherever you want. It's my initial play for that reason. It's a low risk opening play with a decent reward. TL;DR is probably keeping engagements at range early on so you can use your HP diving in later on. Applying this on other maps haved worked very well too. It's all about knowing what a favourable engagement is anyway. Overall Rating: I'd give the BC a solid 9/10. It's stupid good for a tank that really hasn't been taken into consideration of the tier 10 powercreep and it still remains one of the strongest T10s in the hands of gods while being absolutely terrible for worse ones. Mines Boosting video for reference
  5. 4 points
    when you get killed by arta then check his stats: 80k battles 5k battles in every arty and 33% wr
  6. 2 points
    ThomChen114

    Easiest Ace Panther II game

    and I made a video out of it too!
  7. 2 points
    777 posts pls give me obj 777 nao
  8. 2 points
    Stige

    Grille 15

    No one stands still to let them hit you with the Grille, the bloom makes the tank unplayable really. Even if the accuracy is good on paper, trying hit something even at 50m with this is such a hit and miss, only realiable way to hit something is to snipe so you don't have to move your aim so much but that doesn't contribute to winning in any way on most maps so this tank is really kinda shit..
  9. 2 points
    WoW legion raiding tomorrow and I'm participating PogChamp
  10. 2 points
  11. 2 points
    CarbonWard

    The Batchat 25t.

    People think tvp renders bat useless, even i did at first, but going back and playing bat games made me realize just how powerful Bat25 is in the current meta of grilles and E5s. absurd camo/small size that allows you to sneak up to any one and dump a 2000 dmg clip is a game changer if you just pull it once, something tvp or any other tier 10 med can't ever hope to do.
  12. 2 points
    I have now ragequit harder than ever before and accidentally broke my mouse :/
  13. 2 points
    Mesrith

    Useful Ships Resources Thread

    We've finally gotten the ball rolling on some various mechanics and feedback questions from an actual developer from the RU server that speaks English well. http://forum.worldofwarships.com/index.php?/topic/96327-dev-qa-about-the-game/ My questions (module damage, detonations, sigma, dispersion scaling) are in the third post. There's a lot of good information in that thread now, some of which has been a mystery since launch.
  14. 2 points
  15. 1 point
    NeutronRaptor

    Hi

    Just got this baby this morning.
  16. 1 point
    im on the Asia server, so im a bit paranoid at running into torpedoes from a certain Eurobeat (or his acolytes)
  17. 1 point
    Your current recents More reasonable recents (imo) Ofc Im not deciding whether some1 gets in or not, but u better be able to prove how fast u can spam a few games to @MissNurki Ok didn't see u already answered :3
  18. 1 point
  19. 1 point
  20. 1 point
    IMO all this stuff is too complicated all WG has to do is - As long as you pass a certain point (dmg,cap,spotting...) You will never make negative money. This threshold should be just high enough for bots and bad players to lose money or - You can also just lower the repair cost to match how tier 10 in WOT works (Usually you make a profit without prem, and almost always with) - Make a MM that has limits, so you know what you will face, if CV population was higher I would say force atleast one CV per game but right now that wont work. - 0-1 CV 3-5 BBs 4-5 CAs 1-2 DDs This will fix about 95% of problems at tier 9-10 For tier 5-6 Just bring back the old MM, Most tier 3-4s do just fine in tier 5-6 and give selected MM to a select few Or do +1-1 all across
  21. 1 point
    PityFool

    CS:GO thread

    FLUSHA WEIRD MOMENTS | EXPOSED | 2016 | GONE SEXUAL | BANNED | HACKER |
  22. 1 point
  23. 1 point
    Gandaran

    CS:GO thread

    But not more then flusha
  24. 1 point
    dualmaster333

    Spooky

    Spooky
  25. 1 point
    Playing the amx 13 75 without sixth. Holy fuck this is painful. I would rather grind out the sturer emil from stock again than play this trash. Also sub 40% winrate in my chi ri. Fucking kill me. I'm losing my sanity
  26. 1 point
  27. 1 point
    I'm still advocating a tier 6 strongk team of all AC4s and all chat of 'PINAS' all match.
  28. 1 point
    TD10-4 is VERY easy in the Grille. I have a decent camo crew, chocolate and a camo net.
  29. 1 point
    Correct, be un-spotted while completing those kills. And, just missed out on finishing TD 15-4 last night with 7.5k damage 5 kills in the Grille 15. Shot absorbed by tracks which would have put me over 8k
  30. 1 point
    The camo is also amazing shit in the Sturer Emil. If you fire (and sometimes not even then), you WILL be lit and if you don't have somewhere to hide - eg. the reverse slope of a hill - then you'll be playing your next x2 very quickly.
  31. 1 point
    kolni

    AMX CDC vs STA-2

    WG's stated loud and clearly that direct nerfs or even nerfs in general on premiums will not happen. I can understand this as paying customers tend to go batshit crazy when something they bought just got worse because of something like game balance (people are retarded). This isn't in their best interest since WoT is actually starting to gain players again (at least on EU) and their priority has turned from cashgrabs to at least somewhat catering to the majority of the playerbase. Funny how it took them years to understand that micropurchases are way worse than catering to the people playing the game. Just take a look back, WG had to nerf the Type 59 and that's pretty much the only direct nerf we've seen so far in a premium tank. Super Pershing got a really hard nerf but that was due to game mechanics changing and they actually offered everyone the gold equivalent in return. Looking at the SP now, they really made it work well and a perfectly fine T8SMM tank IMO. After this all the prems released were incredibly mediocre. Panther 88/T-54 Mod 1 (still my bae)/STA-2 and CDC are all pretty hard to play and reaaaaaaaaaaally bad in some regards. (P88 and Mod1 has serious pen issues, STA-2 had it's AP round issue but now it can't DPM as well anymore however, CDC has the bloom issue) simply because WG somehow remembered that premiums should in theory underperform compared to their standard counterpart and WGs premiums except the IS-6 up until now have pretty much been worse than their counterpart. Since the IS-3 got buffed the IS-6 obviously needed one too... IS-6 and Skorp should in reality be the only ones overperforming and that is an issue, and balancing them is going to be hard since there's A LOT of people owning an IS-6 and the Skorp G sale was popular too. All the prems in between these have been pretty good. M46 KR and Mutz are a bit too good to be premiums IMO but they fit perfectly into T8 and are only really good in good players hands anyway. (IS-6 and Skorp G are both kind of retard proof in a sense)
  32. 1 point
    Kuroialty

    Convoy Mode

    This is the only aspect of the game that truly bothers me. Being able to put the Mk I through unscathed should be worth something.
  33. 1 point
    Stige

    AMX CDC vs STA-2

    Skorpion is better than any of those lol
  34. 1 point
    _Assad

    WN9 candidate prototype

    I think it should just be released now so you can make changes later or else we'll never see it implemented at all
  35. 1 point
  36. 1 point
    Keep practicing your gunnery at medium ranges(10~15km.) Don't salvo your guns unless you are 120% positive that's where the target will be; otherwise, spread out your shots to account for potential dodging paths the target will take, or if he might adjust speed. A single citadel is worth more than three overpens, and a single hit is worth more than three misses. You have crazy reload on 203mm guns, so you should be shooting often and primarily with AP. On the flipside, make sure your shots COUNT. Wait that extra couple seconds for that Yorck to keep doing his full roundabout turn until his broadside is exposed. Be professional, be polite, have a plan to citadel every cruiser you meet. You're not a crazed gunman like a Cleveland, you're an assassin.
  37. 1 point
    _Assad

    Battlefield 1 - Open Beta

    Servers that banned the Remote Mortars, M26 Mass, and the list goes on. Banning certain broken items until DICE nukes them to the floor with their own "Balancing" Those challenges to unlock certain weapons/skins you'd just join a server to your advantage It's how I got ALOT of weapons in BF4 were hardcore item restrictive servers because who knew that someone with Parkinson's disease would be bad at Recon? This kinda kills the game for me too tbh, but thats not to say I havent already Pre-Ordered it for cheap The one thing I absolutely hate about BF1 so far is the absolute lack of Dynamite on Support. They literally just killed the class. Also @PityFool this would've been nice to know:
  38. 1 point
    Eh, who cares. 215b is better.
  39. 1 point
    Nice work friendo.
  40. 1 point
    Mesrith

    Useful Ships Resources Thread

    I've started assembling my thoughts about Tier 10 ships into a single thread once I hit 100 games in them. Hopefully some find it useful, despite the "Tier 10 is cancer" sentiments around here. http://forum.worldofwarships.com/index.php?/topic/93085-mesriths-100-game-tier-10-rundown/
  41. 1 point
    Rexxie

    Let the ban-hammer sniping begin

    When I first read this I thought WoT was implementing a way to give positive feedback on players. TBH I think that is what WoT needs to combat toxicity; give some small (but still valuable to anyone, like 500-1000 gold) prize to people who gets enough positive feedback in relation to how many games they've played. You'd need to implement a few other things - a fairly strict amount of feedback per month & no way to leave feedback on your platoonmates or clanmates would be a good start - but otherwise what's the worst that could happen? Good players get rewarded once in a blue moon because people are happy they carried them? People fake being nice? Those sound like non-issues to me. Threatening a "permanent record" and scaring people into not being a cunt is the goal of Wargaming here, but getting people to be nice to one another would be even better. Not just for a hugbox, but it might even get people to get better at the game so they could get a reward. Promotes team play too, not that I expect a pub's idea of "team play" is much more than a lemming train.
  42. 1 point
    I made this on EU forums about month ago. Then i realized i didnt post it here, and then i thought i really should do that. Get ready to worship our master ho ho ho! ---------------------------------------------------------------------------------------------------------------------------- note: sorry for finnish client BANZAIIIIII!!!!!!!!!!! From very early days of my WoT time, i always wanted to play a giant box with hilarous and derpy looks with huge derp gun. Sadly, exactly such thing didnt exist in WoT. (and while E100 was closest such thing, its grind didnt seem interesting for me and i knew it would need some gold to use it effectively...which i didnt want to. Although i now want E100 aswell). Then Japanese heavies happened. O-Ho is just one of many of them. Its not super fast like O-I Exp, it doesnt oneshot everything like O-I, nor is a top tier godzilla like Type 5 Heavy is. That is why, O-Ho, midtier tank was somewhat overlooked for me. Especially when i honestly didnt like tier 8 at all which is infested so much with IS-3s and the fact they often see tier 10s. After i got my hands into this thing, damn, i absolutely loved it. I played it surprisingly well: i noticed that it made more credits than any other tier 8 i have ever played, and i was non-premium peasant back then (october 2015). Despite the fact i loved it, i was too hyped for top tiers (and, honestly, it was useless to hype for them...) so i wanted Type 4 ASAP, which made me sold O-Ho for credits. I did buy it back few months later, and i loved it more than ever. It was grown to be now by far my favorite tank in the game. Its too fun and addicting. I have been even trying to get my 3rd mark on it lately...but its pretty tricky Anyway, lets got into review itself. O-Ho is tier 8 heavy tank of Japanese heavy tank line. It is still 2nd newest tank line in the game, so if you have been away from the game for some time, O-Ho might be still an odd face for you. Why it stands out from other Japanese heavy tanks and other tier 8s? Why for me it is like Comet is for Quickybaby? Lets start with pros and cons. PROS AND CONS Pros: - Choice of two guns. - Impressive armor: 2nd best frontal armor of all tier 8 heavies (with only super rare M6A2E1 having overall little better effective armor, although it does have small cupola as weakspot). - Impressive HP pool. HP is 2nd best in its tier at 1700 (tied with KV-4), with only KV-5 being higher at 1780. - Decent view range. 380 can somewhat negate camo problem when it comes to vision game. Since you have notable view range advantage you might be able to outspot an IS-3. - Great gun depression at -10...when gun is not above miniturrets. - Heavy mass allows it to ram and push wrecks around. - Huge size can be actually useful too: your wreck is very good cover for your allies, and combined with heavy weight, it is very effective roadblock. - Gun is located extremely high, which means you can shoot over almost any ally and some tall rocks/buildings which most other tanks wouldnt be able to, giving enemies potential surprise value. - Both guns have pretty damn good rate of fire. The 10cm gun has highest DPM of all tier 8 heavies ( i think), while 150mm's 14 sec reload doesnt sound that fast at first, you have to consider that O-I gets same gun but with 8 – 9 seconds worse reload. - While both guns has low dispersion and long aim time, their dispersion move and turning turret is actually low, which mean that O-Ho can snapshot very well on short distances. - Ability to mount Vstabs. Only other tank with 150mm derp gun that can mount Vstabs is T49. - Since gold ammo is borderline useless on derp gun 95% of time and 10cm doesnt even have it, O-Ho's survivability is high, and ammo cost is low, the tank is surprisingly effective credit maker. - Thick roof armor can help against arty a little bit. - Can mount super heavy spall liner. - Super easy stock grind since it doesnt have alternate turret and engines, radios and 150mm derp can be researched from earlier tanks. - Its (although unhistorical) name is pretty funny. It does kinda resemble Santa's infamous ”o ho ho” shout. - most hawt jap heavy. O-Ho hentai is also my favorite way to jerk off ( ͡° ͜ʖ ͡°) Cons: - Mobility. Most obvious flaw is mobility. O-Ho is pretty slow. It has worst top speed of tier 8 heavies, and only KV-4 loses on agility. Its not however that terrible given how massive the tank is. - Gun depression. In my opinion, the biggest weakness of O-Ho. While the gun depression IS -10 degrees, it also has areas...where gun depression is only -1!!!! What is even worse that the gun is located very high, which means that hitting facehugging tanks can be really annoying. We will get more into gun depression in the playstyle. - Huge size. While its pretty great advantage, it is also huge disadvantage. Obviously O-Ho's camo rating is absolutely terrible (for starters, Maus laughs at its camo). Funnily enough, it is actually best of all Japanese heavies after tier 3, 4 and 5. Still terrible. Huge size also mades it hard to hide behind cover, and it also makes O-Ho very vulnerable to arty. Small tanks can sneak into your sides and avoid your gun, and thus safely feasting on you. - Flat armor. Armor is pretty flat, making O-Ho vulnerable to high-pen guns and some gold ammo. When O-Ho fights guns with more than 230mm pen, its armor starts to struggle to bounce shells reliably, although troll bounces can still happens even against tier 10 guns. - O-Ho's gold ammo is pretty useless on derp gun and it doesnt even have one on 10cm gun. - Low accuracy on both guns. - Suffers from module damage. Ammorack is rather large so it gets damaged often (although it itself is very tough so it needs very hard hit to blow up), radiomen dies often and gunner is kinda vulnerable too. Fueltanks are often damaged by arty shots, so i recommend carrying fire extinguisher unless your crew is very good. - Weak side armor. Tougher than O-I Exp, O-I and O-Ni, but still weak. - Has hullcheeks which can limit sidescraping abilities a little bit, although not as much as on Type 4/5 or O-Ni. - 10cm has below-average base penetration, which results into weak performance against high tiers when using this gun since it doesnt have gold ammo - Gets less oneshots than O-I or KV-2 with derp gun. STATS, EQUIPMENTS AND CREW SKILLS Firepower Like i mentioned earlier, O-Ho gets choice of two guns. Or actually, three guns, but the first one is the 10cm gun, which was stock gun on O-I... Yeah, it wont be useful on O-Ho so lets just ignore it. First we have the better 10cm. It has okay damage (330), average, probably little sub-par penetration (215), and has low accuracy and long aim time. What stands out is however blisteringly quick reload at 7,5 seconds! With this gun, O-Ho can get absolutely crazy results when its top tier... Yeah...WHEN its top tier... And this is the problem with the it. 215 mm pen is not amazing, and when it is forced to fought against tier 9 and 10 heavies...you should try to flank, right? Nope. O-Ho is too slow for that (most of time). So...if you cant flank, you load gold, right? Thats the problem. 10 cm gun has NO gold ammo. This means that if you get into tier 10s...what you do against an E100? Or Maus? Jageru? T110E3? E5? Type 5 Heavy? Even against some tier 10 meds the pen can struggle. And you cant flank, and you cant load gold. This is why, in my opinion, this gun is not that good. It would be good if O-Ho had prefential matchmaking (its actually more or less KV-5 gun that fires gold as standard), but O-Ho doesnt have, which is why i consider the gun unviable choice if you want constinent results, unless you play O-Ho exclusively on tier 8 formats (and honestly, those are often fast paced with T-54 Ltwts and IS-3 often with gold loaded...exactly where O-Ho is NOT good). So, there is other gun as well. The 150mm derp gun. Derps are always fun, right? Yeah, you remember how blisteringly devasting the O-I is with 150mm derp gun? Yeah, you can have the same gun...at tier 8. Meh. Tier 6's derp gun at tier 8. Meh... ...Right? You could say first that its meh gun at tier 8. Tier 6's derp at tier 8 doesnt sound like a good thing at first, doesnt it? Expect... This is the key what makes O-Ho so much fun. This is the key thing what makes O-Ho my favorite tank in the game. The derp gun. Why? I already mentioned it on pros and cons: the reload speed. When O-I reloads in about 23 seconds with rammer and 100% crew, you can get it down to whopping 14 seconds with 100% crew and gun rammer on O-Ho, 13,5 if you have crew skills, all equipment, and foods! And thats not where good things ends. The accuracy and aim time are significantly improved, but the dispersion on move-values are improved too. And, at top of the cake, O-Ho can mount vertical stabilizer! Combine this with low top speed...and you have absolutely ridiculous gun handling. Given the fact you literally only need to hit the target to do damage, you can literally just autoaim at tank and just click and still have very high chance of hitting it when its less than 250 metres away. Even hitting targets from long distance when you are moving is not impossible at all. This makes O-Ho fantastic at snapshotting, which reduces exposure time significantly. With high HP and armor, O-Ho can rack up damage surprisingly well with derp gun. Mobility Well, O-Ho doesnt seem like that it has to hurry into battle. Mobility is weakness, and it will be always your curse. Although, i dont mind slow tanks at all (i have 700 battles with TOG...enough said?). You need to predict where the battle will be biggest, and go there, or you wont do much. Armor Now we're talking! Also a reason why O-Ho is so slow and heavy. Frontal armor is awesome at 200mm, even if it is somewhat flat. It doesnt even have real weakspots either. When angled, it can reliably bounce all tier 8 heavy guns expect T34 and might struggle against Löwe and AMX 50 100 from close. When ”overangled”, it can even bounce tier 10s. Rear is best in its class/tier and side is improved from earlier Japanese heavies. Turret is very good too: the sloped parts on front bounces tier 10 reliably, and with turret being 200 everywhere, it doesnt matter too much if you are aiming away from your opponent. Side is somewhat weak however. Its 105mm and very flat. However, armor behind tracks is only 70mm thick, so be careful. Side also has huge ammorack inside it, so you should protect it at all costs. Rear is 150mm thick. Its not as troll as O-I's rear armor, but it can be still useful against some tier 6s and weak stock guns of mediums and lights. Other than, its not that good. Turret armor is 200mm all around. Turret face is 200mm and completely flat, which makes it arguably weakest part of O-Ho's front, but turret cheeks are not that wide and aiming there risks into hitting sloped parts of turret front, which is basically immune against every gun in the game (when facing directly towards enemy) apart from MAYBE some tier TD 10 gold shells. Mantle is solid, but it doesnt look as tough as it would be. Other stuff View range is 380 metres. Not as high tier-for-tier as earlier Japanese heavies but still one of the highest in its class/tier. Big advantage over IS-3's 350 metres. HP is 1700, which allows O-Ho to be very bulky when combined with the armor it has. Even when enemy has enough penetration to go through O-Ho's armor, O-Ho can tank several hits thanks to its health. Camo is just...terrible. Gun depression is great at -10 but above miniturrets its only between -1 and -5, depending on what gun you use and where you point your gun. And lastly, radio range is average. Equipment Gun rammer and vertical stabilizers are must on O-Ho. Rammer for obvious reason: to make reload faster. Vertical stabilizer is also must to increase snapshotting potential and reduce dispersion when moving, which reduces exposure time. There is many viable options for last slot. Vents is most versatile equipment, further increasing gun stats and also increasing view range. Coated optics, believe or not, is actually also great option. With it O-Ho can partially negate its camo disadvantage by having great view range. Especially with good crew O-Ho can reach actually very high view ranges; sometimes able to outspot stuff it normally shouldnt! If you plan on to 3 mark O-Ho, Optics is best choice. Spall liner decreases crew death and increases resistance against arties. It can also help against opposing O-Hos. Other viable although not as great choices: GLD, Wet ammorack and Binoculars. Gun laying drive is okay for decreasing aiming time. Wet ammorack can help with ammorack, although it is often better to leave it for better equipment. Binoculars is okay option when you dont have very good crew skills but you want to have high view range. I originally used spall liner at last slot, but then vents proved to be more useful so i used it (see the picture above). When i decided to 3 mark O-Ho, i swapped vents into optics. Im happy with the decision, because having very high view range is much more helpful than one would think. Crew skills Sixth sense is must even though you will be spotted often. It really helps to know when to get into cover, because arty is your number one enemy. Repairs are also important for obvious reasons. Situnational awareness and recon are helpful as like said earlier, high view range can somehow help O-Ho with vision games since how terrible camo it has. Talking about camo, do NOT train camo skill for O-Ho unless you have so good crew that you are about to run out of other good skills. It wont be...that helpful. Safe storage helps with ammorack issues. Snapshot and smooth drive further improves gun handling. And BiA is good for 3rd skill to increase little bit of everything. GAMEPLAY, PLAYSTYLE ETC. Note: I will mostly focus on derp gun. O-Ho has rather unique playstyle as ”defensive support bunker”. Three main rules when playing O-Ho: Dont go alone, avoid open places when possible and dont play too aggressively. O-Ho that is left out alone can be easy target if it is against more than one enemy at same time. O-Ho is massive and has no camo values, so going into open can mean very fast and cheap ticket back to garage as arties will focus on you alot. And dont play too aggressively, unless you have lots of support behind and you know they WILL support you. Too aggressive play can be punished easily because O-Ho's gun depression, which is severely limited on front. The gun depression is most frustating part about O-Ho. To use O-Ho effectively, you must learn how to use the gun depression effectively. (upper part is O-Ho's frontal depression, lower part rear depression. Round circle is -10 depression, any odd shape is less than -10.) You can see that gun's depression is limited on front. Since armor is heaviest on front, you would want to fight with front, right? At first this feels like impossible task. Miniturrets are not actually symmetrical: they are located on more left than on right. This is why you should always fight with your right side. If you fight with your left side, you will be often screwed. To make gun depression -10 degrees, you have to turn your tank too much so its side becomes easily penetratable. This is not the case when fighting with right side. This is example how to come out from corners: Not like this... But like this... Pic 3 is best way to come out. When possible, try to pic a cover where you can come out like this. Pic 4 is not bad way either, however. You do have hullcheeks, however. Thankfully they are actually as thick as front unlike on O-Ni and Type 4/5 Heavies, but still, they have ammorack behind them, so be careful. Pic 3 is also best style to angle your armor. Angled front can be actually very tough, and since almost no side is exposed your only spots with ~210mm effective armor are turret cheeks and sides of miniturrets. With moving quickly forwards and rearwards you can make opponents easily to hit your turret sides which have 350+ effective armor. Excellent dispersion values and the fact you only need to just hit your target means that you need to stop for only little moment to aim and shoot. O-Ho's gun is located on very high. With -10 degree depression, hulldowning is effective. HOWEVER, you cannot hulldown with your front. You have to go somewhat sideways to effectively hulldown. Thankfully, your gun is located very high and turret is pretty tall so you can potentially hide your hull and shot only top part of your turret, and still having possibility to shoot your opponent. You need enough big ridge however where you can hide your big fat hull. Again, excellent dispersion values means that you dont need to expose your tank for long. The most ideal fighting range is around 200 – 300 metres, where enemies further struggle to pen your armor and poor gun depression isnt that problematic. When top tier, you can go into flank and act as bunker. You peek from corners or from ridgelines, and just derp enemies. While derp gun racks damage reliably, it doesnt rack it very quickly. This is why you are not main offensive force, but you play very unique role, ”defensive supporting bunker”. Very different from your basic support tank: you take hits for allies, you slow down enemies by shooting them, which can very easily blow their tracks, and sometimes even spot as your view range is great. And even when you are taken down, your wreck can act as great shield for your allies. When bottom tier, you become more regular support tank as your armor is no longer as effective. Stay at second line, come out from corner when they are reloading or not focusing you, and shoot them and try to destroy their tracks so your allies can help you. I already mentioned it is important to NEVER go alone anywhere. O-Ho is slow and massive, so it is easily flanked. Combined with weak side armor, you are basically dead if you get flanked by two or more tanks unless you can oneshot all of them. However, low profile light tank trolling big heavy is pretty classic, but it never has been as easy as with Japanese heavies. O-Ho is no expection. When light, or even medium tank gets on your side, you are in big trouble. Your hope however isnt completely lost when this happens. Try to reverse as fast as possible into closest building or whatever kind of obstacle. Try to get that pesky sidehugger between you and obstacle. This way you might be able to shoot it (and often oneshot it or deal heavy damage as light and medium tanks generally have enough weak side to be pennable by HE) or atleast be able to reverse enough to get it off from your side. This is also why you should avoid open places, because this isnt possible to do in open places without obstacles. Your only hope is that your allies kills it or maybe even enemy artillery accidently teamkills or tracks it. O-Ho gets 3 ammo types: HE, AP and HEAT as premium ammo. (AP and HE on 10cm without gold ammo) ^ it doesnt matter how much you load each ammo, i personally have loaded more AP and less HEAT now, as long as you have atleast 35 HE shells and that ammo as primary your fine Put HE as primarly ammo, because that is ammo you will be shooting more than 95% of time. HE is bread and butter on O-Ho. It deals damage to basically every tank in the game. You can do 100 – 300 even on Maus! And, lets not forget that those satisfying HE pens are still possible! Penning light tank, Waffenträger, or butts of many tanks with HE always makes you giggle like school girl, right? While you can just point into tank and shoot when using HE, there is ways to make it deal more damage. Shooting at turret face actually splashes into hull roof, which can deal more damage. Generally, when possible, try to shoot at roofs of tanks. HE splash often destroys (sometimes both) tracks, which makes O-Ho useful at slowing enemies down. HE also causes lots of module damage, and with O-Ho's rate of fire, your opponent's amount of module damage will look pretty ugly. While HE is definely most important ammo for O-Ho, AP and HEAT can be useful in some niche situations. There is only and one purpose for AP: for overmatching. Unlike on O-I it is too weak to shoot it anywhere else than turret or hull roofs. Even then, its very high risk but also very high reward. However, when you master at using AP, risk becomes lower. You can overmatch 49mm and lower turret and hull roofs. This means that you can blast IS-3's or IS-6's turret roof for 700 damage! You need to be very careful however: your depression is poor on front so facehugging can be tricky. When doing this, you should turn your tank when you are about to shoot so you can depress your gun down. It is better to wait for your enemy to shoot into your front rather than into your side. Aim very very carefully, because one miss or bounce can cost your life. AP can also pen some butts of tanks that HE cant, such as Tiger I/II's, but this is better left out for HEAT which has better raw penetration. HEAT is premium ammo, but unfortunately has only 150mm penetration. You could first ask why i would use AP with same damage but 30mm less penetration? HEAT cant overmatch. It can be useful for bullying lower tier heavies that are not pennable by HE, or butts of some tanks that HE cannot pen. However, DONT SPAM HEAT. Sadly its not like SU-152's HEAT. That would be at same time gloriously disgusting and hilarous. MISC. Replays: http://wotreplays.co...leggasiini-o-ho - replay where i got my 2nd mark, 5k damage. Shows how monstrous O-Ho can be in dream matchup. http://wotreplays.co...leggasiini-o-ho – this replay shows how hilarous moments you can have with O-Ho, this being most ultimate example. I will add up more replays soon. My stats: ^ pic above is outdated, i have 1600 battles on O-Ho now AFTERMATH: I love O-Ho. It is no doubt my favorite tank in the game. When im having a bad day on WoT, playing O-Ho almost always makes me happier. And one last thing: TRY PLATOON WITH 3 O-HOS WITH DERP GUNS! ITS ABSOLUTELY HILAROUS! You can just basically permatrack stuff like IS-7 from full HP until it dies. Oh and O-Ho makes credits really well, in fact when it comes to earnings it earns by far best out of all regular tier 8s i have. Maybe because 1) it survives often 2) it has very cheap ammo 3) i almost never fire gold on it. Atleast i tried. You can safely disagree/hate. idgaf O-Ho is my bae I AM DEFINELY NOT MASOCHIST BTW
  43. 1 point
    First impression: Extremely overpowered against everything it can pen easily. Like, moreso than the T50 is. Sadly that list of tanks it can pen reliably is mostly T8 and T9s; even a Obj 140's upper plate can give this thing problems. On the other hand, that extra mobility is delicious. There's something just so limiting about the T50's 50kph top speed.
  44. 1 point
    _Dia

    Elevating your Gameplay

    I've written up a sorta brief guide on some stuff that I've garnered over the past year or so, at least, the stuff that I can remember. There's no reason why anybody can't go from this below, to where I am now. <-- Lel (WN7 when I took the screenshot) Some of this might seem really obvious and easy, but when done right, and done correctly (not so obvious and easy) I think it can make a decent difference when incorporated into your play. Deployment and Reading Team Comps. You can completely wreck teams with proper deployment at the start. Familiarize yourself with the maps. Optimally, to a point where you preemptively know the terrain and all lanes of fire so you don't waste time looking for these in the middle of a battle. You should NOT need map guides for this. IMO they don't cover anything and you end up relying on them, instead of actually paying attention in the game. Team Comps. Deployments This doesn't belong in any section but just a word of advice. Attack the enemy team at its weakest point. There's no need for you to go out of your way and derp just so you can get that kill on the purple player. For all intents and purposes, he may have let you kill him on purpose just so the rest of his team, could work that much faster. Sometimes, it's better to just hold a position rather than to try and push to get damage. Stalling an important area, can let your team (provided they aren't complete retards) work the rest of the map that much faster. Mechanical/Situational Skills These two things pretty much go hand in hand. The difference between coming out of an engagement with 1/2 HP, 3/4 HP, or Full HP. This section won't be as much of a guide as it will be some tips and points that I've discovered. Angling Autoaim Snapshot Corner Peeking Autoloader Strategies Auto-aiming Tips Overextending Reading the Minimap In regards to learning how top players do this, I recommend Zeven. Out of all the streamers that I've checked out, he's the only person who bothers to explain where he's going, what he's doing, and the most important of all, why he's doing all of it. Hearing him explain things can give you a very good sense of what you need to do, and the next time you watch another streamer, you'll be able to understand why they reacted to X or why they went to Z. Doing this effectively can end up helping you win a lot of matches where you simply went to the wrong place. Deathpig_Jones has written an excellent guide on the essentials. I think doing this should honestly get you all to at the very minimum, blue, if we're aiming for a color. It's that simple. You go to the wrong side by accident and you've already lost a minute that you could have used to spot/get early damage off. Sorry beforehand if I sound elitist by saying this. Apart from something unfortunate like a disability, there's no reason why people can't get purple. On my worst days, or even when I'm grinding some shitty low tier, I never fall below 2800/60%. So I've kind of gotten ignorant of people who say "I've maxed out at green, help!". No you haven't. You're seriously doing something wrong/not catching on to something. If you're watching someone like sela stream but can't go past green, seriously re-consider how you try to improve. You're not doing yourself a benefit if you just imitate what they do only to die and not even understand why. Granted, it took me nearly 14,000 games. I'll add more stuff to this guide if something comes to mind.
  45. -2 points
    Really @Hellvn? I though we shared a special moment in stronks.
  46. -4 points
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