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Showing content with the highest reputation on 12/02/2017 in all areas

  1. 10 points
    E50M 3 MoE https://imgur.com/a/MQKQk
  2. 8 points

  3. 7 points
    ...so 263 and 268 V4 remains unchanged So they literally completely ignored the massive negativity by Russians towards this change? The line changes has gotten literally only negative feedback, literally, by Russians, the community that matters most for WG. Murazor has to stop eating thise fucking crayons 24/7
  4. 5 points
    The thinking seems to be that it's less popular than the 268 line, so if they make a better 268 people will want to play this line. Which is silly, because already nobody wants the 268 anymore in the first place, as the Chinese TD line demonstrates. But the reason nobody plays the 263 has very little to do with the 263, and a lot to do with the unbearably bad grind and probably the meta. Most folks who want to TD are playing either a hyper dpm Romulan wedge tank, or a turreted TD.
  5. 3 points
    elc even is TINY tanks.gg saved the camera position when I switched between tanks so the comparison should be accurate* *(except that even if the center of the tank is at the same spot, the wider the tank the closer its side is to the camera)
  6. 2 points
    After a thread on the forums about aimtime and how it works. I decided I wanted to figure it out exactly. All we know for now is that aim time is the time it take to reduce the aimcircle to 40% its size, dispersion is something that say show much the circle gets bigger and accuracy is the size of the aimingcircle when fully aimed. However, we do not know the exact relations between these 2 and how exactly they influence the size of the aiming circle at all times. So thats what I set out to do, finding a mathmatical description of the size of the aimingcircle. The method is simple: measure the size of the aimingcircle for different tanks and speeds in a trainingroom. Thanks for uglycousin for giving me a second person to set up the trainingroom. To measure the size of the circle, first I did the test driving in the room. Then I watched the replays and paused at certain moments. I then took a screenshot of my whole screen, makign sure I was always in 8x zoom. Then I took those screenshots into paint and measured the circle diameter in pixels. I will now describe the process and results of my investigation. But if you dont want to read that, scroll down tot he conclusion on the bottom. Disclaimer: the following formulas are NOT what WG uses, I made a linear model that describes the size of the aimingcircle as close as possible. Aiming circle bloom I assumed there where 3 variables that had an influence on bloom: speed, dispersion and accuray. I tried to do test in which I held 2 variables constant to see the influence of 1. I started with gathering data of 2 different dispersion numbers for which I picked 4 tanks with different accuracy and measured the size at each speedincrease of 10 untill 50 kph. These are the raw results: From that I made a graph of the dispersion in function of speed , and calculated the gradient of the graph assuming linear increase. Then obviously the aiming circle size = C*v+accuracy. With V=speed and C being the gradient, which consist of unknown factors. To check the linear approach was decent I plotted the model and experiment: As you can see the linear approach to the speed factor isnt perfect but not massivly different, only in the middle it differs. I am happy enough with this. Now we need to determine what the C factor consist off. Since there are only 2 variables left, it has to consist dispersion or/and accuracy components. As you can see in the data, with the same dispersion numbers, the aiming circle fort he same speed is bigger when the accuracy is bigger. So there has to be an accuracy factor in C, which is proportional to accuracy. Here you can see accuracy vs circle size: As you can see, the increase isnt marginal. We can now rewrite our formula as: Size=Acc(D*v+1) With D an unknown factor containing dispersion in some form. As we can see, size of aiming circle is directly proportional to accuracy. So an increase in accuracy of 25% will results in 25% better gun handling. This is why the E50/E50M have such amazing gun handling , their dispersion isnt great , but good, but due to the very good accuracy their gun handling is much better than at first glance. The WZ-132-1 has the exact same dispersion values, so you would think the gun handling would bet he same, but no, since it has 33% worse accuracy is will have 33% worse gun handling, which is massive! Thats more than a vstab! Next task is determining the factor D. The only variable left is dispersion, so I tested different tanks with differnt dispersion at the same speed, their accuracy was different, but thats fine, sicne we can normalise for that. These numbers showed that the factor D was proportional to the dispersion values, so D=c*dispersion, with c an unknow constant. Now the formula looks like this: S=Acc(c*d*v+1) Determining c was done by plottign the experminetal result and trying some numbers until the model best fits the experiment. I took c=0.68. The influence of dispersion can be see in this graph: Now we have a formula that gives a perfect description of aiming circle size in function of all variables. Next up is determing a the time it takes fort he circle to shrink, or the actuall aiming time for the tank. Aiming time: We know aiming time is the time it takes fort he circle to shrink by 60% its startign size. So we can write: S1=S2*(4/10)^(t/T) with T=aiming time, S1 size after time t, S2= starting size. Solving this for t we get: t=T*(log(S1/S2)/log(4/10)). We can now determine the time it take from any speed to reach any size we want. To determe the time it takes to fully aim, jsut replace S1 by the accuracy of the gun. Note this time is independant of accuracy! ( which is logical, since it needs to go to a smaller circle but also does it faster, these 2 cancel out) Plotting this for 3 different tank in fucntion of time comming to a stop from a speed of 50 (40 for conway) we get: Influence of equipment/skills etc. Now that we have every formula we need we can quantify the influence of equipment/skills/directives/modules. To do so simply multiply the variable that gets influenced by (1-0,01*improvement in %). Dispersion values only get influenced by vstabs and the smooth ride skill.Other equipment only influences the accuracy value. Note that the same improvement to acc or dispersion results in a bigger improvement in size for what improves acc than what improves dispersion. Vstabs for example do not make the size of the circle shrink by 20%, they make the increase in size less by 20%. Lets take a look at a common dillema:vstabs vs gun laying drive, lets try this on 2 different tanks: We can clearly see what the difference in vstab and gld is, vstab makes the circle smaller, so you start smaller but the decrease is still the same, gld starts at a bigger size but then starts to decrease faster, catching up tot the vstabs. In the BCs case, the time to fully aim is actually lower when equiping gld than when equiping vstabs. Mathmaticly, gld decrease the total time to aim by 10%, whereas vstabs decrease the total time to aim by subtracting 20% *initial size. To know wether vstabs or gld is better depends on the tank and how much you want to aim, you can determine this by pluggin in the numbers and plotting it for each vehicle, sicne i twill be different for each. As general rules however, these apply: · - Bad dispersion + bad aimtime: Vstab better, unless you fully aim from full speed. · - Bad dispersion + good aimtime :Vstab better, unless at high speed when fully aiming. · -Good dispersion + bad aimtime :Vstabs always superior · -Good aimtime + good dispersion :Vstabs always superior Conclusion and TLDR: · - Accuracy has a massive influence on aiming circle size on the move, they are proportional. · - Aiming circle size is proportional to speed/dispersion. · -To determine what gun has better actual gun handling: multply accuracy with dispersion, the lower the numbers the better the gun handling. · - Size of aiming circle= Acc(0.68*d*v+1) · - Time to fully aim = Aiming time*(-log(0.68*d*v+1)/log(4/10)) · - Vstabs is superior to gld in most situations. · - Influencing accuracy gives a better boost than influencing dispersion values. Whats next? Next up I need to investigate how turning the turret and hull effect dipsersion and work with the above formulas. I wil also try to combine this with my previous thread where I determined shot distribution in the aiming circle, then I can plot change to hit a target vs time and determine the optimal time to shoot. I hope you enjoyed the read and that i twill help you determinign how a tank will perform. I hope that youtubers do become aware that accuracy has a massive influence over dispersion, as currently reviews are misleading since they dont know what actually effects gun handling. Spread the word!
  7. 2 points
    Can I have an option somewhere in the GUI to replace my team mates with the bots from the Haloween event?
  8. 2 points
    I obviously have no details, but my guess is they upgrade the engine to tier VII so that is has more module HP and doesn't get destroyed by 75mm guns in a single shot. This will be nice, as right now it gets obliterated by critical engine damage..regularly. Like for me, 3 times in 23 games. Twice resulting in instant destruction. Here is a replay to see gameplay. http://wotreplays.eu/site/3971765#overlord-crabeatoff-t92 All VIII battle. It scouts great in higher tier battles. Here is another. http://wotreplays.eu/site/3971769#westfield-crabeatoff-t92 Both show off the tank nicely. Of course there are streamers who can show you much more footage, but I offer what I can.
  9. 2 points
    The T92 LT is shit. 150 alpha and 210 heat pen when you are facing tier 9 and tier 10 almost every game is pure fucking aids. Combine that with 1000hp and your a 2-3 shot for most Tanks you will see. Combine all this with you getting Kharkov, Paris, Pilsen, ensk, stalingrad more that you see any light tank acceptable maps and you will soon regret your purchase decision. It either needs an auto loader or the gun replaced with a 240 alpha 90mm. EDIT: FYI I have one on my account now for trial.
  10. 1 point

    The Bond Farm

    It should be no secret that I want to fully outfit my T49 with improved equipment. This means obtaining 14,000 bonds, and with limited ranked battle participation that means a TON of pub battles. The patch that added bonds for medals was a nice bonus (WG really should do a 1 time retroactive medals payout, it'd be like maybe 1-2 pieces for most people...but that is another conversation). @dualmaster333 did some math a while back to check and see if anything except 10s are viable for bonds earning, and sadly the answer is no, not if your goal is to obtain 14,000 of them. Particularly because those same medals are worth much more at tier X. So this means we must play tier X. Since the change to LTs and the advent of 3/5/7 MM platooning 10s has been interesting. You either get to be super king shit (3/5/7), mostly king shit (5/10) or fodder for TDs in a super shitty campy game (15 across). But the problem is, the games where you're super king shit or mostly king shit ... you don't earn bonds. Sure you get 2 for High Caliber, but that's not going to get you to 14,000! And the super shitty campy TD fest at tier X means you aren't going to be winning or earning 400 base XP at what I consider a reasonable rate. And this is all solo, where maybe 35% of your games are straight tier X. So in your dice roll to get a bonds match you're now depending on not having a bad game - odds I just don't like. And finally, I'm realistically only going to play a LT, because cmon...GO FAST I played a whole bunch of solo X LT games to try to estimate my bond's earning rate. Playing well, I was seeing about 2 bonds/game. Simply because I couldn't always get tier X matches - but then I wasn't really always getting bonds from those games, because its fairly hard to win in those paint scratchers (thanks @Kolni for the appellation, ha!). Platooning a pair of derp Sheridans with dualmaster got me just under 4 bonds/game, and while funny, it wasn't particularly fun and yielded 55% win-rate. Plus then WG buffed the Sheridan 105mm gun to make the 152mm completely unjustifiable :-( Bond earning is a bit better in a MT or HT, but see point above. From the derp Sheridan experiment I did observe (and this is old news and well known now) that platooning Xs and particularly LTs forces you heavily into 15 across battles. Generally a good thing for bonds, except you know LTs being sucky at doing damage to get that 400 base XP. So all of this is to say - what platoon combo, including a LT preferably, gets me the highest win-rate in tier X games? This is hardly a new problem of course, as we've been working on finding winning combos for a long time. At various times we've had viable comps like 2x Batchat + 1 Bat arty (remember that @jacg123?), 2x E-100 and 1x WaffleE-100, 3x MAUS, 3x 50B, T-62A and 2x E4, etc etc. So what is the new meta comp? I believe we've hit upon it though, almost by accident. Strv 103B, Light Tank (T-100LT preferred), and Heavy Tank (IS-7 preferred but lots of latitude really, as long as it has some armor to hold). Over the past few weeks I've played approximately 160 games using this combination and estimated bond earnings. Because of the improved win-rate AND forcing MM to spit out 90% 15v15 tier X battles, the bond farm is real. I've averaged about 9 bonds/game! At that rate a full set of equipment is ~1,555 games, as opposed to ~3,500 or ~7,000 in the other scenarios I tested So how much are we winning? I'd put the floor at 70% (worst session), but we've seen 80% in the month of November and so I think its safe to say that 75% is realistic, and that 80% might be sustainable with 3 good players. Here is yesterday's session (not shown assisted damage ~2000 average) A little bit about how to play this set-up - I was explaining it to Illusion yesterday (one of the best players ever on NA!) in that its not a "winning" comp. but that its a "not losing" comp. Basically you're able to lock down the map to the point where its simply very hard for your team to get wiped out. The enemy simply cannot push enough to snowball your team and so you either create a Lanchester's derived advantage somewhere, or else you sit and grind them down. The hardest* and certainly most important role goes to the S-tank because that driver has to make the decisions about whether to support the LT or the HT in the platoon, and has to know their camo and engagements really well, plus he/she isn't allowed to die. But really no one is allowed to die, the whole point is simply to outlast and force-feed your S-tank. @thedivision (fuck why aren't my mentions working) has been my reliable Strv driver through all these battles, so I will ask him to post his thoughts but from my observations of his play and his discussions on TS he really focuses on staying alive, and being patient forcing the enemy into mistakes. He uses my LT vision, or the stalling HT to just annihilate the enemy OR simply deny them the lane. Oh and tracking shots, constant, brutal, punishing tracking shots. He'll got for tracking shot on the first 2-3 shots on any target, at any distance. And it pays off, the enemy just gets helplessly stuck in place eating 4k dpm. And he's not afraid to brawl when the engagement is right - this means little to no arty, guns under 122mm caliber, low flank chances (as the LT driver you can help with this) and hills preferable to "hulldown". He often says he's going to hulldown, but how you do that in a tank that is only hull...I do not quite grok. As we all know, an S-tank that you can't see can lock down half a map or more in many situations, so I guess you need to learn all those situations. The LT role is nothing special, except that you simply need to trust your platoon to live/grind the enemy long enough to make your tank really effective. You just scout a bunch, and then wait for things to open up and do LT things. The T-100LT is best because its the best. Fastest accel, lowest profile, best camo, 0.1+ armor effectiveness, 2800 dpm and fast enough reload to perma-track. The RhmPz or 13 105 are probably the next best as they are the next best scouts. The RhmPz has the very high VR and comfy gun and pen. When you get a mid/long shot you're gonna do more damage than the T-100LT's potato cannon. 13 105 works nicely because its got the high camo, and the burst for end-game. But its fragile and slow compared to the T-100LT and doesn't have the gun handling to hit tracks in close/medium distance like the T-100LT. If you get the first tracking shot in, you can be sure your S-tank is going to be following that up... HT role is an interesting switch from some folk's play style. You're literally just defaulting to denying space, playing defense and in the case of being rushed, doing as much damage as possible. In some cases you're just baiting stuff into the Strv 103B behind you. Its very much a slow-play style. You can push when you have an overwhelming advantage for sure, but the goal is first and foremost to make sure you don't lose the brawl, which means staying alive. Your S-tank and T-100 can bail you out of some shit, and at the very worst, they can ensure that your eventual demise is paid for dearly. That said, with armor and hitpoints and 75% wins you're still going to be surviving 60%+ of the time if you do it right. IS-7 works really well because of the strong armor, deployment speed and hp pool - its best role is naturally the one that compliments this platoon well (hulldown, defensive). We've seen similar success with SuperConq, IS-4, 113, T110E5. The Germans can work also, but are a bit less flexible due to speed. PzVII and VK7201 are pretty good though. Type 5? 215b? No one has tried them. But basically you stay alive - slow play - stall a flank, push if you can safely, otherwise keep falling back into your S-tank or wait while your LT flanks the things. Of note - none of these roles are going to be garnering the high WN8 you'd see solo. High damage losses are rare obviously. And you're not smashing on 8s and out armoring 9s like you might in solo play. And nothing quite gets the WN8 of MTs, but that isn't the point here, the point is to farm the wins to get the bonds. Charge for the community - can this be replicated? Meaning is it the comp or the players? @TheDivision and I have played these 160 games, with a variety of HT drivers @1stTanks, @meirzin and @Illusion, but he and I are constants. Who will test it? We need more data! *This statement may be filtered through my personal biases towards LT play, LT play might be harder, but I have to leave that up to others to decide @TheDivision @1stTanks @Meirzin @Illusion mentions since they broke in the first post
  11. 1 point
    The 263 line has gone through another round of changes in the Supertest. This time they're removing the SU-122-54, the Obj. 263 is still Tier 9 with the new tank at Tier 10. Stats: SU-100M1. Parameters: Tier: TD-7, USSR, standard HP: 850 Max speed/Min speed: 54 / -16 km / h Hull turning speed: 30 °/s View range: 350 m Hull armor: 130 / 90 / 40 mm Alpha Damage: 250 / 250 / 330 Penetration: 212 / 258 / 50 mm Reload time: 6,0 s Accuracy at 100 m: 0,39 Aiming time: 2,0 s Depression/Elevation: -4 / +20 SU-101. Parameters: Tier: TD-8, USSR, standard HP: 850 Max speed/Min speed: 54 / -18 km / h Hull turning speed: 30 °/s View range: 350 m Hull armor: 130 / 90 / 40 mm Alpha Damage: 440 / 440 / 530 Penetration: 258 / 340 / 68 mm Reload time: 11,5 s Accuracy at 100 m: 0,42 Aiming time: 2,4 s Depression/Elevation: -3 / +18.3 Object 263. Parameters: Tier: TD-9, USSR, standard HP: 1800 Max speed/Min speed: 55 / -20 km / h Hull turning speed: 25 °/s View range: 360 m Hull armor: 250 / 80 / 50 mm Alpha Damage: 550 / 550 / 750 Penetration: 270 / 300 / 75 mm Reload time: 15,3 s Accuracy at 100 m: 0,43 Aiming time: 2,1s Depression/Elevation: -4 / +18 Object 268 Version 4. Parameters: Tier: TD-10, USSR, standard HP: 2100 Max speed/Min speed: 55 / -22 km / h Hull turning speed: 23 °/s View range: 420 m () Hull armor: 250 / 100 / 45 mm Alpha Damage: 750 / 750 / 1100 Penetration: 293 / 360 / 90 mm Reload time: 20,5 s Accuracy at 100 m: 0,44 Aiming time: 2,0 s Depression/Elevation: -5 / +15
  12. 1 point
    For the average player? Absolutely not. For people who are good at scouting, absolutely yes. Be honest about your abilities as a player when thinking about whether you are a good, low-pen scout player or not though, because it's the worst way to spend your money if you are not.
  13. 1 point
    Next level pubbie. Feels like an evolution of the famous wesley001?
  14. 1 point
    Who has two thumbs AND two 5 skill Chinese LT crews? This fuckin' guy, thats who.
  15. 1 point

  16. 1 point
    I think that is a perpetual story of both adulthood and gamers. Note: these aren't mutually exclusive, but rather additive, and in some masochistic/sadistic instances - multiplicative.
  17. 1 point
    High speed, high weight and, by light tank standards, high armor were more of a reason. It was one of the few tanks where controlled impact and spall liners actually were prefered skills and equipment.
  18. 1 point
    http://wotreplays.eu/site/3972324#ruinberg-errants-t49 I submit this humble replay of choding. Out of shape, but this On-Track will help that. Stated in the replay description, but it's basically mediocre and cowardly gameplay... though I have two great shots with 900+ pen and fire on the T-100 at the start, and another 900+ pen and fire, leaving the T92 at 2 digit HP from full about 2/3rds in. Need to get more T49 love, though, this week. On Track is great incentive, and I need to work on pimping people for the Sheridan. (Unsure where I'm getting the crew for it, though... Currently have Chaffee, T21, T37, T71 OG, M41, and T49 for US lights, with various level crews... who gets cut? And who the fuck inflated the T71 poseur's crew to 4? I realize it keeps the line consistent, but now I can't temp bring my OG crew over for the On Track)
  19. 1 point
    They're currently on the crusade of getting every line it`s T8 premium.
  20. 1 point
    ... ... I'm picturing end game scenarios... where you have to approach a bushkemped TD that has never been lit the whole game... that has 500+m of view range from red line. wasn't there a patch where WG blinded all the high tier TDs a year or so ago? Something something something about scouts needing a role and TDs lighting targets for themselves being problematic?
  21. 1 point
    JDM car fans around here, I present to you, what is possibly the crown jewel of the Japanese Car Scene: https://www.trademe.co.nz/motors/used-cars/nissan/auction-1471355751.htm
  22. 1 point
    I figure I'll just wait til they reward me with another girl commander. At this rate the glass ceiling in my garage is a distant memory.
  23. 1 point
    I really enjoy the tank. Running tier 8 and getting tier 10 isn't so bad when you have mobility, camo, and view range! The only times I struggled in tier 10 was when the team was poor. The gun doesn't do anything quickly, and I'm not purple like Crab so they don't all turn to shoot me and let my teammates kill them. I wish the speed was a little higher for running away and some boosts, but overall it's not too bad. I've found that it gets up to speed quickly and can maintain it, though it does turn a little slow. Credit-wise, it doesn't stand out, especially when you have to shoot heat to pen some tier 10s. But fun is more important than credits!
  24. 1 point
    Protection/Durability Good 39% camo, 9% firing 400 base view range, 507 with optimal set-up Small size Gun is mounted high Bad Low hitpoints all HE will pen, and arty misses splash hard fragile modules, especially engine but really everything weird frontal hull protrusion takes damage when descending steeper slopes Mobility Good Crazy low terrain resistance, hovertank extraordinaire It's still a LT Bad Low hp/t partially made up for by terrain resistances...maybe see * below Traverse on medium terrain is marginal 60 kph top speed is slower than optimal, you won't be able to outrun some mediums and match distance with other LTs Firepower Good Bloom values so good it doesn't need a vstab 0.33 accuracy is enough Fast aiming for what little bloom there is Depression -10 with small -6 exception 1200 m/s APCR standard Bad: 150 alpha, aka low caliber for tracking modules and S1 overmatch 210 HEAT premium (and expensive at 5,600 credits) Tank falls into the "ok dpm at 2,500, but alpha too small" * They've messed up its engine. It claims tier V listed at 600 horsepower. But it also claims to be the same as the T71 CMCD stock engine which is 350 horsepower and is a tier VI engine (which informs module health). They're likely going to fix this, at some point...maybe....or not.
  25. 1 point
    Wanted to 3 mark something higher tier but since I saw I was at 91% I said why not. I can endure the cancer that is low tier meta. Jesus it was harder than I thought do to lights being more reliable on team and map but mostly due to a string of arty one shots. I like this tank but the shell speed and ammo capacity made it frustrating to mark it fast.
  26. 1 point
    Can you not be offended at everything? I got good results on mine, you were wondering why you didn't on yours. I just gave you how to play it AS COMPARED TO OTHER LIGHTS AND MEDS without assuming anything about you. I simply told you to spot more than you are used to in other similar tanks and rely less on the gun. So I've made no assumptions and you somehow managed to take it personally. Good job mate.
  27. 1 point
    Check out the Discrediting Smooth Ride Once and for all thread for the accuracy and dispersion calculations from the game client. Also check out the How does aiming time and turret traverse work thread and the How it Works : Accuracy, Aimtime, Dispersion... as impacted by skills/equipment/modules thread for some background info that may assist you moving forward. Please continue the good work but also please define your terminology. It is commonly understood that "aim time" is is the time to reduce the aim circle to one third (33%) its size... do you have a reference for 40%? I found your TL;DR is a little mid-leading (maybe because of the terminology definitions.) Conclusion and TLDR: · - Accuracy speed and dispersion has have a massive influence on aiming circle size on the move, they are proportional. · - Aiming circle size is proportional a function of accuracy, speed/dispersion and time. · -To determine what gun has better actual gun handling: multply accuracy with dispersion do the calculations, the lower the numbers the better the gun handling. (if by dispersion you mean you are automatically including the speed component) · - Size of aiming circle= Acc(0.68*d*v+1) · - Time to fully aim = Aiming time*(-log(0.68*d*v+1)/log(4/10)) · - Vstabs is superior to gld in most situations. · - Influencing accuracy gives a better boost than influencing dispersion values. Lowering dispersion values (equipment) and controlling speed (play styles) generally give a much better boost than influencing accuracy (BIA, equipment, gunner skill).
  28. 1 point
    This basically the problem, it was a tier 7 and they have bumped it to tier 8, and all they have really done is bump the HP up a bit. Whereas most of the 'new' tier 8 lights are better than the old tier 7s, despite getting the same MM. The engine issue is just going to make the tank unnecessarily awkward and annoying to play. Wishful thinking but it's not come out yet which is odd after the CC review vids so maybe they are giving it a little buff.
  29. 1 point
    This sums up so much about the game for me. I only started playing WoT ~1.5 years ago. The T92 would’ve perfectly fitted what qualified as a balanced premium then (ie just a little bit shit). Tech tree tanks still ruled the roost. But post Skorp G and the shitfest that is tier 8 MM, if a new premium isn’t tier 8.5 it’s useless.
  30. 1 point
    Recently I spent all my bonds on getting an improved v.stab on the T49, and I have 0 regrets. The 2 biggest benefits I've noticed is the ability to snap shot tanks much easier, and the removal of a lot of rng when trying to pen tanks. You can insta-poke out on tanks within 300m away, fire and still hit without sitting still and aiming in the open. I remember playing on Fisherman's bay without the improved v.stab, and I'd sit behind a building, let the aim circle shrink, poke forward and shoot at a tank 100m away but still barely miss because rng said no. With the improved v.stab, the aim circle is small enough that rng doesn't screw you over like that, and you can land those shots while still maintaing minimal exposure. When I first started playing the tank and went to pen a tank such as an E4's rear, I found that even if I was practically on his butt, I had to let the aim circle settle a little so that rng wouldn't make the shell go too far left or right and turn into a non pen. With the improved v.stab, not only do I not have to sit and let the aiming circle shrink, but I don't even have to stop! I can drive by and get those pens without worrying about my shell shooting way off from where I aimed it because the aim circle is smaller, and no longer allows it. That means I have less exposure time, less chance of the tank turning and forcing me to rush the shot, less chance of a non-pen. My dpg, which hovered at 1750 when I got my 3-mark, is now 1858 and still rises due to the extra 300-600 dmg per game from the shot that now hits/pens due to the improved v.stab. It's "100%" worth the bonds.
  31. 1 point
    It's not strong. 5 kph to allow, engine hp and alpha big downsides. It has about 4% camo on the Hwk but the Hwk gets 10 more VR and higher top speed. Its a wash on which is a better scout. The M41 90 is a bad one though, despite the strong alpha/dpm. I'll get one to fluff the T49 crew but i wouldn't encourage anyone else.
  32. 1 point


  33. 1 point
  34. 1 point

    How to beat other skilled players?

    Don't bother. In terms of 1 vs 1 or shooting weakspots the game has an incredibly low skill cap. Trying to beat another skilled player head on is basically a coin toss. Start by avoiding any direct "equal" engagement, always seek terrain advantage, first shot advantage(camo/VR or sheer distance), numerical advantage. Good players don't tend to give you a lot of good shots, no problem, take care of the lesser skilled pubbies first to create a numerical advantage. Or better yet, predict where they will be, and actively avoid them and play the other side. Example being El halluf, good players will go north west almost without fail, in a fast medium/heavy/light, you can easily take low river, in conjunction with your camping pubbies, take out their campers, arties and cap out to force a diversion. Steppes, good players will go to east side every single time(aside from occasional TDs), a good way to win is often to make a strong push west, cross the rail in the north west corner and again, tell pubbies to cap out and force them to come back and cross into the open. In these scenarios, you are not fighting against the good players directly, instead you are fighting them in a sense that you are challenging them to a race of "who can kill the dumbasses faster", if you play aggressively enough on the easier flank knowing you won't have to worry about good players, you can easily create a scenario where you and the other good player each win your respective side, but you having a significant lead on initiative, number and map control.
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