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Showing content with the highest reputation since 05/30/2020 in Posts

  1. 14 points
    Jesse_the_Scout

    [Sandbox] Equipment 2.0

    What do we want to do? Simplify the choice and use of all equipment "Now scroll down to form 7C marked, 'light tanks tier 4-6' and write in your gross credit total. Reference chart B13 to find what your base camo value within a bush is and divide by improved camo net values to find your net camoflague values while in water while being observed with improved binocs from a tank destroyer."
  2. 9 points
    kolni

    [Sandbox] Equipment 2.0

    messing with other tanks' numbers through messing with your own really doesn't sit well with me.. if my hard stats in game were nerfed (camo rating shredded>i get spotted and die despite not moving in solid foliage and closest enemy is 300m+) and I didn't get to see why then i won't learn how or why i died as it couild just always be that over and over.. camo shred is a really bad idea because it'll just nullify the entire skill on large tanks (that still can run it) and hardly affect the vision bullshit we have already in wheelies. there's too much vision atm, ppl cover too much ground and play too safe as a result, you can't do this or this or this because if an EBR comes and lights you, you die.. end of innovation cycle i think making 445VR much harder to achieve is a place to start, not considering all the buffs that upping the crew with improved stuff would further boost it - at least for higher tiers, td's capped at 400, 435 with binocs, 420 with optics, they still have render obv but their VR circle'll just be smaller, not able to run both binocs and optics at the same time - gives light tanks more wiggle room in dealing with said bushwanking when you have physical space you know they can't use against you unless they come closer, raise avg HP of TDs by like 5-10% lights - basing the VR stat on performance and nothing else so it just gets tweaked between the tier 10 lights as the weakest one in performance will have the highest VR of next balance cycle and just tune them all into they feel fine against the field> hard nerf EBR > nerf T-100 VR, give it a high pen AP gold round (280 or so) and a 1,1x modifier for lights to how damage translates (not assisted) to compensate the already other shitty T10 lights and how they perform, it's an outside the game buff to all tier X lights in XP/credit/whatever gains people think are important. now as the only class able to stack vision the old way > lights are relevant again, but confined to the very small specific role the light tanks should have in game. More similar to the tier 8 LTs belonging to tier X days of actually focusing on recon rather than being first to the place on the map you want to fight. could also buff their HP but i think that's counterproductive no matter how you slice it when it comes to actually balancing them combat ability wasn't a big thing in lights until they started becoming better at it, and if you funnel lights into similar areas of a map like normal they will still mostly just fight.. themselves anyway.. as long as all the lights take part/gets buffed/nerfed unbiasedly no one will gain an edge on another there, but the light vs rest of the tank classes dynamic isn't good now and was imo much better when lights were intendedly weaker than now, back then WN8 farming was their only real purpose so if you want to be viable within the game created then I doubt we share views on the rest, but back then playing a light tank meant you had to do recon, while i don't like the ridiculousness of not being able to fight back at all the light tank aspect of the game still worked better in 5-X than 357.. lol... meds -> lower VR cap by 15m, lower either mobility or armour if the tank has that + good gun, raise HPs 10%, +10 points added to every statistical piece of data for the E 50M to make it less weak heavies -> superheavies +10% HP - hybrids no changes - hulldown heavies +10% HP and more hatches/cupolas to deal with the imperviousness of hulldown tanks, post 2018 releases all VR nerfs unless they follow the nations general trend regarding the topic also no JoAT tanks, E5 in 2016 was the first to do it and just nooope make camo more reliant on the base camo of the tank and not so much the crew,: buff to everyone playing without camo skill and nerf to everyone who uses it on everything, vision needs to be given more room to play around or it's eventually (like seen here by WG themselves) going to die if it's not kept as a core foundation of the game mechanics - tanks intended to use vision can do it, but stifle that element from everyone else not intended to to breathe more life into it in game open topped vehicles recieve automatic ventilation bonus (5%) as compensation for taking the VR advantage from them, give them at least some edge for being pennable to arty and everything else that sets their sights arty capped to 1 lights capped to 2, LT MM along with SPGs get separate queue for a map pool where they aren't fodder just for choosing to play a role, nobody in their mind would send 5 EBRs total from both sides to recon Himmelsdorf in a whiplash until you RNG them down.. doesn't mean the overall map pool still won't be adjusted - increase bans to 3, include assault/encounter and balance team starts gathering information on the most banned maps to rework/remove what isn't working HP buff is to inflate gametime, making steamrolls more tedious but close games much more thrilling and down to the wire - consider upping max game time to 20min and 15min respectively if it doesn't slow the game down by force rework how capping works, unless you need the game to end - nobody wants to cap over taking the drive for damage, and almost all good players have this in common: they don't use the mechanic. needs adjusting to have some sort of value that isn't just "oh, forgot to check the cap" when the clock starts ticking sandbox mode with shooting range and proper game guides on mechanics, basically just tanks.gg. wotlabs and customiseable practice rooms along with making sure the player understands the underlying objectives of what the game is intended to be about, incentivise influencing the game positively (permanent top tankers contests with in game rarities or something, idk) no gamebreaking climbs (out of bounds) but reinstall shortcuts that reward you for being familiar with the environment ESL 7/68 back on, use pro players' strategies to solve map problems > more clever map design Tuning RNG by nerfing it to 15% on HP rolls and 10% on penetration rolls, there's no point in adjusting the spread if you are just going to slap another "what if?" on top of that before it actually connects, having very little to do with any decision made by anyone other than that some numbers have to come out. 0 RNG would make the game very predictable, the point of a large HP pool is to dissuade this from being such a big problem, a 390alpha gun firing at your 400HP tank will always feel risky, as it should. fixing the game isnt very hard when every exit feels like a solution
  3. 6 points
    Jesse_the_Scout

    How do I become a Unicorn?

    K BRO,,, THESE GUYS GONNA BS U, TRUTH IS NO ONE GETS OVER 2400 WIN8 WITHOUT HACKS. FIRST U GET WARPAK TO START AND LERN THE BASICS, ONCE U GET GUD @BASICHACKS U LEARN 2 WRITE UR OWN HACK CODE 2 MATCH UR PLAY STYLE. PM ME BRO PEACE
  4. 5 points
    User-made ratings were basically developed because WG doesn't use base xp, but mixes up base and premium xp. Had base xp (without premium and without some tank's modifier) been an available stat from the start, that would basically have been a very good metric, probably leading to much less and certainly less successful user-developed ratings.
  5. 4 points
    echo9835

    [Sandbox] Equipment 2.0

    Since Wargaming is going a bit on the crazy side with this whole equipment 2.0 thing, why not remove the gun rammer? Without the +10% DPM of the gun rammer a lot of other options become more appealing. I realize that it is quite a radical change, but it does carry a few benefits (theoretically)for the game as a whole. With an overall DPM reduction battles would (theoretically) last longer. It would open up slots for other equipment to be used. Artillery would have a longer reload. Any thoughts on equipment 2.0 without gun rammer? Crazy? Bad idea? Good idea?
  6. 3 points
    MagicalFlyingFox

    Truth through tank curves

    Almost all of us know about it and have used them. After the 268 v4 debacle, at least for ASIA, we've pretty much stopped caring about the winrate curves since its clear WG don't give a shit about it. Their criteria for buffing/nerfing appears to literally be a spinning wheel.
  7. 3 points
    CraBeatOff

    How do I become a Unicorn?

    The same way(s) i told you 5 years ago. Or whenever it was. Certainly been a minute.
  8. 3 points
    Mikosah

    [Sandbox] Equipment 2.0

    The new equipment items that they've shown so far actually seem pretty cool. The problem is all of these weird rules restricting items to certain classes or giving particular slot bonuses. For one, makes it hard to test if the new items are well balanced with the slot rules in effect. And secondly, the whole idea of diversifying loadouts is contradicted by trying to motivate particular slots to use particular items. As of whether the typical rammer/vstab/optics meta loadout will ever be unseated, I have my doubts. But that of all things isn't the major problem here. The real question is why all these other equipment items just aren't as good as the previous three. Long story short, the typical tank in the vast majority of typical scenarios just doesn't benefit much from most of the other items. Looking at something like the newly buffed wet ammo rack for instance, let's even take a hypothetical situation where they buffed the item even further and it made your ammo rack entirely invulnerable. Even then, it would only be situational. Any time that your ammo rack isn't being hit, the wet rack wouldn't be helping you. But on the flipside, the few times that we do see the meta loadout being changed, its because a particular aspect of a tank is so outstanding by default that the relevant item just isn't needed. For instance, running an M48 with vents instead of optics or a T92 light tank without vert stabs. The big takeaway being that for the vast majority of tanks, fire rate, gun handling, and view range just aren't sufficient as-is and simply adding new alternatives isn't going to fix that.
  9. 3 points
    MagicalFlyingFox

    [Sandbox] Equipment 2.0

    watching these devs make builds hurt my head.
  10. 3 points
    Archaic_One

    How do I become a Unicorn?

    When a horse and a narwhal love each other very much . . .
  11. 2 points
  12. 2 points
    Jesse_the_Scout

    [Sandbox] Equipment 2.0

    I mean... I play light tanks 100% to get Campinovka, sit in one bush, and laugh at dumbasses blowing up like it's the 4th of July.
  13. 2 points
    Jesse_the_Scout

    [Sandbox] Equipment 2.0

    There's a good idea buried in all of this, but like so many of the game's problems it's not the idea... it's the fact WG employees don't know their own game well enough to get the fine tuning right. Ultimately they'll settle on some numbers that range from too little to too much, every one will gravitate to the "too much" equipment, and that'll be the end of it. For example, they split the obviously too powerful vertical stabilizer into "rotation" and "turret + movement" when people who aren't awful at this game will tell you the latter is way better than the former. They should have split it into "movement" and "turret", but they just don't understand the game on that level. They even started with 15%/25% on rotation and 20%/23% on move/turret. They gave the weaker piece worse numbers because their intuition about the game is so lousy. (EDIT: on the test server vertical stabilizer says "traverse and movement" in some places and "traverse, movement, and turret" in others. Only TDs get a specialized item for reducing bloom on traverse only. I now have no idea what vert actually does or what they intend it to do...) I do hope some new stuff might make dedicated light scouting viable and interesting at least.
  14. 2 points
    Ogopogo

    [Sandbox] Equipment 2.0

    They really ought to bundle a number of equipment options together. Many are lackluster specific equipment that in no way stand up against generalist equipment
  15. 2 points
    MagicalFlyingFox

    [Sandbox] Equipment 2.0

    Isnt that just the EBRs?
  16. 2 points
    So many retards using GLD is all I got from that segment.
  17. 2 points
    MagicalFlyingFox

    [Sandbox] Equipment 2.0

    Well, I wouldn't have a headache from watching that video.
  18. 1 point
    GehakteMolen

    [Sandbox] Equipment 2.0

    that looks so fucking ridiculous, if they put this in, its gonna make every open map unplayable...
  19. 1 point
    That could be it. I sent a message and they said as much.
  20. 1 point
    Madner Kami

    CS-52 (Tier VIII Premium Polish MT)

    Panther? What is that? Is it those two tanks before the E50? You know, the ones that don't even have 240 alpha unless you fit a gun that you really shouldn't, on the TechTree-T8? You know, the heavy mediums, that have no armor, no health, no mobility, no alpha, no DPM, but superb accuracy that they can not use, because their soft stats are garbage?
  21. 1 point
    arthurwellsley

    [Sandbox] Equipment 2.0

    https://youtu.be/iWmTs2iPHr0
  22. 1 point
    kolni

    Free Coaching Through Discord

    PM me if you want some coaching, I’m bored and my work projects are done until late August Through Discord, either live game if you have the bandwidth or just replays. 5K wn8 player for those who don’t know me My Discord will be provided through PM, as I just got spammed to shit by putting it out publicly xd
  23. 1 point
    Archaic_One

    [Sandbox] Equipment 2.0

    They still have no idea what game they have. "Light tanks and medium tanks can't improve some of their unique features because everybody picks firepower upgrades" (not exact quote) Because nobody logs in and sits down with a headset looking forward to two hours of spotting stuff for other people to shoot. We play the game so we can shoot stuff. LTs want to zoom zoom and shoot stuff, heavys want to get in stuffs face and shoot it up close, mediums want to shoot stuff here then move over there and shoot more stuff, TDs want to hide in bush and shoot stuff, Arty wants to shoot stuff while eating cheetos. Its a pretty fucking simple concept, but WG has spent a decade thinking that people are more interested in a hundred different permutations of terrain resistance and spotting formulas. The only thing that we really care about is that all of the tanks have a roughly equal opportunity at shooting stuff without getting shot and that the endorphin dose we get for successfully shooting stuff is doled out frequently enough.
  24. 1 point
    dustygator

    Truth through tank curves

    I've been fiddling around with tank win rate curves quite a bit over the past few days, in an attempt to consolidate my garage and focus on tanks that are worth playing. They have always been one of my favorite tools for assessing tanks, and I'm sure they would be more widely used if the interface wasn't so ganky. https://wot-news.com/game/tankinfo/en/us Pick a tank->tank curves button Within the interface, you can add curves for multiple tanks via the "undefined" dropdowns. Order is: Nation: China->Czech->French->German->Italian -> Japanese->Poland->Swedish -> UK -> US -> Russia Class: TD->Arty->Heavy->Light->Medium Tanks are in tier order with mostly straight forward names (but a few that don't match in game exactly) Lots of information to be gleaned from these. Proof of things that are fairly obvious. Data that quantifies our gut feelings. Completely surprising situations. IS-3a OP? Duh Wrong auto(re)loader getting nerfed? T9 meds are very much a sweet spot. But Obj 430 looks a little underwhelming P2W much? Find something interesting? Share it!
  25. 1 point
    hazzgar

    [Sandbox] Equipment 2.0

    Engine power boost would really work on an amx40. Since that tank has high max speed but no power
  26. 1 point
    Tupinambis

    CS-63 (Tier X Polish MT)

    I'm strongly in the camp of "not every new line needs a gimmick", they just have to not be broken and stupid. With that said, this tank looks.... fine? The "go fast sometimes" looks neat, but yeah I'd rather them just have unusually good alpha and that pretty much be it.
  27. 1 point
    Deus__Ex__Machina

    CS-63 (Tier X Polish MT)

    this is by far one of the most effortless gimmicks WG has come up with so far. "lets just make it go kinda fast sometimes" tank dosent look all that appealing otherwise IMO
  28. 1 point
    SkittlesOfSteeI

    [Sandbox] Equipment 2.0

    Havent read the thread yet but I immediately thought of stacking designated target and radio set and the idea of that makes me wet. The thought of an extra 6 seconds to empty a bat clip or 4 on a t57...
  29. 1 point
    what the others said, its bad because of the imbalance between prem and base XP and how they get lumped together, it makes it impossible
  30. 1 point
    PityFool

    [Sandbox] Equipment 2.0

  31. 1 point
    two_one_seven

    Hi!

    Hey guys, just wanted to say hello. I am a member of the ODH clan. I have been playing WOT on console for 3 years. Cheers!
  32. 1 point
    Ogopogo

    [Sandbox] Equipment 2.0

    A wargamming employee on reddit confirmed that is meant to be a %, not a km/h increase... Which makes it useless to even consider outside of anything but the fastest light tanks (because 5% of 50km/h is only 2.5km/h versus a gun rammer), and even then, I wouldn't touch it.
  33. 1 point
    echo9835

    [Sandbox] Equipment 2.0

    But E25 memes. Just think of the seal clubbing.
  34. 1 point
    hazzgar

    [Sandbox] Equipment 2.0

    Since the bonuses are bigger than what they are now some tanks will be even stronger. Faster games. Idiots at wg. They want us to farm credits for new equipment. Igoring foliage camo or making it double is idiotic. That would literally mean spotting is broken as shit. Vents + Optics + Ignore camo on an elc even or t100 or ebr and everyone is fucked.
  35. 1 point
    dustygator

    [Sandbox] Equipment 2.0

    Perfect should not be the enemy of good, yadda yadda. An equipment overhaul has been needed for a long time (it's one of the things that has barely changed since beta times) and this looks to be a step in the right direction. Limiting certain equipment by classes is a bit annoying. Binocs limited to only TDs but then preventing them from using optics could indirectly nerf some more mobile TDs like E25, etc. Category limits/bonuses aren't great either. It pigeonholes tanks into certain roles and can make them less flexible/fun to play. Also I could totally see categories leading to a new meta forming eg. skilled players generally prefer the Obj 277 to IS-7. That gap would be even bigger if the Obj 277 gets firepower + mobility while the IS-7 gets armor + mobility. strongest would probably be heavy tanks with two firepower categories or medium tanks with firepower + scouting. Splitting the vert stab into two pieces of equipment is a reasonable nerf, as I would arguable it's the most valuable current equipment (even more than rammer). Although I think it would've more sense to group hull movement + traverse vs turret (rather than hull movement + turret vs traverse). The current combination and benefit levels make vert stab (+20% on two sources) clearly stronger than improved rotation mechanism (+15% on one source) for all turreted vehicles. The additional forward/reverse speed says MPH in one section, % in another. The former would be much more useful; it's generally slower tanks that need more mobility help and 105% of 15kph is still really fucking slow. Scouting equipment is the most interesting. Jamming device (-2/4s spotted duration) seems useful for active scouts. Commander's Vision (-10/20% to camo on bushed vehicles) seems interesting but too low; most non-tiny bushes are ~35-50% camo. I would double it, or make it ignore foliage camo completely. Would need to break out a spreadsheet to figure out how panoramic triplex compares to optics. My guess is that it is net worse (more effective vs moving vehicles but not by enough to offset lower flexibility).
  36. 1 point
    arceusdrago

    How do I become a Unicorn?

    tape a used toilet paper roll to your head like this guy.
  37. 1 point
    echo9835

    How do I become a Unicorn?

    https://www.wikihow.com/Make-a-Unicorn-Horn Follow instructions. Tape to forhead.
  38. 1 point
    Hello! An issue that caused the automatic stats update for patrons to fail on rare occasions has now been fixed. Cheers! Never
  39. 1 point
    Archaic_One

    Supertest Med Nerf (430U and Progetto)

    THIS. In a decade WG has never figured out that you can nerf/buff something without negatively adjusting its 'fun meter'. Gun handling is already RNG cancer, adding more RNG without addressing the real problem (the fact that its better armored than most heavies with better camo than a BC) is just taking away fun without fixing anything.
  40. 1 point
  41. 1 point
    I ended up doing this mission in the Charioteer. You were a victim one of those battles with the HESH memes on your Borrasque
  42. 1 point
    sr360

    sr360's Non-potato games

  43. 1 point
    hall0

    Supertest Med Nerf (430U and Progetto)

    So they try to nerf the Obj430U and 430 once again. Last time they did not nerf it, cause it would not adress the problem. (Or the RU Community cried to much, who knows). And to be honest I don´t like this kind of nerfs. The cuppola nerf is a joke and it clearly shows how retarded the meta became in T10. ~270mm is now a weakspot. Great WG. If this does not show you why people leave the game I don´t know. Anyway. Let´s compare some of the nerfs to the old nerfs, which were canceled. DPM was not changed this time. Why? Such a good armored tank can lose some dpm. It will lose some battle effectiveness but it does not make it horrible to play. Unlike all these gunhandling nerfs. Gun handling nerfs only make tanks horrible to play but it will still be horrible to play against them. And what really annoys me is that, you can´t see this changes ingame. All those stats are hidden. Last time they at least nerfed the basic aim time. Not this time. The aim time will be nerfed the same, but now you can´t see why ingame. The problem of this tank is the armor. Give it better weakspots an not this 270mm crap. Make the the spaced armor on the side thinner. That storage boxes have 30mm of armor is stupid anyway. (looking at you IS7)
  44. 1 point
    You're probably in a similar position to where I was about 2-3 years ago so I am speaking from personal experience. Here a few things I did. Critique your gameplay. Harshly if you have to. I did this mostly in battle, but the best players will often watch their own replays to figure out even the smallest mistakes. Look for the big stuff first. Where things went wrong. When you lost HP for no good reason. When and where you die. Look for consistent factors over multiple battles. Never blame your teammates for consistent mistakes. You are the only constant factor over any significant number of battles. Accepting this now will help you grow as a player. Shitty teammates cost you games, but not enough to make a dent in your win8/winrate over thousands of battles. Play for fun. I know this is pretty typical, but most players play worse when they are angry. Angry players tend to play more aggressively, take bigger risks, and generally make easily punishable mistakes. If you're mad at tanks, take a break. Try 3 marking a tank. 3 Marking isn't just something unicums do. It is an excellent learning experience. 3 marking teaches you consistency so get out your favorite tank and push yourself in it. Get out of your comfort zone. Kinda the opposite of above, play tanks you are not super comfortable in. If tier 9 or 10 isn't your thing, try it. You may find a tank you love and you will learn a lot by playing in tanks that push your limits. Ammunition choices. Shoot ammunition that will work. If you see a superheavy, shoot gold at it. Don't waste your time trying to hit the hatch on top of a type 5 when you can press the 2 key and go right through the front. Glass TD asking for a paddling? Hit that sucker with HE and get some extra damage. Shooting the right shell at the right time will greatly improve your damage per game. Learn armor models. some tanks have really easy to exploit weaknesses or complete BS armor schemes. Tanks.gg is a great resource to learn armor models and compare stats of tanks. Finally be patient. It takes time to improve. This is a lot of what I did. It took years to drag my stats out of the green and into the cyan/teal zone, but it isn't impossible. The first 10k battles I played I was a red shitter, but now I can play at a sub-unicum level with enough coffee or alcohol. If you're into watching livestreams, there are a couple of really good threads on good streamers to watch and @kolni (a washed out WoT god) recently started streaming.
  45. 0 points
    yeah, 3vs1, 1 to take hits, and 2 to flank it (1 left, 1 right, so he the defender cant just turn hes front to the guy flanking)
  46. 0 points
    Ham_

    CS-52 (Tier VIII Premium Polish MT)

    Most of them already do
  47. 0 points
    hiipanda

    [Sandbox] Equipment 2.0

    Additional forward speed would be good for lights and ebr.
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