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Showing content with the highest reputation since 02/20/2020 in Posts

  1. 3 points
    I have some free time, and I think this will get buried in status pretty easily so I'm making a topic that I will remove once this has settled. I'm going to make some content. Video or in text here on WoTLabs, but I'm drawing a blank on the content I actually want to write up, so I'm leaving the question to the floor and letting you decide the topic(s). What part of the game do you want more information of? There are no wrong answers, it can be simple or very very meta, that's up to you. I'm down for a good writeup once you decide. I feel like a poll might be in order but then I'd have to add the topics, so I'm just going to do it this way: the two answers that get the most upvotes are the ones I will write up. Upvotes are green, not blue (see below), I'll count blue too but make it easier to see thank you I am open to doing replay analysis and map analysis, but keep in mind that I have zero editing skills and will be keeping most of the content purely theoretical. If that's what you want then so be it, but I won't be doing too many reviews in that case as they generally only seem to help the individual unless there are some universal problems. I'll try to answer anything asked here too, but focus will be on the topics at hand. There might be a chance I end up doing some of it on video to simplify the explanations. Some examples: MM reading (prediction) Decisionmaking processes Off Meta gameplay Inner workings of specific mechanics (autoloader, italians, siege, vision and so on) Micropositioning (plsno) Troublesearching gameplay flaws and fixing them Tryhard stuff Adopting an improving mindset and the list goes on, I'd rather the community that's still alive thinks of something on their own but there are no wrong topics, whatever the community feels the area that needs improving in content is the most is the ones I will do, so up to you. Shoot your ideas friends
  2. 3 points
    I can answer these right here, won't dive too much into each but some need a little more explanation than others. Player Situation Awareness: One's ability to take in information quickly, so the better you understand the information the easier it'll be to translate them into ideas and react. Requires experience to work properly, too many variables present itself naturally. Once you're able to take information in quickly you will speed up your decisionmaking and I just think this works for your reactive decisions too, mine improved at about the same rate now that I think of it. Short of that you need to comfortable enough with the game and probably understand the game's mechanics to develop enough player habits to be able to play awarely. Focus is required to be aware, so unless the game is all you think about you will have distractions. Fill your head with stuff wot wot wot wot wot wot wot wot and nothing else to keep focused, and your awareness really improves. I rarely play with something drawing attention from my screen, and when I do it's twitch chat. That's about a 600dpg difference everything I turn the stream on, so as you can see distractions really don't work for me. If you just ask "what if" before deciding stuff you can be aware without vision too. That's a really big step but your awareness goes to learning every angle from a position you use pretty fast meaning you get a better map sense. Map sense leads to easier decisions, better reactions. More stuff like this. Awareness is mostly focus but experience can autopilot the things you don't need to focus to do. You can't read MM without focusing, be critical, or you're never going to learn how to read them. You also can't autopilot initial deployment, but movement patterns push/retreat and set plays are fine to auto because they work the same every time anyway. All this type of stuff builds up to better awareness, you see what happens > understands what happens > acts accordingly more quickly when you know what it's supposed you should be understanding and woopdidoo a game sense has emerged After that you just keep honing it like normal, what is good and what is bad > refine the bad> what is good now and what is bad > refine the bad > what is good now and what is bad > That's how I go by getting my awareness back after long breaks at least. Analysis of enemy team lineups: Questions you should be asking yourself during countdown and preferably have answers for: As a 1-5 (out of 357 teamplates +full tier 10) top tier where you have a distinct advantage over most tanks you face: what can i fight that can't fight me back well?> how do i fight it/them, where does it go? > predict where is the most damage? > what is my purpose this game? do we win where the most damage is?> if yes, go there; > if no, look for the 2nd best option: usually the winning flank, unless your team is too attrition heavy and can defend the (generally) third and lowest probable damage early, flank that will go evenly as it will be the last place you'll be able to survive as those teams give up too much map control. highest impact play? do i need to actively push to win? can i stall the game for more damage? this is where you do the tryhard plays because here they work more than anywhere else, hard aggression works best here but obviously not a great idea all the time As a midtier in +/-2 and bottom tier in +/-1: what can i fight that can't fight me back well? how and where do i fight>predict where do i get the most damage safely? where do people cross, and at what parts of the game? what can i leverage to win against stronger tanks than me? stick to core of the team without a set play, kite them to prolong your game alive if you can lategame your disadvantage means much less, you are stronger than you realise with hp As a -2 bottom tier: can i get any free damage? go there early use either mobility to rotate into as much free damage as possible before committing to a play, or with slower tanks play behind the main engagement, wherever you can get any free shots off before committing yourself to a play avoid risktaking, mistakes here usually mean you die fast time is definitely your friend, take lower close to goal damage games over risking high damage games for trash, so never allow yourself to trade poorly when aware of the trade being bad When it is a good idea to fight and when it is better to fall back.: It's usually a good idea to fall back, but fighting works better sometimes. You need certain things to line up for it work. You need a defense that can deal damage without taking any, generally a defense in randoms consists of fewer defenders than aggressors, so you need to be sure there's a chance you actually come out of it alive before taking that risk. You still have defenders on neutral ground, but knowing when to hold them and risk swarming takes time, you generally can hold one at bay forever, two for a while but never 3 or more. If 3 tanks get close to you, you will die almost no matter what. You don't want that. The fighting games like that though are the ones absolutely most fun to play, and generally very strong performance wise. You learn more of a game if you fall back to keep yourself alive for as long as possible, the trick is knowing how long you can fight before falling back and trying to cut them closer and closer, which really just comes down to experience. The value of a working 0 key and how people who have them are superior to people who don't: Compare my sig with any person without a working 0 keys and you have your answer How to get the most out of face roll games where one team rolls over the other with minimal losses: Recognise which side of it you're on first, and try to see it coming as soon as possible. Take measures if you get that gut feeling it's coming and learn to trust your intuition. Winning end: Get ahead of your team, not by much, but enough to set up whatever you want to do before the team can touch it. Trackshots on superheavies, full autoloader clips, and stuff like that are much easier to do if you're ahead in tempo and have more time to assess the engagement before poking Losing end: Fall back, as soon as you feel pressured you should be falling back. Open maps are worse because you need to fall back earlier, but city maps generally require 50-100m tops to create a new chokepoint. Steamroll losses are played by staying alive, take any free damage and reserve HP for the last 2 minutes of the game, fight the place that won't swarm you then, fight the swarm Fighting wheelchairs: (EBR's) My trick is just slightly more lead than I think it should be, and it tends to connect more often. Wait for them to line up straight either horizontal or vertical to you, vertical makes them easy to autoaim and just adjust one axis, works decently well How valuable is view range beyond the 445 meters? It's mostly to ease your risk of getting outspotted past the camo skill, better view range means people outspot you and if you spot them first you get to make the first move it also gives the camo piercing that really helps to see through bushes and negate camo skill (an m60 with improved optics can spot the td's in the back crossing into 1 line on prokh for example, incredibly abuseable) i find it together with situational awareness make for a much more able vision game than what i'm playing against, and that's an advantage i really know how to use, as i feel other do too
  3. 3 points
    First few minutes of a battle, no obvious place to be/ tank is too slow to exploit some weakness etc, don't know how to affect the battle much until shit clears up. For instance airfield, I'm in something like a BC25t, heavies are doing their thing, fuck load of ebrs north side, various deathstars north and south side, armored/ gun depression tanks fucking around on the hills. Normally I'm doing fuck all in the middle waiting for something to pop up and shoot. Are the maps retarded or am I retarded?
  4. 3 points
    Source: https://worldoftanks.eu/en/news/general-news/sandbox-february-results/
  5. 2 points
    Stats (doesn't look like it changed much since supertest): Requirements:
  6. 2 points
    Admittedly based on a small sample, I would have said a bit above the 10/15 for goods, but yeah, nice summary. It can carve up at close range - even corridors can be used as long as you have distractions around you. Pop out, blap for lots, get safe. Plus the mobility of this allows you to easily choose where you want to create that numbers overmatch. Eg a 2 vs 2 with one enemy <700 is basically gg once you yolo in as the third gun. At range you need to be able to leverage the vision of this - which again is excellent. If you know your spots you'll get one or even two free shots from camo then be able to get back to cover safely. Naturally re exposing from the same spots will get you smacked, but 20s in this thing is half a map away... In many ways it's a tank with extreme strengths but quirky awkwardness. Different combos obviously, but a bit like a 416. If you can work around the awkwardness and know how to bring the strengths to bear, it's a beast.
  7. 2 points
    ZXrage

    Bourrasque, Tier 8 Premium MT (Marathon)

    I've played an ok amount of games in this tank already and even though I'm terrible at it I can at least gauge its capabilities enough to write my impressions I'm going to use the trifecta of tank criteria for this one (modified): Mobility The mobility on this tank is exceptional for a medium tank, but the hull traverse kills its flexibility so much in micropositioning, like dogfighting or turning around to run away. If you're beelining for a position you pretty much have to commit since you can't run away as easily. The speed could get you in trouble since you could flip over if you run over a bump, which a lot of fast lights have to deal with these days. Overall, it certainly sits in between medium and light. Fast but not nimble. 3.5/5 Damage capabilities The gun on this tank is extremely deadly, if you can get it to work. The 2 round burst and 20s reload means you can pop in and deal your damage very quickly and be back in the fight quickly, but the lack of more shells in a clip means you can't sustain a very long engagement, especially if you're fighting a Lorr. or Progetto, which are very scary opponents since they can do a lot more damage to you if they can catch you. The accuracy/aimtime combo means you'll have a hard time doing damage 250+m away, so most of your damage needs to be done up close which is hard because your tank can't survive as long. Penetration is hard to work with, with 190 base, so I always load gold for early game since this is where people trade frontally. You need good game sense for autoloading tanks to play this tank properly and leverage its strength. It's view range is also good for a tier 8, with Optics/Vents + a good crew you can max it out, food if you want more. I don't even bother with GLD since it doesn't mitigate the aimtime enough to justify dropping vents which helps with the accuracy/everything else. 4/5 if you're good, 2/5 if you're trash at autoloaders like me Survivability The survivability on this tank is extremely poor. There's no armor to leverage so that's out the door completely. The wonky mobility means that you cannot outmanuever your opponents who catch you, and sacrificing your precious 1250hp means you'll have a harder time trading mid-late game. The camouflage on the tank can mitigate the lack of armor/hp somewhat if you have a good camo crew on it (~38 stationary/29 moving for me, you can get it to ~40 stationary/30 moving with the right setup) and with it you can pocket light if your team needs spotters, but all-in-all if you don't have an effective escape route you will be punished heavily. 2.5/5 How is it as a premium? You'll make okay credits if you're running the regular loadout, but since you'll be firing a lot of gold/running food to mitigate the accuracy/aimtime, your profits will start dropping quickly. I wouldn't run this tank as a profit maker. Crew-wise the Bat-chat crews at tier 9 and 10 will fit nicely in this tank. Should I buy it? Only if you like the playstyle of the Bat-chats of run-and-gun. You would need exceptional game sense to leverage those tank's strengths properly, even moreso with this tank since your clip potential isn't as high to kill as many tanks in the mid to late game. I need more time to learn how to play this tank since I don't have any experience with high tier autoloader. The Lorraine is a much more forgiving tank to play because it has a much more forgiving platform to use with its good burst platform and good mobility, even moreso since it actually has good penetration. The Progetto will shit all over this tank like most medium tanks that thing will face but it will have an easier time trading with you since it has 4 rounds instead of 2. I think WG needs to buff the accuracy to ~.38 so you could at least have a chance to hit something long-range, and you're deterred from sniping anyway since you have terrible aimtime. a slight pen buff on the standard round wouldn't hurt, too. All-in-all, it's a hard tank to play. ZXScore™: 10/15 if you're good, 8/15 if you're trash like me
  8. 2 points
    ur undying love and devotion to WG
  9. 2 points
    Keeping your gun in the game and your HP pool out of it until its needed.
  10. 2 points
    How to deal with the current tier 10 MM (4 or 5 OP tanks (430U, 907, Chief, 277, Ebola), 3 or 4 high alpha TDs (4005, 183, 268v4) and 2 or 3 arty. And it's all tier 10, no 9s or 8s. I honestly can't stand it right now, and I think the meta is just camp hard and be patient, which I struggle to do coming from playing enjoyable games at tiers 8 and 9. Is the meta completely different at tier 10? How do you play it postively/aggressively? Or can't you? Not sure how you will write about this as there are so many different situations, but it could be in the mindset/decision making/tryhard category.
  11. 2 points
    1170 is very good for a tier 6 light. Heck, it's very good for a tier 6 anything No one plays French tanks for their comfort. The fact you can get that this damage in a tank that has gimped DPM shows that the paper DPM of the tank doesn't really matter when you have some of the best burst in tier. Playing this reminded me of the 50 120 but this has camo and mobility. I don't see how this tank can be bad. Uncomfortable? Yes. One dimensional? Maybe. A tank doesnt need to be fun to be good and the 12T is pretty interesting to play IMO You cant have T71 DPM and mobility because this is a tier 6 and tier 6s are shite.
  12. 2 points
    Snoregasm2

    Playing hilltop city on Westfield

    My face when you're waiting for @kolni to comment on a thread to find an amazing position on a map but the advice is just 'there isn't one, play smart/ passive and git gud through dying a lot'.
  13. 2 points
    Snoregasm2

    Skoda T 50 pewpewpew

    It is hard to upgrade from progetto 46 (the best tier for tier med in the entire game), yet the Standard B manages it to become the best tier 9 med in the game in the current meta - it upgrades the right areas (alpha, speed) whilst retaining elements which make the Progetto amazing (gun dep, overall mobility) and minimising the reduced soft stats on the gun despite the alpha increase. It is enough of an upgrade to still make the tier the 9 the best in tier the same way the tier 8 was. The tier 10, on the other hand, has 3 main problems: The gun stays the same, so tier for tier it is worse than the standard B. If you fire all 4 shots you're DPM becomes absolutely horrific (whereas in a lot of situations in the Standard B you can fire all 3, and for it to make sense). I can't think of many instances in the 65 where you can fire 4 shots and not cripple yourself. The DPM increase is therefore pretty shitty, and kind of only works if you fire 1 or 2 shots at a time, in which case play a non-autoloader and have a better tank. The improvements are in the areas that don't matter in current meta, i.e. traverse (rather than overall speed), hull armour and negligible view range. The main selling point being the hull armour. That doesn't mean shit in the current meta, and people just shoot you like swiss cheese regardless - yes, you pull off a few random autobounces, but it's not 430U levels, and more importantly it doesn't allow you to abuse the current hull down meta which makes so many tanks OP. You've either got hull down capabilities or insane gun + mobility tier for tier, and the 65 has neither. Competition. The Standard B goes up against the Leo Pta, 430 and maybe then whatever your poison is out of the Type 61, Skoda T50, T55-A and E50. It is a Lion amongst a couple of Wolves amongst some Sheep. On top of that, none of the heavies at tier 9 strike fear into your heart or are impossible for the Standard B to deal with (the hardest maybe being a hull down 705). The 65, on the other hand, comes up against all of the broken tanks that make tier 10 such a shitfest right now. The 430U, 277, WZ heavy, Super Conq., UDES/Kran abused hull down, not to mention all the reward tanks like 279(e), Cheif and 907. It is at best middle of the pack with all of these fucking alphas rolling around, and all of them can abuse the 65 in a way that the 65 can't abuse them (or the way the Standard B CAN abuse same tier equivalents). That's not even to go into non-tank factors like tier 10 MM where you get all same tier games more often, more arty, more broken TDs that again, fuck you even with 330 HEAT etc. etc. It's not hard - Standard B is the best tier 9 med, hands down (unless you really like sniping with the Leo Pta, which fair enough, but W/R will be higher in Standard B - it is for me anyway, with both 3 marked). The Skoda isn't, and isn't really top 3. The 65 is middle of the pack on tier 10, and tier for tier is much worse than the Standard B.
  14. 2 points
    Ham_

    Playing hilltop city on Westfield

    I just damage farm in a bush in the middle which is why i am a blue virgin not a purple chad
  15. 2 points
  16. 1 point
    How do you approach Prokorovka or Malinovka with 3 arty per side in a HT and a MT?
  17. 1 point
    Ham_

    Pick a (WoT) Topic for Kolni to write about

    What I wanted to say but simplified using mod magic
  18. 1 point
    How about how to transition skills learned in lower tiers to next level tiers. Especially VI > VIII > X seem to be the biggest plateaus.
  19. 1 point
    Some ideas that are kind of small and hard to make a whole article out of. Player situational awareness. Analysis of enemy team lineups. When it is a good idea to fight and when it is better to fall back. The value of a working 0 key and how people who have them are superior to people who don't. How to get the most out of face roll games where one team rolls over the other with minimal losses. Fighting wheelchairs. How valuable is view range beyond the 445 meters?
  20. 1 point
    Snoregasm2

    Skoda T 50 pewpewpew

    Lol. Yes, I was front on with a Prog 65 and a Grille with 75 pen HE penned me. No, i'm not crying, i'm pointing out that the Prog 65 has dogshit armour except for a trolly autobounce once in a blue moon, the same was the Standard B has dogshit armour and both Skoda's have dog shit armour. Skoda's get penned by HE all the fucking time, it's part of the reason i stopped playing it when Type 5 meta was a thing. The point being, NONE of these tanks have armour as a plus point - not a single one. Therefore, you compare them on their platform's mobility + gun dep and gun performance. Tier for tier, the list looks like this: 1. Standard B 2. Prog 65 3. Skoda T50 4. 50/51 I doubt anyone except you disagrees with this list. Stop being contrarian for no fucking reason and accept when you are wrong, or at least that your opinion is very clearly in the minority and very much goes against current meta. Also, I feel it is important to challenge you on this because anyone who hasn't played either line who stumbles across this thread needs to know that what you're saying is incorrect, so they don't get super fucking disappointed when they grind the Skoda line and wonder why the fuck his tank performs like shit compared to all the Standard B's flying around.
  21. 1 point
    Did you just say that the 13 75 and EVEN 90 are bad?
  22. 1 point
    hi my little sold my is6 any way i can get back
  23. 1 point
    I'm not disagreeing with anything else you're saying, but, friend -- 13 75 is tier for tier the best autoloader FR light. I'll fite you.
  24. 1 point
    What you seem to miss is how terrible most tier 6s are. The 12T doesn't need to do much to be exceptional. The other tier 6 lights have 50% more DPM than the 12T...........but fire single shots and are out DPMed by everything else. The 12T has an 18 second downtime and a 7.5 second uptime. I don't know what game you've been playing but big alpha trading tanks have been in vogue since forever. 180/220/240 for tier 6 for example. Having a clip and gimped overall DPM is more useful than having less gimped but still poor DPM, especially on a light. 540 alpha isn't amazing but you can take out anything that isn't a TOG in two clips. And you have the pen to make it happen. I don't know what you think the 12T is but complaining about track traverse on a tank that plays like this is...difficult to understand. This isn't a light tank that happens to have a clip. It's the lightest possible chassis that the French could mount a TD gun on, and it shows in game. It's not even a difficult tank to play. You max out the gun handling, always be ready to fire gold, relocate, land two clips, sometimes more. Then you're done.
  25. 1 point
    lavawing

    Skoda T 50 pewpewpew

    Can you explain what you mean by this sentence? I'm confused and I think you are as well. Autobounce is important when you can consistently use that armour. Because of the thin turret and thinner sides the Progetto cannot rely on its armour at all. It will bounce some, around ~.3 in terms of efficiency, but what this actually means is that you have a one more shot's worth of effective HP. This is useful, but I'd rather have all that armour piled on the turret for obvious reasons. More importantly, neither the Czech nor the Spaghetti line are tanks that played properly should rely on armour. They have tools to avoid exposure and a clip to maximise burst. The Italian tanks even have pen and proper sniping guns for the roles they play. The Czech tanks have guns that aren't really suited for the meta, mounted on larger and less agile chassis, with less gun depression available. The point has been made again and again: it's hardly surprising that they've been left behind. I suck in paper tanks but honestly on bursty autoloaders all I need is for the tincans to keep out HE. The tier 9 skoda has spaced armour and an IS-3 style slope on its sides which nobody ever talks about because it doesn't matter. It's the same with the Prog 65's protection scheme. Neat, but hardly game changing.
  26. 1 point
    I feel like it would tilt me so hard when I missed 5 out of my first 6 shots fully aimed.
  27. 1 point
    XP farming means securing kills, going for kills over damage also increases your win odds imo, but it fucks ur dpg more than the one shot because it cuts down gametime
  28. 1 point
    kills have a massive impact on base XP you notice it more during ranked where some sub 2k dmg player can out xp you because he got more kills than you despite having double or triple the dmg
  29. 1 point
    Lol, after this I lost all the will to play the marathon. Forget it it's not worth the trouble. I still wish they'd fix they damn game sometime. No way 2 kills covered for 2k more damage inside 300m and 3500 more assist damage.
  30. 1 point
    Strikes me as the kind of tank that NEEDS full gold and food to mitigate the unreliable gun. I mean it will probably be one of the better bursty meds in tier, but for that amount of investment it's easier just to run with the Progetto which is effective at all ranges. Also playstyle wise seems to depend on walking the tightrope between over-aggression and disappearing for 18s. That's all very well for maps that enable this kind of play, but I'd expect it would be hard to play on corridors where you have to face getting slapped by Renegades and whatnot.
  31. 1 point
    Stats are on tanks.gg if you look at the 1.7.1 Public test option, the only thing they have changed is the reload. Soft stats are 0.10/0.10/0.10, so almost the same as the LT-432, they certainly help to offset that aim time. But from watching people play it, anything over about 200-250m is quite painful, long aim time, bad accuracy and meh penetration. Apparently the turning is pretty bad as well, doesn't turn that well and mobility is good for a medium but nowhere near light tank levels. Camo can be pushed over 40% stationary, so with 390 base view range it's a good spotter, as camo on the move is still over 30%. It's a weird playstyle tank, its pseudo light tank with a big punch, that only really delivers that punch at closer ranges. You basically want to rush in, shot gun someone for 700 damage and get out. Looks like it has a lot of potential, but certainly could produce some frustrating games considering the drawbacks (bad gun depression, paper armour, low HP, bad aim time, poor accuracy, poor pen). The marathon is typical WG no life grinding stuff, its about the same level as previous marathons, and the package is inflated with a load of directives and personal reserves.
  32. 1 point
    Balthazars

    Skoda T 50 pewpewpew

    I'm definitely in the Standard B > Skoda camp, although hilariously even though my DPG is slightly better in the Standard, my win rate is an appalling 46% Given they are both squishy, high mobility meds with clips, the Standard is just so much more comfortable, and the auto-reloader just gives a lot more flexibility compared to the autoloader. I agree with what @lavawing said in his reply to me, in that if I were recommending one or the other to a new player in 2020, I would not recommend the Skoda. I've only decided to grind it out because I made it a personal objective to grind at least 1 line for every nation out to tier 10, and obviously there's only one line for this nation!
  33. 1 point
    On the move and turret at 0.10 iirc. All about short range burst.
  34. 1 point
    SerB lives on the moon now and cannot return to earth
  35. 1 point
    I like many of the points raised, and would add one more. The effects on lower tier tanks in a +2 MM environment will be horrific. Now you can't pen with normal ammo and need to load the gold to pen. This won't change, but after this package of shit is implemented you'll do less damage (or, rather, the tanks have more HP, the net effect is the same), allowing armored tanks of a higher tier to bully even better. Unless they go to a +1/-1 MM this change will be utterly terrible for the game. Even if they do, it still might be. People will gravitate towards armor and tanks with high standard pen. So more super-heavies and TDs. And arty because fuck this game. Staples like the T-54 and other meds/lights that need gold to be competitive are humped and can go fuck themselves. Really well thought out, Wargaming... What they need to do is to not go live with the broad strokes rebalance they are trying to do now and instead immediately deal with the obvious problems that creates before releasing this new version of the game. Because that's what this is. Buff HP of some tanks more than others. Introduce actual weak spots on tanks that really, really need them and make some alleged weak spots (type 5 cupola, Defender lower front plate etc) real weak spots by lowering the armor value. Buff pen on some tanks, reduce or increase ammo cost, amount of ammo carried etc. They don't need much testing to do many of those changes. Just common sense and game knowledge. They would then need to tweak them once it's live, doing a lot of little fixes to fine tune the game. And this should be done quickly and efficiently, without any regard for if tanks are premium tanks or not. Call it 2.0 and people can't really complain. If they do, give them the tanks as they were in 1.X with the old HP and standard alpha and tell them to go fuck themselves. But of course Wargaming won't do any of that because they are incompetent shits who don't play their own game. Instead they'll go live with their great rebalance, screw the game in a major way and then spend two years gathering data and then finally fix something, long after the game ceases to be relevant.
  36. 1 point
    Its been said on here before, but its worth repeating. The game was at its best when the developers played the game. Its so obvious listening to the devs talk that not only do they not play the game themselves, but they are taking cues about game meta from outdated sources. They are trying to fix a game that does not really exist anymore. The other, bigger problem is that like 1.0, all of these changes are doing nothing to bring players into the game. They need to be working on making the game fun and inviting to the next generation of players so they can grow the games playerbase. Instead, they are fixing a leaky faucet while the Titanic is sinking. This is the only game I have ever seen that not only does not utilize the knowledge and advice of its best players - it actually seems to actively shun it.
  37. 1 point
    There's zero finesse to the combat with health pools like this. Just about every game devolves into big health pools bullying small health pools, big numbers bullying small numbers, and trading alpha damage. People aren't afraid of moving out of cover because they can't be punished too much for doing so, so they quickly and easily move into positions where fights grind down to hull down and corner poke exchanges. The few maps that have hills are even more important now as to who wins the hill for the massive positional advantage, but the fights are still a crapshoot on which team commits and which team wins. Coming back from a deficit is several times harder since leftover health pools may be similar in relative terms, but massively greater in absolute numbers. It wouldn't be much different from playing higher tiers today at double game speed. It's a disaster. Again, it could be the environment, but I think it's got a lot to do with the actual changes.
  38. 1 point
    hazzgar

    Supertest: bat-chatillon 12t mle 54

    Dude Garbad played very long time ago where meta and everything was different and pulling 4k was like pulling 5k now. Also there are many non rerolls who pull 5k dpg. Decha can. Not to mention rerolling has nothing to do with your 100 battle dpg session. Also we take your opinions as a shitter because you speak like a shitter. Objectively you have better stats than me. I hover below 3k dpg in my t10s. Usually 2600-3000. Yeah I could blame it on playing min settings on a shitty laptop and unstable connection but I won't. I just don't post opinions that are illogical. That doesn't even have to be related to your in game performance. Your arguments don't make sense from a data analysis standpoint either. So it doesn't matter if you look at what you say from a point of view of best players or from the pov of someone who has years of real life experience of using data to actually predict real life events and do it well. So maybe just stop, listen to others, learn instead of agressively defending your opinions despite the fact that literally everyone on the forums here tells you you are wrong. I mean seriously. I'm an elite school asshole, without any parenting and an ego the size of Texas and I'd still think twice about my opinions if 100% of an elite community in a given topic told me I'm wrong. I mean seriously. This is simple logic. Low sample size. Skill isn't afraid to correct his opinions. Tbh I expected him to change his mind as that tank should be ok for his playstyle. Not perfect but he should make it work. I pulled 2000+ DPG in a pre buff VK4502a (aah the days where bad tank camo was way more common) not using any gold and with a 1.5 skill crew. I think I will join the Spactacus like "I'm Garbad" crowd.
  39. 1 point
    echo9835

    Supertest: bat-chatillon 12t mle 54

    @HaswellNot all heroes wear capes.
  40. 1 point
    lavawing

    Obj 257 - the Armored Catamaran

    You have to deal with this tho: As compared to: IMO the 257 lives and dies by its armour, and the top turret will make you that much more vulnerable against high tier guns which can ez snipe your hatches with good softstats. The stock turret has minuscule weakspots so you can actually afford to aim. Bear in mind I over-rely on armour in general. (But if you want soft stats and firepower you'd be playing a T-10 anyway). Also traverse speed is important to the 257 since you need to reverse sidescrape to bounce big guns.
  41. 1 point
    lavawing

    Obj 257 - the Armored Catamaran

    Mini review after 30 games The tank has many absurd strengths at the cost of almost as many handicaps. Tank is defos broken, probably slightly overpowered as well. Here is why: The gun: 7/10 (4/10 if you don't spam HEAT) The gun can pretty much be defined as: like the T-10's but worse. Pros APCR as standard 315 pen HEAT Decent DPM Decent bloom 40 shells allows good mix of everything Cons APCR means your shells travel at light speed to miss their target two times as quickly as they normally would 248 APCR means you bounce off E75 and IS-7 LFPs, HEAT spam is a must (i.e. AMX 30 problems) 2.66 aim time means you're no T-10 when it comes to mid range snapping .37 accuracy is manageable - if it weren't for the shitty APCR pen, derpy gun and long aim time Expensive to run due to reliance on gold. Tall tank. Can be difficult to find shots with -5 gundep. Basically, you don't play the 257 for the gun. I rate the firepower below all 120 mils at this tier, below the WZ and the T-10 (and the 705), but around the same level as the German 12.8s and the the ST-I. The armour (Stalin's moustache/10) The armour doesn't really work when you show your front, and the turret is worse than you'd think, BUT - this thing is tougher than a Maus when you're being flanked, and is the god of reverse sidescrapes. Also, you meet IS-6s. My weeb friends call this tank the iron pantsu panza with the lewd tracks, and they're not wrong: Pros Hull is shaped exactly like pantsu and is capable of taking as much HEAT as you'd expect from your typical anime cum dumpster. Tracks are absurdly thick and the ribs of the suspension count as multiple layers of spaced armour so even extremely high caliber HEAT get's absorbed Good turret (sans the roof, the mantlet and the cupolas), esp the sides. 1.9 k HP Diamond LFP is probably EVEN smaller than an EVEN's. Nearly unbeatable in a reverse sidescrape (godmode against APCR). The high slope of the upper side hull means you can take fire from a 30 degree-ish arc and still remain impenetrable. Cons Shitty pike with low base thickness and steep angles - becomes like 210-ish if angled. Overmatchable roof + cupolas Lower side hull 45mm thick - means theoretically overmatchable by 150mm calibre guns or above, BUT - most 150 mm guns are mounted on platforms the size of a bus which simply reliably find shots on the zone. Ammorack issues + driver dies all the time Unlike the IS-7, can't simply push into enemies and facehug them - you have to tease them by flashing your pretty arse and get them to dump their load on your skirt. Overall: not an IS-7. Armour is not exactly retard proof, nor can it hulldown as well as a T-10. There is a specific way to use this thing's armour, which once mastered, allows you to hold off tier 10s with minimal support. In a reverse sidescrape, enemies need to overextend to pen this thing. Mobility (7/10) Can't really flex like a true heavium, but a true heavium doesn't tank Jagdtiger shots while tracked in the open either. Top speed is low, but agility is monstrous. Pros Cannot be flanked 50 kmh top speed 15 HP/T Cons Shitty terrain resistances a la IS-7. Top speed is a lie: goes 38-ish on flat ground Can't turn on a dime Can't really ram on flat ground Overall: play a T-10 if you like fast heavies. The mobility of this tank is used for brawling 24/7. Why is this tank broken? Well, it's cancer against low tiers because of the nature of the armour. And it's cancer against high tiers as well because it can just, reverse, poke at a stupid angle and laugh manically as you absorb 340 pen HEAT magically with your Soviet hovercraft hull. I expected this tank to be a heavium, and it terms of the gun and mobility, it would have definitely been one - if and only if it didn't have this Tier 11 armour scheme, doing things that even the IS-7 cannot. AS IT IS the tank has what is effectively superheavy levels of armour with a decent-ish gun, and on top of all that, heavium mobility. Lastly, IS IT FUN? Yes if you like assault tanks and yes if you like the IS-7. If you prefer the 5A to the -7, you'll probably prefer the T-10 to the 257. And a big 'NO' if you like balanced tanks that are good for the game. PS for best results run with the stock turret
  42. 1 point
    Yeah OK T9 makes sense. Would be way too underpowered as T10 tank.
  43. 0 points
    Snoregasm2

    Skoda T 50 pewpewpew

    I got penned by a HE slinging grille in the Prog 65 just now which goes to show how fucking dog shit it's armour is overall. Which also goes to show how dog shit @Diriz0n's arguments are on here, which he can't even keep straight from one post to the next.
  44. -1 points
    Diriz0n

    Skoda T 50 pewpewpew

    ....... What I am saying is purely logical. You just cannot read. You do not know to discern left from right I bet. You aren't an english major at all. And you don't proof read for work, my foot. I am not sure what you do, but you obviously don't know a thing about interpretation or communication or assertion or any prowess. I am not saying Standard B is not a good tank. Where did I say that. I am saying Standard B, is not as good as Prog 46 and 65, and Skoda T5O.
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