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Showing content with the highest reputation since 08/07/2020 in Posts

  1. 10 points
    Balthazars

    Unconventional WoT Opinions 3

    Here's one to trigger a lot of people: Despite all its flaws, WoT is actually a really good and fun game, which why despite all the complaining from people here on the forums, you all keep on coming back to play it time after time. It's either that, or you're all addicted harder than a 3-bottles-of-cheap-win-a-day alcoholic and should seek professional help.
  2. 8 points
    Rexxie

    Unconventional WoT Opinions 3

    Arty is worse to play against with stun and rof than it was with higher damage.
  3. 8 points
    introduction of the non-pref premium era was a mistake tier 8 premiums should have always remained slightly worse versions of their tech tree counterparts. CW/Reward tanks of any kind were a mistake, especially above tier 8.
  4. 6 points
    kolni

    Unconventional WoT Opinions 3

    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. I have some serious ones too: - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. - serB was good for the game - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9) tier 10 isn’t bad, just hard - mechanical prowess is finite in wot, turret rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay) games should be 20 minutes, 15 on assault garbad ban killed forum activity (Guy had to go, but I still think it’s true)
  5. 5 points
    That first Unconventional Opinion topic is so old Garbad's posts are still sane.
  6. 4 points
    Archaic_One

    Unconventional WoT Opinions 3

    I don't play much anymore, but the few times I recently played I realized why I don't like the game as much as I did a few years ago. There aren't enough tanks in the games, as in *tanks*. I distinctly remember a recent game with 7 TDs and 3 arty on each team. 5 actual tanks per team, and luckily there weren't any wheelies in that game. The bush-wookie meta has arisen for a lot of reasons that you guys probably understand far better than me, but at the root of it I like playing tanks, actual tanks (mostly medium tanks) and right now it seems like most players just want to hide in a bush and chuck giant HE and HESH rounds and anything that dares to get spotted. I'm sure Kolni can exploit the shit out of this meta and farm 4k dpg from those bushes all day, but for a hyper-aggro pubby like me that just wants to drive to the middle of the map and brawl, the game isn't very fun right now.
  7. 4 points
    can we get an m46 patton 311 APCR gold round now please i'd like to play that tank again without rolling out on the battlefield in a wheelchair
  8. 3 points
    hall0

    Unconventional WoT Opinions 3

    Making Gold Rounds available for credits was a mistake. This change alone created probably the biggest balance issue the game has. Before tanks could be balanced around normal rounds. Be it weakspots or good (high pen) standard rounds etc. Very few people actually used gold rounds, so no balance issues there. Once they made it available for everyone is were the problem started. Balancing gold rounds with credits does not work at all for the good/rich players. I can shoot gold all day long. I wont run out of credits. Therefore I can pen enemies much easier. Others don´t have this luxury and still shoot normal rounds. Because of the "special" round spam certain tank types became obsolete and WG started the armor buffing. This made the gap between gold and normal round users even wider. If you have toptier tanks not willing or able to shoot gold it will drag your whole team down.
  9. 3 points
    this isn't true, top players tried and used it - to similar effect but most people just wound up opting for the playstyle that lets play with less exposure, you wound up playing like a mobile tortoise with tiny alpha and this is actually a big one because a one for one is 40 instead of 80 against russian meds, and you sure as shit win the extended trade i'm probably sticking with the 10,5 but i think not giving the 8,8 a shot is ludicrous when the potential is huge, i hate low rof low alpha because of the amount of exposure in this type of meta but that is going to be like a medium tank caern at tier 9 in damage output - and the caern wins 1v1s against actual tier 10s today still lemme just remind people here that after the caern got this type of gun buff it went from barely 2kable to 3,5k+able - it's still a shit platform and everything but the gun sucks but the gun is enough to make the tank - russian tortoise players doing 5k per game can speak to that i can't see them buffing the alpha by 40 without touching the RoF or handling at least slightly because that type of handling with that type of RoF means you'll be driving so many players batshit crazy with all the double tracking bs you can do and it'll be the only platform in the game that is mobile enough to actually play the map while doing so - it might end up being as good as the 10,5, or slightly worse but in this case I'd still call the E 50 A tier with the 8,8, only reason it's not S-tier is because it lacks a competent gold round and that doesn't change regardless of which gun you use my guess is if you've tried the type 61 lately and figured out how to play (few have to be honest) you'll see my point, they made that thing basically shit to every other med in tier but raw dpm and it's still a top 3 farmer in the entire game - the stat doesn't matter as much until it hits that breaking point where you just can't fight it anymore and if they do this alpha buff the same will be true for the e50, just that it's also on a platform with an ability to negate damage taken in so many more ways than most tier 9 mediums (kpz excluded and tied with 430)
  10. 3 points
    kolni

    Assault and Encounter in 2020

    No, Ghost Town has assault. Otherwise it's right. Kharkov has also had attack/defense but I'm not sure if that ever went public outside of 7v7. Wasn't too stupid honestly. Maps designed today can't really work with assault modes because they are too crammed with shit everywhere to change the gameplay of the map even if you place the spawn points elsewhere. (How would Paris look if spawns were north and south? Think about it and you'll see what I mean). Furthering on @Snoregasm2 's (mostly valid points, I agree with about 90% with the assessments) post and here's how I feel per map (I don't have the list of all of 'em, so I am just doing this by memory, feel free to point one I missed out and I will add it). I'm doing the Stnd + Encounter's first, Stnd + Assault's after and the one's with all 3 last. Prokh: Exists in 2 modes - downside on encounter being it's brain dead cappable and without hill contestion from south (have the balls to cross the rail mid when you see an opening if cap is running low to pro-long even if it puts you in a worse position for damage), it's hard to deal with from one spawn but generally a good game regardless which makes the map put an overall total positive to having encounter enabled for doubling the odds of getting the map (more particularly getting it more times when it's in rotation - this is info is hard to do anything with as a player but make the judgment call. Statistically this map has 4 possitibilies with 2 spawns in 2 modes, and only one of them is problematic - 75% chance of setting you up for a good game. Makes it a plus for enabling encounter. Mali: Encounter mode saves everyone the trouble of the 2 minute drive up the hill and if you're in something slow you can still get in there and make a difference - positive. Negative being 80% of map is basically neglected and putting the cap circle B8 (uncontestable unless you get map control or win hill) could solve it. At the mercy of arty while playing hill on both modes. Encounter is more predictable, so it's in my eyes a better version of the map as it also gives you a way to win without having to break a 1line bushwank camp and other balance problems. Another point in the encounter enable bucket. Steppes: Better in every way on encounter, I have 5k+ reliably regardless of tank pick close to every time I get it in 9s and up. Better than it's standard counterpart because of how BS they made A9 and H0 and so on... spawning further away from that drivel is better. + Encounter yet again. Ensk: Different spin on a map with very much variance. You have great games, you have really shit games. Ensk encounter doesn't seem to be anyone's favourite but I have yet to see it banned unless you are playing lights. I am not fond of it, I like standard Ensk better as it gives more tank types a chance to be viable so I'd say encounter is a negative here - although a small one I would rather have 1 Ensk draw in the map pool than 2. Mines: Do I even need to say it? HUGE negative, map is playable on standard so having that one in your map pool isn't bad but having the encounter one really is as 50% of the time you will have little to no control over the game. The other 50 isn't worth the shitshow of south spawn as it isn't good enough to make up for it. Ruinberg: They fucked it by adding south inclusion into the mid road making field impossible to play if just one tank with a strong turret makes it here from one side. Encounter version used to be free farm before they changed the spawns and the middle road dividing the territory - negative. Still playable and not a huge problem to have in your map pool but north spawn in paper meds is impossible with a middle window rush from south. You get the crossing damage but after that you can't play anywhere else but A-line buildings at the base with your TDs for the rest of the game. I would rather have the 1 standard Ruin in my map pool than both even though I think the map is better on average. El Halluf: Plays almost identically outside the fact that lights are contesting the base early making it more likely for either team to dive into the northwest "dip" for resets and commit harder to winning the flank - different dynamic that makes the other parts of the map more relevant (you can play almost any area but north is always a safe bet for a place with enough damage to get a good game - if you play it right. Positive to have two versions that play similarly and is a good map, doubling your chances of getting it is IMO good in almost any tank. Sand River: This is good, nice twist and changes the dynamic of the map for not necessarily the better but at least a refresher -doubling odds of appearing is good even though I would rate the encounter map above the standard in quality which is a bigger plus to enabling the mode than not since standard can't be turned off (I would if I could). Empire's Border: fuck this map in any shape or form - huge negative to double appearance rate Cliff: I used to love this map, 1.0 fucked it. Encounter gameplay is the same as Standard except mid + donut contestion is higher which makes it even worse to play. Encounter negative. Redshire: Another redshire in my map pool? Heck yeah - dmg to farm almost regardless of how shit your team is, positive Murovanka: Big positive, map with huge big game potential and that doesn't change with encounter - the only real difference is that south spawn will reliably contest the forest and the game is typically won there rather than seeing which flank gets to clean up and surround the other team - better on encounter while still good standard. Doubling it is good. Lakeville: Bad map through and through IMO, cap is awkwardly placed (as a single player you can't defend since you have to cover multiple angles which isn't possible unless you have teammates backing you up) - negative to double, by quite a large margin too imo Himmels: Encounter is fine, standard is better but encounter isn't bad enough to warrant having it off IMO - it's still Himmelsdorf and it's 2020 - the map has had a great WR in both pub and pro games in balance terms, while you might not like playing it the map is fairly designed for both sides leaving you with your own choices to have a good game, but they're never gonna run into to you for free like other maps. Is positive/negative depending on your tank pick, the worse gun the worse the map is IMO. (I have memory of both Kharkov. Minsk, Overlord, and Mannerheim Line (Arctic Region) having encounter modes but I haven't gotten them in so long and after turning the mode off I can't honestly say whether they've been removed long ago or if I just imagined it, I also remember Karelia but that might be from the Domination mode) Take this into consideration with enabling encounter that you can't ban any of these maps if you want efficient map bans with the mode enabled. Cliff, Lakeville, Empire and Mines all make up for too many negatives for my taste to warrant having the mode enabled despite other maps' positives so it's not worth the hassle IMO. If I could specifically just use a ban on Mines and Empire Encounter I would enable the mode again. Just Standard/assault: Karelia: Fun to play, nice spin on the standard map and while the middle rush on assault needs balancing - still better than much out there. Worth keeping. This is the only map with these two modes.. right? I'm drawing blank on the rest. Anyway, the dynamic on this map ends up with the clock having a bigger impact than normal making this one of the best map/mode combos from both spawns to have literally insane games. 20% of my best games ever have been on this map on the attacking side, and I find it consistent as a defender too (less, but still consistent) All 3 modes: Siegfried Line: Standard is the worst version, Encounter feels like a real fight over a city - themery suits it well for an encounter which has little to do with gameplay but pure logic makes it a positive. It's a bit in the same line of thinking of how who would build a castle on Redshire where it is when you have a hill with a fucking moat and a mountainside covering your back 800m away. Has fuck all to do with game balance but it just doesn't make sense and Siegfried encounter instead does this well. The Assault mode is my favourite map on both sides, defending by far in the game - over Prokh any day. It's also thematically good - it's a literal assault on a city you're defending and balanced well. I considered banning this to get the regular Siegfried out of my map pool but keep the other two. This one alone makes assault worthwhile since the pool is small and all maps but one are good. Ghost Town: Normal is iffy, encounter is better and assault is great from one side and so-so from the other. Mixed bag but they are farmable maps for sure, you can rotate and prolong games easily and squeeze damage out on any mode and it is mirrored on standard, making it an interesting twist on assault while not exactly fair, makes it come down to mind-games on where you think people are going to go for upping your chances of a successful game. I like mind games. Erlenberg: Oh god. If bans took all 3 versions out this'd be perma'd and never unbanned again for me - but since I play it because I favour assault I might as well play it standard as it's fairly similar when I can't get rid of it anyway. Encounter sucks. Overall conclusion: For variety you should pick every mode and ban whatever standard map fucks the tank you're going to play the next 4 hours over (Pilsen, Berlin, Abbey, Airfield, Minsk and Kharkov being my rotation depending on tank picks) For maximizing your odds of a favourable map/matchup I suggest turning encounter off - too many scenarios that end up shit with nothing to do about it. There's great maps here - the shit just ones just suck so fucking much it outweighs the good. I suggest turning assault on, learning how to live with Erlenberg and make the most out of those games once you get them (rare these days). Standard is still the worst mode in the game, 20 maps need severe reworks to even be considered playable with their design flaws. I miss the two days of a patch where you could actually cut standard out of your queue and only play assault if you wanted. Best fucking fun in WoT I've ever had getting Sand River assault every third game. That was some fucking fun. When it comes to banning maps I recommend banning the tilter over the statistically least performing map - if you contain yourself to playing a tank per session then ban the map you will get mad at seeing load up (Pilsen, Minsk, Studzi, Airfield, Cliff, and so on) over something typically hard to play out (like Mountain Pass) as you want to limit the maps where you can't impact the game without either throwing HP away (Pilsen campfest until someone rushes the 0 line feel familiar to anybody?) and instead just bite the bullet and make your map pool give you as many effective chances to a good game as possible. IMO that means taking the tricky map over the bad map every day of the week. I generally ban Berlin and Kharkov because I'm lazy, hate the designs and don't want to learn the shitty maps in the first place, swap Kharkov out for Abbey if I'm playing a TD or Airfield if triple arty is impossible to elude on the day)
  11. 3 points
    ...but why the 140? I get why the E-50M and 121 line is getting changes, but the 140 seems thrown in there at random. It doesn't need buffs? Why does the UFP suddenly need to be just enough that every T10 standard round will randomly bounce off it half the time. It already has good winrate. Why not the 62A or K-91? Are they throwing darts at a board?
  12. 3 points
    if you play the 88/100 over the L7 you are playing the tank wrong.
  13. 2 points
    Rexxie

    Unconventional WoT Opinions 3

    Way back in 2016 we had Unconventional WoT Opinions 2 and, before that, the original thread in 2014. I seriously recommend reading through these, they're a blast from the past. I want to hear about your wot opinions that'd get you tossed out of the wotlabs window. Extra brownie points if they are extra zany.
  14. 2 points
    e100 big gun is still better after small gun buffs arty stun > getting oneshot m48 was legit op after the turret buff for a bit (it isn't now) old stb > new stb
  15. 2 points
    Ogopogo

    Unconventional WoT Opinions 3

    While the effects of the boosters, rewards, blueprints, and missions are all appreciated, it is a bloody mess that can be at times hard to navigate and feels very gimmicky. I would rather they simply increased the experience and credit gain and have a more straightforward "bonus" system than the layer upon layer upon layer of convoluted mess.
  16. 2 points
    Maybe unconventional: The game has actually been improving for about two years now. Basically early this year the actions of the past two years are just now starting to accumulate to the point where it's not awful anymore like 2015-2019. Well, before COVID hit, all the kids started playing, and ran it into the ground, but that should end eventually. If you have a life or self-respect and haven't been playing for a while, this is the main stuff: Scaled back the dreadful 3/5/7 which turned out to be a disaster. MM is now the best it's ever been, although there's still never going to be an excuse for three tier spread games. No more team damage (F.F.S.) Anonymizer, which turned out even more useful than I expected. I hoped to just tone down the arty focus, I never fully realized how much grief gets thrown your way because hurr durr uniscum. I actually even keep chat turned on most of the time now because I don't have to deal with the Lord of Flies crap that used to go on. Way faster progression. I didn't realize how demotivating it was to get so little experience every game. Now with premium and other bonuses as well as blueprints you can plow through horror grinds and advance crews much faster. I've finally been grinding up tier 8+ tanks that I never wanted to bother with before. More generous credits. I think even a free to play player might be able to scrape by these days because of the daily missions. The HP scaling of tier 1-6 tanks was way overdue, at least if you play lower tiers. I think it made things a bit easier for new players too. I feel maps are a bit better now than in the past, with a few new maps actually even being good. Although holy shit, Province again. They're actually adjusting tanks again, something they didn't do for years. I don't think WG realized how stale things get without constant changes. Training books are great, and make for a good credit sink. And of course, the new equipment. There are some new problems of course, pay to win premiums are the big thing and wheeled tanks are asinine, but the trend has been largely positive. Before COVID I even had days I played 20 games, a quantity my sanity couldn't endure since 2015 turf.
  17. 2 points
    Since I'm bad at tanks, and can't hit the broad side of a barn, I'm interested in how the new handling equipment pans out, especially since IRM has been mentioned a lot on equipment threads. And since I'm such a huge fucking nerd, I mathed it out. I used the formulas and info from and https://docs.google.com/document/d/17LQIEI4SmxGoaIWEqq-qUlbsBDYX-vy5n5mDw_XuVi8/edit# I used the stats from tanks.gg, and only used enhanced equipment if that option was available. First, I tested out one gun handling option at a time. So, unless I screwed up the math royally (very possible, I didn't say I was a smart nerd), the most surprising takeaway is how underwhelming the IRM is, and how surprisingly good the eGLD is compared to everything but the eVS. The cause is two-fold. First, the T49's long aimtime make the GLD significantly better compared to it's normal gun peers, and second, the IRM is seriously hurt by large hull and turret traverse speeds and dispersion penalties. This was confirmed for me after I initially did the calcs without accounting for the additional 10% speed. In that situation, eGLD didn't catch up to the IRM until about 2.6 seconds instead of about 1.4. That's a huge difference that just a little speed makes, given the T49's dispersion penalties. Now, since it's not surprising that the eVS won huge, I then did the calcs with eVS plus one other handling item. I'm becoming even more suspicious of my math at this point, since the IRM becomes even less viable here compared to eGLD. I suspect that the T49's relatively fast traverse speeds are playing a bigger role here than I initially thought. Again, I initially did the calcs without speed increase accounted for, and the eGLD caught up at again about 2.6 seconds, instead of about 0.8. Also, IRM was better than IAU at every point except for a fully aimed shot, as opposed to here with the updated calcs, where IAU is always better. I'll have to review my calcs again later, but I've checked my work several times so far, and it seems good. Also, I should probably include vents. The other interesting takeaway here is that while eVS + eGLD is generally the best option, it loses to eVS + IAU for both snap shooting AND fully zoomed accuracy. And, for shits and giggles, I also did the options for three gun handling pieces, because why not? The eVS + eGLD + IAU is the clear winner here. Thoughts? Keep in mind, the T49 is unique, and probably penalizes IRM usage more than most other vehicles in the game, so these graphs can't be translated to general performance of these equipment pieces on other vehicles.
  18. 2 points
    Tman450

    Unconventional WoT Opinions 3

    and the ISU was at one time the highest damage non-artillery in the game at 750 alpha. it should've stayed that way. then we got 850 damage TD's, 750 damage heavies, 1000+ damage TD's etc.
  19. 2 points
    GehakteMolen

    Unconventional WoT Opinions 3

    Not nerfing gold ammo and instead buffing armour and removing weakspots (to make gold ammo less effective) is the worst thing WG did since they added tier 10 TDs Wheeled vehicles dont work, they are either shit, or OP, a nice idea, but just no (not that unconventional i think) Adding autoloaders and good gun depression / gun handling to everything is very bad for the game and will kill it long term** **the game is now actually slowly dieing, due to this, armour (with weakspots) is a core mechanic of wot, and what made it good, WG is basically removing it...
  20. 2 points
    kolni

    Unconventional WoT Opinions 3

    every single player but me sucks by that i mean come at me stanlock eu servers and i'll school you
  21. 2 points
    640 m/s for a tier 10 HEAT round? FFS, thats going to be nearly unplayable unless you are doing nothing but corner brawling. WG has never really understood the Panther/E50 line.
  22. 2 points
    tl;dr Chinese tanks will still be a much worse version of the russian counterparts Panthers will stay shit. E50M is weak They had such a good opportunity to make the E50 line something special. Just give them the new turbo feature the polish have and call it a day. A boosted E50 full ramming power wouldn´t hurt the game but surely would make it fun. And people who are concerned about realism. Not like anyone actually cares after all the fake polish tanks. German Meds with gas turbines were actually considered/planned.
  23. 2 points
    Snoregasm2

    Assault and Encounter in 2020

    I enable encounter for this exact reason. Mines is shit but not bannable even if I had encounter off (north spawn = easy farm on encounter), but the rest of the map pool I like have double the chances of seeing it: Prok - top 5 map for tanks I like to play (high tier meds) Mali - top 10 map, with potential for stupidly high dmg games. Downside vs Prok is more team dependent. Steppes is actually better on encounter, as you either farm 1/2 (particularly from the OP south bush) as everyone spawns much closer to it, or farm the cap. Either way, fun and easy damage games are plentiful. Lakeville - again, encounter is better than standard, as teams can't just camp their base and let the enemy come to them. Himmels and Ensk - both tank dependent, but both (especially Himmels) can lead to instant early game farms in the right tank El Halluf - probably the map least effected meta-wise by it being encounter. Plays pretty much the same regardless, and that is a good thing as this is again one of the better maps. Sand River - fucking great on encounter. Maybe the best one? Ruinberg - good map (not as good as some of the others listed), but would rather increase the chances of this vs some of the standard only maps e.g. Studz, Kharkov, Minsk etc. Murovanka - top 5 map again, in the right tank. Redshire - top 3 map? Cliff - again, acts as a retard prevention device, as 1/2 camp all game becomes useless. Pubbies still do it, but hey, what can you do? Assault is more hit and miss (Erlenberg, eurgh), but I still have it turned on because: 1) As @kolni notes, the mode is better for damage farming; and 2) it makes Karelia and Ghost Town, 2 meh maps normally, reliable damage farms nearly every game when you get it on Assault.
  24. 1 point
  25. 1 point
    Rexxie

    Unconventional WoT Opinions 3

    Everyone over 47% winrate does better in the 703 II than the defender, its clearly not a hard tank to play, but otherwise yeah, we're just talking about two busted tanks here. They both represent some of the most broken tanks in the game, it's just... the 703 is even more broken. I don't think anyone is trying to say the defender is bad, it just feels bad to play.
  26. 1 point
    hazzgar

    Unconventional WoT Opinions 3

    I get that Boring and Strong are 2 different things. I am a supporter of Ferdinand as a strong tank. All I'm saying it with high skill level Defender stops being so strong because you can't punch through as easily as you can with the 703. OP and OP in the hands of Unicums are 2 diffeerent things. Defender is op because a pubbie can do a lot of damage and not die since pubbies have trouble with dying when they try to do shit but all the tanks where unis win a lot are amazing at dealing damage and defendor isn't.
  27. 1 point
    STB-1 is quite the strong tank now, It just gets killed whenever there is an arty in the game, which is every game. If you can avoid arty, its an almost-chieftain in a lot of positions. Its absolutely insane how much you can do with it. My biggest gripe with the damn thing is that any SPG in the game means a 75% chance of getting penned if one goes for you. That includes the BC arty. I really really miss the APCR shell though. The 703 has no real downsides. Its more mobile than it has any right to be, the guns reload is not that long and its gun handling is fucking broken. It has Russian Bullshittium side armour (fucking 100mm AND black holes????), Chieftain sized cupolas and an insane gold shell. Back to the gun handling... IT HAS FUCKING 1/2 THE DISPERSION VALUES OF THE DEFENDER. THE FUCK?!? And the mobility is only slightly slower, which in this game, means its about the same because small corridor maps. The only reason its not really talked about is because lootbox tank and WG bringing OP prems is just an expectation now.
  28. 1 point
    If you want to play with the 128, just play the Maus.
  29. 1 point
    j_galt

    Equipment 2.0 Builds

    M18 with Improved Rotational Magic and Turbo is a blast from the past!
  30. 1 point
    j_galt

    Equipment 2.0 Builds

    Ooooh, must try!
  31. 1 point
    Deus__Ex__Machina

    Equipment 2.0 Builds

    so playing the borrasque with IRM is retarded the shit aim-time is basically negated by the fact that ur aim circle never increases in size unless you fire, it almost feels like it actually has the EBR 105's gun mounted on it.
  32. 1 point
    Rexxie

    The Current State of the T34

    Coming back to this in 2020, this tank is playable, even if underpowered compared to something like the Renegade. While the alpha isn't particularly special anymore, having TD level pen makes a big difference for slapping down new-era bullshit armor schemes clearly built around fucking over tanks with the usual 220 AP/260 APCR pen. I've found that it gets quite a lot out of IRM, given how slow and cumbersome both the turret and hull are. Unfortunate its a HT, so no firepower slot to put it in. Vstab is absolutely incredible, but Rammer, Vents, and IRM are all pretty interchangeable. I want to try out a Rammerless loadout, because I don't think the 140 DPM drop from going from unboosted Rammer -> boosted vents is going to make much of a difference, but who knows. Anyways its still a relaxing tank to play and makes unbeatable credits, whether you run it frugally or not.
  33. 1 point
    That is both disappointing and somewhat deceptive on WG's part. This makes IAU terrible in most cases, relegated to dedicated snipers. Even then, I'd probably prioritize other handling pieces, but I generally don't play snipers, so I wouldn't really know.
  34. 1 point
    echo9835

    Unconventional WoT Opinions 3

    That sums up so many of the problems with this game.
  35. 1 point
    kolni

    Unconventional WoT Opinions 3

    Yeah, I know and that's probably in line with the same time period with the big sponsors dropping the game in eSports if I'm not mistaken - not necessarily linked but that's the point where basically half of the best players everywhere just straight up quit the game when the game had no real future in pro gaming and didn't look back - at least it couldn't have been good for the forum is all I'm saying. What I meant is that with the ban there just wasn't anyone left that made a lot of well-written content left (the asshole couldn't delete his posts when he threw hissyfits so every guide was edited to some stupid GoT reference - so if WotLabs wanted to keep content the site needed rollbacks). I know Patient0, Kewei, more people and I kept that torch of making NEW (game concept content, not news.. the difference needs to be mentioned) content alive a bit more but the game was so figured out at this point and unlike Garbad that used WotLabs as a means to charge money in exchange for content compared to the official forums (part of why he was here) and that's not how anyone else made content (for free) during his stay - also to share his replays (that weren't even that good). He was a cancer that anyone that would take a look into his history (this requires complete ModCP access though and not many have that) knew that he really had to go. I never liked the guy, he was a complete idiot and many of his opinions were just wrong and when called on it he kept trying to live on past merits to make his points. X3N4 called him out on stuff like the CDC/110 where he was just a much, much better player that Garbad couldn't weasel out of being wrong and having to admit it and threw tantrums the size of Jupiter instead. Remember him claiming 110 being better than IS-3? That statement has literally never even been remotely close to true during the history of WoT. It was at least funny watching him whine about EU snipe server as a result and having X3N4 jump over to NA and literally clap Garbads stats by four digit numbers and 250 (he played NA West) ping while doing it. This has little to do with the thread - but it's a nice trip down memory lane so I thought I'd share it
  36. 1 point
    kolni

    Unconventional WoT Opinions 3

    Nah, I think it's a topic that's very divided in opinion - I liked every game that didn't pen(oneshot) me with arty better with how it was before, but if arty has it in for me (which it did, FAME tag and XVM before anonymizer) then the current way of arty is so much more better to survive/fight. It's not instadeath - I take 3-600 HP which sucks dick and they can do it more reliably, but at least I get a warning that the fucking shitter is aiming at me for next time - similar to why ammoracks from full HP and 183s really shit the bed in gameplay - because you don't get a chance to react and save it like this entire game fundamental approach to strategy is based on. (Gather info - make a move - take in new info - readjust to new situation) and this cycle just ends with oneshots instead of having some methodical explanation to dying. I had a Prokh game in shitbarn before it got nerfed without arty, I played mid and had oneshot 5 tanks with 5 shells within the first second they were spotted and that's exactly what I mean. (That Tortoise driving up the hill getting lit for a second has his game ended, was the same for 4 other people on their team) - the shitty thing is that doing this to people feels fucking fun but the opposing end really hates it.
  37. 1 point
    Oh EGLD is certainly better than anything if you sit and aim down on large bloom/long aim time tanks, but given that EGLD stops working the moment you adjust turret aim or move a bit, and that your calculations are predicated on fully aiming down (which many of us rarely do!), in practice, EGLD suffers. In practice, a lot of T49 shots are drive-by pens, circling and getting behind and derping someone's rear, with the occasional half aimed shot where you can sit with locked tracks and turret for a full aimdown. In most practical scenarios, having the slightly tighter circle from the IVS/IRM combo is better. No doubt there are those whose playstyle favors the GLD setup -- and some have immense success with it, such as Muscles1 (who runs a fully gun-centric setup). For someone like myself who found it hard to hit shots and found few opportunities to get a full aim down, the IRM+IVS combination has made a significant improvement to my T49 comfort. What I find intriguing in your math is the IAU>IRM argument. If your math is correct, for snapshots the IAU+IVS combo is superior to the IRM+IVS combo?
  38. 1 point
    Tupinambis

    Equipment 2.0 Builds

    I've been finding that the "your engine has shitloads more health and won't catch on fire" equipment goes really well with the "10% more engine power but it damages your engine" consumable, since you have so much spare engine health and the equipment completely obviates any need for a fire extinguisher. ALSO: Completely loading up superheavies like the Maus and Type 5 with all of the survivability slots [spall liner, hardening, improved configuration or whatever its called] is frigging hilarious on these machines. Almost never lose crew or internal modules. Repairs tracks faster than any non-autoloader can take them out. High tier arty does considerably less stunning in addition to less damage, etc.
  39. 1 point
    GehakteMolen

    Unconventional WoT Opinions 3

    ISU-152 has been in the game since forever (like, literally) Speaking of unconventional opinion: Damage farming / trying to get as much damage (also for wn8 and meoe) has made the overal game expierence worse for anyone. Unicums camp in the back instead of lead from the front, in the past winratio was everything, dmg didnt matter, that is all long gone Joe avg sees the purple camp in the back farm dmg, and starts to copy this Streamers play passive, and try to get damage, again, joe avg sees this and copies this Playing for dmg is even more frustrating as playing for the win. Damage farming promotes bad gameplay, helped turning the game in a campfest and is in the end a stupid way to play, if WG had made raw exp as stats available, we would never had this dmg epeening, but instead exp / win% whoring (which are both far better) ps: and those who say you can pad winrate so easy, show me those 75% winratios, guess what, 99.99% of the wot player base never could and never will be able to do so, not consistend over thousands of games, the arty of winning is lost and will never come back... (see this topic the most epic winratio farm of ever, 95%. i contributed with T69 and KV4 http://forum.worldoftanks.eu/index.php?/topic/265837-first-100-battles-with-is3-in-random-matches/
  40. 1 point
    Bavor

    Unconventional WoT Opinions 3

    The recent changes to the Tiger I were a nerf, not a buff.
  41. 1 point
    kolni

    [FREE] Replay Reviews - 3 Games per Player

    @ZXrage streamlabs keeps bugging out and no matter my onboard volume on music (media player at 2% and tanks at 5% of volume and this still happens) it refuses to go down so it's a bit louder than i wanted but you should be able to hear me loud and clear at least, hope you don't mind trance music and loud as fuck gun shots
  42. 1 point
    AGAGAHAHAHHAHKSF TGHAT FUCKING CHINA 122 HEAT SHELL SPEED NERF 64) M/S I AM WZ-ING Good to see the 121 further solidifying its place as the best russian medium though. (430u is disowned) Having the turbo on it is already mad fun on so being able to bully people at 62 km/h is extra spicy.
  43. 1 point
    So in some ways they made it easier to get it. Still think it should have remained in-tree though, and they could have made some of the Objects collector vehicles instead of the actually mass produced historical tank.
  44. 1 point
    This is a topic of some debate and some personal preference. Improved VS is uncontested. Then either improved optics or improved vents. The third slot can either get optics, improved rotation, or commander’s vision system. @CraBeatOff runs iVents/IVS and rotates the third slot based on platoon (one vision centered tank and one handling centered). I can’t shoot as well so I run rotation/IVS for max gun handling buff with iOptics for the phat scouting. I thought about iVents for even better gun handling but the VR loss was too much.
  45. 1 point
    One I've seen used a few times on Ensk and is absolutely infuriating to fight against: Doublebush spot with a perfect firing lane and just enough space that both bushes keep you virtually invisible while firing. Insanely easy to blindfire so this'll only get you a few cheeky shots against good players, but its one of the best ways to work the town as a TD. Picked up 3k damage unlit here, then transitioned into a clean 6k.
  46. 1 point
    Jesse_the_Scout

    Equipment 2.0 Builds

    Spending a lot of time looking at this on the test server, I'm going to be using this as a mobility revolution. Turbocharger, grousers, and improved rotation have the potential to vastly improve speed and agility on lots of tanks that need it. It's hard to measure the overall impact since everything is getting buffed, but I feel like the biggest winners will be light tanks and TDs. Light tanks got a lot of new options to mess with, and the improved camo value equipment alone is a big deal which will make the scouting role more viable. TDs just got a minor buff across the board from the improved rotation, it's as good as vert but aids them in their biggest weakness of turn speed (and turret speed for some). Lot of advantages to the new system. You can fix many unplayable tanks by compensating for their weaknesses, there are a lot of new options to experiment with, the tier scaling in both cost and choice is a badly overdue change, and there's a lot more variety and choices than before. You could equip a Hellcat to be a dedicated traditional sniper, a mid range opportunist, or a full-on GOTTAGOFAST yolo idiot. I really like that ability to customize. Downsides... this might make the game even faster since a lot of vehicles are going to be more maneuverable, tracking will be harder, etc. Arty gets a new, very good equipment choice, which sucks. Pubbies may be even more pants-on-head unpredictable because their equipment choices can vary so much... buuuut they're still pubbies, which means they'll gravitate toward the same dumb shit they always do, just as every dingbat has a derp gun on every tank that can use one. I still expect to see some camo net heavies because "they wont see me when i snek up beech". Overall, while the main forum was bitching non-stop about it, I think this will be one of the best improvements WG has made to the game in years.
  47. 1 point
  48. 1 point
    Rexxie

    Unconventional WoT Opinions

    The server reticule is delayed by ping - it's telling you where your reticule was the last time it asked the server. This means that it's always lagging behind where it currently is on the server. The client reticule, on the other hand, is slightly ahead of where it currently is on the server. The reason why being ahead is much better than being behind is that, if you're using the client reticule, by the time you've made the mental decision that you want to fire and then made the physical action of pushing down the mouse button, it's likely the server and client reticule have caught up to one another. If you're using the server reticule, things aren't so natural. You have to train yourself to click before you actually want to. If you click when you normally would (i.e when the server reticule is where it needs to be), you're actually delaying your actions. The best play is to use both reticules (servercross) and then mentally interpolate where the actual reticule is (given constant ping, halfway between the two visible reticules), but I don't think many people have actually trained themselves to do that. Most servercross users use the mod so they can see where the reticule should be at the same time as seeing where it actually is on the server. They aren't actually using it to interpolate the actual reticule's position. And rightfully so - it's hard to train yourself to do that! But, to wrap things up, while the server reticule does stop shit like random shots flying out of the side of your turret, it also doesn't really work as well as the client reticule. The client reticule is more accurate if you do what humans normally do (i.e process that you want to click before clicking), while the server reticule is more accurate if you've trained yourself to click before you actually want to click. I, and most other people, are far more comfortable using the reticule that doesn't require special mental guesswork to work correctly. Plus its not ugly as sin Yea, I used it for quite a while until I realized it was actually making me play worse a week or so ago.
  49. 1 point
    Marduk

    Unconventional WoT Opinions

    Its the ONLY reference point. Its not "The Metric for differentiating Purple players from each other" its the metric for "Differentiating WOT players from each other". Get over the fact that it really doesn't apply much to the people on the this forum (except to point out that Kraft is probably as better player than I am)
  50. 1 point
    bjshnog

    Unconventional WoT Opinions

    Allow me to inform you that "cancer" does not refer to the biological condition (disease). cancer /ˈkansə/ - an evil or destructive practice or phenomenon that is hard to contain or eradicate So, when I call arty cancer, I am going by the actual definition of cancer. It isn't an insult, nor is it making fun of arty players. Arty just is cancer. So, in turn, I don't like that people keep attributing "cancer" to the disease when it does not refer to the disease.
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