Jump to content


Popular Content

Showing content with the highest reputation since 06/12/2020 in all areas

  1. 21 points
    Alright, so since I've been a part of WoTLabs for so long I thought I'd share my story on how I got here. About WoT, going pro, being the best and the wonderful and not so great times I've had because of it. This is just a personal story, for some it can be entirely pointless but some people might enjoy it. (This is purely my experiences that made me the player I am today,, so if you're not interested in that type of thing this probably isn't for you.) Let's start off at the very beginning. I was 12 or 13, my uncle introduced me to this game. After an hour of playing or so I got kind of hooked, but as I was kind of underdeveloped in some areas at the time I started focusing on very different things than what my reasoning now will never see. I got a code with a T2 Light Tank, and it made money! Great, I could spam the OP round day in day out and earn credits along the way. T18 was also a stupidly strong tier 2 so I kept myself to playing those two. I liked being in charge, dictating the game. 2K games later (yes you heard that right) I got bored of the T2 gameplay, and decided to try something a little higher tier. I made my first forum post on the official forums frustrated about players rolling me over, and I was lucky enough to have Poltto (old EU Legend) answer me there. He gave me some great advice on how to think about the game that I still carry with me. Being sure and confident in your ability aids you just as much as perfect mechanics will. That belief had some sort of value. I am diagnosed with autism, so I found this very soothing. Then I looked at Poltto's stats and was amazed. How in the actual fuck? At the time I had just gotten my first tier 9 (M46 Patton) with about half his outputs in everything. I got curious about player skill, something I hadn't really considered as games weren't competition to me. Now they were. It felt like I had figured it out, getting to enjoy the satisfaction of improvement. I started off by watching various streamers (not RU streamers though as their meta lets them get away with way too much stupid shit) to both find openings and rotations mostly, I always liked low armoured assassin champions. I picked up Shaco in League and climbed pretty high in the first season, getting into the real mindset of the drive you need to actually improve to the point you want. Taking this process into WoT wasn’t really difficult, it almost came naturally. Fast forward about 6 months: I found WN8 and WoTLabs from two OM guys that just crushed my entire team and frustrated as I was, flamed in all chat. They told me to look up WotLabs and the Elitist+Stronk Pluton channels in game to meet some stronger players.. I looked at it, and the metric seemed pretty good. I thought... is this what people use to measure their strength in? Probably not. I saw myself on that ladder, very far down. I played ranked solo queue in League where people try harder, so I improve. II had the same feeling for tanks, I needed to go up the tiers. Once I felt improvement, I couldn't stop. That was it. The urge, and while I had a career in music production right off the bat in high school.. This was what I really wanted to do.. I started looking into the numbers, who the great players were; emu87, zzlzxzzlzx, espanol and unknwn comes to mind. You are not there yet, but you can be if you improve is what I told myself.. At this point I had about 2 years of playtime, not doing anything else but s3alclubbing in game every game I played since higher tiers were going so poorly. 1 year later I decided to move up the tier trees again for another try. I wanted to become good at the game. It felt like a good challenge, and I like a good challenge. I also started platooning with some better players, Draz_H from S3AL in particular had a 6K game in his Type 59 on Kharkov the very first game we played together so I was just blown away. He offered to give me some pointers and explained that preserving HP and a good opening is normally enough to have a good game. The trick to this according to him was reading the line up according to the map state. I never really figured this concept out until then. Time to find more information to build my gameplay upon. (Now about at 1500-1600 WN8) Here comes the next contender: Hellcat (pre-nerf). I watched EJ play it in an interesting way I’d never seen before.. Concepts like vision and kiting were easier to put together as parts of the game's inner workings while watching someone else. I was 1500 WN8 56%WR at the time (s3alclubbing buffed my WR, as I said.). of this happening.. I grew something inside of me, I wanted to improve. And today, that desire still hasn’t gone away, It’s fueled much, but also caused much frustration along the way. I was learning now, reviewing my own retardation in replays for months to get a better sense of right and wrong and I finally felt some clarity. A long and dark path, probably lonely too. Perfect for me. I am going to be the best at this video game. Period. I decided this in high school. Hellcat spamming was a great teaching tool for understanding vision that I still appreciate today, even if I refuse to play anything below tier 9. My high school years were spent producing beats and sampling old disco songs into EDM, honestly a very simple thing to do if music theory is something you master. I was really going my own way and already carving it out before adulthood. However, this game. World of Tanks… Something about it made me always want to play.. Eventually I started playing over composing in my free time instead of balancing the two. Seeing one’s work come to life is something truly special - but WoT filled another void within me that I honestly liked better. I had fun, was confident and started to make sense of it all. Streams like EJs and advice from the many players on here (X3N4, _KT, Patient0, Poltto, Kewei + plenty of other of you) really helped me grasp the more difficult parts of the game and as such, I started improving rapidly. My period as Unicum before Super Unicum was the shortest between the cutoffs on the spectrum, and I really started liking the game. I played well, got into some stronger clans at the time (KITTY and S3AL) where I could regularly play with players of the same caliber and continue evolving. Then WoT introduced Marks of Excellence. I was still on a shitty MacBook Pro using a Wine wrapper that couldn’t load 4 maps at all and crashed every 3rd game, but I managed to 3mark the E 50. That was a very big milestone for me, but I felt that my PC really kept holding me back. My parents were nice enough to support me in gaming as my diagnoses hadn’t been discovered yet (although they were most definitely there and parents were aware) and that doing something I simply genuinely enjoy might be worth spending some money on. My parents were musicians growing up so they always supported that path. Gaming was new and something my mom especially had trouble seeing as anything more than a time-sink until I got good and showed her my Paypal after 2 months of non-stop boosting later on .I’m jumping forward in time here but I don’t think family stuff has a place here, but I’ll at least say that this was eventually resolved. I got a decent PC, a GTX 970 which was brand new at the time and other fairly solid components making the game suddenly run very smoothly on high quality. It took me a few days but past that? What an improvement. I went from barely being able to mark the “easy” marks to doing moderately hard ones in 75 games or less. The jump in DPG went from scratching the 2K region to reliably hitting the 2500-2800s in tier 8s. I felt ready to move up to tier 10 and get good there now. I spent most of my time with tier 8 as it was so much easier, and I liked marking premium tanks for their income during the challenge. I was never much for skirmishes until I actually joined S3AL a while later. During this time I had just left KITTY to join WaterWar’s clan LAVA and this is probably where I had the most personal growth as a player, KITTY’s Commander (GetLucky) was also swedish and liked playing with me a lot, as he was a 4k player and I was hovering at 3k wn8, I paid a lot of attention to his play. He played very passively to my surprise but eventually explained that patience tends to lead to better decisions as long as you don’t take too long. In LAVA I started playing Ranked TBs and skirmishes as they were so good for credits, and I also got the hang of organized play. Randoms were still the thing I enjoyed most until I joined S3AL after LAVA died and we were doing T6 fastbois. So much banter, soundboards and genuine fun on the TS that included a social aspect of the game I didn’t really experience until very late in my career. I found it fun, but randoms were still my jam. We had tons of fun with T-22 memery, tons of top clans coming together to.. Uh… complete missions, and all that stuff. At this point in time I was very much a platoon player, me and Constie (remember him?) pretty much played everything together. but 3 man platoons always felt like cheating to me. As I was now drowning in credits, I could finally buy and play tier 10s without issues. I really liked the BatChat, and spammed it until I 3marked it (1700 games.. lol) until I moved to the next. I realised that mostly what I was searching for was a challenge, more particularly one that fell in line with something I’d taken interest in. The 3MoE hunting ensued. After having done one tier 10, I believed I could do them all. That’s what I set my goal as, the DPG hunt got pushed aside in favour of marks. I think this would be late 2016, as I started topping DPG charts on tier 8s and finally hit the 7k combined recent/overall cutoff FAME had to get into the clan. I asked X3N4 and he sent me an invite. I felt like I made it first time I joined FAME, best clan in the world so I am one of the best players. It wasn’t until here I discovered ESL and found that super interesting. After a few months in FAME I got a Whatsapp message from Knäckebröd asking me to try-out for their team mid-season as genghiswolves had been accepted to his uni and couldn’t play anymore. Placing wasn’t great either as they were already so behind that we couldn’t get back into the league despite having a positive record past my joining. In this environment I was still pretty new, everyone was a better player than I was used to so the tricks to beating bad ones didn’t work since they wouldn’t fall for them. Cohesive gameplay and real time strategy became the big thing to focus on as flawless mechanics should be a no-brainer here. Boosting became a thing and I really went in for it to provide some extra value to my team, we were 8 and 7 people could play so as the new guy I’d have to fight for my spot if I didn’t do well. Luckily I never had to. But the boosting (climbing) times, me, Xaneleon and Failware (all on Knäckebröd, now Xane works for WG and Failware is considered FAME 1st team and one of the best players in the world in organised play) we all spent 20+ hours on Steppes and Mines to figure out new stuff for strats for the map. I really liked FAME. The motto of “it’s not personal, you’re out if you don’t have what it takes.” really groomed me. I wound meeting some of them in Katowice during the -16 EU playoffs, had a great time and I think there’s still some legendary clips from Dakis stream from when we were there. I graduated high school around this time, and started boosting on my free time. WGL training + boosting was basically what I spent my day on, earning enough to get by and fund my music stuff (studio time isn’t cheap) and we set our eyes on playoffs in KB that’d mean a decent piece of prize money. We trained 3 times a week, sometimes against EU or RU teams in 3 hour blocks of perfecting strats, after they had their turn trying their strat - we had ours. Sometimes the team would want us to adjust strats to counter to see if we could beat it and sometimes they just wanted a standard defense to fight against so in general the training varied heavily from team to team. The russian teams always went full yolo every single game no matter what so you barely gained anything from the games if you didn’t just crush them in fighting them before they started applying any sort of strategy, funnily enough the EU silver league was MUCH better training partners than the russian ones, even some RU WGL teams were a complete mess to talk and organize with. We weren’t a top team even if KB placed 5th the season before so we mostly got practice times with EU teams and silver RU/EU teams as the top EU teams trained vs eachother and russian top teams most of the time. As I joined, the relegation was already dangling over our heads so I could pretty much play without pressure. I really liked the 7v7 7/68, the attack defense + boosts made it all about strategy and very little about RNG as the better team actually won most of the time compared to randoms. My very first ESL game was against KAZNA, the #2 team considered by pretty much everyone as DiNG was stomping most teams. I played out of my mind, and we were up 4-2. Sadly they were prepared for our Ghost Town strats (4th map) and we found ourselves in a tiebreaker, here the stakes were insane. We were expected to lose this match and even had a W/L route planned to remain in the WGL if we did and we went in kinda uncoordinated as I had only been practicing the game-mode for a week and was pretty fresh. If we won this match we would surpass The Lucky Bunch, putting us outside the relegation risk zone. KAZNA sadly had a better Cliff strat than we did and won the game 4-5. As my first WGL game, the comeback really made a dent in my confidence. After that loss, the team sort of lost its charisma and the rest of the season was depressing. After the relegation there was a major league in between silver and WGL where we played, but most players moved on after KB got relegated. I focused on streaming after this point. 3MoE hunting was my jam, and I was getting good at it. Aim_Drol eventually released a spreadsheet of the top 100 markers on the servers and I found myself on the top 10. I decided to mark every tier 10. That was my goal. So I did. It was a long grind, the STB-1 especially almost broke me. Once I had hit that, I felt completed. What now? I was already good at the game, with Daki and Jostra shaping me competitively and much of the WGL training made me a much more consistent player. However, I didn’t really know what to do. Quit playing? I have completed what I set out to, but I’m too good at this to quit. Then I remembered; I want to be the best. I looked at my service record and saw the demise that the play4fun me caused before I started taking the game seriously - so I sent a ticket in and resetted the account. I got to keep all rewards so I had a 260, 907, T-55A and all my premiums along with enough 907 ammo/consumables for 1K games. Account was resetted, and I wanted to wait for the right time to start playing randoms on it. I grinded regular TBs and Skirmishes to get a good enough crew for the 907 in randoms. I had already marked it twice before so I wasn’t too worried, but I need at least 3-4+ skill crew if I want to challenge the top DPG players. On this account, every game mattered. I could not autopilot or not take it seriously, so I invested very heavily into performing. I was streaming most of this and it grew a bit, and the 907 grind was kinda funny. Reserves or FL didn’t exist then so you had to actually grind the crew you wanted from scratch, otherwise I had to complete the first set of Stug missions to get a female crew - which would require playing random battles. I wound up starting my 907 grind with a 100% crew at 80% on BiA in randoms once the reserves came as 50 games let me hit 3 skills if I used x5s and boosters right. Still, the first 150 games got me to 94% on the mark. I thought to myself that hmm.. Maybe it’s just really OP? But then I had 1k games straight of bullshit where I fluctuated between 80-90 and just couldn’t get a good enough streak of games to complete it. But I wouldn’t give up. I was the number one 907 player on Hall of Fame 4 months in a row, without the third mark completed. That really frustrated me. I was the fucking best player of the tank, how can I not get it? The mark req was at it’s peak (6600) and I was playing out of my mind. There were like 2 players on the server at the time with a higher DPG and they didn’t have anywhere near the battle count (100 vs 1K) so I couldn’t fathom how I couldn’t get it. I decided to put it off after hitting 1k games and started playing other stuff and really saw how much that I’ve improved. I had gone from a typical 3k 50B player to topping the DPG chart with zero time on it in between, and the same applied for many other tanks. Tier 10s were getting marked before 100 games. I was really peaking. At least I thought so. Carbon was basically the only guy who reliably beat my DPGs at this time and as Luna (not Wotlabs Luna) knows Carbon, and me being in the same clan as Luna both in S3AL and FAME, I got some advice and replays to learn from. I inspected them very closely and learned a lot. Carbon’s greatest strength that I gathered from his replays was that he always knew what was going to happen and positioned in time, in every tank. Timing and gameflow became something I inspected more closely and I really developed in consistency even if my median game went down slightly, my average went up because of the insane carries coming more consistently once I had Carbon’s mindset down - coupled with my own. This is also when I started boosting a lot. I had been boosting 2016-2018 and faired well, but when I really competed for the top is when I got a lot of offers. I made a living out of boosting after having rerolled, some stream donations and the boosting money was enough to pay for the crucial stuff. I didn’t mind gaming all day, I still liked the game. I still do. This meant that I drifted away from music, lost touch with a lot of my friends in the business as I dove into gaming. I wanted to be number 1. This account was a fresh start and I was going to make sure of it. At 5K games it would show up on the leaderboard, so I needed a 5500WN8 overall to take the spot. I didn’t want to cheat my way there by abusing light tanks, or cheat WN8 by the tier average bug so I went straight for the tier 10 DPG tryharding again. I watched some movie, can’t remember which (sorry), as I was trying to fall asleep but couldn’t. The day before was awful as I had gone from 93 to 82 on the 907 mark. Something there just really inspired me. I went for a walk at 4:30 in the morning for about an hour and then just got to it. I decided that this is it. I’m completing this right now. I turned on the stream, feeling torn if I should stream it (I always play like 5-10% worse on stream, never been able to shake it) or just grind without viewers over my shoulder. I decided to stream it, and my god if that wasn’t the best session I ever had. 7,2k average combined across 25 games. The most tilting thing happened though, as the game that shaved off before apparently was a big one meaning I had to do 7.8k to get mark from a 94.95 across the finish line. This was the third time I had the mark in the 94,9X range, and I wasn’t going to choke this time around. Incoming triple arty full tier 10 Karelia. I was so tilted as it’s one of the worst maps to get the REALLY high results on even if it’s decent at getting adequate ones - especially the three arties. Luckily the enemy team just runs into my gun and my team doesn’t do much but take damage for me. The mark mod told me I was across the finish line, at 8AM I could finally let this challenge go. The rest of the game I played out perfectly with the pressure gone, wound up turning it into a 95,7 percentage once the mark actually completed. With it, I also went over 5K games and finally took first place on the WoTLabs WN8 leaderboard as the only 6K WN8 player on any server at the time. This was also during the time I boosted 3MoEs for days on end, getting into it eventually lead me to just watching movies on a second monitor and autocompleting everything non-tier 10. The last thing I did was join Majstoras silver team FAME 7x7 where we literally crushed everyone and still stomped WGL teams in the qualifier - but as Majstora (our FC and a WoT mastermind) was moving to England with his brother Maresca (also on our team) our team started falling apart. We still had the WGL slot, and some players decided to stay and formed a new team, Savage Squad. I decided to leave because without Majstora I didn’t think we would compete with the top teams. We were scrimming them and going evenly, but doing some trainings without voicecoms (training personal decision making - it’s a trick to make players better on initiative so the FC has to micromanage them less and can focus more on big picture) Now I felt burned out, that grind really took a while and our effort into the ESL kinda was the last I had in me. 6month hiatus ensued where I got back into music again as it’s a hobby I felt I had neglected for so long. I quit boosting too so I could distance myself from the game. Coming back to WoT casually afterwards, the game changed a lot. Maps were remodeled much to my dismay and so many gimmicky things made the game harder to play. Coming back I definitely felt washed. Playing on cygaN_’s account as I didn’t have my own, a great polish friend of mine from S3AL. I also used User’s account for some challenges, like the ISU-130 (also almost broke me) and the T-44-122 to complete some of the rarer marks in the game that I wouldn’t have access to otherwise. After that, cygaN_ gave me an account from a great friend to play on. Wujaszek, an account that had ground out everything, 500mil credits and about as much invested into consumables. He said that he was done with randoms and that I was free to use the acc as I wanted as long as I just don’t log in when he’s online playing FL or skrims (having to check the clan website page before logging basically). I was really happy he’d just give me the freedom to use his acc for whatever I wanted. I missed out on all the ranked stuff but he didn’t, so I had 4 full sets of improved equipment I could put on. I also had every tank in the game available outside of the low tier premiums, and nothing was 3marked. This felt like a really nice time-sink, but the game changed so much that I had to relearn much of what I already knew. Tempo sped up a lot and lights were figuring out better bushes and I had to adjust. For very long I wasn’t anything special, I could still 3mark any tier 10 with ease but the reward tanks kept giving me trouble. 121B wasn’t more than 100 games to do after the buff, but the rest took a while. It was my first M60 attempt and while I had the M48 playstyle down the mobility really changed the way to play the tank. 800 games later I took it and wound up really liking the M60. High mobility, high pen and a strong gun felt like the perfect combination to me. I wanted to repay him for letting me use his account, but as I’m marking pretty much everything I play - he considers that enjoyment enough since he can only play on weekends anyway. Great guy, we can’t communicate very well as he’s polish and can’t speak english but nevertheless he is one of my best internet friends anyway. This meant I had to change the way I played the game, from a more aggressive approach to map control to a mistake-capitalising once. Surprisingly this came very naturally, and once able to combine the two I really started having pop-off sessions like never before. 4K+ing tier 9s, nearing 4500. At this point I kept feeling burnouts after 2-3 weeks of playing the game, realising the fun only lasted for a week or two. So I modeled my gameplay after this. I decided to play casually, but well. Plenty of breaks in between, playing mostly once every other week if at all but I was still able to showcase some good gameplay. I started the engineering programme at uni at this time, so now I had studies, WoT and music to juggle. WoT just fell short of the other two at this point my life, so I barely played at all during 2019. Studies came first and music was finally going well again, started doing live shows (DJing) and having fun without gaming. WoT slipped further and further away. Whenever I wanted to waste time, League was my choice of game - or I’d go back and speedrun Mirror’s Edge (still top 20 on two maps xD) rather than having to learn the changes of WoT. But every now and then, I pick WoT back up - generally for a challenge to see if I still got it. This is how I play the game now. I spam games under a short time period and put it off afterwards, it works for me but I’ll definitely admit that playing WoT is freshware, you need regular exposure or you’ll drop in skill. I like WoT now. Wheelies and arty can still suck a dick but I am having fun playing this way, trying hard enough I am definitely able to keep up, but there are no stakes - I have other things I should be doing if WoT goes poorly, so I can quit without anger and move on to the next thing right away. I managed to 3mark the Chieftain which was the last very, very hard reward to do for me. I enjoyed the grind, even though it was 300 games long between 85-90 until the 90-95 happened right away with perfect maps and not a single game drop. Past that I also felt it left some void, DPGs on this account doesn't matter because these tanks have all been played by someone before me so it’s not something to shoot for, but I think that’s a good thing. No pressure. I can play the game, have fun and not care if things don’t work out. I am very willing to admit that I am washed up from my prime (I’m a 4800 player now, not a 6k player) and recent CWs with FAME have shown that I really got more to learn. I missed Daki flaming me in some weird way so feels good to be back in something recognisable. 3 weeks ago however I broke my hand, initially it looked very very bad. Right hand too so no mouse use. This also meant I’d miss the campaign which I only joined because there’s just so few things to do in Sweden during COVID that I found it to be something I might enjoy. I missed the FAME guys anyway after meeting them in Katowice. (70% of the WGLEU was FAME, and all playoffs teams had at least majority FAME players + one or two russians so it really was just like meeting the best players of the best clan). Most of them are really nice, Barry and Skarium especially were super fun to meet and hang out with. We did a smaller S3AL meetup in CPH a while back too, but it quickly turned into a who can beat Fosco in a drinking contest that the weekend is a bit of a blur Luckily my hand is healing well, I played again yesterday and with a brace I can use a mouse to about 90% accuracy which is enough for WoT. Also had my first tier 9 10k game, super rusty.. Oh the irony. Now I just play to perform, and when I don’t.. I just quit. I feel like I’ve escaped the clutches of this game's addictive lure. I’m really happy I can still perform, and I’ll keep trying until that’s no longer an option I think. But now I am in charge, not the game. There is no “go next” after dying early, that is an ALT F4 and I can leave WoT behind without dwelling on it. This may just be pointless rambling, but I thought I’d write it up. As I said, there is absolutely zero gameplay advice here, simply my story on how I got to where I am right now. I’m still not peaking I believe, as I’m reaching higher highs than when I literally played this game for a living well over a year tryharding my ass off. Development really is a fickle thing and I really do think peace of mind and critical thinking is a bigger part of improvement at the top than anything else. I’m going to end this on a more sombre note. I was genuinely addicted to WoT. I never got help, but I valued games over things like sleep, food and socialising. That was a big mistake I made, and the one bit of advice I’ll give in this thread is to not let the game take you over. Yeah, you will likely be great if WoT is all you ever think about - but then the game is really just playing you. Improvement is slow but concentrating it into shorter timeframes really doesn’t do you any favours. Taking things from past games is what helps you improve, and a replay review will give at least 10x the information than just “going next” will in that game. Today I like WoT, I have fun playing on my own terms and I can look back on my WoT days as something I enjoyed. There’s no hatred, but the game really didn’t do me any favours outside of the game. I have many regrets and going down this path is honestly one of them, even if I achieved what I wanted in the game I think pursuing other goals outside of it would have made me happier. I’ve accepted this though and it’s not bothering me. I don’t know where I would be without WoT though, it really ignited the grinding and improvement spark that I think can be well put to use if you find something interesting enough to keep it alive. I haven’t found that IRL yet, but I’m gonna keep looking. It also showed me how an elitist attitude necessarily isn’t a bad thing, and that competition means making hard decisions and having a strong mental. There are definitely things I can take with me to help me in other areas. The strive for being the best, actually getting there and feeling the relief of completion is honestly astounding. When that endless drive is fueling you, why pump the brakes? Take your shot. I’m conflicted about what happened when I did mine, but talent/hard work pays off if you lean into it so I think it’s a good idea to shoot your shot when you finally see an opening. I'm especially thankful for knowing that I am able to power through no matter how bad things feel, the 907 really had me in shambles but sheer will is enough to set things straight sometimes.
  2. 10 points
    My first tier 10 3 mark. I know, pretty shit, but i've had a mental block for years - thanks to the community here for all the tips, and in particular to @kolni for his great feedback and analysis.
  3. 8 points
    Finally did a thing, broke the 10k damage barrier. Almost 11k but adrenaline
  4. 6 points

    EBR nerfs

    IMO if they made the wheels part of the hull hitbox and they took HP damage when hit in the wheels, the tank would be almost balanced. I actually agree with that. Mine has ~450 VR, that's too high for something that does 95kph with more reliable damage blocking ability than the E100, not to mention how it spits in the face of the laws of physics when it turns.
  5. 5 points

    Rex & Ziddy's CoC - A Lewd New Years

    First time playing since 2018! Mostly pleasant! I'm really impressed at how much better the new/free player experience is. There's still a lot I can complain about and some things are obviously worse than when I left, but I'm having fun playing with a new player, which is a first for me. Oh I'm a girl now. I cant see my health bar when my tits are covering the screen, so I always just assume it's infinite and yolo in on every tank I play. It doesn't work. I don't care.
  6. 4 points
    First 3 mark! (that I actually tried for) I'm really thankful to the WoTLabs community for giving me the resources to improve myself, especially @kolni for his statement of trying for 'non-losing' gameplay, which helped me get my mindset into staying alive ^^
  7. 3 points

    sr360's Non-potato games

    The Skoda T40. Such a meh tank; and a fantastic Char Futur 4 game, and one of the incredibly rare occasions where I get to carry @CraBeatOff and @1stTanks
  8. 3 points

    LMFAO WG random player names

    LMFAO WG random player names
  9. 3 points

    Unwanted camera shenanigans....

    Hold RMB while pressing Shift to prevent the re-aim This happens when you aim at terrain that is poorly modeled (near corners usually) and zooming out makes it spaz out, turrets with guns mounted elsewhere than dead center get this much more often
  10. 2 points
    I have an EU account, could grind out the PTA+Free EXP if you'd like
  11. 2 points
    lol http://wotreplays.eu/site/5453974#prokhorovka-yung_xd-leopard_prototyp_a free real estate
  12. 2 points

    Hello Everyone

    I have been playing WoTs for years and knew all about the Stats portion of WOT Labs but not the forum. I love the resources that a forum provides for hobbies and things like that. Unfortunately I found very little legitimate, constructive conversation at the official forums. I was so relieved when I saw this. Thanks everyone for having me.
  13. 2 points
    Finally broke purple WN8 recent yea WN8 is dead and my WR is still behind but im happy to reach a milestone
  14. 2 points

    Light tanks on Berlin

    Tried this bushes now several times. And they work great on both sides. Unless you have some mad EBRs running around. K line there are also some trees you can knock over and sit in it. Nice passive spots, but very risky as you sit in the open and it usually hurts when you get spotted.
  15. 2 points
    pretty okay considering i did it aiming with my left hand
  16. 2 points

    EBR nerfs

    Yea well that's my view really, I hate the bastard thing so much I'm just happy to see the nerf bat hitting it. At this point I don't really care what they do to it, just so long as it gets a good beating with the bat. It has completely broken the other LT gameplay entirely.
  17. 2 points

    EBR nerfs

    Nah I legit think the EBRs are more broken than arty, and Id legit remove both them and the STRVs before I removed arty if I was running it
  18. 2 points
    Interesting tiers. I think all tanks should be ranked as is - i.e. if you fire 100% gold that's fine, rank it with no asterisk. Even with that, i'd rank like this (order of priority on each tier being indicative that it is better): S - Pta, Standard B, Kmp 50t* (not played), 430, Type 61 A - E 50, T-55A, Char, Skoda T50, Udes 16* (not played) B - M46, T-54 C - Cent 7/1, Amx 30 D - BC AP* (not played), 430v2 The list is based on damage farming capability, which is similar to carrying but slightly different (damage farming does not always = carrying, but there is a strong correlation). Reasons for rankings: Tier 9 meds are a sweet spot as the best have tier 10 guns with very little drawbacks. It's why the Type 61 is S tier - it has insane DPM and muder-HEAT ammo. It has 5k DPM potential for the best players. Any gun that doesn't have 330ish prem pen can't be in S tier, hence the E-50 falling down. Platform is still important, and tier 9 also works really well for flat track bullies. I included the 430 in S tier for this reason - in a tier 10 game, I would pick other tanks in lesser tiers over it, but all in all I think it belongs there. I don't rate the T-55A that much. I want to like it, but the shitty hull armour and no gun dep and shitty standard pen makes it feel like either a shit 430 or a shit Kmp 50t. Either way, it isn't up there in S tier. There are a few tanks i've not played and the opinion is based on playing against them/watching other people play them. Also, some I played years ago (Amx 30, Cent, 430v2), so maybe I'm wrong.
  19. 2 points
    Finally 3 marked the tank that trolled me so damn hard. Leo you low roll machine. I love u even if u hate me
  20. 1 point
    I honestly felt like the T5 was kind overpowered? Super fast, really useful turret armor and a pretty meaty gun for the tier. Great pen with APCR too, 175 will work on basically anything you're gunna fight. Felt like I could always get my gun on target. The T6 though, wow. It might be the worst tank in the game. Some of the bottom-feeding T6 TDs might give it a run for its money just because it has a turret, but I don't know. Moves like a churchill, one of the worst 220-250 alpha guns in the game, poorly armored, low HP, anemic view range. Almost everything that could go wrong on this tank has gone wrong. It's a T5, and if WG wants to shoehorn it into T6 without changing its role it needs to have TOG levels of HP. Obviously looking forward to the T7, I'll probably run the T6 for a doubles for a couple days and free xp the rest. edit: oh thank god i have a fuckton of polish blueprints
  21. 1 point
    This review is originally done for official forums and Reddit. While Wotlabs community is sadly dying, I am still loyal to this place, especially considering that my reviews and their formats originated from here . So I'll bring you the review here, as well. I copy pasted it from forums with some minor changes, so if the format seems crappy, let me know. Anyway, you kurwas, enjoy! The Polish line review Siema PL!!!!11 Since the Polish high-tiers were announced, my interest in this line immediately grew up. I adore high-alpha guns and slow, heavily armored tanks, especially if they look stupid and goofy. And that's exactly what the 60TP Lewandowskiego is. I already promised myself twice already that I would never make a "grind-marathon" like I did with Swedish HTs and French 2nd HT line back in 2016 and 2017, respectively. But I couldn't resist it. I had to get the tank ASAP and since I haven't done stuff regarding the "improved and expanded" Japanese tech tree in a long while either (although, slowly but surely I have been working on Japanese MT rework + 2nd MT line proposal, which is actually technically finished when it comes to all material, but there are things I want to improve and change on it. Don't expect it anytime soon in near future). Then test server came, I played more games in it than any other test server ever (this includes even the 9.10 test server that brought Japanese heavies). When patchday came, I grinded like a crazy. Literally non-stop. Ugh. I got the 60TP in Sunday - only 4 days after the patchday. I grinded all way from tier 5, although I did use free XP on modules and at one tank. And...here we are. Since there is going to a gigantic wall of text, a TL;DR is a reasonable option and I recommend to check that if you are not willing to sit and spend some time to read the review. Anyway, let's begin. ----------------------------------------------------------------------------------------------------------------------------------------------- Like I already said, I used quite a bit of a free XP on the grind. I skipped tier 1-4 entirely, skipped most of the stock grinds (only modules I grinded were the tracks of the tier 8 and turret + tracks of the tier 9) and skipped half of the tier 6 with free XP. However, other than that, I grinded the tanks without using free XP. I never played the tier 1-4, as lowtiers are well...lowtiers, I don't personally give a damn about them and generally haven't even featured them on some of my reviews, but I'll just say short impressions what I think about them when looking at their stats: 4TP: It's a tier 1. I can't even really rate it since tier 1 is such a mess and anyone has free XP to skip to tier 2, but it seems okay-ish for tier 1 so I guess it's something. 7TP: It has the biggest historical value of the line, but that's about it. Extremely generic overall, has pretty good alpha but pretty crap armor so autocannons will eat you from alive and it's not particularly mobile. It offers really nothing when it comes to gameplay so it's a pass. Weak armor without exceptionally good gun kinda hurts, though. 5/10 10TP: Much like the Chi-Ha. Has quite a bit better mobility but way worse gun (other than gun handling that is slightly better), worse view range and worse gun depression (although -12 is still great). It's playable, but it's mediocre at best. 5.5/10 14TP: Has two gun options - 40mm autocannon and 47mm single-shot. Don't use the 47mm, it's absolutely terrible - it's only a marginal improvement from the tier 3, which makes it just awful at tier 4. 40mm Pompom has good clip potential, but mediocre pen and awful aim time, especially compared to the Covenanter. In fact, this tank as whole is just a terrible Covenanter. Also the stock gun is absolutely abysmal - try to save free XP to skip past it. It has less than 40mm pen, at tier 4. Yes. 3.5/10 Basically lowtiers are bad and/or uninteresting so you can just skip through them if you want. You won't miss anything. 25TP KSUST II (tier V) First MT of the line, the 25TP is where the transition to later vehicles can be seen. It has good alpha damage, good gun depression angles and alright turret armor. It still has LT-like features such as high top speed, which gives it rather unusual combination of good top speed, high alpha damage and good penetration. Protection + Turret armor is surprisingly thick for it's tier. - Generally has no armor, hull is HE pennable - Awful HP pool like all non-premium tier 5 MTs. - Very large silhouette, easy to hit - Terrible camo for it's tier/class. Has around 10% base camo - which actually isn't that much better than Overall protection: 3/10 (very bad) Just like majority of tier 5 MTs, the survivability of the 25TP is awful. One mistake and you can die in seconds because of the low HP pool and lack of armor. Not just that, the 25TP is the longest of all tier 5 MTs and one of the tallest as well. Camo is also surprisingly bad for it's class. And while the 25TP has slightly above average armor for a tier 5 MT, it isn't enough to protect it from derps and arty (especially LeFH) pens, so it's easy to oneshot. Firepower + Above average alpha damage at 135. + Reasonably good penetration at 135 / 175. + Good shell velocity for a tier 5. + Great gun depression (-10) - Absolutely terrible aim time. - Bloom values are horrendous even for a tier 5. - Horrible gun elevation. Overall firepower: 6.5/10 (average) On paper, the gun seems really good. Good pen + good alpha, and the DPM isn't even that bad. It also gets good shell velocity and good premium rounds. Unfortunately, the gun handling is a gigantic let down. The aim time is abysmal, and the bloom is some of the worst in the entire tier. Since the 25TP is also very quick, the effective bloom is even worse. Combined with large size, the 25TP heavily struggles at close ranges because it takes far too long to aim your shot. By the time the you are fully aimed...you are most likely already dead. Because of this, the 25TP is forced to snipe most of the time. Fortunately, the gun isn't too awful at long ranges. However, while not bad, the base accuracy can be somewhat disappointing at long ranges. At least it has -10 gun depression, which nice. However, the gun elevation is +10, which is pretty awful. The gun is overall decent but a rather big disappointment because it seems very good on paper. Mobility + Very good top speed and reverse speed. + Great power to weight ratio, can hit +50 km/h on flat ground. + Excellent turret traverse speed. - Somewhat mediocre terrain resistances, which means that it will take quite long until the 25TP reaches the max speed. Overall mobility: 8/10 (very good) Mobility is great, among the best in class and very much like the T-34. It can reach positions very quickly, and relocate very effectively. It does have rather lacking terrain resistances so it still somewhat struggles to reach the top speed, though. However, going 50 km/h rather consistently makes it still more mobile than most mediums in the tier. Other - ABSOLUTELY HORRENDOUS STOCK GRIND - you need to gather 10k XP on almost unplayable configuration. Stock gun is the 40 mm autocannon with 52 mm AP penetration and 84 mm APCR penetration. Your premium round is worse than standard round of the Matilda IV and you see tier 7s. And you have to get tracks, turret AND then the 7.5cm to make the tank even remotely playable. And you need to grind almost 10k XP in that configuration. Nice meme. Equipment, crewskills, etc. Rammer + Vents + Binocs Rammer and Vents to boost gun stats, Binocs because the view range is lacking just like most other tier 5s, so running Optics is generally not optimal. 25TP is rather campy, anyway, so Binocs work just fine. GLD is a valid option over Vents, but generally the all around minor buff is more useful than aim time buff. You should get Sixth Sense ASAP, as the 25TP has poor HP pool so you WANT to know when you get spotted. Camo is also useful considering you are often sniping and it makes the crappy camo a bit less unbearable. Smooth Drive, Snapshot and BiA can make the godawful gun handling slightly less unbearable. How to play it I initially thought that you can play this tank aggressively - rush into ridgeline, poke and slap people for 135. However, I was wrong. The 25TP has simply too awful gun handling to this, and the durability is not good enough - you die far too easily because of the HP pool and huge size. Not to mention that while the alpha is good, you still have to shoot enemies multiple times. Because of this, you have to expose yourself way too often, so you can get killed very quickly. I figured out that playing this tank like a turreted TD is more effective, but accuracy and camo can be a letdown in this role. Still, I found that to be the most effective playstyle. The good speed allows you to take a position quickly. Abusing bushes is recommended, but keep in mind that that the 25TP is not a T67 so you are much easier to spot. Keeping the engagement as long as possible can somewhat fix this, but the accuracy can be somewhat wonky at these kinds of ranges. Fortunately, your penetration and shell velocity are quite good. If you see that there is nothing to shoot from your position, use your great mobility to relocate into another one. Of course, you still have a turret so a proper MT playstyle is "possible", it's just that it doesn't work as well and you need to be extremely careful with this kind of play. Generally at mid-end game you want to move up anyway to get some damage off. 25TP has very good mobility so this is certainly possible. Overall opinion about the vehicle Meh. I had rather high expectations for this tank, because it's really quick + has -10 gun depression + has good gun on paper. I didn't factor the huge size and godawful gun handling, so the tank was quite disappointing to me. It's just a tier 5 so it's not that big of a deal, but still. It's not terrible like some people say, it just can't fight up close at all. It's a sniper, or lets say, a crappy T67 with slightly better durability and alpha damage. It's not very exciting to play. Also WG, please fix the godawful stock grind. How the hell are you supposed to get almost 10 000 XP with a gun that has 52 mm penetration???? I understand that stock tanks have to be bad, but there's a big difference between "bad" and "nearly unplayable". At least the tank looks really hilarious. Overall rating: 6/10 (average) 40TP Habicha (tier VI) This tank is the perfect definition of "heavium". It takes attributes of medium tanks and heavy tanks and combines them together. ...the worst attributes, that is. I present you: the 40TP, or how I like to call it, the tier 6 AMX 65t. Protection + Turret armor is decently thick, can bounce lowtiers. + Frontal armor is good enough not to get HE penned and may bounce some lower tiers. - Frontal armor is flat; hull armor is quite useless against some tier 5s, and basically every tier 6-8. - Poor side armor, gets HE penned by derps, LeFHs and some higher tier large-caliber arties (so oneshots are possible). - Turret is flat, cupola is pennable by KV-2 HE and the turret roof is overmatchable by almost everything the 40TP faces so the turret armor is in reality very unreliable. - HP pool is fairly mediocre (750) - Large for a medium tank, easy to hit. - Mediocre camo. Overall protection: 4/10 (bad) Tier 6 MT's are not known for their protection. Most of them are flat out paper, and at best they have "troll" armor like the P43 bis. 40TP's protection isn't too bad for a tier 6 MT, but it's still overall bad. It won't bounce much at all, unless you're "somehow" facing tier 4s (I never saw them, unsurprisingly) and some tier 5s. HP pool is quite mediocre, especially considering most other big tier 6 MTs like Chi-To and VK 30.02 M packs +800 HP. Oh and poor camo doesn't make things any better. Protection is bad, but it's a medium, so it's all fine, right? Firepower + 240 alpha is very good for it's tier, best in class among with P43 bis. Can outtrade some higher tier MTs and LTs. + Reasonably decent penetration, which coupled with alpha does give a good punch for the 40TP. + -8 depression is solid; gun depression at least won't be problematic. - Poor accuracy. - Awful aim time and poor gun handling. This coupled with accuracy makes the gun atrocious at range. - Poor DPM and rate of fire. Makes the gun overall very unreliable. Overall firepower: 5.5/10 (below average) Alpha is always nice, you can outtrade most mediums and even some heavies at tier 6. 40TP's pen is solid, unlike on the P43 is (another tier 6 MT with 240 alpha), and also unlike the Italian, it's shell velocity isn't awful, although it's still not spectacular. However, the gun stats are a letdown - it's very wonky and can be frustrating, especially at long ranges, so it's best at close-range combat. DPM is significantly lower than on the P43 bis, which also hurts because the HP pool is poor, so you can get killed by tanks with higher DPM quite easily once they rush you. Alpha is king, but the gun stats are among worst in class so even with great alpha the gun is mediocre at best. Mobility + Top speed isn't too bad... I guess? - 11 hp/ton. Yes. 11 GOD DAMN HORSEPOWER PER TON. O-Ni, a giant fatass super-heavy with literally the worst camo in the game, has better hp/ton. Just let that sink in. - Top speed is a lie, realistic top speed is about 30 km/h. - Turns like a boat. Medium tank, you said? - Awful acceleration. Basically feels like a super-heavy when it comes to acceleration. Overall mobility: 3/10 (very bad) And this is what kills it all. The mobility. We are talking about a medium tank that randomly for no reason has HP/ton that is only acceptable on a very tanky heavy tank or TD. This mobility makes the other traits of the tank significantly worse in reality - the true survivability is very poor because it has no mobility to run away and it takes forever for the 40TP to relocate. It dies quickly when caught in the open as the armor, while good for a medium, is still overall poor. The poor HP pool compounds it's survivability even further. Similarly, the 40TP has the kind of gun that works well at close range and it would work well on either something that has good armor or something that is fast. Since 40TP isn't well armored, you would expect it to move well, but it doesn't. The gun just doesn't work on a platform like this most of the time, so the effective firepower is also awful. Other - Awful stock grind, EVEN slower when stock and it doesnt even get alpha when stock. - Poor view range. If it wasn't awful enough, it also has laughably bad stock grind. Since it gets the gun from the tier 5, it's arguably a downgrade. The 25TP would be a better tier 6 than the stock 40TP. Oh and view range is bad, too, because why the heck not. Equipment, crewskills, etc. Rammer + Vents + Optics or Rammer + Vents + GLD Rammer is mandatory for obvious reasons. Vents is helpful to boost the shitty accuracy and handling a little bit. Optics is preferred if your crew is very good and/or if you use food as well, since the 40TP, despite the poor view range, can hit close to max view range if you got everything. GLD is also viable since aim time is 2.7 seconds, which is just awful. Sixth Sense is mandatory like with almost every tank. Both repairs and camo are useful crew skills for the 40TP. Being able to repair tracks helps with survivability, but having camo can also be beneficial since sometimes you have no other options than snipe, and it's helpful just to make the shitty camo a little bit worse. Having view range skills and BiA is recommended if one wants to run optics and have reasonably decent view range. Because the top speed is okay and power to weight ratio is laughably low, running 100/105-octane gasoline is legitimately a valid option over fire extinguisher to make the mobility a bit more bearable. It's still by far the slowest MT with that...but at least you have higher hp/ton than the tallest tank in the entire game. How to play it If you have enough free XP, you use it to skip this piece of trash. If not, then try to play this thing like...a slow heavy with wonky gun, less HP and no meaningful armor. You can't play this thing like a medium or even like a heavium, just forget about that. Follow heavies, let them take hits, and poke only when they are reloading or are not focusing on you. This tank works best when you can use corners and just peek, shoot and retreat. Focus on tanks with poor armor, so you have to aim less and therefor expose yourself less. 40TP can just melt really quickly if it doesn't have cover, so avoid going into open areas. Using ridges can work, but arties can eat you for breakfast since you combine MT HP pool and HT mobility, and it doesn't help that the most dangerous arties in the game tier-for-tier sit at tier 5-6. If you get a match where you happen to meet tier 4s, you "can" play it like a heavy, but other than that...no. Support role it is. Oh and avoid KV-2/O-I at all cost. They can overmatch your side with AP, and the front is flat and can be penned by AP as well. Not just that, entire side is easily pennable by HE and the KV-2 can also pen your cupola as well with HE. Despite the fact the tank is terrible, it's rather simple to play, at least. Overall opinion about the vehicle Giant piece of fucking shit. It's a tier 6 AMX 65t. Poor hull armor, questionable turret armor, large size, gun that seems okay on paper but in reality flops hard because of the faults of the tank, and mobility that should be medium tank levels is barely better than super-heavies for no reason. Oh, fun fact (and small rant) - this tank used to have way better hp/ton on supertest at whopping 17 hp/ton. Hell, even the original supertest post had description "The tank is relatively fast as it can quickly accelerate to its maximum speed of 50 km/h and sustain it thanks to a power-to-weight ratio of 17.4 hp per ton." Other stats were more or less exactly the same as they are now. Why the heck it suddenly has godawful HP/ton for no good reason? This tank is literally balanced around the old HP/ton - if it had it, it would be a perfectly balanced vehicle. But it isn't. There's no way it would have been OP, not even close. Why? Simple - this tank is an intentional free XP pit. It's not an accident, it's BLATANTLY OBVIOUS. WG nerfed the HP/ton to make the tank sh*t and unfun to play, so people are more likely to free XP it. Not just that, it has an awful stock grind (also just look at the tier 5 stock grind and tier 4 stock gun). And as an icing of the cake, they put in a free XP conversion event right when the tree is released. This is the most obvious example in the game's history that you, WG, intentionally make some tanks worse just to make people free XP past it. Just no. Remember, greed is not good. I know you want money, but cmon. /rant But this tank is terrible. It's fucking awful, it's the worst tier 6 MT in the game by far and IMO a good candidate for the worst tank in the entire tier. At least Churchill GC has a good gun. This doesn't. Playing it reminded me from the same torturing experience that was the AMX 65t grind. Only difference is that it's shorter and it's not stuck in tier 8 MM, so that's something. To give a good perspective how awful this thing is, my DPG with Chi-To is 1200. Chi-To, IMO, is already one of the worst MTs in the tier. With this thing, my DPG is...900. I have higher DPG with several tier 5s than this thing. Jesus christ. Overall rating: 2.5/10 (extremely bad) 45TP Habicha (tier VII) First "heavy" tank of the branch, 45TP is somewhat similar to it's predecessor. It however gets an all around improvement, especially to it's mobility as the acceleration is now significantly better. In addition, 45TP has a gun with good alpha + pen, but poor accuracy and shell velocity, reasonably decent mobility with somewhat limiting top speed and armor that can actually bounce something. More or less a faster but otherwise notably nerfed T29. Protection + Turret is thick and well angled, can reliably bounce any gun with sub-180mm pen. + Upper glacis is well angled and can bounce lower tier vehicles. + Side profile is quite small for heavy. - Poor HP pool at 1200. Worst in class. - Hull armor is overall quite weak and is practically useless against guns with+170mm pen. - Very weak side armor, large caliber HE shells can pen it. - Turret is not perfect - 190mm penetration is enough to go through the area around the gun. - Somewhat prone to ammorack damage. Overall protection: 5/10 (below average) 45TP can bounce tier 5s, some tier 6s and if hulldown, tier 7s. However, outside from that, the hull armor is not very useful. Turret can bounce some shots, especially when hulldown, but some same-tier vehicles can still pen it. Side armor is just good enough not to get overmatched by most tanks, so you "can" sidescrape if you angle as little as possible. Other than that, though, the side armor is pathetic and some large caliber derps can still pen it. What hurts the most is the HP pool - 1200 is the worst in class. Japanese heavies can 4-shot, even 3-shot you with highrolls, IS can 3-shot you if he highrolls a bit (lol), and some hightier guns like 560 alpha 128/130 mm guns can 2-shot you with highrolls. HP pools also means that arties can wreck you rather quickly. Overall, the 45TP's armor can be bouncy, but is generally unreliable. The poor HP pool is what makes the overall survivability a letdown, especially for a HT. Firepower + Good alpha damage, outtrades any same-tier medium. + Above average penetration, enough to go through the front of the O-Ni + Reasonably decent gun handling. - Poor accuracy. - Awful shell velocity. This combined with bad accuracy makes the gun poor at long range. - Premium ammo has lackluster penetration compared to the standard ammo, giving only 30mm penetration boost while being APCR instead of AP, which means worse normalization. Overall firepower: 6/10 (average) Basically a slightly worse version of T29's gun. Slightly worse pen, worse shell velocity and gun handling (base values are better but the 45TP can't mount VStabs), for a bit better DPM. Alpha allows you to outtrade mediums and some heavies. However, 320 isn't amazingly special at the tier - there are other heavies with 320 alpha, and there are even some with 390 alpha. Penetration is at least decent and gun handling is rather decent so the gun works at close range, but is very mediocre at long range. All in all, the gun is suited for brawling and is very average for a tier 7 heavy. Mobility + Good power to weight ratio, accelerates very quickly and maintains the top speed reliably. - Top speed can be somewhat limiting; the tank would definitely go more than 35kph. Overall mobility: 6.5/10 (average) Mobility is overall fairly average for a heavy. It has great power to weight ratio and thus climbs hills well and has quick acceleration. Unfortunately, this isn't as useful as it is on paper because of the top speed. The tank is not quick enough to be a true heavium, hence why the high hp/ton is less useful in practise and the overall mobility is still fairly average. It has fairly average traverse speed and reverse speed as well. Other + Less harsh stock grind than earlier tanks. The stock gun isn't amazing but it's significantly better than what you had on earlier tiers. - Poor view range. - Can't mount VStabs like T29. Stock gring at least is easier than earlier tanks, though it's still not very good. View range, again, is lacking. The 45TP has better gun handling than T29, but since it can't mount VStabs, the gun handling is actually worse in practice. Equipment, crewskills, etc. Rammer + Vents + Optics (good crew) or Rammer + Vents + GLD / Binocs (bad crew) View range is rather poor so Optics is generally not worth it unless your crew is pretty good (BiA + at least one view range skill). However, first setup is no doubt the best if your crew is good. If not, run either GLD or Binocs. GLD isn't super helpful because the aim time is already rather good, hence why Binocs is an option. Combination of Rammer + GLD + Optics isn't recommended since Vents is just more useful than GLD because of the aim time. Basic heavy tank skills are recommended, I.E repairs, Sixth Sense etc, and camo is not useful at all. Get view range skills (Situational Awareness + Recon (Situational Awareness first!)) and BiA ASAP if you wan't to run Optics. Safe Storage is recommended because of the ammorack damage. How to play it Playstyle is relatively straightforward. Plays like the tier 6 (except it's actually capable of doing something). Follow more tanky heavies and support them. The 45TP does best when it has a meatshield that takes hits for you, since your own HP is limited, which means you have to use it wisely. Try to trade with tanks that have lower alpha than you. Don't really expect to bounce most of the time - armor is there just as an extra. Hulldown strats work well, but remember that you're not a T29 that can just go in, hulldown and bounce tier 9s cus lul T29. Your turret isn't that amazing. You can go with your mediums and support them, since opposing mediums are easier to outtrade than heavies. However, the 45TP has rather limited top speed. It can't really play like a proper heavium and the poor accuracy + velocity further hurts this kind of play. The 45TP can sidescrape, but only with extremely careful angling - overangle a little and you will get penned no problem even by lower tiers. When, and ONLY when you're top tier, you can play like a true heavy tank. The armor is very good VS tier 5s and some tier 6s, so you can just push and faceroll lower tier vehicles - just be careful with your paper side armor, since even tier 5s have no issues on penning it. KV-2 and Japanese HTs are still scary because your HP is low and your side is pennable by HE rather easily. Some hightier arties can pen your side and oneshot you, if they get lucky. Overall opinion about the vehicle Honestly, I expected another sh*thole but the tank was better than I thought. It's still not a great, though. I have rather mediocre stats with it (less than 1.4k DPG, although that is partially because of certain "complications" (such as playing on laptop during a cardrive without a proper table as well as disconnecting twice and doing 0 damage due to internet issues - I had over 1.5k which was my goal), but regardless, it's playable for sure. Ooor maybe it just felt good because tier 6 is just...awful. Regardless, the tank does need a buff to an extend - just buff top speed to 40 km/h and HP pool to 1350 or even 1300 and it's competitive enough. Overall rating: 5.5/10 (below average) 53TP Markowskiego (tier VIII) 53TP is a step-up from the 45TP. The tank is starting to be more like the higher tier vehicles - turret armor is now truly great, the alpha damage is starting to be especially notable and it has surprisingly good accuracy and gun handling. However, the 53TP retains the higher mobility of the 45TP - in fact, the mobility is actually improved. In addition, the hull armor is quite unusual to the line - the upper plate is weaker than lower plate. This means that the entire front is thick enough to make the tank completely immune to lower tier vehicles, but in return is quite useless against higher tiers. The 53TP is like a good mix of the IS-3, VK 45 02 A and it's premium counterpart, 50TP prototyp. Protection + Great turret armor, can bounce even tier 10s (especially when they don't fire premium). + Lacks the overmatch weakspot on the turret like it's main competitor, 50TP prototyp. + Turret is mounted very far in the front which enables you to reverse sidescrape when needed. + Lacks lower plate weakspot; front is immune to anything with less than 180mm pen. Excellent at bullying lowtiers. - Poor HP pool (1450). - Overall frontal hull armor is poor since most of the time you face tier 8, 9 and 10 tanks and they can go through it no problem most of the time. - Cupola is bigger than on the 50TP prototyp. - Side armor is still relatively weak and lacks the "blackhole" armor that many Russian tanks have on their sides - Rather tall and long silhouette. Overall protection: 6/10 (average) Frontal hull is very effective against lower tiers but lacks usability against same- and higher tier vehicles. Turret armor is great and can bounce even higher tier vehicles, which makes the 53TP very well capable of going hulldown. Turret is mounted very far in the front which allows you to poke corners effectively, or alternatively reverse sidescrape rather well. HP pool is lacking, though. This combined with long and tall silhouette means that the 53TP can die rather quickly if caught in the open. The survivability is an improvement over the tier 7, but it's still not particularly good Firepower + Great alpha damage of 420 blaze it .Can outtrade most heavies and mediums in the tier. + Great DPM, especially for the alpha. Reloads faster than the IS-3, even though the IS-3 has lower alpha. + Good accuracy. + Excellent gun handling for the alpha. + 122mm caliber allows it to overmatch higher tier Swedish TDs. + Good gun depression. - Somewhat mediocre AP penetration and poor premium penetration. - Aim time is rather poor, although it's better than other heavies with 390-440 alpha, and great dispersion values somewhat compensate it. Overall firepower: 9/10 (excellent) The gun is just amazing. You got great alpha, good DPM and good gun handling. You can not just outtrade people, but also out-DPM them. Outreloading and outtrading IS-3s is beyond hilarious. Gun has great snapshot capabilities as well, especially at close and mid-long ranges. Accuracy is good enough to reliably hit weakspots at close ranges, and unlike the 50TP prototyp, the gun rarely goes full potato mode. In fact, other than 20 less alpha (difference is barely noticeable since 420 alpha is still great), 53TP flat out trashes 50TP prototyp in terms of overall firepower. The only downside is (premium) pen which can be annoying thanks to tier 8 MM, but thankfully the 53TP has perks to work around with it and pen is way less problematic than what it seems like on paper, as long as you try to avoid fighting super-heavies head on. Mobility + Above average top speed of 40 km/h, just quick enough to play somewhat like a heavium. + While worse than it's predecessor, the HP/ton is still fairly decent and at least good enough to reach the top speed. + Good reverse speed for it's class (16 km/h), can get into cover pretty quickly. - Rather poor traverse speed. Overall mobility: 7/10 (good) Mobility is pretty good for a heavy. Top speed is among the higher end of the tier, and the 53TP has just enough hp/ton to reach it. 53TP can play like a heavium to an extend, although keep in mind that it can still struggle to keep up with many mediums due to the top speed. Reverse speed is also good, which allows the 53TP to retreat very well for a heavy tank. The traverse speed is fairly lacking, though, especially when compared to the 50TP prototyp. Other - Awfully long and tedious stock grind. We go back to torturing stock grinds with the 53TP. You need to research turret, tracks, a completely useless 122 mm D-25T clone, and only THEN you can research the top 122 mm gun. You have the 45TPs 105mm when stock, which while its not completely awful due to the improved gun stats, is still a bit lacking with only 220ish gold pen in current tier 8 matchmaking. Stock turret also has a lot worse armor than the top one so there's that. The 122 mm D-25T is literally worthless, it's inferior to the stock gun so don't use it. I seriously feel like WG literally threw the gun there to make the stock grind even worse, which would encourage players even further to buy gold and convert free XP. I mean, why else would they force you to research a gun that is inferior to the stock gun? Disgusting. Equipment, crewskills, etc. Rammer + VStabs + Optics or Rammer + VStabs + Vents. First two are mandatory on any heavy tank. As the 53TP has kinda average 370 m view range, whether you want to use Vents or Optics depends on your crew. With a poor crew, you struggle to reach good view range even with Optics, so you can just use Vents to improve gun stats. Optics is preferred once your crew is good enough, though. 53TP gun stats are already good, anyway, so Optics is generally more helpful than Vents most of the time. Repairs and Sixth Sense should be the first skills for obvious reasons. How to play it The 53TP is a very versatile tank and can pick up various roles depending on the matchup. There are some general rules in each one of them, though: use your gun depression and turret when possible, try to fight tanks with lower alpha and/or DPM and don't rely on your hull armor too much. When top tier, the 53TP's armor is actually quite scary and it can play like a true heavy tank. Unlike the rest of the line, the 53TP lacks lower plate weakspot - in fact, the lowerplate is slightly stronger than the upper plate. This means that the lower tier vehicles, especially tier 6s, are going to seriously struggle against you. In addition, your turret armor is great and while the side armor is still pretty poor, it is significantly better than on the 45TP. It is recommended to avoid sidescraping with this tank. Instead, just angle your front when fighting on corners. Your front can reach over 200 mm protection when angled a bit. Be careful, though, because overangling may leave your drivewheel exposed. The gun is absolutely brutal against lower tiers - you can 2-shot any tier 6 medium and even some heavies with a highroll. Good DPM and snapshotting capabilities further improves this trait. Most of the time you won't be top tier, however. The frontal armor is practically worthless against many same tier vehicles and especially tier 9-10s. With this in mind, most of the time you play like a 2nd line support heavium. The 53TP has rather lacking penetration, but thankfully, it's reasonably mobile. The 53TP is just fast enough to follow mediums (not really keep up with them, but at least follow them) to be able to play like a heavium. This combined with great gun handling, good gun depression and good turret armor compensates the lacking penetration to the point where it's a significantly smaller problem than it seems like a paper. Still, the premium pen is poor enough so that you are simply helpless against many tier 10 heavies. Generally you try to avoid tanks like Type 5 Heavy at all costs. The 53TP works best in ridgelines, where it can hide it's hull and expose it's turret that is strong enough to bounce even tier 10 standard rounds. You poke a ridge, shoot, retreat and repeat. The 53TP also has pretty good reverse speed so it can do this rather effectively. Furthermore, the gun handling means that you can snap your shot rather well, which is something the 50TP prototyp can't do very effectively. The 53TP works best against targets it can easily pen and easily outtrade with it's alpha damage, which is why it's very effective against opposing medium tanks. Not only you outtrade them, but you sometimes also out-DPM them. When fighting against heavies, the DPM is good to keep in mind. For example, you actually out-reload the IS-3, even though you have higher alpha. There are some heavies that have even higher alpha than you, but your reload is quick enough so you can easily put in a 2nd shot when they are still reloading. Keep in mind that your armor isn't very good outside from the turret and your HP pool is limited, so you have to rely on your gun to out-trade your enemies. Using heavier allies as meatshields can be very useful. The 53TP is just fast enough to relocate when a flank is collapsing. It can even snipe when needed. However, the penetration is somewhat lacking and the accuracy, isn't perfect, so sniping isn't recommended if it isn't mandatory. While the 53TP does have MT-like attributes, it still has bad camoflage like heavies generally do. It is capable of flanking stuff, but keep in mind that the traverse speed is lacking, so circling isn't really possible most of the time. Overall, the 53TP is a great, versatile vehicle. Tier 8 MM is harsh, but if played properly, the 53TP can hold it's own even when constantly matched against higher tier vehicles. Overall opinion about the vehicle First tank in the line that actually feels like a fun and competitive vehicle. Very comfortable to play for a tier 8 heavy. You get one of the most hard hitting guns in the tier but at the same time you have good gun handling AND good DPM. The gun is extremely satisfying to use even with the rather poor penetration it has. I feel like that in good hands this tank is actually stronger than it's premium counterpart. I do have slightly worse stats with the 53TP than the 50TP prototyp, but keep in mind that I grinded most of the 53TP like a brainless zombie during the night...so yeah :p. It's slightly harder to play because of worse armor and gun depression, but overall I would say it's a stronger vehicle. Which is great, since it somewhat confirms that WG is more or less moving away from the "slightly P2W" policy that they have had with a lot of tier 8 premiums introduced in last 2 years. Didn't keep it because I needed credits and tier 8 MM is still tier 8 MM...but this is one of the very few non-premium tier 8s that I could consider a keeper. And trust me, there really aren't many of those these days. I simply despise the tier 8 MM. Since they offered an extra commander for this tank...maybe some day I'll rebuy this thing and 3 mark it. Definitely a lot of fun, can recommend. Overall rating: 8/10 (very good) 50TP Tyszkiewicza (tier IX) Coming after the 53TP, the 50TP sits at tier 9. Oddly enough, it resembles the premium tank a lot more than the 53TP - both 50TPs have rather potato accuracy but great alpha damage and very similar armor layouts. Compared to it's premium little-brother, the 50TP trades extra gun depression at sides, great traverse speed and lower profile for being at a better tier, having a lot higher HP pool tier-for-tier and arguably having even more nasty alpha for it's tier. The 50TP is slower than the 53TP, which means it no longer can play like a heavium, making it a bit more dedicated as a trading hulldown heavy. Protection + Excellent HP pool at 2000. + Great turret armor, can bounce even premium rounds rather well. + Upper plate is very heavily angled and will ricochet basically every non-HE/HESH shell in the game. + Lower plate is strong enough to bounce tier 7s and some tier 8 mediums. + Exposed tracks, which makes the tank harder to track + damage at the same time since shooting the drivewheel most of the time results in a no-damage hit. - Driver's hatch weakspot is quite large and most tier 9 and 10s will go through it. - Unlike rest of the line, it has two cupolas instead of one. - Turret ring is exposed and a weakspot when angled, which makes sidescraping pretty hard. However, the turret is placed quite far in the back, which makes poking corners in return rather tricky. This combination makes the tank very awkward on corners. - Ammorack is prone to damage. Overall protection: 7/10 (good) The armor layout is very similar to it's premium little brother, the 50TP prototyp. Very resilient turret and auto-ricochet upper plate coupled with weak side armor, similar weakspots (cupolas, turret ring and driver's hatch). In addition, the 50TP gets 2000 HP, which is 3rd highest of all tier 9 HTs. The hull armor is more "troll" than the 53TP, but is also more unreliable - sometimes you bounce everything, and then next game it's just useless. The turret armor is great, but it has two cupolas that are bigger than on both the 50TP prototyp and 53TP, so be careful. When gun depression is used, though, the turret armor is very effective. What holds the tank back is the turret placement combined with the turret ring weakspot, which makes using the 50TP on corners a problem. It can bait a shot with its exposed tracks, but it's rather risky since you can still get tracked + damaged as long as the angle is right. Overall, the 50TP has holes on it's armor but the turret armor and HP pool make it rather survivable. Firepower + Excellent alpha damage at 560 - 2nd highest in the tier after the Type 4's 14cm gun. + Good DPM, especially for it's alpha. + High caliber of the gun allows the tank to overmatch Swedish TDs. + Good gun depression (-8). - Poor dispersion values and long aim time. - Sub-par accuracy. - Premium penetration is below-average, although it's better tier-for-tier than the 53TP. Overall firepower: 7.5/10 (good) The best feature of the gun no doubt is the gigantic alpha damage. 560 is the 2nd highest in the tier, with only the Type 4 Heavy having higher with the 14 cm gun. 560 alpha allows the 50TP to outtrade even many tier 10s, which makes it a force to be reckoned with. The penetration isn't special, but it's good enough to deal with the most targets the 50TP faces. In addition, the 50TP has pretty good DPM, having only slightly longer reload than 490 alpha heavies such as the E 75. However, the gun isn't perfect. The gun handling is significantly worse than it's predecessor, with aim time being longer and turret bloom in especial being much worse. It also has worse accuracy, which can make the gun rather unwieldy at even mid-long distances. Furthermore, the premium penetration is still somewhat lacking, which means that the 50TP can somewhat struggle against heavily armored targets. Fun fact - with the stock turret, the 50TP actually has significantly better bloom on turret traverse than with the top turret. Since this is only present with the 130mm gun, and as the bloom is identical to that of the stock 122 mm gun, I am fairly sure that this is an unintentional mistake. Then again, the Polish tech tree is full of suspicious things, soooo... Overall, the 50TP has punchy, powerful gun that can be very nasty at close range, but is generally a bit derpier than earlier tanks when it comes to the accuracy and gun handling. Mobility + Can reach the top speed and maintain it. - Poor traverse speed - doesn't have the amazing traverse speed like the 50TP prototyp. Overall mobility: 5.5/10 (below average) The 50TP is somewhat sluggish and it's mobility is just below average for it's class. Top speed, reverse speed and power to weight ratio are among the average in it's tier. Traverse speed is pretty lacking, though. The 50TP doesn't turn very quickly like the 50TP prototyp, which means it's easier to circle and flank. It can't relocate very effectively but can at least somehow do it unlike some truly slow super-heavies. The 50TP is quite average when it comes to the mobility, except for the acceleration and traverse speed, which are just slightly below average. Other + Can mount the 130 mm right away with the stock turret and tracks. - Mediocre view range. The stock grind is much more comfortable than the earlier vehicles. If you can save up ~60k free XP, you can get a tank that isn't that much worse than it's elited version. The stock turret is not perfect, though, as it has worse armor and the hard stats of the gun are worse (although weirdly enough, the turret bloom is BETTER). The stock gun has good combination of the stats like the 53TP, but the penetration is just awful at tier 9. Like most of the Polish tanks, the view range is below average. Equipment, crewskills, etc. Rammer + VStabs + Optics. or Rammer + VStabs + Vents. First two are a must on any heavy tank. The 3rd option is up to preference. Unlike on the tier 8, I actually used Vents on this one, since the gun stats are noticeably worse and I felt like improving those were more useful than improving the view range. Optics is still a perfectly fine option, though. Since the aim time is 3 seconds, GLD is also a valid option. Sixth Sense and Repairs should be the first crew skills, since the 50TP is a heavy tank. Smooth Drive + Snapshot are both very useful as the 50TP's bloom values are pretty poor compared to it's predecessor. View range skills are recommended especially if you run Optics to make sure you hit 445 m view range. Safe Storage is recommended as just like rest of the line, the 50TP suffers from ammorack issues. How to play it While there are still multiple ways to play the 50TP, it's bit more one-dimensional than it's predecessor. The 50TP is too slow to play like a heavium, and it cannot play mid-long ranges as well due to the worse accuracy and gun handling. With improved alpha and HP pool, the 50TP is more dedicated on the hulldown-outtrading playstyle. That being said, if you have the 50TP prototyp and have any idea how to play it, then the 50TP should feel just fine. The 50TP is literally like it but on steroids - it has very similar strengths and weaknesses, and the general playstyle is very similar. The tank is more efficient on ridgelines, where it can use it's turret armor and -8 gun depression. You poke a ridge, blast your opponent for 560, and you retreat. You can't snapshot like the 53TP, so aim a bit longer. Once you hit, though, it really hurts. Same rules apply here - try to focus on targets with poor armor and/or lower alpha than you. Fortunately, since your alpha is so massive, you can outtrade almost anything that is not a TD. Just like with any hulldown-based tank, arty is bane to your existence, so keep note where enemy arties are after firing you. The 50TP can work on corners as well; however, there's one glaring flaw that is also present with the 50TP prototyp: the turret placement combined with the armor layout. The turret ring seriously sticks out and it's rather obvious visually, too. It's basically impossible to hide when you sidescrape. Furthermore, both sides of the turret have a cupola, so there's no possibility of poking a side where you can hide your cupola. Because of this, the 50TP is a poor sidescraper and sidescraping should be avoided. The only case where sidescraping is recommended is when you fight tanks that can't pen your turret ring (tier 7-8s) or when you really have to bounce and then rely on your luck. On other hand, poking is tricky as well - turret is placed very far on the back. This can be especially awkward when coming from the 53TP which has the turret very far in the front. Because of this, it is best to poke when the enemy is reloading, or simply just trade with your own HP, especially if your target has significantly less alpha than you. When top tier, the 50TP can lead the charge, since lower tiers will struggle to pen you, sometimes even from the lower plate. Other than that, though, the lower plate should be always hidden when possible. It's huge and thus fairly easy to hit. The playstyle of the 50TP is fairly simple - it's clearly meant to trade with other tanks. It has great HP pool and huge alpha damage, with good gun depression and turret armor. It has just the right tools for this purpose. Overall opinion about the vehicle It's a good, capable tank. It's my best performing tier 9. Despite that, I didn't feel like it was super-strong or anything. I think the tier 8 is stronger tier-for.tier for sure, just because I consider the whole package to be better and way more comfortable. Just like with the 50TP prototyp, I dislike the turret placement combined with the turret ring the most about the 50TP. In fact, it's even worse with the 50TP, because the turret ring is more exposed when sidescraping. The gun's derpiness was rather annoying at times as well, but it is more than reasonable considering how brutal the gun can be in the right situation. I imagine this thing to be quite similar to the T30, just less polarized than it. Both have good alpha damage, good turret + depression but rather poor hull and derpy guns. That's the best comparison I can make, since the 50TP doesn't really play like any other tier 9 heavy. It resembles the ST-I, but in reality is completely different. It was still fun to play overall, just not as fun as the tier 8. Tier 9 is a quite good tier when it comes to both balance and MM, though. For most players, I imagine the 50TP being more fun and easier to play than the 53TP. If you are looking for a tier 9 keeper, this thing is not a bad option. However, I didn't keep it, since I needed the crew and credits for the next vehicle...and I just felt like the next vehicle is even more worth it. At least it's not a M103. Overall rating: 7/10 (good) 60TP Lewandowskiego (tier X) Crown jewel of the branch, the 60TP sits at tier 10 and is a naturally a logical continuation to the 50TP. It has a great HP pool, improved armor over it's predecessor, good gun depression values and passable but rather mediocre mobility. Most important feature however is the very meaty 152 mm gun with the highest alpha damage of all heavies in the game, tied with the E 100 and VK 72.01 K, and for such a big gun, it has surprisingly decent gun stats and DPM, which makes the gun very scary and very satisfying to use. 60TP fills the niche of hulldown-based semi-superheavy with a hard hitting, powerful gun. It can outtrade most tanks in the game, with exception of some TDs. Protection + Very high HP pool at 2600; 4th highest in the game after the Maus, Type 5 Heavy and E 100. + UFP is very well angled and will bounce practically everything. + Cupola and turret ring weakspots are notably less significant than on the 50TP. + Very strong turret armor, will bounce most things and it has very large areas that are immune to even JP E100 HEAT shells. + LFP, while weak, is small and not particularly easy to hit. - LFP is very weak, 183 HESH can pen it and even tier 8s can pen it. - While better than predecessors, the side armor is still weak. Overangling the tank easily results in penetration. - Retains the drivers hatch, cupola and turret ring weakspot from the 50TP, although they are significantly smaller and/or stronger. - Turret has very small holes which means 60TP's turret may sometimes (although rarely) get randomly penned even when hulldown. - Ammorack is prone to damage. Overall protection: 7.5/10 (good) 60TP is bulky and can survive for rather long. HP pool is excellent, which allows the 60TP to take hits even when it cannot use it's armor very effectively. UFP is strong and will bounce basically anything, which punishes poorly aimed shots. LFP is weak, but it's relatively small so it's hard to hit at long ranges. 60TP "can" sidescrape, but there are areas on the sides that can be penned with HEAT shells. Because of this, sidescraping should be done only when necessary (and that is when you have to bait a shot by yourself and you can't hulldown). Generally you can just poke and trade, especially against tanks with lower alpha. 750 alpha gun gives the tank fear factor which means that the enemy may panic and miss your weakspots when you decide to poke. Hulldown position is where the 60TP is the best. Turret does have some small holes, but overall the turret is very strong especially at long ranges. Despite the excellent turret, the 60TP is not as good at facehugging as it would initially seem like, as the 60TP has a driver's hatch and cupola weakspots. Facehugging is still recommended when you have no better options, though. Overall, the 60TP has a fair amount of weakspots and rather poor side armor. However, because of the great HP pool and turret armor, it's overall durability is no doubt respectable and it can survive for quite long. The armor layout rewards good positioning and somewhat intelligent play...which is something as many armored heavies these days have very braindead layouts. Firepower + Amazing alpha damage at 750, tied with E 100 and VK 72.01 K for the highest alpha of all heavies in the game (not counting HE). + Good turret bloom values, especially for a gun with gigantic alpha. + Relatively good accuracy and shell velocity for it's alpha. + Surprisingly decent DPM considering the alpha. + Great HE shells with good penetration (90mm) that allows the gun to function as a pseudo-derp when needed. + Very large caliber allows the 60TP to overmatch 50mm thick plates - this includes significant stuff such as big chunk of UFP of the Strv 103B. + Good gun depression and elevation. - Mediocre AP pen and poor HEAT pen. - While the DPM is rather decent, the reload is still pretty long. Bouncing or missing a shot can hurt a lot. - Rather long aim time, although good bloom values somewhat compensate it. - While the accuracy is reasonably good, it's not perfect and coupled with mediocre penetration, the gun can be somewhat wonky at very long ranges. Overall firepower: 8 / 10 (very good) This gun is just very powerful and no doubt the strongest feature of the tank. 750 alpha alone is a very strong tool on a heavy tank - 60TP can easily outtrade any medium and almost any heavy tank in the game, and even some TDs. One would expect other stats of the gun to be poor because of that - but that's not the case. 60TP also has good gun handling, relatively decent accuracy, velocity and even the DPM is relatively decent for gigantic alpha. The 60TP also gets really solid HE shells with relatively good penetration. They are strong enough to do a decent chunk of damage with non-penetrating hits, which allows the 60TP to function as pseudo-derp tank. Generally a well-aimed AP/HEAT shell is more rewarding than HE. However, HE shells can be especially useful in some matchups with a lot of heavy armor and long-ranged frontal engagement, such as Karelia. The only somewhat major downside of the gun is the lacking penetration, more specifically the HEAT penetration. This can make the gun somewhat let-down in head-on fights against other heavily armored heavies. HEAT shells may bounce from stuff like slightly angled E 100's turret and IS-7's angled upper plate, which are most of the time penetrated quite reliably by 330/340 HEAT. Among with that, the aim time is rather long, but it generally isn't an issue considering the good bloom, accuracy and gigantic alpha damage. While the reload isn't particularly bad for it's alpha, it's still long enough that misses or bounces can be relatively frustrating. Whenever the 60TP doesn't have to deal with super-heavies, the gun is just fantastic. It can be frustrating sometimes because of the lacking HEAT shell and long reload (missing our bouncing can be painful). Most of the time, though, the gun is pretty satisfying to use and is what makes the 60TP fun to play. Mobility + Better mobility than majority of the other heavies with this kind of HP pool. + Can reach the top speed and maintain it. - Rather poor terrain resists. - Poor traverse speed. Overall mobility: 5.5/10 (below average) Just like the 50TP, the 60TP is somewhat sluggish and it's mobility is just below average for it's class. Top speed and reverse speed are among the average of tier 10 HTs, as well as engine power. Traverse speed and terrain resists are pretty mediocre, though, so the 60TP feels overall quite sluggish but at least it's not dreadfully slow like true super-heavies. It can't relocate very effectively but can at least somehow do it unlike some very slow tanks like the Maus. Basically, the 60TP is a heavy tank and when it comes to mobility, it certainly feels like one. Other + Like most of the tier 10s, doesn't have a stock grind. - Inferior view range than most tier 10s, which means that it's harder to reach 445m view range without Optics. Unlike the E 100, the 60TP doesn't have a stock grind, so you get the 750 alpha gun right away. View range is worse than most tier 10s, which means that running Optics is generally recommended (the 60TP doesn't have major issues with accuracy, DPM or gun handling, anyway). Equipment, crewskills, etc. Rammer + VStabs + Optics. or Rammer + VStabs + Vents. First two are mandatory on any heavy tank. I prefer Optics since it's hard to reach max view range with Vents, and the 60TP doesn't have big issues with the accuracy, gun handling and DPM, anyway. The 60TP is a hulldown tank, so having a good view range can be particularly helpful. Vents is still a viable option at the 3rd slot if you don't care about view range, though, as all around boost is still nice. Since the aim time is rather long, GLD is also a viable option since the aim time is rather long but the gun handling itself is decent so GLD is overall inferior to Optics or Vents. Sixth Sense and Repairs are mandatory and should be prioritized over other skills. Safe Storage is recommended due to ammorack issues. View range skills are helpful, as the 60TP has below average view range. Smooth Drive, Snapshot and BiA are useful to maximize the gun performance. Since the 60TP has very big gun which means great module damage, running Deadeye could be considered to increase the chances of cheesy ammoracks, but not before more useful skills (basically anything mentioned before) are applied first. 60TP burns very rarely so running food consumable is a valid, rather low-risk option, as long as you can afford it. Since the HE is rather strong and can be helpful in some scenarios, I recommend to load a couple of HE shells. The ammo capacity is much lower than that of the E 100, but the 60TP still won't run out of shells very quickly. I personally run 6 HE shells, although running 4-5 is still reasonable if you're really afraid that you run out of the AP and HEAT shells. However, I recommend to load at least 4 of them. How to play it Playstyle is generally pretty similar to the tier 8 premium and tier 9 - a rather versatile, bulky ridgeline heavy with great alpha. Just like with the 50TP, playing the 60TP isn't all that complicated. 60TP works best at ridgelines. Just expose your strong turret and use your gun depression. Turret has some (albeit very small) weakspots, but the turret is very hard to go through when the 60TP is in hulldown position. Be careful with arty, though - 60TP doesn't take arty hits very well. Because on hulldown fights engagements are typically a bit longer, it is recommended to fully aim your shots whenever it is possible. You want to make your shots count, because your reload is long. 60TP has pretty strong HE shells, which means that it can directly take on other hulldown tanks such as Super Conqueror. Most hulldown tanks have much smaller guns which means much weaker HE shells, so a HE spamming 60TP will easily outtrade any other hulldown tank and eventually force it out of it's position. While the 60TP works best at ridgelines, it also can fight on corners rather effectively. It can sidescrape, better than most other Polish vehicles. However, it still has an exposed turret ring that gets rather easily penned by premium rounds. Because of this, sidescrape only when you're alone, you have to bait a shot and you don't want to lose your HP. Generally it's better just to poke from corners. If you have allied heavies with you, let them take hits if possible. When they are not focusing you or they are reloading - poke, slam them for 750, retreat and reload. After you have done this a few times, then you can simply just use your own big HP pool and just start trading. Your gun gives rather significant fear factor - a 60TP that suddenly comes out from corner will most likely cause panic on the enemy, which may make them miss. Nobody wants to take a hit from a 152 mm gun. You generally want to focus on targets with poor armor since the penetration is rather lackluster on the 60TP. The caliber of the gun is massive, which allows you to overmatch any armor plate that is up to 50 mm thick. This includes rather significant stuff such as the upper plate (except track links) of the 103B, sides of the Object 257, turret roofs of the opposing 60TPs, and sides of certain US designs such as T110EX-series. The poor HEAT penetration means that the gun somewhat struggles against super-heavies, especially when not at close range. 750 alpha + great HP pools means that you can still out-trade Type 5s like the E 100 can, though. However, E 100 has notably better HEAT, more HP and it takes slightly less HE damage, which means that fighting Types is a bit more challenging with the 60TP. Going to flanks where encountering a super-heavy is less likely is a viable option is harsh match-ups. Keep in mind that the 60TP is rather slow, so relocating can be tricky and crossing open areas is rather risky. When top tier, the gun is even more brutal - it deals more than 50% HP damage against most tier 8s, and the 60TP won't have issues with penetrating them either. HE shells are hilarious when top tier since they can oneshot some tier 8 LTs and TDs. Keep in mind that LFP is pennable even by tier 8s, however. Because of this, you can't brainlessly yolo them as easily as many other heavily armored tier 10 HTs. One thing to note is that the 60TP is not very heavy and it's not very fast, which makes it surprisingly disappointing at ramming. 60TP is still very powerful when top tier, just because of the brutal gun and great HP pool. Overall, the 60TP is a versatile tank, especially when you consider it's rather sluggish mobility. It can play both on ridgelines and corners. It can be a frontline tank, but it also can work very well as 2nd-line support vehicle. It has a couple of cool tools such as surprisingly good accuracy and good HE shells, which further improves the overall flexibility of the 60TP. Overall opinion about the vehicle I f*cking love it. That's all. I didn't have high expectations for the Polish branch when it was announced. My interest started to go up a bit when they made the first video about the Polish tech tree. I got truly hyped when the tier 10 was revealed. Something about both the stats and design of the tank was something that made me immediately hyped. I like silly, goofy heavies with bigass guns and I also like to have good gun depression. Not to mention the design is just 10/10 - it looks both awesome and retarded. Oh and it even can meme around with the HE. Absolute perfection. And then test server came - I wasn't disappointed. I played more than 100 games with the 60TP on test server, and I knew I had to have it as soon as possible on live server. That is exactly why I decided to powergrind this line so badly to the point I even grinded most of the tier 8 during last Friday night like a brainless zombie. Without the 60TP, I most likely wouldn't have grinded the line this quickly. I probably wouldn't have written this review, either. I find the tank very fun to play and I could just keep playing it forever. Well...that's what I've been doing past few days - I don't think I have touched any other tank outside from platooning . Of course, it can still bring frustration, because of long reload, armor layout, low penetration and ammorack issues. However, it is overall a lot of fun to me. It brings my weird satisfaction of playing a slow, goofy, armored heavy, yet it's surprisingly versatile and consistent. I've been looking for a fun go-to tank to play for quite a while now. O-Ho used to be my favorite go-to fun tank for a long while, but the tier 8 MM is too harsh to the point it's not fun to play anymore unless it's 3x O-Ho platoon or something. I think I finally found a new go-to vehicle to play with. I even slapped a Improved Rammer and Improved VStabs on it. It's a great tank. It's probably not very good in CW, because it's slow and has weak premium penetration, but if you are looking for a good pubstomper with a bigass gun, the 60TP is a great pick. The way to the 60TP is long and harsh - you have generic and/or crappy lowtiers, almost unplayable stock grinds at the tier 4 and 5, one of the worst tier 6s in the game and tier 8 stock grind that is pretty harsh and also ridiculously long - but it's worth it. For me, it's more than worth it. I would like to give it a higher rating, but I try to be as unbiased as possible. Even then, I think it's definitely a great, strong vehicle. One of my favorite tanks in the game for sure. I absolutely adore it. Overall rating: 8/10 (very good) ---------------------------------------------------------------------------------------------------------- Is the line worth it? It's a long and harsh grind. Lowtiers are between mediocre and terrible, tier 4-5 are practically unplayable when stock, tier 6 is beyond awful, tier 7 is not very good + frustrating to play, and the tier 8 has abysmal and long stock grind. The grind is certainly one of the worst in the entire game. That being said, the tier 8 and 10, when fully upgraded, are powerhouses and great fun. The tier 9 is also a capable, competitive vehicle. But are they worth the harsh grind? Yes... if you really like B I G G U N S if you really like the hulldown playstyle if you really like heavies in general and don't mind if your tanks are not amazingly mobile or if you just happen to really like/want Polish tanks for some reason If any of the points above are true, then yeah, it's worth it. I, personally, like big guns, hulldown playstyle and don't mind the speed at all, so the line was absolutely worth it for me. If you have free XP and want to use it on some line, this line is a pretty strong candidate for that. Terrible stock grinds AND some stinkers at low-mid tiers. This line is a great pick if you want to burn some of your free XP on something. If we go solely from the tier 10, the 60TP is a great, fun vehicle. I can't see it being very useful in competitive formats, but in randoms, it's a great pubstomper. If you're looking for a fun tier 10, the 60TP is a good pick. ------------------------------------------------------- TL;DR: lowtiers are skippable stock grinds suck tier 5 is meh, a fast Chi-Nu with even worse gun handling tier 6 is a giant piece of sh*t, skip with free XP if possible tier 7 is mediocre tier 9 is good tier 8 and 10 are great CAN WG STOP MAKING DEDICATED FREE XP PITS REEEEEEEEEEEEEEEEEEEEEEEEEEEEE o kurwa i like crayons That's all folks!.
  22. 1 point

    sr360's Non-potato games

    I probably run too little... I have 400+ credit boosters and 75m credits, so money is certainly not an issue!
  23. 1 point
    Someone in the EU forum mentioned something like 'Dirk Duvale or something like that' which rings a bell. The name 'Duvale' is certainly familiar. EDIT: I think I found him! https://www.youtube.com/user/mankindontario/videos Yes! It is him! Marvel at the tactical genius that is the 'Deep Water Flank'
  24. 1 point

    Rex & Ziddy's CoC - A Lewd New Years

    If you're gonna be carrying around a bag of meat for the rest of your life, you might as well like it. (but it's really great to hear that you have found a body that you are comfortable and happy in) Also good to hear that you are enjoying tanks again. Having been playing since the beta days (10 years now!), I think WoT is in the best shape it has ever been (both gameplay and overall experience including F2P). No, it's not perfect and yes, the fixes to a lot of complaints seem blindly obvious to us but that doesn't dimish the massive improvements WG have made.
  25. 1 point

    Supertest: T77 and T42

    120mm Gun T77 T77 and T42 The T77 was a sister project to the T57 heavy, instead mounting the same 120mm autoloading gun and turret combo on the T43 (prototype M48) chassis with reduced armor. I cannot for the life of me figure out why this is a medium tank but the T54E2 (Renegade) is classified as a heavy, especially since US nomenclature dictated that tanks be classified by their guns which is why the M103 was a heavy gun tank (120) and the M48 was a medium gun tank (90-105). Would also help with the T57 lacking a premium of the same crew layout. The hard stats of the gun are decent, the soft stats are meh. 360 alpha, 3 shots in the mag, 2 second intraclip, ~35 seconds interclip. should be an interesting autoloader, at the very least more usable than the Bourrasque's gun. I'm sad they didn't keep the DPM advantage of the T57, it makes it a unique autoloader. Also they released the T42, which is essentially a mix between the T69 and M46 Patton (the top turret of the M46 is from the T42 project). Certainly the less interesting of the two.
  26. 1 point

    EBR nerfs

    The on the move accuracy is more of an issue for me than the speed, but I am glad that is getting nerfed. Just remove them already and we can all go back to whining about arty.
  27. 1 point

    EBR nerfs

    My take on the whole EBR situation (because IMO its the EBR's that primarily are problem) stem from several things. Start by buffing the tier 10 lights so most of them actually feel like actually tier 10 vehicles (and this can mean improving their "medium" tank characteristics too). Even if its perfectly balanced as a tier 10 vehicle, it will be seen as either unbalanced or dominating when the only similar vehicles are notably worse. Reduce the on the move accuracy. They nearly or feel like a tank that is just as accurate on the move as they have while stationary when playing against them, something that holds true for no other tank in the game. Have a consistent number of wheels-to-destroy-to-immobilize across the line. I'd recommend 4 wheels for complete immobilization (but practically less than that). Wheeled vehicles with more wheels seem significantly harder to effectively immobilize currently than those with fewer wheels Increase how much losing the first wheel degrades the mobility of a wheeled tank, and in general make the initial wheel loses have more of an effect. A single wheel right now can feel more like a slight impediment as opposed to something notable. Reduce mobility slightly, but generally just bring them in line so they play like a slightly more mobile light tank as opposed to something which is relatively removed from other light tanks.
  28. 1 point
    Called it: Tom_Soop, on 25 June 2020 - 09:56 PM, said: Apart from picking your tank, drowning and jumping off cliffs are the only things in this game that you can control. Think about that for a second. Everything else is manipulated by WG. Private_Miros, on 25 June 2020 - 08:22 AM, said: Without implying that all or even a majority of (sub)average players do this, or that no above average players do this, I do believe that generally lower skilled players are prone to drown themselves. Added to lower skill level is frustration about having no control about anything in the game (hence why they are (below) average). So the drowning and griefing is one of the only slithers of control they have over their actions in the game. For the rest they are just the playing ball of fortune, teams, MM and RNG. Kind of sad, but somewhere understandable.
  29. 1 point

    EBR nerfs

    None of this addresses the fact that it will still outclass regular LTs in almost every way. You still can't passive scout against EBRs because of map design.
  30. 1 point

    EBR nerfs

    What about real "shit just popped a wheel on a multiton vehicle going 90" physics? I want the fucker to flip and burn
  31. 1 point

    EBR nerfs

    It will mean they are closer to my gun before they spot me. A less effective EBR is exactly what we want, because currently they are way too influential.
  32. 1 point

    [Sandbox] Equipment 2.0

    Bump, they added some changes, it looks fairly decent actually. The ``improved configuration`` seems quite usefull: Combines the bonuses and effects of the following existing equipment: Cyclone Filter—all 4 effects added and combined with other effects "Wet" Ammo Rack—all 3 effects added and combined with other effects Fill Tanks with CO2—both effects added and combined with other effects So its wet-ammorack, cyclone filter and fill tanks with Co2 in 1, a tank which burns a lot is usually risky with food, but now it may be worth it, especially because it also reduces chance of ammorack and engine break downs (T62a perhaps? frontal fuel tanks + i remember a lot of broken ammo racks, or is that obj 140?) Same turbocharger is also strong, 10% more engine power and better top speed (and higher reverse speed), perhaps on something like T110E5? These changes seems soso at best, at first, but slowly it looks like they atleast have some clue (perhaps they hired again)
  33. 1 point

    Char Futur 4 Appreciation Thread.

    PITY!!!! I haven't see you in a LONG time
  34. 1 point
    Lol. The high risk spot play on highway literally breaks the map if u have enough td's. Enemy has to either forgo town or die. 11k combined in an LT432 is nice.
  35. 1 point


    haven't touched tanks in awhile. Came back recently and decided to play this, surprisingly solid tank....too bad the tier 10 is trash.
  36. 1 point
    next ranked battles without reward vehicles, WG listened to the cries :o now it will be seen if that improves variety of choice
  37. 1 point

    Throwing in the Towel - Goodbye !

    Not spending time on tanks has paid massive dividends for me. Overall enjoying the days I'm off work much better now.
  38. 1 point
    Go outside, gaming isn't a healthy hobby. It's for killing time.
  39. 1 point

    K-S Waffentrager: the naked Tiger

    Based on what others have said it will be the best credit earner but probably not that exciting to play. Slow, no armor, and need to sit in a bush basically.
  40. 1 point
    someone doesn't know about the building gap in abbey
  41. 1 point

    Marine's Simple Replays

    ITS OVER 10000!!!
  42. 1 point
    Quote of the year
  43. 1 point

    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!
  44. 1 point

    How to play Tier Xs?

    We have two fantastic threads about this already:
  45. 1 point

    Need some Map Help

    I'm assuming this is for fast, unarmoured tanks because otherwise you wouldn't have any reason to ever play these areas outside of Prokh Paris: West: There's a treeline you knock down along the building wall to spot the heavy cross and double bush yourself if you are comfortable with the bush range, good for free opening damage if going south isn't really an option - pretty obvious and easy to blind though even if it's generally safe but players with a brain knows how to counter this pretty hard East: don't go there, it's almost always a bad idea Malinovka: NW: Only use the bush if you are starting to win the hill, otherwise you can't stay there whatsoever, use it to clear out enemy balcony and to start digging out base/map corner, drop down to water if you're getting heavy attention, wait for hill push if your hp is low to farm up more from there SE: Only at the very start of the game to spot what's going hill early (if you need to know what's going to go hill) or only cross through it to take ditch early (need balcony cover and preferably TDs near base in vision range) if you can't go hill in something fast and unarmoured/lightly armoured Later in the game only use it when hill is won, can't get there or stay there if people are left on hill Prokh: North: Use the rock to cover yourself from TDs moving into 1 line right at the start of the game and spot the slower stuff crossing at least somewhere - free shot, gameplan changes depending on how much you see, always assume 1 line is crowded, preaim the LT counter for the E1 bush as in doing so increases your chances of your LT making it there, 1line ridge at G1/H1 is a counter to you, if anyone's there you need to move further east to play the mid and shift attention to dealing damage on hill until your team starts spotting the 1 line again South: Do the 1 line counter in everything (even M46 can do it so mobility isn't really a huge issue) preventing the LT from getting there means you can play the mid out much more aggressively, and without doing so then playing this far up will get you spotted by that LT every time it's there, makes it much easier to play against the hill from this side as you can only get spotted from things poking the mid if you cleared E1 bush making the mid very, very easy to play out afterwards - you get more damage dealt on the hill from this side generally but 1 line is harder to farm (there are some safe spots out of render/in cover) so adjust your focus for where the damage is very often Ensk: I only ever see value in going there on encounter, and even then it's generally not the better option Have VR advantage? Play tracks early. If not then city is almost always best for damage regardless of tank on both sides. North I go windows in everything early, preaim the tracks crossing to the building if nothing immediately pops up in the enemy windows to farm, I generally farm it until it's dead (you can knock the tree down and poke without getting spotted before firing) On encounter you won't do much from the 0line bushes, it's not far enough away to use vision on at tier 8 and up and there are way too many angles to keep track of stay safe - the adjacent city area is even better in soft tanks, but I tend to again play tracks if I have a VR advantage (play far back to keep the distance within firing but able to spot range) or move into city
  46. 1 point
    jaeckefa is op stanlock is still probably the best streamer out there gameplay wise that still plays regularly barry and niall have really good gameplay too, they play super different from me so it's always refreshing for me to view because i actually learn stuff pretty reliably FeLi is also super good, the only player to legitimately 3mark a 279 as far as I can remember.but I think he started getting really good during my hiatus so I only knew him from the GO-IN campaign where we were the 2 BC players normally. He was by far the better one haha id say thats the 5 streams i tune into the most when i want to watch good players do good things
  47. 1 point
    Maybe not enough material for a topic but I can answer it regardless! Playing a new tank for the first time: (Keeping it broad here because it honestly applies to the good too, more on the bad specifically later) Limit-test the tank the first few games, always. You want to learn it's qualities good and bad as soon as possible. Better understanding of the tank means an easier time making correct decisions. Limit-testing doesn't mean yolo in and brawl, but examining characteristics in theory and putting them into practice. Soft stats are a big deal for example. External factors too. An example would be the T57, just by looking at the stats of it - it's ridiculously strong. An autoloader with higher DPM than most single shooters of the tier is just a ridiculous concept. Concentrating much of it's DPM into a few seconds of firing while the DPM being higher than continuously firing tanks is just mind-blowingly stupid balance in my eyes. However, once you play it you realise that it's not actually the case. It's super well balanced for a tier 10. The hidden autoloader focus stat for example is very known but rarely taken into consideration when actually estimating a tanks capabilities. This is just one example, but it's just for trying to establish the value of physically testing what the tank in question is capable of doing. Having done this, you should have a sense of what areas suit your vehicle on the specific map and MM. If you feel strong in regards to MM and map you can be more forgiving as to how you approach the situation as you generally tend to be advantaged there. Without an advantage to leverage you generally won't win out on the situation, so you need to find ways to remain relevant. Equal isn't good enough. Shoot for good terms. 1:1 trading is bad for example, 2:1 trading is better but still not good enough. r/koreanadvice incoming but you want to create situations where your generally poor choice of vehicles traits fit well with the situation ahead of you. A concrete example would be me 3marking the ISU-130. I don't have the VOD anymore for visuals but that's a tank with very specific traits that make for an awkward playstyle. I wouldn't consider it bad, just very weird. I don't think I need to explain how stupidly ridiculous the specs of that tank are as it must've been made as a dev joke. What to do with that type trait combination is to create situations where it works. The ISU130 required a 3300 average for a 3mark, as a tier 8 tank unable to pen half the tanks it's facing frontally and ridiculously slow there weren't exactly many options. Eventually I figured it out though. Every tank has at least some redeeming quality to it. For horrible platforms it usually tends to be the guns, which it was in this case (sort of). 530 alpha is high at tier 8, and the DPM is ridiculous. So I determined that to keep this level of performance in the most awkward tank in the game I simply had to predict and read the game in a way so I could be in places to shoot the stuff I could actually pen, since half the enemy team was immune to any of my rounds if they faced me. I needed a very specific condition to be met every game for the tank to work, which was fighting easy pens and rotating ahead of time to keep up when damage either ran out or I had to fall back. Foresight became a much bigger part of the game, and it's an asset I still try to nurture. More specifically I had to identify what tanks would go where depending on the MM and where the tanks I could actually fight would go, and how to fight them there in a good way. It's a very specific condition, but in that condition the tank is unparalleled in damage output. Suddenly it wasn't a bad tank anymore, just awkward. I think the same applies to the bottom of shoe stuff too, besides the IS-4 I can't think of a single tank without a leveragable strength. As a strong tank the better strategy tends to be mitigating weakness and it's the other way around for weak tanks. There's too many weaknesses to try and cover so stick to what the tank does well. Even when that ability is essentially useless to your team it's generally your best quality anyway when you play the really shitty stuff. Start off with what is your tank good at? How do create a scenario to let you do just that? And that's honestly the trick to it. It's a pretty tough nut to crack though, but when your ability to impact the game is reduced (shittier tank) you're going to have to rely on unconventional playstyles since the normal is what the meta players do, and they've got your number. This means tailoring your deployment, positioning, trading patterns and so on specifically to the tank you're playing. Unlike say, every single NATO medium that you could play identically with fairly similar results over a large amount of games, or basically anything russian and turreted that all can make the same decisions regardless of their specific tank choice. Every tank isn't unique, but the shitty ones tend to be more so than not, so they require a tailored playstyle to work. You can't think "I am a heavy tank, I will do heavy tank things". You have to do the "I am this tank, I will do this tank things" Some tanks are just lesser versions of other tanks though, so they lack identity. If they have no role to slot in to, or a decent collection of attributes it's just not possible to justify playing those tanks competitively as they literally cannot compete. Trying to be viable in them might be your undoing, there are times where you simply have to settle for less. I'd be fine with it in those tanks to be honest because I know I can play at a particular level, but when a tank is literally capping my ability to impact the game there is nothing I can do about that. No amount of grinding or skill is somehow going to fix that the TVP VTU is a dogpile of shit as long as there are tanks within its tier that does everything better. Just picking it loading into battle is essentially shooting yourself in the foot competitively. It's obviously a result of terrible balancing as every tank should be viable in at least some scenarios, but sadly they aren't. What you can do is damage control, but short of that the grind just sucks and you have to suck it up. Some tanks simply don't enable your skill expression enough to show itself. miros' topic on hold until tomorrow because i forgot to go to bed tonight
  48. 1 point
    No need, I'm here and will crack the whip. I'm also hiding all irrelevant posts in this topic. Putting on my mod hat now.
  49. 1 point
    I'll be writing these two up today! Maybe not finish but they're topics at least. I'll do one more, later so just keeping shooting suggestions edit: i didn't know it was culturally appropriate to be drunk on a tuesday, i do now tomorrow then
  50. 1 point
    Garbad has been commenting on my ability to avoid attention - and Jozala brought up a decent question on maximizing damage farm in my QA on the same thing. So I thought I could expand on this (it's a set of rules I've made for myself that I realized a few hundred games into tanks). Introduction Convenience: The Treatise Inner Workings (Patton Exemplar) Main Takeaways / TL;DR Feel free to take early aggressive shots, people haven't set up at this time and just want to get to places, and it's inconvenient for them to stop in the open just to aim at you Don't be the first to be spotted mid-game, cause that's when concentration of fire (and artillery danger) is at its highest, so it's inconvenient for you, and you want to be able to clean-up nicely towards the end Keep making yourself hard to hit by any means possible (mainly moving back and forth and side-scraping and hull-down) so that the enemy will give up on shooting you (inconvenient for them) as you shoot them back effortlessly Stay unspotted or in cover (go dark) after being hit once when being aggressive, allow enemy time to divert their attention to an ally or just elsewhere in general so that it's inconvenient for them to re-aim you when they're waiting for your team-mates who have shown themselves to be more easily hit In absence of allies, create the illusion of possibility (allow yourself to get hit or even penned to lure out the enemy as you hit them back twice for each time they hit you, etc.) - it's not good to always be invulnerable, you have to at least bait them or else they'll hide from you for the rest of the game and then you have to approach them, which is not what you want unless you know all the positions of enemy tanks. Moreover, If you have to come to them, it ends up with the possibility of you being perma-tracked and rekt, or in a close-up DPM contest which is a bad trade Inconvenience, inconvenience, inconvenience, but let up once in a while DPG and Tank Type Observations (not really necessary reading)
  • Create New...