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  1. 4 points
    That's hardly an exaggeration. To use your examples, the TL-1 has 280 pen on its HEAT rounds + 1,219 shell velocity to slam dunk heavy armour at redline ranges. Raumpanzer fights heavies all day and 208 is not enough. Both the Renegade and CS-52 have railgun APCR modelled after real life APDS, and one can easily achieve a 200-400 increase in DPG by firing full gold and by electing to not gimp yourself by adhering to some fairytale code of ethics in a Belorussian tank game. Making a tank that's mediocre with AP and marginally overpowered with goldspam is not 'pretty well balanced'. It's an example of bad balancing coupled with a thinly veiled intention to make everything more expensive to run.
  2. 4 points
    Overlord_Prime

    Equipment 2.0 Builds

    In maps with little to no foliage, LNES > CVS. LNES is applied first into the total tank camo and then CVS works against that new value. So when CVS is fighting against a LNES user and assuming that both users have them in the bonus slot in open spotting scenarios - a 12.5% reduction to moving camo vs +8% camo. You can do the calculations directly and find that the LNES user has a 7% camo advantage (0.875*8 = 7). This translates to anywhere between 30~40m of spotting advantage for the LNES user. This works differently when foliage is taken into account because you need to know the total camo before doing spotting range calculations.
  3. 4 points
    how2play tier 8 mediums, 2020 ed tier 8 match without Defenders - feelsgoodman drive to 1 of the 3 corridors on the map enemy wheelie gets spotted, use your awesome soft stats to lead your sub 1k shells miss switch to APCR pound the dirt harder than Caligula smacked the sea meanwhile friendly AMX gets spotted, skillfully ducks in and out of cover while getting shish-kebabbed by 3 or 4 railguns be first to make it the medium hulldown spot spot a CS-52, a Bourrasque and a Progetto racing their way up use your awesome bloom to snap the Progetto dealing a game winning 220 damage. only 5 to go, hurrah! CS-52 while going 40 up the hill hitscans you from 300m away, luckily, hitting the strongest part of your armour, your gun mantlet, pens, and only takes a quarter of your HP, your commander and loader Bourrasque bumrushes you and only pens one shot; you scare him off with a colossal 250 highroll now at 1/2 HP. hang back behind cover to rethink your life decisions until you lose focus Bourrasque and Progetto leave to farm more obliging targets mind your own business spotting for your camping Skorpion/S1/SU enemy Renegade waddles up to your spot and you aim carefully for his LFP, dealing an incredibly average 240 damage. Renegade hugs hard cover, ducks out, and gives you .5 seconds to aim before aiming in your general direction and snapping your turret with APCR. now at 1/4 HP CS-52 peeks and leaves you at 80 HP. you track him semi broadside but don't pen. meanwhile your friendly neighbourhood camping TDs bounce off his UFP and turret because aiming is hard. CS-52 railguns the only exposed pixel on your turret. welcome to the garage! congratulations, here are your 15k credits for doing 750 damage and 250 spotting. well played!
  4. 4 points
    I was watching a documentary on ancient Sumer and heard about 4000 year old recipes preserved in cuneiform. So... yeah... [picture]
  5. 3 points
    Finally got around to playing mine a bit, and wrote up a long review on the official forums: http://forum.worldoftanks.com/index.php?/topic/634586-juris-reviews-the-t42/ TL;DR is that there are too many downsides and not enough equipment slots to fix them. You either end up with a medium tank that's too slow and sluggish to get into position, or a medium tank that has to choose between rate of fire (with poor penetration) or reasonable gun handling (with poor penetration). Add in the dumbness where Situational Awareness is on the commander (so basically you won't get to use it unless you have a dedicated commander) which means you need to at least have BIA+Recon+Food+Vents to hit 445 view range, and you get a premium tank that fails at being a premium tank. The TL-1 LPC is just better in basically every category, and there's no reason to buy this while that one exists (and actually goes on sale, which I think it has a couple times).
  6. 3 points
    Deus__Ex__Machina

    What (not) to buy

    ST-II is dogshit and abandons everything that makes the tier 8/9 enjoyable (decent speed/turret/pen). it has one gimmick and thats the double shot alpha PZ.VII is a shitty VKK Foch B is a one trick pony that gets to sometimes clip things but then usually dies for it. AMX M4 is trash, never understood how they fucked this one up so bad coming from the tier 9. Low HP, weak turret face, weak shoulders (no side scraping), and the only gun worth using is the big gun in which case ur pen is bad. 4005 got nerfed pretty hard, it can still shit on people i guess because alpha/hesh lmao. but its not very enjoyable to play and the FV 183 is better CS-63 is a very mediocre medium with a situational gimmick as its selling point. play the Leo 1 instead which is basically just better in every way. ive personally never had an issue with the badger, i mostly just play aggro and tend to pull good games. (avg dpg is 3700). i guess i can understand why some dont like it, its armor while not bad isnt as immune as say an E3's nor does it have fuck you TD pen. but overall ive always managed to make it work.
  7. 3 points
    Now that I'm back I really want to find time to update this, but it's a bit of an undertaking & I would feel a lot more confident about doing it with a unicum that could give input. I could also just post them here as I make them & gather some feedback that way. Either way it's going to be pretty slow, but Okeano did a pretty nice job with this and it deserves some TLC. I'm just stretched a bit thin right now so commitment to rewriting this entirely solo is probably not a great idea.
  8. 3 points
    No one: Literally no one: T-44-100 driving up the hill on Malinovka:
  9. 3 points
    Overlord_Prime

    Equipment 2.0 Builds

    Hello, it is I, the writer of the massive document. Surprised to see that it was posted here of all places. And not surprised to see that I got actual brain damage reading Wanderjar's comments.
  10. 3 points
    hall0

    das MoE ist ein useful metric

    Wotgarage values are not correct. Here a website with values which are much closer to reality (markmod) https://gunmarks.poliroid.ru/ Hardest T8: Hardest T10:
  11. 3 points
    I felt like i was reading a trump tweet. Away with you, stupid spambot
  12. 2 points
    Fulcrous

    Upgrading 4690K rig

    4x8 is cringe due to you basically being locked into dual-channel ram and resale purposes. Far easier to sell 2x16GB sticks than 4x8GB for the same reason 2x8GB is easier to sell than 4x4GB of DDR3. For air cooler, minimum should be NHD14 and NHU12A if you can afford it. Otherwise bequiet dark rock pro 4 is an alternative. The cheapest upgrade you can do right now is replace your current fans with noctua 120mm fans. Cooling performance will still be largely inadequate but will barely be good enough - hence the strong recommendation to add a Noctua fan in the earlier build.
  13. 2 points
    MagicalFlyingFox

    Upgrading 4690K rig

    10600K can be OCed, 10600 cannot. 10600K is better for gaming than every AMD part (for now). However the difference at higher resolutions is like 5% while stock. With a 4690k, you should be looking at a new CPU if you are going to be playing new games as they begin to take advantage of more cores. Otherwise you start experiencing stuttering making games uncomfortable to play. New ryzen CPUs are being announced this month so things can change.
  14. 2 points
    I'm watching these replay videos of people playing the E-100 with the 128mm gun. Sigh. Just because its better does not make it right #BoomSticksMatter
  15. 2 points
    I accidentally bought it Edit: Renegade sidegrade that's smol/ 2020 pershing. DPM feelsbad you gain: raw accuracy (worse bloom) smol camo speed: 45 vs 40 on flat ground 268 APCR with even higher shell veloce no tumah you lose alpha goes from outtrading heavies to outtrading meds DPM (~400) bloom bullshit autobounce angles turret loses strength on flat ground
  16. 2 points
    Deus__Ex__Machina

    CS 52 LIS (Fox)

    this tank has 252 base pen change my mind
  17. 2 points
    HowitzerBlitzer

  18. 2 points
    guys are so fucking creepy to girls online
  19. 2 points
    That feeling when you surprise an EBR 105 and frontally ram him in an LT-432 with both of you going full speed. Shot and rammed from 0 to dead. I lost about half health. 10/10 would do again.
  20. 2 points
    DrWeb7_1

    "New" Pearl River Thoughts?

    Map exclusion menu represents the list of all maps available in the game. You can also give a shot to an article to official Wargaming Wiki, but some data may be incorrect or/and outdated.
  21. 2 points
    Don't worry. They will nerf it to the ground before release.
  22. 2 points
    Wanderjar

    CS 52 LIS (Fox)

    the maximum allowed values/deflections. usually impossible to hit those unless you are doing reverse doughnuts in lakeville valley at max speed while trying to autolock an EBR circling you.
  23. 2 points
    Jesse_the_Scout

    AMX M4 49 Liberté

    This is the most WG thing I've ever heard.
  24. 1 point
    MagicalFlyingFox

    Upgrading 4690K rig

    If you want to OC and feel that satisfaction of MOAR GAINS, Intel would probably be best. Don't have to worry about FCLK and just crank up that voltage and clock. That 10700K deal sounds pretty good. But you could also feel those MOAR GAINS with a non xmp run and then turning on xmp with AMD. The jump is huge.
  25. 1 point
    crapcannon

    Upgrading 4690K rig

    Really? We're deleting people's posts now and posting nonsense in it's place? Is this what this forum has come down to?
  26. 1 point
    Raj

    Upgrading 4690K rig

    next gen ryzen's middle offering, it's coming in literally a month. You can just get a current gen ryzen and upgrade and keep the same motherboard if it's compatible. Intel has been stuck for a few years now and arent getting any more gains from 14nm and 10nm yields are still in question. If you need it right now get a ryzen 3600 and upgrade to a 4600x (they may call it 5600x). Also AMD doesn't really do limited quantities like that with CPU's, that's mostly nvidia trying to raise margins on their GPUs.
  27. 1 point
    My new favourite pubbie quote: "My WR increases by a significant factor when I use repair kits. I don't in 90% of my battles, because I feel that they are intrinsically no different to using premium ammo so prefer not to."
  28. 1 point
    I did not. Here's proof 2k combined over a decent stretch of battles.
  29. 1 point
    Aim time and accuracy look quite good, certainly when compared to TLC and Pershing. Are the bloom values that bad then that you call it bad gun handling? And yeah, as a rant on the side, WG is putting an effort in making new tanks (new prems, new lines such as Russian double barrels, Polish meds) balanced. And how does the player base - the same base that cries murder and shame regarding powercreep and OP prems - react? They say: "Well this is mediocre, we don't want it. Please introduce something OP so we can give you all our money."
  30. 1 point
    HowitzerBlitzer

    just gonna... uwu

    just gonna... uwu
  31. 1 point
    Balthazars

    What (not) to buy

    For what it's worth: Buy: 1. 60TP - it's an armoured heavy with 750 alpha so you'll probably like it. Seems like your type of tank. 2. STB - as you said, the rebalance has made it arguably one of the best tier 10 mediums in the game currently. I don't have one, but it seems strong these days so it's probably worth a try given you've not played it in a long time. 3. 277 - it feels like a side-grade compared to the T-10 because in-tier it is not quite as good, but it's still a solid fast heavium with a pretty darned good gun so can be fun. Don't Buy: 1. FV4005 - because fuck that tank.
  32. 1 point
    Panzergraf

    Unconventional WoT Opinions 3

    Man, that's sad. When I think about it, that detailed armor scheme was one of the things that made me fall in love with the game back in CBT.
  33. 1 point
    lavawing

    das MoE ist ein useful metric

    ...for measuring tank performance. I was looking for a tank with really low 3 mark reqs to boost my e-peen () after like 600 games in arta for the marathon when I came across this site: https://www.wotgarage.net/moe-tanks-ranking/8 If tank curves were a valid way to measure how good tanks were at winning games, this would probably be an equally good metric for measuring farming ability. You may not like it, but this is what peak performance looks liek Looking at tier 8 alone, the best and worst tanks (discounting TDs and LTs) have like a 1K gulf in expected DPG. There are, obviously, plenty of anomalies like black tanks having much higher reqs, reward tanks having borked expecteds, and there are tanks that are legitimately, and somehow, surprisingly strong, for example, there's the Somua which needs like 3.8k combined for the 3rd mark. Equally weirdly, the Defenders don't seem that much worse than the other 2 Soviet monstrosities for getting raw damage, which is not what you expect given the general clunkiness of that thing, and the IS-3A is apparently better at winning games than both of the Defenders (!?) and the 703. In other respects, it merely confirms the general consensus on tank strength: the 3 Soviet prem heavies, are, roughly speaking, equal: the Renegade is a farmer on par with most tier 9s. Oh, and about the CS 52, it turns out to be somewhat worse than expected given the armour profile and the laser APCR, being worse than the Progetto (duh), and a little more surprisingly, the Lansen.
  34. 1 point
    after a 15 game losing streak while being top 3 on gold most games got me to understand that wot suffering is literally a breeze compared to the dark infinite pit of league of legends retardation teammates
  35. 1 point
    I literally live in HK and used to have like 10 ping. Yesterday for some reason it jumped to 110 with packet loss. And here I was wondering why I couldn't hit shit with 1569ms APCR At this point even ANZ is infinitely more playable wtf. GG CCP for turning everything you touch into shit
  36. 1 point
    Archaic_One

    "New" Pearl River Thoughts?

    I never thought it needed to be removed, they just needed to repair some of the OP TD camps overwatching the cap. It was always one of my favorite maps because you could actually flank properly.
  37. 1 point
    sr360

    sr360's Non-potato games

    @Deus__Ex__Machina this is CVS at its best. T-100LT on Prok with 12.5k spotting.
  38. 1 point
    The 274A looks like a good tier 9 tank.
  39. 1 point
    sr360

    "New" Pearl River Thoughts?

    BLECCCHHH. (I play a lot of lights and fast meds these days)
  40. 1 point
    Wanderjar

    Good to be back!

    well, good hunting and welcome back i suppose.
  41. 1 point
    sr360

    Rex & Ziddy's CoC - A Lewd New Years

    I did
  42. 1 point
    Wanderjar

    Equipment 2.0 Builds

    Ask and ye shall receive Rh/Rx is boosted to the grousers, Ee/Es is boosted by turbo Tn is helped by IRM and Grousers Math sheets: https://docs.google.com/spreadsheets/d/1BRY_AY4LEdD2K_QTKNXcV4LSGvhBO9aWeFkY6GFMYWk/edit#gid=0 TRx = (Ee/Es) x Tn x (Rh/Rx) x (Ws/We) x Pc TRx = Real traverse speed (deg/s) Ee = Elite engine horsepower (HP) Es = Stock engine horsepower (HP) Tn = Nominal traverse of a tank, including bonus from clutch breaking, drivers' skill and consumables (deg/s) Rh = Tank's terrain resistance on hard terrain, including bonuses from Ventilation, BiA, Off Road Driving, Consumables Rx = Tank's terrain resistance for terrain one is calculating traverse for, including all the bonuses Ws = Tank's weight with stock modules (kg) We = Tank's weight with used modules (kg) Pc = Pivot coefficient, 1 for non-pivot tanks, 0,95 for pivot tanks Turbos boost (elite) engine power and also turret and traverse speeds since they are derivatives of engine power. also works for top speed obviously, siege mode too yeah it increases your Deg/s hull bloom. so you almost have to run IRM with it and at that point, just IRM+turbo is flat better for boosted turn rate
  43. 1 point
    We arn't into necrophilia here. -LOCKED-
  44. 1 point
    PityFool

    Unconventional WoT Opinions 3

    The new T95 is OP. The progetto 65 deserved the nerf.
  45. 1 point
    This is the first non-spambot thread I need to lock since.. 2015? Ah, nostalic.
  46. 1 point
    Occupied by real life, looked at Odyssey, might go for it. Still alive? @FlorbFnarb
  47. 1 point
    Archaic_One

    Tier 10 medium tank rebalance

    This all started when they decided to give everything gun depression. Now its reached its logical absurd extreme and we have a -13 degree depression tank that shows less skin than prom night in mormon country when its in siege mode. How hard would it be for WG to just shave 30mm off of the 430U cupolas and watch the stats for a month. The whole problem with WG is that the notion of incremental balance is unheard of to them. Hell, they are releasing big patches every few weeks lately, adding/subtracting a few mm at a time would not only give them better data - it would also arouse a lot less outrage from their customers. Hell, I don't even play anymore - I just like fanning the flames a bit. WG still provides me with plenty of fuel.
  48. 1 point
    Hello reader! If you don't know me, I'm Patient0, a player of clan BULBA. Quick Bio: I started playing 4 years ago, and improved from a lowly 800 WN8, to 4k+ recent WN8 today. When I joined the newly created BULBA back in 2014, I had a little fewer than 10k battles. I've always found enjoyment in performing my best while playing the game, never settling for what my current proficiency. I enjoy coaching others free of charge, but can't find enough time in the day to service everyone, so I'm starting this semiweekly article series dedicated to helping anyone of any skill level improve at the game. I won't go into specific tanks, since there already are dedicated guides. Rather, the information in the article can be applied to most tanks you play in the game. This article will go over what you should think about when starting a pub match. How to Suck Less #1: Getting Started So, you've found the courage to finally hit the random battle button. You should already be familiar with your tank's characteristics, its strengths and weaknesses. It is now your job to apply its strengths, and hide its weaknesses. A lot of you may wonder, "I know, but how do I do that?" Well, that's what I'm here to explain. Good players will always consider every single bit of information available to them from the start of the game. I'm going to assume that you are driving a reasonably fast tank (can go 40-50 kph consistently), has a gun that isn't complete trash, and has ok armor. Map Analysis First, consider the map. Where will there be optimum cover but also easy access and angles to all parts of the map? I won't go over specific maps, since the viability of positions vary heavily depending on the deployment of your enemies and teammates. Your intuition will improve through practice, so start thinking about which positions offer more angles to damage enemies, and less angles for them to damage you (i.e. places where you can hull down, windows, hill, etc.). Exo's Map guides are a good place to start from. Start from there, then practice and adapt. Analyze Lineups Second, consider the enemy lineup. How many mediums, heavies, TDs, and arty do they have? Are you top tier? Bottom tier? More mediums - Watch out for aggressive fast pushes that will wreck your flank in seconds. Lure them into some heavies who can take the punishment, or regroup with your teammates and over-match them. Just don't let them isolate you. More Heavies - slow down; pushing into them is what they want you to do. Find angles from which you can shoot their sides and rear. Facing them frontally means that they will use their superior health pools to out trade you. This is the best scenario because you know that they won't be going anywhere anytime soon, so take your time and farm to 7k damage. More TDs - Recognition of popular firing lanes is important. Generally I would play cautiously, as even one mistake could end up with you at half or 0 hp. Dealing with TDs should be about the same as dealing with heavies. they have low mobility and even worse firing rate, so take advantage of this and hit them after they've fired or flank. More Arty - For me, 1 or 2 arty is bearable, however, arty has a multiplicative effect where any number above 3 means that you are unable to time their reloads, meaning you aren't able to have moments of aggression in between reloads. Make sure to play carefully and not be spotted often. Control who they focus on. I might write more about reading, predicting, and influencing enemy movements in another article. Top Tier - You're top dog, so play like one. Don't be afraid to push with teammates. Not like an idiot though. Bottom Tier - You're weaker relative to everyone else, meaning that enemies will be more comfortable yoloing you if they want. Therefore, take a supportive role, stay behind the big boys, and farm that damage. Taking Early Positions One of the most important things you should do in any game. Taking early positions sets the tempo of matches, and early game damage influences the game the most. Catching that slow top tier out means that he will have less hp to work with for the rest of the match. Early damage is important, but it's also risky. For one, if you don't position yourself correctly, the enemy might get cocky enough to rush you and if you don't have sufficient support behind you, you will die. You will probably also be the first spotted, so it means that arty's first shot will be aimed at you. If you've ever played on Lakeville and you see players asking for the scout to passive spot mid, it's for a reason. Typically, it's wise to go with the majority so that you can win the flank rather than spend a hard time defending the other. Most maps only have two to three viable locations to go to, so make sure you have enough teammates with you before you go there. Some maps like Prok and Lakeville allow scouts to get really good initial vision on where the enemy is going, so when that happens, take advantage of the new information and adjust accordingly. If they are rushing a flank, don't go there. Take a position where you can punish their push from the side and from afar. Putting It All Together Image 1 I'm going to use a replay of mine for an example. The map is Himmelsdorf and it is Encounter. We're South spawn. I go down in my E5. I typically don't go hill from South because there is no way to retreat from it once you start losing. Also, it's Encounter so even the heavies will go up a lot of the time. Lineups are about the same, no irregularities. There is a large number of low tiers, meaning that the game will be largely determined by what the top tiers do. I check the 8 line alley, don't see any big players there. This means that either they all went hill, or took a detour and went 1 line. The most probable event is the former. After about 20 seconds I start going west on D line. Why? So I can get shots into hill. Excellent plays result from reacting to information quickly and accurately.Image 2 Here you can see me shifting quickly to Western D line at the 13:30 mark. This allows me to shoot up into the hill and deal out damage. In hindsight, if I had moved even earlier I could've reached where the Cent AX was and gotten even better shots into hill and better cover. Anyone on D line becomes trapped once the enemy is done fighting on hill. Something to note is that I could've gone hill in the beginning, and brawled with the everyone. Each player has their unique playstyle/opinions, and you will develop your own through experience and practice. TL;DR : Practice reading the information the enemy gives you at the start of every battle. They will help make the mid and late game easier. Afterword Grats on making it down here! This is my first article, so suggestions are welcome. If there are any topics you want me to cover in the next article, feel free to post in the thread and I'll get to it. I stream sometimes. Support me by following the stream: Twitch
  49. 1 point
    It's actually statistically verifiable; light tanks are impotent. Most of their "power" comes from the fact that they are matched up against other scouts. Among other things, this allows a poor player to basically bench themselves by ensuring that the enemy team has an equally useless player on the other side. It's always best to have your worst players be in scouts (and artillery), since what they actually do in a match is mostly irrelevant. It's also logical that any kind of "where to go" guide for scouts would be poor, given their fluid positioning. Any real map guide for scouts would instead have a list of spots and what they're used for, not "go here, and not here" like Okeano's does.
  50. 1 point
    Nope! El Halluf is almost entirely just the brawl. No one else matters, you just need a guy or two elsewhere to dissuade people from rushing into the base and attempting an arty raid or backcap. You will almost never see a team win the brawl and then lose the match afterward. These guides are not for scouts at all, mostly because scouts are entirely irrelevant vehicles.
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