Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 11/29/2019 in all areas

  1. 5 points
    quick review in case anyone's on the fence about funding Serb's moon base support heavium historically a medium - conventional non-autoloading version of the T54E1 was once tested as a tier 10 med a loooong time ago now dusted off the shelves for the moolah: https://tanks.gg/tank/m48t54e2/stats doesn't actually feel like an E5 gun a m a z e b a l l s meaty 360 alpha with sub 8 reload, good (226) pen and hitscan APCR good accuracy and best in class bloom with .10 base turret bloom - better than a Progetto -10 gun depression aim time only decent at 2.4s, though mitigated by bloom APCR 255 only means you struggle against heavily armoured targets basically the gun of a tier 9 medium overall: all-in-all best in class firepower tied with the Caern (less alpha, more DPM) and the 53TP (more alpha, less DPM). arguably even better than the above two if you fire full gold armour bad to unreliable tumour ~180EA large LFP ~150EA weak-ish UFP ~200EA tall hull larger than the E5 no beak - f no magical drive sprocket turret: 230-250 frontally, prominent shot trap and turret ring overall: more comparable to the Patton than the E5 does not get significantly better with angling or when using gun depression - will bounce some glancing shots 0.4 - 0.5 armour use efficiency which is armoured med territory - snap more for best results - wiggle when reloading mobility 45 top speed, 17 reverse (which is more than the tier 10 patton) 16 hpt baddish terrain resistances with particularly bad soft terrain stats - 3.26 decent traverse + neutral steering 35 degree/s turret traverse <3 gear ratio stuff (needs testing): nippy between 0-30, average heavy acceleration between 30-40, sluggish above 40 overall: goes 40-ish on most terrain but not otherwise significantly faster than a 53TP or an IS-3 good for taking positions and relocating but far from ideal for brawling - things like 50TPs and Chryslers are inexplicably more agile verdict good crew trainer in case you wanted two irrelevant tier 10 heavies decent earner but loses out to Paytriot/Lowe/240 alpha things, goldspam not necessary but addictive again, does not actually play like the E5 - if I had to describe it feels more like the 5A with the Super Conq's gun ridiculously gud at farming - even I can maintain 2k DPG without too much trouble winning potential: tied to Chrysler IMO but you win games by damage whoring and not tanking everything fun factor: as a heavium player this is the most fun I've had in a premium heavy value: IMO worth it if more than 50% off, YMMV OP? https://imgur.com/gallery/R5KFqZM
  2. 3 points
    Enroh

    toxic light tanks

    I will. And do. Bad, bad player. And poster. #justsayin Did you get a new kbeyboard yet? #askingforafriend I could not resist making a double post
  3. 2 points
    It's not OP compared to what? Defender? Turret armor is basically unstoppable if you skyline at even short ranges like 100 meters. Just move horizontally and keep bloom down before you shoot. Up an incline is better so reverse is faster. Hull upper armor should be quite effective at around 200 EFF level ground. The gun combines with these stats so it can beat every poor tier 8 into dust. Anything that can realistically snap it gets its ass kicked because of alpha. I get that its not braindead easy to play but just because it requires a tiny bit of intellect to apply an overwhelming advantage, doesn't mean its not too good. #507 side poke, sky line yourself, mild depression is possible, diagonal poke is better for depression #508 front angled poke to increase upper front strength, will probably get you detracked, just run double kits and repairs. In both cases you are looking slightly up at the turret (~5 degrees), since the 'chin weakspot' doesn't really exist on level ground. Armor protection (for turret) is extremely strong aside from the cupola. It might be a weakspot but its much easier to defend by using flex (than say old IS-3 roof) Hull front does have a beak, 220 eff rapidly drops to 180 on bottom tip of hull upper front creating a minor weakzone of 'only' 190, which is a little less than Cent 7/1 UFP after which it hits over 200.
  4. 2 points
    Archaic_One

    toxic light tanks

    WTF did I just waste 15 minutes of my life doing? This made less sense than my masters thesis and it managed to do it in 2X as many words. So, WG adds 90k new TD bushes to the game but the nerfed to hell LTs are to blame for passive play mmmmkay
  5. 2 points
    Haswell

    toxic light tanks

  6. 2 points
    The amor is not bad. I would say good. UFP is about 190-220 for the weaker bit. LFP is glass but tumor is a real problem apparently the gun that seems ported from a tier 9 medium is supposed to compensate. Good handling for 360 alpha, 2.1k DPM 226 pen, almost like its fucking over the mediums. mobility is good if not for the magical ground resistances from hell. VR is good enough to replace mediums because again fuck balance. side armor and good shell velocity... bullshit/10 would delete again
  7. 2 points
    They've realized arty has always been a mistake and want to remove it, but can't because too many crusty old fucks who play this game would whine about it under the pretense of "something something participation trophy" without catching so much as a hint of the irony. So instead they're just slowly nerfing it to death. They're using the boiling frog effect of gradual change to avoid a backlash. This also avoids a ton of headaches a hard removal would create, such as how to compensate players for all the XP they sunk into the lines, or how to fix all the grind missions which require playing artillery. The sandbox is actually shaping up to be a massive, positive change for the game, because they figured out people are garbage at making judgments with numbers. So they're using a bunch of numerical shell games like inflating hit points and AP damage to confuse the 300-400 brain cells the average WoT player has to make badly overdue changes which would otherwise create a massive bitch-fit.
  8. 2 points
    Haswell

    SU130PM

    I'm going to fucking fix your 0s and Os from now on, because fuck you.
  9. 1 point
    I present to you plebs, muh new Car
  10. 1 point
    In an attempt to revitalise this forum to sate my necrophilic urges I have decided to start a threat where I review tanks currently in my garage. Reviews start from Tier 4 which is where the fun begins and include SPGs which are the most fun class of all Tanks are compared to their peers in the same class, and given scores on FIREPOWER, SURVIVABILITY and MOBILITY on a 1-1O scale. Format roughly follows that of old dedwotlabs reviews. 5/1O means the tank is neither at an advantage or disadvantage in that area, 6/1O a slight edge, 7/1O means a definite advantage in some way, 8/1O is better than most tanks and 9-1O/1O would be best in class or thereabouts. Tank suggestions are welcome. Zeroes are not allowed. Do not ask me to play shitty tanks as I will play them. Example IS-3 FIREPOWER - 8/1O + one of the most reliable guns in tier despite lack of hard accuracy + 39O alpha, high pen on both AP and APCR + snaps for days (.8 turret bloom ftw) = long aim time for mid/long range engagements = only 5 degrees of gun dep tho mitigated by low profile - low DPM at ¬22OO fully kitted out - only 350 VR limiting on open maps and v. Swede campers - somewhat low ammo count for when you have to carry your friendly tier ten tards SURVIVABILITY - 8/1O + unironically one of the best turrets in game: 25O to autobounce frontally with strong sides + tiny weakspots in the form of 2Omm forehead + cupola + frontal hull is a tricky target due to pike + track applique + hull sides absorb more shots than front due to 9Omm sloped + tinfoil supply boxes which somehow act as 3Omm spaced armour + can reverse sidescrape + can facehug + short enough to hull down behind anything bigger than a pixel + trolliness of armour profile quadruples due to small size and ability to wiggle = pike unreliable in frontal engagements = can't do frontal sidescrapes = has turret weakspots (cries in 2017) - frontal hull is cheese to well aimed fire - low profile means both turret weakspots and weak hull are exposed when against tall tanks - module issues - ammorack & burns MOBILITY - 7.5/1O + more agile than most mediums in tier + good HP/T and good acceleration + probably has some broken gear stats at low speeds + cruises at 38 on most terrain = top speed *only* 38 = -15 reverse speed Note: the IS-3 is more agile than most of its peers and is slightly faster than most of the heavy heavies, but the top speed stops it from making some flexes which is why it gets half a point knocked off. OVERALL - 23.5/3O (GUD, VERY GUD) Recommended loadout: APCR, food, rammer, vents, v-stabs. Still one of the best heavies in tier and uncontested in its niche as a hulldown brawly heavium Not as dominant as it once was due to TD campsites being added to otherwise corridory maps Ability to resist higher tiers less important due to MM changes Strongly favours aggressive plays which would be suicidal on most other tanks For a less aggressive playstyle: try the 53TP; if you are terrible - the Defender. =========================================================================================================== List of current tanks: TIER 4 AC I Pz B2 T28E with F-3O Sav M/43 Valentine II TIER 5 MT Matilda IV M4 Improved Turán III Pz.Kpfw. T 25 HT BDR G1 B Churchill III Excelsior T14 KV-22O-2 TIER 6 LT T-5O-2 MT A-43 AC IV Exp Skoda T 25 Strv 74 T-34-85M VK3OO1P HT VK36O1H TD SU-1OO SPG M44 TIER 7 MT Chi-Ri LeO VK3OO2D HT A45 IS TD E 25 SU-1OOM1 SU-122-44 Super Hellcat T-34-2G FT TIER 8 LT LTTB MT AMX CDC Cent 5/1 M4 Rev Obj 416 T25 Pilot 1 T26E4 T-44 T-44-1OO HT 5OTP Proto 53TP AMX M4 49 Caern AX Chrysler K Emil I FCM 5OT IS-3 IS-3A IS-6 IS-M M54 Renegade M6A2E1 VK45O2A WZ-111 TD AMX CDA Jagdtiger 8.8 RHM Skorpion SU-1O1 SU-13OPM WZ-111-1G FT WZ-12O-1G FT SPG LOrr 155 51 TIER 9 MT E 5O Obj 43O II Skoda T 5O T 55A HT 5OTP AMX M4 51 Conqueror E 75 Emil II M1O3 ST-I T-1O WZ-111 1-4 TD Jagdtiger Obj 7O4 WZ-111G FT SPG 212A BC 155 55 Tier 1O LT T-1OO MT 121 Obj 43OU HT 113 AMX 5O B AMX M4 54 IS-4 IS-7 Obj 277 T11OE5 Type 5 WZ-111 5A SPG Obj 261
  11. 1 point
    Hmm, I would have given it a 4/5 in mobility, 5/5 in firepower and 2.5/5 for armour, but I'm comparing it to other heavies and not everything tier 8 - which is probably where the difference comes from. My only gripe with the gun is the gold pen. 255mm is not always enough for when you matched against higher tiers, especially against angled armour. 360 alpha on the other hand is perfectly OK for me since the gun handling is just that good. IMO it's actually better for good players than a Defender is, which is pretty much hard capped by its derpiness. And in fact the most comparable tank in tier is really the 53TP, which is another soft-ish fast heavy with tier 9-esque firepower.
  12. 1 point
    I got the tank at a 70% discount (20% more than what I was aiming for) and played for a bit, so written below are my first impressions/ review. I'll compare it to the T26E5 since it's the American premium HT to get (why would you get a T34 lmao just play the T29 a tier lower) Let's take a look at the tank trifecta of criteria: Mobility The mobility on the tank is good for a heavy, only decent overall. You're rarely going to hit your top speed of 45 and just hover around the 40 mark. Turning kills any speed on this tank because of the terrain resistances so it's best to take racing lines everywhere you go to minimize the speed bleeding. Overall a touch better than the T26E5. 3/5 Firepower This is the highlight of the tank, honestly. It's such a good gun I believe it should be on a tier 9 (it should've been ). Because you don't move so quickly the bloom on hull movement does barely anything for the gun and coupled with the really good but not IS-3 tier .1 turret dispersion means you snap for days. The below-average aimtime is not a problem because the bloom is just so low. The alpha and reload sit at a very good sweet spot wherein you can trade decently with heavies and also out-DPM them 8/10, which fixes my problem with the T26E5 wherein the alpha and bloom are hard to manage to fight decently with the enemies. The penetration is also pretty good, although you'll have problems fighting tier 10 superheavies but all tier 8s have problems with those anyway. The only downside I can think of is that you'll get out-traded by most heavies, especially so with the Defender/VK 100.01, which is really important in heavy brawling where you both trade around cover one at a time. 4.5/5 Armor/Survivability You're honestly not going to bounce anything except with the turret. The hull armor is just garbo enough that anything tier 7 and above will autopen it. You'll have to bait with the tracks to bounce anything on the hull or snapshot your trade so they don't get a chance to hit you (which you're really good at). Turret wise, it will bounce most shots save lucky cheek shots. The cupola is very prominent, but if you're playing it right you can make it a hard shot for most of the enemy. It just means you can't stand still or you'll get hit in the cupola. The height is a problem since the hull is kinda tall, so you have to pick the cover you'll use. Arty wise you're going to get splashed by 200-400 every hit which isn't ideal, especially since the tank is pretty large. I've also noticed my crew dying a bit more than usual, so you might want to consider a large health kit. This the only category wherein the T26E5 edges it out, if only because the hull/turret combo is more useful. View range is also really good for an 8, so you can at least spot in high-tier games where you're kinda useless. I run optics on the tank although a case can be made for vents if your crew is good enough and/or running food. 3.5/5 How is it as a premium? Since you can do a lot of damage due to the really good gun, you can potentially make a lot of money. It's not a 90mm shell though in terms of cost/damage, nor can it farm high-tier opponents like the S1/Lowe, but it makes good credits. Should I buy it? This one's tough to say, especially since it's only a marathon tank for now. At 10-40% discount I'd think about it, 50-70% discount I'd say buy, 80-90% is too good of a deal unless you don't want to give WG money. I got it not only because it was 70% off, but also because I like collecting historical American tanks. I'm still kinda miffed they renamed it to the M54 since it never made it past prototype stages. As a crew trainer it trains both the T57 and T110E5, but the American HT line in general isn't in a very good spot these days bar the T29. Totalling up the ZXScore™ and the tank comes out at 11/15. It's a really good heavy, but it's no Defender :^) thank you for reading my blogpost Addenum: The HE does 440 damage, so you can splash low-HP tanks and kill them. I still wouldn't rely on it, though. ----- I'm not sure why you're looking at UFP effectiveness, especially since nobody in their right mind would shoot an UFP unless they're a.) braindead which is easy to outplay or b.) they have enough pen to butter it, which is most tanks you're gonna face. Tier 8 is a very popular tier, which means most of the people you fight can instapen the hull.
  13. 1 point
    Assassin7

    Removed Maps

    I always liked Swamp, I also liked pearl river but I can see its design flaws. Didnt mind port when it existed but looking back it had a tiny amount of actual playable area. didnt mind sacred valley, south coast, or stalingrad, hated hidden village, didnt really like most of the others. I remember not minding dragon ridge but its been so long since that map existed, and I was still terrible when it as removed, that I'd have a hard time being able to judge it today. but Swamp, gotta get back to that. It was one of the few maps that I felt wasn't corridor-ey. It had some of the most actually playable area and viable positions out of any map in the game. You could play all around the north area, south area, and the whole center area on each side. But everyone complained about it because they couldn't figure out that you had to play the map clockwise from your spawn.
  14. 1 point
    Just got my 11th ever Radley-Walters from a successful 1v3 carry. I rarely pull that off and it was satisfying.
  15. 1 point
  16. 1 point
    The problem is these days there aren't enough people in wg who care about balance. Things like the vk and caern are left there so the broken prems don't stand out as much.
  17. 1 point
    I keel arty, dah https://www.youtube.com/watch?v=O6B0xks6p1U&lc=z23pvvirfzvoyjr2vacdp432fhhi52aksa02vxpgyxpw03c010c
  18. 1 point
    Wanderjar

    World of Tanks map rotation

    careful, your confirmation bias is showing
  19. 1 point
    Oicraftian

    toxic light tanks

    Congrats, acceleration and reaction time advantage, truly decisive strengths in the armor spam corridor fuckfest meta. Mind describing the costs in detail? Handbrake turns have limited use due to how much speed they lose. A light tank survives getting detracked and *not* burning a kit? Even if it is arty splash, 1/3rd to 1/4th of your HP. Arty pen means instant kill. Too much stupid condensed into one paragraph to be comprehensible. > Not comparable since mid tier LT/MT is shit tier thanks to WG > Still want to compare > Talking about T9/T10 meds like they are the problem in 2019 > Indignation Replying in this format may prove effective.
  20. 1 point
    Lack of reliability is a huge problem in low tiers because you have to solo carry there way more often when your whole team dies in 1minute
  21. 1 point
    yikes those are some pretty grindy masteries though.. for people that don't already average 850xp/g or more.. that's easily 2-300 games for most players?? stage 10 easily 500+ games for most players, no way they can complete the masteries in the amount of time but i guess that's why we have money
  22. 1 point
    Enroh

    toxic light tanks

    ok @Diriz0n and @hazzgar keep on topic without the bickering or I will close this thread. Nobody but you two are reading the walls of text being posted. Disagree all you want but keep the name calling out of it.
  23. 1 point
    hazzgar

    toxic light tanks

    I wanted to write a lot more but I'll only write 2 things: 1. What are the other advantages? 2. Also I'm not a social sciences guy. I am a signal transmission engineer. I just work in a different field. Also bagging on the whole social sciences makes you look like a moron. Another dweeb who hides his inferiority by trying to find faults in others. You would not have behavioral economics without psychology and sociology. You would not have neural networks without philosophy and cognitivism. You would not have accurate algorithms without anthropologists. Those are facts since those people are actually employed in said functions.
  24. 1 point
    Haswell

    toxic light tanks

    I won't stop him from posting his shit logic, I also won't stop you from pointing out how full of shit he is.
  25. 1 point
    hazzgar

    toxic light tanks

    Don't worry guys when he gets unbanned we can keep this up. I have another meeting at work tomorrow.
  26. 1 point
    EU Black Friday deals are shit. 80% of them are "buy the premium tank for the same price but with some extra crap you don't need"
  27. 1 point
    hazzgar

    toxic light tanks

    Well you don't get to self define. That just throws your entire stupid reasoning out the window (not through). You said light tanks break late game. But to break late game they have to be good at winning. You are just another player who mistakes an annoying tank with a tank that needs a rebalance. "cry cry this thing made it hard for me, wg pls giv easy mode". Yeah lights have more opportunities to cause damage but that is countered by their overall shit damage dealing ability. Late game I'd much rather be facing a light tank even on an open map than a 430U, Obj140, BC25T, Leopard 1 post buffs or any reasonably fast/stealthy med. In a med I can just chase them. In a superheavy they won't damage me. Also stop crying about my post being toxic. The entire Wotlabs community thinks your posts are nonsense. To make it even worse your post structure is horrible. You can't coherently convey your thoughts. And yes I can judge you on that since a) I have ADHD and severe problems with coherently conveying ideas b) i get paid to judge text structure by very good writers. So stop crying and get good. Both at tanks and posts.
  28. 1 point
    tajj7

    Another arty rebalance incoming

    What Jesse said basically, they are doing another 'rebalance', but really its a nerf to keep slowly killing arty to the point eventually no one plays it. This is a nerf, especially so I believe for tier 5 and 6 arties, because I think (though may be wrong about this) that their alpha damage has not only not been changed to reflect the increased HP pools due to the premium ammo change, but it also hasn't been changed to reflect the general tier 6 and below HP buffs. On the HE and previous 'special ammo' sandbox versions, tier 6 and below tanks had essentially received TWO HP buffs, one to effectively nerf premium ammo, and the other because their HP pools are too low generally. I don't think the alpha of the arties has been changed to reflect both changes, so even the 'improve damage no stun' round, will only be doing as much damage (effectively) as it does now on live, except now like a KV-1 has like 1.1k hit points or something, so an M44 has 550 on standard rounds, and like 630 or something on it;s higher damage rounds, but the tier 5 and 6 tanks it is facing now have way higher HP. Same applies to like the LeFH. Of course those tier 5 and 6 arties also get their HP buffed but in most situations arty HP is irrelevant, so it doesn't benefit them much, everything they fire at now takes them way longer to kill. On a wider scale this whole HP buff change is a pretty easy way to nerf too good premiums, leave them all as they are, so your Defender has 440 alpha and 1500 hit points, whilst your IS-3 will have 450 alpha standard rounds and like 1750 HP for example.
  29. 1 point
    It's entirely possible, yes. Whether they intended to do it or not, the power creep they added into the game is fucking things up. This is a way to reign some of that power creep back in without the plebs rioting. It's entirely possible the new revenue model is > add new power creep tanks/game mechanics/currencies > too much power creep > overhaul which evens things out > restart cycle. It's a way to keep every one investing in buying new crap while allowing the old crap to cyclically become relevant again. It would certainly be better than the current cycle which is > add new power creep tanks/game mechanics/currencies > too much power creep > ???? > PROFIT! > MOON BASE! > GAME DED.
  30. 1 point
    echo9835

    Another arty rebalance incoming

    yeah but why? Did arty really need another re-balancing? I know it is broken, but this won't change how most players feel when the 3 artillery fountain of shit starts spraying them. From the clicker scum's perspective the choice is meaningless. The premium, no stun HE is the clear winner here unless you need stuns for missions. The AP is so weak in comparison to the Premium HE that it is almost entirely worthless. HE should (in theory) do more damage than the AP to lightly or moderately armored targets, and the penetration is not enough to contest a lot of heavies frontally with the generally poor accuracy of SPGs. That means that even in a shotgun situation, AP is not the ideal choice. against LTs, paper TDs, and most MTs, the AP does significantly less damage than HE and risks bouncing or disappearing into an the tracks. Against HTs and tough TDs, the HE might do less damage, but the heavy armor of those tanks means that AP risks bouncing.It is at best a soft removal of stun, so why not just remove stun? The changes in question don't really accomplish half of what Wargaming wants them to and don't address the other issues that artillery create ( insane crew damage, death of a thousand cuts, maps with no artillery cover whatsoever). So yeah, I am a bit confused as to why Wargaming did this in the first place.
  31. 1 point
    How am I supposed to get general in frontline while watching Youtube if I have to think about shell types? It's bad enough I have to alt-tab over and hit the skip button on commercials.
  32. 1 point
    hazzgar

    toxic light tanks

    Jesus. Can you finally get good? Both at tanks and posting? First of all many players like me focus on spotting more than on damage in lights so they don't pull your wn8 as much. My 3 marked amx 13 57 gives me like 4050 wn8. Not super high for a very hard to 3 mark low tier tank. Hell my 3 marked BC12T sits at somewhere around 3000 so around my Lowe 3 mark. Also lights being bad for the game because they are hard to kill late game? Get good then. Lights are also bad at killing stuff so just don't suck and drive like a moron and you win with them. There is a reason why 95% of lights have wr's between shit and average. Also yeah neg rep is "your post is shit". You get many neg reps because all of your posts are shit .
  33. 1 point
    Mikosah

    toxic light tanks

    ^MFW I read this thread. So let's get this straight, passive play is the problem but it isn't caused by arta or chai snipers, these only cause trouble because other tanks spot targets for them? Meanwhile, we're also establishing that mediums fulfill the spotting role sufficiently so that we don't need a dedicated scout class to begin with even if mediums basically cause all the same 'toxic behaviors' as lights? Also that light tank players pad their stats because lights have super low requirements. Why might that be? Ok, so here's a few mild rebuttals: 1- passive play happens because it has always been and will forever be path of least resistance. But one of the best ways to excise the cancerous tumors of arta and chai snipers is to gee, I don't know, spot them. If only there was a class for that. 2- generally speaking, high tier tanks all have very high view range and mutually spot one another whenever they engage unless render distance or bush shenanigans are in play. True that it does make lights redundant in most situations, but if the complaint is that vision causes passivity, what about every other tank with high view range? 3- lights get used for padding because they have super low wn8 requirements, and that's because they don't do nearly as well in the current meta as any other class.
  34. 1 point
    Haswell

    toxic light tanks

    His autism is strong.
  35. 1 point
    Enroh

    toxic light tanks

    What did I say was funny? I was not making any attempt at humour. That being said, I know who Anfield is, and what he does and does not play. So no need for you to attempt to educate me. What was brought to my attention was this video of him playing an account with what looks like your name. All I am doing is asking you to clarify whether this is your account or not. https://www.urbandictionary.com/define.php?term=Sperging out See above and see how it relates to your original post. Downboating an admin. Now that is funny.
  36. 1 point
    Enroh

    toxic light tanks

    @Diriz0n did Anfield sock your account? And did you get a new kb yet?
  37. 1 point
    PlanetaryGenocide

    toxic light tanks

    Remember when we had a thread with a poll to RO Dirizon until he fixed his 0 key? Remember when the results were overwhelmingly in favor? Let's make Wotlabs great again, please
  38. 1 point
    kolni

    toxic light tanks

    i think you should schedule an appointment with a doctor to diagnose you with whatever mental illnesses you're running around with edit: scnitzel was right it feels good
  39. 1 point
    MagicalFlyingFox

    toxic light tanks

    Fuck i love farming 3k damage in LTs on open maps when I can just play the 907 and farm 5k on the same map. Or farming SFA because its Ensk as an LT as opposed to being useful with more hp, armour, DPM, pen and accuracy over an LT in a 907. People farm damage in LTs because they're stat-whoring morons who are willing to be 1/5th as effective for purple stats. If you play an LT you are going to early-scout. What is the point of your mobility otherwise? If you think people farm damage in an LT because of their mobility, you are clearly a retard. People have been farming damage in LTs since forever because its the least damage/effort per wn8 you can do in this game. There is no other reason. Purple WN8, green WR. WN8 is everything because NA. And if you cant figure out why the EBR is broken, you are a fucking retard. Try hitting the fucker. A 43%er driving like a moron will just absorb all the shots you take at it in the wheels. They will spot you 50m from spawn because of how fast they are and you can't do anything when arty/TDs/that EBR decides to fuck you over because you literally just drove from spawn. Plus they make literally all other LTs in the game useless. What is the point of playing a T-100 when an EBR can just drive up to your bush and proxy you without taking any damage because no one can hit it? Plus it'll spot you before you get near the bush anyway because its faster than you.
  40. 1 point
    SchnitzelTruck

    toxic light tanks

    Fucking shitter Man I havnt said that in years, feels good.
  41. 1 point
    Oicraftian

    toxic light tanks

    Ftfy
  42. 1 point
    leggasiini

    toxic light tanks

    Remember when this forum used to be a chill safeplace from all the idiots from official forums and in-game? Good times... Also this Dirizon dude really should fix his zero-key
  43. 1 point
    j_galt

    toxic light tanks

    So, WOTLABS now is about bitching about the ability of light tanks to use camo and spot in the corridor meta? Considering lights need to proxy spot the last TD's in their double bush cocoons because no one else mounts vision equipment or trains vision skills? Fuck, whatever
  44. 1 point
    it's a good challenge for anyone with something to prove, they take effort and the reward is a small cosmetic change outside of the actual achievement itself which i thought was a really good addition to wot, it's a decent reason to hold yourself to a high standard in this game during the grind
  45. 1 point
    Never

    Clan WN8: Normal and Battle-weighed

    Hello! If you have been in a clan's page in WoTLabs recently, you probably noticed a slight change in how the clan's WN8 is displayed. While previously there was a single number, now two are shown. The one shown in larger font is the pure average WN8 of every member in the clan, while the second, shown in smaller font directly under the pure average, is what was up until now the "default". This value which we call a battle-weighed value also takes into account the number of battles each player has. The goal of this was to prevent a clan from padding their average WN8 by including several accounts with a low battle count and extremely high WN8. As you know, WN8 as a metric is only really useful after a certain number of games, usually at the very least a couple thousand. Playing a few battles in low tier tanks and stacked with premium options could easily result in an unrealistically high WN8, which would then be weighed as much as someone with 20 thousand battles under their belt, thus skewing the clan's ratings. However, this method also caused a problem where players with very high battle counts could also skew the results, this time downwards, therefore showing numbers that don't properly reflect the clan's overall performance. To solve this, I have added both numbers to the page, with the most prominent one being pure average WN8, and the battle-weighed WN8 shown directly beneath. This should give players more information to make informed decisions when it comes to choosing a clan to apply to. That is all for now, cheers!
  46. 0 points
    Let me get this straight, why are you here? What constructive purpose, are you here for. You aren't here, for a single one. Just leave. I don't even downvote you anymore because I do not like you, or because you are cossack, whatever. I down vote you because your posts are complete shit. You are here primarily, and without a single secondary, to antagonize people. And you have been told not to. For once, explain why is that a bad idea. Just explain it. How is Bat Chat 25T AP at all problematic tier 8 with a gun reduction. Progetto and Pantera have the exact same 212/259 pen 9Omm gun. It isn't like the Bat Chat 25 AP has some broken chassis either, as explained, Alt 5 is superior in most respects
  47. 0 points
    Remove the lorraine gun it has. Give it FCM and CDC gun, with 6 shot mag. Really wouldn't be different firepower compared to pantera and progetto, which have the same italian variant of the 9Omm - 212/259 as CDC and FCM have. Don't see it being any real problem as a tier 8 at all - as Bat Chat tier X has armour for bounces, Bat Chat 25 AP at tier 9 has none. Alt 5 is smaller, more camo, more HP/T, better gun dep, more amour, and would have more DPM. All Bat Chat would have is clip, and let us get real wouldn't be remotely as good as progetto.
  48. 0 points
    You fucker. How dare you suggest 25T AP become some fucking tier 8.
  49. 0 points
    hazzgar

    SU130PM

    Yes because those are the only 2 camo situations. Either you are in a bush that provides you with a camo bonus or not. There is no third option. Also I'm not saying it's a good idea to setup a camo net in the open. I'm just saying it's the only place where it actually provides a substantial benefit. If you are in a bush you don't need a camo net. The bush and camo skills give you enough camo not to get spoted unless you shoot and if you shoot you just back away. L2P. I think he's triggered and will disagree with me on anything now. That or he doesn't know what double bushing is.
  50. 0 points
    I am more about how it combined those firepower stats with gun bloom that'd be competitive for a medium tank. if real world stats seriously influenced performance we wouldn't be driving anything but IS-7's. The thing would move better than a stock T-54. Except firing 490 alpha at 7-8 RPM with over 270 pen. An excellent reflection on WG's wisdom. Or rather lack thereof.
×
×
  • Create New...