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Assassin7 reacted to WhiteGoliath in What this forum is, and how to gain acceptance
hello there my dear unicum nabs, I've come here to improve my gameplay and to compete with all of u 😋
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Assassin7 got a reaction from ZXrage in Taliban coming to wot, 2x950 on t8, yolo
7 sec aim time...
Bruh.
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Assassin7 got a reaction from Madner Kami in Taliban coming to wot, 2x950 on t8, yolo
7 sec aim time...
Bruh.
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Assassin7 got a reaction from WhatTheSkara in Crew 2.0
Havent seen it properly myself. Friend did a long summary of it.
From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost"
No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me.
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Assassin7 got a reaction from Enroh in Crew 2.0
Havent seen it properly myself. Friend did a long summary of it.
From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost"
No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me.
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Assassin7 got a reaction from ZXrage in Field Modifications
does this mean they're gonna put it in? Fuck sakes.
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Assassin7 got a reaction from echo9835 in Field Modifications
does this mean they're gonna put it in? Fuck sakes.
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Assassin7 reacted to PityFool in WN8 and Spotting Damage
You are well below average.
Here's some advice, stop looking at WN8. Just stop. Focus entirely on learning to win more games and you'll get better.
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Assassin7 got a reaction from Totenstanz in Crew 2.0
finally downloaded the sandbox today.
Here is a comparison of my STBs crew, which went from 53% on their 6th skill to Level 75 Specialist 5 mastery on the Sandbox. based on the skills I chose (I tried making the skills as identical as possible to my old, Live loadout) - plus four instructors which I had bonus to the VR skill, the base BIA skill, the consumable reload buff skill, and the make you accelerate faster skill.
Notable:
Lost 0.05 seconds of reload speed lost 0.02 seconds of aim time (possible but hard for me to notice or confirm on 300+ ping sandbox) Lost some bloom reduction on hull and turret traverse lost 4.15 traverse speed lost 2.76/0.58 stationary camo (sorry bad cropping, its 27.62/5.77) lost 2.07/0.43 moving camo (bad cropping, 21.47/4.49) Gained 16m VR gained 32m Radio range (though that literally doesn't matter)
a 16m VR bonus is a decent buff. Id say its worth the tradeoff for the gun handling. Is it worth the tradeoff for the camo and other stuff? I personally am not sure of how big a loss that is, someone with more knowledge on the topic would be better able to comment on that.
Also should note, I picked basically zero of those skills that you need to proc to activate (as in, for X seconds after doing Y, get Z bonus) because I absolutely despise the entire idea of those skills. plus reading them none of them actually seemed to be that especially useful.
other note, to get to the 30 points to unlock one of the big talents means you have to put enough points into the tree that talent is locked behind. I was picking skills from all over on my STB crew. I had to stretch to a skill I didn't really want very much just to get to the 30 points to unlock that specific talent. If a talent I wanted for that tank wasn't in a tree that fits the optimal build for the tank, I'm basically permanently gimped by either picking subpar skills to get the talent or forgoing the talent to get the skills I need.
If WG wanted more variety in skill choices, this was not the way to do it.
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Assassin7 reacted to Never in Patrons: Profile badge and on-demand stat updating
Hello!
As part of the upcoming (and somewhat delayed thanks to food poisoning) update for session statistics, Patrons are now able to update their statistics at any moment, without a wait of one hour between requests.
Not only that, but Patrons with their account verified here in the forum will also have a special badge next to their player name on their WoTLabs profile showing their patron status.
A huge thanks to all the Patrons that help support us and keep the lights on!
Cheers!
Never
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Assassin7 got a reaction from sohojacques in Crew 2.0
finally downloaded the sandbox today.
Here is a comparison of my STBs crew, which went from 53% on their 6th skill to Level 75 Specialist 5 mastery on the Sandbox. based on the skills I chose (I tried making the skills as identical as possible to my old, Live loadout) - plus four instructors which I had bonus to the VR skill, the base BIA skill, the consumable reload buff skill, and the make you accelerate faster skill.
Notable:
Lost 0.05 seconds of reload speed lost 0.02 seconds of aim time (possible but hard for me to notice or confirm on 300+ ping sandbox) Lost some bloom reduction on hull and turret traverse lost 4.15 traverse speed lost 2.76/0.58 stationary camo (sorry bad cropping, its 27.62/5.77) lost 2.07/0.43 moving camo (bad cropping, 21.47/4.49) Gained 16m VR gained 32m Radio range (though that literally doesn't matter)
a 16m VR bonus is a decent buff. Id say its worth the tradeoff for the gun handling. Is it worth the tradeoff for the camo and other stuff? I personally am not sure of how big a loss that is, someone with more knowledge on the topic would be better able to comment on that.
Also should note, I picked basically zero of those skills that you need to proc to activate (as in, for X seconds after doing Y, get Z bonus) because I absolutely despise the entire idea of those skills. plus reading them none of them actually seemed to be that especially useful.
other note, to get to the 30 points to unlock one of the big talents means you have to put enough points into the tree that talent is locked behind. I was picking skills from all over on my STB crew. I had to stretch to a skill I didn't really want very much just to get to the 30 points to unlock that specific talent. If a talent I wanted for that tank wasn't in a tree that fits the optimal build for the tank, I'm basically permanently gimped by either picking subpar skills to get the talent or forgoing the talent to get the skills I need.
If WG wanted more variety in skill choices, this was not the way to do it.
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Assassin7 got a reaction from Totenstanz in Crew 2.0
Went for a quick look at the RU forums to see what they are saying about it:
They dont seem to like it for many of the same reasons as us, so far at least.
Edit, link to that thread: http://forum.worldoftanks.ru/index.php?/topic/2127797-ваши-впечатления-от-экипажа-20/page__pid__54595832__st__20#entry54595832
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Assassin7 got a reaction from Jesse_the_Scout in Crew 2.0
Went for a quick look at the RU forums to see what they are saying about it:
They dont seem to like it for many of the same reasons as us, so far at least.
Edit, link to that thread: http://forum.worldoftanks.ru/index.php?/topic/2127797-ваши-впечатления-от-экипажа-20/page__pid__54595832__st__20#entry54595832
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Assassin7 reacted to lavawing in Crew 2.0
I did a summary of the changes (I'm lazy so the formatting is fucked). But really, it doesn't take a professor of anatomy to tell you that the changes are ass. Here's why:
1. Crews lose skills
Your old crews that had 3-4 skills will only have ~40ish skill points in the new system, which will lose you - 2-3 skills/perks in practice
3-4 skills were basically enough for anything that wasn't a highly specialised LT build,
but now, you have to grind much, much more to get those crews to perform at the level they perform now, i.e. >75 points in the new system which is the equivalent of what is now a 5 skill (non-0th skill) crew.
for a more detailed take, see: https://www.reddit.com/r/WorldofTanks/comments/lqriw0/this_average_crew_loses_24_skills_when_converted/
2. Crews do not combine
If you were in the habit of grinding several crews to 3-4 skills instead of having 1-2 crews which you maxed out (which most people will be), you're shafted because crews do not combine and you're stuck with multiple (un-competitive) crews
this is unfair to the players because under the old system, there was very little incentive to go past the 3rd or 4th skills, whereas now you're massively penalised for it with no recompense whatsoever
if you think this is just sandbox and they might change it later, community contributors have said on the forums that they do not plan on introducing merging crews as a feature.
3. 0th skill crews have exactly 0 worth
If your crews are Christmas crews/0th skill BIA crews, the extra skill you have will not be counted in the new system - you lose 2-3 skills from that alone - not counting the fact you effectively lose 2-3 skills anyway for what are currently 3-4 skill crews
this massively shafts people who bought/ground out 0th skill crews with zero compensation
4. RNG-gated instructors
Speaking of 0th skill crews, special 0th skill crews will now become 'instructors' which give small bonuses to specific perks. you have a choice between 3 perks of one category for each instructor - and which 3 you get to choose from is pure RNG - no rerolls.
this locks bonuses behind a pay to progress, RNG-based mechanic where previously you just had to grind crews to progress.
which makes the game even more unfair as between the players that pay up and players that don't (or can't).
5. Massive endgame grind for even more inequality
They nerfed the commander bonus and introduced a new 'expertise' grind where for each level of progression you grind past the 75th point, you get a 'small' bonus to your vehicle handling. vehicle handling is the same thing as what BIA does now, and the maximum ('small') bonus you can get from expertise is 20%........on top of the 5% you already get from the renamed BIA and all the other bonuses you have through skills/equipment.
Previously, crews, once you were past 100% and had BIA, no matter how much you played with them, no matter where you got them, no matter how many crew books you bought and fed to them, were capped at the same level of performance - you won't get a faster reload, you won't get less aimtime.
For the mechanics of these changes, see: https://www.reddit.com/r/WorldofTanks/comments/lqlt46/crew_20_sandbox_general_feedback/goi4lif?utm_source=share&utm_medium=web2x&context=3
Now as for their effects....
The new system introduces an all new grind that gives you the equivalent of stacking an extra ~ 2.5 more bond vents on your tank
this not only adds a new grind, but increases the already gaping inequality between players
a new player with a fresh crew will lack the renamed BIA, he might lack equipment, he is likely not to be be running food, he certainly won't have the expertise bonus on his tank - and he will be facing veterans with crews that perform 40-50 percent better than what he has.
*this hypothetical player would have to grind the equivalent of 7 skills in the current system just to catch up.
the only bandage on this fresh bullet wound is the free sixth sense - which players in the current system could have got pretty easily by crew books in the first place - and which could be added without all this hullabaloo with the new system.
CW Implications:
some of the perks would be very strong in a competitive setting, which I admit isn't a bad thing necessarily.
for a decently competitive clan, crew 2.0 would mean basically mandating people to have the equivalent of 6-7 skill crews in order to perform on a 'level' playing field
and that's not counting stacking with bond/bounty equipment and access to reward tanks
There are also side issues with tanks with large crews seemingly being shortchanged but that's minor compared to the iceberg that we're headed towards.
Don't look a gold sink in the mouth!
one of the touted features of Crew 2.0 is that you can train 1 crew for up to 3 tanks, only that..
u/Kuratovsky has kindly pointed out to me that in Crew 2.0, training your crew for the 2nd and 3rd tanks, just like retraining crews under the current system, will result in a penalty.
unlike in the current system, the retraining penalty for the 2nd and 3rd tanks is 10% of the crew's total experience.
if your crew has, say, 13 million exp (~6 skill crew), you will lose 1.3 million crew exp from the F2P option - and this directly eats into your crew skills/expertise bonuses
currently, the penalty for retraining a crew to another tank is 10% of the major qualification, i.e. 10% of 100k exp. this does not affect the crew skills/perks.
if you want to avoid bleeding XP, the solution is simple: 750 gold, 750 gold for every tank other than the first tank, and for every new tank that you switch in.
the effect is that what appears to be one of the most F2P friendly features of Crew 2.0 is simultaneously the least F2P friendly part of the changes. this is because people who don't have gold will be forced to lose 10% of their total crew XP every time they retrain a crew to a different tank.
Concluding thoughts
For those of you who say that there's nothing to worry about and WG will surely revise the sandbox changes and make them good, I present to you the examples of:
what happened to WOWS (https://www.reddit.com/r/WorldOfWarships/comments/k44sbi/flamu_dissects_the_upcoming_commander_skill/)
what happened to Console(https://www.reddit.com/r/WorldofTanks/comments/l12hd1/world_of_tanks_console_ruined_with_1_update_dont/gjx40yr/?utm_source=reddit&utm_medium=web2x&context=3)
and what is happening with the HE changes despite the population being generally ambivalent towards them (http://forum.worldoftanks.eu/index.php?/topic/765180-sandbox-test-he-shells%E2%80%94feedback-and-reaction/)
For those of you who still remember, Rubicon failed in 2015 because the playerbase was not okay with cosmetics having an effect on gameplay. That they made heard. These changes with Crew 2.0 are of a much greater magnitude, are much less accessible, and in their current guise, it is safe to say that they will impact the game much more negatively.
The multitudinous changes to the system and the overhauls to the interface only serve to hide the fact that your crews will be worse, that as players we will suffer, that we will have to pay more, grind more, to get less in return.
There is no reason that the playerbase should allow these changes to happen.
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Assassin7 got a reaction from sohojacques in Crew 2.0
Went for a quick look at the RU forums to see what they are saying about it:
They dont seem to like it for many of the same reasons as us, so far at least.
Edit, link to that thread: http://forum.worldoftanks.ru/index.php?/topic/2127797-ваши-впечатления-от-экипажа-20/page__pid__54595832__st__20#entry54595832
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Assassin7 got a reaction from Shadivak in Crew 2.0
Went for a quick look at the RU forums to see what they are saying about it:
They dont seem to like it for many of the same reasons as us, so far at least.
Edit, link to that thread: http://forum.worldoftanks.ru/index.php?/topic/2127797-ваши-впечатления-от-экипажа-20/page__pid__54595832__st__20#entry54595832
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Assassin7 got a reaction from cavman276 in Crew 2.0
Havent seen it properly myself. Friend did a long summary of it.
From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost"
No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me.
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Assassin7 reacted to Rexxie in Crew 2.0
This is trash.
The new perks suck ass for a multitude of reasons, especially proc based situational ones. They don't work in any game, I can't believe someone greenlit that idea.
Creates a huge gap between 7+ skill crews and lower level crews. You don't have amazing crews? Fuck yourself. New players can look forward to literally never being on even footing with veterans. I'll end up with 50%+ more crew skill then the other players in the match after 3 kills and a burned medkit. That's fucking stupid. I'm not even playing the same game at that point.
How much you benefit from the crew conversions depends entirely on whether you kept a small number of good crews or a lot of okay ones. You honestly might as well quit the game if you did the latter because of the above reason. Incredibly disappointing. Give everyone sixth sense and then literally never touch the system again, wargaming.
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Assassin7 got a reaction from hiipanda in Crew 2.0
Havent seen it properly myself. Friend did a long summary of it.
From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost"
No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me.
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Assassin7 got a reaction from echo9835 in Crew 2.0
Havent seen it properly myself. Friend did a long summary of it.
From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost"
No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me.
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Assassin7 reacted to Never in Faster statistics updates, better performance and bugfixes!
Should be available by Friday at the latest! I was hoping to have it done by now but last week I came down with a pretty bad case of something and I've been pretty much knocked out of comission since then. Hoping to get back on my feet this week!
Cheers!
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Assassin7 reacted to kolni in sr360's Non-potato games
I'll happily answer all your questions you have about me. I am an ex-WGL Pro player for starters, look up FAME 7x7 and Knäckebröd and you will see me playing casted games. I stopped playing WGL because the League literally got shut down. I've traveled to events and competed and met friends from the two clans I spent most of my time in (FAME and S3AL). This game was a very large part of my life before I moved on. I come back every now and then, and it takes a few weeks but then I'm back to form again. I find the game laughably easy. I wish it translated into something more productive though.
The yun9 account was a reroll I made to get number 1 on the server, which I did.
My account before the reroll was Yung_xD. and there I was playing off meta tanks. Stuff like this:
The account was then sold, and obviously the player wasn't my caliber and depadded the account down and renamed it. I know the ID but since I have a code I won't leak the nick as that isn't very nice to the one who bought it. 4K EUR is plenty of compensation. After this, I pretty much only boosted other accounts as I literally did not have an account of my own anymore. I made a living off of this game for over 3 years alone.
The average tier is a bug. That account had zero games below tier 8 on it. You didn't find it strange that it has a 3700 average damage output with a 7.22 average tier? Since I rerolled my original account after three marking every tier 10 in the game (excluding rewards), I got to keep the prems - and rewards. It had 1200 907 games on it. The rest was a mixture of strong meta tanks.
If you go through literally any of my threads, content and so on, you will very obviously see that I know what I'm talking about. I know this game better than reality. I'm also the top DPG holder on very many tier 10s
I'm 25 years old. My life's actually pretty fucking bad. I have autism, ADHD and I'm very likely bipolar too. Drug addict on top of that too. Somehow I'm still able to run circles around literally millions of players despite all of that. Have you ever played WoT on LSD? I have. It was pretty much the only time in 5 years that I played what the average player would consider average.
That sig is my mark of achievement. Of coiurse I'm posting it - I'm proud of it. Have you ever been number one in the world at any point ever at something? That feeling really is something. At the time, I was ahead of the russians too. I'm not anymore, and plenty of players are better than I am now, but my knowledge regarding the game is more refined than pretty much anyone you'll ever come across on this forum, or any other forum.
You can question my integrity, but pretty much anyone who matters in this game, or on this forum for that matter, will corroborate what I'm saying.
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Assassin7 reacted to Taimer in sr360's Non-potato games
LOL of course you would be defensive to these ideas, your clearly the problem.. 7.22 average tank played means you spend more time seal clubbing with op tanks against players who are still developing their crews and skills...anyone who has 48k battles and cant play tier tens with your stats is just sad.. You are bragging about being 6'4" tall and 18 years of age playing 6th grade basket ball and being the best player on the team... pathetic. It is a team game and you clearly do not know how to play with others... your not even worth my time.
you say you don't use xvm but you proudly posted your purple tag showing the whole world how awesome your not. yun9 doesn't come up on any wotlabs server nor does it come up on WOT your so sad I wouldn't be surprised if that's a fake tag.
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Assassin7 reacted to kolni in sr360's Non-potato games
You clearly have literally zero understanding of how any game that involves teamplay works whatsoever, when your teammates are literal garbage (which a minimum of 11 will be every game on your team in this game) you need to play around their weakness. There is no teamplay. It's making use of teammate fuck ups. Anything goes in combat. WoT is a knifefight, not a team game. It's PVE, despite the notion that it isn't. The only thing you can influence is your gameplay, and when (and it's always a matter of when, not if) your team goes full ape the best outcome is to stall it out to cut your losses.
The only way to actually get to 70%WR is by doing this very thing you are arguing aganist, or triple platooning. I know, because I did. I'm probably further behind my teammates than your average unicum but my impact is pretty much double anyway. Know why? Committing means all or nothing, and keeping your options open is how you can continue to positively influence the game - even after it's decidedly lost. I consider many games lost right at countdown because of matchmaking, and I have never used XVM. Composition decides your best course of action and sometimes you are dealt a really shitty hand. SR is great at making use of a bad hand. I've reviewed his replays and while there are things to improve on - there are things he does better than players considerably better than him by many margins. The most notable one is probably never giving up like so, so many players do when all seems lost. It's probably still lost, but you can either go down swinging or get down on your knees because you're never going to improve.
Playing for WN8 and playing for wins aren't as far apart as you make it out to be, winning game states lead to better games. Snowballing is a concept for a reason and when that snowball is running towards you - you fall back to stalling. This applies to prety much every game ever created and not understanding it is a very fatal flaw you have in your gameplay just by typing these words out.