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Rexxie

Purple Poaster
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Reputation Activity

  1. Upvote
    Rexxie got a reaction from swevener in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    I swear those games are so incredibly common on the indien. My apologies.
     
     
     
    I guess you could say his lyrics are... crawling in your skin
     
    EDIT: hey asshats quit downvoting me i am not the one who tried to eat the wall.
    EDIT: hey before you hit that down arrow why don't you ask yourself why you can't take a joke you losers. jesus the pc crap has extended to long horses? because that is all those things are, and no one was bawling when that chimp got shot for eating that lady's face. so are you racist for long horses over gorillas? hippocrites.
    EDIT: is it a bunch of peta lamebrains doing this? did my one little joke hit some kind of tree-hugger blog or some shit? i have never so much as even spit on a geraffe! wtf? i ate lion one time, it was in a burger; i had alligator, and something they told me was eagle but i'm positive it was just chicken. whatever anyone is saying about me and geraffes is not even true. but go on farteaters, downvote away. it shows how stupid you are.
    EDIT: spelling.
  2. Downvote
    Rexxie got a reaction from tigetank in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    I swear those games are so incredibly common on the indien. My apologies.
     
     
     
    I guess you could say his lyrics are... crawling in your skin
     
    EDIT: hey asshats quit downvoting me i am not the one who tried to eat the wall.
    EDIT: hey before you hit that down arrow why don't you ask yourself why you can't take a joke you losers. jesus the pc crap has extended to long horses? because that is all those things are, and no one was bawling when that chimp got shot for eating that lady's face. so are you racist for long horses over gorillas? hippocrites.
    EDIT: is it a bunch of peta lamebrains doing this? did my one little joke hit some kind of tree-hugger blog or some shit? i have never so much as even spit on a geraffe! wtf? i ate lion one time, it was in a burger; i had alligator, and something they told me was eagle but i'm positive it was just chicken. whatever anyone is saying about me and geraffes is not even true. but go on farteaters, downvote away. it shows how stupid you are.
    EDIT: spelling.
  3. Upvote
    Rexxie got a reaction from Errants in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    I swear those games are so incredibly common on the indien. My apologies.
     
     
     
    I guess you could say his lyrics are... crawling in your skin
     
    EDIT: hey asshats quit downvoting me i am not the one who tried to eat the wall.
    EDIT: hey before you hit that down arrow why don't you ask yourself why you can't take a joke you losers. jesus the pc crap has extended to long horses? because that is all those things are, and no one was bawling when that chimp got shot for eating that lady's face. so are you racist for long horses over gorillas? hippocrites.
    EDIT: is it a bunch of peta lamebrains doing this? did my one little joke hit some kind of tree-hugger blog or some shit? i have never so much as even spit on a geraffe! wtf? i ate lion one time, it was in a burger; i had alligator, and something they told me was eagle but i'm positive it was just chicken. whatever anyone is saying about me and geraffes is not even true. but go on farteaters, downvote away. it shows how stupid you are.
    EDIT: spelling.
  4. Downvote
    Rexxie reacted to Blackhorse_Six in Too many seal clubbers says the seal clubber.   
    Keeping your cartoon snobbery in check, Bridgeburner ...
     
    Your statement is in direct conflict with the stated purpose of the forum.
  5. Upvote
    Rexxie got a reaction from CraBeatOff in Campaign Landlords: What are the Good clams going to run.   
    The MS-1 is bad.
  6. Upvote
    Rexxie got a reaction from Kerba in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    Poor guy.
     

  7. Upvote
    Rexxie got a reaction from thekebecer in wtf @ 6k goldpots in canada   
    An entire bottle of vodka? You give Ziddy a teaspoon and he's already drunk. The guy has the alcohol tolerance of a butterfly.
     
    3d RO. Release of classified personal information.
                                                                  ~ZiddyCat
  8. Upvote
    Rexxie got a reaction from ZiddyCat in wtf @ 6k goldpots in canada   
    An entire bottle of vodka? You give Ziddy a teaspoon and he's already drunk. The guy has the alcohol tolerance of a butterfly.
     
    3d RO. Release of classified personal information.
                                                                  ~ZiddyCat
  9. Upvote
    Rexxie got a reaction from Ipoop1 in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    Poor guy.
     

  10. Downvote
    Rexxie reacted to NavySnipers in #eatdixgetclicked - sela's Q&A Thread   
    According to WGA's tankopedia, the E5 doesn't have a radioman.
     
    Only a Commander (with radioman skills), gunner, driver, and a single loader.
     
    I must be going insane
     
    Edit 2:
     
    Not insane. Sela is mean AWESOME AND THE BEST TANKER EVER
     
    sela is bad@poasting
  11. Upvote
    Rexxie got a reaction from JCFalkenberg in The Glorious KV-1S   
    KV-1S on WoTWiki
     
    Infoguide by yours truly. Please read up on the KV-1S for more exact numbers, I am not here to talk about radio range and accuracy ratings, I'm here to tell you how to work with what you've got.
     
    Credentials:
     



     
    Why Choose the KV-1S:
     
    -Very high, easily obtainable DPG.
     
    -Forgiving HP pool.
     
    -Flex ability.
     
    -KV chassis and tracks allows for great survivability despite low armor, translating well into high-tier games.
     
    -It's Russian, comrades.
     
     
    Suggested Equipment:
     

     
    The Gun Rammer is absolutely crucial to this vehicle and helps immensely in punching out as many 122mm shells you can in a given timeframe. If you're on this website, this should be a given.
     
    A GLD is nearly as important due to the tremendous issues the KV-1S can have with accuracy and aimtime. Truly also a must-have, this will help you better project your damage by ensuring you can snap shots off more quickly, and hit more often.
     
    Vents are recommended because of how they work in conjunction with the crew skill BIA, providing a small but generous bonus to every facet of the tank, including it's aimtime, overall accuracy, and mobility.
     
     
    Suggested Crew Skills:
     
    It's highly recommended that you run this tank with Brother's in Arms for the first completed crew skill for the entire crew, as it will work well with the Vents to provide a considerable boost to your performance. Your second skill choices should be repairs, followed by a retrain of the commander back to Sixth Sense as soon as possible. Pretty standard for a heavy.
     
    If you have a third crew skill, at that point I'd advise you to pick camouflage over the rest of the skills. Being Russian, the 1S has a pretty high natural camoflage rating that benefits from camo training nicely. It's also one of the only skills that allow you to overcome your blindness.
     
    How To Use: The Armor
     
    Before we talk about armor values, we have to fully understand the shape and features of the KV chassis itself. Boxy, wide, but relatively flat to the ground, the KV-1S hull is simple to angle. The tracks are also an important defense that you will have to take advantage of. Frontally, they take up around 1/3 of the tank's profile, and are often the target of shots that have not been well placed. The autobounce plate is a very important feature of the KV chassis. This slab of well sloped armor smack dab in the middle of the chassis will eat shots from almost any opponent you face. Sloped at 70 degrees, this will be mostly impenetrable in all but extremely close-quarters combat.
     
    Now, onto the actual armor. The hull is given a uniform 75/60/60mm while the turret is graced with 100/90/90mm and a 60mm (overlapping) mantlet. These are probably the armor values you'd expect for a heavium of this tier, so there's no real surprises here. The armor's raw thickness is capable against things you'd expect it to be capable of - bouncing tier 4 and 5 tanks off the hull and tier 6 and 7 tanks off the turret face. The uniform hull is a big help and allows you to do a lot of angling. Important to note is that your side armor actually has a higher effective thickness than the front, so angle well when you can bounce your opponent through sheer armor thickness, but only angle slightly against opponents who you rely on crits and ricochets to bounce.
     
    So, at the end of the day, what does this all mean? The KV-1S is a non-traditionally armored heavy that relies on critical hits and ricochets to survive. And it works. This results in superior survivability against high tier tanks than tanks that rely on sheer armor thickness.
     
    How To Use: The Gun
     
    There is no question as to which gun we're going to be using. The 122mm D-2-5T is the last surviving relic of the days of old, where Russian tanks were equipped with hilariously high damaging cannons. This cannon dishes out 390 damage per shot with 175mm penetration - in other words, this thing's hard stats are insane.
     
    We're going to talk about the alpha, and this is probably the most important part of the KV-1S. You have the same alpha-for-tier as behemoths such as the Jagdpanzer E-100, and you really have to make use of it as often as possible. Most of your peers will die in two shots, whilst lower tier tanks (all tier 4 tanks and all tier 5 TDs) will die with just one. You need to take weak tanks off the battlefield as quickly as possible. This is one of the only tanks that can take powerful, game changing tanks off of the field in one shot, but your sustained DPM is horrible. Your job is to create situations where alpha is all that matters.
     
    When the match starts, identify where you can go to create these situations. Each (and every) map has a place for it, be it the hill on Malinovka, town in Ruinburg, or the large dunes of Sand River. For the most part, getting your gun into position is pretty standard - look for early, uncontested shots, preaim and then reverse into cover, etc.
     
    Carrying Games
     
    So what is carrying games all about, anyway? Well, to put it simply, your damage ratio. The more you deal in proportion to how much you take, the better you can carry games. This is where the KV-1S is king. You have awesome alpha, a good platform to get it where it needs to be, and good enough gun depression to avoid unnecessary damage.
     
    The trick is (and this is where most people screw up) not take take damage in a 1:1 ratio. Hell, I won't even take damage in a 1.5:1 ratio. At the same time, taking damage can mean avoiding damage. Stay aware of what your damage ratio will be after the entire encounter, not just what your damage ratio will be after you trade shots. If throwing yourself in front of a 300 damage gun is going to save you 600 hp down the line, for god's sake, do it. At the same time, don't throw yourself in front of a 300 damage gun just because "mine does 90 more!". That's not how carrying works.
     
    Take uncontested shots, fight opponents that cannot react, and minmax your damage ratio. Bam, you just carried.
     
    End
  12. Upvote
    Rexxie got a reaction from Necator in VENTS VERSUS AIM TIME   
    Unless it's <2.3, get dem aim time stuffs.
     
    People really overvalue BIA, imho. Most people would disagree with me, but BIA becomes kind of iffy as your crew numbers approach 5, and by 6 it has lost most of its value. Trading off 6 skills for the marginal boosts (many of which are near impossible to capitalize on or even so marginal that they are completely useless) is just a bad trade.
     
    BIA is great when there's nothing better, something you'll often see on arty or after your second skill. Before that it's a toss up. It's never bad, so if you're lazy there's nothing wrong with spamming BIA. You can just do better if you're trying to minmax your effectiveness.
  13. Upvote
    Rexxie got a reaction from KFAJ in The Glorious KV-1S   
    KV-1S on WoTWiki
     
    Infoguide by yours truly. Please read up on the KV-1S for more exact numbers, I am not here to talk about radio range and accuracy ratings, I'm here to tell you how to work with what you've got.
     
    Credentials:
     



     
    Why Choose the KV-1S:
     
    -Very high, easily obtainable DPG.
     
    -Forgiving HP pool.
     
    -Flex ability.
     
    -KV chassis and tracks allows for great survivability despite low armor, translating well into high-tier games.
     
    -It's Russian, comrades.
     
     
    Suggested Equipment:
     

     
    The Gun Rammer is absolutely crucial to this vehicle and helps immensely in punching out as many 122mm shells you can in a given timeframe. If you're on this website, this should be a given.
     
    A GLD is nearly as important due to the tremendous issues the KV-1S can have with accuracy and aimtime. Truly also a must-have, this will help you better project your damage by ensuring you can snap shots off more quickly, and hit more often.
     
    Vents are recommended because of how they work in conjunction with the crew skill BIA, providing a small but generous bonus to every facet of the tank, including it's aimtime, overall accuracy, and mobility.
     
     
    Suggested Crew Skills:
     
    It's highly recommended that you run this tank with Brother's in Arms for the first completed crew skill for the entire crew, as it will work well with the Vents to provide a considerable boost to your performance. Your second skill choices should be repairs, followed by a retrain of the commander back to Sixth Sense as soon as possible. Pretty standard for a heavy.
     
    If you have a third crew skill, at that point I'd advise you to pick camouflage over the rest of the skills. Being Russian, the 1S has a pretty high natural camoflage rating that benefits from camo training nicely. It's also one of the only skills that allow you to overcome your blindness.
     
    How To Use: The Armor
     
    Before we talk about armor values, we have to fully understand the shape and features of the KV chassis itself. Boxy, wide, but relatively flat to the ground, the KV-1S hull is simple to angle. The tracks are also an important defense that you will have to take advantage of. Frontally, they take up around 1/3 of the tank's profile, and are often the target of shots that have not been well placed. The autobounce plate is a very important feature of the KV chassis. This slab of well sloped armor smack dab in the middle of the chassis will eat shots from almost any opponent you face. Sloped at 70 degrees, this will be mostly impenetrable in all but extremely close-quarters combat.
     
    Now, onto the actual armor. The hull is given a uniform 75/60/60mm while the turret is graced with 100/90/90mm and a 60mm (overlapping) mantlet. These are probably the armor values you'd expect for a heavium of this tier, so there's no real surprises here. The armor's raw thickness is capable against things you'd expect it to be capable of - bouncing tier 4 and 5 tanks off the hull and tier 6 and 7 tanks off the turret face. The uniform hull is a big help and allows you to do a lot of angling. Important to note is that your side armor actually has a higher effective thickness than the front, so angle well when you can bounce your opponent through sheer armor thickness, but only angle slightly against opponents who you rely on crits and ricochets to bounce.
     
    So, at the end of the day, what does this all mean? The KV-1S is a non-traditionally armored heavy that relies on critical hits and ricochets to survive. And it works. This results in superior survivability against high tier tanks than tanks that rely on sheer armor thickness.
     
    How To Use: The Gun
     
    There is no question as to which gun we're going to be using. The 122mm D-2-5T is the last surviving relic of the days of old, where Russian tanks were equipped with hilariously high damaging cannons. This cannon dishes out 390 damage per shot with 175mm penetration - in other words, this thing's hard stats are insane.
     
    We're going to talk about the alpha, and this is probably the most important part of the KV-1S. You have the same alpha-for-tier as behemoths such as the Jagdpanzer E-100, and you really have to make use of it as often as possible. Most of your peers will die in two shots, whilst lower tier tanks (all tier 4 tanks and all tier 5 TDs) will die with just one. You need to take weak tanks off the battlefield as quickly as possible. This is one of the only tanks that can take powerful, game changing tanks off of the field in one shot, but your sustained DPM is horrible. Your job is to create situations where alpha is all that matters.
     
    When the match starts, identify where you can go to create these situations. Each (and every) map has a place for it, be it the hill on Malinovka, town in Ruinburg, or the large dunes of Sand River. For the most part, getting your gun into position is pretty standard - look for early, uncontested shots, preaim and then reverse into cover, etc.
     
    Carrying Games
     
    So what is carrying games all about, anyway? Well, to put it simply, your damage ratio. The more you deal in proportion to how much you take, the better you can carry games. This is where the KV-1S is king. You have awesome alpha, a good platform to get it where it needs to be, and good enough gun depression to avoid unnecessary damage.
     
    The trick is (and this is where most people screw up) not take take damage in a 1:1 ratio. Hell, I won't even take damage in a 1.5:1 ratio. At the same time, taking damage can mean avoiding damage. Stay aware of what your damage ratio will be after the entire encounter, not just what your damage ratio will be after you trade shots. If throwing yourself in front of a 300 damage gun is going to save you 600 hp down the line, for god's sake, do it. At the same time, don't throw yourself in front of a 300 damage gun just because "mine does 90 more!". That's not how carrying works.
     
    Take uncontested shots, fight opponents that cannot react, and minmax your damage ratio. Bam, you just carried.
     
    End
  14. Upvote
    Rexxie got a reaction from BrianHorrocks in The Glorious KV-1S   
    KV-1S on WoTWiki
     
    Infoguide by yours truly. Please read up on the KV-1S for more exact numbers, I am not here to talk about radio range and accuracy ratings, I'm here to tell you how to work with what you've got.
     
    Credentials:
     



     
    Why Choose the KV-1S:
     
    -Very high, easily obtainable DPG.
     
    -Forgiving HP pool.
     
    -Flex ability.
     
    -KV chassis and tracks allows for great survivability despite low armor, translating well into high-tier games.
     
    -It's Russian, comrades.
     
     
    Suggested Equipment:
     

     
    The Gun Rammer is absolutely crucial to this vehicle and helps immensely in punching out as many 122mm shells you can in a given timeframe. If you're on this website, this should be a given.
     
    A GLD is nearly as important due to the tremendous issues the KV-1S can have with accuracy and aimtime. Truly also a must-have, this will help you better project your damage by ensuring you can snap shots off more quickly, and hit more often.
     
    Vents are recommended because of how they work in conjunction with the crew skill BIA, providing a small but generous bonus to every facet of the tank, including it's aimtime, overall accuracy, and mobility.
     
     
    Suggested Crew Skills:
     
    It's highly recommended that you run this tank with Brother's in Arms for the first completed crew skill for the entire crew, as it will work well with the Vents to provide a considerable boost to your performance. Your second skill choices should be repairs, followed by a retrain of the commander back to Sixth Sense as soon as possible. Pretty standard for a heavy.
     
    If you have a third crew skill, at that point I'd advise you to pick camouflage over the rest of the skills. Being Russian, the 1S has a pretty high natural camoflage rating that benefits from camo training nicely. It's also one of the only skills that allow you to overcome your blindness.
     
    How To Use: The Armor
     
    Before we talk about armor values, we have to fully understand the shape and features of the KV chassis itself. Boxy, wide, but relatively flat to the ground, the KV-1S hull is simple to angle. The tracks are also an important defense that you will have to take advantage of. Frontally, they take up around 1/3 of the tank's profile, and are often the target of shots that have not been well placed. The autobounce plate is a very important feature of the KV chassis. This slab of well sloped armor smack dab in the middle of the chassis will eat shots from almost any opponent you face. Sloped at 70 degrees, this will be mostly impenetrable in all but extremely close-quarters combat.
     
    Now, onto the actual armor. The hull is given a uniform 75/60/60mm while the turret is graced with 100/90/90mm and a 60mm (overlapping) mantlet. These are probably the armor values you'd expect for a heavium of this tier, so there's no real surprises here. The armor's raw thickness is capable against things you'd expect it to be capable of - bouncing tier 4 and 5 tanks off the hull and tier 6 and 7 tanks off the turret face. The uniform hull is a big help and allows you to do a lot of angling. Important to note is that your side armor actually has a higher effective thickness than the front, so angle well when you can bounce your opponent through sheer armor thickness, but only angle slightly against opponents who you rely on crits and ricochets to bounce.
     
    So, at the end of the day, what does this all mean? The KV-1S is a non-traditionally armored heavy that relies on critical hits and ricochets to survive. And it works. This results in superior survivability against high tier tanks than tanks that rely on sheer armor thickness.
     
    How To Use: The Gun
     
    There is no question as to which gun we're going to be using. The 122mm D-2-5T is the last surviving relic of the days of old, where Russian tanks were equipped with hilariously high damaging cannons. This cannon dishes out 390 damage per shot with 175mm penetration - in other words, this thing's hard stats are insane.
     
    We're going to talk about the alpha, and this is probably the most important part of the KV-1S. You have the same alpha-for-tier as behemoths such as the Jagdpanzer E-100, and you really have to make use of it as often as possible. Most of your peers will die in two shots, whilst lower tier tanks (all tier 4 tanks and all tier 5 TDs) will die with just one. You need to take weak tanks off the battlefield as quickly as possible. This is one of the only tanks that can take powerful, game changing tanks off of the field in one shot, but your sustained DPM is horrible. Your job is to create situations where alpha is all that matters.
     
    When the match starts, identify where you can go to create these situations. Each (and every) map has a place for it, be it the hill on Malinovka, town in Ruinburg, or the large dunes of Sand River. For the most part, getting your gun into position is pretty standard - look for early, uncontested shots, preaim and then reverse into cover, etc.
     
    Carrying Games
     
    So what is carrying games all about, anyway? Well, to put it simply, your damage ratio. The more you deal in proportion to how much you take, the better you can carry games. This is where the KV-1S is king. You have awesome alpha, a good platform to get it where it needs to be, and good enough gun depression to avoid unnecessary damage.
     
    The trick is (and this is where most people screw up) not take take damage in a 1:1 ratio. Hell, I won't even take damage in a 1.5:1 ratio. At the same time, taking damage can mean avoiding damage. Stay aware of what your damage ratio will be after the entire encounter, not just what your damage ratio will be after you trade shots. If throwing yourself in front of a 300 damage gun is going to save you 600 hp down the line, for god's sake, do it. At the same time, don't throw yourself in front of a 300 damage gun just because "mine does 90 more!". That's not how carrying works.
     
    Take uncontested shots, fight opponents that cannot react, and minmax your damage ratio. Bam, you just carried.
     
    End
  15. Upvote
    Rexxie got a reaction from British_Tommy in The Glorious KV-1S   
    KV-1S on WoTWiki
     
    Infoguide by yours truly. Please read up on the KV-1S for more exact numbers, I am not here to talk about radio range and accuracy ratings, I'm here to tell you how to work with what you've got.
     
    Credentials:
     



     
    Why Choose the KV-1S:
     
    -Very high, easily obtainable DPG.
     
    -Forgiving HP pool.
     
    -Flex ability.
     
    -KV chassis and tracks allows for great survivability despite low armor, translating well into high-tier games.
     
    -It's Russian, comrades.
     
     
    Suggested Equipment:
     

     
    The Gun Rammer is absolutely crucial to this vehicle and helps immensely in punching out as many 122mm shells you can in a given timeframe. If you're on this website, this should be a given.
     
    A GLD is nearly as important due to the tremendous issues the KV-1S can have with accuracy and aimtime. Truly also a must-have, this will help you better project your damage by ensuring you can snap shots off more quickly, and hit more often.
     
    Vents are recommended because of how they work in conjunction with the crew skill BIA, providing a small but generous bonus to every facet of the tank, including it's aimtime, overall accuracy, and mobility.
     
     
    Suggested Crew Skills:
     
    It's highly recommended that you run this tank with Brother's in Arms for the first completed crew skill for the entire crew, as it will work well with the Vents to provide a considerable boost to your performance. Your second skill choices should be repairs, followed by a retrain of the commander back to Sixth Sense as soon as possible. Pretty standard for a heavy.
     
    If you have a third crew skill, at that point I'd advise you to pick camouflage over the rest of the skills. Being Russian, the 1S has a pretty high natural camoflage rating that benefits from camo training nicely. It's also one of the only skills that allow you to overcome your blindness.
     
    How To Use: The Armor
     
    Before we talk about armor values, we have to fully understand the shape and features of the KV chassis itself. Boxy, wide, but relatively flat to the ground, the KV-1S hull is simple to angle. The tracks are also an important defense that you will have to take advantage of. Frontally, they take up around 1/3 of the tank's profile, and are often the target of shots that have not been well placed. The autobounce plate is a very important feature of the KV chassis. This slab of well sloped armor smack dab in the middle of the chassis will eat shots from almost any opponent you face. Sloped at 70 degrees, this will be mostly impenetrable in all but extremely close-quarters combat.
     
    Now, onto the actual armor. The hull is given a uniform 75/60/60mm while the turret is graced with 100/90/90mm and a 60mm (overlapping) mantlet. These are probably the armor values you'd expect for a heavium of this tier, so there's no real surprises here. The armor's raw thickness is capable against things you'd expect it to be capable of - bouncing tier 4 and 5 tanks off the hull and tier 6 and 7 tanks off the turret face. The uniform hull is a big help and allows you to do a lot of angling. Important to note is that your side armor actually has a higher effective thickness than the front, so angle well when you can bounce your opponent through sheer armor thickness, but only angle slightly against opponents who you rely on crits and ricochets to bounce.
     
    So, at the end of the day, what does this all mean? The KV-1S is a non-traditionally armored heavy that relies on critical hits and ricochets to survive. And it works. This results in superior survivability against high tier tanks than tanks that rely on sheer armor thickness.
     
    How To Use: The Gun
     
    There is no question as to which gun we're going to be using. The 122mm D-2-5T is the last surviving relic of the days of old, where Russian tanks were equipped with hilariously high damaging cannons. This cannon dishes out 390 damage per shot with 175mm penetration - in other words, this thing's hard stats are insane.
     
    We're going to talk about the alpha, and this is probably the most important part of the KV-1S. You have the same alpha-for-tier as behemoths such as the Jagdpanzer E-100, and you really have to make use of it as often as possible. Most of your peers will die in two shots, whilst lower tier tanks (all tier 4 tanks and all tier 5 TDs) will die with just one. You need to take weak tanks off the battlefield as quickly as possible. This is one of the only tanks that can take powerful, game changing tanks off of the field in one shot, but your sustained DPM is horrible. Your job is to create situations where alpha is all that matters.
     
    When the match starts, identify where you can go to create these situations. Each (and every) map has a place for it, be it the hill on Malinovka, town in Ruinburg, or the large dunes of Sand River. For the most part, getting your gun into position is pretty standard - look for early, uncontested shots, preaim and then reverse into cover, etc.
     
    Carrying Games
     
    So what is carrying games all about, anyway? Well, to put it simply, your damage ratio. The more you deal in proportion to how much you take, the better you can carry games. This is where the KV-1S is king. You have awesome alpha, a good platform to get it where it needs to be, and good enough gun depression to avoid unnecessary damage.
     
    The trick is (and this is where most people screw up) not take take damage in a 1:1 ratio. Hell, I won't even take damage in a 1.5:1 ratio. At the same time, taking damage can mean avoiding damage. Stay aware of what your damage ratio will be after the entire encounter, not just what your damage ratio will be after you trade shots. If throwing yourself in front of a 300 damage gun is going to save you 600 hp down the line, for god's sake, do it. At the same time, don't throw yourself in front of a 300 damage gun just because "mine does 90 more!". That's not how carrying works.
     
    Take uncontested shots, fight opponents that cannot react, and minmax your damage ratio. Bam, you just carried.
     
    End
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