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Servios

Verified Tanker [NA]
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  1. Upvote
    Servios got a reaction from Archaic_One in T28 Prototype.   
    As times change, so does the meta. The recent shifts from vision control to mid and close range brawling has indirectly nerfed former terrors such as the ISU-152. Throughout this, the T28 Prototype has endured. The playstyle is a bit different from before, but with a brawling zone now in nearly every map, it is hard to go wrong. Compared to its predecessor, the T25/2, the T28 Prototype may be difficult to play. Larger and much slower, it boasts a key advantage over other enemies: armor. This is a tank with armor than you can depend on.

    Protection
    The T28 Prot. has 200mm of frontal armor, sloped at 30 degrees. The lower glacis is 152mm thick, angled at 55 degrees. This means that the hull is about 220mm effective by default, with no lower glacis weakspot. The outdated hull machinegun is 152mm thick sloped at 10 degrees. The turret is mostly 127mm thick, relying on sloping to mostly be roughly 200mm effective. Note that the turret does not have cupolas.

    The T28 Prot.'s armor allows it to pretty much bounce all 200mm penetration shells. Safe angling can be used to bounce up to 225mm penetration. The hull machine gun is rarely targeted, and even then, it's difficult to hit, and will still bounce shells with the spherical gun shield. Normally, the hull cannot be angled more than 15 degrees without exposing the thin 50.8mm side armor. Angling beyond this is possible when cover, such as the corner of a building or a tank wreck, covers the exposed side hull. This can also be done in emergencies, when the attacker has a high penetration gun that would penetrate anyways. A unique feature of this side armor is that the seemingly insignificant extra 0.8mm thickness prevents 150mm calibre guns from overmatching.

    The weakest portions of the turret are 165mm effective, however, this can quickly increase to 200mm effective with 10 degrees of turret rotation. One thing to note is that the 120mm calibre gun is 50mm thick. With a combination of turret rotation and depressing of the gun, one side of the turret cheeks may be covered by the gun, which temporarily renders it nearly immune. This does cause the other side to become much weaker than normal, so it is important to determine where the enemy is aiming beforehand. The turret also acts as a deterrent against enemies that would otherwise try flanking a casemate tank destroyer.
    Demo: http://wotreplays.eu/site/1012130?secret=5746aad1af2dfd7bb3ca846f465830e5

    Mobility
    A fully equipped T28 Prot. has 5.45 HP/T on normal terrain, 6.93 HP/T on good terrain, and 2.63 HP/T on bad terrain. It's a very slow tank, and its 18km/h speed limit ensures that it's slow even at going down hills. The turret traverses at 18 deg/s, which isn't much of a liability due to the overall slowness of the tank anyways. Positioning is crucial because backtracking or repositioning is extremely difficult, and requires foresight. This inheriently requires much more map knowledge and correctly reading situations. It is best to be positioned in overwatch locations that can cover multiple flanks, with nearby cover, allowing the enemy to be kept at a distance.
    Demo: http://wotreplays.eu/site/1012172

    Firepower
    At first glance, the 120mm gun doesn't seem anything special. However, as a result of the low mobility, both hull and turret dispersion values are very low, relative to such a high calibre 120mm gun. Along with the 2.3s aimtime, this means that the gun actually requires very little time to aim. To complement this, the gun takes only 8.71s to reload. Using the armor and turret depression, it becomes possible to fully utilise the DPM by firing constantly, a feat both difficult and dangerous for other equal-tier tank destroyers. It comes with enough penetration to deal with everything it faces. Unfortunately, this also means that the APCR shell seldom makes any noticable difference beyond the faster shell travel time. Though the accuracy isn't to great, it is still adquately able to engage enemies at any distance.

    Because of the high calibre and fast reload, the gun is also suitable for destroying tracks. The high calibre does enough damage to destroy most tracks in one shot, and the fast reload means it is possible to keep them from repairing. This works best on enemies that would otherwise retreat into cover after firing. While this may seem frivolous, it either immediately forces the use of a repair kit, or allows them to take further fire from teammates. Assuming a repair kit was used, it is no longer possible for them to use the same position as they are now vulnerable to being permanently immobilized.
    Demo: http://wotreplays.eu/site/1012160

    Extras
    Basic tank positions.



    Cluelessly driving around; mediocre performance replays for random maps on most spawns.



  2. Upvote
    Servios got a reaction from _ScrubLord_ in I am sorry   
  3. Upvote
    Servios got a reaction from TheEmptyLord in The New & Improved Box Rapist - AT15A Premium British TD   
    I would like to apologize. You are right and I am wrong. Thank you for taking the time to correct me.
  4. Upvote
    Servios got a reaction from TheEmptyLord in The New & Improved Box Rapist - AT15A Premium British TD   
    Misinformation is great. There was a machinegun port?


  5. Upvote
    Servios got a reaction from _ScrubLord_ in I just shot 3 HEAT shells "through" a IS-3 and can't understand what happened   
    Have we finally obtained concrete evidence of match rigging?
  6. Upvote
    Servios got a reaction from Ollie Tabooger in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  7. Upvote
    Servios got a reaction from Monkey in How do you avoid death?   
    I know this has already been discussed, but it's this guy's first post, so I wanted to at the very least let him get a thread.

    I am not sure if this would help you or not, but when I was not very good, I made it a habit to watch the entire match after I died. It may sound like a case of stating the obvious, but if you are dead, but your teammates are not, then there must be a difference between what you are doing and what your teammates are doing. Using XVM statistics will greatly help with this.

    Many people would disagree with what I am about to say, but I believe it is correct. A very common misconception that people have is that dying is bad, and they are bad players because they died during the match. Keep in mind that rarely will a victory be a "clean sweep" 15-0. It is normal for people to die during the match. I would go as far as to say the road to victory is paved with the dead bodies of both allies and enemies alike.

    People like me survive to the end of the match because during the match, I threw my teammates under the bus to keep myself alive. When you think about it, it is a pretty unethical thing to do. However, I try to do it in a way that ensures teammates who die in my immediate area do not die worthlessly. When you die, you should ask yourself if your death was beneficial to your team. Someone has to do the grunt work, and it is fine for you to do it unless your death was pointless.

    If I am alone or almost alone on one side of the map as the enemy pushes..
    Well, I would normally not put myself in a position where I am alone or almost alone, if there is a reasonable chance the enemy could push and overwhelm us. Assuming that I was unable to anticipate this, I would weigh the strategic importance of this area with the value of my life. Because I am an inheriently cowardly person, I normally go with the latter, and leave my teammates to die if necessary for victory.

    Do I play to maximize damage inflicted or to minimize the damage I take..
    I would have to say neither. I play for victory, and I am prepared to do whatever it takes to achieve it.

    Do I try and do damage early or try and save my HP for later in the game..
    Early damage is the most ideal, although when I do it, I generally do not take damage in return. Again, because I am cowardly, and also poor, I would not consider a 1:1 HP trade favorable even if it was done as early in the match as possible. The second part of your question comes down to playstyle. Personally, I play in a way that keeps me very healthy, relative to many of the other tanks, which, if necessary, allows me to engage in HP trading during the late game.

    Here is an example of utilizing teammate: http://wotreplays.com/site/1541843
    At 13:45, it becomes very clear that friendly T110E3 is about to crest the hill and spot. I move into position to take advantage of this, and while the T110E3 does get himself killed quite quickly, I am able to turn his otherwise worthless death into an acceptable trade, by removing the enemy Foch 155, who appeared to be a marginally better player.
  8. Downvote
    Servios got a reaction from Cunicularius in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  9. Upvote
    Servios got a reaction from CombatBoss in Servios suggested I post this here for review. ISU-152 replays.   
    http://wotreplays.com/site/273728
    • Camouflage net is bad equipment and can be replaced.
    • Your response time is a bit slow, and you often take some time to switch targets.
    • Incorrect target prioritization. At 10:45, it was better to aim at the T26E4.
    • You aren't familiar with the layout of the buildings, and miss the shot on the SU-152.
    • You're still looking east after all the enemies died. Why?
    A bunch of small mistakes, but when added together and facing competent players, they will contribute to defeats.

    http://wotreplays.com/site/273934
    • Wasted time trying to aim at the Lorr. 40t when your vision was blocked by a rock.
    • Staying for a prolonged time at C5 was a bad idea because it exposed you to SPG's.
    • Incorrect target prioritization. Target Lorr. 40t or T25 AT over the AMX 13 90.
    • Bad map awareness. You don't push up immediately after killing the E-75.
    • When shooting the FV215b, you don't use the nearby bush.
    • You don't finish the Lowe?
    You exposed yourself unnecessarily at the beginning, and had the T69 clipped you, everything would have been over.

    http://wotreplays.com/site/273964
    • You expose yourself by cresting at the beginning, in a position that almost never works.
    • West begins to fall. Best idea would be to run east.

    http://wotreplays.com/site/273970
    • J1 is a terrible position that only works when east gets pushed, in which case your team is losing.
    • If you use the bushes properly, it is not possible for the T30 to spot you.
    • You have trouble hitting the T32. Moving closer to bushes makes them transparent.
    • Incorrect target prioritization. You shoot the T30's turret rather than the exposed Tiger.
    • The snap shot on the JgPanthII was a bad choice when you had the time to aim.
    • Your position on the northern hill exposes you to forest snipers.
    • Incorrect target prioritization. You shoot the Tortoise over the killable Jagdtiger.
    You don't really seem familiar with the map, and the Tortoise would not have been able to force a win even if he did reset.

    It's true that good players make use of good positioning, but good positions do not make players good. Much of it is situational, as the spot that worked wonders a few matches ago might turn out to be completely useless in the current match. It's generally down to playstyle though, as I've seen players use completely different positions from me, yet do just as well. It's an over-simplification to think of it your way, in which you have become hesitant to commit.
  10. Upvote
    Servios got a reaction from EldritchDwarf in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  11. Upvote
    Servios got a reaction from Hîr-am-Helcaraxë in T28 Prototype.   
    As times change, so does the meta. The recent shifts from vision control to mid and close range brawling has indirectly nerfed former terrors such as the ISU-152. Throughout this, the T28 Prototype has endured. The playstyle is a bit different from before, but with a brawling zone now in nearly every map, it is hard to go wrong. Compared to its predecessor, the T25/2, the T28 Prototype may be difficult to play. Larger and much slower, it boasts a key advantage over other enemies: armor. This is a tank with armor than you can depend on.

    Protection
    The T28 Prot. has 200mm of frontal armor, sloped at 30 degrees. The lower glacis is 152mm thick, angled at 55 degrees. This means that the hull is about 220mm effective by default, with no lower glacis weakspot. The outdated hull machinegun is 152mm thick sloped at 10 degrees. The turret is mostly 127mm thick, relying on sloping to mostly be roughly 200mm effective. Note that the turret does not have cupolas.

    The T28 Prot.'s armor allows it to pretty much bounce all 200mm penetration shells. Safe angling can be used to bounce up to 225mm penetration. The hull machine gun is rarely targeted, and even then, it's difficult to hit, and will still bounce shells with the spherical gun shield. Normally, the hull cannot be angled more than 15 degrees without exposing the thin 50.8mm side armor. Angling beyond this is possible when cover, such as the corner of a building or a tank wreck, covers the exposed side hull. This can also be done in emergencies, when the attacker has a high penetration gun that would penetrate anyways. A unique feature of this side armor is that the seemingly insignificant extra 0.8mm thickness prevents 150mm calibre guns from overmatching.

    The weakest portions of the turret are 165mm effective, however, this can quickly increase to 200mm effective with 10 degrees of turret rotation. One thing to note is that the 120mm calibre gun is 50mm thick. With a combination of turret rotation and depressing of the gun, one side of the turret cheeks may be covered by the gun, which temporarily renders it nearly immune. This does cause the other side to become much weaker than normal, so it is important to determine where the enemy is aiming beforehand. The turret also acts as a deterrent against enemies that would otherwise try flanking a casemate tank destroyer.
    Demo: http://wotreplays.eu/site/1012130?secret=5746aad1af2dfd7bb3ca846f465830e5

    Mobility
    A fully equipped T28 Prot. has 5.45 HP/T on normal terrain, 6.93 HP/T on good terrain, and 2.63 HP/T on bad terrain. It's a very slow tank, and its 18km/h speed limit ensures that it's slow even at going down hills. The turret traverses at 18 deg/s, which isn't much of a liability due to the overall slowness of the tank anyways. Positioning is crucial because backtracking or repositioning is extremely difficult, and requires foresight. This inheriently requires much more map knowledge and correctly reading situations. It is best to be positioned in overwatch locations that can cover multiple flanks, with nearby cover, allowing the enemy to be kept at a distance.
    Demo: http://wotreplays.eu/site/1012172

    Firepower
    At first glance, the 120mm gun doesn't seem anything special. However, as a result of the low mobility, both hull and turret dispersion values are very low, relative to such a high calibre 120mm gun. Along with the 2.3s aimtime, this means that the gun actually requires very little time to aim. To complement this, the gun takes only 8.71s to reload. Using the armor and turret depression, it becomes possible to fully utilise the DPM by firing constantly, a feat both difficult and dangerous for other equal-tier tank destroyers. It comes with enough penetration to deal with everything it faces. Unfortunately, this also means that the APCR shell seldom makes any noticable difference beyond the faster shell travel time. Though the accuracy isn't to great, it is still adquately able to engage enemies at any distance.

    Because of the high calibre and fast reload, the gun is also suitable for destroying tracks. The high calibre does enough damage to destroy most tracks in one shot, and the fast reload means it is possible to keep them from repairing. This works best on enemies that would otherwise retreat into cover after firing. While this may seem frivolous, it either immediately forces the use of a repair kit, or allows them to take further fire from teammates. Assuming a repair kit was used, it is no longer possible for them to use the same position as they are now vulnerable to being permanently immobilized.
    Demo: http://wotreplays.eu/site/1012160

    Extras
    Basic tank positions.



    Cluelessly driving around; mediocre performance replays for random maps on most spawns.



  12. Upvote
    Servios got a reaction from InconnuGlitterBoy in Tiger (P), how do I love thee? Let me count the ways...   
    It has too many weak spots.
    1) Cupola
    2) Turret cheeks
    3) Mantlet
    4) Headlights
    5) Lower glacis

    #1, 2, 3: make it useless to hulldown
    #4: ensures angling is pointless
    #5: hiding this makes them shoot #1-4

    Bonus: lower glacis is the best place to be shot at. When shot anywhere else, important stuff like crew members and the gun will become damaged. Side shots critical the ammo rack too!
  13. Upvote
    Servios got a reaction from PL/purchasingaccount in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  14. Upvote
    Servios got a reaction from KenadianCSJ in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  15. Upvote
    Servios got a reaction from KnobbyHobbGoblin in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  16. Upvote
    Servios got a reaction from Inciatus in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  17. Upvote
    Servios got a reaction from Smbakeresq in So why is IS3 still better than KT for tourny play?   
    Hidden Russian bias in the game. 122mm calibre guns can overmatch 40mm roof armor found on many German tanks. Meanwhile, British get 120mm, US get 120mm, which do not overmatch.
  18. Upvote
    Servios got a reaction from OOPMan in LT-15(1), a 170 game solopub Odyssey   
    A replay analyzer does exactly what the name says it does; analyze replays. A match is only recorded as long as you are present in it; the moment you leave, it stops recording. It is not possible to "repair" information that is simply not present, and it is no fault of the replay analyzer.
  19. Upvote
    Servios got a reaction from KusanagiEx in Discuss: Validity of Arty as a Game Component Given that it is playable with much higher ping than other classes...   
    They want to make a game that appeals to a wide variety of people.

    Imagine you're a new player again, constantly put in matches against more experienced opponents. They will beat you with skill, but you can beat them with luck, and hopefully grow to become interested enough in the game to continue playing as well as eventually paying.
  20. Upvote
    Servios reacted to MaxL_1023 in Why Pub Matches Are Not Fun   
    You do realize that  it is not mathematically possible for most of a team to deal 2k damage considering the average BT10 team has MAYBE 20k to spread around. You deal 3k, that leaves 14 players with 17k damage. 
     
    If you want to argue player performance you can't resort to arbitrary damage thresholds. 
     
    In WoT something close to the 80/20 rule holds - for each team 3 players will end up doing 80% of the damage. The nature of the game, RNG, tier balancing and other factors do somewhat dilute this to more of a 60/20 split (top 3 does 60%). However, you can expect most of your games to have a few players dominating.  
     
    In every game you posted at least somewhere near half the total damage (on either team) was dealt by the top 3 players. 
     
    This doesn't mean much towards overall skill level, however it does make your evaluation unreliable. What skill does is make you more likely to be found in the top 3 after any given game. 
     
    I also must state that 2K DPG in a tier 10 is well above average. By statistical definition the average player will do about 1/15 of the average team HP - slightly more for tier 10 due to MM but not by a lot, and cancelled by the games won by capture where not every enemy tank is destroyed. This means that somewhere around 1500-1750 DPG is the 49% WR, 1/1 DD/DR line. Your values fit more with the WN8 expected values, closer to the 52-55% range. 
  21. Upvote
    Servios got a reaction from Nicook5 in Discuss: Validity of Arty as a Game Component Given that it is playable with much higher ping than other classes...   
    They want to make a game that appeals to a wide variety of people.

    Imagine you're a new player again, constantly put in matches against more experienced opponents. They will beat you with skill, but you can beat them with luck, and hopefully grow to become interested enough in the game to continue playing as well as eventually paying.
  22. Upvote
    Servios got a reaction from mostlyhybrid in Mythbusters: Unicums on Other Servers Get Better MM!   
    And I thought our server was horrible.
  23. Upvote
    Servios got a reaction from Kiwi. in Bring out the inner bully in you - The Mammoth   
    This logic though.
  24. Upvote
    Servios got a reaction from stressed in Bring out the inner bully in you - The Mammoth   
    This logic though.
  25. Upvote
    Servios got a reaction from Nicook5 in Bring out the inner bully in you - The Mammoth   
    This logic though.
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