Jump to content


Verified Tanker [EU]
  • Content Count

  • Joined

  • Last visited

About UrQuan

  • Rank
    Fascist Box Tanker

Profile Information

  • Gender
  • Location
  • Server

Recent Profile Visitors

1,924 profile views
  1. Correct, but there were quite some complains that it made blocking too easy & stuff. Also you could rack up some insane blocked damage through this. Old system was pretty close to what OP wants. All non-damaging hits used to count for blocked damage (including those who hit external modules like tracks optics & gun). Then it got changed, can't recall the reason anymore albeit it could be to cull down some of the insane blocked damage you could see. Non-damaging HE didn't count even back then for blocked damage tho.. Now only shots that your armor stopped are counted, making alot of the blocked damage missions harder to do. So at least skill plays into it a bit more now if you want to do it consistently. Doing what OP suggest would once again see some mad blocking numbers back tho, but then it should include an overhaul of any blocked damage mission to triple or quadruple of what they are now to keep a similar difficulty. Because making every shot that did nothing count for damage blocked will make for some very silly situations.
  2. I would say yes. The best players can do both (play agressively from start & yet still preserve themselves for the end). Note, i'm not one of those, i'm too agressive for my own good. I'm one of those who has been terrible in preserving myself & hence tend to go for early damage & this is reflected in my rather aggressive playstyle & the my WR compared to my rather low WN8 for such WR. I'm far from an unicum tho & recognize the fault in my gameplay. Namely the lack of patience at the right times... Especially later in the game, where patience rewards you better.
  3. Likely this is also because of the Forumites channel on the EU server, a relax channel for finding fun platoonbuddies (password: play4fun ) Houses a wide variety of skill, but they're generally nice folks to toon with. Just let them know what tiers you enjoy.
  4. You can also look up the channel 'Forumites' on EU (PW: play4fun ) It's a platoonchannel consisting of people of various skills, set up to find platoons easy.
  5. Remember that repair & medkits also exist & when used, nullify all your modules you critted on that tank. It's important for that mission that the modules remain destroyed till the tank is down / game is over. So with reusable consumables, this mission did got a bit harder to do.
  6. Could it be this one: Schmidty's (crew) XP guide ? It was made with help from the EU community & lots of testing to verify how it all worked (where the wiki & this guide differ, assume this guide is correct, during tests, it's been discovered the wiki isn't always correct in XP distributions & workings)
  7. Got to agree with most here, the past year(s), quite some changes made WoT worse. For me the MM change to the 3-5-7 favored template made the game alot less fun, especially as I enjoy armored heavies. The various badly balanced armored tanks added in lately just added to the issue tbh. Because even the crap ones were tough to take on, even when played badly. That just kills the fun some more. I don't mind struggling against an armored tank that's been played well, but if see someone who has no clue about angles & he still gets to live doing stupid stuff, then blegh, you're killing the fun for everyone else involved, good & bad player alike. And last bit,, the 1.0 map-pool. Before this, we had a rather large map-pool, so you'd have a nice variety of maps to fight on, lessening the sting of bad maps. But since 1.0, the map pool is reduced so much, you just see the same maps time & time again. Been playing less & less myself. Most fun out the game I get by the KV-4, but it is fighting WoT on hard mode that. Still winning aplenty with it, which makes me question player quality in T9 & TX tanks. Maus used to give me alot of fun (even before they buffed it), but darn, TX got ugly the past year (the new (russian) TX tanks, the reduced map-pool, the big reduction on getting grand battles, the tier 11 tank introduced). Midtier used to get me alot of fun as well, mainly due to the faster games & the diverse map-pool, but that got killed off. Still having fun from time to time. Lowtiers never appealed to me.
  8. This is also happening on EU, no stats, error shows 'Clan not found'. No idea how widespread the error is.
  9. I like to name & praise this Progetto for being an awesome teammate: Red_Terror_777. He sure lived up to his name: First he helps me to rip out the HP of the enemy Object 907 ( Our object 430 assists at end & takes him out) while our other tanks ran off. Then we both hold this corner, while our Tiger II makes sure he is of zero use & our two meds decide chasing that T-54 lwt is the best use of their time. I use my armor to hold off the Lowe & track+damage the Type 4 each time he tries to peek so he can't fire. Meanwhile, Progetto rips anything apart that tries to flank us. Together we hold & take down the enemy city team. Could never have done it without this Progetto driver! Progetto got Topgun & me a Steel Wall; it was one neat game.
  10. I like to name & shame/praise 6 artilleries from an Airfield match. First the 3 artilleries on our team; for not being able to land some decent shots; apparently hitting an O-ho was beyond their skill-level. O-ho was giving us such a hard time at Airfield rocks that in the end, our team decided to man up & rush him. Because obviously our arty couldn't hit it. Then the enemy artillery fired. I like to praise them for their pinpoint accuracy. They could what our artillery did not; take out the O-ho. After that: steamroll ahoy!
  11. Can confirm that the Confederate medal award prerequisites have changed: Triple Confederate game Top 3 has a confederate medal each, despite different Xp & different amount of damage & tanks shot. Only thing we all share is that we had 6 tanks damaged but not destroyed. Likely it now only checks for the player that damaged most tanks without destroying it, starting from 6 damaged but not destroyed tanks.
  12. Because an image says more then words: Jawohl, Maus is balanced. I survive this btw, ended the game with something like 7K blocked in full premium spam. For people who say 'Why didn't they flank you?' They tried, it's how i lost some HP, but the T57 & arty made short work of flankers. Enemy arty didn't bother shooting me, so that helped greatly. It's something I noticed with the latest arty rework, my armored tanks get far less arty shots fired at them then before. My non-armored tanks on the other hand got an increase in skyfall love. To add to above image, people still claim *people press 2 & my armor is useless*. It's people like that that have lead to the current iteration of over-armored tanks, but it will never be enough, as long as someone can pen their tank, it won't do, it won't have enough armor.
  13. Regarding mentor, it's a very specific skill to use & as this discussion shows, it is also based on own preferences. Only to be used on large crew tanks tbh (6 crew ones) + only on crews you intend to keep. It is also an odd skill, as in that it always works, whether the commander is dead or not, it does not matter, the Mentor bonus always applies. If the crewmember is dead or not, he still gets the mentor bonus XP. It even works together with BiA, getting a slight bigger crew XP bonus when you have it. As noted, you have to train it early to get the most out of it, as it is wasted when trained as a later skill. Also based on how you approach your skill-training. I only have it on two crews myself, because i intend to keep them for long. My old KV-4 crew, who are now reaping the rewards as they're into their 6th skill & my Maus crew who are on their 5th skill now. Both of these crew have access to a variety of (premium) tanks for crew-training, so it goes fast, Mentor just helps them to get there faster. But as noted earlier, it's more about preferences in crew training & how people approach it then hard number advantages.
  14. Know what you mean. Not fond of this route of weakspot removal, but on the other hand, they're being consistent, as the classic KV weakspots got removed on all the other HD models. To me the HD KV-4 armor seems like they decided to simplify its armor layout, removing the various different armor plates (and weakspots) & make it into uniform armor slabs. This is reflected during gameplay as the armor feels more reliable now. Not in the 'I can bounce higher pen guns' way but more that you can bounce lower pen guns easier (and thereby make it harder for lower tier / low pen tanks to fight you). Still driving the KV-4 into battle & having fun. I did notice an odd advantage of the KV-4 over the Defender during battles; mobility... Turns out it can outmaneuver a Defender that decides to rush you. Not something you should gun for, but when you land in such situation, it can be a nice surprise. And generally not something the Defender player expects.
  15. Thanks, I missed this change. In the grand scheme of things it won't change much, but for the rare game like this, it's a great & fun addition.
  • Create New...