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kolni last won the day on October 31 2020

kolni had the most liked content!

About kolni

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    This is My House
  • Birthday 03/27/1995

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    dpg, chess, techno
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  1. I like Tiger I the best, T29 is free real estate but Tiger I is just better at farming. You can't lock an area down without armour to work with but the huge HP pool against most of the guns means that until you start fighting tier 9s you can just trade your way into a decent impact on the game I played both before the 357MM changes so that might not apply as much anymore but the T29 topped out at around 2k while the Tiger could get much more out if you let go of the notion that you are a heavy tank when there's tier 8s or above in the game at around 2400DPG as the gun still works at range and you can farm on vision gaps (since that exists at these tiers) for pretty long. I doubt that DPG is doable today as tier 7 MM barely has a HP pool now
  2. I state it pretty much every time someone questions the point I made in something gameplay-related
  3. They are both broken but in different ways, both allow players to far exceed thier expected outputs though so both need to be balanced I think 279 is less of an issue as there are fewer of them, but it is too retard proof to be a tier 10 Chief is just as easy to play IMO.. you just have to learn maps and the game is the exact same on that map every time you play it because you're too difficult to deal with - you could nerf this tank by nerfing it's gun dep to -5 and woopdidoo it stops being so problematic
  4. 4k dpm is pretty disgusting but everything else about it pretty much yeah, shell velocity especially is so off compared to any other tank.. you pretty much have to guess your way into hitting moving targets at 500m and that still comes with like a 50% chance of hitting the target at all it's the only reward tank (and tier 10) left for me to mark though so the completionist in me doesn't want to let go of it
  5. since when did the fcm get FOTM status? what changed it's still xp pinata to play against

    1. Show previous comments  5 more
    2. GehakteMolen


      yeah, FCM seems even more rare as CDC

    3. churchill50


      I went back and tried mine again lately due to Equipment 2.0. Even with Bounty V-Stab + Bounty IRM, the gun is infuriating.

      It's sad. The tank has so much going for it. 1500 HP, great mobility (51kmh top speed, 23 power/weight), DPM, pen, gun depression, view range, shell velocity.

      But it all goes to waste due to how infuriatingly derpy the gun is. 

      The only good thing you can say about it is that it's better than the AMX CDC... But that doesn't actually mean anything given how bad the CDC is.

    4. kolni


      that's kinda strange considering my memories of the FCM was mainly just arty problems and felt that the gun was good way back when it was one of the "good" credit farmers back in 2015 or something when I started getting good at the game but I guess now compared to guns like the Caernarvon or Progetto it just sucks ass

  6. t-54proto best tank available, that tank has literally never been bad and still got buffs on buffs on buffs jt88 will earn you credits but are credits really worth more than your desire to not kill yourself playing it?
  7. 3marking the T95E6 is still the giant wall it's always been and every game makes me want to kms
  8. kv5 is such a stupid tank but holy shit the dream MM games are fucking ridiculous how hard you can solo carry

    literally just RRR and fight 5 people head on and come out... winning

    1. Show previous comments  3 more
    2. Rexxie


      they did but mostly it just fucks t6s

      kv5 is one of the most hilarious t8s in the game lol

    3. echo9835


      Get a friend in an FCM 50T to push the KV-5. Or two if you really want to go all out.

    4. kolni


      No, it's a shit tank but it is a very very fun one when it works

      (it's like a 3/10 tank)

  9. No. 1 line has trees you can knock right near building corners and double bush (with hard cover if you get blinded) as their 1 line has to overpeek to shoot you so they get lit by G3 and can't actually attack you - sure you're stuck there for a while but you can easily get out once people stop poking. It's similar to the Ruinberg middle rush in that sense, it's a play that literally makes you pinned but the position is still strong so being pinned isn't really as bad as it looks. (That one actually sucks though, there are ALWAYS better ways to play that map but for weak players it's a strong option since they just need to keep track of two directions to play the game - but for Muro that's not the same as you can actually get out, the pin is MUCH stronger and you have bushes to vision abuse so it takes much longer to deal with you) It's a play that locks the lane down completely if you know what you're doing (double bushing is a must), problem is if enemy starts moving through middle and into the ditch (you get boxed in) but by that point enough time has passed that I've already dealt my expected damage share and can start trading my HP for damage and end up with a good game. This is all under the presumption that you have enough pen to farm any tank in the game (TVP etc aren't great there, but put a 907 there and it's going to solo win that flank) Entire K-line has so many bushes that you can also kite that push out days on end if it doesn't happen too quickly, and as it's such a passive position you can always run west if forest can't be defended anymore South side has the advantage on the map IMO, but the game revolves around whether north wins forest faster to box south in to bottom west quadrant or not, if yes, north wins but there is so many easy ways to slow that down - or focus on winning west and you are again on even terms Literally a free good game south spawn for me, north spawn less so as you are forced into trading much sooner to gain ground and that means you open yourself up to retard yolos that end your game - and you need a high HP count to prevent italian/BC/TVP shitters throwing their game away to kill you and you generally need to respect that if you want to stabilize your gameplay quality
  10. 37 game win streak in rapid chess 

    yeah i found a new main game


    1. Show previous comments  4 more
    2. flare_phoenix


      qgd/kid are solid openings, if you want send me some games and I'll offer some analysis

    3. kolni


      I doubt I'll reach heights of that kind and I don't have the aspirations to, since climbing is slow I've tried playing computers and even moderately difficult ones wipe the floor with me but I wipe the floor with ~1400 players so I'm sure I'll hit a wall soon enough.. and I wonder if it'll be like League where it stops being fun when I stop dominating.. time will tell

      Yeah, looks like Carlsen's getting caught up with too though, Airthings Masters was hell of a tournament to watch

    4. ProxyCentauri


      To stay at Nr 1 in the world is f&kin hard and everybody will get some ups and downs. Carlsen isnt getting any younger
      and to stay that crisp sharp I have a suspicion you need to be relatively young. Point is- before Carlsen Norway pretty
      much sucked at chess. Sure there were a couple of obscure Grandmasters but way down the rankings. Denmark and
      Sweden have always had better chess culture. With Carlsen came this insane boost so that a lot of talent who otherwise
      probably would be doin smth else entered the chess community here. ATM we pretty much smack up both Sweden and
      Denmark- not only due to Carlsen but because another 5-10 guys also are decent. Anyway- GL with your chess

  11. u can have 95% wr’s by 3PlatJ’ing at tier III as pretty much blue players. tier average exists and service Record exist to verify level, inflation is a thing at low tiers a bot likely mechanically outplays new players enough for a positive winrate isn’t something i would dismiss as possible. not at high tiers cuz bot can’t macro.
  12. i think a smart player realises that sometimes not doing anything is the most effective thing, as when you decide between 1v1 kill with heavy HP trading or playing it slow for the team. take time is a way to lose agency with heavy forced traiding at some point, so avoiding them is to ramp up the game. If you want to win you have to initiate a LOT on your own, but fot DPG you need to decide if an early aggressive move va slowplaying one (low risk vs close to guaranteed) is where you start solving these positions and develop it further to up your own tempo and can better predict the outcome to basically make shortcuts that gives you more agency. The best have the agency of ~3 tanks as avg I think so that’s the agency I can account for If the move is a winning move gives me more time to create a situation i want to be in and have as a plan for a game that goes as planned. Use the agency to translate it to a lead. Remember the response to your weaknesses though and get tid of them one by one. Improve your positioning assume the opponent plays well. At least equally. always with purpose, can’t say why you do it? can’t explain why? - get rid of it minimap every 5s - muscle memory, make it one not moving could be because you are pinned, or pressured and then camping has that reason. You CANT move withojt making your situation worse, so you do nothing. It’s the best play, no? Time passing is the most effective way to ramp up damage; is when you camp. You can reasomably get to this conclusion by prediction is how you create good condotions out of a specific example I try to make happen. use this type of thinking to separate your camping from your forced positions, those might not be mistakes either so consider always If there’s a better way to do it, you want to find it before you get in the scenario in randoms again, so you know what to do to win If someone else thinks of it first, they might be further along or have a better team than you thought. Wrong guess? - remember the sequence and look at why it’s going wrong to find the point where your move starts to become a losing one . Find that point, go through replay and think of better moves and try them in randoms and continue finding good movement patterns and a timing feel to understand agency and why it matters when you want a win since you testran them already, I remember most of the strong answers to what i try to do so i know how to shift my agency to max my DPG out. This means you can increase them both ways at the cost of the other. Learning when the other way was better is the most efficient way to improve your decisions. One moment in a yes or no decision has decided games, so that is damage you can squeeze out on your own - in theory. This is how you learn maps. It’s how you start to understand how much you can do in a 2-3 second time window before it happens. It’s basically where I find endless improvement as very few games are ones I consider perfect. Usually something somewhere was better, finding them is how you polish your set play book. You do a LOT at the same time If you take the time to make this a quickly decided process. It’s just testing a situation but knowing its strongest move when many are good ones become questions you also end up asking when polishing map responsen. Just do it on games you felt were winnable that weren’t. Find the way to counter your move to decide If it’s likely enough an enemy does it as a response to my move. Overloolking something? Polish. if this made sense to you then you will improve just by doing and thinking these ways but If you didn’t then it becomes a LOT of different ideas that are coming together as responses to earlier moves for an advantage. This is what I imagined up as applicable to every scenario and as many you can get in, and how I think when something isn’t working. So it’s the easiest list of knowing how you answer is a good general question in the more spirit of a smart player. That things like this is how you improve the games that weren’t perfected. Most Maps always need continous adjustments but some really work over time too, so you can’t not improve by doing what i wrote
  13. Ah, fuck another CW reward to mark before I can quit This one I actually want to play though, so there’s that..
  14. I doubt much of this will even make it into the game, while I have wanted new crew skills for ages I think it’s too big of a change for most of its players who take the current system for granted. Imagine crew skills you manually activate, super many that could be useful but implementing them would put the game in shambles. League recently reworked their entire item system and it’s likely going to take the entire year before it will stabilize. Many of the changes sound good I think, but putting them in all at once changes the game too quickly for the playerbase to adjust and WG isn’t exactly known for their capabilities in understanding their game so the skepticism is probably validated. The targeted audience has always been the casual player, so how will a casual player react to having so many new changes to understand every time they load up the game? I suppose there’s a possibility the casual player simply won’t care and WG betting on that. I’ve never been a fan of change for change’s sake and a LOT of these changes look like just that but there are good ideas in there too. Hopefully they realise what those are. Also, remove grand battles and bring back clashes between nations. Small tech tree lines and france (ebr and autoloader heavy) are a problem but now we have so many tanks that this actually could be a fun game mode that isn’t just ”russia wins”. Also, Port? Really? PLSGO and stay go.. Stalingrad and Hidden Village are more than welcome back though.
  15. QB literally streams in a vacuum where people think he makes good in game decisions. No one to blame and that’s okay, but then he goes on berating MoEs as a measurement of skill because he’s not able to complete them which is just excuses excuses excuses. Skill I used just as an example of a large fanbase, himself (the player) is fine and plays his way (but the way he got his stream going was ugly) but his fanbase really ran rampant when people tried to stop him from rigging marks (Mihai got lots of hate for spamming the E6 because skill’s followers were playing it with the explicit intent of dropping the req (doing no damage on purpose in game)) he couldn’t complete on his own. Not his fault that his viewers love their pitchforks - but picking up on himself and pointing at things to direct it is what I’m getting at. Skill hasn’t done that, but Foch made a living out of it. The Ben Shapiro of WoT
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