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Kolni last won the day on May 15

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About Kolni

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    1:1 High Caliber/Game Ratio
  • Birthday 03/27/1995

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  1. there is a giant design issue within the core game that sadly wont go away open areas that use terrain rather than buildings are intended for mobile tanks, but with it obviously comes arty since they won't be able to hit fuck all anywhere else (except for pilsen cuz LUL hit by arty inside buildings xd) so the corridory shit just shafts mediums and lights even more because they'll be the only thing for arty to shoot at literally no reason whatsoever to play lt/mts in 2k19, and for every map designed past 2014 this issue stands.. the newer maps all have only one open area where arty can reliably hit without having to aim between buildings or pixelshots so i'm honestly just considering moving away from meds entirely since there's just so many maps now that you get handicapped in gameplay simply because arty is a hard counter to what wg wants medium tanks to do, lights can get away with spotting stuff on some of these maps and dodge arty with mobility but mediums really suffer from arty on the newer maps the previous iteration of kharkov had this issue too, and the new one will as well the old kharkov north area was actually decently made, the issue with it was that it was the only place arty could fire so any exposure made it insanely hard to trade well, and while i haven't tried this one yet (so won't comment on the area) the minimap tells the same story.. even if the area was decently designed it'll automatically turn sour whenever arties are involved.. the good thing about this map specifically is that it seems to be almost half the map at least, so you might just be able to not get shot at as much by it if you limit your exposure (also a problem with meds though, combat range is too close to not get lit to fire and with sub 10s reloads you'll be permalit pretty much everywhere on the map unless you snipe at the buildings) im also not a huge fan of some the building placements but i'll probably check it out later and see if the terrain might soft nerf some of the long range firing lines with hard cover but it's wg so i wouldn't hold my breath also just by looking at the minimap i found broken hulldown spots already XD
  2. didnt like stb way too much to keep track of to utilise the tank properly, it's a mess to play well.. much like strv gameplay it takes so long to get used to that it's just not worth the investment for me.. it probably has its moments but im just not gonna put it in the effort on the leo side of things though i already liked it a lot in this meta (wierd i know) and it was massively overperforming for me, might just replace 50m and 50b for favourite tanks in the game if it makes live.. leo1 already kinda took the e50m since e50m isn't considered armoured anymore, and having a gun accurate enough to reliably not even be able to miss is something i really value calling leo 5k dpgable if it hits live
  3. unless you’re actively trying to improve (basically treating the game as you would school etc) then there’s no reason for a feelsbad
  4. your stats for your amount of games are pretty promising, the average player never climbs further than you already have so that's a good sign keep at it bud
  5. TL;DR: Ask yourself where you can safely be on the map while playing to your tanks abilities. Where you can be in relation to your team safely while still being able to contribute to the game. In the Emil I'd imagine it's any position where you can deal damage, use your turret but not get pushed. Next step would be including a way of falling back in case you misread the situation and can get pushed. One step further would be doing it in places where you have the ability to go dark and some vertical cover against arty and the ability to rotate unspotted. As you get better at a tank you can keep adding things like this as the previous ones become natural. For learning to be fun it needs to in a field where you enjoy. You either enjoy things because you're naturally good at them or you find them interesting enough for the learning process to be worthwhile. Maybe I'm wrong but that's just the way I see it. There are psychological implications in everything, it is the study of the mind after all. If you managed to climb up the standings in one field the odds are you're able to do it too. Jordan's baseball career was a bust but you have League players role-swapping and remaining world class where the entire game plays out differently. Bale played left back in Spurs and being good at it before swapping over to an offensive position. While you're playing the same game you are doing it with everything else being different but the set of roles and the football on the field. A lot of the qualities overlap obviously, but the meta is entirely different. People are able to do it because they find it enjoyable enough, or enjoy being good at it enough to keep pushing. Most people never leave silver in League no matter how much they play, just like the average WoT player with 100k games is still average after subjectimg themselves for so much of the game. Other people are great at every game they play because improving is an important part of the experience to them. WoT and LoL are the only online games I've been bad at but still kept playing and improved. That is me by all means. Being good = fun. I think it's more that fun comes out being good than something being fun naturally makes you improve though. Sort of related but is more about League/IRL: EDIT: MODS PLEASE FIX THIS POST I CAN'T EDIT ANYTHING AND SPOILERS BROKE AGAIN
  6. 4UW18Aw.jpg?1

    lol wtf is this mark req :serb: 

    1. Enroh


      grab the moe mod and find out...its fairly accurate


  7. Short answer: Yes. It was really easy to get satisfaction out of WoT in the beginning, but it got harder and harder. Winning ESL games and playing WoT in a proper competitive setting with casting scratched that same itch pretty well when there was some real life consequences of your performance. The pressure wasn't all good though, just as you got those same highs from winning organised games, as the losses beat you up worse than normal. After a bit of much needed insight I realised I wasn't really enjoying winning anymore, I was just addicted to it. I've always been. It wasn't actually WoT I liked either after a while, I just liked being good which is why I struggled so much with quitting. I don't get anywhere near as much fun out of anything competitive as I used to, as WoT's kinda done a number on me there. It's still very engaging though. I enjoy pushing myself instead because that's a source of feel-good that'll never run out as I really do enjoy noticing myself improve. The click moments are my pleasures. Long answer: (read short answer first though)
  8. Platooning is like lowering a single player game difficulty to me. Sure, it gets more enjoyable from a casual experience but you are missing out from what the game has to offer. You wanna become better, not make things easier. Similar to smurfing in League there really isn't any value in it outside of enjoying having an easier time even if you aren't improving. Platoonerds suck but actually noKappa
  9. Short answer is that I don't. Every game is its own and I really stopped caring about winning/losing as a whole. It matters because winning/losing mean different things in the games state but short of that I really don't mind losing anymore. A winning mentality forces you onto meta tank picks that I personally don't enjoy. I'll play what I want to play, and I'll do my best playing it. If I wanted to win above all else right now I'd be playing nothing but Chieftain and T55, but since I don't I just came to terms with giving wins up to not have to be a meta slave. I like playing my E 50M, never stopped liking it and likely never will so I'll just roll with it. Map selection, tank selection and arty frequency has made it basically impossible to reliably carry games anymore though. More than ever are you at the mercy of your team when it comes to winning so looking at the bigger picture instead of your single string of games is a much better reflection of both you and the state of the game. Trying to win every game will cause you more frustration than doing your best every game. There's a distinct difference between them and I don't like saying it but winrate is a large coinflip at tier 9 and 10 these days. I have 4K DPG+ tier 9s sitting at 55% winrates with other arguably flat out worse tanks performing worse in every single other stat than winrate, but still are close to mid 80s. Winrate is getting less and less valuable as data regarding skill with every new patch that hits. That said you will almost always see 70s winrates on meta tanks from good players, it seems to be where winrate starts to heavily fall off if you'd look at the Chieftain Hall of Fame where most players lie somewhere between 68-72 around the top. So clearly you still have the ability to carry games, but with map and tank selection being a bigger factor than ever you won't be able to win as reliably unless you stick to OP of the month. I personally just said fuck it, a good game is where I played well and not one I won to me. Needless to say that I haven't captured the enemy base without the sole intention of either completing a campaign mission or the damage left not being available for me to farm. Sometimes I value a win over 300 damage, but most of the time I honestly don't. When it comes to teammates you really have to understand that nobody will ever listen, do what you ask or even give the slightest nod in the right direction of what to do. They're all mouthbreathers. All 29 other players in your game are always mouthbreathers. Treat them as such and you'll stop expecting reasonable things like following up, shooting what you spot, advancing to the next engagement and so on from them. This is the most retarded and stubborn horse in history you've led to water but it's going to take more than sedating it and submerging its head to get it to drink. So don't bother. Adapt to your teammates and recognise what they are doing, capitalise on the good and adapt to the bad. If you can't push without them, and they aren't reacting then you can't push. Don't push. It's important not to overreach when the fighting settles and nothing is happening. The game state doesn't change if nothing happens, someone's going to get bored and do something eventually. Once they do the situation changes and you re-evaluate the situation with its new conditions. The exception here is when the game will end without anything happening, but then you have nothing to lose anyway so it's a sound idea even if it doesn't pan out.
  10. Ghost Town assault and Erlenberg made me pull the plug on playing other modes than standard.. map bans dont work for assault so you couldn’t use it to ban out bad maps that appear on all modes for max bans anyway..

    those two maps are just so ridiculously poorly designed that having them more often in rotation basically hold the ability to ruin my sessions alone

    i’ll be banning pilsen and minsk now it seems, as they are (somehow) even worse than the other ones i had..

    if 3 arties weren’t statistically more probable than not at tier 10 this patch then map rotation would be okay-ish with 2 map bans that you can use per tank if you stick to single tank sessions tbh, buuuuuut they are so every map from already terrible 3 years ago (Abbey and Airfield, Empire’s Border, Minsk, Pilsen, Studzianki and Ghost Town) to isn’t that bad when there isn’t 3 arties (Westfield, Steppes, Arctic Region or w/e its called now, Glacier and Cliffs even tho cliffs has sucked since 1.0 and glacier has huge deployment issues, but they both farm decently compared to the other garbage

    I looked over the maps and there are exactly 7 maps I find good, and 2 that I find good AND balanced. 2!!! Out of like 40 maps through the years lol

    Honestly tho.. Swamp, Pearl River, South Coast, Sacred Valley, Hidden Village, Windstorm and Northwest were all masterpieces made by Picasso compared to the new maps... I dont even understand how but those maps were all considered bad back then, now they stack up as good compared to the watered down competition of trying to be better than empires border lol..at least they left kharkov and stalingrad to die..


    for real tho remember old westfield? sand river assault before the ramp was added? ANY redshire iteration besides the 1.0 one, old highway before vision changes? those maps were sooo good

    fuck me i want 2014 back :babyrage:


    1. Show previous comments  5 more
    2. Sylvansight


      was going to comment that this felt a little long for a status, then I saw the length of your recent post. 
      As you were.

    3. Sylvansight


      Also - Kharkov is ace, and WG are bringing it back :p

    4. Enroh


      Yeah I turned off encounter and assault for now too so I can get paris and pilsen banned...though I am thnking of adding paris back and blocking ghost town

  11. Stanlock (RU), jaeckefa (EU), swift_m0ti0n aka barry (EU), Valheru (SEA) and Decha (EU) for good gameplay, jaeckefa plays with an aids aspect ratio but otherwise most of the streams are chill, i tend to mute and run my own music since i don't need mic commentary but Stanlock is VERY loud to watch, goddamn russians man short of daki during his tryhards i don't watch or like the bigger wot streamers at all
  12. This'll probably be the last thread I make regarding improvement, the game is about as milked out in content it can be. I decided to do it now because EU tier 10 is 3 arties every game so I don't really feel like I'm missing out by writing this up instead of playing. I'll also start off by saying that any question you might have (to me specifically) about anything game related when it comes to improvement, preventing tilt, getting out of a rut and so on all the way to tank/map specific things (opening positions, counters, timings, you name it) are things I will do my best to answer in this thread, if it isn't then ask it here and I'll answer to the best of my ability. It's also very little concrete advice here as the meta game gets trickier the higher you go, if you have any concrete questions to give the bones some meat then please do so. I play this game with absolutely no regard for the outside economy as the account I'm using has 450million credits with almost as much in consumables and there is nothing to grind on the account, it's simply missing some premiums and rewards. I also have acceptable crews for almost everything, and if I don't I switch them out. I don't take outside factors into consideration in the game. I won't keep firing AP instead of APCR for some extra credits at the cost of performance. I give myself the best chance of having as good of a game possible before loading into battle, and if you care about performance then you should too. I am not in the normal position of a WoT player here, as these things really matter early on. A playstyle like this is sustained either through spending money on the game, or a heavy amount of skrims before hitting random battles to keep your economy positive throughout. This has very little to do with direct game performance but the economy in WoT is a foundation you should build solid as it'll help prevent the most basic problems for a tryhard mentality. Running out of credits has happened to many, many players before strongholds were a thing. Stronghold skirmishes also solves some of the issues for a good service record, if you want a good overall service record on a tank the crew needs to be good, all modules researched and the best ones mounted before loading into randoms altogether. Radios are debatable but to me it's a matter of principle, if it's better I will run it even if the cost/benefit of researching is incredibly low. Making purchases on sale, stocking up on rations and big kits and so on to the point where it will last you until the next opportunity to do the same is where you'll want to be at or further in your economy. If you can sustain buying all your consumables up front for the entire period when it's on sale and holding off on tanks if they'll be discounted in the foreseeable future, your monetary problems in the game go down by so much. It is a long road to set your economy up that way, as it requires a lot of grinding. You're going from being a customer of consumables and equipment to owning your own depot. If it didn't require a lot of work then everyone would be doing this in the real world too, but it really is the most sensible way of not running into monetary problems as it is one of the biggest issues regarding performance. Not in the performance today, but in your ability to perform in the future. I'm lucky enough to not have to play skirmishes or spend money on the game now. Premium time, clan boosts and personal reserves make for break even or better with discounted consumables in even the most credit hungry tanks (50B, SConq, E 50 etc) with acceptable performance on them. This is probably where the real thread starts but I felt like making note of how much your outside economy matters and how setting it up to supplement you in the future really makes a difference. I am at the end with no problems at all, all tanks bought, equipped and credits are in overflow to the point where I have my next 15k games already paid in advance. Not having problem with credits ever again is a really big thing. For most players seeking to improve however this'd translate to playing a lot of skirmishes, or buying it with real money. Regardless of what you choose, taking steps towards a more sound economic structure along the way is something I really recommend. Eliminating one of the core problems of having an outside economy (unsustainable costs) while still being able to reap the benefits (other people also have unsustainable costs, and as a result they will ultimately perform worse because of it). I think about my game in two ways. The battle I just loaded in to play on its own, and then all the battles I played and will play for the session. For the first, economy doesn't matter. For the second one it does. I'll go more into separating your gameplay into these two later, but it's important to remember through out. Time to start the topic for real: I'll be answering the most commonly asked questions I get regarding improvement, consistency and on keeping an emotional distance and a professional mindset towards the game. I cannot stress this enough: Having a worker-attitude towards the game fixes a lot of anger management issues the game presents you with, but in doing so you'll start sucking out the fun as well. I enjoy the game enough (although in periods) that I still get enjoyment out of playing with a pro-active mindset to improve. This is where a lot of people fall short and it's totally understandable. An improving mindset is a really boring one. You are playing with an improving purpose, and not an enjoyment purpose. I'd say that I enjoy myself the most in a game where I just play and zone out until the game is over. Back in reality, basically a small escape from the real world for a while until you're forced to do whatever the real world requires of you. Thinking of your game in a similar way takes a lot of fun out of it, as being emotionally invested is an obstacle to overcome to reliable results. Luckily I am a competitive person, so I get my enjoyment out of good results, and many people are similar. This means that you treat the game as you would an assignment from a school, employer or whatever. It already sounds a lot less fun. You are playing to improve. This means that every rambo-like feeling you get out of casually playing goes out the window just as fast as the aggressive emotions that many people already struggle with fighting off. You can't be emotionally invested either way, as your emotions will influence your decision making that you want to be as pure in logic and reason as they can. Because of this, you'll want to distance yourself emotionally from the game just like a bad habit in real life. The boss forcing you on overtime means you suck it up even though you're pissed. You are mad because things aren't going the way you wanted and there's no easy fix for that. A worker mindset of adapting to it to the best of your ability and getting better at accepting whatever comes your way to get over it as soon as possible is the best way of dealing with it. This means that everything in the game that is out of your control is something not worth investing into emotionally. This includes everything from being XVM-yoloed, arty-whored or RNG putting a consecutive 4 shots at the edge of reticle. What exactly does an emotional investment get you here? Only fuel to a fire you already want to put out, your emotions are counterproductive right from the get go. This means that you have to let things like these go. They do nothing for improving your current game and only raise the tension for the games to come. Bad experiences from your current game should be left there, with anything positive to take from it should be at least considered. When sporting a working mindset you'll simply structure your gameplay in a way that you keep refining and re-evaluating your decisions and replace your bad tendencies with good ones. This is how I do it: Step 1. This is almost always initial deployment. Make up and decide where to go on the map on the spot after you've read the line-up and estimated the general deployment. Step 1 should at least have some benefits of going there, if it doesn't your step 1 is not good enough. This is everything from favourable terrain, free crossing shots, vision, tank advantage on flank and so on. How much damage is there going to be at step 1? - Try to answer. If you were right, focus on step 2. If you were wrong, think about why. Sometimes this is not taking slow mobility into account, or trading poorly too early etc. Personal misplay is an answer you are going to have to admit a lot of times here, Step 2. What to do after the initial deployment period and the damage it gave. Step 2 and onward is more difficult to give advice on, as they differ much more from step 1 which will remain fairly similar until you decide on a different opening position. Something to consider here however is how aggressive it should be. I base my aggression on urgency. If there is plenty of damage to farm, there's no need to throw your own HP into the mix until you will start losing out on better situations without it or a better position. I think about step 2 as I'm doing step 1. Unlike step 1 it will vary a lot more depending on what is happening on the map, information is scarce early on so step 2 changes often. Having step 2 in place however makes for a pretermined decision to fall back on without any time loss. If step 1 yielded much then step 2 doesn't have to be as aggressive as I'm ahead of pace in my target damage zone. If step 1 yielded little then it'll have to be more aggressive as I now have to compensate. Overcompensating is easy however, and when doing so you need to recognise it as just that, and not teammates being bad. You don't get anything to learn out of your mistake if you blame it on somebody else. Step 3. Step 2 becomes the new step 1, and you think about step 3 the same way you did step 2. The only real difference is that more time has passed in game between them, so the urgency gets higher to hit your target game the longer you go. As you go further into the game the gameplay either ramps up in tempo or massively slows down depending on how the engagements went. A close game slows down, and recognising it as so will let you put the brakes and conserve your HP for enemy mistakes until the game is decided. A steamroll only ramps up in speed, so if you recognise it your need of staying ahead gets higher and higher with time so you adjust your aggression accordingly. Step 4. Use your remaining HP to get as good of a game as possible. I wait with step 4 until the game is noticeably won or lost. Good micromanagement skills net you better games during steamrolls against you with an extra shot or two. When the game is decided, you don't spare any expenses. Survival rate is arbitrary, and I can't recall the last time I saw a good player wish he had a 10% higher survival rate instead of a full shot extra in DPG. If you have a lot of HP to use at this stage then using it to outdamage your teammates is a good idea. When the game is decided, your own HP isn't more valuable than the damage anymore. If the game is won/lost in a seemingly decisive manner, the damage is all that you can get out of it. So squeeze the last drops of it instead of throwing a Hail Mary for the win that virtually never happens anyway. From personal experience I've found that the risky play to win the game is less beneficial to actually winning than playing for the damage. The amount of times you're able to farm your way back into an even HP pool safely are more frequent than winning a lost game off of a Rambo mission. A spot on the map generally takes 10-15 games for me to gauge if they're worthwhile or not, so this is quite a bit more of testing the waters than what people assume. The meta changes, so you can't have a fixed handbook for what to do on every map even if the initial deployment is similar. With it you find many solutions to the situation you're in right now, one you will be in later and eventually you come up with a solid enough answer to everything on that area of the map that you'll start consistently having good games throughout. The more the better honestly, but I generally play tanks with little to no armour, so my focus has is around having a good damage dealt/taken ratio. For people more seasoned in slower and armoured tanks this focus would be more on micromanagement and perfecting your initial deployment. Lower mobility means less ability to rotate, so getting better at prediction and foresight hold more value the lower mobility you have. I talked a bit about emotion and how it's an obstacle for improvement, but there's still more to it to add. Shifting blame. I do this myself and almost every streamer I watch do it too, because accepting blame is difficult. You won't get anything out of a mistake if you blame it on anyone but yourself. It really is a lot of excusing misplay with platitudes in WoT. Arty, XVM and so on screwed your game over for taking an aggressive position. A lot of people write these things off as arty just being arty when in reality they were overreaching. I had this problem a lot when translating from the 3k to 4k barrier. You need to take a breath, get some perspective and look at the situation again. Did you really die because of some BS or were you actually misplaying? If it's BS you can let go of it as those things really are out of your control sometimes, but you're doing yourself a disservice if you let a mistake to learn from go by unnoticed. It's important to hold yourself accountable for your gameplay and if you really do want to improve this is a barrier that is a must to get over or it'll hinder all learning past this point in a fairly cerebral game that requires an understanding of the game that is too complex to put into proper words. There's a fairly good reason most people plateau at some point, and while that plateau is lower in general I can say with certainty that close to every (already) unicum hit a wall because of this. You are fairly confident in considering yourself decent at the game at this point, and your ego is in your way of improvement more than anything else. Tilting's also very common and I envy the very few who seem to be totally unaffected by it. A good mindset really helps here, as you'll see some of the few people who can live off of WoT content that have to keep playing for their income learnt this too. Most people do have the ability to quit whenever their anger gets the better of them, but when you are literally doing your job while playing you don't. Tilting ruins the rest of the session unless you untilt which is easier said than done, so you do whatever you can from preventing tilt from happening from the start. As I said earlier you really have to give up your emotional investment in both performance and outcome. It just doesn't yield anything positive from a performance perspective. Finding a way to un-tilt is good though if you insist on keeping the session going. For me the session ends whenever I notice myself being emotionally invested, both good and bad. If I load up, have a killer game and felt like I really enjoyed that game then that game is it. I had fun, although for a very short time, and then this session won't be a pro-active one forward if I decide to keep on playing anyway. It's important to separate the two, especially when they're so closely linked together for elitists (performance and fun go very hand in hand for me). If you want to learn then emotions can't get the better of you. If you are having fun while playing that's great, but you're also zoning in and going autopilot which is the biggest single detriment to improvement there is. Unlearning auto-pilot is something that would do every online PC gamer a favour in their gameplay by forcing them to re-learn actively (and onward) instead of only learning periodically and then sticking to what they know. You can obviously enjoy yourself while being a productive learner, but it's much, much harder than it looks. If you want to become better at the game you have to learn, and "having to do" something generally makes it a lot less fun even if it's with your goal in mind. My ways of keeping my head straight when I had a bad game, am dead and waiting for my tank that are pretty simple and easy to do. They do the trick for me most of the time, and when they don't I simply quit the session and come back at it with fresh eyes later. I generally only play 1 tank at a time, so this works well for me since I have a game to wait out before my next one. I generally try and watch all my games until they are completed because there's more to take from them after dying. Timestamping - Track rotations and how long they take for other players. If you know how long a rotation takes you can estimate how much will happen in that timespan and how a situation will look when you get there. Just look at the timer at the start and then again when you have what you're looking for. If a rotation is 40-ish seconds, it is for example a perfect rotation for a BC25t after a clip. It matters more on autoloaders since you have a longer string of dead time without being able to deal damage. Knowing this in autoloaders make for much better predictability and an increase in effeciency. If your BC just went on reload and you see a rotation to make that could be good, you have the information on hand that you will be reloaded when getting there. You can deal damage right away. The time spent reloading was spent being useful because you rotated in a situation where you wouldn't deal any damage anyway. Track trading patterns too if you can. Some tanks are tricky to trade against because of their reload timers are off-sync compared to yours. Russian mediums for example can shoot 3 times at a Type 5 on reload before he's reloaded again. If you know this you know how hard you can pressure without risking taking HP back. If you are against a 5A in a russian medium however the reload is off-sync, as you'll be halfway through your third shell when he reloads his second. If he fires and pulls back there, you end up losing the trade at 980 to 640. This means that you don't really have a way to use your RoF as a means of engaging that 5A when there's cover involved. Find a different way or take the bad trade if there's no other way. This is where playing a single tank at a time starts benefitting as these things are much easier to keep track of comparing against the 1 gun (yours) than all tanks. You can do this for pretty much everything, but when playing tanks with higher alpha it matters as single shot trades get more beneficial. A JGPZ wins almost every 1 for 1 trade, so for it to take them makes more sense than a russian medium that will get outtraded. Backseat gaming. I do this to both streamers I watch and to team mates when I'm post mortem. It probably goes without saying that I don't actually tell them what I think, I just try to backseat them in my head to keep my thought process going to learn. You start noticing how big the gap is and how much skill expression there is in the game by doing this, as methodical decision making is so much easier to spot than someone auto-piloting. It's tricky because things don't play out like you want them to to check if you were right, but you can easily mess with ideas and try to emulate a reasonable outcome out of it. I've gotten everything from good openings (mostly from streamers though), to good counters and responses from random pubbies this way that I didn't think of. They probably didn't think of it either, but I saw it work out so I can make use of it. The biggest use of it is probably that I've identified a lot of bad choices and having been attentive during it you will end up avoiding a lot of mistakes you haven't made yet. WoT is a PvP game but I found that treating it as PvE makes more sense. One player and 14 bots against 15 bots make for a more sensible way of looking at performance which shifts the focus from a team effort to win, to a player effort in a numbers game. You are alone and your teammates are no good, now do your best anyway. Consistency needs a solid foundation to build on. and for me this is the general thought process of how I did it. It takes long, but eventually it adds up to being important. The step from 4k to 5k and above was the biggest leap in gameplay for me, and easily the most difficult to approach. The difference between it and the previous level of gameplay was mostly consistency. I'd say that an easy way to put it was that now my median and average game are similar. This wasn't true before, were my median game was almost always higher than my average because of a game here and there going pretty bad. What working through this did for me was raising my average game up to my median, simply having less bad games while the ratio of acceptable to great games stayed the same. This change isn't much more than 500 damage in tier 10s, but it still matters. For me it was the last bit to focus on in the game, and having experience with it - the improvement never ends. I see so many mistakes in my own play in hindsight that I'll keep working on to remove. To me the game isn't at its most competitive state right now, as a constant 3 arties make for much worse experiences in tier 10 where I generally reside so right now I can't say that my improvement has yielded very much recently, but it did lay the ground work for a better time to come. Consistency for example is the only reason I was able to 3mark the ISU-130. The tank on the EU server has 20 or so owners, with none of them playing actively. In attempting the mark over a year ago I just couldn't break past the 90 mark reliably. The damage requirement of a 3500 combined average was simply too high for me to keep with tank tank. I was the only one playing it until skill4ltu got his as well, so the EMA of the ISU-130 mark was set almost entirely by myself until then. We both wound up just waiting it out. The issue I had was with consistency yet again, as I was struggling with finding a way to get reliable damage out when your penetration is worst in tier. (It's a high DPM/alpha TD with okay gun handling and mobility, while having a non-existent gun arc and very low penetration for those of you who don't know of it). I eventually wound up getting it done, but after taking a very long break from it. Just like all of the challenging gun marks this game has to offer with their reward tanks the consistency is what breaks most players. Having to pressure the game for so much damage so reliably makes single mistakes ruin several hours of work, so you can't make mistakes at this level. A lot of players have been bashing their wall against the Chieftain mark lately, and it's because of the same thing. Consistency matters so much when you are basically forced to either have a good game or re-play your last 10 games getting back to where you were. That's what it did for me in the ISU at least, being more aware, having learned more and approaching the game from a PoV based in logic and reason rather than using your gut and autopilot made the push. There's plenty of small pointers here and there to improve your game, but IMO this is the big one that sets you up well. If you have the work ethic to keep learning, you'll become more consistent. Eventually more consistent starts meaning better.
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