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kolni last won the day on May 19

kolni had the most liked content!

About kolni

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    Washed WN8 Padder
  • Birthday 03/27/1995

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  1. 29 60TP LFP bounces in less than 10 games

    this is not a properly modeled tank it is just not impossible that the exact some spots and angle just actually behave different in IDENTICAL SITUATIONS



    if i bounce another full APCR 50B at the side of this thing i am sending anthrax home to the creator of the tank

    1. lavawing


      there's a lower lower plate that's autobounce

  2. m60 100% pretty much did itself.. 96-100% honestly didn't take very long :serb: 


    replays: https://www.dropbox.com/sh/hmks3p9qcnp01r2/AAAQpiVfOtA4hcrniNW2RvXYa?dl=0

    1. hazzgar


      Since u can get it for bonds I bet the reqs must have dropped

  3. this pretty much makes it true for both cgc and t92, perhaps even GW that your entire reticle regardless if how well aimed it is will stun everything in its range
  4. messing with other tanks' numbers through messing with your own really doesn't sit well with me.. if my hard stats in game were nerfed (camo rating shredded>i get spotted and die despite not moving in solid foliage and closest enemy is 300m+) and I didn't get to see why then i won't learn how or why i died as it couild just always be that over and over.. camo shred is a really bad idea because it'll just nullify the entire skill on large tanks (that still can run it) and hardly affect the vision bullshit we have already in wheelies. there's too much vision atm, ppl cover too much ground and play too safe as a result, you can't do this or this or this because if an EBR comes and lights you, you die.. end of innovation cycle i think making 445VR much harder to achieve is a place to start, not considering all the buffs that upping the crew with improved stuff would further boost it - at least for higher tiers, td's capped at 400, 435 with binocs, 420 with optics, they still have render obv but their VR circle'll just be smaller, not able to run both binocs and optics at the same time - gives light tanks more wiggle room in dealing with said bushwanking when you have physical space you know they can't use against you unless they come closer, raise avg HP of TDs by like 5-10% lights - basing the VR stat on performance and nothing else so it just gets tweaked between the tier 10 lights as the weakest one in performance will have the highest VR of next balance cycle and just tune them all into they feel fine against the field> hard nerf EBR > nerf T-100 VR, give it a high pen AP gold round (280 or so) and a 1,1x modifier for lights to how damage translates (not assisted) to compensate the already other shitty T10 lights and how they perform, it's an outside the game buff to all tier X lights in XP/credit/whatever gains people think are important. now as the only class able to stack vision the old way > lights are relevant again, but confined to the very small specific role the light tanks should have in game. More similar to the tier 8 LTs belonging to tier X days of actually focusing on recon rather than being first to the place on the map you want to fight. could also buff their HP but i think that's counterproductive no matter how you slice it when it comes to actually balancing them combat ability wasn't a big thing in lights until they started becoming better at it, and if you funnel lights into similar areas of a map like normal they will still mostly just fight.. themselves anyway.. as long as all the lights take part/gets buffed/nerfed unbiasedly no one will gain an edge on another there, but the light vs rest of the tank classes dynamic isn't good now and was imo much better when lights were intendedly weaker than now, back then WN8 farming was their only real purpose so if you want to be viable within the game created then I doubt we share views on the rest, but back then playing a light tank meant you had to do recon, while i don't like the ridiculousness of not being able to fight back at all the light tank aspect of the game still worked better in 5-X than 357.. lol... meds -> lower VR cap by 15m, lower either mobility or armour if the tank has that + good gun, raise HPs 10%, +10 points added to every statistical piece of data for the E 50M to make it less weak heavies -> superheavies +10% HP - hybrids no changes - hulldown heavies +10% HP and more hatches/cupolas to deal with the imperviousness of hulldown tanks, post 2018 releases all VR nerfs unless they follow the nations general trend regarding the topic also no JoAT tanks, E5 in 2016 was the first to do it and just nooope make camo more reliant on the base camo of the tank and not so much the crew,: buff to everyone playing without camo skill and nerf to everyone who uses it on everything, vision needs to be given more room to play around or it's eventually (like seen here by WG themselves) going to die if it's not kept as a core foundation of the game mechanics - tanks intended to use vision can do it, but stifle that element from everyone else not intended to to breathe more life into it in game open topped vehicles recieve automatic ventilation bonus (5%) as compensation for taking the VR advantage from them, give them at least some edge for being pennable to arty and everything else that sets their sights arty capped to 1 lights capped to 2, LT MM along with SPGs get separate queue for a map pool where they aren't fodder just for choosing to play a role, nobody in their mind would send 5 EBRs total from both sides to recon Himmelsdorf in a whiplash until you RNG them down.. doesn't mean the overall map pool still won't be adjusted - increase bans to 3, include assault/encounter and balance team starts gathering information on the most banned maps to rework/remove what isn't working HP buff is to inflate gametime, making steamrolls more tedious but close games much more thrilling and down to the wire - consider upping max game time to 20min and 15min respectively if it doesn't slow the game down by force rework how capping works, unless you need the game to end - nobody wants to cap over taking the drive for damage, and almost all good players have this in common: they don't use the mechanic. needs adjusting to have some sort of value that isn't just "oh, forgot to check the cap" when the clock starts ticking sandbox mode with shooting range and proper game guides on mechanics, basically just tanks.gg. wotlabs and customiseable practice rooms along with making sure the player understands the underlying objectives of what the game is intended to be about, incentivise influencing the game positively (permanent top tankers contests with in game rarities or something, idk) no gamebreaking climbs (out of bounds) but reinstall shortcuts that reward you for being familiar with the environment ESL 7/68 back on, use pro players' strategies to solve map problems > more clever map design Tuning RNG by nerfing it to 15% on HP rolls and 10% on penetration rolls, there's no point in adjusting the spread if you are just going to slap another "what if?" on top of that before it actually connects, having very little to do with any decision made by anyone other than that some numbers have to come out. 0 RNG would make the game very predictable, the point of a large HP pool is to dissuade this from being such a big problem, a 390alpha gun firing at your 400HP tank will always feel risky, as it should. fixing the game isnt very hard when every exit feels like a solution
  5. mMA35Of.png

    https://www.dropbox.com/sh/h8ce4iz2arafhzg/AADN3AJSR8cwHZDUO2ZcukGOa?dl=0 > replays, they are nothing special (just me figuring the udes' numbers out and trying to get comfy with siege again tbh) but it's the first time i'm playing a swedish medium and it just wound up feeling pretty natural so here's to hoping i can keep the development up at this pace

    anyway this is me trying to test the numbers´and "learn" as much information about the tank as possible and drawing conclusions so the gameplay might look weird at times but everything but the mali death was pmuch intended, 

    really felt like an easy time every game,, but i can't for the love of god figure out the shell velocity? is it fast.. slow? it is terribly unreliable as of now for me, really nice tank to play tbh all things considered



    1. Show previous comments  4 more
    2. hazzgar


      Damn. I'm a t8 in Jap line and T9 in Swe. Now you make me question wanting to go for Kawaii tanks

    3. MagicalFlyingFox


      STB-1 is a better tank, don't worry.


      The UDES 15/16 is just kinda fun because of its alpha.

    4. kolni


      yeah it's super weird because i can hear the crit+pen sound on targets that i actually bounced (that went dark with shell mid-air), really messing with the numberkeeping sometimes

      heat round gets the sharp apcr sound of crit+pen when shell is fired mid-air too so i think it just might be local sound file issues

      i also don't use the siege much at all, playing it as a leo pta with better gun dep pretty much and use the alpha to win out when u don't have freefarms

  6. hX06IQA.png?1

    wonder if i can beat stanlock...


    1. Show previous comments  3 more
    2. hazzgar


      @kolni is the tank as good as the PTA and Standard B?

    3. kolni


      above standard b but below pta

      it's an E6 at tier 9.. but good and well balanced

      you kinda have to play it perfectly for it to like.. work at all in the first place it seems, you can't have attention directed towards you, you just play and quietly heatspam your way into making their push into you not so good anymore 

      if you get spotted people just pay too much attention to you to let farm them for free, so i track meme ppl every game, nobody beats you in a straight up DPM war, and nobody beats your 6s+ 360 rather than 320 alpha combo when it comes to permatracking -> just do it and use a corner to make them unable to shoot you back,  dgaf about arty and just farm down whatever's free until the game opens up and starts letting you make choices that aren't just answers to the enemy gameplan, something that generally won't happen naturally in this tank

      either people are going to try and combat you or not, and it just feels that way in this tank to the extreme - some times this tank is so broken i can't believe it as you genuinely can outmaneuver tier 10s on flat ground in your TIER 9 and win DPM fights even with first strike on the enemy side and a tier 10 HP pool against you - but then there's the other side of it which is where you just can't commit anywhere without risking your game on it or where your team won't let you farm because you made the call of hanging further back etc. this is by far the most passive medium in the game i think

    4. kolni


      360 alpha lines up really nicely with the tier 10 medium tank HP pools too so you get pretty confident in one tier 9 against one tier 10 situation, and some pretty insane carry pants here and there

  7. 4ppf9bq.png

    yup - it's busted

    1. mistervanni


      that 1900 avg xp over 5 games...

    2. kolni


      had a 2,1k XP Leo PTA avg over 9 games :serb: 

  8. plenty of 7v7 games today streamed, some esl teams and players

    1. mistervanni


      watched some, did u play too?

  9. 187 games since my last prokhorovka

  10. spamming 907 with iOptics and optics directive i can safely say 

    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> damage equipment on 3/4 maps

    <<<<<<<<<<<<<< on every other map

    (map rotation luck makes the mark much easier with this setup, but 6k averages get much harder without the gun being as reliably OP, instead of 6k-6k-6k-5k-4k-8k game streaks it is 3k-3k-12k-6k-8k-0,5k

    markable both ways, one is easier if you are good, the other if you need luck

    with optics loadout you are pretty much forced to let pilsen and abbey through because you can pick up so much easy spotting on them, bannable maps left are basically fjords, overlord, empires border, minsk, kharkov or airfield

    also a HUGE playstyle difference when you have an extra 60-70VR more, no russian med can ever outspot you in a bush, stuff like mountain pass, fishermans bay and murovanka become literally a free wins just by going places and not even firing

    prokh is give or take, i'd rather have the better gun to hit the hill shots over being able to spot some of the 1 line stuff from mid unspotted

    malinovka is only without lights, otherwise it's worse


    (gonna be testing other tanks as well later on, btw Designated Target is the third best PERK after Sixth and BiA)

    1. Show previous comments  3 more
    2. Sapros


      So when do you pick ivents over ioptics? Thinking of tanks like 430u/277/a5/Chief. 

      Also what would you say it's generally the best equipment directive? 

      Thinking stab or vents if using ivents?

    3. kolni


      vents on almost everythihg

    4. Sapros


      ivents + vents directive then? how'd you rank directives in general? 

  11. wait for a 500mm ufp and 150mm thick side armour

    with mic and cam, commentating a lot i guess

    1. echo9835


      Interesting to watch you play.

  13. sgvLANB.png?1

    starting to think i was created for this game

    1. Haswell


      I'm starting to think everything you touch will get nerfed.

  14. this was a good jam, didn't use my mixer so was kinda weird having isolators instead of faders

  15. 8fO2t66.png

    literally more damage than the rest of the team combined?

    who needs teammates pt 2

    1. Show previous comments  1 more
    2. kolni



    3. echo9835


      you should have done more :doge:

    4. ZXrage


      2 hours ago, kolni said:


      if only there was a sad react on this forum

      damn 1k xp on a loss

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