Jump to content

kolni

Got Fired
  • Content Count

    5,034
  • Joined

  • Last visited

  • Days Won

    194

Reputation Activity

  1. Upvote
    kolni got a reaction from Vindi in Pornvagn - IKEA´s answer to the Concept 1B   
    Bofors used to be Sweden’s biggest weapons manufacturer, grew up an hour away from their main office. Pretty sure Alfred Nobel ran the company (Nobel prize guy) until they started making gun powder, used to be a steel mill before that. Company grew very aggressively due to arming Sweden during the WWs and exporting to some degree. Pretty sure BAE owns the division that makes heavy armaments now as Bofors dissolved some time in the 90s. 
     
    Very typical tank for Sweden, almost everything was designed to operate on scandinavian terrain. The direct translation of Tornvagn is ”Towerwagon” which should speak to what this tanks intended purpose was. 
     
    Would enjoy trying it out with a heavy aim reducing setup to get it playable in medium range. It’s DPM and VR are already beyond saving so I’d rather opt into making sure the shots don’t miss as the pen should mitigate some of the issues of center mass aiming. Playing it at ranges above 150m just seems impossible without equipping specifically for it, you won’t take damage but you’ll also not see shit and damage anything either. 
    (Rammer, and some 2 combo of vstab/aim circle/irm depending on  how reticle behaves in motion)
    I would have considered putting the Kunzepanzer mechanic on it and adjusting other stats to shift it from CQC to mid range as it just makes no sense with an armour profile this strong at range and giving it a gun that can’t make use of that
     
     
     
  2. Upvote
    kolni got a reaction from InconnuGlitterBoy in Ranked Q3 2021 - Hive Mind Questions   
    The trick to this is zoom>aim down>W before you poke and NOT during and you’ll get it down eventually
  3. Upvote
    kolni got a reaction from Expendable_Lad in sr360's Non-potato games   
    Goddammit my secret’s out
  4. Upvote
    kolni got a reaction from Expendable_Lad in Ranked Q3 2021 - Hive Mind Questions   
    It’s worth the time in a reward/effort ratio if you’re prepared for how gameplay looks in every ladder across every game.
     
    It’s pretty brutal if WoT’s been your only game since gameplay doesn’t look like this since people that want to compete get paired with a lot of casual players every game. In Ranked that’s not true. It’s just a total waste of time without effort so while you’ll still be paired with objectively bad players they’re going to resort to whatever method is the most effective to win. It’s been ridgeline poking as the trading pattern is straightforward and hulldown tanks do this best so every player which simplifies their gameplay a lot but when this is done en masse it becomes a lot harder to fight against unless you do the same. 
    Ranked is like if you had an entire match made up by players tryharding an MoE. 
    I absolutely hate it because I can’t play the game the way I excel at, but time spent for equipment/bonds compared to grinding it out through other other means is pretty good. It pretty much boils down to how highly you value the reward. I like efficiency but once past the point of needing more equipment it’s just a straight up horrible experience. 
    I remember wishing for a ranked mode long ago for competition, but straying further away from WoT and into other games I realised the competition in a casual gamemode was the charm all along with the game. Being able to dunk on casuals while competing with strong players at the same time is what I liked about it. 
     
    Vz 55 or 2021 bushwank is probably the easiest way to go
     
  5. Upvote
    kolni got a reaction from Expendable_Lad in Caernarvon AX   
    Yeah if you want big games easily that setup works, personally ran it full gun equip and sought out the tier 8s (where you can fight them without tier 10s, if not then seek the easy damage until the map opens up) in tier 10 games and for the other MM I just never had any trouble finding damage since I’m very used to playing lower alpha guns
    I played it as a mid-range farmer or a chokepoint with very heavy trackspam, next shot’s only 5-6 sec away so I would always go for that if I felt confident about not getting punished as a repkit is worth more than 230 damage against pretty much everything at T8 and up (T7 heavies too) and it seemed to work for me. It wound up roughly one tank getting perma’d per game and then I could just trade my way to a good game from there. 
     
    Worth mentioning that I played it at my highest peak in gameplay quality and before T8 was swarmed by Progetto/Borrasques which are pretty hard to deal with so I don’t think my gameplay works very well now as trading against every third tier 8 you come across has too much burst and mobility to confidently win fights against
    It’s carry prone because once you figure out how to keep the gun firing it whittles down an engagement pretty fast with small enough alpha for people to ignore you. I always found it to be sink or swim, it’s either a 2 full tank permatrack for 3,5k or more or having to chase your team for the entire game doing cleanup which it’s just really bad at
  6. Upvote
    kolni got a reaction from Expendable_Lad in Pornvagn - IKEA´s answer to the Concept 1B   
    Bofors used to be Sweden’s biggest weapons manufacturer, grew up an hour away from their main office. Pretty sure Alfred Nobel ran the company (Nobel prize guy) until they started making gun powder, used to be a steel mill before that. Company grew very aggressively due to arming Sweden during the WWs and exporting to some degree. Pretty sure BAE owns the division that makes heavy armaments now as Bofors dissolved some time in the 90s. 
     
    Very typical tank for Sweden, almost everything was designed to operate on scandinavian terrain. The direct translation of Tornvagn is ”Towerwagon” which should speak to what this tanks intended purpose was. 
     
    Would enjoy trying it out with a heavy aim reducing setup to get it playable in medium range. It’s DPM and VR are already beyond saving so I’d rather opt into making sure the shots don’t miss as the pen should mitigate some of the issues of center mass aiming. Playing it at ranges above 150m just seems impossible without equipping specifically for it, you won’t take damage but you’ll also not see shit and damage anything either. 
    (Rammer, and some 2 combo of vstab/aim circle/irm depending on  how reticle behaves in motion)
    I would have considered putting the Kunzepanzer mechanic on it and adjusting other stats to shift it from CQC to mid range as it just makes no sense with an armour profile this strong at range and giving it a gun that can’t make use of that
     
     
     
  7. Upvote
    kolni got a reaction from LetsMakeTheMagic in Pornvagn - IKEA´s answer to the Concept 1B   
    Bofors used to be Sweden’s biggest weapons manufacturer, grew up an hour away from their main office. Pretty sure Alfred Nobel ran the company (Nobel prize guy) until they started making gun powder, used to be a steel mill before that. Company grew very aggressively due to arming Sweden during the WWs and exporting to some degree. Pretty sure BAE owns the division that makes heavy armaments now as Bofors dissolved some time in the 90s. 
     
    Very typical tank for Sweden, almost everything was designed to operate on scandinavian terrain. The direct translation of Tornvagn is ”Towerwagon” which should speak to what this tanks intended purpose was. 
     
    Would enjoy trying it out with a heavy aim reducing setup to get it playable in medium range. It’s DPM and VR are already beyond saving so I’d rather opt into making sure the shots don’t miss as the pen should mitigate some of the issues of center mass aiming. Playing it at ranges above 150m just seems impossible without equipping specifically for it, you won’t take damage but you’ll also not see shit and damage anything either. 
    (Rammer, and some 2 combo of vstab/aim circle/irm depending on  how reticle behaves in motion)
    I would have considered putting the Kunzepanzer mechanic on it and adjusting other stats to shift it from CQC to mid range as it just makes no sense with an armour profile this strong at range and giving it a gun that can’t make use of that
     
     
     
  8. Upvote
    kolni got a reaction from PlanetaryGenocide in Pornvagn - IKEA´s answer to the Concept 1B   
    Bofors used to be Sweden’s biggest weapons manufacturer, grew up an hour away from their main office. Pretty sure Alfred Nobel ran the company (Nobel prize guy) until they started making gun powder, used to be a steel mill before that. Company grew very aggressively due to arming Sweden during the WWs and exporting to some degree. Pretty sure BAE owns the division that makes heavy armaments now as Bofors dissolved some time in the 90s. 
     
    Very typical tank for Sweden, almost everything was designed to operate on scandinavian terrain. The direct translation of Tornvagn is ”Towerwagon” which should speak to what this tanks intended purpose was. 
     
    Would enjoy trying it out with a heavy aim reducing setup to get it playable in medium range. It’s DPM and VR are already beyond saving so I’d rather opt into making sure the shots don’t miss as the pen should mitigate some of the issues of center mass aiming. Playing it at ranges above 150m just seems impossible without equipping specifically for it, you won’t take damage but you’ll also not see shit and damage anything either. 
    (Rammer, and some 2 combo of vstab/aim circle/irm depending on  how reticle behaves in motion)
    I would have considered putting the Kunzepanzer mechanic on it and adjusting other stats to shift it from CQC to mid range as it just makes no sense with an armour profile this strong at range and giving it a gun that can’t make use of that
     
     
     
  9. Upvote
    kolni got a reaction from sr360 in sr360's Non-potato games   
    Goddammit my secret’s out
  10. Upvote
    kolni got a reaction from PlanetaryGenocide in Artillery alternate rounds - Do you use them?   
    Yeah I think the trick is to treat them as arty rounds pre-stun change, they should still be more reliable in terms of acc than before but much pickier about the armour it connects with. 
     
    It’s probably how they should have changed it right away rather than the stun mechanic but since stuns just seem too effective in terms of accumulating impact in comparison so I doubt it’ll have a real change on gameplay.
  11. Downvote
    kolni got a reaction from PlanetaryGenocide in What tanks to put arty detection on?   
    Intuition effect is fine but it’s not anything to play around so that alone makes it very bad. 
     
    Yeah you can reload a 183 shell to a better ammotype - same for clips but nobody in their right mind is going to swap those shells out to gamble a 10% vs a 30 second reload punish.. in that time frame you can always find a way to fire them and THEN swap to the better ammotype
    If you’re willing to gamble that amount of downtime on that percentage (if there’s no punish for reloading then the skill has no value so downtime should always be assumed) as part of the gameplay it’s basically the same amount of stupid as camo/bino/repair equip on maus
    There’s no downside to running the skill at least but it is by all means the absolute last useful skill on a loader, it is useful still on EVERY tank but it’s always going to be the one that is the worst out of the useful 
  12. Upvote
    kolni got a reaction from sohojacques in Field Modifications   
    I think WoT is just straight up past the need to make content accessible to new players. Casual players needs it though. 
     
    The skillgap should be far between, but considering that it relies so heavily on income to close that gap it needs to be more easily accessible. A 5 year head start in WoT means you’re just going to stay ahead until the game dies at this point. 
  13. Upvote
    kolni got a reaction from Jul_Le in Field Modifications   
    I think WoT is just straight up past the need to make content accessible to new players. Casual players needs it though. 
     
    The skillgap should be far between, but considering that it relies so heavily on income to close that gap it needs to be more easily accessible. A 5 year head start in WoT means you’re just going to stay ahead until the game dies at this point. 
  14. Upvote
    kolni got a reaction from dfb314 in Tier 10 Struggles (response to Snoregasm)   
    As of now, every viable tier 10 tank either has some sort of gimmick to leverage or just an overtuned kit in general. The gimmicky ones usually have flaws to play around when facing them, but the ones with overtuned kits tend to simply roll you over as a lower tier, and you rarely get to pressure an advantage in full tier 10 games as the terms seems are generally unbalanced and hard to estimate. Hull down snipefights is one of the most common aspects of the game and it is absolutely terrible gameplay, just an example but you get the point.
     
    Some examples of the first would be:
    Autoloaders High alpha guns Super high mobility vehicles These are fairly simple to play around because you know what they are going to do every game. Niche vehicles tend to go into set plays per map much more often than not and as such they get much easier to predict and counter. EBR’s really suck but I’m simply going to flat out tell you that if you can’t hit them reliably, your aim is bad. Their wheels are complete BS game balance wise but at this point you should be able to adjust to it. It’s part of the game now so the thing you can do instead of whining (it is valitaded, I know) you should be focusing on what you can improve, in the EBR case that would simply be aiming. It’s a terrible introduction to the game but don’t let that stagnate your progress. 
     
    On the other hand we have tanks like Chieftain, 907, 430U and such that are just statistically overpowered vehicles in most metrics. They are never easy to fight and you’re going to have to learn that the hard way. Even the dumbest monkey in a Chieftain has a real chance to win duels against considerably better players because of his tank selection. Which leads me to the topic at hand: Tank selection is everything in tier 10. Playing off-meta means you directly disadvantage yourself against everyone playing meta before you even click battle. If you want to learn how tier 10 works in its current state you need to spend time with it, and you generally want to be in control and figure out what works and what doesn’t. How do you do that? Pick strong vehicles. You want to develop that decision making ability but you won’t get to make many decisions when you constantly have to let the enemy make its move because you have a worse tank. 

    Since the full tier 10 MM is by far the most common, this gets more important. You don’t have anything to free farm to inflate your DPG, you have to work for it. This means no auto-piloting whatsoever because there are too many guns that have big enough impact to ruin your game entirely of one mistake. Aim for non-losing gameplay rather than winning. I don’t find the meta particularly different, just the tank balance being off. I generally try to avoid the stuff I don’t want to fight until I have to, even if that means giving up where I initially wanted to go during the countdown. If you care about performance in games then tank selection is going to have to be a part of it. 
    I find the meta to be increasingly faster and faster, compared to 4-5 years ago where playing full games at 500 meters was a legitimate viable strategy for most mediums. In that sense, yes, there’s more aggression today than before because people are fighting not only against their enemies but teammates for performance. This means people are going to cut corners and find ways to do this more efficiently, which leads to higher tempo gameplay. 
    When do you play aggressively? When you have all the information needed to make that play. How likely is it that this play is going to work? Estimate it, try it, re-estimate the value of the play in said situation. 
    I am mostly a passive player, so my play is almost exclusively reactive. I deploy to positions I know well, damage to farm and most importantly have a fall back option. If I’m wrong I don’t want my game to end so I never purposefully do plays that are questionable but “would be good if they paid off”. That type of “what if” thinking needs to work the other way too. What if this goes wrong? What should I do? Have an exit strategy ready so your game doesn’t end because of a misread earlier on. 
    I’d say the meta is fairly different too, arty being the main difference as there’s basically always 3 of them. Not much you can do about that sadly, once an arty has decided that he’s going to kill you there’s basically nothing you can do to prevent him from singling you out. The advice I have there is to go dark just before arty reloads so that he just might switch to another target. 
    It’s a harder game than any other tiers for sure, but you also learn the most from it. If I go back to tier 9 again I’m fairly sure I’d just roll over everybody because I’m almost able to do that in tier 10 too. Tier 9 doesn’t have so many gimmick tanks to be constantly be aware of, and has less variables which makes it an easier tier to play. This is the place you want to be at, comfort means a lot and you should be playing where you are performing the best, perfecting your gameplay in a more comfortable setting makes it easier to take those with you and apply them to more nuanced concepts and situations. Keep doing what works, try and up the difficulty every now and then and see if your skill set holds up. If it does, great; if not then you can just go back and practice more. 
    The meta itself of tier 10 isn’t very different, people still play the same positions and the game flow works the same, just at higher stakes. If it gets too complicated you simply have to accept that you’re not quite there yet. Self-criticism is the biggest part of improvement and the more you do it the higher chances are you’ll end up a better player afterwards. Blaming external factors doesn’t help you. Arty sucks, EBRs suck, unbalanced maps etc etc. You can’t do anything to change those, so focus on playing around them. What can I do to simplify these problems for myself? 
    For pure aggressive play I’d recommend starting out small. High probability actions that still are dictating actions. Try to control the engagements, think out ways to achieve whatever it is you actually want to do, before you do them. An enemy tank needs to die that’s hard to kill? Find out ways to do it safely, and if you can’t figure one out then you have the options of gambling or thinking of something else. Take the latter option. You can still control areas without putting stakes into it. Don’t know how? Try something. I will always recommend safer play when stakes are high, but when you really are at a loss it’s not like you’re going to end up with a great idea anyway, so try any idea. Sometimes they work out, great. You didn’t learn shit but at least you saved a game that should have been bad. 
     
    I also recommend studying the minimap a lot, especially at decisive points of action. See a push happening? Then you want to know how it develops from there, is it common? Can you use this experience for something useful, like assuming it normally happens (after it has happened enough times). This lets you skip steps both in decision making and focus, letting you be more concerned with what’s happening on your screen rather than the map once you understand it. You need to understand the map before you can start making aggressive plays reliably, because most players react the same way to the same things. Knowing that, you know what said aggressively play will result in, how the enemy will react and now you can build upon that knowledge to think even further ahead of that aggressive play. More foresight leads to much more stable gameplay, so the biggest piece of advice to your questions (even though I didn’t really answer any of them in concrete terms) is that you should understand other players better. All the 48-52% players are bunched together anyway, they don’t try to get into other players’ heads at all and react exclusively to what they see happening on their screen and not the minimap. No foresight whatsoever, meaning you can abuse the living shit out of it and simply win over them by playing big picture. Similar to GMs beating mathematically perfect playing computers in chess. Or the macro concept in DoTA/League. It’s a super advanced concept that doesn’t really apply until you are comfortable enough mechanically to beat anyone you come across. You want to be at that point mechanically, because mechanics don’t require thinking once you are comfortable enough with your game knowledge to keep your head in big picture, all the time. You shouldn’t be considering things like “Where should I aim to pen this tank?” or “How much do I need to lead my shell?”; those things should be etched in your skin and happen automatically, because then you can start playing the map which is what tier 10 is all about. You don’t have any substantial  mechanical advantages in tier 10, so your theoretical advantages are what you’re going to want to leverage. A good place to start would be staying at least 1 step ahead of what you’re currently doing, while simultaneously having a fallback if it didn’t work out. Try sticking to that rule at every point of the game, and if you find yourself drifting away from it, you failed. Try again. Once that becomes routine you can add more variables into the mix, like managing HP in ways to prevent pub monkeys yoloing you from actually succeeding, and the more questionable parts of what in reality should be possible know and not. The point is that if you are unaware of something you can’t prepare against it, meaning you have stopped being in control of your gameplay. Try and stop letting that happen and you will find yourself having much more stable games. 
     
    This is all in very broad terms, but concepts like this are hard to verbalize unless you make them super specific which usually only applies to the specific situations and little to actually draw from.
     
    I don’t really feel that I properly answered your questions, more guiding you in the right direction of becoming comfortable with how tier 10 works. The hard truth is that there’s no easy fix to somehow getting better, it’s a grind that takes time and constantly humbling yourself enough to accept that even if the result of something going bad wasn’t directly your fault, you can’t dwell on that since it doesn’t improve you as a player. It happened, so it was a bad decision. Could you have known that? Try and figure those things out and start playing the game ahead of time. A good rule of thumb that has been working for me is always staying 30 seconds ahead of the map and checking if my assumptions are right, and why they were/weren’t. You need to get into the heads of other players and pull mind-gamey shit to be the protagonist player of every game, which is what everyone wants. When you are in control you can do whatever you want, but at a loss of what to do, take the backseat and let the game develop more until you start to understand what’s happening. This doesn’t mean doing nothing, just simpler gameplay where you have teammates to play around and good amounts of information to make the easier assumptions. 
     
    TL;DR - Take the blame for mistakes, even if you feel they weren’t yours. What could you have done to improve the situation, regardless of what actually happened? Do this every game and you’ll be improving. Tier 10 is all about eliminating mistakes rather than improving positives.
     
  15. Like
    kolni got a reaction from CraBeatOff in How To Grow Past The Permablue Plateau - By Kolni   
    Man this is even too long for me to read
  16. Upvote
    kolni got a reaction from CraBeatOff in So how many of my old wotlabs friends still play?   
    dude hygiene is a huge part of mental health, take care of yourself man
    and this is coming from a drug addict, i know what a bad situation feels like but some things (like hygien, diet, some form of movement bi-daily at least) do help you mentally get better everywhere else too
    i got much better at the game after getting my diagnoses and the proper care because i wasn't so down all the time, just give it a shot
  17. Upvote
    kolni got a reaction from ZXrage in 5 (!?) new maps   
    same, swamp back might just be enough to get me to log on again
  18. Upvote
    kolni got a reaction from VTSplinter in [High Level Gameplay] - Laying a Solid Foundation & Increasing Consistency   
    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.
     
     
  19. Upvote
    kolni got a reaction from sohojacques in Obj. 705a 3MOE   
    The 705a is all about making a seemingly inconsistent tank work consistently. Your best bet is to spend some time on figuring out your gameplay on maps that you do poorly on and change them. Once that's done your averages will go up and it's normally enough to push past. 
    Slow tanks have places to go on non-city maps as well so figuring out how to use them makes a lot of difference.
     
    Key to marking is always eliminating the derps.
  20. Upvote
    kolni got a reaction from Vindi in Dark theme for the Forum is (finally) here!   
    My eyes at 4AM thank you
  21. Upvote
    kolni got a reaction from Panzergraf in Crew 2.0   
    there's plenty of skills that could be good and that already align with the mechanics of the game
    radio/loaders need more skills simply because of the fact that people start having 7-8 skill crews by now and there are skills here that are close to useless
    the problem with adding too many viable skills is that you increase the gap further between a good crew and a bad one, right now the difference between a 0 skill and 2 skill crew is bigger than 2 skills -> 8 skills and that is a good thing, adding more of them means that this gap gets even bigger and as a result makes 2-3 skill crews almost unplayable in terms of being competitive, which they aren't now. (4 skills is the gold standard imo but you can easily get by with 3 on any given tank)
    the only good way to solve this is to cap crews so you're forced to choose between them, 6 skills is probably the fairest realistic cap without people going crazy - it's the point where skills stop being useful anyway and if you add more of them then people will have to choose between ex. vision stacking their meds (opening up an equipment slot as optics aren't needed anymore) or build their skills differently in favour of the possible new skills
     
    i want a camo piercing skill for radio operators that doesn't increase view range but works in the same radius as designated target, possible add on is an increase in effectiveness against targets firing
    improved auto aim - i would never skill this in my life but for the mass it could be a huge crew skill that basically means giving up a crew skill for some mechanical assistance (fair trade off imo), basically autoaim+ but you need to be aiming in the general direction for it to lock onto it (gunner)
    last stand - lets you fire a shot up to 0,5s after your tank runs out of HP (delaying tank explosion by 0,5s, also won't work when getting ammoracked) - this skill could be game breaking as you'd always have to treat oneshot pokes as they could fire back unless you make some sort of indicator (loader)
    reverse speed crew skill - basically a throwaway skill on many tanks but on some it can really matter, best way to make good use of it is probably having it have a bigger impact right away and make it fade than a constant % increase in reverse speed, the skill as a whole would be much more useful having a 20% increase during the first second of reversal and fading down to 5% over 5 seconds (can't be picked by wheelies), this sounds like a lot but reverse speeds are typically very low so a 20% increase is basically never more than 5kph - balancing it further it could have a CD if it's too op (driver)
    BiA 2 - unlocked after BiA is completed on entire crew, works the exact same but it's only a 2.5% increase (general skill)
    Increasing proxy range could be an interesting skill but I think it'll just result in 55m hugging and spot checking with sixth to permalight shit that can't light you back and have arty wittle it away 
     
    there's also the option of activatable skills but there aren't great keybinds for it if you don't have mouse buttons to bind it to, but here you can go crazy in the amount of options of potential skills possible but they really complicate the game
     
     
     
     
     
     
  22. Upvote
    kolni got a reaction from Expendable_Lad in sr360's Non-potato games   
  23. Upvote
    kolni got a reaction from Expendable_Lad in sr360's Non-potato games   
    I'll happily answer all your questions you have about me. I am an ex-WGL Pro player for starters, look up FAME 7x7 and Knäckebröd and you will see me playing casted games. I stopped playing WGL because the League literally got shut down. I've traveled to events and competed and met friends from the two clans I spent most of my time in (FAME and S3AL). This game was a very large part of my life before I moved on. I come back every now and then, and it takes a few weeks but then I'm back to form again. I find the game laughably easy. I wish it translated into something more productive though.
    The yun9 account was a reroll I made to get number 1 on the server, which I did. 
    My account before the reroll was Yung_xD. and there I was playing off meta tanks. Stuff like this:
    The account was then sold, and obviously the player wasn't my caliber and depadded the account down and renamed it. I know the ID but since I have a code I won't leak the nick as that isn't very nice to the one who bought it. 4K EUR is plenty of compensation. After this, I pretty much only boosted other accounts as I literally did not have an account of my own anymore. I made a living off of this game for over 3 years alone. 
    The average tier is a bug. That account had zero games below tier 8 on it. You didn't find it strange that it has a 3700 average damage output with a 7.22 average tier? Since I rerolled my original account after three marking every tier 10 in the game (excluding rewards), I got to keep the prems - and rewards. It had 1200 907 games on it. The rest was a mixture of strong meta tanks. 
    If you go through literally any of my threads, content and so on, you will very obviously see that I know what I'm talking about. I know this game better than reality. I'm also the top DPG holder on very many tier 10s
    I'm 25 years old. My life's actually pretty fucking bad. I have autism, ADHD and I'm very likely bipolar too. Drug addict on top of that too. Somehow I'm still able to run circles around literally millions of players despite all of that. Have you ever played WoT on LSD? I have. It was pretty much the only time in 5 years that I played what the average player would consider average. 
    That sig is my mark of achievement. Of coiurse I'm posting it - I'm proud of it. Have you ever been number one in the world at any point ever at something? That feeling really is something. At the time, I was ahead of the russians too. I'm not anymore, and plenty of players are better than I am now, but my knowledge regarding the game is more refined than pretty much anyone you'll ever come across on this forum, or any other forum. 
     
    You can question my integrity, but pretty much anyone who matters in this game, or on this forum for that matter, will corroborate what I'm saying.
  24. Upvote
    kolni got a reaction from Expendable_Lad in sr360's Non-potato games   
    You clearly have literally zero understanding of how any game that involves teamplay works whatsoever, when your teammates are literal garbage (which a minimum of 11 will be every game on your team in this game) you need to play around their weakness. There is no teamplay. It's making use of teammate fuck ups. Anything goes in combat. WoT is a knifefight, not a team game. It's PVE, despite the notion that it isn't. The only thing you can influence is your gameplay, and when (and it's always a matter of when, not if) your team goes full ape the best outcome is to stall it out to cut your losses. 
    The only way to actually get to 70%WR is by doing this very thing you are arguing aganist, or triple platooning. I know, because I did. I'm probably further behind my teammates than your average unicum but my impact is pretty much double anyway. Know why? Committing means all or nothing, and keeping your options open is how you can continue to positively influence the game - even after it's decidedly lost. I consider many games lost right at countdown because of matchmaking, and I have never used XVM. Composition decides your best course of action and sometimes you are dealt a really shitty hand. SR is great at making use of a bad hand. I've reviewed his replays and while there are things to improve on - there are things he does better than players considerably better than him by many margins. The most notable one is probably never giving up like so, so many players do when all seems lost. It's probably still lost, but you can either go down swinging or get down on your knees because you're never going to improve.
    Playing for WN8 and playing for wins aren't as far apart as you make it out to be, winning game states lead to better games. Snowballing is a concept for a reason and when that snowball is running towards you - you fall back to stalling. This applies to prety much every game ever created and not understanding it is a very fatal flaw you have in your gameplay just by typing these words out. 
  25. Upvote
    kolni got a reaction from Madner Kami in 5 (!?) new maps   
    same, swamp back might just be enough to get me to log on again
×
×
  • Create New...