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WaterWar

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  1. Upvote
    WaterWar reacted to kolni 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.
     
     
  2. Upvote
    WaterWar reacted to Archaic_One in Tier 10 medium tank rebalance   
    Meanwhile the Object 430 and 430U:

  3. Upvote
    WaterWar reacted to tajj7 in Tier 10 medium tank rebalance   
    This is off topic, but I have been playing the Super Conq in the current meta and I really do not think its a very good tank, I think its massively over rated in the current meta.
    It does one thing well, sit on a ridge hull down and that is about it, something a far more mobile, 440 alpha, super camo, tiny, -13 gun depression Swedish med is going to do pretty much as well.  Or something the Kranvagn is able to do but next patch is going to do with near T57 heavy levels of autoloader DPM and not far off 50b mobility.
    You have no alpha to trade, no one sits in front of allowing you to get a second shot.
    Everything spams HE at you, splashing your weak everywhere else armour and doing decent damage, a 60TP the other day was doing like 300 damage to me with HE by snapping the turret. Arty, Type 5s, Sh*tbarns spam it to death all the damn time.
    If you go to a 'heavy' side or city fight, everything else you damn meet is super strong hull down and pretty much every spot works for Russian tanks, so your -10 gun depression becomes irrelevant in all but a handful of spots, meaning 260s, 430Us, IS7s, 277s will get to the rubble spot way before you because they are way faster and they can spam HEAT at your turret ring or cupola and pen, whilst you can do squat all to them. 
    If you need to push anywhere, you are slow and you have a massive lower plate that even tier 8 lights can pen with ease from distance.
    You have zero of the side armour BS that the Russian tanks have or the Maus, or Type 5 has, if people get your side at pretty much any angle, then they will pen and probably get your ammo rack.  Meanwhile an IS7 or 260 or 430 has a lot more troll lower plates and they can cover gaps way way more quickly and will troll more side shots as well. 
    I mean I get its annoying to fight hull down, but then so are literally more than half the tanks on tier 10 and most of them are far more well rounded and flexible than a Super Conq.
    Honestly do not get the fuss about it, to me it feels decidedly average in the current meta, sure better than power crept stuff like an E100 or IS4 or Cent AX or E50M, but not near a 5A, 260, 430U, Fatton, 60TP,  etc. IMO. 
    Maybe I am just crap in it, but it doesn't feel as strong as people make this tank out to be. 
    --------------------------------------
    Anyway back on topic, I think people are being a bit harsh on WG, sure the STB-1 changes are a bit weird at the moment but we need to see the full picture I think to really know.
    The Leo 1 changes IMO are good, the tank is never going to be a 430U, but making it better and more reliable at what is does well is a good thing and I think overall the tank is going to be more effective. I also suspect when they go through the testing phases we'll see some of those nerfs dropped or the buffs pushed a little further.
    30b got some needed attention and looks pretty solid now.
    And whilst they haven't nerfed the 430U who I would like, you have to give them credit for at least nerfing it, I mean of the more annoying tanks on tier 10 IMO to fight right now, they are Type 5, 430U, Sh*tbarn and arty.
    WG are nerfing all of them, which means even if the nerfs don't go so far or as well done as we think they should be, the impact should at least mean that not only are these tanks less effective, we'll see less of them.
    Plus 3 of the worst tier 10 meds are at least getting some attention.
    You never know they might surprise us with some changes for the 121 as well.
    If you look at what they promised at the end of last year, they are making some decent progress and making IMO changes that will make the game better if not as good as they could have done. 
  4. Upvote
    WaterWar reacted to _Violence_ in The 3-mark Thread   
    I'm back after a long time with the WZ-113G FT as the main highlight:
    AMD 178B + 100%



    Strv S1


    110


    Strv 103B


    Strv 103-0



    AMX Cda 105


    ISU-130


    WZ-113G FT


  5. Upvote
    WaterWar got a reaction from kariverson in Artillery Rework 2019 Edition   
    I like this idea. Let there be some skill/warning to avoiding arty. It would be a good addition if they then made the tracers even more visible, so you could see them from anywhere (akin to how some trailers show them). 
  6. Upvote
    WaterWar got a reaction from Wurstsoljanka in Artillery Rework 2019 Edition   
    I like this idea. Let there be some skill/warning to avoiding arty. It would be a good addition if they then made the tracers even more visible, so you could see them from anywhere (akin to how some trailers show them). 
  7. Upvote
    WaterWar reacted to kariverson in Artillery Rework 2019 Edition   
    You can already hear arty strikes on Frontline. Make an audible bang every time an enemy arty fires and decrease shell velocity slightly. Campers will still get hit, active tankers won't. 
  8. Upvote
    WaterWar got a reaction from 8_Hussars in Frontline, Ranked and with Reward Tanks   
    I am part of the camp that feels that Frontlines is not particularly fun for long periods of time. It is fun for a couple of battles a day. 
    I don't find it so interesting becuase I feel it gets a bit monotonous as you play the same map, from the same positions, against the same (premium) tanks. You don't have much "room" to influence the battle, and the lovely arty and airstrike consumables are a bit of a pain in the behind to deal with. It is not a bad mode, dont get me wrong. If they added a second or even third map, and allowed different tiers to play, then it would be great (and removed/nerfed the arty and air strike consumables).
    I like randoms because of the increased variety of maps, tanks/team compositions and me having more tanks to choose from to play with.
  9. Upvote
    WaterWar got a reaction from j_galt in Frontline, Ranked and with Reward Tanks   
    I am part of the camp that feels that Frontlines is not particularly fun for long periods of time. It is fun for a couple of battles a day. 
    I don't find it so interesting becuase I feel it gets a bit monotonous as you play the same map, from the same positions, against the same (premium) tanks. You don't have much "room" to influence the battle, and the lovely arty and airstrike consumables are a bit of a pain in the behind to deal with. It is not a bad mode, dont get me wrong. If they added a second or even third map, and allowed different tiers to play, then it would be great (and removed/nerfed the arty and air strike consumables).
    I like randoms because of the increased variety of maps, tanks/team compositions and me having more tanks to choose from to play with.
  10. Upvote
    WaterWar got a reaction from mati_14 in 1.4.1 Common Test   
    You might all be complaining about it, or find it a stupid addition to the game - but I think it is good to see that WG is trying out new monitisation models. Alternatively they would pump out more stupid OP premium tanks. The more cosmetic monitisation we get, the better. All of the whales can get a crew with Mr Lobster, Unicorn and Tomato and be all happy and cheerful about that, while WG makes some easy money.
    I also like the idea of the blueprints. Yes the RNG is probably going to be for lines you dont want/need, but the alternative is nothing at all. And who knows, if you get a "free" tank in a line, you might want to try it out for the shits and giggles. I know that I will be doing that if I get enough blueprints for lines I haven't completed yet.
    Before people counter by saying that they rather saw WG focus on balancing the vehicles already in the game: I am quite confident that the people drawing unicorn masked men are not the same people figuring out how to rebalance different tanks. So the two processes are not mutually exclusive.
  11. Like
    WaterWar reacted to tajj7 in Supertest Swedish Heavy Buffs (?)   
    I actually quite like these changes, its WG thinking out of the box for once.
    Yes the gun handling of these tanks is shit, BUT, buffing the gun handling starts encroaching on the French heavy autoloaders (and to an extent the medium autoloaders generally).
    IMO the issues with the Swedish heavies were a combo of shit factors.
    Bad pen + bad handling + slow clip + long reload. 
    You'd miss and bounce a few shots, the target would pull back before your clip had finished and then you couldn't do sweet FA for 30s. 
    I had some good results in the Emil 2 when grinding it, but by DPG started dropping below 3k because the thing just couldn't keep up with the pace of the game, you'd trundle to your position, get hull down, clip someone out, either the combo of slow clip speed or gun handling/pen would mean at least 1-2 of the shots does no damage, you go for the reload and by the time you were going through your next clip half your team is dead.
    The gun handling on the T57 is a LOT worse than the Kranvagn, but it spits out damage so quickly it doesn't matter and at close range you absolutely brutalise people.
    So this will work in a similar way, the pen is still poor so that is an issue, but you'll be popping out 1.3k damage in 5.5s and reloading ready to go again in 20s. 
    Less painful at medium to long ranges because you have the ability to put out for more shots so more will stick and more brutal at close range
    It also moves the Kranvagn away from having to be in some awkward place between the the T57 and 50b. 
  12. Upvote
    WaterWar reacted to Never in Serverwide Tank Statistics now available   
    Hello!
    Serverwide tank statistics are now available. On the front page you will now see an additional box next to the Server Stats with the top 10 tanks in average battles. Clicking the link below the list will take you to the full statistics page where you can sort and filter, as well as see a number of statistics related to the tank.

    "Complete Tank Statistics" will take you to the full statistics page:

    I'm still working on expanding this page to show graphs showing player preference by tiers, nations, classes, as well as the server's performance in each.
    Hope you guys enjoy it!
  13. Upvote
    WaterWar got a reaction from sundanceHelix in Charioteer Appreciation Thread   
    People need to stop using WN8 expected values as a pro/con of a tank - especially for new tanks. All new tanks have placeholder values that will be adjusted once the WN-guys have enough data to work with.
    I really don't see how achieving high or low WN8 in a tank is a critical thing to keep track of and be of importance as to whether a tank is good or not. Stop being so damn worried about averaging 3k WN8 every day (this is a general statement and not pointed at you specifically) and just play the game for fun. 
     
    You could argue that if you are achieving low WN8 values and not many 1st class or ace tanker games, then it is more you than the tank that is at fault - i.e. you don't know how to maximise the effectiveness of the tank. Again this is a general statement and not pointed at you.
  14. Like
    WaterWar reacted to Never in WoTLabs now shows your Marks of Excellence   
    Hello!
    As part of a larger update that will enable global tank statistics on WoTLabs, we can also now show the Marks of Excellence that you have achieved on your vehicles.

    In order for your Marks of Excellence to be displayed, WoTLabs will need to update your statistics, which can only happen after cache clears (usually after 12 hours after the last update) and if you've played one or more battles since the last update, so if your marks aren't yet showing up, this might be the reason why.
    Hope you guys enjoy it, and stay tuned for more!
  15. Upvote
    WaterWar reacted to Ham_ in December 2018 Map Elimination   
    Paris falling faster than it did in 1940 
  16. Upvote
    WaterWar reacted to Never in WG Fest 2019 - Change of gold amo and much more   
    Well, Wargaming never stated the order of anything. They said that they're currently considering this premium ammo system, and that it's not yet decided that they'll implement it because they want feedback on it first. Additionally, they also stated that they will be rebalancing tanks that are considered overpowered.
  17. Upvote
    WaterWar reacted to Never in Unverified users may now access and post in the forum   
    Hello!
    As has been brought to my attention, the verification system is apparently faulty, meaning new users have been unable to participate in discussions in the forum for quite a while. I have done a complete validation of the system and I could find no fault. As far as I can tell, it's working as normal.
    However, as this appears to be causing issues, I have enabled access and posting rights to users in the default "Registered Users" category. Several functions, like rating posts, are still restricted to verified tankers.
    Cheers!
    Never
    Edit: I figured out why this issue happened, and we can thank IPS (the makers of the forum software) for it. Months ago, they introduced a "quick registration" feature and made it the default without asking. This quick registration screen ommits custom fields, including the mandatory "Server" field which the verification system needs in order to know which region to authenticate your account. As new users couldn't select this field, they could not verify.
    Fuck, fuck fuckity fuck.
    I have now enabled the full registration screen. Verification should be working normally again. This new access to unverified users will remain, unless we run into trouble.
    USERS WHO REGISTERED RECENTLY CAN NOW EDIT THEIR PROFILE AND SELECT THE APPROPRIATE SERVER, THEN PROCEED TO VERIFY AS NORMAL.
  18. Upvote
    WaterWar got a reaction from kunjuro in Tiger I Initial Production in Tunisia (1/35 Tamiya)   
    What I've made so far with only using the Italeri WoT ling (incl. their paints) is the following:
    https://imgur.com/QzptJsH
    I did the crusader first, and decided to try and weather it and probably went a bit overboard. I used a wash from "Army Painter" to try and give it some weathering. One day I'll redo the road wheels as they aren't painted particularly nice (or evenly for that matter). But since this was my first ever attempt, I am quite happy with the result.
    Second tank was the Sherman, and here I was surprised at how dark the Italeri OD actually is. It is the same brown as the actual brown included in the paint set, so I was highly disappointed by that. I was going for a more dark green shade than what I got. So this Sherman is repainted and not very well. This also needs some more love down the road when I am more experienced. It might even be demoted to test bed for different techniques and colours.
    https://imgur.com/ST5PVq3
    Thirdly and most recently I've painted a Chaffee in plain OD. I've done some light weathering/brushing of lighter shades to give it more depth, but I have limited colours available so It's limited what I can achieve. I am more happy with this than the Sherman.
    https://imgur.com/VAg0YN7 
    I am planning on buying a bunch of pigments and washes for future projects and I might go back to these and give them some more love. Also sorry for not the best pictures. I just took what I already had on my phone  
  19. Upvote
    WaterWar got a reaction from Ruuhkis in Tiger I Initial Production in Tunisia (1/35 Tamiya)   
    What I've made so far with only using the Italeri WoT ling (incl. their paints) is the following:
    https://imgur.com/QzptJsH
    I did the crusader first, and decided to try and weather it and probably went a bit overboard. I used a wash from "Army Painter" to try and give it some weathering. One day I'll redo the road wheels as they aren't painted particularly nice (or evenly for that matter). But since this was my first ever attempt, I am quite happy with the result.
    Second tank was the Sherman, and here I was surprised at how dark the Italeri OD actually is. It is the same brown as the actual brown included in the paint set, so I was highly disappointed by that. I was going for a more dark green shade than what I got. So this Sherman is repainted and not very well. This also needs some more love down the road when I am more experienced. It might even be demoted to test bed for different techniques and colours.
    https://imgur.com/ST5PVq3
    Thirdly and most recently I've painted a Chaffee in plain OD. I've done some light weathering/brushing of lighter shades to give it more depth, but I have limited colours available so It's limited what I can achieve. I am more happy with this than the Sherman.
    https://imgur.com/VAg0YN7 
    I am planning on buying a bunch of pigments and washes for future projects and I might go back to these and give them some more love. Also sorry for not the best pictures. I just took what I already had on my phone  
  20. Upvote
    WaterWar reacted to Ogopogo in [Supertest] Excalibur, Tier 6 British TD   
    Actually it's a 3 man crew. And the weird driver hatch, there is a reason for that: the gunner was also the driver (the tank was not designed to fire on the move). The radio operator was the loader as well, and then there was a commander. It's also not a FV300 derivative.
     
    So why the design is the way it is (designed in 1960's),  is because it was to be both an air transportable design (fitting in the Beverly) and amphibious (no preparation). Oh, and the fact that it was designed to carry up to 8 swingfire missiles. It's actually a fairly reasonable design with the first two things in mind
     
    And I'll leave this here for anyone wondering more about it.
     
    http://www.tanks-encyclopedia.com/coldwar-uk-excalibur-light-airborne-tank-destroyer/
  21. Upvote
    WaterWar got a reaction from kunjuro in Tiger I Initial Production in Tunisia (1/35 Tamiya)   
    Looks very nice. I for one like the now too worn look, as I feel that sometimes people go a bit over the edge. 
    What colour did you use for the main body? I plan on doing something very similar at some point, although I'll go for making Tiger 131 (but not through the Italeri/WG kits).
  22. Upvote
    WaterWar reacted to Ruuhkis in Panther G (Tamiya 1/35)   
    Sure! First I did paint whole tank in 3 color late war "Ambush" scheme with Tamiya acrylics, then I covered it with hairspray. After hairspray dried a bit I covered the tank with Tamiya flat white/buff mix with random pattern, letting original colors show throught this layer. Once this was dried I soaked an old brush with water and started "rubbing" white layer off. Hairspray protected the base and allowed white not to stick too hard onto the model so it could be removed with wet brush. I repeated this painting step twice to get the effect I wanted.
  23. Like
    WaterWar got a reaction from nabucodonsor in Murazor is kill   
    Please no. I would be bored out of my mind if I only saw that game mode. Those arty and air-strike consumables are just frustrating to play against (even more so on top of normal arty).
  24. Upvote
    WaterWar reacted to haglar in The 3-mark Thread   
    I guess it was pretty easy as far as marks go. It is much better than the UDES or 103-0. Tier X games are fine because you can hit weakspots and pen everything but there are so many 152mm guns in the game that just overmatch everywhere. 
  25. Upvote
    WaterWar got a reaction from CraBeatOff in Do you EVEN 90?   
    I was on the fence for buying this tank, but decided to do it. I am so glad that I did. I like to play my light tanks, and this thing is amazing to play. So small that it is so easy to hide in misc. bushes and indentations of the terrain. The clip size is good enough to act as a little assassin - striking from the bushes.
    I took the advice mentioned earlier in this thread and run binocs on it - damn it is nice to burn through the camouflage of other light tanks when they try to sneak into a bush. This is quickly becoming my go-to tank for when I dont want to take the game too seriously and just want to relax.
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