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Purple Poaster
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Everything posted by Zeven

  1. Ok, first things first. I apologize for not continuing on this thread. Second, yes, it is dead and I will not be maintaining it. I just have too many projects that I am juggling and have to have some priorities. I do keep up with my social media pretty well though and I do try to get to every question there. So if you want to get answers, tweet them at me or catch me during the Twitch stream! Thanks! I have not really noticed the ammo rack being a problem on the E5 (any more so than any other tank). Sometimes you just get a run of bad luck. At least now there are reu
  2. I spent four years to get a BS in biology and another four years to get a PhD in pharmacology. It depends on how many skills you have. I am one of those people who believe in repairs over camo for most mediums. For the gunner, I get snap shot, but that tends to be after repairs for the Russian mediums (because their dispersion is pretty manageable). For the driver, I like the mobility skills (Clutch Braking and Off-Road Driving). For the loader, absolutely make sure you get Safe Stowage. If you have three skills across your crew, you should respec to Brothers in Arms.
  3. I had already answered this question to you in PM, but for posterity's sake... Yes, this is something we are interested in. I was thinking more of a strongholds 8's format for a myriad of reasons. I would be willing to set up some prizes myself for both teams. I do need a bit of time though and I was thinking sometime next month-ish (February), schedule willing. Yes, I think my style of play would be fine on the SEA server. Remember, it is not blind aggression that we emphasize as much as "take what the enemy gives you". I
  4. It is pretty dependent on the situation. Getting early intel (especially for free) is always good, imo. You should then look and see what your team behind you is doing. If they are in position to assist you, you can hold the position. If they are not in position (or are sorely outnumbered/overpowered by what you spot), you are better off falling back into a more defensive position or relocating elsewhere entirely (depending on the speed of your tank). The FCM is not a very good front line tank, but it is a relatively quick tank. Once you start to feel the noose tighten around your ne
  5. I think it is a good idea. However, I do not personally have the free time to oversee such an endeavor. Just keeping up with all of my stream commitments takes a lot of time! Sure, I do not think that it even needs to be "competitive". Having scrimmages makes training callers easier and makes everyone sharper. Nah, I am not really the gambling type. I am more the seafood buffet type... Yeah, we have a lot of content on that topic, I think. Basically, my theory is that you push towards areas of strategic importance, but keep an eye on what your
  6. http://na.wargaming.net/clans/1000022736/ So, I have decided to set up the framework for a stream/training clan. For the time being, this will just be a social clan. Once I get a bit more free time, I would like to begin running training sessions and getting everyone up to speed on stronghold play, tournament play and team play in general. Until then, I want this to be a clan where you can hang out and play with other people that also want to improve. We have a TeamSpeak server (zeven.tsservers.com) for us to work with, although I still need to set up the permissions structure
  7. Not quite yet. I still do not yet have the extra free time that I was anticipating. If/when we do the training clan thing, it will take up a lot of my time/effort to set up things the way I want (correctly) to have a good framework for those involved. I am hoping to have more information on this by the end of the November. My opinion has always been that if you are not having fun playing a specific video game with your recreational time, you should really find a different video game that you will have fun playing! There is a difference between getting through tedious portion
  8. So, at that point, the enemy team had two TD's and one light tank left. Your team had three mediums (including two top tier) and one TD. Their play is going to be to camp with the TD's and have the light tank someplace where he can spot your approach. Flanking is good, but the field approach that you took is the most easily defended side given their composition (as you ended up seeing, the light tank had your position frozen out and you could not approach any further). Your team was still too far back to assist you anyways (the Object 430v2 and T28 prototype were effectively out of the gam
  9. I have had fun so far. The game seems purposefully quicker than WoT in many regards. Faceoffs can be slow (no premium rounds makes armor relevant), but flanking can be devastating, which puts positioning and gap control at a premium. I like how the commander/crew system works and various other quality of life upgrades outside the game itself. Overall, it is definitely still a beta project and many aspects still feel pretty shallow (PvE, crew skills, end game, etc.), but it is a fun change of pace. I am currently enjoying figuring out the playstyle of the different types of tanks. I have p
  10. It is still in the works and I should have an answer/proposal within the next couple weeks. I have been very busy in real life lately, so I have not been able to spend as much time as I would like balancing all the administrative work of the stream (YouTube, forums, Twitter, etc.). I have also been trying to crush my learning curve in Armored Warfare (but that is the fun bit)...
  11. I do not think you can really worry too much about how well your teammates are performing in any single match. If you look at just your positioning (and I do not think your team did that well), this was still a winnable game. Going south is fine given the compositions and lack of artillery. I think you traded pretty well there. You need to watch your team the entire time. Your team lost the middle and did not attempt to win the north, so it was all on the south team to trade well and quickly. Going back through the middle from the west is fine, but when the WZ and the PTA were one shot, y
  12. A bigger part of your decision is probably what crew you want to train with the premium tank. That choice often trumps a lot of the other issues. If you are just looking to have fun, any of those four can do. If you are looking to grind credits (because you can use the base AP shells with either), FCM 50t is best (preferred matchmaking) with the AMX CDC coming in second. If you are just looking for a strong carry tank and are ok with firing premium ammunition as needed, the Super Pershing is currently the best of those four with the IS-6 a close second. There is no real difference in the ga
  13. I am considering it. There are a lot of logistics to think through. I will update you guys when I know more.
  14. With either gun, that entire line (AMX 50 100, AMX 50 120, AMX 50B) works best as an assaulting support tank. You want to try to work with your strong side as aggressively as possible. For example, when they push a corner, push with them, get your clip out and then fall back behind your team (AMX 50 100 example here). Especially with the 100mm gun (while it has more potential damage, it takes longer to clip out), be aware of where your teammates are. Once you get the 120mm gun, it is better though. Link still does not work for me. In general, pushing to contact takes some time to ma
  15. Intelligent and open-minded discussion is fun! I am not defensive with my replies. I personally think that thinking about how you think is important... zevSheep It is hard to say by just looking at stats, really. It does not seem that you are doing that badly in it. The E-50M is a pretty fun tank for random battles but, as Carbon noted the other night, unfortunately a lot of the "balance points" went into giving it armor that is only situationally useful. Maybe post a representative replay? You rushed your first couple clips way too much and should have been able to kill the IS-8 an
  16. Paredolia, imo. I am not a statistician (nor am I very good at math), but I have never felt that you could run clear-cut statistics on data like this quite so simply. When looking at sets of games (from simply flipping a coin 100 times to playing 100 rounds of World of Tanks), in order to run statistics based upon some normal distribution, each flip/round has to have the same probability of outcomes. Thus, if you were playing a single tank on a single side of a single map in a single battle tier, then you can begin to look at the differences between the individual choices you make. I am wi
  17. 19 is somewhat of a small sample size, but I am fine with taking his *opinion* that the Himmelsdorf hill is important to winning. I just do not agree with it. See above statistics regarding encounter versus standard on Himmelsdorf and Mines. I think you misunderstand me. I do not advocate cap fast on encounter modes. I advocate being able to put cap pressure on the opposing team to force them into disadvantageous positions (while simultaneously being able to prevent yourself from having to be put in such disadvantageous positions). TD's at the back of Himmelsdorf is not enough to stop you
  18. tl;dr People try to reduce complex probabilities into coin flip outcomes and that can *potentially* cause them to misinterpret what is actually happening. Correlation is necessary, but not sufficient to prove causation. Ice cream sales increase during the summer and ebb during the winter. Drowning accidents increase during the summer and ebb during the winter. In fact, you can look at individual days throughout the year and see a correlation between ice cream sales and drowning accidents. Are people drowning in their ice cream? Probably not. The more likely scenario is that there is a co
  19. I do have ATS installed, so my tank/crew information is uploaded into the database (http://www.vbaddict.net/tanks/zeven-na-cc7bbfb9e08f786b5050548ad562ff72). Hm, not sure, it seems to work for me (http://www.vbaddict.net/clan/worldoftanks.com/1000002392/clan-guerrillas). Maybe it was a temporary issue? A lot of that is simply experience in playing the maps, in my opinion. There are a lot of maps in the game and they are not really symmetrical and there are typically a number of important strategic areas on each. Add to this the pubbie meta and team skill levels and there is a lot to acco
  20. Sometimes you fail early because you made a tactical mistake. Sometimes it is because you misread the map (a lot of taking strategic areas on the map is an educated gamble depending on team compositions and early intelligence). Sometimes it is because your team is in position to help you... but doesn't. I do not think you want to emphasize "avoiding bad games" per se, but rather think about why you had the bad game. If you had a bad game while trying to do the right thing, that is ok. If you had a bad game because you made a mistake, then that is something that can be corrected. Don't th
  21. For random battles (consider that I mostly play solo), I would run optics, rammer and vents for most heavies with good gun handling. For me, the decision is really dependent on your "typical" range of engagement in the tank. The closer the engagement, the less that a vertical stabilizer actually helps you in most cases. Note that this is if the heavy tank already has good/decent gun handling. If you are in an E100 or something, you would be better off with a vertical stabilizer even at point blank range. Again, this answer is for random battles (if you are running a dpm medium in CW, you w
  22. Ok, I have not had time to completely read these recent posts yet, so I will have to catch up on the text a bit and comment later, but here are some of the numbers. Below are the results from my last 25 non-artillery games (WN8, win/loss, survival). The last ten games were platooned (go Tag Team Thursday!). 2267 W Y 861 W N 2848 W Y 8956 W Y 1821 W Y 4668 W Y 3757 W N 859 L N 2769 W N 3880 L N 1714 W Y 3859 L N 4282 W Y 10353 W Y 2362 W Y 324 W Y 3102 W Y 4056 W N 3640 W N 1595
  23. I think you did fine in that game in terms of your positioning/aggression. Your team needed to suppress the 6 line, but the Object 704 is not the tank to do that. Your gun was pretty active throughout, so that is what is most important. Yeah, I think that is reasonable. It was going to be really tough for him to beat that AMX 50B though. He had like 700 health left and the 50B was still at full health. It is generally difficult to ambush another clip tank when they have a health advantage (you have to kite them and the 50B has the speed to make that difficult). He had to hope that the
  24. It only affects the firing distance or arc if you are at maximum gun elevation/depression. Otherwise, the arc is always calculated the same regardless of your pitch (as far as I can tell). I have never seen a "more useful" shot at a higher pitch (I think it has something to do with the way WG calculates the "ceiling"), but you can use a lower pitch to shoot people at lower elevations or to shotgun people (because the gun depression on artillery sucks).
  25. It usually takes people a little bit to get used to playing at tier 10. Usually it is an issue of not bullying enough. When you are always the top tier, you should always be looking for opportunities to bully. You have not played that many games yet though, so it might just be a period of adjustment. With the IS-7, look to use your speed to take strategic locations. The armor is pretty solid/trolly and the gun is decent at short-mid ranges. Yeah, I always found it inconvenient that they decided not to append a score screen to the replay in some fashion. I use a website. I like using
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