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Everything posted by Fulcrous

  1. Maps need to be bigger for 15 v 15. Easiest fix to being completely incapable of designing flexible maps.
  2. The surprisingly thing about the WoT engine is that it is one of the better game engines out there in terms of optimization. It leaves little more to be desired for. The only problem is gameplay is depressing at best and the servers regularly have packet issues.
  3. Not spending time on tanks has paid massive dividends for me. Overall enjoying the days I'm off work much better now.
  4. Lop was averaging 5.1k in it from 0 to 95% marks.
  5. I was playing League of Legends and ran into a guy with the same issue. Big think
  6. This. Muscles alone don't mean shit if you don't know how to properly throw a punch/fight. A guy half your weight can knock you out on technique alone. I'd argue that even if Muay Thai means you lose weight/muscle mass, you'd be better toned and probably look much better.
  7. Fucking yikes. Get my Amazon account broken into by a Chinese hacker and now someone is trying to access my WoTLabs of all things. :serb:


    1. SchnitzelTruck


      That's exactly what a hacker would say

  8. I could honestly care less about how strong some tanks are if the maps were properly balanced designed to allow each tank class to utilize their strengths by being able to flex and not camp. That and sprinkle a little bit of removing stats from api.
  9. Id rather have good pen and shit handling than shit pen and good handling
  10. HE the thing to death is what pubbies have been doing to me.
  11. Bush snipe south. Sometimes they are light 1/2 so once that is dead, the entire lane is effectively hull down. There's also a spot by the redline on the 1 line thats hulldown. dont remember the exact gridsquare off the top of my head.
  12. From the north, A2/B1. If your team controls 1/2 then you are hull down to anyone in fingers (middle ridges). Point primarily being that you are extremely safe and can hold pushes single-handedly.
  13. I wasn't trying to shit talk you lmao and I don't see why you are bringing up stats in 2018 - especially when try harding is pointless nowadays with lack of a true competitive mode. It should be obvious that superheavies/heavies are far more annoying to deal with now than in the past because of the corridor-like design of maps. Take for instance, using the same maps, prok. Prok 1/2 now has a ridge that allows both super heavies and faster turreted heavies to be effectively hulldown in complete safety. In addition the second set of bushes down the road indirectly buffed heavies as well by providing significantly more camo. 9/0 now has hulldowns for the north and south spawns, when it previously didn't, making trades super safe now and concurrently a stale map to play. You can go 1/2, middle, or 9/0 and effectively control 2/3 of the map just by sitting there. While the changing meta (aka the introduction and overbuffing of new tanks) have a part to play, the core issues of gameplay are magnified by the changes in map design to make the game significantly more safe to play. Erlenberg - 1/2 and 9/0 are even worse to play now than it used to be as you get fucked by anything in the A/K lines. Once again, magnified by the changes in map design that makes tanks significantly safer to play near the base. Sit in A9? You control middle and 9 line. Sit in middle? You control the side you are safe from getting shot from and the area in front. Sit in 1/2? You control 1/2 and middle. When one spot can overlook 2/3 areas of the map, an open map effectively becomes a corridor because you are forced into (typically) 1 of 3 positions. Proper map design can easily make the staleness of what occured in ranked disappear - and consequently the overdominance of superheavies/heaviums - entirely. The best example of this, or at least a map that comes close, is Stalingrad and the new Pilsen. No single tank class truly dominated as there were areas each could go to and be equally viable. The only real issues with the maps are the extremely safe corners of the map and the lack of flexibility in middle and 9/0 because if you are caught in those areas, generally you ended up being fully committed. FFS. There's so many ways you can solve the problems of the game by map design alone. If map sizes are an issue, there is nothing stopping them from making them bigger. We have evidence from T8 Grand Battles (or w/e the mode was called) that allowed every tank class to be viable in each individual zone AND negate a lot of the OP nature of certain tanks purely off of map design. We also know this game is an arcade game. There's nothing stopping WG from having different layers/levels in the same map and it's vastly better than changing irrelevant issues (the shit pubbies complain about).
  14. Prok and mali after the rework are complete dogshit designs. Sure it's an "open" map but the viability of map positions means its effectively a corridor map. The fuck are you smoking.
  15. Rather than a gold round nerf, a map rebalance would solve the need to sling premium with all the impenetrable-to-standard-round heavies/tds. smh
  16. Guess who's back.


    1. Show previous comments  1 more
    2. simba90


      I still think it would be funny to blacklist 11A_D from that list.

    3. mati_14


      Is there any reason for BULBA players to come back to this game? To me at least feels the most pointless time to play WoT, also not being really entertaining...

    4. TheChang


      To have fun during the holidays, and after not playing for years, still be able to beat "top" NA clans in advances.

  17. It amuses me even more with arty "specialists" for cw. They claim it requires skill, map knowledge, and awareness for unique positions based on gun/shell arc, etc. Despite this, they continued to get smashed on in terms of statistics - with average damage/assist in cw being nearly double theirs with a fraction of their games played.
  18. Hello dpg brother. It's a shame DPGwhores is oudated by months now
  19. Since its vancouver, i would need to double those hours to barely afford a house
  20. 52 hours of work next week. Unfortunately that means even more delays on map position updates. Will post when its available.
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