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CraBeatOff got a reaction from monjardin in Supertest - Cobra, AKA the Caliban 2.0 - another perfect example of absolutely terrible balancing by WG (4x360 or 4x515 in 3.99 seconds, gg)
Need this gun on the Sheridan plz.
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CraBeatOff reacted to Balthazars in JT Hype train
Been a while since I necro'ed a thread with my silly little reviews as I grind through more lines, so here we go: Jagdtiger in 2021: it's good, arguably one of the better tank destroyers at Tier 9, almost entirely carried by virtue of having one of the best guns in the game.
Let's start off there: the top 128mm gives you a very meaty 560 alpha, nearly 3,100 base DPM (basically behind only the Tort, but with significantly more alpha), 276mm standard pen and 352mm APCR gold rounds with very nice shell velocity, and close to best-in-tier/class gun handling (aim time is middling but the all-important dispersion is better than all except the Obj.263). The gun is simply amazing and in the right circumstances will see you absolutely chew through opposition tanks.
The other main positives? It's actually decently mobile for an armoured TD, with a max speed of 38 which it can reach reasonably reliably, decent taverse, although let down by poor power-to-weight, it has some armour (the casemate and upper plate can bounce if angled up, although it's an easy pen for most same and higher tier tanks if on flat ground, and the lower plate is obviously trash), and more importantly, a big slab of HP at 2,100 meaning you can trade reasonably effectively if required. View range is also decent for a TD (equal best with the Tort at 390 base).
The downsides? Well, it's a casemate TD so obviously restricted in circumstances, it is huge with next to no camo so will get spotted easily, and the mobility tends to feel okay until it's not and it gets you killed. Apart from that though, it feels like a very strong overall package.
100 games, 62% win rate (second best amongst my tier 9 tanks), 2,197 DPG with 392 average assist (just making it into the top 5 for the tier). It's not quite in the number 1 spot for a TD in the tier, which for me is the WZ but I think it is overall more consistent because it can both brawl with its HP and alpha/DPM combo but also snipe with its penetration, shell velocity and accuracy which the WZ cannot do.
Overall a good package, can recommend.
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CraBeatOff reacted to WhatTheSkara in Bourrasque, Tier 8 Premium MT (Marathon)
Cool, 400 bonds down then to move optics and vents from the batchat (I will buy them again once I heff some bonds to spare)
498m vr 43% camo on the scout build (haven't mounted bond optics yet and recon is at 63%)
453m vr 41% camo on the gun build, 0.36 accuracy (might go back to bounty aiming in a while)
edit: forgot to buy the camouflage field mod lol
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CraBeatOff reacted to Fulcrous in Supertest - Cobra, AKA the Caliban 2.0 - another perfect example of absolutely terrible balancing by WG (4x360 or 4x515 in 3.99 seconds, gg)
*heavy crab breathing noises*
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CraBeatOff reacted to Rexxie in Equipment 2.0 Builds
Talking about scouts again, dedicated passive spotting is absurd right now. Its one of those roles you have to heavily invest in, but T7-9 can roll around with 550 VR and 45% camo on the move. Binocs and CVS are absolutely ridiculous together, but an unsung hero here is Low Noise Exhaust. Especially in T6/7 where VRs are still quite low and dedicated active scouts are rare, you become literally invisible.
Now that a lot of heavies and TDs are moving away from optics or even vents as meta equipment, you can get away with some pretty ridiculous stuff once the other LTs suicide. Turns out those RU heavies with 360 VR and Rammer/Vstab/IRM literally cant see scouts right in front of them.
Absolutely foresee rammer/vstab completely dropping out of the LT meta.
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CraBeatOff got a reaction from CandyVanMan in Progetto 65 worth the credits?
@CandyVanMan
I'll spare you the first game from the session. I went S on Sand River - the T-100 in front of me didn't spot ANYONE moving into position. I fired once, and got vollied down by 6 tanks. Fake scout is fake. Despite that meh start...had a good run obviously
Murovanka - CVS build - invisible sniper tank is invisible. CVS does great things if you get can get to that line I took.
Kharkov - CVS build - no LTs so I try to use vision to win the 1 line. It works ok. Then I keep pushing pace and punishing with marginal snipes and effective spotting.
Empire's Border - vstab build - I'd ban this map if I could. But the early part shows the power of the Prog65 even if it's not AS bursty as it's peers. Also - my game froze, THEN bugged and I couldn't move my turret. So -that's why I didn't run back to the K line and carry the battle and do 5000+. At least the software failures happened after I had a decent score recorded...
Murovanka #2 - CVS build - An absolute monster of a game. I learned from the previous Muro (being spotted by Leo1) to screen more carefully from the MTs when I fire. And it pays off! System still shits a little with massive stutters during the Type 5 brawl. I more or less die because I can't tell what is going on, but I just hug his butt and autoaim. Again CVS vision and camo let me do gross things to their team. Yes the snipes are bloomy - I just have patience with bad guns developed from thousands of T49 games?
Overlord - vstab build - A map with virtually no spotting potential. But camo let's me set up shots, deny them space, get in cheeky peeks unseen. Then I awkwardly brawl an E-100 at the end because I am bad at brawling. Still, it was a fine score for a bad map.
Malinovka - CVS build - Big daddy map! Despite two LTs I stick with vision build because this map is great for spots. Ultimately I don't get a super dominant performance because of how much of their HP is hiding in that back ditch and because I was a little slow to get in and dump the last clip. Still 7k is perfectly respectable and normal for this map, and the game is virtually never winnable for their team. Camo and vision just whittle them down. Do watch as I miss THREE times on the stationary 704? You can't really blame the gun there - 0.31 and FULLY aimed shots. It's no Leo1 gun though...
Hilariously that match took me to 94.98% ! So any shot from me or assist that went in would have pushed me over. But hey - what's a good 3 mark without a little drama?
Mannerheim Line - CVS build - not the best CVS map, but with no LTs I want to make sure I've got the vision advantage over the MTs. Which I do - watch that opening drive and all the free peeks I can do from the middle ditch. Taking the T30 hit was a mistake. My support fire was pretty bad! Again though - I find the gun to work pretty well even without gun mods! 6.8k combined is nothing to sneeze at. And I want to make SURE that I get the mark - so I even reload HEAT at the very end. Boom Spotgetto romps to 3 MoE - and a place in my heart as a really fun (but big) vision abuser!
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CraBeatOff got a reaction from Expendable_Lad in Wake of the Flood: Crab's replays
Hey these games are fun and those guys sound super handsome.
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CraBeatOff got a reaction from SchnitzelTruck in Supertest - Cobra, AKA the Caliban 2.0 - another perfect example of absolutely terrible balancing by WG (4x360 or 4x515 in 3.99 seconds, gg)
Need this gun on the Sheridan plz.
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CraBeatOff got a reaction from WhatTheSkara in The Full Stealth Build
I want to put this in another framing. Imagine you had a set of field mods available to the AMX 13 105. They were as such
Lose 5% camo to gain 400 hitpoints Lose 6kph forward speed and 3 backward speed for 2.5% more view range Lose 2 degrees gun depression for +30/+50 penetration Increase 12s reload speed for 2 more shells Increase a small amount of bloom for 9% accuracy increase All of these would be worth it - except maybe the 12s reload for 2 more shells...maybe. But that's basically the difference between the field modded and Full Stealth Bat25t and the AMX 13 105 now. Some tradeoffs - but incredibly advantageous ones for Random Battles.
@Gryphon_
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CraBeatOff reacted to SchnitzelTruck in Supertest - Cobra, AKA the Caliban 2.0 - another perfect example of absolutely terrible balancing by WG (4x360 or 4x515 in 3.99 seconds, gg)
This thing is gonna be the shittiest tank in tier for consistency.
Pub trash will load one clip of 219pen HE and proceed to either 1 clip a poor medium or die after dealing 4x100 damage to a heavy tank. Option B is load heat and proceed to hit spaced armor, low pen roll e100 lower plates, and cry like a little bitch.
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CraBeatOff reacted to bounceplink in 279(e) Missions - Tips and Tank Choices / Guide - 2021
Got it, woot woot!!
Summary of my efforts:
Started with all 8 orders and zero 279e missions completed Worked on it exclusively Sept. 13th - Sept. 29th or 16 days total (after completing ranked/recon #2) 682 battles for 28 missions (30-2 for the two 25 internal modules/crew hits skipped with orders) so about 24 battles per mission on average 7 battles per hour so 97hrs total 6hrs/day for 16 days on average but in reality was one day of grinding 12-18hrs without break followed by 1-2 days off then repeat Obviously after 4-5hrs I'm not nearly as sharp and you can imagine how sharp I am after 18hrs so this probably caused the average battles per mission to go up significantly. Reading comments like "oh yeah just sat down a few hours per night over a couple weeks and casually completed all the missions" definitely drove up my tilt factor. Everyone was absolutely correct about the process driving you mad: it's absolutely infuriating at times. For me this came down to three factors: the arbitrary nature of most of the missions, the missions at times causing you to completely ignore core aspects of the game such as winning, damage, and kills, and finally RNG stacked on top of RNG stacked on top of yet more RNG, stacked on top of... you get the point. The 260 missions were far, far easier IMO due to being restricted by tank class instead of nation. Not being able to use my comfortable Leo 1/STB1 tanks was absolutely killing me in certain missions.
I'm sure everyone is aware of the RNG but I thought it might be interesting to spell it out here for certain missions. Okay, so once you click Battle! the dice start to roll..
Most of the missions (or the tank you're using for the mission) are map dependent. Right away, your success relies upon the map chosen for you. Where you sit in the tiering is almost of equal import. Trying to be top in damage? If you're using a T8 tank good luck in a T10 match (4500-5500 avg required). Trying for top XP? Being bottom tier can actually be an advantage. Don't play during primetime (6-midnight)? Prepare for bad tiering. Tank class team makeup. Using an LT (commonly one of the best options)? Hope that you're a solo LT or else there's a chance the other 2-3 LTs (probably more OP than yours due to nation restriction or tank restriction trying for Mastery badges) could steal your precious spotting damage. Even if you're solo, is the enemy LT totally OP compared to yours? Get f'd. Is lordsheen or one of his many disciples who aren't necessarily even playing LTs (for those of you not on NA basically YOLO sui-scouts) on the enemy team? This alone can totally ruin an entire streak of missions you almost had complete. Some dickhead arty blind-fires your bush? Get f'd. Some other super smart super highly skilled player using a derp gun blind-fires your bush? Also get f'd. Accidentally drive the wrong way one pixel-off down a hill? Get f'd. Battle ends in 3min and you didn't get a chance to spot/farm? Get f'd. 0-15 battle? Get f'd. Sometimes even 5-15 battles that last 4-5min are tough to accomplish missions in, especially if your team decides to spawn in and never leave the base. Trying for top damage and you have an amazing 4-5k game in your T8 but some douche nozzle in a Vz55 got lucky and farmed 6k? Get f'd. Enemy team had a lucky shitbarn/deathstar that pen'd 3 shots? Get f'd. I could go on.. 50 XP or 200 damage off achieving your mission but accuracy/pen/alpha RNG calcs treat you wrong? Get f'd. In probably calcs when you layer RNG upon RNG you multiply the chances together to obtain the real probability. Let's say all of the above factors were one in two or 50% chances. After just three factors of 50% each you're already down to a 0.125 chance, after 5 factors it's only 0.03125. Obviously this isn't accurate but it begins to give an idea of what's required when you're on your 20th streak of 1/3 top damage games or 10th streak of 2/3 top damage games and then fail the mission yet again. Map/tiering/team alone can spell an end to your streak.
Most frustrating missions for me:
Alliance-3 (avg 2 spotted/tracked kills per battle) Alliance-8 (25 internal module/crew hits [skipped]) Alliance-15 This one less so but it's definitely more difficult than the easiest missions. I struggled with Alliance tanks whereas Coalition-15 was a cakewalk by comparison. Coalition-3 (5 battle hero in 10 battles) Was frustrating (trying with arty) until I swapped to the Prog 46. Coalition-4 (25 internal module/crew hits [skipped]) Coalition-8 (2 patrol duty in 12 battles) Was more difficult than I initially thought but ended up doing it with honors in the end. Had to modify playstyle accordingly. Coalition-14 (top damage 3 battles out of 5) OMFG BBQ this is BY FAR the most frustrating and difficult mission. It took me dozens if not hundreds of battles to get this one completed. Final updated thoughts on tank recommendations:
For Alliance-15 I really struggled with the T8 Bulldog LT. To me it just felt awful to play. I got an Ace on the first game but then it was very difficult to replicate that success consistently. I ended up working the T8 Pershing into the mix and had a much easier time. Coalition-15 was extremely easy with the BC 12t, completed with honors. That is a great recommendation. I also got an Ace with the TVP VTU. I preferred the 90mm on this tank. Coalition-14 (most difficult mission IMO) I used the Bourrasque and Prog 46. For me they were way more consistent than T50/TVP/Prog 65/Vz55/etc. I think I mentioned it before but for whatever other Alliance missions big thumbs up for the Manticore and CS-52 LIS. Even though Alliance/Coalition are the two most recommended lines to do as others have said if you are comfortable with Union/Bloc tanks do take a strong look at the missions and see if you feel more comfortable with them. I can't say they're easier as I haven't done them yet but hopefully they'll trickle in over time now.
Cheers and thanks again for this awesome thread.
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CraBeatOff reacted to bounceplink in 279(e) Missions - Tips and Tank Choices / Guide - 2021
Hello!
Thanks again to everyone who's replied!
So I've made tons of progress and I wanted to share my feedback in case it helps anyone else in the future who finds this thread.
T95 is 100% the tank to use for the Alliance block missions (-7 and -12). I did both "first try" and found the following equipment loadout helpful: Improved Hardening, Grousers, Modified Config, along with a Pre-Battle maint (for Modified Config) directive. Track repairs in about 2-2.5s with a 100% repair crew. Try to stay at medium to long range in front of lower tiers if possible. I would mostly just use my gun to track opponents (no dmg) to look (slightly) less like a bot. For Alliance-3 I second the advice to get a solid first battle with like 8 (0.8 in progress) assisted kills. It makes the other 9 battles so much easier and less stressful. I used the Manticore with Optics/CVS/LNES and loaded it with a shit-ton of HE to track people with. T49 with the small gun (firing HE to track) and T92 are also good choices IMO. Using AP to track without penning can be done but it's a PITA especially when you are steamrolling the enemy team and don't have time to angle your shot just right. Note: I noticed if the enemy is tracked on one side even if you track him on the other side and he dies I didn't seem to get credit. Note: one interesting idea I read for a platoon strat recommended you take a fast firing MT and your mates take big TDs and you just roam together wolfpack style anywhere on the map and you track, they kill. Someone also suggested small gun on UK tanks (extremely fast firing) but the Conqs are kinda slow overall. Thought I'd mention it as it sounded like a good tip regardless. For Alliance-8 and Coalition-4 (25 internal modules over 10 battles [down from 30 in patch 1.14]) I haven't done them yet (might just use orders, haven't decided) I wanted to share some ideas from research post-1.13 patch released mid-late June which nerfed HE. Most people are now saying they are accomplishing this using either regular AP ammo with Deadeye skill and shooting into side/rear of tanks or using SPGs. Note that Deadeye only works for AP, not HE, I re-learned that from my research. Note on SPGs: you MUST use the "new" or "middle" HE shells as the old HE shells that also stun have a zero or near-zero chance of causing internal module damage according to what people were saying. This is potentially a huge tip because I'd always lean towards the stun HE shells with their larger radius. Some folks were saying aiming for a splash next to a tank is better for crits, but not sure on this. I know this tactic works well to damage super armored tanks like the Maus that would normally "bounce" your HE shell, however. For any mission requiring "top in battle by X" or requiring a win Draws somehow count as a win for both sides in terms of personal missions. I thought this was weird because everywhere else in the game draws count as a loss for both sides. I was freaking out when I got a draw only to see the mission progress on the results screen, was a nice surprise. Also don't forget if you get a Battle Hero medal on a loss your XP is treated as though you won which helped me in one battle. Aside from one mission I've done all Alliance and Coalition missions except for the internal modules missions and -15 missions for both. The one outlier I've been struggling with is being top by damage 3/5 games. This is exactly every other game and I swear if I just login and play without thinking I easily am top by damage every other game or so but click Start on a mission and everything goes to heck. Using tomato.gg to filter by nation/tier and then sort by DPG has been helpful, and I recommend this for other missions as well (top XP, etc.).
Good luck to all!
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CraBeatOff got a reaction from WhatTheSkara in T49 -- Land Arty in a Bite-Size Package
Close to mine - except of course nearly everything is bounty or bond
I run a 7 HEAT and 4 HEAT loadout. There's some maps and matchmaking where i feel like the chances to pen a HEAT are less good. But i have no evidence and plenty of 4 HEAT pen games since the relevant patch. A wise chodefriend of mine said recently "better a 50% chance for 700 damage than 100% for 135"
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CraBeatOff got a reaction from sr360 in T49 -- Land Arty in a Bite-Size Package
Close to mine - except of course nearly everything is bounty or bond
I run a 7 HEAT and 4 HEAT loadout. There's some maps and matchmaking where i feel like the chances to pen a HEAT are less good. But i have no evidence and plenty of 4 HEAT pen games since the relevant patch. A wise chodefriend of mine said recently "better a 50% chance for 700 damage than 100% for 135"
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CraBeatOff reacted to Panzergraf in Recon Mode - Test New Maps
For those out of the loop, as I know many here are semi-retired from pixel tanks:
Recon Mode is a new game mode that's basically randoms, but limited to a week or so at a time, tier 8-10 only, and instead of the normal map rotation you get one of three new maps in development.
Last time the maps in question were Far East, Outpost, and Airship Yard. All 1000x1000m maps.
I liked all of them personally, not perfect maps, but better than many of the current random maps.
Airship Yard was perhaps my favorite, as the heavy brawls in the airship factory-think was better and less stale than most heavy brawling areas on other maps. The open flank was fine too, though I didn't get this map that often in medium tanks.
Outpost was according to WG the most liked maps, which I don't get as it was my least favorite one, and the forum pubbies seemed to agree with me there. Still not a bad map by WoT standards, and I wouldn't block it.
Far East was fun too, but looked less finished overall than the other two.
All maps had in common that you could make any type of tank work on them, which I really like.
This iteration of Recon Mode has another three maps - Volga, Place of Power, and Foothills. The first two are 1000x1000 maps. Kinda open, but with a decent built up heavy brawling flank that will make E100's and such feel more at home than at Prok or Mali. The third one is 1200x1200m, and as such larger than any other map in the game outside of Grand Battles or Frontlines. City on one flank, river and hills on the other, and a huge field in the middle. Unlike other maps with huge fields in the middle, you might make this work because the huge size of the map means it could be possible to slip between the spotting radiuses of tanks on either flank.
So far, again, these three new maps seem fine and are not bad by WoT standards. I haven't played that many games of recon mode yet this time around, though.
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CraBeatOff got a reaction from Expendable_Lad in Ranked Q3 2021 - Hive Mind Questions
I love 10v10 Ranked MM. Limited EBRs and arty. Maps are opened up because every lane and angle cannot be stuffed. Mobility rules.
So far I've just done 10 qual battles. Fully field modded Bat25t has been amazing. Float the offside in Stealth mode or else support the LT in Gun mode. 120% chevs even with some stupid derp games.
Once I move into the leagues I'll rotate in the EBR, RhmPz and Leo1. It's a good amount of bonds for 11-27 hours of WoT.
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CraBeatOff got a reaction from Snoregasm2 in Ranked Q3 2021 - Hive Mind Questions
I love 10v10 Ranked MM. Limited EBRs and arty. Maps are opened up because every lane and angle cannot be stuffed. Mobility rules.
So far I've just done 10 qual battles. Fully field modded Bat25t has been amazing. Float the offside in Stealth mode or else support the LT in Gun mode. 120% chevs even with some stupid derp games.
Once I move into the leagues I'll rotate in the EBR, RhmPz and Leo1. It's a good amount of bonds for 11-27 hours of WoT.
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CraBeatOff reacted to sr360 in The Full Stealth Build
Dual Modification II: +3% engine power or +2% top speed. For speed-capped LTs, I took the top speed boost. For most I left it alone. For the RhmPzw which is ludicrously overengined to the point of tipover, the engine power hit made it more comfortable, and the speed boost to 77 is awesome. The T92 at tier 8 also benefited from the top speed boost.
Dual Modification IV: -3% reload time vs -3% accuracy: I personally took accuracy in most of my lights. I've already sacrificed my DPM, I just want to hit the shots.
Dual Modification VII: +2% VR or +2% camo. This is VERY tank dependent. The 13 105 has camo to burn but struggles with VR, so I took the VR. The Sheridan and RhmPzw with their 420 base have VR beyond what they can use, so I took camo. I left it alone for the "balanced" LTs.
Dual Modification VIII: -3% camo for enemies behind foliage or -3% camo for enemies in open. Spotting things in the open isn't the issue, not with my 510+ VR T10s. I took behind foliage universally.
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CraBeatOff got a reaction from Expendable_Lad in The Full Stealth Build
I want to put this in another framing. Imagine you had a set of field mods available to the AMX 13 105. They were as such
Lose 5% camo to gain 400 hitpoints Lose 6kph forward speed and 3 backward speed for 2.5% more view range Lose 2 degrees gun depression for +30/+50 penetration Increase 12s reload speed for 2 more shells Increase a small amount of bloom for 9% accuracy increase All of these would be worth it - except maybe the 12s reload for 2 more shells...maybe. But that's basically the difference between the field modded and Full Stealth Bat25t and the AMX 13 105 now. Some tradeoffs - but incredibly advantageous ones for Random Battles.
@Gryphon_
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CraBeatOff got a reaction from Expendable_Lad in The Full Stealth Build
So the real winners of this build (and field modifications) are the French Support Medium Tanks. The Bat25t, Bat25 AP, Char 4 and Bourrasque. With proper configuration they become full on LT worthy - breaking the 40% camo on the move barrier (bLNES), with slotted CVS (once you upgrade to level 6) and bond optics. The view ranges are not quite what you get from LTs at tier (527, 486, 486 and 499 respectively) but they reach the critical amount that you can always have +1 LT on your team if you so choose. Maybe a LT that's too big for EVERY bush that you can put a Manti/T-100/AMX 13 or EBR in...but good enough that you can do work. As a bonus - because they have MORE camo when sitting still than many of the best LTs do when moving (unless equipped the same) then you're able to invent positions >300m simply by sneaking there and sitting still. It's frankly game-breaking. I 3 marked the Char today using this build like...80% of the time with a session average of 2900+1800. You become 90-95% as effective a spotter as a LT now - but with lopsided MM and most importantly... a gun that works. LTs have always been hampered by low hp, bad pen, bad accuracy. They get results sure, in good hands - this comes at a penalty for winning. I simply cannot pub LTs at these tiers for as many wins as a good MT or HT. But now you don't need to play gimpy LTs to have camo fun - and you won't groan when you get Himmels, Ensk, Serene Coast and the other maps too small to use camo and vision on. Now you just select your gun config, and are a perfectly well equipped MT with burst - waiting until your next monster spotting game on Live Oaks, Highway, Fisherman's Bay - or some other map that pubbies don't think of as a vision map* and then you dominate on
*I did 2900 dmg + 3700 spotting in the Char4 on Ruinberg today because there were no LTs to zoom/burn me out of the middle. It was silly. I had fun. Kemp boosh 4 lyfe.
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CraBeatOff reacted to Expendable_Lad in Char Futur 4 Appreciation Thread.
Just picked this up and ran a few games. Except one game where wife came in and needed to talk about the kid (GD IT, WTF WOMAN??) that I alt-tabbed out and died with 700 damage - it was just great and still averaged 2500+ dmg with the potato round in a 5x game set.
As Crab says, it's got a play for everything:
Bit slow on the ambush pick-offs, but has the speed and maneuverability for it - so like French cousins, it's always an option Enough armor for the occasional bounce instead of Made-in-France insta-overmatch Punchy gun and alpha - rarely need to load the gold and if you do, it's likely you are about to go into an engagement that doesn't favor this tank - but when you do that 330 HEAT pen can thrash anything you are up against at any range. With the inter-clip and long-ish mag reload- it builds the great habit of poking, squeezing a few shots, a few more from a nearby spot, and the relocating altogether. Enough camo to flirt within 450m circles of a lot of other tanks and easily outspot TDs on the move. Quickly becoming one of my favorites - what a well-rounded gem without anything that makes it feel overpowered.
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CraBeatOff got a reaction from arthurwellsley in The Full Stealth Build
So the real winners of this build (and field modifications) are the French Support Medium Tanks. The Bat25t, Bat25 AP, Char 4 and Bourrasque. With proper configuration they become full on LT worthy - breaking the 40% camo on the move barrier (bLNES), with slotted CVS (once you upgrade to level 6) and bond optics. The view ranges are not quite what you get from LTs at tier (527, 486, 486 and 499 respectively) but they reach the critical amount that you can always have +1 LT on your team if you so choose. Maybe a LT that's too big for EVERY bush that you can put a Manti/T-100/AMX 13 or EBR in...but good enough that you can do work. As a bonus - because they have MORE camo when sitting still than many of the best LTs do when moving (unless equipped the same) then you're able to invent positions >300m simply by sneaking there and sitting still. It's frankly game-breaking. I 3 marked the Char today using this build like...80% of the time with a session average of 2900+1800. You become 90-95% as effective a spotter as a LT now - but with lopsided MM and most importantly... a gun that works. LTs have always been hampered by low hp, bad pen, bad accuracy. They get results sure, in good hands - this comes at a penalty for winning. I simply cannot pub LTs at these tiers for as many wins as a good MT or HT. But now you don't need to play gimpy LTs to have camo fun - and you won't groan when you get Himmels, Ensk, Serene Coast and the other maps too small to use camo and vision on. Now you just select your gun config, and are a perfectly well equipped MT with burst - waiting until your next monster spotting game on Live Oaks, Highway, Fisherman's Bay - or some other map that pubbies don't think of as a vision map* and then you dominate on
*I did 2900 dmg + 3700 spotting in the Char4 on Ruinberg today because there were no LTs to zoom/burn me out of the middle. It was silly. I had fun. Kemp boosh 4 lyfe.
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CraBeatOff reacted to Gryphon_ in The Full Stealth Build
I think you've opened the door to my next phase of WOT play. I like playing the AMX13-105 but the gun lets me down 50% of the time I pull the trigger. Today, I put 2 rounds into the back of a 907 at 200m and neither penned. I lose every brawl as at least one round doesnt pen. I can back these statements up with multiple replays from any day I play. The spotting is great with the stealth build, but the damage sucks.
On the other hand, the Bat is a better damage dealer but without the exhaust the lower camo makes it noticeably easier to get spotted (and die). So I will field mod it for stealth. I'm also 3 steps away from the Char, so will do same with that.
It is so ridic that this game now has heavy tanks faster than my old mediums, some mediums faster than some of my lights, and with the tier ten lights both the spotting and the damage dealing are broken, but in different ways.
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CraBeatOff got a reaction from TheChang in The Full Stealth Build
So the real winners of this build (and field modifications) are the French Support Medium Tanks. The Bat25t, Bat25 AP, Char 4 and Bourrasque. With proper configuration they become full on LT worthy - breaking the 40% camo on the move barrier (bLNES), with slotted CVS (once you upgrade to level 6) and bond optics. The view ranges are not quite what you get from LTs at tier (527, 486, 486 and 499 respectively) but they reach the critical amount that you can always have +1 LT on your team if you so choose. Maybe a LT that's too big for EVERY bush that you can put a Manti/T-100/AMX 13 or EBR in...but good enough that you can do work. As a bonus - because they have MORE camo when sitting still than many of the best LTs do when moving (unless equipped the same) then you're able to invent positions >300m simply by sneaking there and sitting still. It's frankly game-breaking. I 3 marked the Char today using this build like...80% of the time with a session average of 2900+1800. You become 90-95% as effective a spotter as a LT now - but with lopsided MM and most importantly... a gun that works. LTs have always been hampered by low hp, bad pen, bad accuracy. They get results sure, in good hands - this comes at a penalty for winning. I simply cannot pub LTs at these tiers for as many wins as a good MT or HT. But now you don't need to play gimpy LTs to have camo fun - and you won't groan when you get Himmels, Ensk, Serene Coast and the other maps too small to use camo and vision on. Now you just select your gun config, and are a perfectly well equipped MT with burst - waiting until your next monster spotting game on Live Oaks, Highway, Fisherman's Bay - or some other map that pubbies don't think of as a vision map* and then you dominate on
*I did 2900 dmg + 3700 spotting in the Char4 on Ruinberg today because there were no LTs to zoom/burn me out of the middle. It was silly. I had fun. Kemp boosh 4 lyfe.