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ZXrage

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Posts posted by ZXrage

  1. 9 hours ago, Tupinambis said:

    I think its a good thing that the T110E5 isn't getting a turret armor buff.... only because doing that would just again result in it and the Superconq both trying to be the exact same tank. That's boring; this game has enough of that already.

    WG should buff the gun even more. If the E5 prioritizes firepower over armor it will at least be DIFFERENT from the superconq. Maybe not actually, like, GOOD, but at least different.

    If they're going to differentiate the two tanks then they need to nerf SConq. Even after the buffs the E5 is still worse than Sconq. That thing has too much armor with too strong of a gun, I say one or the other

    8 hours ago, kolni said:

    lol at dirizon downvoting "the news"

    It's not the news lmao he just has a hateboner for me for some reason

  2. I looked over the American HT changes and here are my opinions:

    T32:
    Looks good on paper, but on execution it still doesn't come out very well. The DPM buff now puts it higher than the Rene for less alpha which is nice, the gun handling buff should help the tank not suck a massive D everytime I use it, but they haven't really fixed the fact that the AP pen is still garbage post-buff, the APCR pen is also still less than stellar, its accuracy is still kinda shit, and the tank is still too sluggish to get anywhere. I think it should get the 360 alpha buff the Tiger II got and tune the RoF to be ~Rene levels but I guess they wanted to differentiate.

    M103:
    The gun should be a lot better now since its getting the same DPM as current E5. The turret buff I hope is substantial enough so that I don't get farmed by everyone that can aim. It's still derpier than the Conq's gun but if the buffs go correctly you'd at least have the trade-off of better reload.

    T110E5:
    I still wouldn't pick this tank over the SConq. The DPM still falls short below the SConq, it has worse turret armor, worse gun depression, your turret dispersion is better but only marginally, you go faster but only marginally. S Conq can abuse its armor a lot better since the E5 armor profile has always been wonky. I sitll think they should make the US HT line more heavium-like and nerf SConq

  3. 9 minutes ago, PityFool said:

    E5: Lets completely ignore the biggest problem with the tank.

    The reverse speed? The tall-ass cupola? The fact that the S Conq exists? :serb:

    I am also very sad that that's all the E5 is getting. A buff's a buff, but at the same time a turret dispersion buff from .08 (really good) to .06 (also really good), a DPM buff and a tracking buff is hardly the work that tank needs

  4. I've been thinking a lot on how to balance the E5 post-SConq, and have come to the conclusion it needs to be a better heavium

    -Buff gun depression to -10
    -Return E5 armor to its pre-nerf state (gd that nerf was years ago)
    -buff alpha to 420 like Leo 1
    -buff top speed/reverse speed to 40kph/18kph

    That way it could serve as a semi-fast semi-armored assault tank a la 277/5A without stepping on anyones toes
    SImilarly, nerf SConq back to -8 depression, there's no way it should be that good tbh

    To buff T32 you can give it the M46 gun with a DPM nerf
    To buff M103 just buff the turret roof that's it fuck that tank :serb:

  5. https://thearmoredpatrol.com/2020/03/24/new-balance-the-next-steps/

    Summary:

    -E 100 line rebalance (VK 36.01 (H), Tiger I-II, E 75)
    -IS-4 line rebalance (KV-3, KV-4, ST-I)
    -T110E5 line rebalance (T32, M103) (hell yeah)
    -wheelchair nerf (easier to slow down)

    Headed for Sandbox
    -Crew 2.0
    -Equipment 2.0 (More class-based)

    Balance changes:

    Soviets

    The list of changes of IS-4 (with top configuration):
    • Improved stabilization (changed gun dispersion during movement and on hull traverse from 0.25 to 0.18, changed gun dispersion during turret rotation from 0.08 to 0.06);
    • Changed the suspension traverse speed from 26 deg/s to 30 deg/s;
    • Changed the turret traverse speed from 22 deg/s to 25 deg/s;
    • Changed the reloading time from 12 s to 10.5 s;
    • Changed the aiming time from 2.9 s to 2.5 s;
    • Changed the gun accuracy from 0.38 to 0.42;
    • Improved the frontal armor;
    • Improved the armor of the turret roof.
    The D-25T gun will be equipped with other shells that will improve the game comfort of the IS-4 tank:
    • The standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration;
    • The special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration.
    The vehicles before IS-4 will receive similar changes aimed at improving their performance in close combat.

    The list of changes for ST-1:
    • The M62-T2 gun:
    • Changed the reloading time from 13.3 s to 12 s;
    • Changed the gun accuracy from 0.38 to 0.4;
    • The D-25T gun:
    • Replaced the shells: the standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration, the special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration;
    • Improved gun stabilization.

    The list of changes of KV-4:
    • The D-25-T gun:
    • Replaced the shells: the standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration, the special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration;
    • Changed the gun reloading time from 12.1 s to 12 s;
    • Changed the gun aiming time from 3.4 s to 3 s;
    • Changed the gun accuracy from 0.46 to 0.44;
    • The ZiS-24 gun:
    • Changed the gun reloading time from 10.3 s to 9 s;
    • Changed the gun aiming time from 2.9 s to 2.3 s;
    • Changed the gun accuracy from 0.38 to 0.36;
    • Improved gun stabilization;
    • Improved the gun mantlet armor.

    The list of changes of KV-3:
    • The D-25T gun:
    • Changed the gun aiming time from 3.4 s to 3.1 s;
    • Changed the gun accuracy from 0.46 to 0.44;
    • Improved the gun mantlet armor.

    Germans

    The list of changes of E 100:
    • The 12,8 cm Kw.K. 44 L/55 gun:
    • Changed the damage with shells from 490 to 530;
    • Changed the reloading time from 13.3 s to 12 s;
    • Changed the gun aiming time from 2.3 s to 2.5 s;
    • Changed the gun accuracy from 0.36 to 0.39;
    • Slightly improved the gun stabilization;
    • The 15 cm Kw.K. L/38 gun:
    • Changed the gun aiming time from 2.9 s to 2.7 s;
    • Improved the frontal armor of the turret.
    The vehicles before E 100 will receive mainly similar changes. There will be increased the single-shot damage, firing performance; armor will be improved for particular vehicles.

    The list of changes of E 75:
    • Changed the damage characteristics with standard and special shells of the following guns:
    • 8,8 cm Kw.K. 43 L/71—from 240 to 280;
    • 10,5 cm Kw.K. L/52—from 320 to 360;
    • 10,5 cm Kw.K. L/68—from 320 to 360;
    • 12,8 cm Kw.K. 44 L/55—from 490 to 530;
    • Changed the total hit points of the following turrets:
    • E 75 Ausf. A—from 1,820 to 1,850;
    • E 75 Ausf. B—from 1,920 to 1,950;
    • Changed the hull traverse speed:
    • Е 75—from 36 deg/s to 28 deg/s;
    • E 75 verstärkteketten—from 39 deg/s to 30 deg/s;
    • Improved the frontal armor of the turret.

    The list of changes of Tiger II:
    • The 8,8 cm Kw.K. 43 L/71 gun:
    • Changed the damage with standard and special shells from 240 to 280;
    • Changed the gun reloading speed from 6.7 s to 7.8 s;
    • Changed the gun aiming time from 2.7 s to 2.5 s;
    • The 10,5 cm Kw.K. L/52 gun:
    • Changed the damage with standard and special shells from 320 to 360;
    • The 10,5 cm Kw.K. L/68 gun:
    • Changed the damage with standard and special shells from 320 to 360;
    • Improved the armor.

    The list of changes of Tiger I:
    • The 8,8 cm Kw.K. 43 L/71 gun:
    • Changed the damage with standard and special shells from 240 to 280;
    • Changed the gun reloading speed from 6.7 s to 7.8 s;
    • Changed the gun aiming time from 2.7 s to 2.5 s;
    • Improved the gun mantlet armor.

    The list of changes of VK 36.01 (H):
    • The 8,8 cm Kw.K. 36 L/56 gun:
    • Changed the gun accuracy from 0.38 to 0.36;
    • Improved the gun stabilization;
    • Changed the reverse speed from 12 deg/s to 14 deg/s;
    • Changed the total hit points of the following turrets:
    • VK 36.01 (H)—from 1,000 to 1,100;
    • Pz.Kpfw. VI H Ausf. H2—from 1,060 to 1,200;

    Americans

    The list of changes of T110E5:
    • Changed the 120 mm Gun M58 gun reloading time from 10 s to 8.8 s;
    • Improved stabilization (decreased gun dispersion during movement and on hull traverse from 0.18 to 0.14, decreased gun dispersion during turret rotation from 0.08 to 0.06);
    • Improved the side armor in the area of front rollers.
    Other vehicles in the branch will be improved in terms of fire power and firing comfort.

    The list of changes of М103:
    • The 120 mm Gun M58 gun:
    • Changed the gun reloading time from 11.2 s to 10 s;
    • The 105 mm Gun T5E1 gun:
    • Changed the standard shell penetration from 198 to 208;
    • Changed the gun reloading time from 10.6 s to 8.7 s;
    • Changed the gun aiming time from 2.3 s to 2.1 s;
    • Changed the gun accuracy from 0.41 to 0.4;
    • Improved gun stabilization;
    • Improved the turret armor.

    The list of changes of T32:
    • The 105 mm Gun T5E1 gun:
    • Changed the standard shell penetration from 198 to 208;
    • Changed the gun reloading time from 10.6 s to 8.7 s;
    • Changed the gun aiming time from 2.3 s to 2.1 s;
    • Changed the gun accuracy from 0.41 to 0.4;
    • Changed dispersion on turret traverse from 0.14 to 0.1.

  6. 7 hours ago, echo9835 said:

    I think Wargaming has a hat full of asset cards. they pull out a nation card, turret card, gun card, hull card and so on until they make a new tank. Move the slider bars around until the stats seem "reasonable", call the tank "dynamic", make something up about its history, and throw the thing onto supertest as a marketing device.

    I'm p sure Strv K is historical. There's an image somewhere floating online where the Kranvagn hull has a Centurion turret mounted because the Swedes bought a lot of Centurions from the Brits (Strv 81)

    EDIT: I was wrong about there being a photo but the plans did exist.
    http://ftr.wot-news.com/2014/07/15/swedish-tanks-part-xii-emil-1952-1958/

    Quote

    There was also an idea to mount the Centurion Mk.10 turret on the Krv chassis in order to create a competitor to the Centurion Mk.10, but in the end, the Swedish army decided that it would be simplier if they just purchased the whole Centurion Mk.10 instead. However there were also plans to let a vehicle in this configuration serve as a prototype for future turreted tank concepts in Sweden, but nothing ever came of this.

     

  7. The camo/DPM/Alpha combo on this thing is disgusting. Anything tier 8 and below that will try to push your bush is going to evaporate under 440 alpha/8 second reload. A T29 tried to push into me from a mid-range distance so I pulled back and killed him from full HP and he didn't stand a chance at all :serb: 

    This tank fulfills the ideal TD ethos of punishing aggression, almost anyone pushing your flank is going to be punished heavily unless the noturret kicks in and you donk your shots. I did an easy 5k just from shooting people who kept pushing me xd

  8. 4 hours ago, EvilMonkee said:

    Out of interest what is everyone running in it? I think I am upto 57% WR or so after 120 games just marked it (MOE reqts on EU for it are quite high due to it being played a lot currently) I am running food, Vents, Optics and Stabs.  No ELC, I think Vents is the better overall option.  I really really like it, derpy gun and all.  Even against T10 I dont feel at a disadvantage, though I am running all Gold with 4 HE just in case.

     

    Running VStab/Vents/Optics as well, although I'm not running food because this tank is too fragile. I'm also sitting at ~57% WR in this thing although I expect it to go down after a couple more games. It's a great carry tank but if you get caught out, you get shut down super hard.

  9. I absolutely cannot trust this gun at all, it's so damn derpy. It's honestly so derpy that I expect to miss/bounce/no damage one of the two shots and at that point I might as well play the Renegade or something since at least with that tank I don't have to wait 20 seconds to fire again

  10. 10 hours ago, Madner Kami said:

    There are no real "legit" sniper tanks in WoT or at least not many.

    Lies, the Swedish bushtanks would like to have a word with you :doge:

    That being said, final accuracy doesn't matter as much, especially with how RNG accuracy mechanics are, but with regards to this tank the biggest death knell to sniping is that the aim time is sooooo long, combined with the bloom after shot it makes for a very slow mag dump at range

  11. 1 hour ago, sohojacques said:

    I also suspect I'd take this gun's superior soft stats over the Lorr. 40T's better hard stats at any distance.

    You think this until you are:

    A.) Sitting anywhere >200m away and you need to snipe someone so you wait for an eternity for your gun to shrink but then miss anyway because 0.42 accuracy
    B.) trying to pick off tanks mid-late game but then you realise that you can't clip anyone since they're at 800+ health
    C.) about to shotgun someone but then miss/bounce one of your shots because you have crappy accuracy/aimtime

  12. 6 hours ago, EvilMonkee said:

     Also, for some reason it seems to get a LOT of damaged turrets, probably because the turret is fooking massive.

    This tank takes module damage like crazy. Often times when I get hit by someone I get set on fire/my turret jams/my engine is damaged/a crew member dies

  13. 25 minutes ago, Ezz said:

    Admittedly based on a small sample, I would have said a bit above the 10/15 for goods, but yeah, nice summary. It can carve up at close range - even corridors can be used as long as you have distractions around you. Pop out, blap for lots, get safe. Plus the mobility of this allows you to easily choose where you want to create that numbers overmatch. Eg a 2 vs 2 with one enemy <700 is basically gg once you yolo in as the third gun. At range you need to be able to leverage the vision of this - which again is excellent. If you know your spots you'll get one or even two free shots from camo then be able to get back to cover safely. Naturally re exposing from the same spots will get you smacked, but 20s in this thing is half a map away...

    In many ways it's a tank with extreme strengths but quirky awkwardness. Different combos obviously, but a bit like a 416. If you can work around the awkwardness and know how to bring the strengths to bear, it's a beast.

    It's the limit of the mobility-firepower-survivability scoring, you don't get the entire picture. Off the back of my hand I rated the Defender with the same scoring measure and it only came out to ~10.5/15. It doesn't capture the sheer potential of that thing leveraging its armor and gun to its max to win games. I debated rating the mobility on it higher but the traverse is really bad when you're moving at speed, which is almost all the time. The gun is really good, but we're spoiled for choice in the tier (Lorraine, spaghetti tank) and it has some factors limiting it like the pen so I couldn't place it higher than it already is.

    It's certainly an awkward min-max'd tank to use, but goddamn is it fun to play. that 360 alpha is really scary to anybody not looking your way :P

  14. I've played an ok amount of games in this tank already and even though I'm terrible at it I can at least gauge its capabilities enough to write my impressions

    I'm going to use the trifecta of tank criteria for this one (modified):

    Mobility
    The mobility on this tank is exceptional for a medium tank, but the hull traverse kills its flexibility so much in micropositioning, like dogfighting or turning around to run away. If you're beelining for a position you pretty much have to commit since you can't run away as easily. The speed could get you in trouble since you could flip over if you run over a bump, which a lot of fast lights have to deal with these days. Overall, it certainly sits in between medium and light. Fast but not nimble.
    3.5/5

    Damage capabilities
    The gun on this tank is extremely deadly, if you can get it to work. The 2 round burst and 20s reload means you can pop in and deal your damage very quickly and be back in the fight quickly, but the lack of more shells in a clip means you can't sustain a very long engagement, especially if you're fighting a Lorr. or Progetto, which are very scary opponents since they can do a lot more damage to you if they can catch you. The accuracy/aimtime combo means you'll have a hard time doing damage 250+m away, so most of your damage needs to be done up close which is hard because your tank can't survive as long. Penetration is hard to work with, with 190 base, so I always load gold for early game since this is where people trade frontally. You need good game sense for autoloading tanks to play this tank properly and leverage its strength. It's view range is also good for a tier 8, with Optics/Vents + a good crew you can max it out, food if you want more. I don't even bother with GLD since it doesn't mitigate the aimtime enough to justify dropping vents which helps with the accuracy/everything else.
    4/5 if you're good, 2/5 if you're trash at autoloaders like me

    Survivability
    The survivability on this tank is extremely poor. There's no armor to leverage so that's out the door completely. The wonky mobility means that you cannot outmanuever your opponents who catch you, and sacrificing your precious 1250hp means you'll have a harder time trading mid-late game. The camouflage on the tank can mitigate the lack of armor/hp somewhat if you have a good camo crew on it (~38 stationary/29 moving for me, you can get it to ~40 stationary/30 moving with the right setup) and with it you can pocket light if your team needs spotters, but all-in-all if you don't have an effective escape route you will be punished heavily.
    2.5/5

    How is it as a premium?
    You'll make okay credits if you're running the regular loadout, but since you'll be firing a lot of gold/running food to mitigate the accuracy/aimtime, your profits will start dropping quickly. I wouldn't run this tank as a profit maker. Crew-wise the Bat-chat crews at tier 9 and 10 will fit nicely in this tank.

    Should I buy it?
    Only if you like the playstyle of the Bat-chats of run-and-gun. You would need exceptional game sense to leverage those tank's strengths properly, even moreso with this tank since your clip potential isn't as high to kill as many tanks in the mid to late game. I need more time to learn how to play this tank since I don't have any experience with high tier autoloader. The Lorraine is a much more forgiving tank to play because it has a much more forgiving platform to use with its good burst platform and good mobility, even moreso since it actually has good penetration. The Progetto will shit all over this tank like most medium tanks that thing will face but it will have an easier time trading with you since it has 3 rounds instead of 2. I think WG needs to buff the accuracy to ~.38 so you could at least have a chance to hit something long-range, and you're deterred from sniping anyway since you have terrible aimtime. a slight pen buff on the standard round wouldn't hurt, too. All-in-all, it's a hard tank to play.

    ZXScore™: 10/15 if you're good, 8/15 if you're trash like me

     

  15. 1 hour ago, noahled1964 said:

    hi my little sold my is6 any way i can get back

     

    13 minutes ago, Assassin7 said:

    I believe theres a premium tank buy back menu somewhere, i cant remember where it is though since Ive never used it.

     

    Otherwise send a support ticket, you'll need the sale cost in credits to buy it back. 

    Depot > Vehicles in the Garage > Recovery

    I'm not sure how far back the buy-back is, though. If you just sold it then it should be fine, I suppose...

  16. 3 hours ago, Deus__Ex__Machina said:

    reload is like 22 seconds

    and 6 more rounds of ammunition

    OT, the alpha/autoloader combo is very deadly, since you can go in and dump your mag a lot faster than a Lorraine or even a Progetto since they have to expose themselves longer to do their entire clip. I see this tank as a very capable assassin like the 13 105 and Batchat at tier 10

    I wonder how much the package would cost, though. Might be the dealbreaker for me esp. since I don't have the time to grind it all the way since my sem just started :doge:

  17. T32:
    I really like this tank, although I have to set my APCR as my standard round. Hulldown you're practically unstoppable + 400m base means you're a really good bait spotter. The gun hits decently for alright handling as well.

    Too bad it's horribly powercrept like the other tech tree heavies bar IS-3 because IS-3.

    Type 62:
    It's still pretty decent considering its same-tier opponents, although like most light tanks you're going to get shit all over by wheelchair tanks.

    Tiger I:
    This tank has always paled in comparison to the all-mighty T29 and the myriad of IS clones at the same tier, it may even suffer a lot more these days since it will struggle a lot fighting tier 8 (premium) heavies. I'd barely call it relevant, it's kind of just there.

    Rhm-Borsig:
    Camo TD's have gotten a resurgence due to the broken bush mechanics, so this one can still be relevant even though it's squishy. 490 alpha is nothing to scoff at, and the 15cm is fun for HEAT/HE memes, but I wouldn't pick this tank over the Skorp/S1/WZ-120 FT, which goes for most tier 8 tech tree v. premium tanks these days.

  18. 34 minutes ago, Wanderjar said:

    NA got blessed/delayed to 5:55 P.M Central (6:55 Eastern, 3:55 Pacific). becuase, according to WGNA twitter, "Someone forgot to set the initial timer"

    so from here on out (I guess. it IS WG after all) the NA market switch times are at 5:55AM/PM ish. so NA has a 7-8 hr window to know whats coming from RU/EU

    Those times are some of the most inconvenient for me, geez.

    At least I know if I'll rip my dick off if I'm missing out on something cool, I suppose.

  19. 6 hours ago, MagicalFlyingFox said:

    LOL, you are funny, that's not how WG works. 

     

    1 hour ago, Deus__Ex__Machina said:

    *WG nerfs it a little*

    Made me blow through my nose a little.

    The nerf doesn't do too much for the tank though, should still be a very interesting concept. I still wonder what WG is doing with all these tier 9 premiums...

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