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Balthazars last won the day on January 31

Balthazars had the most liked content!

About Balthazars

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  1. Just starting to realise how hard doing 25% of your team's damage on a win (i.e. 25% of total enemy HP) is at tier 8 or higher. I was pretty close with the T32 in a 5-7 match but screwed up at the end and fell a bit short. Damn these missions...

    1. sr360


      Yeah, that's a hard one. I did it in an unlikely tank - the Tortoise in a game where I pulled my team out of a deep hole with overwhelming DPM


    2. Balthazars


      Very nice! At my level of play, I think to do it at tier 9 or 10 would require a carry that's too rare for me to realistically bank on, so the only other ways to do it would be to ironically luck out on say a fast-cap encounter game or something stupid like that. I will probably drop down to tier 7 where the HP pools are a bit smaller (especially if top tier) to try for it specifically. I finished all other 13 missions for Alliance Chimera but forgot I skipped this one, which is ironically the very first mission in the set! I'm also got this mission or something very similar on some other batch as well.

  2. The stun duration reductions to the missions seem fine, but yes, the reducing critical hit ones is basically saying "ha ha, good luck!" and the damage reductions isn't much either, probably about the equivalent of 2 stun rounds or 1 direct hit with the non-stun rounds, also a minimal reduction. This stuff is going to be the death of me, I swear.
  3. So, the AMX 50B in 2021 for an average player. Well, for me at least, it is awful, and I am awful in it. In fact, I use some silly Christmas gift-wrap camo on it because i feel like I'm basically just wrapping myself up as an XP pinata for the enemy team when I play this thing. I am so bad in it, it is not even funny, but here's my take on it. It is the definition of power-creep in the game. It is a huge, fat heavy with zero armour (well some on the hull that can troll but in the day and age of hull-down monsters, it is more about turret armour these days, and this has none) and the
  4. So the HE changes feel like they have made the vast majority of HE rounds absolutely useless. Take the WZ-111GFT, which before this change had 3 very viable rounds: standard AP, 395-pen HEAT and 1,100 damage, 90mm-pen HE which was very reliable in doing chunk damage to hull-down tanks or just straight-up deleting stuff. Since then, I have tired using HE on several occasions (because with new Intuition the reload goes from 11+ seconds to just 4.5 seconds) but it is close to worthless. 200hp damage on hull-down tanks just isn't enough, and the amount of absolutely stupid zero-damage HE bounces on the side of low-health tanks is just ridiculous. Yes, they made HE more reliable. Reliably bad.

    1. Private_Miros


      Been driving paper tanks and I've never been one hit killed and 600+ hit more by arty this side of 2016 than since the changes... Even the stun rounds do 600-700 damage. So arty got a buff, but everything else with HE or potentially useful HE is 0-150 damage unless you pen...

    2. echo9835


      Yeah, HE is a lot less useful and fun now.

    3. Jesse_the_Scout


      And they won. Now all the shitters are swiping their credit cards and shooting HEAT out of their howitzers instead. HE is out, 99999 alpha cancer shells are in.

  5. I can confirm even an absolute idiot at driving light tanks (like me) can do some hilariously funny stuff with this build, and it's made light tanks really fun for me as you realise it becomes possible to actually do scouting instead of always feeling like a gimped medium. For that reason alone, I cannot recommend this enough. You will struggle for consistency if you don't really understand VR mechanics, and in particular if you don't know maps well in terms of where you can and cannot go to take risks to get spots. For me, the latter I really struggle with in particular so there are lots
  6. I'm totally regretting not focusing missions more last year where I was mostly just derping around grinding some new lines and not really achieving much. My play has actually improved to the point where I have been able to make consistent progress through the 260 missions (whereas it took me an eternity to do the T55A missions), and Chimera set hasn't been too bad either. These changes though make some of the existing arty-related missions an absolute chore, and the HE changes will also make those internal module damage missions a pain too because stun rounds now don't do internal module damag
  7. Been playing the S-51 and the M35/55 for missions (both arty specific on the 260 missions and for the Chimera set). Both mostly with the small gun. I'm so bad at arty, ugh. I feel that the non-stun rounds aren't very good. Splash radius on the two I'm playing is smaller (not sure if this is the case across the board) and without the stun, near-misses are basically useless. The additional penetration doesn't seem to be enough to reliably increase damage that significantly to make missing out on assist from stun as well. I dabbled with AP on occasion and it is pretty funny when you pen but
  8. The 'hollow' sounds starts before the shell land, but obviously it's more pronounced if you actually get hit/stunned. I was referring to what you describe in the latter part, in that you hear that low booming sound and the rest of your audio will also get dulled. All before the shell hits, so it definitely still serves as a warning - obviously not so effective if you're in something really slow, or if the shell travel time is really close, but it's still something, which again makes them introducing the sound detection skill all the more confusing to me.
  9. Okay, not having a crew with the skill (because none skilled enough) exactly what does Sound Detection give you that isn't part of the other changes? The warning sound and marking out the anticipated tracer flight path, right? I honestly can't tell if I'm just imaging things but since the patch, if I'm already in the vicinity of an incoming arty round, your sound turns 'hollow' (that muffled sound like you're underwater) before the round lands, so you already get some warning (not much, admittedly, but for a mobile tank, it has proven enough in cases where I'm paying attention) that you'r
  10. Yeah, I can't see it getting much usage given there is already so much competition for commander skills, particularly in crews with only 4 or 3 people, because then the commander is also often the radioman, which means he needs to take both Recon and Situational Awareness to max view range (plus obviously 6th and BIA), so that is already 4 skills and as many people probably realised when Crew 2.0 was announced, most people run crews with 3-4 skills, possibly 5-6 on their commanders if they used their special crew-members wisely. Ironically, I also feel it's usefulness has also been dimini
  11. Yeah, agree with @hazzgar. This type of stuff just widens the gap between experienced and new players because it is more grind with more buffs and tweaks to your tank and how it functions, which naturally more experienced players will learn and min-max better than new players or players who simply do not understand the mechanics of the game, and the more experienced players will unlock them faster. Bad idea.
  12. I just unlocked the T-54ltwt recently and saw this post and thought I'd give it a shot, even though I'm obviously not a particularly good stealth light-tank driver, plus a cheapskate who doesn't use food and doesn't have the best crews etc. but wow, so far this build works pretty damned great even for a scrub like me. I'm running Optics in the specialist slot (cause bad crew and no food), CVS and LNES as per the suggestion. Just below 40% camo (39.something) with 465m view range with this setup, as above, no food and situation awareness is not maxed out (only about 68% so there is a bit more v
  13. Looks like we've got a Korean bot on the loose spamming the forums :happy:

    1. Show previous comments  1 more
    2. Assassin7


      Mod team to the rescue

    3. lavawing


      that explains the recent spurt in activity 

    4. Private_Miros


      Yeah, I hadn't logged on for a few days setting up a new computer. Got a nice welcome back. Work to do.

      Was indeed a Seoul-based IP. Strange, I don't connect RoK with spammers.

  14. I agree. And this is exactly what they did (admittedly after a long time, but what else is new) with the Type 5 and Type 4 Heavies - the HE spam was a problem so they nerfed the HE damage into the ground. Of course that made those tanks absolutely trash tier because they have no other ammo options on the derps and the non-derp gun options, particularly on the Type 5 are just bad, but the 60TP and the EBRs in particular would still have plenty of strong points going for them even if their HE was nerfed heavily. The FV is also just never going to be anything other than broken. When the enti
  15. I do think my decision to set it up and run it as a brawler hurt my performance (especially early on with the stock grind) but I felt it was necessary as my crew is just too poor to really get the view range up and still have some degree of camo protection (as of course it is huge as a barn) to snipe and not be the only one getting lit all the time. I also think though it has been hurt a lot by the power-creep at tier 8 especially over the last year which has seen alpha and penetration jump markedly. There are medium tanks in tier 8 now with comparable alpha and penetration that will laugh at
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