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Balthazars

Verified Tanker [NA]
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Balthazars last won the day on August 21

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About Balthazars

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    Works at Wargaming's Department of Statistics

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    Half-way out of the Dark
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  1. It's likely not an optimal setup, but I have been running this setup and still doing pretty well in it. I still feel tempted to try it with a turbo, but have held off for now because I'm sort of poor. Generally I feel mediums find it tougher to drop one of the Vstab-Optics-Rammer setups, especially without food, as the mobility category of equipment is generally not that strong, with only Turbo being outstanding and even then only if you are the type of player that can leverage better speed beyond just getting somewhere at the start quicker. Vents is the main alternate choice as it gets a bonus in the mobility slot. I'm stingy and play without food, so most of my tanks have kept the above set-up too. Tanks that benefited most from Equipment 2.0 in a broad sense, in my opinion, were assault TDs (many good options, including IRM and Hardening) and lights (option of going full vision or maximising gun performance). Otherwise, the tank needs to have a clear weakness to be nullified or a clear strength to be leveraged to really get funky while still being somewhat optimal when running solo - good example is the M48 which has good enough gun handling that it can drop the Vstab and gets a very big benefit from running Turbo in the mobility slot.
  2. These marathons have always been ridiculous grind-fests and they only seem to get more ridiculous every time, with higher base XP requirements and lower overall rewards. The only reason it still works is because they keep on stuffing OP tier 8 premiums behind these grinds. I know I will never complete any decent portion of them (best I typically manage is a 50% discount) so I increasingly just don't bother. While lootboxes in general are an absolute bane to gaming, at least WG gives minimum gold equivalent value for them at Christmas, and they remain far and away the best value thing you can buy from them (although that value has been decreasing each year too), and they still feel like a better overall use of your actual cash, if nothing else to raise gold to buy other things.
  3. I've not tried it, but as per the discussion above, speed is one of its main limiting factors so I can totally see it doing well from a turbo. Not sure what to drop for it though, it likely depends on your crew and setup. For me it still needs the Vstab and the Rammer, so you'll be forgoing either the all-round bonus from Vents or a lot of view range if running Optics.
  4. I only just put together a crew for mine after redeeming it after the end of the last round of Steel Hunter (I can't play enough to get enough tokens for a second reward tank so was tossing up between this and the AE Phase I - I went for this because it seemed to be something different). I definitely would not say it's overpowered, but it feels pretty well balanced. Powerful clip, mobility and the occasional troll bounce but awful intra-clip, not-that-good gun handling hold it back from curb-stomping everything. Only played a handful of games in it so far though and I have a pretty rubbish crew for it.
  5. It's like WG thought "everyone is complaining about armour and alpha creep on tier 8s, so let's introduce a tank into the game with no armour and alpha 20% lower than the previous lowest alpha for the class in tier. That'll show em!"
  6. Fuck me this was the worst run I've had in months. 5 wins in 21 games, including 14 losses in a row, include 9 games (the first 9 incidentally) in the SU-130PM. :triggered:

  7. Since they nerfed the gold HE rounds on the Type 4 and 5, they are both below-average tanks. As @GehakteMolen notes, on the Type 4 the middle gun is workable, as the alpha is nice and the penetration is okay for the tier as long as you do not need to fight a lot of super-heavies frontally. The armour only works if you can over-angle the front of the hull to bait shots while hiding the shoulder (which is surprisingly effective, also on the Type 5 too), and obviously HEAT-spam makes most of it useless. Watch out for the turret-face, it is surprisingly weak and even high-pen standard rounds can go through it if you are flat-on. It is a torturous stock grind though, so this is one of those spots if you have free XP to throw it at the tank to keep your sanity.
  8. Unfortunately I am more or less purely solo, so not a luxury I can afford. I did play it without Optics from memory back in the day for quite some time (used Vents instead from recollection) but not sure if I want to go back to being semi-blind. Gun handling is pretty good, it might do okay without a Vstab?
  9. Only played a handful of games in the E50 as I continue to try and do the stupid ramming mission. Not feeling that turret armour buff, probably because most of the time I was still getting shot in the lower plate... extra penetration is nice though, and it still performs very solidly as an all-rounder. Been thinking about putting a turbo on it given it's a bit slow to accelerate, but not sure what to drop from Vstab/Rammer/Optics for it.
  10. Thread necro! As I continue my grinds through some light-tank lines through 2020, now finished the BatChat 12-T. So, for an average player who also happens to not be particularly good in light tanks, this one is...kind of good, but in some ways, a bit frustrating. The overall package has a good balance, camo is pretty good as the size is small (well, it is long, but it's low to the ground), the gun is decent for the tier and the role, although the pen definitely means you will struggle to pen anything with armour from the front. Gun handling is okay, but not outstanding, especially at long range, and mobility is pretty good. I found the view range limiting - only 380m - which means you need a good crew to get the numbers up to something respectable, although kind of expected for the tier. It's one of the better tier 8 lights, although that's not necessarily saying that much in the current state of the game. I would say that it really struggles when bottom tier, as tier 9 scouts (especially EBRs) crap all over it, but it also struggles against the Even-90 and the LT-423 as they both outperform in terms of gun and camo and will outspot you regularly assuming they are not driven by potatos. Ran Optics, CVS and Vstab. 120 games to finish the grind, 55% win rate, 891 average damage (yes, I'm bad), 822 average assist (pretty good for me). It's fun at times, but if you want to play a light tank at this tier, you're probably better off with one of the premiums mentioned above.
  11. Thread necro in late 2020! So, what to say about this tank for an average player (albeit quite a bad light tank driver)... Well, it's certainly not good, but at the same time I don't really think it's bad either. Frustrating probably sums it up very well. The positives: it's got good mobility overall, is reasonably small so has good camo, and with a decent crew can put out some nice view range numbers (mine has 461 with Optics, BIA, Recon and Situational Awareness not yet maxed out) so it can work well as a passive spotter. The turret can occasionally troll the odd lower-tier gun. When it works, the gun is punchy for a light tank, with good alpha. The negatives: overall has zero armour, so T49 derps and HE from wheeled bastards will pen you with ease and with the former, can one-shot (or very close to it) you and make your life miserable. Suffers badly to arty too. Penetration isn't very good, especially at range. The turning circle is pretty bad, and the turret traverse is really darned slow for a light tank, meaning that for example, an EBR-90 can not only out-circle you, but your turret can't rotate fast enough to keep up with him either while he's circling you. Speaking of wheeled bastards, they crap all over this tank. The awful: the gun handling. Oh the gun handling. So. Bad. Takes an age to aim in. Even aimed in, it sprays stuff all over the shop, which when coupled with the penetration loss at range means lots of bounces and forget about hitting weak-spots. Trying to hit stuff on the move is also quite the dice-roll. 120 games to finish the grind, for a 53.33% win rate. Only 993 DPG (laughably bad I know, but as I said, I'm a bad light tank driver), but with 932 average assist , that is my best after my M48 Patton (which has over 500m view range). Running Optics, Vstab (I feel like I can't drop it if I don't want the gun to be completely useless) and CVS in the spotting slot (I felt that given I am over 450m view range that the CVS would give me more utility on those foliage-heavy maps - don't have the spare credits to try alternatives though). Part of me enjoys it from time to time, you get those games where the gun behaves itself mostly and you can put out some decent damage and play almost like a quasi-medium. Also games where you can get to a good passive/semi-active spotting location and put out some strong assist numbers. Then come the games where you get locked out of areas because wheeled bastards crap all over your tank, the gun misbehaves and you can't connect anything, and of course the moments when you spot everything and no-one shoots anything (the last game I played was a tier 10 game on El Halluf where I spotted 9 of the enemy team first, including their EBR and TDs and Heavies moving in the open and I got a grand total of 93 assist, and 97 damage kill-shot on the enemy EBR. 6 shots fired, 2 hits, that 1 pen) which just make you want to break your keyboard.
  12. Man, Ruinberg has become an absolute camp-fest is both sides get to their newly-created preferred hull-down rubble locations. Why WG? Why? Also, how the heck does one play Erlenberg as a light tank? Been getting it quite often in my lights and feel utterly useless 90% of the time.

    1. BadLuckCharm

      BadLuckCharm

      Run zippy in the hill area, and hope they don't hit you. And beware of Yeti - i mean... EBR.

    2. simba90

      simba90

      If you're north spawn sometimes you can sneak up to the bush on the town side of the farmhouse and light the campers on the A Line (I think, the far west of the map anyway) Its about conserving hit points, crossing your fingers for a half decent team and waiting for some gaps to appear. *Caveat - I'm not very good at this game so take my advice with a grain of salt

    3. Assassin7

      Assassin7

      field on ruinberg feels useless now too, at least from north spawn. its just completely exposed in all forms to the middle road in the city and you literally cant do anything at all without being farmed in the side

  13. Man, trying to get wins as the Harriers in the special mode is getting tough. Basically need the WT player to be a potato or some luck with the bot spawns where they are not all next to each other or where the WT starts. On the other hand, as the WT, if the Harriers have some potatoes, it's an absolute roflstomp. Had a game on Studanski where the Harriers had 2 40% WR players. It was a massacre.They didn't even get to 5 boost levels!

    1. Show previous comments  6 more
    2. lavawing

      lavawing

      > spent a game kiting a WTF and stalling long enough that all the spawns were always undefended

      > win

      > no box because damage not in top 5

      > wtf WG

       

    3. Balthazars

      Balthazars

      @lavawing dude that's rough. I've never played on SEA so no idea what it's like, but it really sounds like a completely different experience. I decided early on that I would stick to NA despite the awful ping (230~ish on average) after an awful experience on the SEA server back when I was playing SC2.

    4. lavawing

      lavawing

      @Balthazars I spent 3 hours on Aussieland and got the last 10 decorations. ~50% winrate which is like 5 times as on SEA. I don't get why people are so conservative with their HP on SEA when the only objective in the mode is to win. Painful stuff.
       

  14. It's pretty awful no matter how you cut it, but with new equipement I think there are more options for it now. If I were doing the grind now instead of last year when I actually did it, I would likely go Turbo (needs that extra mobility given it is huge with no armour) and stack gun handling equipment such as IRM/Vstab/EGLD/IAU as @lavawing suggested. The gun handling on the French heavy autoloaders is awful, so anything to mitigate that should help improve it's one strong point.
  15. Nuts, it looks really sexy, and the new line seems like it will be fun/interesting too...looks like I may be throwing some money at WG again in the near future...
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