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sahtila

Verified Tanker [EU]
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About sahtila

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    Always On The Losing Team

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  1. Its sure that if there was way to keep current gameplay somehow, WG would have done that instead of spending two years(?) and lot of manhours and money to make risky, potentially wasted try for total rebuild of carrier gameplay. Tells how broken current gameplay is. Guess fixing current gameplay problems would have made it simply too dull (like tier 4-5 CV:s currently). Removing spotting ability, simplifying fighter mechanism etc etc. Low tier CV's are pretty OK except their spotting ability. High tier CV:s make WoT arty look fun, balanced and fair mechanism, literally. Decent T10 CV p
  2. Pro tip #2: using that 3rd shell is almost always mistake. Reload is horrible.
  3. Thinking it more, in fact IS-3 could be worth trying. Very strong tank but maybe masteries could be reasonable easy for same reason as why 3 marking IS7 is relatively easy, there is soo many players using it that requirements could be low despite tank being one of best in tier8.
  4. Speculating just for fun.... What tank would you use (tier 8-10) if you had to get 3 mastery badges in 10 games ( mission: Receive the Mastery Badge I Class or higher within 3 battles out of 10. ) ? - I guess it should be some unpopular, weak tank so that less good/average players use it and mastery badge requirements are low. - Tier 8 or tier 9 at most, or some really unpopular tier 10. But tier 10 gets less exp and competition is harder and no bonus for shooting highter tiers. - Maybe something which has weak gun but strong gold ammo because it still needs to be able to p
  5. Also IS7 has weak gold ammo so even using gold ammo wont save IS7 for bad players. Going against angled Type5 with IS7 and even with gold loaded it gets really hard to get reliable pens, whereas 340heat tanks can just blaze away without much aiming. I bet IS7 would be commonly used in Clan wars if it had 340 heat.
  6. True, maybe they do not have THAT much control. But just like someone wrote earlier this thread, when we see prerelease tank stats we already have pretty good and accurate idea about its powerlevel... just by simple numbers and armor model, even without single test match. Add WG:s internal testing and well, clearly overpowered/underpowered tanks do not "just happen". Remember they have straigth out admitted years ago that some tech tree tank are made underpowered to make more money. I thing that comment was originally about tier 7 Chi-Ri years ago, tier 7 was common weak/cash grab tier for m
  7. Can you peoples stop being soo naive... WG is totally capable creating balanced tanks, that there is underpowered and overpowered tanks is calculated business from their side. Even the amount of how much exactly some tank is under or overpowered is probably calculated for best profit and customer retention. Ok guess sometimes they could honestly miss balance when tank they make is of new type for which they have no prior data... like swedish TD's etc. But if there is nothing special in tank, they can dig for old data of 400 or so tanks.
  8. Old Providence years ago was all about rushing down and under opposite hills right from start. Even good arty players rushed down so they would get better shoots on enemy tanks who have equally rushed down and across valley. Map being little bigger can help but slow tanks are still prolly doomed to camp if they cannot get down and across fast enough. Especially with 268-4's and grilles being soo fast on getting on firing position.
  9. Maps may well be unbalanced but players are also not learned them yet which can skew results. So WG really should wait some months for map meta to settle down before reacting. Though, we know players never learn some maps (see Swamp north heavies always going to do south-west corner).
  10. Wonder if ALL bushes are now "strong" ones which give soo much camo that even bad camo vehicles are hard to spot. Pre-patch different bushes had different camo values.
  11. That is exactly what I wrote few pages ago in this thread. If you want be agressive and do good damage, try small gun. Its only 215 pen but its enough against same tier tanks if you can aim weak spots, and plenty against higher tiers if you get side shoots. And when you are close range you are usually shooting enemies downwards (O-Ho size) which helps against tanks like IS3 whose armor gets lot weaker against that. Yes it wont work against front armor of higher tier superheavies, or opponents in good hull down positions, but on the other hand you get ability to plough over and out dpm equal an
  12. Boosting all tanks accuracy like that would literally trash game balance instantly and also make game overall much duller as removing/nerfing accuracy as a stat would mean one less thing making different tanks feel different. I get that some invidual tanks (like tier 10 scouts, or low tier tanks overall) could get accuracy boost, but all tanks? That would lead for everyone sitting bush camping because anyone spotted would be hit and killed immediately by 10 laser accurate 500m range shoots from other side of map. Any mistake would be punished much harder. Thing about playing against 10 srtv10
  13. Fuck it: I bet there is something stupid like, you get experience just by being close some friendly tank doing damage or something.
  14. Climbed to rank 13 with batchat and 13-105. Maybe not optimal but funnier than heavies/other meds whose main role in ranked is just sit hull down brawling and spamming gold each others turrets. Of course like half of maps there is no room for scouting but other half those tanks offer something normal meds cannot do with speed/vision. Bough also couple pieces of improved equipment on batchat, 520m vision range is pretty nice on open maps. T100LT still best for pure scouting but firepower is soo lacking in city maps, 13-105 is nice compromise, can clip pretty well but still works like scout
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