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Mureke

Verified Tanker [EU]
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Everything posted by Mureke

  1. What I've been doing now is block Ensk and Himmel for the first half of my session when trying to do light/medium tank missions, and then block Mali and Prok for the other half when playing slow heavies. I'll probably soon settle for just blocking one map 100 % of the time. That would be Airfield. It's mediocre for every other vehicle class except arty.
  2. For the STB-1, it was ridiculous to puke out a litany of numerical changes to so many different vehicle parameters. There even seemed to be errors included, with the APCR round listed as being of slower velocity than the AP. Maybe the premium round was actually intended to remain HEAT. Before going into so much detail, you should first have a working proposal for hydropneumatic suspension and how it would impact the same parameters.
  3. Is it worth it to drop optics and fire extinguisher for improved vents and food, for 451.73 m instead of 473.43 m view range? I run regular vert stabs, improved rammer, and the rammer directive. I'm 97 % on 5th skill on a regular male crew. Thing is, I only have 50 % effective firefighting skill. So, I guess I might have to start running a firefighting directive, which would make my 50 % firefighting a wasted skill. Min-maxing is painful Edit: After reading the FF directive description in-game, it seems to increase FF by +50 % when a crew member has FF trained to 100%. I've 2 crew members at 97 % FF each, so those skills wouldn't be wasted anymore after a casual 438,075 XP of crew training. I also learned that improved equipment are 10 % cheaper in bundles, so I have to buy my vents bundled with vert stabs. I wonder if improved stabs would be wasted on the 907, though. Best to put them on the Batchat instead.
  4. Jagdtiger vs JP E100: Higher DPM and shell velocity, better accuracy and gun handling, more gun depression, mobility, and camo, and a front-mounted gun. Then again, the JT is bad already at tier 9, and the JP is a gimmick that's not even trying to be competitive. I suppose 420p/1,050 HEAT ain't bad against superheavies, though.
  5. Assuming a liberal use of APCR on the 30.02 D, it becomes a question of higher alpha, better gun handling, and thicker armor on the P.43 ter versus somewhat better gun depression, faster shell velocity, and higher HP on the 30.02 D.
  6. Worth it to trade my only t8 prem, the IS-5 with special camo, for a SP for 1200 gold? The SP seems to have absolutely everything going for it. It even has slightly better camo than all the other American tier 8 mediums except for the Pilot.
  7. To summarize, in the first game (Murovanka), you went into the forest with not enough support. You couldn't do anything all game, and eventually got overwhelmed. In the Serene Coast game, you went to the west flank where your team had clear overmatch over enemy numbers. You were able to keep your damage up all game, because you didn't need much gun depression in that position, yet were hull down. The rest of the replays are giving a 404 error.
  8. Yes, I suppose the PTA has almost has good effective tank traverse as the T-54. I think it's the turret traverse that's noticeably bad, although it's nowhere near as bad as on the B-C 25t AP. The gun bloom on moving and turret traverse can also make the PTA a bit awkward to maneuver. Luckily, the bloom on turret traverse is relatively good, so it feels comfortable overall.
  9. Unlike the T-54, the PTA is not at all dependent on HEAT spam. The PTA is also fast and has gun depression. Agility is quite poor. The top bar on the turret will troll some people, because it's spaced armor that doesn't count as a hit.
  10. Scapegoating always did seem like a poor, albeit tempting explanation for everything that's been going wrong. Murazor is right in that balancing is complex. I think the issue is that people would still wish for there to be someone like Murazor, but with actual common sense, to be able to make good old-fashioned value judgments. Relying on pure numbers doesn't cut it. Not only is the winrate skewed for certain vehicles because of the differences in the sub-populations of players who play them, but not all vehicles should even be equally competitive. For example, the Type 5 is a specialty anime derp that will have a detrimental effect on gameplay if tuned too highly. It should have a winrate much lower than the IS-7 and 140. As long as there is no insight on how the game should play, the only system driving development seems to be the game economy and premium sales. I suppose the developers must also have all kinds of indicators of what makes people spend more time on the game. All on their own, without much conscious conspiring against the playerbase, the system will lead to more marketing gimmicks, marathons, derps, power creep, and over-buffing of obscure tanks.
  11. The most important use by far is resetting crew skills for 6th and BiA. You don't want to be losing 10% off all accumulated XP. When retraining crews for a new tank, you can use credits, because then you'll only lose 10% of the primary qualification. If you remove equipment, do it for gold. I rarely remove equipment at all, because I tend to just sell the tanks that have the equipment mounted on them. It depends on how much credits you have, and how quickly you want to progress. I've never converted free XP, because I prefer to slowly grind it through playing. Premium time is great to buy for gold if you only play seriously every now and then. Camo, especially summer camo, is worth it for keeper tanks.
  12. Early damage is the best damage. You could've went south to punish enemies as they climb the hill. Spotting the north flank is not that viable. Alternatively, had your Ltwt friend come north with you, maybe you could've cleared the northern flank faster. Karelia with a slow team just happens to be painful. Also, it's beside the point, but your use of manual fire extinguishers bothers me.
  13. *ZOOM ZOOM* *SNAP SNAP* *DING DING* The minimal bloom gives it a unique playstyle. Some people go so far as to replace v-stab with vents, although that's a bit unorthodox. Though lower than that of other t9 LTs except the 13 90, the pen of standard ammo is now workable. The Ltwt makes up for the lack of WZ-132A-grade alpha with both speed and armor.
  14. The 113 and TVP seem to be all the rage nowadays, if you want to be competitive. The E 50 M is heavy duty, and could be fun also. Edit: I do still love my E5. It's not as immune to arty as superheavies are, but the 113 is also weak in that department.
  15. This option seems the most likely to me. With his bullshit, Foch finally succeeded in breaking Ph3lan et al. I doubt the ensuing witch-hunt will help towards: WG explaining their strategy on why they are releasing OP tanks. Stopping their release.
  16. Nice ridgeline fighting. I think you could've taken advantage of the E100's mistake. There was no saving her, but it's as if you stayed behind out of spite. Instead, you could've moved up to take shots while the E100's HP was beind depleted. Arguably, you could've also taken a shot for the T-62A to avoid a perma-track. It would've been a waste, though, since the guy was a potato, anyway.
  17. I've come to suspect that I may be more of a scumbag than I thought I was. It boils down to a lack of girls. Therefore, I'm thinking of playing only the French SPG line from the tier V upwards. Should the Stug and HTC scumbag missions be relatively painless to accomplish through casual play? Edit: Come to think of it, I should stop at the French T8. Then the question becomes whether you also need to grind other lines, such as the 261 and T92
  18. 13 90, T-10, PTA, and even the T50 and 50 120. There's not much reason to play their tier 10 counterparts until ranked battles come along.
  19. After having the rampage gamemode fail so badly, I don't understand why they keep pushing the same old headless, respawning chickens running trough a maze. In particular, the repair zones are an annoying and broken mechanic. In a team-based game, I'd like to see team-based solutions, such as having heavy tanks giving out repairs to adjacent vehicles, or something. I like having objectives around the map and seeing the battle develop, but the game must reward smart plays. There should be both clear frontlines, as well as opportunities for flanking and scouting. It runs the risk of turning into another impersonal slugfest.
  20. Speed, vision, and high clip potential take player skill to be fully realized. Since Victor Kislyi "reshuffled" the dev team and embraced populism, a dumbing down of the game was all the could ensue. Superheavy meta reigns.
  21. +1 on cola. Similar to the T69, I run GLD instead of optics. I started with 100% repairs, but training camo after that was very noticeable despite the poor base camo. This tank repairs its tracks insanely fast, so to me 100% repairs is not a must. BiA, sit. awareness, and gun handling skills have priority. Due to the long inter-clip reload time, hitting your shots is imperative. Every bit of extra gun handling helps. Patience is key: don't rush your shots. It's rare to find situations where the enemy is distracted enough so that you can take all 4 shots. As said above, the T54E1 can't currently compete against the 50 120 and Skoda T50. It could use an improvement to gun handling (between shots) to reduce the infuriating RNG factor.
  22. My point was the the ltwt is not supposed to engage top tier heavies at range. It's supposed to either spot for TDs and arty, or it can circle heavies if they're caught alone.
  23. Rather than a problem of the 54 ltwt per se, I think this reflects the current corridor maps and the overbuffing of superheavies. The ltwt can easily outspot and outrun those tanks. One-on-one, the ltwt can't run circles around them if the maps are too confined. Also, if arty won't be able to hurt heavy armor at all, the usefulness of scouts will be diminished.
  24. According to tanks.gg: Power/weight has been buffed from 22.85 to 32.64 and reverse speed from 20 to 23. Dispersion nerfed from 0.36 to 0.40. Another tank that has 0.40 dispersion is the T29, so this is very bad. However, the bloom is phenomenal at 0.08 when moving and 0.06 on turret traverse. View range increased from 390 to 410 m. Penetration increased from 175 to 208. APCR pen is unchanged, though. DPM increased from 2085.71 to 2300.42. Health increased by 50. It seems to specialize in brawling enemy lights, scouting, taking out arty, and flanking. No more chai, I guess.
  25. The T-55A indeed uses USSR clan camo. I just double-checked ingame.
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