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Verified Tanker [EU]
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tajj7 last won the day on April 24

tajj7 had the most liked content!

About tajj7

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  1. The good dispersion values kind of offset the aim time and accuracy, depends how bad that tumour is. Completely craps all over the Chieftain/T95 tier 8 reward.
  2. It could be fine, if you made it so you basically just between two modes, dual fire, or single fire. Then dual fire has bad accuracy and longer aim time for example, and then like a 20s plus reload, so it works basically like a shotgun. (go with like 0.45+ accuracy, 3.2s aim time, 21-22s reload, something like that, basically derp gun levels) Single fire then basically stays similar as current IS-4 maybe with marginally buffed stats for balancing to tier 10 and high DPM to reflect the two guns, (say 9s reload, 2.6s aim time, better dispersion etc.) Also if its keeps exact ST-I platform but with tier 10 HP, maybe a little more hp/ton (I think project plans had 15 hp/ton), then your platform is solid but not OP as ST-I is decent but still has weakspots, so nothing broken about the armour layout. Then you'd basically have a choice between a derpy shotgun for big alpha, or a normal single shot gun alternate firing the two shells , but at a quicker rate than most 122s, 9s base reload would be like 2.9k DPM if its 440 alpha. Make it so you can only switch fire modes when the gun is loaded, so if you shotgun then you are out for the full long reload. But this is WG we are talking about, and those provisional stats are absurd, again that looks like the standard 440 alpha gun ST-I currently has times two. So a 15s reload, is for 880 alpha, that is absurd, that is 3.5k DPM base, if its 17s, its still an impressive 3.1k DPM. And then on the 'quick' reload, they are talking 5-7s, which is 5.2k DPM to 3.77k DPM. Unless its 390, then it might make more sense, but even then that 5s reload is like 4.6k DPM and the 15s reload for a 780 alpha hit, is still 3.1k DPM. I have distinct worries that this thing will end up having an auto-reloading type mechanic and the ability to basically double tap the gun with zero intra-clip, and it'll have far too good reloads for whatever way you play it, making it like a tier 10 better armoured IS-3A.
  3. Hp is going from about 16% - 29%. But alpha is going up from 32% to 43%. So things are actually going to die faster, especially anything that is easily penned by standard ammo, i.e paper meds, lights and tds. Its why many of the big alpha TDs have gone from low chance of two shoting a lot of things they face to like two shoting more things they face reliably. Like most tier 9 meds will now be two shot reliably by the old 750 alpha TDs, whereas before those TDs needed high rolls. Why they are tying alpha increase to calibre is beyond me, it should be related to armour, because if you don't have any armour, you don't care about prem rounds and everything is now killing you faster, but in reality you can't now kill heavily armoured stuff as easily because your prem rounds are nerfed. So a Maus vs tier 8, or Type 5 vs Leo 1, has gone more in the favour of the super heavies, because the former has more health and more alpha now with standard rounds, but the latter has no armour so gets penned by the increased alpha standard rounds, but either has to bounce lots of their standard rounds back, or has to use their lower alpha/DPM premium rounds back, so either way will take longer to kill the super heavy, whilst the super heavy kills them faster. GG great balance there. Oh and I think I do know why, they are trying to keep the DPM differences the same, for example if you look at E100 and Leo, with their buffed alphas of 1060 and 525 on their standard rounds, the DPM difference has stayed at 458 as it is now between the two when they have 750 and 390, except when everything has more health that 458 DPM advantage is actually less beneficial because its less of all the targets HP (if that makes sense)
  4. Lights are shit in every other game mode, completely unused in like ranked and you get like one in CWs, I don't really see much wrong with them being the strongest class in FL, actually gave a point to having tier 8 lights.
  5. Well yeh that is the other thing you can't set up your consumbales after you know what side you are on.
  6. Terrible changes IMO, what an absurd nerf to light tanks that is. The only good thing there is re-spawn cooldown and arty losing 2 consumables (but really it should have none) But why the fck does a heavy tank need 3 consumables? Can we not have a game mode where they are not the dominant class? So now in your light against that Defender you can't pen, he can spot you with recon plane and dump arty on you, cos reasons. Yet again WG fail to recognise the problems, lights are not dominant because of their 3 consumables but because of how powerful engineering is, especially stacked, they should have nerfed that. With these changes we'll just see more Defenders and VKs that no one can pen being spammed that can do more stuff on their own and more Progettos spammed because they get 2 consumables now.
  7. Can definitely recommend the UDES, grind is ok to it, though the best is definitely the tier 10. The tier 8 has no armour and the tier 9 has terrible pen.
  8. It's a real shame as well because with the MM changes, mid tiers are decent and get some decent MM now, so are a nice change of pace especially after the mess that tier 10 is. But playing like a tier 6 med and losing half your health or more with a non-penning hit from some bob that has played 5k games in his OP M44 just gets old.
  9. This year, or just in the new year was in that video with all the promised changes, like improved premium account and stuff.
  10. STB-1 on test was alright, but still don't see how it really competes with the UDES 15/16, as UDES turret is better, has the same suspension, similar gun handling, similar mobility, 440 alpha and way better camo. Liked the Leo 1 on the 2nd test, its very nice, but tier for tier the PTA buffs make that better again lol.
  11. Seems fine to me, we have a very experienced playerbase, with mass ranks of tanks and crews in the garage, that is tough place to be for newer players so stuff that allows them to catch up and be more at an equal footing I think is a good thing. Similar to BIA free crews and PM crews having skills, boosters etc. all help people catch up crews. Also isn't sixth for everyone coming, they confirmed it at xmas IIRC.
  12. Yeh all issues. T67s, many of the tier 4 TDs, and the derp guns are all problematic at those tiers IMO, the HP boost will help the one shots, as it'll be less easy to do it, but you are also buffing those tanks up as well. And yeh Circon had a rant about the arty, many of the arties on tier 5 and 6 are not just broken, they are just flat out OP, if you look at their pen, DPM and alpha compared to the HP and armour of the vehicles they face, and then the same at higher tiers, you'll see their alpha, DPM and pen is way way too high. Like T92 has 60 pen and 1300 damage, even with a pen it'll struggle to one shot even many tier 8 tanks and the pen means aside from complete paper tanks like the Grille, most meds, heavies etc. in the sides/front/hull roofs it won't pen. It then has just 1600 DPM anyway, even if it pens, so realistically it can maybe take like half the HP of a tier 10 tank every minute if its lucky. Then the M41 HMC, it has 550 alpha on tier 5, so it is able to one shot most tier 5 meds, almost all tier 5 TDs and lights, and high roll on some of the heavies I think, plus it has 38mm pen, which means loads of tanks can be penned, and then it has a 24s reload, so it can pretty much one shot two tier 5 meds every minute and is more likely to do so because of the pen. It's literally 3-4 times more effective than the tier 10 arty. It baffles me WG have just ignored it, Grille, M41, M44, Hummel, Su-122A (600 alpha of tier 5 FFS) etc. are just stupid and ruin the mid tier experience, completely easy to play and very dominant. Pretty much all of them make players over perform, especially average or below ones.
  13. I'm generally seeing though that the team with more of them, tends to win, especially if there is any sort of hull down battle, they are just impossible to shift unless the player over peeks (which to be fair I see even some very very good players do often), and they are fast enough to contest these positions early. You don't need to camp (IF you have something with armour) but you need to very early recognise when things are going to go tits up, if the flank is looking overloaded, you need to go and this is why I ditched the Super Conq, it just couldn't get out of those situations enough. Its why I am liking the UDES, on ridge battles its almost as good as Super Conqueror at bouncing, but its also fast and stealthy enough to get away and relocate. Plus it doesn't have to brawl because that is funnily not its role, even though its got this amazing turret, it is counted as one of the support meds, so role XP comes in the form of spots I think and doing damage within view range, so you can quite happily fall back and snipe. Plus its absurd camo and low profile actually makes it a decent scout, so it has that flexibility to do that in the right maps and situations. I've also seen that people will push together, but it needs a lot of things going for it to happen, everyone is very apprehensive of being the first and getting wrecked. Since out of qualification and switching to the UDES my progress has been decent, in div 3 so far I have earned 28 chevrons and only dropped 7, plus in qualification my luck with teams was horrible, win rate dropped to below 40% at one point so progressing was really tough as I was losing so many games, but back around 50% The meta I think will only get worst next time to be honest, rumours are another CW campaign is happening in the summer so more people will get Chieftains and 907s, more people will also have 279e by the time the next ranked comes around so I expect we'll see teams of nothing but these tanks next time.
  14. Its a good change and needed, but looking at those super test values, its not universal. I mean Cromwell goes from 750 to 800 but the Excalibur goes from 750 to 840? Also increasing the HP of already OP vehicles? T67 with more HP, lower tier arty with more HP?
  15. 430U and Super Conq probably the two most effective 'regular' tanks, IS7 does ok. T95/4201 is massively the best tank for the mode though, all the highest ranked players have used this almost exclusively. Then you see lots of 279es, 907s and 260s. I am making the best progress with the UDES 15/16, it's like a 430U that works better on ridges but worst on the flat. Progress once you get out of qualification is easier because of the daily doubles, you can use up to 5 tanks per day, so can basically double your chevron gain in 5 battles, so if you get a 2 chevron game, that becomes 4, so its worth having 5 options to use just for that. Also kill steal like a bitch, kills give absurd XP, like 1 kill does more XP than like 1.5k damage pretty much. 3k damage on a win will get you top 10, but 3k damage and 2/3kills will get you top 3 most of the time. Same on a loss to save not losing a chevron, try to bag a kill or two, it'll make the difference.
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