tajj7

Verified Tanker [EU]
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Everything posted by tajj7

  1. This is why IMO they need to restrict the max spawning to something like 1-2 on each sector, not 5, as it creates massive imbalances all over the map. If you want to change sectors, you should have to drive more often than not IMO, not just spawn on a flank to create a big overloads, its where you end up getting like 15-6 situations and stuff which is just silly and idiot defenders often spawn on a sector that already had 12-13 people vs not many. Artystrike overall IMO needs to go, maybe leaving airstrike, there is just too much spam of indirect fire once people rank up over the week. Arty itself should not be allowed to have 3 consumables, TDs should not have 2 either, if you are going to passively camp in a low risk situation, you don't need consumables IMO. Engineering needs toning down or maybe doesn't stack with multiple tanks, only the first tank with it on the cap it works for, because you have like 20s to decap which is just stupid. And points toward ranks need to be shared between spotter and damager, that was how arty was racking up generals on defence so easily, people who took all the risk spotted for them but got nothing towards their rank.
  2. Yeh it is, you just need to be able to get to it safely, which sometimes can be difficult if you spawn stupidly and they have flanking shots on you, especially if they control the east of the cap, but once there you are hard to dig out, blocked like 8k damage from it in one cap. I am more generally though just using lights + the lnyx 6x6 with engineering, inspire and recon plane, capping or decapping like a mad man, I was two bounces of the arse of an IS-M away from getting General in a 16 minute game last night and I'm probably now averaging around 1k points per game. It's hard to always hit general because with all the people with engineering on, you can cap in like 15s and people can just yolo rush through to guns this way, which often leads to like 15 minute games. It's also sad that arty on defence seems the easiest way to farm General, with air strike, recon and arty strike I have seen arty players rack up 3-4k additional damage just through consumables and they can farm decap points with ease, often able to get decaps on two separate caps. it seems to me that the XP bonus for decaping does not account for whether the person is spotting for themselves so arty gets the full bonus from this with none of the risk. It's the biggest thing IMO that needs fixing in the game IMO, arty getting so easy decaps, the fact arty gets 3 consumables and has access to two indirect fire consumables as an indirect fire class which is just stupid.
  3. I have mainly used the Progetto, Lynx 6x6, M41D and 432. Defender around the cap if I need to hold a spot or maybe push a cap, or push out a camping/flanking ridge (like the east side of A or east side of C, as these ridges are quite important in holding or capping those flags). I have also completely dominated in the Defender just sitting defending on C, there is a little rock you can poke from behind, you are tucked in from flanking fire and usually the people on the platform above C struggle to pen you and you can just farm defence points. Tried the IS-3A but its too slow and too derpy, and it doesn't have the defenders bully ability. For maybe clearing a cap in a yolo rush it would work but you'd need it at the right time. Generally capping/defending nets a lot of points to progress ranks, plus spotting. I use the recon plane as much as possible and when its maxed out you can spot a large area for a long time, its particularly good when you have just capped or lost a sector as usually a lot of tanks are in the same place. Cent 5/1 has also proved useful, its like a more mobile, more accurate Patriot, it can hold ridges and put accurate 226 AP down long range. I also got in a hilarious position using the Lynx 6x6 in the forest to the left of D and just farmed people who were trying to defend unspotted, using my recon plane to spot and inspire to up my DPM/accuracy. The wheeled vehicle is good for breakthrough flanks and timed right you can drag people away from the caps. I have also found that if you get a good flanking spot where you are often not spotted, people seem to leave you there for ages unchallenged. I also prefer attacking over defending, most of my generals have come from attacks, if you have a good defence, more often than not the average attacker just gives up and snipes/camps, so games end earlier and less people are attacking so less chance to do damage, defend caps etc. Whereas on attack you have the cap points to earn XP on and you can always be pushing the tempo.
  4. Hi folks, This area of WOTlabs looks pretty dead but worth a go anyway, -MM clan are rebuilding and looking for some more active players. You can check out our full recruitment page here - http://forum.worldoftanks.eu/index.php?/topic/699593-mm-madmen-make-mm-great-again-again-recruitment-thread/#entry16641335 And are welcome to join us on our discord community here - https://discord.gg/dgfqCU8 Message me if interested. Cheers tajj
  5. Any new patch with new vehicles is problematic especially around the starting tiers of that new content. I played about 9 games last night, all tier 8 and 9 and only saw 4 of them, only 1 plyer tried the dance through the whole team thing and died within 20s on Overlord. Was in a game with an EBR 105 that managed 7k spotting on Prohk, but then I managed 5.5k in the Lt-432 and actually out damage him as well, so I think it was more a very bad enemy team more than anything (especially their top tier light who yolo sucided in the first minute). The game breaking apocalypse the pubbie masses have been predicting for weeks just does not seem to exist. As I thought when these things hit live, the drive through the lines and spot everything tactic is not going to work and really these things are just fast blind light tanks, able to do pretty similar stuff, most of the people that free XPd to the higher tiers ones I saw seemed to play more cautiously or just active spotted like most lights do on those maps by driving ridges.
  6. tajj7

    New CV's launched

    The F key issue is all of them. The speed issue is generally all of them. The spam ability, is generally all of them. There are then particular issues with particular CVs but as a whole their are issues with the whole class and how it has been implemented. Yeh that is part of the problem with the spotting issue for DDs, coupled with the speed they are spotting half the team within the first 20s, and obviously instantly attacking, which other classes simply are not able to do. Adding some sort of cooldown/cycling/readying of planes would help I think. Yeh its the 'always' in the game concept they want, trouble is, whilst I understand that the old CV system had periods where the CV player wasn't doing much whilst they re-arm/launch squadrons it was necessary for some semblance of balance. Also CVs are far more action packed than ships, even DDs take a good minute plus before they can get into action, BBs probably don't get to where they want to go until about 2 minutes into the game and cycle their weapons every 30s, so general WOWs play is not that action packed, its a general more relaxed game interspersed with some moments of action. With the speed of the planes CV players are almost constantly in the action, so they have over shot so to speak and pitched it way beyond what you experience in other classes.
  7. tajj7

    New CV's launched

    Yeh its an odd one, especially as the TA-152 was a high altitude interceptor specifically designed IIRC to target high altitude bombers. Whats weird is they could have just used late variants of the Fw-190 as plenty of those were converted into ground attack aircraft and essentially replaced the Ju-87s in that role. Or they could have used the duck. Or done what they seem to have done with RN carriers and have horizontal bombers. That is the main issue with them, that and the constant readiness of planes for the endless spam. Have you watched I-chases Hakuryu vid? He is literally putting 12 torps in the water every 30s pretty much.
  8. tajj7

    New CV's launched

    Playing DDs at high tiers is meh now. You get plane spammed, the fact that CVs now don't have to worry about plane loses or re-arming/replenishing squadrons just means they spam you over and over, so basically become perma-spotted.
  9. tajj7

    New CV's launched

    Doubt I will sell my Kaga/Saipan just because I don't think WG will sell them again and they could get buffed in the future. But I am inclined to play the game less though based on what I have seen. They seem to be basically beta testing this on live and it could be many months before this gets anywhere near an acceptable level.
  10. I agree, but it's still a possibility. As pointed out above the T95E2 is a non credit making premium, as is the Chimera and people grind those. Plus the Chieftain/T95 was initially released without credit making ability until the whole CWs community complained about it. Also it says 'Frontline Exclusive' which to me suggests they are restricting it to that mode, again WG breaks those sort of promises all the time, but it seems weird to brand it that and theoretically anyone is able to get it as every player will be able to rent tier 8 tanks and play frontline, and I am presuming eventually get enough points to get one (presuming its still available for next years frontline as well as an option) thus its always available as a trainer. I reckon it'll be a credit maker though and they will probably sell it eventually, but odd wording that creates doubt. It's a straight up better Emil 1 though really, it trades one round in the magazine for a faster reload, faster clip speed, better gun handling and better engine power. I remember the Emil 1 being quite derpy but still pretty effective with that turret armour and clip potential. If they fixed tier 8 MM I think it would be quite strong.
  11. There is no confirmation that the Emil is going to be a regular premium either, note the wording in the news item - 'The third tank is the rare Tier VIII Swedish heavy, the Emil 1951. This is a Frontline-exclusive vehicle and has yet to see combat, other than for testing' Whereas the other two mention in the same article - Tier VIII Premium Japanese medium tank Tier VIII Premium Chinese heavy Might be wrong and just the way it is worded, by if it was a premium why wouldn't you mention that?
  12. Hopefully it's not either of those two, as they are both unappealing, derpy, no armour, turretless TDs. Maybe they have something new, high chance it'll be Russian though. Apparently people are saying you'll only be able to get enough points for two tanks and they won't be the Emil and tier 9, so its likely to be a choice between the two + STA-2/WZ-111
  13. Less pen and accuracy than the Progetto, plus a standard auto-loader so less flexible, slower, less gun depression and probably bigger as well so easier to hit. Slightly faster clip speed seems to be all it has.
  14. Maps are not designed full stop, but then most maps mobility is a completely over rated attribute, if you can go about 40-50kph, then you have more mobility than you ever need in this game to do what you need to do, if you are packing armour and good gun with that mobility, like almost every bloody Russian tank, then you are in the best position. Because armour and alpha is the meta. 100kph means you can rush from one corridor where you can't do anything to the other corridor where you can't do anything, the fastest. Plus you can rush to like the hill on mines with your crap gun and no view range, or rush to the mid ridge on Prohk with your massive side profile and no view range and you'll have less impact than same tier lights. Wheeled vehicles will change very little IMO. They are gimmicky, weaker lights, without the main benefit of lights, the ability to spot things, but go faster. They trade useful attributes like penetration, DPM, HP, view range for extreme speed, but as with most vehicles having one extreme attribute with little to compliment it, ultimately will make them not very good. No counterplay? Just shoot them, I seriously do not get the fuss I've played like 40-50 games on test both with and against them, and I had no issues hitting them at medium ranges. The ELC Even 90 is harder to hit IMO and that was with the crap ping I had on test. At longer ranges, sure, but hardly much different from lights and at longer ranges these tanks are harmless. I have also played over 50 games with the EBR 75 on live, and again people had no trouble hitting me if they actually aimed. Any decent med or heavy at higher tiers will have little issue, sure the derpy gunned tanks might have issue, but then is that not the point? Fast, highly mobile tanks are supposed to be counters to big alpha, derpy heavies and TDs. Go watch DezGames he has a replay from the test server of the EBR 105, guy does about 7k damage, pretty much mainly sniping which is what these tanks will end up being long term, mobile snipers with bad guns. The guy in that replay hits other 105s at longer ranges multiple times with little issue. Not to mention as well view range takes a giant dump on them, no counterplay? These things have no counterplay against good lights on spotting maps, they are screwed, a light sits in a bush and you will never out spot them. You get Malinovka, Prohk etc. and you the only 'light' against a good light tank player, they will just toy with you, you have to do that noob yolo rush and hope you get lucky. But you'll probably just suicide maybe taking the other light with you, and good light tank players will learn that when these vehicles are on the enemy team that they don't try for forward positions straight away and just use their view range later in the game. Sorry but have you played them, played against them? Do you know how the high tier meta works for light tanks? Also 'tiny'? The tier 10 has a much bigger side profile than an Obj. 140, it is far from tiny. Same with the tier 8 and 9, the tier 8 is a huge completely overmatchable from every angle box If these things go live in current state, then 99% of the playerbase will be able to do squat in them bar kill themselves really quickly and take some other noobs down with them when they do their early yolo spot. We'll see a few early on but I reckon the only people who'll stick with them for any length of time are really good players and they'll probably drop them once they get frustrated with the pathetic gun power that is even worse than the tier 10 lights. In a few months they will barely be seen IMO as they are just not very effective.
  15. Yeh I know which is why I think they need buffing, but of course the ignorant masses out there think these things are OP and gamebreaking because they are fast.
  16. I don't mind effort but it needs to be rewarded, if something has a high skill floor, it needs high potential when you exceed it and play it really well. I don't think currently they do this, the tier 8 premium has been buffed but not really in the way most people who played it thought it should be either with increased firepower or better view range. Personally I think all these vehicles will end up needing buffs long term, but then we have had tier 10 lights for ages now and they are not performing, especially Rhm. and WZ but they are just left being crap.
  17. Yep, when looking at most of the streamers who tested it they were around 500-700 combined down on their other tier 8 lights, it does about tier 8 light damage (gun is decent compared to other lights) but it doesn't do the spotting and the gun doesn't compensate for that enough.
  18. So they nerfed the speed and engine power, but gave them nothing else. Makes them even worse then. Literally all they have is speed, and now they are worse than that, they didn't need a straight up nerf, they needed to be made less min/maxed.
  19. 279e changes are completely unnecessary, even if it was underpowered which is highly unlikely considering almost all the people I have seen who have it, its pretty much their best performing tier 10, there are clearly not enough of them and they have not been about long enough to make that judgement. Ghost Town is an awful map, city in the middle and then surrounded by red line camping spots, which as usual are elevated, have hard cover, bush cover and every approach is across open ground, and there are like 3/4 spots on each red line. If you want to progress from the city, you have like 300m of open ground to cross with no cover to dig these spots out, top map design giving the best spots on the map to shitters who drive 50m from their spawn and make no attempt to win the game. Wheeled vehicles are just meh, don't find them game breaking at all now the boosts are gone, obviously 5+ of them on each side with another 5 shitbarns on each team is just chaos, but that is the test server and the same with too many of any tank, the day the Grille 15 came out was just as stupid. But on live, when there are 1-2 of them, 90% of them will die trying to do this 'drive fast and survive' tactic, they are really not harder to hit, IMO Even 90 is harder to hit. They'll fail horribly on live, its more campy, the map rotation is corridor crap maps or campy maps they'll never outspot, there is less lage so shooting them becomes easier and most people won't be 500 battle noobs who are barely on tier 5 trying tier 10s they have no clue about like on test. A small handful of player will get these to work but I doubt even they will stick with them long term as why bother when you can work your behind off in a wheeled vehicle and have fun not being able to kill Maus or Type 5s or IS7s because of your crappy pen and DPM or you could just dominate games in a 430U with far less effort.
  20. You do like 150 damage with non-pens, and with all the auto-aiming you do its RNG if you actually pen anything, at other EBRs half the time you'll just hit the wheels or the gun. Plus the DPM is still crap, its 2.5k with HE if you pen every round, which you won't. The Super Conq gets 120mm pen HE, with 515 damage and has 3.7k base DPM using that round. The 5A has like a 1.5s faster reload for its 490 alpha AP FFS, shit DPM is Shit DPM regardless of the HE round. High pen HE, HESH etc. all these rounds are just gimmicks and rely on RNG more than anything and most of the time what you actually use them against other tanks can pen with their normal HE anyway (like most lights, Grilles, arties etc.) It's like the high pen HE on the GF Bulldog or the Cent 7/1, yeh its nice to have, its a little bonus, but in practicality with the way those rounds work, plus all the RNG, they add very little to combat effectiveness of those tanks. It's like a placebo, you pen one of these rounds, see a high damage roll and you get a good feeling and think they are good, but you forget the other three that did like 100 damage and that you'd have done more damage overall with your standard round.
  21. I haven't found them hard to hit at all, I was hitting them reliably at medium ranges with the T-100 lt and that doesn't have good accuracy (so some shots just missed by going low or high etc.) or that amazing shell velocity for APCR. Most tier 10 meds will have no issue, Russsian tier 10 meds are going to be hilarious against them I think, they'll bounce them and have 50% more DPM, the shell velocity, turret traverse and gun handling to hit the shots. Also the T-100 lt pretty much straight up counters these things, you are pretty much as fast to accelerate up to 70kph, you have almost the same camo, much more view range, more health, more DPM and your armour is semi-reliably against their APCR. I played about 10 games in it on test, and once you avoid the initial yolo rush push, you can just dominate them after that. Most people on test didn't either, saw plenty of these things get one shot by sh*tbarns (and there were almost as many of them in games as the EBR 105). The tanks themselves are awful IMO, especially the tier 9 and 10, their guns are close to pointless. You gain 8mm of penetration and 200 DPM going from tier 8 to tier 10. (the tier 10 only has about 50 more DPM than the tier 8 premium and effectively only 40 more alpha as well). Plus they have the attrocious penetration drop off at range, at 500m they have 162mm of pen, sub 130mm penetration rolls on a tier 10 tank. The cruise mode is utterly pointless as well, as its close to uncontrollable at higher speeds, it just doesn't work well with a keyboard input as you pretty much turn 90 degrees with a slight touch on the steering. Overall I think they are complete utter crap. They go fast in a straight line, often too fast where hit bumps or get air you'll kill yourself anyway, and at medium to close ranges even on the laggy test server people will hit you. Your gun is just not good at all aside being fast to aim with low dispersion, plus the HE is quite nice. I think it'll rival the Rhm. for crappest tier 10 win rate if they go live like this, once light players realise that they can't do the yolo spot at the start and hang back, then they can just control the vision game. Tier for tier the best one is probably the tier 8 because it has tier 8 light gun power, you aren't crippled with the low pen and DPM the tier 9 and 10 have. Well actually the best one is the tier 8 premium which has the two shot autoloader so effectively has 350 alpha with a 9s reload, which is better than the reload of the tier 10 for 390. It's also surprising no one pretty much better than the tech tree tier 8 in every way. Going fast for survival I just don't think has any value in the current meta, once people get used to them on live I don't think these tanks have any real role.
  22. tajj7

    Get Ready for the BIG Fist....Lube Up!

    And tier 8s, at angle the Defender can still pretty much be 240+ effective everywhere, due to the upper plate being so good that even over angling the pike you still have amazing armour and massively increase the lower plate effectiveness. But yeh 257 armour is complete BS especially for lower tiers. What is funny though is that I find German tanks bully the crap out of them because they are so tall, they shoot down on the roof, on the upper plate and on the top section of the side armour negating all the angles.
  23. T28 is overperforming at the moment, WG massively overbuffed it, so if this has better armour (reserving judgement until we see the whole layout) its going to be OP as f*ck despite the crap accuracy and depression, it's going to be a tier T95 that morons can just RRR, left click and right click to win flanks, because other idiots facing it will never pen it.
  24. tajj7

    Get Ready for the BIG Fist....Lube Up!

    Might need a tad better handling and bit better mobility but I wouldn't say the armour is worse than the 257. Defender lower plate is actually slightly better than the 257s, against 225 AP rounds (so decent tier 8 heavy pen) its about 210 - 225 effective, whereas the 257s lower plate is more like 195 - 200 effective, plus the 257s lower plate is higher and bigger IMO, so easier to hit. Upper plate wise the Defender wins here easily, at worst it's 320 effective front on, ranging up to basically over 350 effective, whereas the 257 is about 245 to 270 effective, this means the Defender can angle the pike (and thus it's lower plate) to hit like 230-240 on both upper and lower plate, so can bully lower tiers and most non-premium spamming tier 8s with ease sitting in the open. The 257 if it angles the pike, it becomes like 200 effective. Then there are the turrets, 257 edges the turret fronts because you can go through the Defender mantlet with over 250 pen, but the rest is all pretty much the same being about 270 effective to like autobounce for a lot like most Russian heavy turrets. Both have two 150mm cupolas, Defenders are a tad taller, but what lets the 257 down is the 30mm roof overmatch area which is massive (like twice the size of the IS3 one if not more) and can be hit from the front if the tank is on the flat. The only real thing the 257 has going for it is the auto-bounce lower side armour, but then Defender can sidescrape against 150mm guns and bounce, 257 can't do that. Overall IMO Defenders armour is better and the 257 is hardly poor armoured for its tier, it bounces a lot for a tier 9 heavy.
  25. tajj7

    50TP Tyszkiewicza thread

    Yeh agree its like IS7 premium ammo, its just lacking against types and Maus etc. compared to the 340 HEAT most other tier 9 and 10 heavies have, especially when coupled with a derpy gun, like the E75 gets 311 APCR which is not much more but the gun handling is so much better it feels way more effective. Probably only the 14cm on the Type 4, 127mm on the M4 51 (neither of which are used on those tanks) and the Emil 2s premium rounds are worse and in the current meta premium rounds are important.