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tajj7

Verified Tanker [EU]
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Everything posted by tajj7

  1. T92 at least has high view range, high camo and exceptional gun handling, plus virtually no penetration drop off. This thing is just meh, whatever it does well another light does better
  2. It looks very generically 'meh', its not bad but its not good either, everything is just on the side of meh, not that fast, DPM is pretty crap for that alpha, gun handling is ok but crap accuracy for reasons, view range is crap as well which is odd for a British tank. If this is a sign of what British lights are going to be its going to be a big disappointment, I mean this thing basically seems like a bad HWK 30, worse DPM, worse alpha, worse accuracy, worse view range, traverse is worse, like really what is the point of it?
  3. Which means I can add empires border I think as my second one to go with mountain pass, I don't think I have had a single good game on that map and its absolutely pointless in anything other but heavies and has a completely pointless open flank.
  4. I think Mountain Pass for me as well, its the least flexible map in the whole game IMO, so completely limited and its also so small on available area, there is literally a 3x3 map area in the north east that is completely impassable terrain. There are 47 map squares out of 100 on that map, that more than 50% of them is unusable, making it technically IMO the smallest map in the game. Shame its not 3 maps, hopefully they increase it to the 3 in the long term once they get it working.
  5. Key points from the above IMO - 1. You have to laugh that WG both admits arty is toxic but then claim it needs to be toxic. 2. What the hell is step 2. 3. At least they recognise that damage per battle for arty needs to be lowered.
  6. Neither is going to stop it. You think cutting down premium ammo damage is going to stop people firing premium ammo? it'll just increase it, because people will need to fire more. Premium ammo spam is a symptom of the meta, the meta is not a symptom of premium ammo. If there was not so many things at higher tier with absurd armour, youd see far less premium ammo and HE being spammed, that is pretty much guaranteed because that is the old state of things before Jap heavies, Bobjects, Defenders, Maus buffs, VK 1001 Ps, t95 buffs etc. Like 2016 we had far less of this shit and we had far less premium ammo spam. Armour and map design is what is driving premium ammo spam, coupled with availability of credits (boosters, frontline, missions, marathons etc.) but really people still like to make credits, it makes the game less grindy, so aside a small minority who will spam premium ammo in whatever, most players won't, but more are being forced to by the meta. Fix the meta and IMO these issue becomes minor and premium ammo changes become minor, but doing them first just fucks the game up more. All the proposed changes are going to do is basically nerf most -2/stock tanks, most paper vehicles, especially meds and buff heavies, especially ones that are already too strong. Though at least in their Q&A the other day, WG have apparently said that adjustments to vehicles, penetration, costs, armour etc. is all being looked at with premium ammo changes. But knowing WG they will shove it live and Maus, Defender, Bobject et all just become more meta because they all effectively got a 25% hit points boost.
  7. Kind of like the arty changes, not the way I'd do it and I think they need to do more, but honestly I'll take it. If it means less Fv4005s in game and less Type 4/5s using the derp guns, then a good change. The Type changes are actually half sensible, still doesn't tackle the no weakspot issues with the armour but it tackles the big issue with the derp gun. Effectively this takes the alpha down from 1400 to 900, because a non-premium HE firing Type 5 is rare as rocking horse sh*t, so whilst it'll still be annoying it'll be more like an O-Ho shooting you doing like 200-300 damage, not 500-600 and allows other tier 10 heavies to out trade it. Man if they can add some 430U and Super Conq nerfs in as well, plus put the stat hiding into the game, with all these chances higher tiers might become somewhat playable again. Less effective arty, less effective sh8tbarns, less effective Types, no xvm focus, nerfed 430U, nerfed sup conq and better MM. That would be a much funner game, but the cynic in me says that the buffs to the IS-4 and E100 will turn them into the next OP super heavy monsters to take over the Types mantle.
  8. Well we have no information that they intend to do that, so on information so far available its just a straight up nerf. ----------------------------------- Circon actually raised a valid point in his rant video, tier 5 and 6 arty is basically OP as all hell and this 'rebalance' completely ignores those tiers. In pen, DPM and damage terms they are proportionally way higher to their tier than the higher tier arty is. The M44 is able to do 550 damage, it can one shot almost all tier 5 TDs, lights and mediums, in some cases with lowe roles, but the T92 is not able to do the same to tier 9s, aside some particular tanks with a very high roll, whilst it also has only 60mm pen, but the arty 4 tiers lower has 39mm pen against tanks that often have far less armour.
  9. I mean its a thing, calling it a rebalance is WG corporate speak to try to confuse the clicker brigade, its a nerf, a straight up nerf. Also all those arties listed are clearly too good, so good they get special treatment. IMO I think WGs plan is basically to keep nerfing arty with a thousand cuts through these 'rebalances', so eventually you just kill it off by making players not want to play it. They know most players hate it but they also know the can't just remove it and I don't think they can be bothered to do a proper rebalance where you completely change how it works. I expect we'll see some more nerfs next year, and they will just keep chipping away. To be honest the reduced splash damage, stun effect and splash radius for all those arties listed (which are basically all the arty everyone plays) is a decent buff for meds and lights, they are the ones that suffer the most from that change because your mobility counts for shit when a CGC or GWE100 can miss you by a tank lengths and still do like 300-400 damage and stun you for 15s. The stun stack thing helps the heavies. If they get round to doing the hiding stats so you basically remove XVM focus I think for decent players arty would become far less annoying with these changes. If they could add in the max 1 per game then it would be even better.
  10. T-62A dispersions with a worse aim time, not bad for 440 alpha.
  11. Yes I know I saw it, but they are still meds so IMO their camo will be more in med ranges not the top of TD ranges. T34 and T30 are the same tank but the latter still has much better camo because its a TD. Personally I doubt we'll see a high tier medium with over 20% base camo, that would be higher than all the high tier lights as T-100 lt IIRC has about 19% base, so if they had the same camo as the Strvs then that would make them better scouts than the best light tanks as their moving camo would still be like 14% and the tier 10 has 410m view range. So you'd have a tier 10 medium with 23% base camo, 14% on the move with 410m view range, which is the same on the move camo as a Sheridan, and way better base. It would be the best passive spotter at tier 10 and still decent enough on the move spotter rivalling the other lights.
  12. Not for the tier 9, that at the moment basically seems to be a UDES in almost all the stats. Camo is likely to be high, for a med, but I doubt the tier 10 will be much higher than about 16-17%
  13. Yeh they have weirdly nerfed the Emil 1, more engine power, worse DPM, worse gun handling because reasons.
  14. Those stats are all over the place at the moment, difficult to tell anything, I think they are just getting the siege mode thing working first and then theyll start fixin the stats. I doubt much of it will change, doubt those camo values are right, they are probably shown with crew skills or something. The whole concept contradicts itself, on the one hand you have these high gun depression, high alpha, turret rmour ridge peakers, but then the camo and view range says long range, but then the pen, aim time and accuracy don't support that.
  15. tajj7

    HWK 30

    I like it, prefer it to the BlackDog, its lower profile as well so just feels smaller and has better camo. Have no issue dealing with wheeled vehicles in it, you have 410m view range, literally 100m better than the tier 8 WVs and you have high pen HE as well, or your decently fast APCR standard rounds. It's a good tier 8 light tank, but very far from OP and probably not quite up there with LT-432 that just has that bully ability. But its comfortable and fun to play, similar to the M41D, they are just reliable light tanks, and they work very well in Frontlines. Like the M41D this is a light that is very reliable at medium to long ranges as well.
  16. Frontlines is going on all year, every month so it does kind of make sense, as long as the extend the test beyond this week.
  17. Stats are out for the tier 8 and 10 on RSR. But the blog keeps crashing for me. Tier 8 has 217 pen with 360 alpha. Speed is 55kph with 25 hp/ton, aim time about 2.1s. -12 gun depression with the siege mode, turret though looks too flat to bounce anything. Tier 10 has 460 alpha with about 250 pen. It also goes 45kph with 16 hp/ton so not the fastest, aim time is 2.4s, reload about 10s. Turret is 95mm so liklely to autobounce everything using the gun depression, which is -13. 122s will overmatch hull front and sides.
  18. I doubt that 460 is going to go live, even in the video they didn't sound too sure about it, I reckon it'll get nerfed to 440 or 420.
  19. I have nothing really against either of these new features, they are rather 'meh' to me, but I don't think they are bad. But firstly I can't see how that is enough content to be worth a major patch full with test server and secondly how this has appeared without balance changes or any of the other major fixes. From a PR point of view, they should have just bundled this change with something else more substantial, if this was some new features that also came with say the rebalances of those tier 10s they said they were going to do (and presumably the tier 8 and 9s for those lines by the look of the Kran line details released) then people wouldn't complain and might actually be interested in them. But putting on their own just annoys people because no one really asked or wanted them, the things they want, MM fix, premium ammo changes, rebalanced tanks, XVM stats hidden etc. all these promises all the veteran players got excited about, are not here. Why not just hold this back and add it to other stuff when that is ready?
  20. There is only so far you can push 120mm alpha though really without it looking silly. Plus 1.32k damage in 5.5s and a reload in about 20s is only 1s slower clip output than a TVP and its a similar reload time. I also suspect that the gun handling might also get tweaked a little after testing to be a little better.
  21. I actually quite like these changes, its WG thinking out of the box for once. Yes the gun handling of these tanks is shit, BUT, buffing the gun handling starts encroaching on the French heavy autoloaders (and to an extent the medium autoloaders generally). IMO the issues with the Swedish heavies were a combo of shit factors. Bad pen + bad handling + slow clip + long reload. You'd miss and bounce a few shots, the target would pull back before your clip had finished and then you couldn't do sweet FA for 30s. I had some good results in the Emil 2 when grinding it, but by DPG started dropping below 3k because the thing just couldn't keep up with the pace of the game, you'd trundle to your position, get hull down, clip someone out, either the combo of slow clip speed or gun handling/pen would mean at least 1-2 of the shots does no damage, you go for the reload and by the time you were going through your next clip half your team is dead. The gun handling on the T57 is a LOT worse than the Kranvagn, but it spits out damage so quickly it doesn't matter and at close range you absolutely brutalise people. So this will work in a similar way, the pen is still poor so that is an issue, but you'll be popping out 1.3k damage in 5.5s and reloading ready to go again in 20s. Less painful at medium to long ranges because you have the ability to put out for more shots so more will stick and more brutal at close range It also moves the Kranvagn away from having to be in some awkward place between the the T57 and 50b.
  22. 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.
  23. 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.
  24. 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.
  25. 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
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