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Posts posted by tajj7

  1. On 8/16/2020 at 10:44 AM, RedwoodOriginal said:

    So, for 40 more alpha on panther mit 88, now you pay 424 more silver per shoot. That is hard hit on credit grind potential of that tank. 

    Yep, I'd get it if they buffed the pen, but they haven't so its dumb.

    It's weak enough as it is, a DPM buff is not going to make it competitive, and now they harm the credit earning, which to me would be a nerf to a premium tank so I am surprised they are going to do it. 

  2. 8 hours ago, CandyVanMan said:

    Why in the fuck are they nerfing 113??

    It's a fun and decent tank, but it's not a tank that can even be argued to be OP in the average player's hands, this is absolute fucking retardation.


    It's a collectors tank now IIRC so I don't think they gave a shit about those, hence why the 140 is getting buffs whilst the T-62A gets none despite being worse. 

  3. If they don't touch the ROF on the E50 then the meme gun with that 280, you'll be able to push the DPM to 4.6k.

    That is IMO hard to ignore. You can get the reload down to 3.6 ish s, so you can two for 1 almost anything and now will be doing 560 damage. 

    Hilariously if a big alpha damage heavy like a 50tp fires (which has 560 alpha) you can put 840 damage into him and get out before he reloads (at close range). It's just absurd DPM, it's basically Tortoise DPM but on a turreted and far more mobile platform that can still bounce people.

    I mean against some tier 8 meds you have the same or higher alpha but nearly twice the DPM. 


    As for the rest -

    • The WZ-120 buffs look all over the place and it will still have the worst gun depression of pretty much any med or heavy in the game.
    • The Panther 88 and the Panther 2 need far more than that to be viable. 2.5k base DPM on the Panther 88 doesn't compensate the speed, large paper armour, meh gun handling, meh pen on both rounds, and all the other crapness on that tank.
    • Not sure why the 140 needs a buff. 
    • Tanks like the Cent AX and Bat Chat just get left behind by these changes as well
    • Generally its just more armour power creep on tier 10. They have made the heaviums too much like mediums, really they need a speed, DPM and gun handling nerf, and then you don't need to keep giving more and more armour to mediums to make them competitive. 
  4. On 8/7/2020 at 5:58 PM, Snoregasm2 said:

    I enable encounter for this exact reason.

    Mines is shit but not bannable even if I had encounter off (north spawn = easy farm on encounter), but the rest of the map pool I like have double the chances of seeing it:

    • Prok - top 5 map for tanks I like to play (high tier meds)
    • Mali - top 10 map, with potential for stupidly high dmg games. Downside vs Prok is more team dependent.
    • Steppes is actually better on encounter, as you either farm 1/2 (particularly from the OP south bush) as everyone spawns much closer to it, or farm the cap. Either way, fun and easy damage games are plentiful.
    • Lakeville - again, encounter is better than standard, as teams can't just camp their base and let the enemy come to them. 
    • Himmels and Ensk - both tank dependent, but both (especially Himmels) can lead to instant early game farms in the right tank
    • El Halluf - probably the map least effected meta-wise by it being encounter. Plays pretty much the same regardless, and that is a good thing as this is again one of the better maps.
    • Sand River - fucking great on encounter. Maybe the best one?
    • Ruinberg - good map (not as good as some of the others listed), but would rather increase the chances of this vs some of the standard only maps e.g. Studz, Kharkov, Minsk etc.
    • Murovanka - top 5 map again, in the right tank.
    • Redshire - top 3 map?
    • Cliff - again, acts as a retard prevention device, as 1/2 camp all game becomes useless. Pubbies still do it, but hey, what can you do?

    Assault is more hit and miss (Erlenberg, eurgh), but I still have it turned on because: 1) As @kolni notes, the mode is better for damage farming; and 2) it makes Karelia and Ghost Town, 2 meh maps normally, reliable damage farms nearly every game when you get it on Assault.

    All of which is irrelevant if someone caps out in 3 minutes on Encounter, which happens far too often IMO. 

  5. Best use I have found so far is Grille 15, the traverse dispersion thing + turbocharger, it feels like Old Grille 15 (3rd slot can be rammer or view range) you can rush and catch people out crossing to spots like I beat an M60 to the ledges on Airfield and plonked 750 into his side and reversed out before he reacted. 

    I'd say lights CVS + optics helps, but I don't think it makes them competitive. 

    I tested CVS in the training room, it's only really going to have a big effect on things behind bushes that have poor camo, so shitbarns, E100, Maus etc. you'll spot them about 60-70m further out from our testing.

    But something like an Strv behind a bush it was like 10m extra away from proxy range so basically made no real difference, plus you are making your already shitty gun worse on 70% of maps you can't do much spotting on. I think overall the tier 10 lights are just too crap to be saved by some new equipment. 

    The Hp thing, and the fake v-stab thing, + turbocharger was quite interesting on the Bobject, though your DPM is terrible but you could turn and aim in quickly. The same set up on (but vents instead of HP) on the Foch 155 actually made it quite powerful.

    I still think most meds and heavies ultimately rammer/optics, vents and v-stab is going to be your most competitive set up. Especially as I think vents is +6% in the specialised slot.

    TDs like open top ones or autoloaders where there is an obvious gap from the 'traditional' equipment, so no rammer or v-stab is where the new equipment has potential. 

    Oh and the accuracy thing is crap and a complete waste, on fairly accurate tanks you'll get the same impact with improved vents. 

  6. I put Assault on if I am playing lights or paper meds because there are some good spotting options.

    Can't stand encounter because too often people just cap and no one does anything about it, so you either shout out your useless team for capping or you have to go yolo in your paper med in front of 5 tanks whilst your heavies twiddle their thumbs.

    And some of the encounter maps are just terrible so its not worth the extra chance of getting Prohk or Malinovka. 

    Encounter would be fine I think if they made it so the base cap didn't work for the first 5 minutes, so idiotic bots that just want to go sit in a white circle don't end the game early. 

  7. On 7/14/2020 at 10:14 PM, Deus__Ex__Machina said:

    well it dosent replace the super conq, in fact the super conq in all aspects other than speed is still better. 

    but it at least makes the E5 more of a threat/more playable as a tank. instead of just being a worthless XP farm like it is on Live. 

    tbh thats sort of how i fell about all of these buffs. None of them make the E100/IS-4/E5 meta per say, or even among best in class. But rather just make them more able to hold their own in a game rather than just being blatantly out classed by everything and feel like XP pinatas.

    I think the IS-4 is going to be pretty strong. It now has super heavy hull armour with hull down heavy turret armour, super heavy HP, but normal heavy mobility and a much better gun. 

    If it parks at the right angle then you can bounce a lot of standard tier 10, which means people will have to sling HEAT at it, and hull down it's up there at being resistant to premium spam, some pixel shots on the cheeks and turret ring. 

    Anyone firing standard ammo or lower tiers, it's going to be able to shrug off and bully pretty easily, whilst it can hold it's own in a HEAT battle with it's better turret armour, DPM and gun handling, plus it's 2.5k HP. 


    As for the E5, well they have pretty much brought the gun in line with the SC, they are pretty much close enough so I suppose it's basically a trade between better turret armour or more mobility. I still think the E5 should do about 40kph and have a 15kph reverse so it's more clear cut, but it should be more fun to play. 

    People should also remember the E5 is way more agile than the SC so you can wiggle and re-angle your armour, plus it's smaller and more troll when it's in the open, making it easier to brawl and bully people IMO. Because it's lower plate is quite troll, especially if you only have like 220 ish pen, whereas tier 5s can go through that giant SC lower plate. 

    E5 will absolutely shred lower tiers now, but still suffer in the those tier 10 meta battles because people will reliably pen you in the turret but you won't pen them, which is still the issue.

  8. I blueprinted it, cos what else am I going to use those for.

    It certainly has it's moments, it was QB of all people that actually highlighted it to me. When you are top tier and there are a hug amount of tier 9s then you can quite easily play assault TD, but against lots of tier 10s you more have to play support as your armour doesn't work, especially with all the HEAT slung about.

    I mean it's still completely awkward, it's a turretless slow TD, but I think what makes it work is the gun is good, you don't have terrible bloom or aim time for 750 alpha. Plus it is basically tier 10 standard but on tier 9, you have 395mm HEAT for the lols, and also 1.1k HE which means you can smack hull down people for like 400 - 450 most of the time. 

  9. On 6/28/2020 at 6:51 PM, Snoregasm2 said:

    Don't look at the alpha being sub-par (by comparing it to the NATO meds/German tanks with 390+), but stupidly OP given it has the reload of a Russian 320 alpha gun.

    It has amazing DPM, insane HEAT and can fire 2 shots for 1 (or none) and the gun handling to snap shot, and it has gun depression. 

    Seriously, people underestimate it and maybe it has a high skill cap, but in terms of raw average damage potential it is up there with the best of tier 9 right now. It has a tier 10 gun performance, tier 10 DPM and tier 10 HEAT. Even if the platform is absolute dogshit (and it still has -10 and a mantlet), that goes a long way.

    Calling what is probably the strongest tier/class in the game now 'weak' is pretty ridiculous. I can see from your past posts that you mainly play heavies, and you're best days (self admitted - I've see you posts pining for the glory days) in the game were pre-2013, but seriously, that is an off the mark comment. Like, way off the mark.

    It's still DPM though not alpha and alpha trumps DPM all day every day in the current meta, especially if you don't have armour to be in the sustained fight (like say the Kpz 50t can basically sit hull down and most things won't pen it so it's 320 is less painful) and the platform just scares me, that speed, size, and that cupola.

    But like I said I haven't played it, I am slowly buying back lots of tier 9s and that one is on my list to get. 


    On 6/28/2020 at 7:21 PM, GehakteMolen said:

    Well, my most played class / tier after tier 8 heavys (due to prems) is probably tier 9 meds and imo T54 has been #1/2/3 tier 9 tank since the day they put it in wot (10 years ago..)

    I also always prefered playing t9 meds over t9 heavys, except specific cases (conq, Vk-B when it was OP).

    Yet atm i start to doubt t9 meds, i havent played them much lately, so need to play some more to see how it rolls, but i now start to doubt my favorite class / tier... :P

    Tier 9 meds are pretty much the sweetspot IMO, I mean tier 9 generally is good anyway, best balanced tier, no too high alpha TDs, -2/+1 MM, most tier 9s can handle most tier 10s, less OP armoured tanks etc. etc. It's the best tier in the game right now and has been for a while IMO. 

    Plus most tier 9 tanks are pretty good generally, there are not many truly bad ones, but for flexibility and being able to do something in most things the MM throws at you, tier 9 meds sit pretty high IMO. 

    On 6/29/2020 at 5:23 PM, lavawing said:

    I still don't see how the 430 is better than the T-54 in anything that counts. The 430 is sexy and unique, true - but I'd rather have 330 HEAT pen than 390 alpha snaps, and both tanks are roughly the same in terms of armour and DPM.

    Ditto re: T55A', the gun is significantly better, but you lose gun dep, speed, and all ability to bully.

    OTOH I can see how the T-54's playstyle is less than appealing in the current environment where you basically have to be uncomfortably close to the action all the time to use the full potential of the tank. I find myself using much the same positions as I would in a T-10, only with slightly different strengths and weaknesses.

    In all fairness the 55A's gun is legit among the best in tier. You get tier 10 firepower + comfort firing full HEAT which get 1.1k ish shell velocity.

    Armour and alpha, like I said though the 430 doesn't appeal but it's idiot proof and clearly more effective. 

    Also isn't the -6 gun depression only on the DPM gun on the T-54 where you have to have put up with the accuracy/aim time issues.

    But it's like the Type 61, I haven't played it for a long while and not since the changes it had.

    For me the gun on the T-55A is/was just better because you get the DPM, accuracy, better standard pen, shell velocity, aim time etc.  You don't trade anything.

    Another one though I plan to get back to try to mark. 

  10. Kpz 50t is probably IMO now the stand out along with Standard B. 

    Then it's like PTA, T-55A, 430 (though I don't like it is strong), Patton. AMX 30, Skoda depending on playstyle and preferences IMO. 

    Then like Cent, Type 61, Bat Chat AP, T-54, UDES, Char.

    WZ-120 might be the only bad one, though personally I think Char is at the bottom of those mid level tanks. I don't get how people can rate that gun when so much of it bar pen and accuracy is bad, bad intra-clip, long reload (and bad DPM because of those two), bad gun handling, and mediocre gun depression on a rear mounted turret.

    All on a platform that has no armour, so you have to expose yourself/peak for long period even for just two shots and can't often afford to that.

    The platform is also hardly spectacular, decent camo and good but not amazing mobility. 

    Even the view range is sub par.

    For me they went out of their way to make sure that tank rarely puts its full clip out. 

    Oh I forgot the 430 v2, which is also now poor and crippled by the changes IMO, so I'd put that in the bad category. 

    Should caveat I haven't played Type 61 since the buff, so I know it's gun has improved, but it still only goes 45kph, is as big as a house with a giant cupola and has no armour, not IMO the combo of a top level tank in the current meta. If you are paper you need to be fast with a good clip or alpha, i.e standard B, DPM is not going to cut it, especially with sub par 360 alpha. 

  11. 19 hours ago, Snoregasm2 said:

    I guess in terms of further questions (and there might not even be an answer), I still don't know what can be done to counter hard camps/everyone in the "right place", beyond be passive. E.G. Mines or Airfield, every position locked down - what do you do in a Leo 1 or Prog 65 - just wait and hope for the best? Is the only way to get the DPG you want to ride out those games as much as possible and get dmg in other, easier games? I find that the campiness in all tier 10 gets ratcheted up to 11 - I do feel like the meta is different, although it may be me misreading points 2, 3 and 4 above. There are a lot of games when I am too passive and find that I get shit dmg at the end - this may be the tier 10 shitfest, or it could be more of the other topics people flagged (recognising a roflstomp, when to save HP/spend HP).

    This is so much me. I often at times feel myself running through scenarios and plays in my head, and basically seeing too much risk at every turn because the whole map is locked down by multiple TDs/arty/general campers and the poor map design that benefits these plays. But I then get frustrated that I am not doing anything, not progressing the game and that eternal worry about my team suddenly steamrolling the enemy and I get 1.5k damage is there as well.

    If anything actually harms my attempts to 3 mark tier 10s (I have so many hovering in the late 80's/early 90's that I struggle to push over the line) is not actually the one sided losses, I can in most games usually do enough to at least break even or not lose to much, it's the games where my team wins so easily I do little but I have somehow found myself in the only part of the steamroll battle where the map is locked down by 3 base camping TDs, who know the game is lost so won't try anything but wait for me to attack them.


  12. On 3/2/2020 at 9:00 PM, Snoregasm2 said:

    Eh, I know what you mean, but I think people are overrating the Bourrasque's gun a little, as it still is terrible 200m+. I agree that the Bourrasque is the better platform, but let me ask everyone in the thread this - would you rather have the Lorraine gun on the Bourrasque platform, with the 4 clip, accuracy, better gun dep and pen, or the current gun?

    For me, it would be the Lorraine gun. It's just more flexible and useful in a greater number of situations. 

    Honestly Bourrasque gun because of the clip flexibility, clip speed and soft stats. At sort of sub 250m ranges it's basically blap blap, eff off, and that is half the HP of your average tier 8 gun. 

    With Lorraine it's like aim for ages, hit, wait for it, hit, wait for it.... ah the target has gone, do I reload now for like 35s? Meanwhile Bourrasque has relocated and already popped another two shots into someone. 

    Lorraine to me still feels like autoloaders from 2014, before TVPs, Progettos etc. slow clip speeds, bad gun handling and painfully long reloads. They just aren't meta anymore, its the same problem the Bat Chat is having. 

  13. On 3/2/2020 at 2:44 PM, Snoregasm2 said:

    I'd say that falls into the "how to maximise a steamroll on the losing side" category, as the only way that ended up being a win was because of how broken the EBR is when played by someone who isn't braindead. The team was so retarded I don't think there's much learnings that can be drawn from that (assuming you're playing a normal tank and not a clown car), beyond farm what you can before dying. 

    Maybe also falls into my suggested category - "Tier 10 MM, WTF - what is the meta and how do you play consistently without driving yourself insane".

    I'm pretty sure any light could have done it, he doesn't really do much with the EBR mobility but drive ridges, which any light could have done and would have probably spotted out further.

    It's more that his entire team sits in a forest, gives up map control and loses very little for it because everyone approaching them does not have the same concealment. 

    Since the 1.0 changes the bushes are broken IMO, camo and view range becomes irrelevant if there is an HD bush (that is working) becomes involved. Some clan mates tested it on the balcony of Airfield with a sh*tbarn with 50% crew against a 6 skill Bat Chat fully pimped for view range. 

    Sh*tbarn has the worst camo in the camo, coupled with a blind crew, no equipment etc. But it outspotted the Bat Chat with ease.

    I feel previously in old Prohk teams that did that, A LOT of those people firing from back there would have got lit up more easily and got wrecked, by the magic bushes hide almost anyone these days. 

  14. Only played 4 or 5 games in it but I prefer it the Lorraine.  The quick double tap, faster reload, soft stats, small size and camo make it superior IMO to the Lorraine, the Lorraine feels too clunky for the current meta, it feels like a 50b. 

    Getting a quick 720 damage out with like a 20s reload feels far more practical for the current meta than 1300 damage in like 7.5s with like a 35s reload. 

    Games are too short, maps are too congested, tanks are too clumped up, opportunities are too breif for the Lorraine's clip to work IMO, you end up getting a couple of shots in the Lorraine most of the time at best, and then umming and ahhhing about going for the reload and being out the game for 35s or missing out on shots. 

    This thing just makes more sense to me, pop out, blap, blap, retreat, do it again in 20s. 

    Gun handling is a much of muchness, between the two, the Lorraine will be the better sniper of course, but popping out, stopping and aiming at stuff at medium to short the Bourrasque feels better to me, plus it can pseudo scout to a much larger to degree than the much larger, worse camoed Lorraine which feels much more squarely stuck in the support role.

    This thing, despite its clear drawbacks, and potential annoyances, has massive potential IMO. 

  15. Don't ruin the thread.


    Anyway, as an example of terrible camping winning games at higher tiers - 


    ^ That team gives up the entire map pretty much, but still win, I find situations like this are too common, sure the EBR lit everyone up but its still a decent example of higher tier situations I have been struggling with, curbing that natural inclination to attack, finding routes to spot etc. 

  16. I second dealing with the tier 10 campy/arty/hull down meta, especially in more paper/non-meta stuff, dealing with 4 or 5 TDs in Op positions you'll never outspot and balancing passiveness with aggressiveness.

    I feel that aggressive play, which is my more natural play, is just punished very hard these days and base campers seem to win games way more often than they used to, I hark for the days of watching MrFalkers just aggressively pushing flanks in Russian meds and steamrolling people. 

  17. Stats are on tanks.gg if you look at the 1.7.1 Public test option, the only thing they have changed is the reload.

    Soft stats are 0.10/0.10/0.10, so almost the same as the LT-432, they certainly help to offset that aim time. 

    But from watching people play it, anything over about 200-250m is quite painful, long aim time, bad accuracy and meh penetration. 

    Apparently the turning is pretty bad as well, doesn't turn that well and mobility is good for a medium but nowhere near light tank levels.

    Camo can be pushed over 40% stationary, so with 390 base view range it's a good spotter, as camo on the move is still over 30%.

    It's a weird playstyle tank, its pseudo light tank with a big punch, that only really delivers that punch at closer ranges. You basically want to rush in, shot gun someone for 700 damage and get out. 

    Looks like it has a lot of potential, but certainly could produce some frustrating games considering the drawbacks (bad gun depression, paper armour, low HP, bad aim time, poor accuracy, poor pen). 

    The marathon is typical WG no life grinding stuff, its about the same level as previous marathons, and the package is inflated with a load of directives and personal reserves. 


  18. I'm not really getting all the fuss. 

    Overall the direction of the changes is good, the ideas are good, the execution needs some finesse but its WG.

    1. Premium ammo gets a disadvantage, so becomes more balanced. I mean they did it WG's special way by making all HP pools and all standard ammo go up, but whatever the impact is the same, you actually trade something for higher pen.

    2. The additional lower tier HP buff makes a lot of sense, it never tallied properly to the DPMs and Alpha on those tiers, you have tier 6 mediums with over 2k base DPM, but only 750 health, you get the tier 10, 4 tiers up and top level medium DPM has only gone up 50% but HP pools have gone up like over 200% plus. 

    3. These changes are a minor nerf to arty, because their standard shells are keeping the same damage as they have now, but everything they shoot has more HP, so each shot is less effective and they will need more shots to kill the same tank than they do now on live. If they want to compensate for that lack of damage, they have to use premium ammo which comes without stun, so is not only more expensive, for literally the same effective damage they are doing on live now, they lose the stun option which helps with extra XP and credits, so makes that premium round even more costly.  You are basically talking about an M53/M55 paying 8k credits for half the share of XP and credits of like 400-500 damage, with no stun, every 40s or so. So can't see premium rounds being used by most players, which means more often that not the arty shooting at you will take a little less % of your HP than they do on live now.

    It's also a double nerf for the OP mid tier arties, because all the tier 5 and 6 tanks they shoot at, are getting a double HP buff, but their standard round is still doing the same damage it is now. So an M44, that annoying OP sh*t that ruins mid tier games, is still doing 550 damage on sandbox, but like tier 6 mediums have over 1K hit points, so it'll be less effective.

    4. They are removing idiot proof HE spam, particularly from big calibres and making HE more about aiming than spamming in the general direction of the strongest armour and then the HE mechanics searching for the weakest armour, so if you hit massively thick armour, you will do far less damage. Which is good, it stops mindless HE spam into armour.

    Plus it reduces the one shots, and cripples stupid alpha tanks like the 183 and FV4005. 

    5. The tech tree reshuffle I kind of get and I'm kind of neutral on. Couldn't really give a care about lower tiers, but making it more simple to grind through makes sense for newer players and those tanks will still be accessible. Higher tanks going I am not sure it is needed but seeing as I have almost all of them anyway, for me it just gives me a reward tank and frees up some crews. I'd probably have a 113 in my garage for example if I didn't need a completely separate crew for it.

    My main areas for concern about this are -

    • It's obviously a buff to over armoured heavies, many of which are plain old OP at the moment and others will become OP I think with these changes and I don't trust WG to rebalance these tanks properly or in a timely fashion, so expect months of Maus's. 279es, 430Us, T95s etc. flooding more of the queues, performing even better because they take longer to take down, before WG actually gets enough 'data' to re-balance them, which of course won't include putting actual reliable weakspots into them.
    • The HE re-balance, whilst I like it overall, completely destroys HESH. Whilst I don't really care about the 183s, for other tanks high pen HE is about trading pen for a bit more damage and is important for tanks like the Cent 7/1, HWK-30, WVs etc. and WG don't give you this option, high pen HESH does more damage than normal HE, that is it, but a penning shot from your standard round is always going to do more damage. Which makes HESH rather pointless and effectively nerfs many of those tanks, they need to come up with a better option IMO or those tanks will need some big buffs, and some of those are premiums where the high pen HE is a big selling point (M41 GF, HWK-30, EBR 75, and Senlac for example), so that seems a hard nerf to those premiums.


    • Why couldn't arty HE get the same treatment and the KV-2 being exempt is rather silly. 
  19. On 1/10/2020 at 2:11 PM, hazzgar said:

    I don't agree. What is true is most players are bad at maximizing flexibility but they will still have way better results because they can blap someone for 780 (2 shoot or 5s autoloader) and then if there is an opportunity to shoot they can shoot with 1 in the barell. That has nothing to do with planning. You just get more situations where you can shoot people. 

    Also again why it's not op? Again it's better than very good heavies in the same tier. 

    The double shot is massively situational and often times actually detrimental to use because of the charge up, you often miss the chance of the shot entirely or take a higher risk shot because you are going for the double shot when really you should just shoot one by one, its a gimmick.

    And as anyone who has used the Foch 155 knows a 5s autoloader is only really one in name and not that useful at all.

    I can't see why it would be OP, the double shot is gimmicky and situational, the armour is ok but not amazing, certainly far from idiot proof (decent turret if people don't have like 240 plus pen, ok upper plate, large and easy to pen lower plate, and the whole tank is rather large and easy to hit). Then you have the 221 pen which is lacklustre, feels more like 200 AP and you have heat as prem which is not great either. The accuracy/aim time is meh, the view range is poor, the mobility is poor, and the gun depression is bad. 

    Couple that altogether you have a good brawler (if used well) that is poor at almost every other role, that can occasionally can blap people for 780 if they sit still for like 3s in the open and don't have much armour. 

    Also I have watched plenty of people use the double shot thing and shoot one barrel into a wall because they don't account for both guns.

    When I looked pretty much all the streamers were doing better in other heavies like the Renegade, I also do the same, I do better in the Renegade which is IMO a better tank because it's capable of far more in more circumstances, but I would also say is far from OP.

    Don't see how a 703 v2 competes with a Defender at all (I consistently saw Defenders domination games not the v2 when I was playing it), or with like a VK 100.01 P or a Caern, or a 53tp, those IMO would be the yardsticks for tier 8 heavies. 

  20. Better than the STB-1 for me, turret is way better, hull is better, alpha has more value. Think even with all its buffs the STB-1 is pretty much obsolete compared to the UDES.

    I did very well with the thing in ranked, haven't actually played it that much in randoms because I am still working on missions for other nations, but in ranked it is the closes thing to a 430U with lots of gun depression. Had something like a near 70% WR in ranked with it IIRC and over 100% chevron rate, it can compete with the 430Us, 907s, 279s, Chiefs. etc. especially as hilariously it doesn't need to do any bouncing to earn 'role xp', IIRC it's counted like a normal med not an armoured one. Plus the camo allows you to be sneaky scout if needed, making it an all round very versatile tank.

    And as said in the OP, in close range dogfights its a pain in the behind to other meds if they are using their APCR they will bounce a lot and it can even sidescrape to a degree because of the rear turret and the side armour being just enough. 

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