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tajj7

Verified Tanker [EU]
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  1. Upvote
    tajj7 got a reaction from TheMadDragon in Low-tier tech tree pruning and other balance patch discussion   
    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. 
  2. Upvote
    tajj7 got a reaction from EvilMonkee in Bourrasque, Tier 8 Premium MT (Marathon)   
    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. 
  3. Upvote
    tajj7 got a reaction from sohojacques in Tier 10 Struggles (response to Snoregasm)   
    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.
     
  4. Upvote
    tajj7 got a reaction from sohojacques in Bourrasque, Tier 8 Premium MT (Marathon)   
    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. 
  5. Upvote
    tajj7 reacted to Snoregasm2 in Tier 10 Struggles (response to Snoregasm)   
    Thanks for writing that @kolni - I (and I'm sure the rest of the community) appreciate the detail you went into.
    My takeaways are:
    The meta isn't actually different, but acts of aggression/mistakes are more likely to be punished than tiers 8/9. In that way, I guess it is more like low tiers where you can die in 3 seconds if you get rushed/peak wrong? Partly explaining the point above, you get punished harder because of the severe tank imbalance/likelihood the enemy team has a number of "meta" tanks which fuck you up without you being able to damage them back (430U, Chieft, Ebola etc.). I guess into this category also falls all the tier 10 TDs - they will rape you super quick with one wrong peak. Also partly explaining 1. above, most players at tier 10 are mechanically sound players. So much less likely to completely school someone/get cheeky damage. This is exacerbated by the tough survivability of the "meta" tanks (even a cheeky peak on Ebola won't guarantee a pen with gold). This goes even further as players play positions well (hull down, corner peaking, TD shitlord spots), so taking advantage of misplays is much harder. The MM. Because you are much more likely to get all tier 10 than anything else, there is no "easy farm", which makes the gameplay seem much harder/less fun to get high DPG. This can probably lead to taking more risks looking for damage, resulting in a shit play feedback loop/tilt? Arty/TDs. I do think a lot of normal gameplay goes off the table when you have half the team in arty/TDs, which makes finding a rhythm much harder. I think most people would agree that 3 marking some tier 10 tanks (Chief, Ebola) is a lot more RNG than anything tier 9 and below, because you need the MM to be kind otherwise there is just no way you can reach the dmg you need due to the HP pool imbalance + requirement to play passive. 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).
  6. Upvote
    tajj7 reacted to kolni in Tier 10 Struggles (response to Snoregasm)   
    As of now, every viable tier 10 tank either has some sort of gimmick to leverage or just an overtuned kit in general. The gimmicky ones usually have flaws to play around when facing them, but the ones with overtuned kits tend to simply roll you over as a lower tier, and you rarely get to pressure an advantage in full tier 10 games as the terms seems are generally unbalanced and hard to estimate. Hull down snipefights is one of the most common aspects of the game and it is absolutely terrible gameplay, just an example but you get the point.
     
    Some examples of the first would be:
    Autoloaders High alpha guns Super high mobility vehicles These are fairly simple to play around because you know what they are going to do every game. Niche vehicles tend to go into set plays per map much more often than not and as such they get much easier to predict and counter. EBR’s really suck but I’m simply going to flat out tell you that if you can’t hit them reliably, your aim is bad. Their wheels are complete BS game balance wise but at this point you should be able to adjust to it. It’s part of the game now so the thing you can do instead of whining (it is valitaded, I know) you should be focusing on what you can improve, in the EBR case that would simply be aiming. It’s a terrible introduction to the game but don’t let that stagnate your progress. 
     
    On the other hand we have tanks like Chieftain, 907, 430U and such that are just statistically overpowered vehicles in most metrics. They are never easy to fight and you’re going to have to learn that the hard way. Even the dumbest monkey in a Chieftain has a real chance to win duels against considerably better players because of his tank selection. Which leads me to the topic at hand: Tank selection is everything in tier 10. Playing off-meta means you directly disadvantage yourself against everyone playing meta before you even click battle. If you want to learn how tier 10 works in its current state you need to spend time with it, and you generally want to be in control and figure out what works and what doesn’t. How do you do that? Pick strong vehicles. You want to develop that decision making ability but you won’t get to make many decisions when you constantly have to let the enemy make its move because you have a worse tank. 

    Since the full tier 10 MM is by far the most common, this gets more important. You don’t have anything to free farm to inflate your DPG, you have to work for it. This means no auto-piloting whatsoever because there are too many guns that have big enough impact to ruin your game entirely of one mistake. Aim for non-losing gameplay rather than winning. I don’t find the meta particularly different, just the tank balance being off. I generally try to avoid the stuff I don’t want to fight until I have to, even if that means giving up where I initially wanted to go during the countdown. If you care about performance in games then tank selection is going to have to be a part of it. 
    I find the meta to be increasingly faster and faster, compared to 4-5 years ago where playing full games at 500 meters was a legitimate viable strategy for most mediums. In that sense, yes, there’s more aggression today than before because people are fighting not only against their enemies but teammates for performance. This means people are going to cut corners and find ways to do this more efficiently, which leads to higher tempo gameplay. 
    When do you play aggressively? When you have all the information needed to make that play. How likely is it that this play is going to work? Estimate it, try it, re-estimate the value of the play in said situation. 
    I am mostly a passive player, so my play is almost exclusively reactive. I deploy to positions I know well, damage to farm and most importantly have a fall back option. If I’m wrong I don’t want my game to end so I never purposefully do plays that are questionable but “would be good if they paid off”. That type of “what if” thinking needs to work the other way too. What if this goes wrong? What should I do? Have an exit strategy ready so your game doesn’t end because of a misread earlier on. 
    I’d say the meta is fairly different too, arty being the main difference as there’s basically always 3 of them. Not much you can do about that sadly, once an arty has decided that he’s going to kill you there’s basically nothing you can do to prevent him from singling you out. The advice I have there is to go dark just before arty reloads so that he just might switch to another target. 
    It’s a harder game than any other tiers for sure, but you also learn the most from it. If I go back to tier 9 again I’m fairly sure I’d just roll over everybody because I’m almost able to do that in tier 10 too. Tier 9 doesn’t have so many gimmick tanks to be constantly be aware of, and has less variables which makes it an easier tier to play. This is the place you want to be at, comfort means a lot and you should be playing where you are performing the best, perfecting your gameplay in a more comfortable setting makes it easier to take those with you and apply them to more nuanced concepts and situations. Keep doing what works, try and up the difficulty every now and then and see if your skill set holds up. If it does, great; if not then you can just go back and practice more. 
    The meta itself of tier 10 isn’t very different, people still play the same positions and the game flow works the same, just at higher stakes. If it gets too complicated you simply have to accept that you’re not quite there yet. Self-criticism is the biggest part of improvement and the more you do it the higher chances are you’ll end up a better player afterwards. Blaming external factors doesn’t help you. Arty sucks, EBRs suck, unbalanced maps etc etc. You can’t do anything to change those, so focus on playing around them. What can I do to simplify these problems for myself? 
    For pure aggressive play I’d recommend starting out small. High probability actions that still are dictating actions. Try to control the engagements, think out ways to achieve whatever it is you actually want to do, before you do them. An enemy tank needs to die that’s hard to kill? Find out ways to do it safely, and if you can’t figure one out then you have the options of gambling or thinking of something else. Take the latter option. You can still control areas without putting stakes into it. Don’t know how? Try something. I will always recommend safer play when stakes are high, but when you really are at a loss it’s not like you’re going to end up with a great idea anyway, so try any idea. Sometimes they work out, great. You didn’t learn shit but at least you saved a game that should have been bad. 
     
    I also recommend studying the minimap a lot, especially at decisive points of action. See a push happening? Then you want to know how it develops from there, is it common? Can you use this experience for something useful, like assuming it normally happens (after it has happened enough times). This lets you skip steps both in decision making and focus, letting you be more concerned with what’s happening on your screen rather than the map once you understand it. You need to understand the map before you can start making aggressive plays reliably, because most players react the same way to the same things. Knowing that, you know what said aggressively play will result in, how the enemy will react and now you can build upon that knowledge to think even further ahead of that aggressive play. More foresight leads to much more stable gameplay, so the biggest piece of advice to your questions (even though I didn’t really answer any of them in concrete terms) is that you should understand other players better. All the 48-52% players are bunched together anyway, they don’t try to get into other players’ heads at all and react exclusively to what they see happening on their screen and not the minimap. No foresight whatsoever, meaning you can abuse the living shit out of it and simply win over them by playing big picture. Similar to GMs beating mathematically perfect playing computers in chess. Or the macro concept in DoTA/League. It’s a super advanced concept that doesn’t really apply until you are comfortable enough mechanically to beat anyone you come across. You want to be at that point mechanically, because mechanics don’t require thinking once you are comfortable enough with your game knowledge to keep your head in big picture, all the time. You shouldn’t be considering things like “Where should I aim to pen this tank?” or “How much do I need to lead my shell?”; those things should be etched in your skin and happen automatically, because then you can start playing the map which is what tier 10 is all about. You don’t have any substantial  mechanical advantages in tier 10, so your theoretical advantages are what you’re going to want to leverage. A good place to start would be staying at least 1 step ahead of what you’re currently doing, while simultaneously having a fallback if it didn’t work out. Try sticking to that rule at every point of the game, and if you find yourself drifting away from it, you failed. Try again. Once that becomes routine you can add more variables into the mix, like managing HP in ways to prevent pub monkeys yoloing you from actually succeeding, and the more questionable parts of what in reality should be possible know and not. The point is that if you are unaware of something you can’t prepare against it, meaning you have stopped being in control of your gameplay. Try and stop letting that happen and you will find yourself having much more stable games. 
     
    This is all in very broad terms, but concepts like this are hard to verbalize unless you make them super specific which usually only applies to the specific situations and little to actually draw from.
     
    I don’t really feel that I properly answered your questions, more guiding you in the right direction of becoming comfortable with how tier 10 works. The hard truth is that there’s no easy fix to somehow getting better, it’s a grind that takes time and constantly humbling yourself enough to accept that even if the result of something going bad wasn’t directly your fault, you can’t dwell on that since it doesn’t improve you as a player. It happened, so it was a bad decision. Could you have known that? Try and figure those things out and start playing the game ahead of time. A good rule of thumb that has been working for me is always staying 30 seconds ahead of the map and checking if my assumptions are right, and why they were/weren’t. You need to get into the heads of other players and pull mind-gamey shit to be the protagonist player of every game, which is what everyone wants. When you are in control you can do whatever you want, but at a loss of what to do, take the backseat and let the game develop more until you start to understand what’s happening. This doesn’t mean doing nothing, just simpler gameplay where you have teammates to play around and good amounts of information to make the easier assumptions. 
     
    TL;DR - Take the blame for mistakes, even if you feel they weren’t yours. What could you have done to improve the situation, regardless of what actually happened? Do this every game and you’ll be improving. Tier 10 is all about eliminating mistakes rather than improving positives.
     
  7. Upvote
    tajj7 got a reaction from sohojacques in Bourrasque, Tier 8 Premium MT (Marathon)   
    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. 
  8. Upvote
    tajj7 got a reaction from nabucodonsor in Pick a (WoT) Topic for Kolni to write about   
    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. 
  9. Upvote
    tajj7 got a reaction from hazzgar in Pick a (WoT) Topic for Kolni to write about   
    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. 
  10. Upvote
    tajj7 got a reaction from kolni in Pick a (WoT) Topic for Kolni to write about   
    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. 
  11. Upvote
    tajj7 reacted to Snoregasm2 in Pick a (WoT) Topic for Kolni to write about   
    How to deal with the current tier 10 MM (4 or 5 OP tanks (430U, 907, Chief, 277, Ebola), 3 or 4 high alpha TDs (4005, 183, 268v4) and 2 or 3 arty. And it's all tier 10, no 9s or 8s.
    I honestly can't stand it right now, and I think the meta is just camp hard and be patient, which I struggle to do coming from playing enjoyable games at tiers 8 and 9. 
    Is the meta completely different at tier 10? How do you play it postively/aggressively? Or can't you?
    Not sure how you will write about this as there are so many different situations, but it could be in the mindset/decision making/tryhard category.
  12. Upvote
    tajj7 got a reaction from sohojacques in Bourrasque, Tier 8 Premium MT (Marathon)   
    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. 
     
  13. Upvote
    tajj7 got a reaction from Archaic_One in Low-tier tech tree pruning and other balance patch discussion   
    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. 
  14. Upvote
    tajj7 got a reaction from sohojacques in Low-tier tech tree pruning and other balance patch discussion   
    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. 
  15. Upvote
    tajj7 got a reaction from RealBattousai in If you wonder why there is 3 clickers every f-ing tier x game during christmas..   
    This period at the end and after the xmas boosters is full premium spam, it's premium ammo span city at the moment, you basically have to assume everyone is spamming it.  I mean I am playing tier 9 tanks with food, using premium ammo and still making like 100k profits. 
    The 3 arty is just a thing, it always goes in these cycles, WG nerf arty, arty bobs over react and say its terrible, turns out its not, all the arty bobs start clicking again and annoying people, added to all the people doing their missions.
    For it to drop down we need the next minor arty nerf, and we'll have a nice period with far less of them in the game. 
  16. Upvote
    tajj7 got a reaction from echo9835 in If you wonder why there is 3 clickers every f-ing tier x game during christmas..   
    This period at the end and after the xmas boosters is full premium spam, it's premium ammo span city at the moment, you basically have to assume everyone is spamming it.  I mean I am playing tier 9 tanks with food, using premium ammo and still making like 100k profits. 
    The 3 arty is just a thing, it always goes in these cycles, WG nerf arty, arty bobs over react and say its terrible, turns out its not, all the arty bobs start clicking again and annoying people, added to all the people doing their missions.
    For it to drop down we need the next minor arty nerf, and we'll have a nice period with far less of them in the game. 
  17. Downvote
    tajj7 got a reaction from kariverson in IS-3-II/ST-II (Super Test)   
    Most players can't use flexibility though.
    I am also pretty sure without the soft stats the double barrelled thing would be completely unusable.
    I don't think the 703 2 is OP, it's very good but not OP.
    If I was to make one change it would probably for the accuracy to be worse in double shot mode, make it more like a derp gun and therefore more like a shotgun shot, which would make it less effective double shoting paper targets at medium to long ranges. 
    Aside from that I think it's generally ok. 
  18. Upvote
    tajj7 got a reaction from Wanderjar in IS-3-II/ST-II (Super Test)   
    Most players can't use flexibility though.
    I am also pretty sure without the soft stats the double barrelled thing would be completely unusable.
    I don't think the 703 2 is OP, it's very good but not OP.
    If I was to make one change it would probably for the accuracy to be worse in double shot mode, make it more like a derp gun and therefore more like a shotgun shot, which would make it less effective double shoting paper targets at medium to long ranges. 
    Aside from that I think it's generally ok. 
  19. Upvote
    tajj7 reacted to hazzgar in Supertest: bat-chatillon 12t mle 54   
    When being wrong is kinda the only thing you do here one does not have to read every post of yours too know you are always wrong. You just see a pattern.
     
    Why should I? It's not related to our discussion.
     
    It doesn't. Serverwide stats prove you wrong.
     
    Mate if you're going to go all "I'm maths guy vs social sciences" at least follow basic logic and remember I'm an engineer. 
     
    1. I also compare Prem WR to PRem WR. T92 has 3% less WR than ELC EVEN 90. Why are you not crying to buff it? 
    2. Not all prem wr is higher than tech tree. 
    Actually one does. This is how we figure out if Progetto is actually better than Panther 88 or is it just our personal opinion. It's not social science but the scientific method - A Theory needs a proof. 
     
    And it's better than all of them except for LT432...
     
    And it's better than all of them
     
    And it's better than it.
     
    Also a few sentences above you said we can't compare premium and non premium tanks and now you are doing it yourself? Your logic is inconsistent as hell. This shows me you are incapable of structured reasoning and you are just saying whatever will prove your theory, no matter the facts. 
    WG being bad at balancing is not part of the discussion.
     
    It doesn't matter. What matters is how it performs. It performs better = it is better.
     
    Also 25% extra camo is huge. With camo crew + camo paint + bia + food it gets over 40 camo. This means it can spot in completely different ways compared to other tanks. You seriously don't know how spotting works (which is understandable, U bad) so you don't know how important that US. U can do active spotting runs in this tank at 200-250m vs t8 tanks and 250-300m vs t9-10 where other lights have to spot at 400+
    Why is the avg person who buys the ELC EVEN 90 better? And if you are going to suggest to me that people know what they are buying I'm going to laugh at you and send you to an economics lesson for the 2nd time. Not to mention do you suggest to me ELC EVEN 90 is a rare case of a tank that's only bought by good players while every other light is bought by average? 
    Also there is an easy way to disprove your theiry. The site below shows curves of player vr vs tank vr. I can't link to ELC EVEN 90 but you can find it. It clearly shows that ELC EVEN 90 overperforms for people of EVERY WIN RATE. 44% WR players get a 0.5% boost. For people from 50% and more the boost is 2-3%. 
     
    http://wot-news.com/game/tankinfo/en/eu/ussr/R134_Object_252K/
    I know you said multiple buffs. I'm just pointing out inconsistencies in your rhetoric. Not my fault you are as bad at expressing your thoughts as you are at tanks. On the other tank it's only possible to hold your positions if you forgoe logic so in a sense it's a mechanism you use to protect yourself from the negative feeling that you are wrong. It's a well studied phenomenon. You will now say anything because me tell you, you are wrong made you feel attacked. Now you will say anything, no matter how illogical to protect the idea you were right. The problem is neither logic nor coherent expressions are your strong suits so all your are doing is entertaining us here with your rather preposterous opinions
     
    I assume that's your avg dpg in t10 tanks. Was I too generous? 
  20. Upvote
    tajj7 reacted to ZXrage in M54 Renegade, Tier 8 Premium HT (Marathon)   
    I got the tank at a 70% discount (20% more than what I was aiming for) and played for a bit, so written below are my first impressions/ review. I'll compare it to the T26E5 since it's the American premium HT to get (why would you get a T34 lmao just play the T29 a tier lower)

    Let's take a look at the tank trifecta of criteria:
    Mobility
    The mobility on the tank is good for a heavy, only decent overall. You're rarely going to hit your top speed of 45 and just hover around the 40 mark. Turning kills any speed on this tank because of the terrain resistances so it's best to take racing lines everywhere you go to minimize the speed bleeding. Overall a touch better than the T26E5.
    3/5
    Firepower
    This is the highlight of the tank, honestly. It's such a good gun I believe it should be on a tier 9 (it should've been ). Because you don't move so quickly the bloom on hull movement does barely anything for the gun and coupled with the really good but not IS-3 tier .1 turret dispersion means you snap for days. The below-average aimtime is not a problem because the bloom is just so low. The alpha and reload sit at a very good sweet spot wherein you can trade decently with heavies and also out-DPM them 8/10, which fixes my problem with the T26E5 wherein the alpha and bloom are hard to manage to fight decently with the enemies. The penetration is also pretty good, although you'll have problems fighting tier 10 superheavies but all tier 8s have problems with those anyway.
    The only downside I can think of is that you'll get out-traded by most heavies, especially so with the Defender/VK 100.01, which is really important in heavy brawling where you both trade around cover one at a time.
    4.5/5
    Armor/Survivability
    You're honestly not going to bounce anything except with the turret. The hull armor is just garbo enough that anything tier 7 and above will autopen it. You'll have to bait with the tracks to bounce anything on the hull or snapshot your trade so they don't get a chance to hit you (which you're really good at). Turret wise, it will bounce most shots save lucky cheek shots. The cupola is very prominent, but if you're playing it right you can make it a hard shot for most of the enemy. It just means you can't stand still or you'll get hit in the cupola. The height is a problem since the hull is kinda tall, so you have to pick the cover you'll use. Arty wise you're going to get splashed by 200-400 every hit which isn't ideal, especially since the tank is pretty large. I've also noticed my crew dying a bit more than usual, so you might want to consider a large health kit. This the only category wherein the T26E5 edges it out, if only because the hull/turret combo is more useful.

    View range is also really good for an 8, so you can at least spot in high-tier games where you're kinda useless. I run optics on the tank although a case can be made for vents if your crew is good enough and/or running food.
    3.5/5
    How is it as a premium?
    Since you can do a lot of damage due to the really good gun, you can potentially make a lot of money. It's not a 90mm shell though in terms of cost/damage, nor can it farm high-tier opponents like the S1/Lowe, but it makes good credits.

    Should I buy it?
    This one's tough to say, especially since it's only a marathon tank for now. At 10-40% discount I'd think about it, 50-70% discount I'd say buy, 80-90% is too good of a deal unless you don't want to give WG money. I got it not only because it was 70% off, but also because I like collecting historical American tanks. I'm still kinda miffed they renamed it to the M54 since it never made it past prototype stages. As a crew trainer it trains both the T57 and T110E5, but the American HT line in general isn't in a very good spot these days bar the T29.

    Totalling up the ZXScore™ and the tank comes out at 11/15. It's a really good heavy, but it's no Defender :^)
    thank you for reading my blogpost

    Addenum: The HE does 440 damage, so you can splash low-HP tanks and kill them. I still wouldn't rely on it, though.
    -----
    I'm not sure why you're looking at UFP effectiveness, especially since nobody in their right mind would shoot an UFP unless they're a.) braindead which is easy to outplay or b.) they have enough pen to butter it, which is most tanks you're gonna face. Tier 8 is a very popular tier, which means most of the people you fight can instapen the hull.
  21. Upvote
    tajj7 reacted to lavawing in M54 Renegade, Tier 8 Premium HT (Marathon)   
    quick review in case anyone's on the fence about funding Serb's moon base
    support heavium historically a medium - conventional non-autoloading version of the T54E1 was once tested as a tier 10 med a loooong time ago now dusted off the shelves for the moolah: https://tanks.gg/tank/m48t54e2/stats doesn't actually feel like an E5 gun
    a m a z e b a l l s meaty 360 alpha with sub 8 reload, good (226) pen and hitscan APCR good accuracy and best in class bloom with .10 base turret bloom - better than a Progetto  -10 gun depression aim time only decent at 2.4s, though mitigated by bloom APCR  255 only means you struggle against heavily armoured targets basically the gun of a tier 9 medium overall: all-in-all best in class firepower tied with the Caern (less alpha, more DPM) and the 53TP (more alpha, less DPM). arguably even better than the above two if you fire full gold armour
    bad to unreliable tumour ~180EA large LFP ~150EA weak-ish UFP ~200EA tall hull larger than the E5 no beak - f  no magical drive sprocket  turret: 230-250 frontally, prominent shot trap and turret ring overall: more comparable to the Patton than the E5 does not get significantly better with angling or when using gun depression - will bounce some glancing shots 0.4 - 0.5 armour use efficiency which is armoured med territory - snap more for best results - wiggle when reloading mobility
    45 top speed, 17 reverse (which is more than the tier 10 patton) 16 hpt baddish terrain resistances with particularly bad soft terrain stats - 3.26 decent traverse + neutral steering 35 degree/s turret traverse <3 gear ratio stuff (needs testing): nippy between 0-30, average heavy acceleration between 30-40, sluggish above 40 overall: goes 40-ish on most terrain but not otherwise significantly faster than a 53TP or an IS-3 good for taking positions and relocating but far from ideal for brawling - things like 50TPs and Chryslers are inexplicably more agile verdict
    good crew trainer in case you wanted two irrelevant tier 10 heavies decent earner but loses out to Paytriot/Lowe/240 alpha things, goldspam not necessary but addictive again, does not actually play like the E5 - if I had to describe it feels more like the 5A with the Super Conq's gun ridiculously gud at farming - even I can maintain 2k DPG without too much trouble winning potential: tied to Chrysler IMO but you win games by damage whoring and not tanking everything fun factor: as a heavium player this is the most fun I've had in a premium heavy value: IMO worth it if more than 50% off, YMMV OP?  https://imgur.com/gallery/R5KFqZM
     
  22. Upvote
    tajj7 got a reaction from Archaic_One in Another arty rebalance incoming   
    What Jesse said basically, they are doing another 'rebalance', but really its a nerf to keep slowly killing arty to the point eventually no one plays it. 
    This is a nerf, especially so I believe for tier 5 and 6 arties, because I think (though may be wrong about this) that their alpha damage has not only not been changed to reflect the increased HP pools due to the premium ammo change, but it also hasn't been changed to reflect the general tier 6 and below HP buffs.
    On the HE and previous 'special ammo' sandbox versions, tier 6 and below tanks had essentially received TWO HP buffs, one to effectively nerf premium ammo, and the other because their HP pools are too low generally.
    I don't think the alpha of the arties has been changed to reflect both changes, so even the 'improve damage no stun' round, will only be doing as much damage (effectively) as it does now on live, except now like a KV-1 has like 1.1k hit points or something, so an M44 has 550 on standard rounds, and like 630 or something on it;s higher damage rounds, but the tier 5 and 6 tanks it is facing now have way higher HP.
    Same applies to like the LeFH.
    Of course those tier 5 and 6 arties also get their HP buffed but in most situations arty HP is irrelevant, so it doesn't benefit them much, everything they fire at now takes them way longer to kill. 
    On a wider scale this whole HP buff change is a pretty easy way to nerf too good premiums, leave them all as they are, so your Defender has 440 alpha and 1500 hit points, whilst your IS-3 will have 450 alpha standard rounds and like 1750 HP for example. 
  23. Upvote
    tajj7 reacted to Jesse_the_Scout in Another arty rebalance incoming   
    They've realized arty has always been a mistake and want to remove it, but can't because too many crusty old fucks who play this game would whine about it under the pretense of "something something participation trophy" without catching so much as a hint of the irony. So instead they're just slowly nerfing it to death. They're using the boiling frog effect of gradual change to avoid a backlash. This also avoids a ton of headaches a hard removal would create, such as how to compensate players for all the XP they sunk into the lines, or how to fix all the grind missions which require playing artillery.
    The sandbox is actually shaping up to be a massive, positive change for the game, because they figured out people are garbage at making judgments with numbers. So they're using a bunch of numerical shell games like inflating hit points and AP damage to confuse the 300-400 brain cells the average WoT player has to make badly overdue changes which would otherwise create a massive bitch-fit.
  24. Upvote
    tajj7 got a reaction from sohojacques in The Bond Shop has finally arrived.   
    It was about 24k bonds I think to get tanks on EU after the last campaign. 
    Which is another reason it's stupid, I doubt many chose the M60 or 121b in the auction, but some probably did and potentially paid twice the price, whilst also had to play at least 5 games in the campaign (and those players likely played more). 
    It's a d*ck more by WG but the masses lap it up because they get access to reward tanks they didn't earn, but they'll lap it up now, but wait until their Frontline or PM tanks go in for an easy amount of bonds, then they'll cry about it but it'll be too late then. It starts with the CW players who have the M60/121b but its clearly not going to stop there.
    I also have no issue with the bond shop in principle and if you want to put all new rewards in there as well in certain modes that is fine because everyone know where they stand, they can see they have different routes to get a reward tanks, but what you shouldn't do is move the goalposts after people have already worked for rewards. 
  25. Upvote
    tajj7 got a reaction from Vindi in The Bond Shop has finally arrived.   
    15k bonds is pissy easy to get these days, most players who have been in the game for 4+ years will have gotten 5k last year and will get another 5k this year.
    Steel Hunter was sub 40 games for me to get to the last rank and that got me 5k bonds, so that is 15k bonds and a CW reward tank right there for just having an account for a long time and playing one event this year.
    Let's not even talk about farming bonds on tier 10, bonds from Frontline, Bonds from ranked (6-7k I think for reaching top rank, and even easier this season than last), bonds from premium account (25 daily), bonds from the 279e PMs as well. 
    I think I worked out for events and missions this year someone just playing a lot could by the end of the year feasibly farm about 35k bonds alone without farming them on tier 10, so a real no lifer could be approaching 40k - 45k bonds, if you add the two improved equipment from the PvE mode, some people could be literally buying two CW reward tanks and able to pimp out both with a full set of improved equipment.
    Farming bonds when you want at your own pace pales in comparison to the effort needed to earn a CW reward tank in a month long campaign. 
    So it;s not Elitist at all, its about people getting a hard earned, rare reward that now people will get through a much easier route, thus taking away the value of that original award. I chose M60 as my reward tank because I wanted a unique reward tank that was rare and I worked my ass off for it playing pretty much every night, all night, for a whole month, waiting around, getting shouted at by FCs etc. bleeding thousands of credits. 
    If someone had told me I could farm some bonds in my own time and get the tank I wouldn't have bothered.
    It's a shitty move by WG, and it sets a precedent for all reward tanks to go this way, the other CW tanks, the Frontline and Ranked rewards, PM rewards, which will then completely undermine those modes if the reward is available in a much simpler way. 
    There are plenty of options WG could have done for the bonds shop, hell they could have come up with a new tier 10 as a special bond shop reward without screwing over clan players.
    Both tanks are 'meh', and the 215b is downright awful, and the selection of premiums are all bad bar the Patriot and there are better options than that as well (like Cent 5/1), which is another issue with this bonds shop, not only does it piss off CW players by giving away their rewards, there is nothing in it to even interest them either. 
     
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