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tajj7

Verified Tanker [EU]
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  1. Upvote
    tajj7 got a reaction from Mureke in SuperTest Japanese Heavy and 4005 Nerfs   
    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. 
  2. Upvote
    tajj7 got a reaction from Enroh in Artillery Rework 2019 Edition   
    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. 
  3. Upvote
    tajj7 got a reaction from taugrim in Wheeled Tank Mechanics   
    I haven't found them hard to hit at all, I was hitting them reliably at medium ranges with the T-100 lt and that doesn't have good accuracy (so some shots just missed by going low or high etc.) or that amazing shell velocity for APCR. Most tier 10 meds will have no issue, Russsian tier 10 meds are going to be hilarious against them I think, they'll bounce them and have 50% more DPM, the shell velocity, turret traverse and gun handling to hit the shots. 
    Also the T-100 lt pretty much straight up counters these things, you are pretty much as fast to accelerate up to 70kph, you have almost the same camo, much more view range, more health, more DPM and your armour is semi-reliably against their APCR. I played about 10 games in it on test, and once you avoid the initial yolo rush push, you can just dominate them after that. 
    Most people on test didn't either, saw plenty of these things get one shot by sh*tbarns (and there were almost as many of them in games as the EBR 105).
    The tanks themselves are awful IMO, especially the tier 9 and 10, their guns are close to pointless. 
    You gain 8mm of penetration and 200 DPM going from tier 8 to tier 10. (the tier 10 only has about 50 more DPM than the tier 8 premium and effectively only 40 more alpha as well). Plus they have the attrocious penetration drop off at range, at 500m they have 162mm of pen, sub 130mm penetration rolls on a tier 10 tank.
    The cruise mode is utterly pointless as well, as its close to uncontrollable at higher speeds, it just doesn't work well with a keyboard input as you pretty much turn 90 degrees with a slight touch on the steering.
    Overall I think they are complete utter crap. They go fast in a straight line, often too fast where hit bumps or get air you'll kill yourself anyway, and at medium to close ranges even on the laggy test server people will hit you. Your gun is just not good at all aside being fast to aim with low dispersion, plus the HE is quite nice. 
    I think it'll rival the Rhm. for crappest tier 10 win rate if they go live like this, once light players realise that they can't do the yolo spot at the start and hang back, then they can just control the vision game.
    Tier for tier the best one is probably the tier 8 because it has tier 8 light gun power, you aren't crippled with the low pen and DPM the tier 9 and 10 have. Well actually the best one is the tier 8 premium which has the two shot autoloader so effectively has 350 alpha with a 9s reload, which is better than the reload of the tier 10 for 390.  It's also surprising no one pretty much better than the tech tree tier 8 in every way. 
    Going fast for survival I just don't think has any value in the current meta, once people get used to them on live I don't think these tanks have any real role. 
     
  4. Upvote
    tajj7 got a reaction from Kymrel in WG to test the new MM'er on EU.   
    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. 
  5. Upvote
    tajj7 got a reaction from cavman276 in Supertest Swedish Heavy Buffs (?)   
    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. 
  6. Upvote
    tajj7 got a reaction from mati_14 in Supertest Swedish Heavy Buffs (?)   
    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. 
  7. Upvote
    tajj7 got a reaction from hazzgar in Supertest Swedish Heavy Buffs (?)   
    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. 
  8. Like
    tajj7 got a reaction from WaterWar in Supertest Swedish Heavy Buffs (?)   
    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. 
  9. Like
    tajj7 got a reaction from nemlengyel in Supertest Swedish Heavy Buffs (?)   
    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. 
  10. Upvote
    tajj7 got a reaction from monjardin in Frontline: Best tanks/tactics for farming General   
    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. 
  11. Like
    tajj7 reacted to Vindi in -MM (EU) Recruiting again.   
    aaaaaaayyyyyyyyyyyyyy mah bois good luck! nice memories from 2016!
  12. Like
    tajj7 reacted to kariverson in -MM (EU) Recruiting again.   
    I was there for quite a while.  Excellent clan with a fun lot!
  13. Like
    tajj7 reacted to MacusFlash in New CV's launched   
    For those who don't want to seek these videos.
     
  14. Like
    tajj7 got a reaction from Khul in New CV's launched   
    Playing DDs at high tiers is meh now. You get plane spammed, the fact that CVs now don't have to worry about plane loses or re-arming/replenishing squadrons just means they spam you over and over, so basically become perma-spotted. 
  15. Upvote
    tajj7 reacted to hazzgar in Wheeled Tank Mechanics   
    Yeah I don't mind effort if it gives me something. Not working my butt off for 3.5k combined game. That's the problem. The same amount of effort gets you 5k+ in other tanks
  16. Upvote
    tajj7 reacted to Never in Serverwide Tank Statistics now available   
    Hello!
    Serverwide tank statistics are now available. On the front page you will now see an additional box next to the Server Stats with the top 10 tanks in average battles. Clicking the link below the list will take you to the full statistics page where you can sort and filter, as well as see a number of statistics related to the tank.

    "Complete Tank Statistics" will take you to the full statistics page:

    I'm still working on expanding this page to show graphs showing player preference by tiers, nations, classes, as well as the server's performance in each.
    Hope you guys enjoy it!
  17. Upvote
    tajj7 got a reaction from Archaic_One in Wheeled Tank Mechanics   
    I haven't found them hard to hit at all, I was hitting them reliably at medium ranges with the T-100 lt and that doesn't have good accuracy (so some shots just missed by going low or high etc.) or that amazing shell velocity for APCR. Most tier 10 meds will have no issue, Russsian tier 10 meds are going to be hilarious against them I think, they'll bounce them and have 50% more DPM, the shell velocity, turret traverse and gun handling to hit the shots. 
    Also the T-100 lt pretty much straight up counters these things, you are pretty much as fast to accelerate up to 70kph, you have almost the same camo, much more view range, more health, more DPM and your armour is semi-reliably against their APCR. I played about 10 games in it on test, and once you avoid the initial yolo rush push, you can just dominate them after that. 
    Most people on test didn't either, saw plenty of these things get one shot by sh*tbarns (and there were almost as many of them in games as the EBR 105).
    The tanks themselves are awful IMO, especially the tier 9 and 10, their guns are close to pointless. 
    You gain 8mm of penetration and 200 DPM going from tier 8 to tier 10. (the tier 10 only has about 50 more DPM than the tier 8 premium and effectively only 40 more alpha as well). Plus they have the attrocious penetration drop off at range, at 500m they have 162mm of pen, sub 130mm penetration rolls on a tier 10 tank.
    The cruise mode is utterly pointless as well, as its close to uncontrollable at higher speeds, it just doesn't work well with a keyboard input as you pretty much turn 90 degrees with a slight touch on the steering.
    Overall I think they are complete utter crap. They go fast in a straight line, often too fast where hit bumps or get air you'll kill yourself anyway, and at medium to close ranges even on the laggy test server people will hit you. Your gun is just not good at all aside being fast to aim with low dispersion, plus the HE is quite nice. 
    I think it'll rival the Rhm. for crappest tier 10 win rate if they go live like this, once light players realise that they can't do the yolo spot at the start and hang back, then they can just control the vision game.
    Tier for tier the best one is probably the tier 8 because it has tier 8 light gun power, you aren't crippled with the low pen and DPM the tier 9 and 10 have. Well actually the best one is the tier 8 premium which has the two shot autoloader so effectively has 350 alpha with a 9s reload, which is better than the reload of the tier 10 for 390.  It's also surprising no one pretty much better than the tech tree tier 8 in every way. 
    Going fast for survival I just don't think has any value in the current meta, once people get used to them on live I don't think these tanks have any real role. 
     
  18. Upvote
    tajj7 got a reaction from sohojacques in Wheeled Tank Mechanics   
    You do like 150 damage with non-pens, and with all the auto-aiming you do its RNG if you actually pen anything, at other EBRs half the time you'll just hit the wheels or the gun. 
    Plus the DPM is still crap, its 2.5k with HE if you pen every round, which you won't.  The Super Conq gets 120mm pen HE, with 515 damage and has 3.7k base DPM using that round. The 5A has like a 1.5s faster reload for its 490 alpha AP FFS, shit DPM is Shit DPM regardless of the HE round.
    High pen HE, HESH etc. all these rounds are just gimmicks and rely on RNG more than anything and most of the time what you actually use them against other tanks can pen with their normal HE anyway (like most lights, Grilles, arties etc.) It's like the high pen HE on the GF Bulldog or the Cent 7/1, yeh its nice to have, its a little bonus, but in practicality with the way those rounds work, plus all the RNG, they add very little to combat effectiveness of those tanks. 
    It's like a placebo, you pen one of these rounds, see a high damage roll and you get a good feeling and think they are good, but you forget the other three that did like 100 damage and that you'd have done more damage overall with your standard round.  
  19. Upvote
    tajj7 got a reaction from Hellsfog in Wheeled Tank Mechanics   
    I haven't found them hard to hit at all, I was hitting them reliably at medium ranges with the T-100 lt and that doesn't have good accuracy (so some shots just missed by going low or high etc.) or that amazing shell velocity for APCR. Most tier 10 meds will have no issue, Russsian tier 10 meds are going to be hilarious against them I think, they'll bounce them and have 50% more DPM, the shell velocity, turret traverse and gun handling to hit the shots. 
    Also the T-100 lt pretty much straight up counters these things, you are pretty much as fast to accelerate up to 70kph, you have almost the same camo, much more view range, more health, more DPM and your armour is semi-reliably against their APCR. I played about 10 games in it on test, and once you avoid the initial yolo rush push, you can just dominate them after that. 
    Most people on test didn't either, saw plenty of these things get one shot by sh*tbarns (and there were almost as many of them in games as the EBR 105).
    The tanks themselves are awful IMO, especially the tier 9 and 10, their guns are close to pointless. 
    You gain 8mm of penetration and 200 DPM going from tier 8 to tier 10. (the tier 10 only has about 50 more DPM than the tier 8 premium and effectively only 40 more alpha as well). Plus they have the attrocious penetration drop off at range, at 500m they have 162mm of pen, sub 130mm penetration rolls on a tier 10 tank.
    The cruise mode is utterly pointless as well, as its close to uncontrollable at higher speeds, it just doesn't work well with a keyboard input as you pretty much turn 90 degrees with a slight touch on the steering.
    Overall I think they are complete utter crap. They go fast in a straight line, often too fast where hit bumps or get air you'll kill yourself anyway, and at medium to close ranges even on the laggy test server people will hit you. Your gun is just not good at all aside being fast to aim with low dispersion, plus the HE is quite nice. 
    I think it'll rival the Rhm. for crappest tier 10 win rate if they go live like this, once light players realise that they can't do the yolo spot at the start and hang back, then they can just control the vision game.
    Tier for tier the best one is probably the tier 8 because it has tier 8 light gun power, you aren't crippled with the low pen and DPM the tier 9 and 10 have. Well actually the best one is the tier 8 premium which has the two shot autoloader so effectively has 350 alpha with a 9s reload, which is better than the reload of the tier 10 for 390.  It's also surprising no one pretty much better than the tech tree tier 8 in every way. 
    Going fast for survival I just don't think has any value in the current meta, once people get used to them on live I don't think these tanks have any real role. 
     
  20. Upvote
    tajj7 got a reaction from Machiav in Armored cars in Supertest, top speed up to 100km/h   
    They are, someone gave me a code for the rental, did this write up in the official forums but I'll re-post here -
    Driving it
    After 30k plus games of using tracked vehicles I can tell you that these wheeled vehicles take a while to get used to, there are no tracks, and this means you can't turn on the spot, which you know going in but I found my brain or probably more accurately muscle memory, took a little while to catch on to this fact.
    It meant there were a lot of these sort of moments -
    Where you look a bit of plonka, like situations where you might want to peek out behind that rock, you actually have to plan your approach up to the rock and angle to peek out from the rock because you micro-adjusting your position is far more difficult than it is tracked vehicles. 
    Driving it generally also takes a while to get used to, in the first 4 games I did terribly largely because I drove off a bridge and drowned myself in one game and in another I rammed a Cromwell by accident and died from over 800 health, whilst only doing 200 to him. Don't ram stuff or let stuff ram you, it's not going to end well. I also in a later game skidded round a corner and tried to go round a T-44 only to drown myself yet again by skidding into a lake (WG's soapy rocks don't help). These things are near impossible to flip I found and have seen, but its extremely easy to fall off stuff......
    Switching between cruise and travel mode is seamless, it slows the tank down briefly. I'd suggest re-mapping the key though I as I found X not very useful or comfortable. I largely only used the fast mode most of the time, if you release W you can make some very tight turns and I found, as someone who is pretty good in lights, the cruise mode almost too agile, you turn basically on the spot, and often more than you want to (I think this is an issue with turning using keys not something more gradual like a thumb stick). I tended to use the cruise mode for specific circling and for periods where you are just moving small distances, like peeking or driving up to bushes where you want a little more precision. 
    It's very fast, in the fast mode it goes everywhere at like 75kph plus pretty much, looking at the ground resistance numbers plus the hp/ton you wouldn't expect acceleration to be any better than similar tier lights, but to me it feels way better, so I'd presume there is something going on there like in fast mode the ground resistances get better or something? 
    Going backwards at 80kph also has a lot of benefits, though I think it somewhat compensates for the lack of turning on the spot. Where a light might just spin round and run away, in this you just back away at speed as turning around takes ages and needs space. I feel it would be helpful though if it was a bit easier to tell where the front of your vehicle is just from the model as it looks pretty much the same as the back.
    The boost I would say is more gimmicky than anything, especially as the vehicle accelerates so quickly anyway, but for crossing gaps or surprising people by exploding out from cover it does have some utility.
    Overall the mobility is insane, it feels like a T-100 lt on steroids, I shudder to think what the tier 10 is going to be like with 105kph top speed and 67 hp/ton. 
     
    The auto-aim
    Probably need to cover this separately as I have seen lot of people make comments about this, about it being a cheat, aimbot etc.  So basically it's a slightly easier to use version of the in game auto-aim, that is it. Its been a long time since I used the extended auto-aim mod that has since been deemed illegal, but I'd reckon that the wheeled vehicles auto-aim is not even as good as that. It's still, much like the current auto-aim sometimes a little fiddly to get your lock from what I found, but it certainly adds something over the current in-game version and does suit the tank well seeing as you pretty much play this tank almost always on the move. 
    I would like this ability to be available on all lights, it's a feature I feel highly mobile paper tanks need to survive in the current meta. To be honest I think this tank would struggle without this ability. 
     
    The gun
    Probably the best thing about the tank IMO, I'd say this gun is a lot better than many of the other tier 8 light guns. Penetration is just about enough (HEAT pen is lacking, you'll not pen the over armoured heavies reliably in weakspots, even if they have them). Shell velocity is good, aim time is amazing along with the dispersions, even at the insane speeds this thing moves at you can hit stuff on the move fairly reliably. 
    Plus I like the burst, you feel more like you have 350 alpha with about a 10s reload more than you are an autoloader, plus with 75 pen HE you can do 520 burst damage to other lights, arty and stuff like Skorp Gs/SU-130PM (which there are a lot of) which puts your DPM up to a meaningful level. 
    Just the combination of the vehicles attributes and the guns attributes seems to work, highly mobile, fast aiming, fast shell velocity, decently accurate, quick burst damage and the auto-aim means you can dart to a spot, quickly double tap two shells into a target and be gone before they can react. 
     
    The playstyle 
    It is a good job the gun is good because I feel this is where the tank will do its work, WG may have intended these tanks to be 'active scouts' but in reality they cannot fulfil this role with the view range this tank has. You get outspotted by almost anything, whilst you can get the base camo to around 42% on the move which is very good, what that enables you to do more than spot stuff is move very very quickly to sneaky positions, it does not enable you to do much spotting.
    Most of the assistance damage I got was basically some early damage on lights by getting to an advanced bush or mid point faster than them, you will spot them because they are also going for that mid point so drive right at you, but after that you are unlikely to spot anything much further back. Then the rest of the assistance usually comes more end game where with much less tanks around you can yolo proxy spot using the speed. But early and mid game spotting especially when other lights are around or there are lots of entrenched TDs is next to impossible, you are too blind. 
    Personally I feel for this vehicle the view range is a little too low, whilst I recognise good view range on it would obsolete lights and makes these things amazing passive spotters, I think there is some middle ground here.
    For example the tier 10 has 350m base view range, still terrible for tier 10, but compared to tier 10 lights this is 40m behind the worst view range tier 10 light (T-100 lt) and 70m behind the best view range tier 10 lights (Sheridan/Rhm). On tier 8 the worst tier 8 light view range is 380 and the best is 410m. That puts the EBR 100m behind the best and 70m behind the worst. I think using the tier 10 differences as a guide this tank should get its view range buffed to 340m, which would put it 70m behind the best and 40m behind the worst.  That is still a big advantage for the lights, but would allow the EBR more chance to out spot heavies and TDs, which it actually struggles to do.
    With the view range the vehicle has it is not a spotter, not IMO, people might yolo scout in it and occasionally get away with it, but I think really this tank is the ultimate flanker, it uses it's amazing speed and agility, together with its amazing gun to exploit gaps, distracted targets, isolated targets etc. and basically harass and annoy people. 
    It will win games not really through its spotting but more through it's damage and distraction. Lone slowish targets are going to be super vulnerable to these tanks because it can circle them faster than their turrets AND hulls can turn in most cases, even some meds you can catch out. 
    It's also probably the hardest tank to play I have ever used in the game, it is completely unforgiving with the bad view range, the very low HP, the zero armour and the speed. The speed means you constantly have to have your head on a swivel and be aware of not only where the enemy team are, but where obstacles are because its so easy to crash in this thing and lose all momentum, which generally gets you killed. 
    I wouldn't worry too much about not being able to shoot it though, people could hit me fairly easily at short to medium ranges, to avoid fire the speed alone is not enough, you need to be dancing and using cover as much as possible. 
     
    Potential Problems
    The play style leads me onto something that I think is going to be an issue with the EBR and the other wheeled vehicles, they are classed as lights, but they are not good scouts, certainly not during most of the game with lots of enemies about. Other players on your team will not get this, I already got lots of map pinging last night from players because I wasn't yolo spotting for them. 
    I expect to see these vehicles get team damage and pushed around by ignorant players because really they are not good scouts and often trying to scout is suicide as even some heavies will out spot you.
    Also they are very very hard to play IMO, a lot of players are just going to die in them very early, doing very little. 
    As for the boosts that is not something I can comment on as I have never tried to do them, we only have to hope WG are true to their promise that they will patch in invisible walls to prevent them being done. 
     
    Conclusion, is it fun, is it competitive, is it a good money maker? 
    This tank is a lot of fun, I can understand why QB spent like 5 hours almost non-stop playing it when he got access, they are like nothing seen in the game before IMO and combine fun action packed playstyle with challenging mechanics. 
    Whether they are competitive is less clear cut, I think I would tend to lean on this one being slightly under powered or at best average. The view range I think is the problem, it is so bad and it is doubly confounded by this tank likely to be matched up with another light. If a team gets one of these on Malinovka vs an actual light, I think that team is at a disadvantage, it just cannot outspot a light and any competent light tank player will just keep these things at arms length out spotting it and it'll go down (because as I said its not that hard to hit despite the speed).
    Plus like most paper stuff in the current meta, it is a fairly low alpha, low pen, no armour tank that will often get put into corridor or city maps where it will struggle. I'd also say lights on those maps are easier to play just because of their ability to micro-position more easily so can peak etc. more easily. The EBR is awkward at slow speeds, it feels clumsy, it needs space to really get the best use of it and a lot of maps don't give it space.
    I am also not sure if it is that good a premium tank for money making, for several reasons, firstly you assistance damage is not going to be huge due to the poor view range, I think tanks like the T92, Lt-432 and ELC Even will consistently do more assistance damage. Then its damage potential is probably not much higher than those tanks, maybe not even higher at all than the Lt-432 which is just a very good all round tier 8 light, so you combined damage is not going to be high and thus your credits is not going to be high. Plus at 230 credits for 175 damage the shells are not even that cheap either. 
    In matchmaking terms it probably cares less about the bad tier 8 MM than most tanks, it has no armour, it has no health so everything is a threat and if you can avoid getting shot by tier 8s, you can avoid getting shot by tier 10s. Though again the view range rears its ugly head again, as pretty much every tier 9 and 10 tank is going to have 50-60m plus view range on, which is less the case against tier 6s and 7s where your maxed out 390 - 400m view range is just about competitive, but when an Obj. 140 is probably rocking 470-80m view range in experienced players hands and probably like 25% camo on the move, which means you are struggling to see a moving 140 at like 290m. 
    Interestingly using the MOE mod for expected values, bearing in mind its early days so this may just be lack of date, but 3 marks for this tank was about 2.1k combined, whereas Even 90 is about 2.8k combined, Lt-432 is about 2.4- 2.5k combined, T92 is about 2.2k combined, so it seems a little behind in power compared to other tier 8 premium lights.
    From my personal performance, damage wise so far it's comparable to what I can do in T92, Black Dog etc. around 1500-1600 per game, but is down on the assistance damage which is closer to around 1k for most of my tier 8 lights, whereas as its more like 700 in this. 
  21. Upvote
    tajj7 got a reaction from MacusFlash in Wheeled Tank Mechanics   
    I haven't found them hard to hit at all, I was hitting them reliably at medium ranges with the T-100 lt and that doesn't have good accuracy (so some shots just missed by going low or high etc.) or that amazing shell velocity for APCR. Most tier 10 meds will have no issue, Russsian tier 10 meds are going to be hilarious against them I think, they'll bounce them and have 50% more DPM, the shell velocity, turret traverse and gun handling to hit the shots. 
    Also the T-100 lt pretty much straight up counters these things, you are pretty much as fast to accelerate up to 70kph, you have almost the same camo, much more view range, more health, more DPM and your armour is semi-reliably against their APCR. I played about 10 games in it on test, and once you avoid the initial yolo rush push, you can just dominate them after that. 
    Most people on test didn't either, saw plenty of these things get one shot by sh*tbarns (and there were almost as many of them in games as the EBR 105).
    The tanks themselves are awful IMO, especially the tier 9 and 10, their guns are close to pointless. 
    You gain 8mm of penetration and 200 DPM going from tier 8 to tier 10. (the tier 10 only has about 50 more DPM than the tier 8 premium and effectively only 40 more alpha as well). Plus they have the attrocious penetration drop off at range, at 500m they have 162mm of pen, sub 130mm penetration rolls on a tier 10 tank.
    The cruise mode is utterly pointless as well, as its close to uncontrollable at higher speeds, it just doesn't work well with a keyboard input as you pretty much turn 90 degrees with a slight touch on the steering.
    Overall I think they are complete utter crap. They go fast in a straight line, often too fast where hit bumps or get air you'll kill yourself anyway, and at medium to close ranges even on the laggy test server people will hit you. Your gun is just not good at all aside being fast to aim with low dispersion, plus the HE is quite nice. 
    I think it'll rival the Rhm. for crappest tier 10 win rate if they go live like this, once light players realise that they can't do the yolo spot at the start and hang back, then they can just control the vision game.
    Tier for tier the best one is probably the tier 8 because it has tier 8 light gun power, you aren't crippled with the low pen and DPM the tier 9 and 10 have. Well actually the best one is the tier 8 premium which has the two shot autoloader so effectively has 350 alpha with a 9s reload, which is better than the reload of the tier 10 for 390.  It's also surprising no one pretty much better than the tech tree tier 8 in every way. 
    Going fast for survival I just don't think has any value in the current meta, once people get used to them on live I don't think these tanks have any real role. 
     
  22. Upvote
    tajj7 got a reaction from Nightlords in Get Ready for the BIG Fist....Lube Up!   
    I have a Defender, 252U and IS-3A (thank you boxes) and would quite happily see them all nerfed.
    Actually I'd very happily have my Defender lower plate made like 150 effective in exchange for some mobility and gun handling. 
    And similar for the 3A, more gun handling and mobility for the auto-reloader going to the Italian style away from the idiots style it is now. 
  23. Upvote
    tajj7 reacted to Haswell in Get Ready for the BIG Fist....Lube Up!   
    Official forums are that way, take your shitpoasts there.
  24. Upvote
    tajj7 got a reaction from hazzgar in Armored cars in Supertest, top speed up to 100km/h   
    Yeh I have seen a TVP up on some of those boosts, the EBR can get to places other tanks can't but I think it more generally just highlighted that there are more boostable spots than people thought on the new HD maps. 
    Yes it's stupid, especially if the enemy light is aware of this, because they can basically keep you at arms length outspotting you, whilst also letting their team farm your team, leaving you rather hopeless. 
    Long term, if WG continues down this path of them being blind, I'd like to see them as their own special class.  
    Gun power is not good enough to compensate.
    For the EBR compared to most tier 8 lights its only real gun power advantage is gun handling with it's amazing dispersion and aim time. But in terms of clip damage/alpha, DPM, penetration, accuracy it is no more powerful than any of the others, with it's firepower being on the low side for effectiveness on tier 8.
    Certainly not enough to compensate for the spot advantage, it needs a long time to do meaningful damage to carry, just like a tier 8 light does, but it won't be doing the assistance damage.
    And on non-spotting maps, this means city and corridor maps where the mobility counts for nothing, going 80kph on himmelsdorf means squat all really, you'll get to the hill like 5-10s faster than a light, that is about it and because you have wheels all your micro-positioning is awkward and takes longer, so those little peak and advantage taking shots you need to do with paper vehicles on city and corridor maps is actually harder than tanks. 
    IF the tank has to keep being so blind it needs a level of firepower advantage over lights to compensate, so IIRC most streamers I saw were around 400-600 assistance per game on average down on their tier 8 lights, with similar or less DPGs.
    So you are talking about the wheeled vehicles on tier 8 needing firepower than enables them to do about 500 - 700 DPG more than most good players are getting than lights, so more good tier 8 med levels of DPG (which it needs to do without meds hit points/armour). 
    Which would mean quite a firepower buff.  Probably like for the EBR at least one more shell in the clip, maybe a DPM buff to about 2k so the reload is almost as short as now, better standard and premium pen (like 200 plus and 240 for the prem), maybe better accuracy and shell drop of values.
    Interestingly WG has collected feedback on the EBR from the RU server (obviously) -

    Which apparently translates roughly to -
    So I'd expect to see some buffs before the EBR comes live based on that. 
  25. Upvote
    tajj7 reacted to Vindi in WG Fest 2019 - Change of gold amo and much more   
    THIS. I experience this every day.
     
    HESH for these heavies will wreck the remaining balance for good..
    Plus I assume that they would use day-long farming in frontline mode to make-up for the credit-loss via premium ammo shooting which will become extremely frustrating. I already see the picture in my head, on malinovka I carry in my leopard, 1 arty and 1 type 4 remains in the base (i.e. bot), I try to outspot him and / or kill him but magically I'm spotted and got oneshot from like 843 hp while I did one shot of dmg for like 275 to its full hp.
    The rage will be harder..
    And of course the playerbase is so idiotic its painful to watch.. they complain in the forums that the IS3A is too slow so they can't use it so they should buff it (!), plus there is the 30+ pages of BS about the upcoming "nerf" to types and they don't even comprehend the meaning of the changes. All I see is that "shitty damage in my type, fuck you wg to take this after you took my t92's 1400 alpha' etc.
    The game is on a fast roll downside (wheeled vehicles are another completely trash idea out of nowhere) with a very small base of normal players which can be perfectly shown on this forum, or its activity.
    Very sad considering how much I loved the game in 2013-2014.
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