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8_Hussars last won the day on October 11

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About 8_Hussars

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  1. I wholeheartedly disagree with this premise. To have a battle one side needs to know where the other sides tanks are. Vision and map control can be acquired with both active and passive techniques OR players simply understand the corridor choke points and presume the red tanks will show up there negating the need for extreme vision. Frankly, the "World of Heavy Tanks" meta is not something most remaining players look forward to. For many casual players it is their understanding (or lack) of game flow and map knowledge that creates/allows passive play. They don't know where; tanks could be, tanks should be, or what areas provides map control and strategic advantages. So they wait in some presumed safe area (or OP area) until there are tanks to shoot, or not shoot as often the case becomes. Conversely, with some vision and intel of where red tanks are they are comfortable to wait and snipe from their presumed safe area (or OP area). Vision and lack of vision are two sides to the "Passive Play" coin. To attribute passive play to light tanks is as retarded as truly believing the "Arty promotes dynamic game play" meme. The pure passive scout has gone the way of the dodo years ago. Except for EBRs themselves current meta makes is almost impossible. Notwithstanding the recent British light tanks (and some specialized cases), pretty much any competent light tank player forgoes the Binocs/Net for combat capability and maneuverability. The exception to this rule is again; the players noted above who use them because they don't fully understand scout roles (or have a myopic view of tank roles) and maps while often have limited garages/resources. Just like in all matches there are good and bad players in each class and role. The perceived role of scout tanks and "abuse" light tanks generally endure stem from the fact that they are perceived as NOT providing the vision or intel required to advance the match. Often this "abuse" is from the truly clueless and equally often the criticism is well deserved. Lol, this is plain an simple Official forum drivel. People leave the game because of the learning curve. Its surface appearance is simple, but learning the mechanics and doing well takes effort and is hard. To get that successful feedback loop from other games, it only takes memorizing a few controls/moves and the first 3 levels to want to continue. Scouting is a skill set and a role and is only loosely tied to tank class. Again, its not the tank class that is the problem its the player base knowledge.
  2. Purchased: 'KV-3' successfully purchased. Spent credits: 1,390,000. Rip
  3. IIRC, the XVM team were using all their data to update the expected values everyday. However, I am not sure the minimum number of battles to accumulate before the initial WAG placeholders are replaced, in the case of a new tank.
  4. 8_Hussars

    TL-1 LPC

    Pretty much in the same situation here. If I didn't already have the T95E2 or if I needed another US med crew I would be tempted for that and the skin. It really is a T95E2, with buffed maneuverability (due to Engine HP), the buffed cupola, slightly more alpha, and better AP and and HEAT pen offset by 100 less Hit Points, worse hull armor, and slower top end and reverse speeds. https://tanks.gg/compare/t95e2?l=000001&e=30.21.5&c=3.5.2&t=tl-1-lpc_000001__30.21.5_3.5.2
  5. https://www.13disciple.stream/how-moe-work.html
  6. The change lane immediately to flood a zone meta and over-defend "C" meta is crippling and frustrating. Small sample size but out of 5 games for me this episode; three were over with 8-10 minutes left on the clock, with not a general in sight.
  7. Its difficult to check the angles and bush density with the single screenshot (a replay would be better). Obviously, with a fresh crew without having sixth sense means you never knew when or where you were initially spotted from. In that instance play like you are always spotted. Even a half assed tank count of the city brawl and 1 line push illustrates to the red team that the 9/0 line is lightly defended. I would suggest the T28 simply advanced and took the obvious well covered route up the middle and incidentally ran into you. The red team could easily know or suspect a LT in there from previously being lit and because you are not spotted anywhere else. I suspect the problem is you are too deep in the bushes with solid foliage obscuring your own vision of the T28 and the other tanks. Thus you simply proxy spot each other. Learning Point. With no support fire and no escape route that was a pretty sub-optimal place to be with your teams dispersion. Even if you were scareing them with lights and slowing the advance, if the red team is never punished for peeking/moving the fear will dissipate quickly.
  8. I have three pieces; iVstab on the Derp 49 and iVstab/iVents on the BC 25t. I don't expect to get many pieces so I put them on tanks I like and that need the help. I don't move them around. The only tip I can offer is look closely at the supply depot. You can often save 1000 bonds by purchasing two pieces of improved equipment in a bundle (e.g. ivents, ivstab for 9000 bonds).
  9. It was terrible. With 104 engine HP taking any hit from a gun 37mm and above got a module damage roll for yellow and any gun 75mm and above got a roll for destruction. Pretty much taking any fire into the front meant a damaged/destroyed engine. Luckily, it was a hot patch a day or two later.
  10. I don't remember an auto-loader either. However, if you recall when the T-92 was issued, every hit in the front damaged or took out the engine. They provided a Hidden Buff to the engine circa 9.21. The engine hit points were buffed (104 to 260) and so was the Horsepower (340 to 600).
  11. 8_Hussars

    Naval Action

    Thanks for the reminder. Been ages but I will have to see if my potato can play this again... 5 fps was a little frustrating.
  12. You have to research all modules and tank(s) mate...
  13. If your looking at TD mission completion over CW I would go the 268 v4 route. I suggest don't get in a rush and keeping/sticking with the SU-100 to work on the casement TD play style as 390 alpha at T6 is fun and more forgiving. The 100M1 and 101 are good for many of the TD missions. (I think I went back and rebought the 100M/101 for some of them) Presuming there are no time rushes or other factors. Why not just start the Maus and 268 v4 lines and grind what ever you feel like. Note: that the AMX M4 54 goes ontrack tomorrow and even if you only do your 5 premium "manageable XPs" with a booster you should be able to rip through a lot of it... although it really goes no where you get the discounts and crew XP and maybe some equipment.
  14. Other than the Maus, most of the lines you have noted are very niche or very bad and not used in CW much or at all. They may hold some value to counter tank locking. The issue with the bounce missions is when players see a VK 100.01P, Mauchen, Maus they will either ignore you for now or press the 2 key. As their reputations precede them; rarely do you find players willing to continually bounce shots off them, so they may not be as good as you think for the missions. (When I did HT15.3 I had to slow down, stop killing tanks, and bait more shots to meet the threshold with the 45.02B) As for arty missions sell the T92 and rebuy the M50/53 it is all you will ever need. Conserve your 130k free XP it will not go as far as you think... 1. T110E3 - Niche: with no flex capability you are relying even more on RNG to give you "good" maps and mission matches. 2. Maus - Just Do It 3. STRV 103B - Just Do It 4. OBJ. 268 - Dead End: stop at the 704 - it does well with TD missions and the 268 is not worth it. 5. OBJ. 268 v4 - Niche: like the Maus line players will avoid it until its time and/or use the 2 key. Frankly, the SU-100 gives a great chance at the "do 4X/5X Hp damage" missions and the SU-101M1/SU-101 are also surprisingly helpful. 6. AMX M4 54 - Start at AMX 65t (use free XP to start at tier VIII) - Dead end; grind for shits and giggles 7. EBR 105 - Start at Lynx 6x6 (use free XP to start at tier VIII) - These are a step up from regular light tank play and a lot of players struggle with them. They are fun but take continual focus and effort to be productive. Other than the Tier 10 most have abysmal view range so they wont help with vision spotting missions but will be good for tracking (with HE) 8. OBJ. 705A - Start at IS-M (use free XP to start at tier VIII) - Dead end; grind for shits and giggles
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