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8_Hussars

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  1. Upvote
    8_Hussars reacted to CraBeatOff in The Full Stealth Build   
    Also tested and approved on the Bourrasque and K-91. Sorta works on some other MTs but those two work best. 121B is close.
    RhmPz, 13 105 and EBR 105 also shine with this build. Most tier prem 8 LTs as well - Hwk30, Senlac and M41D - aka the high VR "balanced by lower camo" LTs. Probably works on some tech tree ones too but I've not tested it - Bat12t and LTTB come to mind.
  2. Upvote
    8_Hussars reacted to sr360 in The Full Stealth Build   
    Over the last few months, sharp-eyed readers of the forums may have noticed increasing reference to "stealth fighter" or "full stealth" builds on light tanks. This is an exploration of that concept, and the concept of camo torture...
    The full stealth build came out of discussions between @CraBeatOff and myself about how to improve the ability of scouts to, well, scout. We were initially trying to mitigate the limitations of the EBR 75 & 90's poor VR, and tested the low noise exhaust on them as a tool to get closer without getting spotted. We soon realized you could pull some rather silly stunts with 50% or more camo. Further theorycrafting on T9 lights ensued. I was already running the T-54 lightweight without a VS, with CVS optics and rammer. Crab suggested dropping the rammer and going full camo -- leaning into a LT's defining strength which is camo on the move, rather than trying to be an inferior MT. And the T-54 Stealth Fighter was born.
    With the exception of the T49, my T9LTs were all mired in 2-mark territory. I am historically a terrible 3-marker, being bad at mechanics of shooting, streaky and inconsistent. However, the stealth builds changed that. I have been well above average in playing map positions, understanding spotting and how to tease tanks out of camo. Armed with 6% extra camo, I took the T-54 LT Stealth Fighter for a run... and 3-marked it in very short order. The loadout for the 54LT was CVS, iOptics, LNES.

    So it turns out my DPG didn't exactly suffer very much from losing a rammer. The extra camo gave me the ability to stay alive longer, to spot better, and to get shots in from camo. OK, so this worked for the 54 LT which has excellent gun handling and doesn't lose much from dropping VS. What about the 132A?
    The Chinese LTs are little-loved. They are inferior versions of the RuLTs, with worse gun handling but better alpha. The 132A has comparable camo to the 54 LT but a more compact frame, so I figure that will let it use bushes better. So here we go. The 132A got CVS, bounty optics, LNES and here were the results:

    An even faster 3 mark, and very comparable statistics to the 54LT in terms of DPG and assist - if anything, a little better as I got more comfortable with this setup. A little bit worse WR, but that's statistical noise. 
    OK, so the compact Russian and Chinese LTs can make this work, but what about the Fatpanzer 251. That thing is big. It has even better innate camo, but it also has a good gun, so the temptation to play it as a pocket medium is high. But in terms of tools, it also has good base VR. So I put down CVS, bounty optics and LNES on it, got the VR up well past 500, and tried the same tactics. 

    OK, I'm sensing a theme here. Again, very comparable numbers. Last up was the AMX 13 90. As an autoloader, surely it needs vert stab. Well, firstly, it doesn't, and secondly, don't call me Shirley. The 13 90 already has stellar base camo, and putting bounty LNES on it just makes the camo silly. The base VR is terrible, though, so I spent some bonds on an improved optics on it, and the mandatory CVS. Let's see how it does...

    So... the 13 90 works really well. The clip allows such easy late game burst that you can turn mediocre games into good games, and good games into great. The assist per game is rock steady at about 2500-2600 across all these tanks. 
    This build is magic. It allows T9 LTs to really dominate in the vision game, and shrug off MTs. You're not competing with MTs for firepower, you're just dominating the VR game. You, sir, are a camo torturer. You are not seen until 11 minutes into a game, when clean up is warranted and you show up unexpectedly full HP. Tanks die and rage at invisitanks. You are stealth, you strike from the shadows.
  3. Upvote
    8_Hussars reacted to Snoregasm2 in 279(e) Missions - Tips and Tank Choices / Guide - 2021   
    I think it's time I updated the first post . . .

  4. Upvote
    8_Hussars reacted to Snoregasm2 in 279(e) Missions - Tips and Tank Choices / Guide - 2021   
    EDIT 12/05/21 - All Alliance and Coalition tips completed, main intro guide done and some recommended tanks added. Still missing Bloc and Union guides in full. TBC whether added, as most people skip 2 lines. Shout outs to @sr360, @GehakteMolen, @CraBeatOff, @PityFool, @8_Hussars (maybe link your doc separately?) and @Ezz for contributions so far. Pleased to see this is a real community guide and not just my ramblings.
    EDIT 30/05/21 - I completed Coalition-15, after already completing Bloc-15 (both without honours) - with 6 Orders, I skipped Alliance-15 and Union-15 to get the 279(e):

    INTRO
    I recently completed the Chimera missions, having been stuck - for 3 or 4 years - on a mission that required stun as a secondary condition. I just didn't care enough to pay attention and switch to the next mission and, save for 2013 and late March/early April 2021, I never play arty, so there was no chance i'd complete it by accident. But bored, and needing a new challenge, I decided to check the requirements and, lo and behold, I was a fucking moron and there was nothing stopping me clicking next mission and eventually completing all 4 sets of missions.
    This was on 14 March. I decided that the time was now to finally take a run at the 279(e) missions. As someone who hadn't thought about missions for, yeah, 3 or 4 years, this was a daunting task. I generally stay in my comfort zone of meds / fast heavies (part of the reason why I don't have the 260 too, because lights and TDs are required). So why am I writing a guide, when I only just started the missions myself and I've not even completed them? Well, 3 reasons:
    All the old guides are super out of date and don't factor in current metas, or even tanks like wheelie bois. I've gotten some really good tips people on this site, from those who have already completed the missions like @sr360 and @PityFool and those like @GehakteMolen who are currently doing the missions like me. It's easier than you think. I expected to get through like 1 mission a week, and so far I'm 2/3 of the way there in about a month (being inactive last 2 weeks due to IRL stuff). If I can advance this quickly, there's nothing stopping the average Wotlabs player from doing them either. EDIT 30/05/21 - and less than a month after writing this guide and getting amazing feedback from across the community, I got the 279(e). On the last point, this guide is aimed at that: the average Wotlabs player. That means I assume you're reasonably competent, take instruction well, actively want to improve/learn and have a decent array of tanks (including prems).
    I'm still open to format on this, but I'm going to borrow from a guide I found on the official forums (http://forum.worldoftanks.com/index.php?/topic/635317-rocketman’s-guide-to-completing-the-object-279-missions-while-minimizing-wot-rage/) - which was very good but I disagreed with a lot of the conclusions, for a rough layout.
    I'm encouraging suggestions from people more skilled / knowledgeable than me, to make this a community guide and not just my ramblings. In particular, @sr360 will contribute from a LT perspective and @GehakteMolen from a HT perspective.
    I'm going to build this up over a number of days, as there's a hell of a lot to write and i'm sure there'll be some good inputs from others. I'll insert placeholders where necessary to flag what will be added.
    With that being said, i'm submitting this so I don't accidentally delete half of what I've written again.
    My Current Progress (as at 04/05/21 - I got the 279(e) 30/05/21)





     
    GENERAL TIPS
    I'll jot down general tips and add to it as I think of them:
    Get as many tokens as you can from the Excalibur / Chimera missions. If you don't take anything else away from this guide and just this, then it is worth it. For each mission 15 you complete with honours, you get a token. That token can be used to skip individual 279(e) missions or, if you use 3 of them, you can skip a mission 15 (all you need for the 279(e) part) on a set of missions (e.g. 3 tokens lets you skip Bloc-15). This means that, with the full EIGHT tokens, you only have to complete 28 individual missions to get the 279(e) - skipping 2 full trees, and 2 individual missions. There is a lot of strategy to this (some say complete 3 sets of missions, skipping more "bad mission", some don't skip any mission 15s and use the tokens to skip up to 8 missions), but the point is this gives you flexibility. That bullshit top gun mission in Union? Skip. Hate playing heavies to get block damage? Skip. Have no Russian or Chinese tanks? Skip Union-15. So before you try any 279(e) missions, go and complete the Excalibur and Chimera mission 15s with honours. You need to do with honours (apologies to all Americans right now as I know this spelling will trigger you, as it does vice versa as a Brit) to get the token. There are some real tricky missions here, i'm not going to lie (Alliance-15 anyone?), but if you can it is worth it. I've not used one skip yet, and I'm already 2/3 of the way there. Ultimately, I will get close on 2 lines and skip mission 15 on two more, meaning I'll get the 279(e) quickly once I'm "close". If you can't complete all, complete at least 6 to get 6 tokens, to give you the flexibility to skip 2 sets of 279(e) missions. You don't need tier 10 tanks.  Everyone knows the current tier 10 meta is dogshit, and my first thought when starting the missions was I'd have to slog through it for results. So far, that's completely wrong. The only tier 10 i've used so far  (completing 7 Union, 10 Bloc, 6 Alliance and 9 Coalition) is the Object 261, Object 140 and, for a bit, the Conq GC (which didn't even help). That's it. In fact, most of my tanks have been tier 8s, not tier 9s.  Related to the above, the missions are about consistency, not having crazy individual games. The reason why I have completed so many missions not playing tier 10s is that, unlike the Chimera missions, the 279(e) missions require you to hit milestones over a number of battles (at least 3, sometimes 7 or 10, or even 20). If you're playing something you don't like or in a meta (tier 10) you're not comfortable in, then this is much harder. I would much rather average 3k dmg in a tier 8 or 3.5k dmg in a tier 9 than a tier 10 right now. You'll need to close your eyes and think of England (or wherever) and play arty. Sorry, but it's the easiest way on some missions, and absolutely necessary on others. There's also some very obvious, almost necessary choices, so if like me you don't have any arty at all, you'll have to dump free xp/blueprints to get the right arties. Either that, or burn through all your tokens to skip them. NB - you only NEED arties for Union and Alliance - Bloc and Coalition don't need them. So no German or French arties. Scouting Mission Tips, courtesy of @sr360
    There are two types of scouting missions: those which need BIG NUMBERS (e.g. Bloc-9, get a total of 15,000 assist damage in 10 battles) and which need a certain number of tanks to be spotted/assisted etc (e.g. Alliance-3, enable your allies do kill an average of 2 tanks per game that you have spotted).
    The problem is that the tier 10 LT meta is essentially dominated by the EBR. The Manticore and T-100 can have good games, but can you consistently get 10 games where you get good maps yet EBRs don't run around getting all the spotting damage? For this reason, for the second type of mission, I prefer tier 8 lights. The LT-432, T92, Hwk 30 and Senlac are very strong lights and have enough of a VR advantage over T8 EBRs that they can consistently get spots and assist. Let me posit these VR numbers for my scouting setups:
    T8
    LT-432: 486
    T92: 502
    Hwk 30: 514
    EVEN90: 535
    EBR 75: 410
    T9
    T49: 524
    RU251: 509
    EBR90: 440
     
    T10
    Manticore: 531
    T-100: 518
    EBR105: 463
    So while my Russian and Alliance lights gain ~30m VR with slightly better camo, the EBR gains 53 plus insane escalation in mobility. It's clear spots are easier to get with T8 or even 9 lights rather than being matched up with or against EBRs.
    Map Selection. Don't do what I did and get 2 in a row on Coalition-10 (1,500 assist 3 games in a row), and think it'll be fine, there's no way you'll get a bad map, then get Himmelsdorf. Or do EXACTLY THE SAME THING 2 days later, only this time you get Ensk. If you're doing very specific scouting or blocking missions, make sure you ban the 2 worst maps and turn off Encounter and Assault if the maps you ban have those versions, otherwise you can still get them. Playing lights? Ban Ensk and Himmelsdorf. Going for blocking in a brick tank? Get rid of Prok and Mali (although low tiers driving across the field is actually good on Mali for blocking where you don't need to survive (i.e. Shellproof medal), so YMMV). Don't get complacent like me if you want to do the missions quickly.
    RECOMMENDED TANKS
    Union (Communists)
    Object 261 - you need to complete an arty mission (14), and this works because you need to average 8 stuns a battle for 10 battles, and this is fast firing and tier 10 games tend to last longer. I'm sure you can make it work with lower tiers, but this is the most foolproof option. Also, this makes 2 (do x2 your vehicle hitpoints in damage, x3 with honours,  3 battles in a row) and 7 (3 internal crits, 3 battles in a row) much easier and a matter of when, not if.
    [TBC]
    Bloc (Germany, Japan)
    Wt auf Pz IV - real talk here: the 12,8 cm Kanone L/61 is literally the best gun in the game. Period. The Grille 15's gun? Worse.  Leopard 1's gun? Nice, but I'll take the extra 140 alpha and DPM, please. I realised in randoms how I wasn't able to properly guess the reload and, needing to play some TDs for missions, decided to rebuy it after about 6 years and see how it played. It was like looking into the fact of God for the first time. Honestly, the gun is that sublime. You have 350mm of penetration, 1.9 seconds aim time with a good crew / food, very little dispersion and 1,500 M/S SHELL VELOCITY. Seriously, if you haven't played this in a while, buy it, put a good, camo crew in it, load prem ammo and run chocolate, and just have a blast. It's the only tank so far i've got to 100% MoE:

    and I enjoyed it so much I parlayed it into a top 3 EU for March:

    Oh, and it made some of the Bloc mission ridiculously easy. Bloc-1 (3.5k 3 battles in a row, 4k with honours)? Did it with honours first time of asking. Bloc-5 (average 3k over 10 games)? Let's just average 4k and complete honours with ease. How about Bloc-10, getting 4 High Calibers in 20 games? How about I get 5 for honours in 11 games. Yeah, research / buy this and all of the damage, kills or anything that isn't scouting / blocking on the Bloc missions become easy mode. I can't wait to get to Bloc-15 to roll with this thing again.
    Type 61 (GehakteMolen pick) - excellent tank for the damage farming and kill missions, due to good gun and high DPM.
    VK100.01P - fantastic for the blocking missions. Don't forget to remove Hardening before doing Bloc-2 (x4 Shellproof medals), as the medal is tied to your vehicle HP.
    HWK 12 - I got this for the scouting missions, and it is obscene. I have 553m view range. FIVE HUNDRED AND FIFTY THREE METRES OF VIEW RANGE. That's without binos, btw. Oh yeah, it has 250 HEAT pen. The only downside? The shell velocity on all shells is 630 m/s, so good luck hitting anything on the move (for HE, it is 338 m/s, like fucking what?!). But fuck it - just outspot tier 10 lights.
    Alliance (US, UK, Poland)
    Caernarvon - very good farmer at tier 8 due to reliable gun and decent HP pool, quick firing gun is useful for kill securing missions, can (but isn't reliable) on blocking missions, and for Alliance-6 (2 Confederates in 7 battles) it is probably the best tank for it, due to you being able to shoot every 4.5 seconds on a good platform. About half the missions (1, 2, 3, 6, 13, 14 and maybe 4, 10 and 12, depending how good / lucky you are) are doable with this tank.
    FV3805 (with the small gun (really)) - sounds weird, but it makes the arty mission simple. With the 5.5 inch you fire crazy quick for a high tier arty, and do a minimum of 12 second of stun if you splash even with 0 dmg - very useful for Alliance-9 (1,500 seconds of stun over 10 battles). I tried in a Conq GC and failed 3 times, then did it in this with honours.
    CS-52 LIS - I'm going to try and avoid prems if I can, but as noted at the top, i'm assuming the average Wotlabs player has access to a good selection of prems. I'm recommending this tank as it's the most reliable medium gun at tier 8 outside of the Progetto 46, and if you're like me, you much prefer medium tanks to anything else. Therefore a good platform with a great gun, with tier 8 MM, makes this a great choice for all damage / kill missions. I'm even using it right now for Alliance-10 (x2 your hitpoints 4 battles out of 7  - it is my current active mission), which is easier to do in arty, but more fun in this.
    FV 4005 - I don't have this, but if you do, it is easily the best tank for Alliance-8 (30 internal modules dmg over 10 games). Of course, a 183 works just as well. Arty can work, but it is much more RNG.
    Tortoise - again, I don't have this yet (I'm considering using free XP), but it makes all blocking missions easy-ish. As you see tier 7s and 8s, you can obviously poke corners to expose non-weakspots and let idiots bounce, especially off your tough lower plate. Badger is shit due to tier 10 + worse lower plate + worse gun arc.
    T95 / T110E3 - alternatively, if you prefer US tanks, then you can use either of these 2 for blocking missions. T28 has too unreliable armour to get the tier 8 mm to work properly, the way you can with other mission sets (e.g. VK 100.01P for Bloc).
    Manticore - any of the scouting missions. Best passive scout in the game, but always the danger of yolo-ing EBRs / general LT meta at tier 10. Flagging @sr360 for more input on the scouting missions here.
    T57 Heavy - per the recommendation of @PityFool, very good for the damage missions.
    Coalition (Czech, France, Italy, Sweden)
    Progetto 46 - sorry for another prem, but if you have this, it makes all damage / kill missions a dream. In paticular, Coalition-11 (top kills in the BATTLE, 3 x in a row), Coalition-1 (Fighter or Top Gun (i.e. 4 or more kills) 3 times in 10 battles) and Coaliton-14 (top dmg dealer, 3 out of 5 battles) are all very doable in this, particularly if you avoid tier 10 games. As an autoloader, you can also do the assistance missions by tracking (and I run Optics, so there's spotting potential also), and obviously kill stealing is very easy in this. It's tier for tier the best tank in the entire game, and I don't need an excuse to drive it, but the missions gave me one. I've already maxed it out on Battle Pass progression points  
    Skoda T50 - recommended by a lot of people, it is undoubtedly great tier for tier (particularly since the Standard B nerfs), and works fantastic for any kill securing or damage missions.
    INDIVIDUAL MISSION GUIDE
    One thing worth noting before you pick which set of missions to skip (if you plan on skipping 1, 2 or 3 lines, if you get a 9th token from completing 1 set with honours - credit to @Ezz for pointing this out) is that not all missions are created equal. Sure, all 4 sets have the same themes (do damage, get kills, block damage, get assistance damage, get assistance kills, get stun assistance (Union and Alliance)), but HOW they go about it varies. 
    There are 5 general categories of missions:
    Do [x] in [y] battles IN A ROW. Union, for example structures a lot of it's missions involve you meeting the requirements 3 battles in a row (2 (x2 hitpoints), 5 (top 3 in damage), 7 (3 internal crits)). These tend to be trickier, as one bad game means you have to start all over again. On the other hand, they're quite short - it is much more frustrating starting again failing the 3rd game than trying to average 2k blocked over 10 games and then in game 10 you get HE spammed to death. AVERAGE [x] over y] battles. Alliance has a lot of averaging something over 10 battles (3 (2 assist kills), 7 (2k blocked)), as does Coalition (9 - damage 4 vehicles) and Bloc (5 - average 3k dmg). What is interesting about these is they often have a minimum requirement to count - e.g. Coaltion-9 is damage on average 4 vehicles. So you have 1 battle with 10 damaged, and 2 with 1 each - that's an average of 4, right? Wrong - the minimum requirement is 2 per battle, so only damaging 1 means it "doesn't count". This makes these missions more annoying than 4. below, which just allows you to rack up the requirement regardless of minimums in each game. MEET THE REQUIREMENT IN AT LEAST [x] battles out of [y]. I find these generally the easiest, as you can reset the missions until you get the first battle down, then it is only get [x-1] in [y-1] battles. An example is Bloc-3 (destroy 3 vehicles in 3 battles out of 5). If you reset until you get it in battle 1, it becomes destroy 3 in 2 battles out of 4. DO A MINIMUM of [x] over [y] battles. This is similar to 2. above, where you need to average something, but it usually doesn't have a minimum requirement in a battle to qualify as counting. It just requires you to aggregate up damage, or assistance, or blocked, so that a couple of massive games and a series of smaller games usually gets you it. MEDALS. I've put this by itself, as it's more RNG dependant and, on the whole, can be the more rage-inducing missions. These can be really annoying (Union-13 - 2 Top Guns in 12 games), relatively easy (Alliance-6 - 2 Confederates in 7 games), giving you the choice of medals (Coalition-3 - get any 5 battle heroes in 10 games) or completely team and/or map dependent (Coaltion-8 - 2 Patrol Duties in 12 games). Like 3. above, you can game it a little by "resetting" until you get the first of the medals, and then you only need to get the rest knowing your one medal down (e.g. resetting Coalition-8 until you get Patrol Duty in a game, then you "only" need one more in 11 games). I'm not sure if i'll post a guide for every mission, but to begin with i'll post the tips on certain missions from @GehakteMolen. I'll flag whose advice it is, depending on who contributes.
    UNION
    Union-4 (block average of 8 hits in 5 games (so 40 block in 5 games) - GehakteMolen - This turned out to be one of the hardest missions, 8 hits is a lot (~3k blocked for a tier 10...) I first tried IS4, and did ok, but not close to completing, next i tried KV4, and while tier 8 is the best place for this, it also didnt work, so in the end i finished it with the 112, but KV4 should also work. Main problem is ppl tend to load HE if they cant penetrate, so tanks like 705a or 268 are a poor choice for this imo
    Union 8 (Lone Wolf, Earn the Fire for Effect Award 7 battles out of 10) - GehakteMolen - 100% a td mission, i did it with Wz-111 TD, got it with honors in first try, was a bit lucky, but this is the easiest way i think.
    Snoregasm2 - I actually did this in a combination of tanks, all mediums. I used 274a, 122TM and Object 140.
    Union-10 (block 15k dmg in 10 games) - GehakteMolen - IS4 (or 268v4) this mission is actually easy, just reset till you get 4-5k blocked and finish it with a breeze, after buff IS4 is though, and with turbo (and food) its actually suprisingly fast, you have a though hull and good side armour, and people wont load HE straight away when they see you
    [TBC]
    BLOC
    Bloc-2 (Earn the Shellproof award 4 out of 10 battles) - GehakteMolen - this is a typical VK-B mission (t9) VK-B is always hit or miss in terms of game, which is fine for this mission, all you need is a bit luck with mm (so not full t10 on ensk followed by top tier steppes with 3 arty), VK100.01P can also do it, but has more problems with mm, the tier 10 are less useful, because they have too much hp.
    Bloc-12 (Be the top player on your team by damage blocked (min 1000) 3 battles out of 7) - GehakteMolen - same as T95 mission, except here u need to do 1 less, i did it with Vk-B, but MAUS would be better i think with MAUS u risk beiing paired with E3 and 705a though, and in tier 10 also more HE spammers and more arty, so t9 is the way to go i think.
    ALLIANCE
    There will be more detail on both Alliance and Coalition missions, as these are the two most popular missions sets, particularly as a lot of players only do 2 sets and skip the other 2 with 6 orders.
    Alliance-1 (Fire for effect 5/10) - Snoregasm2 - This is a very easy mission, and I'd recommend whatever you're comfortable in. Tier 8s are probably best (I used the CS-52 LIS), but tier 10s are viable too. I would stay away from tier 9/10 heavies though, due to the higher HP pool making it needlessly hard.
    sr360 -  T49 lol.
    GehakteMolen - easiest with charioteer i think, but any tier 8 medium also works, you want something with low hp
    CraBeatOff - DPG > Tank HP? Use that. I probably used the T57 Heavy for this because it's not too hard to do 6 pens in it. 
    Alliance-2 (Top 3 by damage 3 in a row) - PityFool - I found this very easy to do with the T57 heavy, you have so much DPM and its an autoloader so you can pluck damage from nowhere. Highly recommended.
    Snoregasm2 - This is quite hard, as the temptation is to play tier 10, but you often get dogshit MM there. Chieftain is the obvious answer if you have it, but if you don't i'd suggest tier 9 meta tanks (Conq, CS-59, Tortoise, AE Phase 1, Concept 1b), as they can still come top in tier 10 and in tier 9 you'll be laughing.
    sr360 - Chieftain.
    GehakteMolen - Super conq (or E5), most wont have chieftain i guess
    CraBeatOff - Chieftain of course. Also...T57, again for the cheese and damage farm factor. You best be running a lot of HEAT and picking on the fatties.
    Alliance-3 (Average 2 tanks spotted or tracked that your team kills over 10 battles) - sr360-  I used a combination of T49 and T92 LT.
    CraBeatOff - T49 of course. No better gun for tracking people in the open. Massive view range, great MM. Bring a platoonmate equipped to snipe out EBRs and you're golden. Plus you'll have fun. If you're not a good T49 player - my obvious advice is to become one. Barring that the Manticore is pretty easy to play- build with CVS, Vents, Optics for massive VR and just kemp boosh. You can easily get 7-8 assisted kills on a good map, so reset until you get a huge game, and then play it out. You only need 2-3 good maps in the 10 streak.
    Alliance-4 (30k dmg over 10 games) - PityFool - I found this very easy to do with the T57 heavy, you have so much DPM and its an autoloader so you can pluck damage from nowhere. Highly recommended.
    CraBeatOff - Chieftain, T57. If you average 3k in it, use it. 
    Snoregasm2 - regardless of tank, as this is average, reset until you first battle is a 5k+ game, to make it easier.
    sr360 - Chieftain
    GehakteMolen - Super conq (or E5), most wont have chieftain i guess
    Alliance-5 Stun 40 tanks) - s360 -  FV3805 with stock gun
    CraBeatOff - Covered well in this topic. I used the 3805 with the small gun. Click like the shitlord you are!
    Alliance-6 (Confederate 2/7) - Snoregasm2 - I personally used the CS-52 LIS, as I hate playing arty and Confederate is an easy medal to farm, but the FV3805 undoubtedly makes this easy.
    sr360 - FV3805 with stock gun
    CraBeatOff - A gimme in the 3805 as well. Just count to 6 but don't stop there. Why not stun 11 or 12 of the enemy that game?!?!? Senlac is also something I probably used, simply because it's profitable, and easy to play, and my thing. 
    Alliance 7 (Average 2000 damage blocked over 10 games) - Snoregsm2 - not tried it yet, but I might see if the T110E3 works.
    s360 - T95
    CraBeatOff - T95, Tort. I think I was closer on the T95 line, so I blueprinted that one first. Same tactics as always with block missions. Avoid arty, find idiots, eliminate threats (people who demonstrate knowledge of weak points or good aim, HE users). 
    GehakteMolen - i did mine with T95, just play and should be fine (mostly boring, not that hard, all you need is a good starting game), as always HE spammers are your main problem
    Alliance-8 (30 internal crits) - PityFool - I made the mistake of thinking FV4005 or T49 for this... no. Take your Chimera and shoot HE. Aim for the sides of turrets, commander hatches, engine decks etc. This was probably the easiest mission I had, took me roughly 6-7 games.
    sr360 -  FV183 and T49. FV 4005 works too.
    CraBeatOff - T49 of course. Sheriderp too. You can use the 4005, 183, Conway 5.5, E3 HE edition, E4, etc. But the T49 is the best, because when you get those soft booties you get so many modules. Easy to get 10+ in a single game. I have this recollectionof getting 13-14 crits in a Cliff game to start the timer. 
    Alliance-9 (Stun 1500s in 10 games)  - s360 -  FV3805 with stock gun
    CraBeatOff - 3805 or 53/55 of course. I believe I skipped this ONLY for expediency because of the orders obtained from Coalition 15. I may have since done it for bond rewards - it's easy!
    Alliance-10 (Cause 2x your HP 4/7) - Snoregasm2 - again, because I hate arty and because this isn't insanely hard, I just rolled with the CS-52 LIS. It only has 1,300 HP which helps.
    sr360 - CGC.
    GehakteMolen - Fv 3805
    CraBeatOff - More arty missions. Honestly you can knock out the Alliance arty missions in like a week of playing arty and be done with them. 
    Alliance-11 (Stun assist 1000 4/10). sr360 - CGC. And again Fv 3805
    CraBeatOff - So...arty. Obviously platoons here help a lot. Buddy up with someone with a mic and the ability to play on the front lines, preferably in an autoloader. Call your targets, or wait for them to call for you. You can do this in the first 2-3 shots of the game!
    Alliance 12 (Be the top player by damage blocked (min 1000) 4 out of 7 battles) - GehakteMolen - again T95, this is much harder though, because when your in a tier 10 fights, there are a LOT of 705a and E3 (due to battle pass) i made it, but it was very annoying (and i got lucky)
    sr360 - T95 
    CraBeatOff - T95 or Tort. Block  missions are so dumb.
    Alliance-13 (Top 3 by XP 3 games in a row) - sr360 -  Chieftain with a platoon feeding me damage. You have to top 3 in BATTLE, which means a win. I brought along two friends who would hold their flanks and support me as I farmed.
    GehakteMolen - Tier 8 and 9 mediums get the highest exp on average, and since you need a win, just play a med in platoon and you will do it fairly easy (and remember, dmg on higher tier tanks gives more exp, kills > dmg also
    CraBeatOff - I frankly cannot recall if I did this soloing the Chieftain or with a platoon feeding me in the T49 (as recommended above, get a friend in a WaffleIV and spot for them to rack up easy XP). T49 has the advantage of just dominating that clean-up with pens that yield big XP. Plus even though tracking and spotting don't overlap in their contribution to gun marks - they DO give you additive XP! So track that Maus and let your team feed on him! But I probably just did it solo in the Chief because you just get that tier 8 or 9 MM and faceroll to top XP, and then repeat. 
    Alliance-14 (Cause damage to 30 vehicles in 10 battles) - Snoregasm2 - I'd say arty is too RNG for this, so I preferred to play medium tanks. Lights also works as you can scoot around and use HE with tanks like the T49 if you want.
    sr360 - FV3805, or 53/55
    GehkateMolen - imo any medium with fast rate of fire or Fv 3805 (with stock gun)
    CraBeatOff - Arty for easy mode. T49 for fun mode (all your shots do damage!). Quick mission. 
    Alliance-15 (3 first class or aces) - PityFool - This was very easy with the T95, you will have games where you are too slow, but you only need 3 games where you just dominate.
    sr360 -  I did it without honors in the T92 LT.
    GehakteMolen - Any non premium non reward tank more or less, tier 8 and 9 being easier
    CraBeatOff - T49 of course for me - I did it with Ace + 1st class combo from the first reset. Again - if you're not a T49 expert, become one for your mental health. But barring that using the same strategy as the Coalition probably works. Tier 8 tech tree LT (M41 or LHMTV), built for vision, platooned if you can, and waiting on that map streak. 400 base VR on the Bulldog means you can build for >500 on the move View Range with the CVS ripping them bushes - and this will let you cheese some Aces/1sts on the right maps. You can build for CVS + binos also for maximum cheese. YMMV with scouting ability. 
    COALITION
    As with Alliance, this is often recommended as one of the two sets of missions you do, if you plan on skipping 2. There is only one truly dogshit mission (Coalition-4) that is skippable.
    Coalition-1 (4+ kills 3/10 battles) - sr360 - Progetto 46/Bourrasque
    GehakteMolen - Skoda T50 (the t9)
    CraBeatOff - Any autoloader. Pick your highest kills/game and use that one. I have a couple that average over 2. I probably did this while grinding credits in the Prog46 or similar.
    Coalition-2: (3k dmg 3 games in a row) - sr360 - Progetto 65 & TVP 50/51
    GehakteMolen - Skoda T50 or AMX 50B
    CraBeatOff - AMX 50B was my choice here. BatChat25t is good also, but a little harder because you can't just trade like the 50B can. 
    Coalition-3 (5 battle heroes in 10 battles) - Snoregasm2 - I did it in the Progetto with the Bourrasque thrown in. EBR 75 is also good. Basically Confederate, High Caliber and Tank Sniper are you friends here. Reset until you get a sick first game (2/3 medals, e.g. a Top Gun + High Caliber), so it becomes much easier.
    sr360 - I cheesed it with the Bat 155 58 and printed confederates.
    GehakteMolen - Here again skoda (or progetto 46 if you have)
    CraBeatOff - I farm the hell out of confeds in the EBR 75 FL10, so I used that. This one took some number crunching because it had me stuck for a while. I had to manually compile some spreadsheet data, but once I found my tank and goal medal it was pretty easy.
    Coalition-4 (30 internal crits) - sr360 - the glorious FocHE-155 (I even made a highlight reel of my HE pens lolol) 
    Snoregasm2 - due to lack of good HE tanks in any of these nations, this is a very good "skip" candidate. Arty could be used I guess, but French arty sucks.
    CraBeatOff - I used an order on this one. I don't own a Foch155. Prog65 with HE is probably viable, I had a friend @m0rierisuse that I believe, aro und the same time.
    Coalition-5 (block 30 hits) sr360 - AMX M4 54. People shoot it expecting to pen, whereas the Kranvagn turret is shot rather less often. Some made the M4 51 or 49 work too, but I found the 54 more consistent.
    GehakteMolen - Here i would say the t9 French heavy though, on tier 10 more gold shells, making blocking harder, but certainly a french heavy.
    CraBeatOff - Did this in the AMX 49 grinding credits. Any from the series work, as with all block missions you just need to find the idiots and f2pers and let them shoot you, and not kill them until they pen you twice, or switch to premium/HE.
    Coalition-6 (75 pens over 10 games) - Snoregasm2 - One of the easiest missions of all. As with any of these "[x] pens in [y] games", play something fast firing. Progetto, ao other autoloaders, or light tanks are the way to go.
    sr360 - I used TVP and Skoda IIRC. Prog 46 is probably good too.
    CraBeatOff - Probably didn't use anything in particular for this. I'm sure I used the AMX 13 57 for the Chimera tier, but probably just cycled the Bat12t and EBR 75FL10 for this mission. Possibly the AMX 13 90. As @Snoregasm2 said, this one is easy. Skoda 50 also a contender, since it's just a monster in tier. 
    GehakteMolen - Skoda T50 (or prog indeed)
    Coalition-7 destroy 2 tanks of 2 types 3 games in a row) - sr360 - Skoda/TVP/Progetto Skoda again
    Coalition-8 (Patrol duty 2 games out of 12) - sr360 -No-brainer: EBR 105.
    Snoregasm2 - As sr360 put in the scout section, normally non-tier 10s are the way to go, because of EBR 105s at tier 10. Contribute to the problem by playing it for missions!
    CraBeatOff - Just use the tank you used for Coalition 1. 
    Coalition-8 (Patrol duty 2 games out of 10) - sr360 - No-brainer: EBR 105.
    CraBeatOff - EBR 105 obviously.
    Coalition-9 (Damage to average 4 different vehicles in a battle over 10 battles) - Snoregasm2 - Remember, this has to be different vehicles, so you can't just farm the same sorry idiot. This is a true comfort mission - whatever you're best in. 
    sr360 - I used the Bat 155 58 because 2 clips did it.
    GehakteMolen - Again, Skoda T50 or Progetto 46
    CraBeatOff - Just like Coalition 6, it's a gimme. Spread your damage in autoloaders. I prefer the French over the autoreloaders because you can plan your clips more reliably. I may have used the Batchat 155 55 arty, the tier IX. It's extremely comfortable with a GLD, IRM, and rammer. Fast, full turret, 22s reload.  
    Coalition-10 (1500 assist 3 games in a row) - sr360 - EBR 105 again 
    Snoregasm2 - this is my current active mission. I've tried tier 8s (EBR 75, Progetto 46 and Bourraque), using a combination of spotting and tracking, but it's too inconsistent. Even with the 105 thought, map selection is key. I got 2 in a row then got Himmelsdorf - i'd suggest banning maps at the start of a session to suit the mission.
    CraBeatOff - EBR105 or EBR90. Sometimes the EBR90 can be a bit easier to get reliable games in consecutive sequence - due to better MM, especially on NA. I kit my EBR90 with optics, vents and LNE, so it's extremely hard for anything except like a Manticore or T-100 built for vision to outspot. 1500 isn't a hard threshold to cross at tier 9, especially if you platoon with an M53/55 who is focused on your spotting runs.
    Coalition-11 (be top tank in the battle by kills 3/9) - sr360 - Progetto 65/TVP
    Snoregasm2 - I'd prefer securing kills at tier 8. I did this in the Progetto - it can do fine even in tier 10 games. Tier 8 games, it's almost guaranteed assuming you don't brain fart. Tier 10 MM is just too unpredictable.
    CraBeatOff - Same as missions #1 and #7. I would use a Bourrasque today. I probably used a Bat25t, Somua SM or Skoda 50 historically. 
    Coalition-12 (Spot/track 7 tanks for your team to kill) - sr360 - EBR 105 again (sense a theme?) 
    CraBeatOff - Same as Coalition 10, EBR 105 or 90. 
    Coalition-13 (Do 2x your tank's HP) - Snoregasm2 - As I didn't have French arty and the mission is fairly simple, I decided to just play "normal" in the Progetto. If you don't have it, i'd suggest the Swedish TDs as a useful alternative. The lower TD HP pool helps.
    sr360 - Cheese it with Bat 155 58 (490x2=980). Lorraine arty works too (390x2=780) or Bat 155 55 (440x2=880)
    CraBeatOff - Strv S1 can be nice for this, but I probably did it in the Bat 155 55. 
    GehakteMolen - I used here amx cda td, any td will do though (S-51 or Udes td also good picks).
    Coalition-14 (Top by damage3/5) - Snoregasm2 - Tier 8s for me - Progetto or Bourrasque or Somua. Generally, autoloaders are favoured here.
    sr360 - TVP or Progetto 65
    GehakteMolen - Skoda, ofc
    CraBeatOff - I almost certainly used the Somua for this because it's a gimme in tier 8MM and pretty solid in 9s and 10s. On NA 3/5 is probably about how often you see top tier MM in the Somua. Prog 46 plays up well also, I've just always been better in the French HTs than the Italian MTs. Skoda 50 always an option if it works for you. 
    Coalition-15 (3 first class or aces)- Snoregasm2 - I've not got here yet, but I think there are 2 approaches. 1) play something with low requirements; or 2) play something you're really good in. I guess for sr360 the 13 90 is both? For me, I'll try this in the Progetto, but if it's too much I'll switch to a light tank.
    sr360 - I did it without honors with the AMX 13 90. 
    CraBeatOff - Bat12t all the way here. Low low low requirements. Fairly shitty gun. I built it with CVS, vents, and optics to maximize it's scouting upside to get those Aces - honors on this really made finishing easier. It's kind of a crappy tank! It catches fire, loses it's engine, is very badly outclassed by the EBRs and doesn't have a large clip. Plus the pen is low and the gun handles poorly (especially without vstab!). BUT - it's still easy to make an impact with good scouting, and judicious deployment of the clip. The things that make it crappy make it easier for me to Ace. I just decided to 3 mark it and keep resetting the mission while doing so. Got 3 Aces in like 12 games or something. 
  5. Upvote
    8_Hussars reacted to Snoregasm2 in Looking for coaching   
    The first thing i'd recommend is to watch good players play. Twitch has more people streaming than ever before. As a rough list, you have:
    the top EU streamers, who are both popular and good. It's easy enough right now as they are all featured in Team clash, but they include Dakillzor (https://www.twitch.tv/dakillzor), Orzanel (https://www.twitch.tv/orzanel - although I rarely watch him) and Skill (https://www.twitch.tv/skill4ltu). The last two play a bit of everything, whereas Daki as lots of CW gameplay and meta tanks. He does f2p on his Russian account though, grinding up from lower tiers on good lines, which is useful to watch. other, recommended EU streamers. These include CarryBarry (https://www.twitch.tv/carrybarry_ - currently trying to mark 279(e), so not fun to watch right now), Niall (https://www.twitch.tv/aniallator) and Kajzoo (https://www.twitch.tv/kajzoo), who are all FAME players and are fun to watch + insanely good. They all have different playstyles too, which helps when learning. There is also iyouxin, who although toxic at times does a lot of QB-type Youtube videos, but he actually knows his shit as he has 5.6k WN8. His Twitch is less useful to watch as he often plays low tiers stock on his f2p Russian account, but i'll link his YT (https://www.youtube.com/c/iyouxins/videos). If he doesn't annoy you, he has a lot to teach. Russian streamers. They tend to be the best damage farmers, although you have to watch on mute. I tend to tune in if they are playing a particular tank I wanna improve on - the best (that I know of) in the world is Stanlock (https://www.youtube.com/channel/UCl5iWTMMdyh6ltVH1Dc4ewA - his YT is up to date but his Twitch says last player 10 months ago, IDK). US streamers - no idea here, so i'll let others on this forum chime in. Might be most useful for you meta wise, to the extent it is different. I'm not saying you'll be able to watch these guys and instantly be 3k WN8 - no, what i'm saying is just be watching and absorbing information, often without realising, the next time you play certain tanks, or positions on maps, you'll remember what a good player did, how they pkayed it, how they reacted when countered etc. This game is 85/90%  knowledge, and 10/15% mechanics. Watching streamers improves knowledge.
    I'd also recommend a lot of topics on this site which have previously covered similar queries around this, including:
    https://forum.wotlabs.net/index.php?/topic/28286-high-level-gameplay-laying-a-solid-foundation-increasing-consistency/ - Kolni explaining how he achieves consistency in reaching insane DPG goals. https://forum.wotlabs.net/index.php?/topic/29196-free-replay-reviews-3-games-per-player/, https://forum.wotlabs.net/index.php?/topic/28955-full-no-new-entries-free-gameplay-reviews-yt-with-commentary-by-kolni/ - two topics where Kolni reviews 5 replays from a variety of players looking to improve, offering pointers on gameplay, awareness, mechanics and mindset. It is criminal that the 2nd offer for 5 replays didn't get fully subscribed to. https://forum.wotlabs.net/index.php?/topic/28910-tier-10-struggles-response-to-snoregasm/ - this is a little more advanced/meta specific, but it is Kolni responding to one of my queries on why tier 10 gameplays is so different to every other tier. TBH, go through @kolni's post history for tips as well, as he always has something to useful to say. As @echo9835 notes above, i've also commented on a lot of posts/statuses with advice where I can, so anything specific throw it my way. I'm not kolni, but i'm still decent-ish.
  6. Upvote
    8_Hussars reacted to echo9835 in Looking for coaching   
    If you want to find some teaching materials @sr360 has a huge page full of recorded replays to watch. There's no commentary, but you can watch a unicum and learn quite a bit from observation. Anything that @kolni, @Snoregasm2, or @Rexxie has written is probably sound advice and all four of them are active on the forum.
    PM me for discord details. I can run some games with you and give some pointers on the more general stuff. I am no unicum, but I can at least share what I learned when I went from where are to where I am now. 
  7. Upvote
    8_Hussars got a reaction from ProxyCentauri in Murovanka forest side unbalanced?   
    iyouxin - detailed that spot in a vid.  I like it and have not really had problems getting out.  Go dark, use the buildings to conceal los and you are good.
       
  8. Upvote
    8_Hussars reacted to CraBeatOff in GSORRY 1000008   
    I'm pasting this here for my reference but also for the rest of y'all. Courtesy of a discussion with and permission of@TheChang. Edited for clarity and brevity, 90% of this is Chang's words but i want to re-read it when i try to master this tank, and this kind of style is one of his many strengths. This is his first impressions after reading this thread and playing a handful of games including an 8 kill Ensk match taking no damage (referenced).
    Chang confirms turbo gld vents build.
    Kinda play it as a 3rd line MT? It has much better accuracy and pen over the lorraine, with a bit faster burst, higher burst alpha, and about 100 less dpm
    It's no pure TD like I assumed at first because of the insane pen dropoff.
    Yeah, like I said, 3rd line. Never get shot, but get your sneaky angle/flank in, dump fast, and leave
    The accuracy + intra is great for tracking
    In my ensk game, I just played city and kept switching flanks and killing tanks on reload while they killed my teammates. Just finding angles, flanking, falling back, flanking behind
    Snipe early, then drive to make an overmatch or punish a mistake or awkward peek
    The camo and smaller size compared to the lorraine lets it fill more spaces sometimes, but it has less view range.
    And the longer reload is tricky to play around which is also why it's 3rd line - meaning no risks, only free damage
    You can't play primarily 2nd line, because if first line dies, you're dead as well. So you kinda fill the grey area between sitting in a bush all game and playing second line
    Oh, gun depression is huge as well, for fitting in more spaces. And the 40 sec reload is excellent for forcing you to play safe, leave to go be somewhere else unexpected
  9. Upvote
    8_Hussars reacted to CraBeatOff in GSORRY 1000008   
    A small review since I've had some time in this tank.
    Mobility - acceptable. A high top speed with low hp/t, it's sluggish but you can get places and relocate as needed. The Skorp, SU-130PM and S1 all accelerate much better (esp with turbo). But you can do what needs done in this.
    Protection - excellent (for a sniping TD). It's got great camo. 40% sitting and 25% moving. About the same as the 130PM but less than the WZ-120-1 or S1. Firing camo is an acceptable 8%. Low base VR means you're not going to be doing a lot of spotting without binoculars. I don't bother with this but at least that synergizes with having a full turret.
    It also has armor! Not a lot but it's got a great feature of being autobounce at the default auto aim point in the front! The turret also has some slopey bits. Nothing you can count on - but when you can occasionally bounce a JpE shell you cannot complain.
    Firepower - the focus of the tank - and it's a mixed bag. 320 is meh when you're scavenging or only have limited windows. 4x320 is glorious punishment though and extremely good for punching out enemy LTs. Aim time is good but i found i needed a GLD for follow up shots. Accuracy also good. Bloom is large but manageable, especially since the turret bloom is very low.
    But what's bad are the shells and drum. Choice of 226 AP and 321 APCR with a massive 40s downtime between clips. This is just really unsatisfying. The real kicker though is the prem APCR pen drop off. It drops 101mm over 500 meters!!! What the shit is this? All other tier 8 apcr firing TD (that i own) drop 10-50mm. I don't know the values for the Kjp or Cda105 shell drops but 101mm pen loss is just maddening. Because of this you're gonna have a ton of 1-2-3 out of 4 clips in key situations and then a huge amount of time without influence. The low dpm and weak pen really make it hard to play this from range.
    I give it B tier on a GOD/A/B/C scale. I understand why they don't want reliable 1200 burst or it having 2k dpm but it's still unsatisfying. Best platoons are with a good scout and a reliable and flexible continuous fire gun. If you play with a Lorr40t you're gonna have a bad time. A LIS or T-44-100 would work nicely. Don't solo this, please.
    I've been running equipment combos with GLD and vents and switching between IRM and turbo. Given the massive pen drop off i might try a IRM turbo GLD build to try to stay in closer than 445...but the fact is those are the TD lanes in WoT!
     
  10. Upvote
    8_Hussars reacted to Private_Miros in Poor Financial Decisions 2020 Edition (lootboxes)   
    Got 25 in the end And got all the tanks! Super lucky.
  11. Upvote
    8_Hussars got a reaction from Hellsfog in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  12. Upvote
    8_Hussars got a reaction from 3MAJ86 in Analysis of 9853 Replays   
    As suspected, I don't really have enough data to make a good case and would say its inconclusive at this point.


  13. Upvote
    8_Hussars got a reaction from echo9835 in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  14. Upvote
    8_Hussars got a reaction from kolni in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  15. Upvote
    8_Hussars got a reaction from mistervanni in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  16. Upvote
    8_Hussars got a reaction from Ezz in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  17. Upvote
    8_Hussars got a reaction from Private_Miros in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  18. Upvote
    8_Hussars got a reaction from sundanceHelix in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  19. Upvote
    8_Hussars got a reaction from sohojacques in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  20. Upvote
    8_Hussars reacted to echo9835 in Analysis of 9853 Replays   
    so what you're saying is 12.6% of the time people who are not degenerates can have fun.
     
  21. Upvote
    8_Hussars got a reaction from PlanetaryGenocide in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  22. Like
    8_Hussars got a reaction from ZXrage in Analysis of 9853 Replays   
    Please no bully, its a work in progress.

    I finally buckled down and made the WoT replay analyzer work for me and I managed to analyze 9853 of my matches I had available over the last few years (2018 to 2020-Q3).  The Google Sheets link is below if you are interested (with all the raw data).  I really hoped to gather Battle Tier Data and Number of arty but that is not available or very difficult to dig out.  I figured out how to collect Battle Tier, MM schema (e.g. 3/5/7) and arty data.  It is now presented as well.

    The original intent was to examine the data in light of @Private_Miros data presented on EU forums and cross posted here (IIRC) and have something to counter all the "snowballs are increasing" and "match lengths under two minutes" deniers on the Official forums.  

    Not surprisingly they petty much confirmed  @Private_Miros data.  The Match Length numbers although have a few more anomalies on the low side and its NA server.  
    Matches Analyzed:  9853
    Average Match Length:  00:07:06
    Shortest Match Length:  00:01:57 (surprisingly this was a T10 Erlenburg Encounter and not Mines Encounter)
    #Matches under 3 Minutes:  19      0.2%
    #Matches under 4 Minutes:  263    2.7%
    #Matches under 5 Minutes:  1344   13.6%
    #Matches - "All vehicles destroyed" is Closer than 6 Tanks:  1792     18.2%
    #Matches - "All vehicles destroyed" Score is 6 to 10 tanks:  4851      49.2%
    #Matches - "All vehicles destroyed" Score is Greater than 10 tanks:  1837    18.6%

    Other Notes:
    Game mode (Standard 75%, Encounter 15%, Assault 10%) appeared in generally accepted nominal proportions
    Win Condition (All vehicles destroyed 85%, Base Captured 13%, Battle time expired 2%) appeared in generally accepted nominal proportions

    Game Mode (Standard, Encounter, Assault) was not a significant factor.
    Win Condition (All vehicles destroyed, Base Captured) was not a significant factor.  (Battle time expired notwithstanding)
    Match Results (Victory/Defeat) was not a significant factor.

    Average Match Time was pretty much linear (and decreasing) from a score of 15:14 to 15:00 
    Tank Tier (NOT Battle Tier) was not a significant factor for Tiers 7+.  Although match lengths shortened up by 30 seconds or so for Tiers 5 and 6.  Suspect this is map pool related (see below) and not play related.

    Unsurprisingly,
    the three smallest maps (Ensk, Himmelsdorf, and Widepark) played faster by roughly -1:30 (about 00:05:30).
    the larger maps (Prok, Mali, Erlenburg,  Kharkov, and Fish Bay) played slower by roughly +1:00 (about 00:08:00). Standard  Prok almost broke 9 minutes!

    https://docs.google.com/spreadsheets/d/1ykw3LG7Rt6fWvqqMDn5Fcew-CxAfBoTnzEjwEKj30LQ/edit?usp=sharing

    This crushed my soul...


  23. Upvote
    8_Hussars reacted to Private_Miros in How to ammo rack   
    I've put in a more appropriate category than core skills if you don't mind.
  24. Upvote
    8_Hussars reacted to kolni in What could I have done here that woulud have been more help? Strb 103B, Redshire   
    Here are my thoughts during the game, I tried to treat it as if I went into the game so if the criticism's a bit a hard:
    Post-view thoughts:
    Get rid of that ridiculous 30x sniper mouse swipe memory you have. (You're looking at the minimap and orienting in the right direction is my first guess?) You miss things you never would have in arcade and I believe it was about 1,5k on map unawareness alone - even from your (not ideal) positioning. That turns this into an OK game for a loss, just on awareness alone. Kran is a good example - I would have killed that guy the first time around so he would have gotten one less clip off that game. Your E4 would still be alive and could get 1-2 more shots off, which brings me to the next thing: Look at the bigger picture more. Chain reactions need to be a part of your thought process. 9-0 was winnable this game the second the Chieftain showed mid. That's information that normally wouldn't be assumed so the average Redshire game doesn't look the same anymore. You're now less likely to win middle - but more likely to win 9-0. Redshire is about map control, as an Strv you need to think about where your best position is RIGHT NOW, not just when entering battle. I do this every 5 seconds, minimap check and brain checks get part of your muscle memory eventually too. This could have been the difference that turned this from a snowballing loss to an even fight. You are an Strv. What's the purpose of this tank? It's dealing damage. That is literally the entire point of the tank - so equip for it. When an enemy makes a mistake, unlike other TDsm you need to get more than a single shot off to make their mistake into an advantage. 0,1s matters here.  No food is outright stupid - don't play the Strv if you can't afford to max it economically - it's purpose kinda defeats itself when it's not utilized optimally for it's purpose. If you played a Grille here for example. your game could have been pretty good with your identical positioning and shots you took excluding not backing up in open without a spotted 183 on the map - that can and will sometimes end your game completely. It's not often but it happens - see it coming. Positioning - I saw a potential 7k game when 9-0 (that's 2 minutes before you died and the game was over) was collaping with several two shot tanks - you didn't notice. I can't tell if I was right, but I saw a chance that I could take. These decisions is what can turn games around. Strv's are great for doing just that. The dream of tanks running into you one by one can happen here if you play it out right but your positioning didn't allow for it so the chance won't appear.  I hope I gave you a better understanding of how to play this tank. You have mechanics, awareness, decision making and positioning to work on to play this tank in the best way.
  25. Upvote
    8_Hussars got a reaction from Snoregasm2 in [Sandbox] Equipment 2.0   
    I have often maintained the re-modeling the Radio Ranges (to overlapping circles not additive) would make the maps play larger.  Spotting is not necessarily reported to all the campers.  Tanks actually need to relay postions and the useless Radio Operators skills then become workable.       
     

    If Auto-Loader/Auto-Reloader balance is an issue simply buff every single shot tanks reload OR perhaps, simply convert the “Rammer Equipment” to a Loader crew skill (+10% to reload) since the loader has useless ones as it is.      
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