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Verified Tanker [NA]
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  1. Upvote
    Gnug725 got a reaction from canadiantrex in I can has .75 purples?   
    There's also the part where he tells you to go somewhere, which leads to you dying and him getting shots on the stuff that killed you.
  2. Upvote
    Gnug725 reacted to rocketbrainsurgeon in The ONLY thing that makes me rage in World of Tanks...   
    This is for discussing The ONLY thing that makes me rage in World of Tanks
  3. Upvote
    Gnug725 got a reaction from Jeeps in Mechwarrior Online   
    As someone who played tabletop Battletech in the 90s and Mechwarrior 2,3,4, I really wanted MWO to be good. It's made me quite sad.
    I actually started playing Tanks because I thought MWO would be kind of like it. As much as your tank in WoT feels like it is interacting with the terrain, through destroying elements, and having different feels to different surfaces, Mechs in MWO feel like they are detatched from the terrain and just kinda there. I also hated the HUD, hated the feedback, hated the weapon config/firing. It's all a mess.
  4. Upvote
    Gnug725 got a reaction from -RogueStriker- in WoTLabs Forums In-Game Channel?   
    The wotlabs channel has been awesome for finding platoonmates. It's like the idiots are already filtered out. I've had a good experience with everyone I've platooned with so far.
  5. Upvote
    Gnug725 got a reaction from TheMarine0341 in WoTLabs Forums In-Game Channel?   
    The wotlabs channel has been awesome for finding platoonmates. It's like the idiots are already filtered out. I've had a good experience with everyone I've platooned with so far.
  6. Upvote
    Gnug725 reacted to dualmaster333 in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   
    This is a story about The_Nine_Iron [Rel_3].
    Nine_Iron had always wanted to grow up and be the bestest e-tonker around.  He would stop at nothing to get those pretty little numbers so he could turn that wonderful shade of purple.  He was so close at 59%!
    One day, he loaded into a game on Murovanka only to find that his super strong T-150 was at the top of the list.

    With his superior soviet armor he prepared to bring his mighty cudgel upon the pubbie masses:

    All the pubbies were awed at his wisdom of taking a slow tank with 330m view range into the magical forest.  After all he is a 59%er!
    Soon, though, things turned bad.  Somehow his superior soviet armor failed him and he was soon dead.  He lashed out at his useless team:

    But then, the strangest thing happened.  Someone dared to question THE_Nine_Iron.  Some foolish scrub from a no-name clan dared question his superior soviet armor strategy.  Nine_Iron would have none of it:

    Who was this DoucheMaster333 to speak such?!  XVM displayed purple stats - there could only be one explanation!  Never so obvious a seal clubber had he seen.  Nine_Iron immediately exited the battle and went to his favorite stats site so that he could destroy this silly fool.  Fortunately that saved him from seeing the end of battle screen:

    Nine_Iron quickly gathered his thoughts and unleashed his brilliant assault via private chat.  Surely this brilliant, witty, logic ridden exposition would silence the fool:

    Everyone knows that it is only the number of Tier 10s played that matters.  And he could clearly show how his 525 games in tier 10s was far more than douchemaster's 425 tier 10 games.  (The other numbers next to the games played don't matter either.  Just there for show.)

    And seriously, he had re-rolled and very marginally outdone this fool's main account.  What more was left to be said?  Nine_Iron sat back with a smile on his face.  He had really put that seal clubbing moron in his place!

  7. Upvote
    Gnug725 reacted to Platypusbill in Trendlines of Various Tanks: Player win rate vs Win rate of tank   
    Here's a visual aid for ya.

    The Easy Eight's UFP is literally twice the height and a bit wider, and if a shell strays outside it (very unlikely outside long ranges), good guns can still punch through. Meanwhile, the KV-1S has multiple extremely strong/autobounce areas within a short distance.
    The upper plates are similar in effective armour, but that alone says little about how strong a tank's front is in practice.
    As an abstract example, which one of these two would be easier to pen given that the red area is too strong but the white area is weak?

  8. Upvote
    Gnug725 got a reaction from ThePowerOfLove in T30 Guns -- 120mm and 155mm   
    The other big advantage of the 155 is how much it increases the hp range of tanks you can get a killshot on. You can put yourself into a vulnerable spot against a tank with 650 hp left and finish him off before he reloads, which you can't do with the 120.
  9. Upvote
    Gnug725 got a reaction from jonnydeathstar in My fastest 24/7... post yours!   
    I also got my 250k in 13 games today. 9-4, survived 8 with 26 kills.
  10. Upvote
    Gnug725 got a reaction from Brontoscorpio in Name and Shame Thread, (ArrogantWorms sucks at technical stuffz)   

  11. Upvote
    Gnug725 got a reaction from Sarge19d in WoTLabs Forums In-Game Channel?   
    The wotlabs channel has been awesome for finding platoonmates. It's like the idiots are already filtered out. I've had a good experience with everyone I've platooned with so far.
  12. Upvote
    Gnug725 reacted to Platypusbill in Platypusbill’s Comprehensive Guide to Understanding and Utilising Armour   
    The relatively complex armour system is one of the key things distinguishing WoT from a typical shooter game. Most people pick up the basics quickly, but very few seem to have a grasp of many of the details (though knowing absolutely everything isn’t that crucial). I happen to be very knowledgeable on the topic, so I thought I would finally get around writing this all down for future reference.
    Enough with the introduction, though. Be advised: wall of text ahead; this post contains everything I know about armour in WoT.
    >Armour Mechanics

    This is called “line of sight thickness” and determines the effective armour against HE/HEAT/HESH ammo. However, AP and APCR have an effect called normalisation, which reduces the angle of impact- this simulates the shell rotating towards the armour as it hits. Note that this doesn’t change the actual trajectory of the shells- normalisation exists only within the armour calculations.
    The simple effective armour calculation is as follows: ArmourThickness / cos(angle – Normalisation)
    The cosine formula assumes that 0 degrees = flat plate. Some sources refer to angles such that 90 degrees is flat towards the shell- in that case, cosine is replaced by sine, and normalisation is added and not subtracted.
    Normalisation is 5 degrees for AP and 2 for APCR, 0 for everything else (and can thus be ignored).
    There is a separate formula for angles on both axes; for HE/HEAT/HESH, it is:
    ArmourThickness / cos(angle1) / cos(angle2)
    However, for AP and APCR, the calculation is more complex:
    ArmourThickness / cos(cos-1(1 / (1 / cos(angle1) / cos(angle2) ) ) – Normalisation)
    If you don’t feel like typing in all that, this online calculator can do it for you. It calculates effective armour for all ammo types separately.
    The effect of armour angles is exponential; for example, the difference between 0 and 10 degrees of angle is nonexistent, but the difference between 55 and 65 is huge. See the table below:

    This also means that the sharper the angle is, the lower the penetration advantage of APCR/HEAT, as they need to punch through an increasingly greater amount of armour relative to AP.
    Distinct from the usual bounce, which just means the penetration of a round was insufficient, a ricochet specifically occurs only at very shallow angles; 70 degrees for AP/APCR, and 85 degrees for HEAT. When a shell ricochets- which always happens at these angles, unless the armour is 3x overmatched (see section below), the shell will not stop, but will instead deflect away. AP/APCR loses 25%* of its pen in the process. After this, the shell might hit and penetrate another plate. This is called a shot trap, prominent examples are tanks with a well-sloped middle plate but otherwise fairly flat frontal armour, or curved turret fronts that redirect shots into the hull roof.

    If the shell 3x overmatches, but lacks sufficient penetration to go through the armour, it will still ricochet.
    Note that this applies only to AP/APCR, other shell types are exempt from this mechanic.
    >>>>3x Overmatch
    When the ratio of a shell’s calibre compared to armour thickness is 3 or higher, it will not automatically ricochet, but will instead at least attempt to penetrate. Contrary to popular belief, this doesn’t mean guaranteed penetration- but it’s close (see below).
    >>>>2x Overmatch
    Also called “semi-overmatch”. If the shell calibre is at least twice the armour thickness, normalisation is multiplied by 1.4 times that ratio. This is why 3x overmatch is almost autopen- at that point, AP gets 21 degrees of normalisation, which means that even the most extreme impact angle (89.999999... degrees) results in an armour multiplier of less than 3. Because of this, unless the gun is so weak that it penetrates less than its own calibre, it will more or less never fail. For example, 40/cos(68.99999999...) = 112, while the early Russian 122mm guns already have 175 penetration, and tier X 120mm guns are in the 240+ range.
    Outside ricochet angles, the rule really only affects low-velocity guns when dealing with a single plate- for instance, a 60mm plate caps out at 140 eff armour before ricochet angle, which is nothing against the aforementioned 122mm gun even before the increased normalisation. 
    The KV-2’s 152mm howitzer, however, is much less likely to bounce off relatively thin plates because of this mechanic: a 60mm plate at 60 degrees is 105 effective with 5 degrees normalisation, which means some distance/angle/bad RNG would otherwise cause the standard 112 pen AP to bounce. However, because of the increased normalisation, the effective armour against 152mm AP drops to a manageable 81.
    But when dealing with more than one plate (i.e. spaced armour) it may be more useful for less derpy weapons. For example, the upper side hull of an E100 (120mm main armour + 60mm spaced armour):
    -- Against sub-120mm guns, the two armour plates essentially act as a combined 180mm of armour. At 40 degrees (50 degree impact angle), this results in 254 effective protection against AP.
    -- 120mm+ guns semi-overmatch. A 120mm gun has 14 degrees of normalisation, instead of 5, vs the spaced armour plate, thus reducing its effectiveness. At 40 degrees, this results in 243 effective protection. This effect becomes more pronounced with larger calibres/sharper angles.
    >>>Armour Types
    >>>>Main Armour
    What the majority of each tank consists of. If main armour is penetrated, damage is inflicted.
    >>>>Spaced Armour
    Armour that isn’t directly connected to a tank’s interior, but mounted on the outside. This means that a penetration doesn’t result in damage- the shell just passes through (losing penetration depending on the thickness/angle of the plate), though it may still hit and penetrate main armour on the other side. It also detonates HE/HEAT/HESH prematurely, which reduces their efficiency.
    >>>>External modules
    Tracks/suspension, the gun barrel, and the optics. Like spaced armour, penetration doesn’t result in HP damage and HE/HEAT/HESH are negatively affected, though the modules themselves can be damaged.
    The difference in terms of protection is that modules are unaffected by angles. Also, as shells that don’t deal damage to hit modules (due to a “saving throw”) disappear, hitting the gun barrel or optics often results in a shell being randomly absorbed, and the gun and shell in question don't matter- this leads to rage-inducing moments such as a Leopard I's gun magically stopping a Jagdpanzer E100's 17cm AP shell. However, tracks are (thankfully) always damaged by a hit, and don't randomly absorb hits. As a rule of thumb, most of them have 20mm of armour, while the strongest tracks currently in the game are rated at 40mm.
    >>>Ammo Types
    >>>>AP (Armour Piercing)
    This is the most common ammo type. Some guns also have premium AP- currently the Chi-Nu Kai, KV-2 152mm, SU-100Y (the latter has lower penetration but increased damage).
    -- 5 degrees normalisation.
    -- Can overmatch.
    -- Ricochets at 70 degrees unless 3x overmatch applies.
    -- Loses penetration between 100 and 500 meters.
    Each AP shell has one penetration stat for 100 meters and below, and another for 500 meters and above. Penetration is decreased in a linear fashion over this distance- e.g. if max pen is 250 and minimum pen is 210, penetration is reduced to 220 at 400 meters.
    >>>>APCR (Armour Piercing Composite-Rigid)
    This is the premium round for most guns, though certain tanks (currently most tier X mediums, T71, Leopard PT A, Centurion 7/1) fire it as standard ammo.
    -- 2 degrees normalisation.
    -- Can overmatch.
    -- Ricochets at 70 degrees unless 3x overmatch applies.
    -- Loses penetration between 100 and 500 meters.
    -- Higher penetration and shell velocity than equivalent AP.
    The penetration dropoff, with the exception of standard APCR, is generally higher than that of AP- but past the low tiers, pretty much all APCR ammo outperforms AP from the same gun at any range and/or angle. The high speed (up to ~1500 m/s for tier X mediums!) also makes hitting moving/distant targets easier.
    >>>>HEAT (High Explosive Anti-Tank)
    The premium round of most short-barreled guns and many 1950s and later guns (tier IX/X for the most part).
    -- No normalisation.
    -- Cannot overmatch.
    -- Ricochets at 85 degrees.
    -- Does not lose penetration at range.
    -- Shell velocity usually the same as/lower than equivalent AP.
    -- Spaced armour/external modules cause penetration dropoff.
    After HEAT rounds penetrate spaced armour/tracks, penetration is reduced by 5% per 10cm (0.05% per mm) until it hits main armour. This penetration loss is relative to the remaining penetration after going through spaced armour/tracks. Example:
    1. 300 pen HEAT round hits the upper side hull of an E100 at flat angle
    2. Penetrates 60mm spaced armour, 240mm penetration left
    3. Travels approximately 1100mm (tracks are 1m wide, and there are small gaps on each side) and loses 55% (132) penetration, 108 penetration left
    4. Fails to penetrate the main armour (120mm)
    In the above situation, 300 penetration fails against 180mm of combined armour, but it usually isn't this extreme- spaced armour/the outside of the tracks is usually a shorter distance away from the main armour. However, the effect of angle is even greater than normal- not only does each plate get higher effective armour, but the distance becomes longer, so more penetration is lost during travel.
    >>>>HE (High Explosive)
    All guns except very low-calibre ones (less than 30mm, usually) and "squeezebores" (which narrow down shells to a smaller diameter, e.g. the Matilda's top 2 Pdr) have HE available. Howitzers (low velocity guns mainly designed for infantry support, typically larger calibre than normal) usually have HE instead of AP as the default round.
    -- No normalisation.
    -- Cannot overmatch.
    -- Never ricochets.
    -- Does not lose penetration at range.
    -- Shell velocity usually the same as/lower than equivalent AP.
    -- Lower penetration than equivalent AP (usually half of the calibre).
    -- Spaced armour/external modules cause it to explode on the surface, this also happens if it fails to penetrate.
    -- May deal so-called spalling damage with an explosion, even if a direct hit is not achieved; damage is dependent on distance and armour thickness.
    Since HE shells are rarely capable of penetrating, which leads to dealing less damage than AP/APCR/HEAT, it is mainly used for finishing off weak targets or chipping away at tanks that you otherwise wouldn't be able to reliably hurt (this is especially useful for resetting base capture, as even 1 point of damage is enough). Howitzers can use HE effectively as their standard ammunition- the DPM tends to be low, but they can deal a decent amount of alpha with consistency, which is useful in peekaboom situations.
    This is not to say that HE will never penetrate- it is often a valid choice for dealing with very lightly armoured targets, such as Hellcats and the Waffenträger TDs.
    The formula for non-penetrating damage is (BaseDamage / 2) - (1.3 x ArmourThickness x SpallCoefficient). The Spall Coefficient is 1 by default and only matters if the target uses a Spall Liner (more on that later). An HE shell can also deal splash damage to plates that aren't directly hit- but the base damage decreases linearly towards the edge of the radius (e.g. if the targeted plate is 3m away from the explosion's centre, and the shell has a 6m radius, base damage is halved). As a result, large-calibre HE (mainly artillery) can damage tanks by hitting nearby terrain or objects, and can even damage multiple tanks.
    When a tank is caught within a blast, the explosion is targeted at the point that results in the most damage- if you hit the lower edge of a tank's turret front, it's likely that the explosion "chooses" to go for the thin hull roof instead. However, the thinnest available armour (there needs to be a direct line of sight to it) is not necessarily the best target if it's too far away. Regardless, aiming for thin points (either directly or via splash) is preferred unless the target is very distant.
    As an example, consider a 105mm HE round fired at a Tiger. From the front, there are three likely scenarios (assume average RNG roll for base damage):
    1. Hits the lower plate (100mm), deals (410 / 2) - (1.3 x 100) = 75 damage.
    2. Hits the middle plate (60mm) or the lower edge of the upper plate, deals up to (410 / 2) - (1.3 x 60) = 127 damage.
    3. Hits the hull roof (40mm) or the lower edge of the turret, deals up to (410) - (1.3 x 40) = 152 damage.
    As for the Spall Liner, it further multiplies the damage absorption (1.2x to 1.5x multiplier depending on class), but it's only really useful for heavily armoured vehicles:
    -- The heavier classes of spall liners (each tank can use a certain class depending on type and size/weight) have greater multipliers, and the armour of the vehicles that use them tends to be thicker, so the gain to damage absorption is much higher- it's rather negligible on most tanks.
    -- The additional reduction to crew casualty (which applies to all damage, not just explosions) is greater for the heavier classes of spall liners.
    Also, every tank has weak armour somewhere (at least on the roof)- penetrations still deal the same damage, and non-penetrating hits are barely affected- a 40mm plate will only absorb an extra 26 points with a Super Heavy Spall Liner, which is laughable considering that high tier arty would still do anything from ~400 to ~1000 damage. However, lower damage explosions (smaller calibre/longer distance/both) are affected more, and tanks with thick front/side armour can negate a lot of spalling damage. A direct hit to the KV-4's 150mm side with a 900 damage shell would deal 255 damage without a Spall Liner, while the Superheavy Spall Liner would reduce the damage to 157, which is roughly 40% less.
    >>>>HESH (High Explosive Squash Head)
    Essentially high-penetration HE that is affected more heavily by spaced armour (as per Russian Q&A), HESH is currently exclusive to British tier X guns. The 105mm L7 and 120mm L1 have HESH shells with penetration equal to their caliber (even though they are labeled as HE, the name of the shells and their penetration imply HESH). The increased penetration compared to regular HE often enables dealing extra damage to targets such as the sides of a Jagdtiger.
    The 105mm and 183mm also have premium HESH with higher penetration. Given that tracks/spaced armour reduce the 105mm premium HESH damage to pitiful levels and its penetration is still quite low for its tier, it is still used sparingly.
    The 183mm, on the other hand, can actually penetrate most tanks frontally, and will still do ~600-800 damage if it fails to penetrate, depending on the target and RNG. Given the slow reload, low ammo capacity, and the need to spam HESH to give itself a niche, the FV215b (183) usually carries only HESH rounds, so if your frontal plate isn't likely to stop it, it's best to turn your tracks/spaced armour at it and hope for the best.

    >>Armour Layouts

    >>>>Lower Front Plate (LFP)
    A near-universal weakspot (though some tanks have LFP armour equivalent to the UFP, or even more), the LFP is often the go-to weakspot if you can't penetrate the UFP.

    >>>>Middle Plate
    Many low/mid tier tanks have a "stepped" front layout consisting of two relatively flat plates, connected by a highly sloped (often to the point of ricochet) middle plate. Shooting this part is unadvisable unless it is thin enough to be 3x overmatched by your gun: while a shell that ricochets off the middle plate can penetrate the UFP or turret, the upward deflection adds vertical angle, and penetration is lost in the impact- and like I said before, ricochets are finicky at best.

    >>>>Machine Gun Port
    Often the weakest part of the front hull, but a small target. As these were of limited effectiveness and a protection flaw IRL, they are less common in high tier tanks due to designers abandoning the idea.

    >>>>Driver's Hatch
    A weakspot on many tanks, but it is often on top of the hull as opposed to the front plate (presumably to eliminate another liability to the frontal armour).

    >>>>Turret Front
    Typically tougher than the hull (though, as always, there are exceptions), as it tends to have better raw armour, and it often features various strongpoints that can produce troll bounces against otherwise overwhelming penetration. The parts to the left and right of gun mount are frequently referred to as "cheeks".

    The section of armour that connects the gun to the tank, mantlets are typically the single strongest area on the tank. While the center of the mantlet has nothing behind it- there needs to be a hole for the gun to poke through- the entire mantlet still counts as spaced armour. The edge of the mantlet has a section of main armour behind it, this is typically stronger than the middle section. Sometimes almost the entire mantlet is "hollow", while some mantlets overlap almost everywhere.

    >>>>Turret Ring
    The mechanism that rotates the turret. Usually very well covered (and bordered by some of the toughest parts of the tank), but a viable weakspot on some tanks.

    Technically, the upper part of the hull as a whole qualifies in RL terms (as far as I know), though in the WoT context, the word is usually only applied to the fighting compartment of turretless vehicles, especially the kind that is clearly separate from the rest of the hull.

    >>>>Hull Roof
    Rarely targeted, as it is only available from above (i.e. shooting down from high ground or artillery fire) or when the tank is on a downward slope. One of the thinnest areas of a tank, it's not uncommon seeing it overmatched, at least by large calibre guns.

    >>>>Superstructure/Turret Roof
    Much like the hull roof, except a part of it is often sloped (at a very sharp angle) towards the front. Quite a few are thin enough to be 3x overmatched (the roof of the IS-3's upgraded turret is infamous for this), in other cases they are immune on flat ground or when additional vertical angle is applied. Attacking from high ground tends to make these an easy target.

    A hatch that doubles as an observation device, often with all-around vision blocks- to make space for the viewports/periscopes, it often protrudes significantly from where it is mounted (turning it into a weakspot). Most tanks only have one (if any), occupied by the commander.

    >>>>Side Hull
    Self-explanatory. Much weaker than the front in most cases. Often divided into sections due to differing armour values (sloping, armour thickness, and presence of spaced armour/tracks). Sometimes tracks are exposed from above, most tanks have at least thin sandshields on top, though these don't even have hitboxes. Sections of hull above the tracks- or inside them, for example with the Churchill series- are technically called sponsons, but most people are unaware of the term and just refer to them as "upper side hull" in the former case. The bottom of the sponsons tend to be a weakspot for tanks cresting a hill, and shooting there enables destroying the track in the process.

    Spaced armour applied over the side. The placement is variable, sometimes they protect the middle/upper side hull (e.g. IS-3, IS-8, IS-7), sometimes they are mounted over the tracks. Areas covered by skirt armour are often tougher than the rest of the side. However, the Maus, the British assault TDs, and some others can be easily penetrated by shooting the front of the track at angle; this bypasses the skirt (which carries the majority of the lower side armour), and the shell only needs to penetrate the tracks, which are unaffected by the angle, as well as the squishy main armour.

    >>>>Rear Hull
    The weakest large area on most tanks, almost any tank can penetrate almost any opponent in its MM bracket by shooting here.

    >>>>Turret Side/Rear
    Most tanks have tougher turrets than hulls all around, not much else to say.



    >Armour Tactics

    >>Using Cover
    These techniques essentially involve hiding a part of your tank behind cover so that you only expose the strongpoints of it and/or can keep its armour at more of an angle than normal. Sometimes you can't resist fire while still being able to shoot back- in that case, you can try baiting an enemy into taking the shot first, and then retaliating while he reloads.
    Pay attention to your surroundings, there's very often something that you can use to your advantage.

    Again, if you can't line up an enemy without making yourself vulnerable, consider baiting them to fire at your turret/superstructure/UFP early, then drive forwards and hit them back.
    If you have a turret or an otherwise wide gun arc, you can use sideways slope to essentially convert some of your gun traverse into depression towards one side.

    Even if you don't immediately succeed with your attempt at hulldown, don't give up unless it's completely hopeless. Get a feel for the hill, try different angles, and you might just find the spot.
    Traits that encourage the use of this tactic:
    -- Strong turret/superstructure armour (especially if the hull is weak).
    -- Good gun depression.


  13. Upvote
    Gnug725 reacted to Derpinator2013 in I feel useless in most of my matches. Advice I take seems to not work a good deal of the time.   
    I haven't had a chance to look at your replays, but I have been (and still am) where you are.
    I study and study and think and go over replays and watch the streams and analyze and... all the knowledge seems to be there, but somehow, things never seem to flow for me as easily as it does for truly good players. I use the strategies and spots and techniques that they show and teach, but somehow I just don't get the results they do.
    But I'm a lot better than I was.
    I think the key is accepting that there probably won't ever be "the moment when it clicks".
    I hope, and work on the premise, that some day I'll look up and just be better than I thought I could be.
    In fact, every day is that day recently. Even when I have abysmal days (like yesterday) I realize that my win rate sucked, but I was playing higher tiers than usual and did almost 400 dpg more than my over. almost half a kill per game better than my overall.
    As long as your current (30 day) is still climbing... just chill. Keep doing what you've seen.
    Eventually the changes that are necessary from the "text books" you've been studying will be apparent. They're tiny things. Flexing 20 seconds earlier. Choosing a bush 10 meters to the left of the one you saw on the Unicum stream. Poking the map even though most of your pubbies won't listen because 1 or 2 will and that will make the difference.
    I mostly solo pub. My recent win rate isn't an accident, but it isn't because of my damage and kills. It's because I'm starting to see how my knowledge can change the outcome of games, even if it isn't my tank that directly makes the difference.
    You're learning where your mere presence can influence things.
    That kind of subtle, Obi Won Kenobi, Mr. Myagi shit takes time to nurture, but I hope and believe it's worth it.
    Keep learning and keep doing what you see the best doing. In time, you'll figure out how that 10 meters of difference wins game.
    At least that's what I keep telling myself.
  14. Upvote
    Gnug725 reacted to logic_paradoX in looking for top notch platoon   
    Honestly, 50%+ WR isn't "top-notch". That's merely above average. If you platoon with good players, your stats will increase in the short term, but you'll have gained almost nothing long-term.
    I think that instead of looking for good players to platoon with, you should be actively trying to get better. Whether this be by having someone tutor you or by reading guides, it'll have a long-term effect on your stats for the better.
    Here are some good guides and/or webpages you should check out:
    These are all very good things to check out and will definitely improve your gameplay. In the case of the last link, it is a collection of guides, and you should read every single one of them.
    If you are truly willing to try to get better at WoT, you will eventually, but it won't be easy. In your case, recovering from 5k battles of derp could be potentially rage-inducing; just be thankful it isn't any more. With that in mind, I wish you luck with your endeavor.
  15. Upvote
    Gnug725 reacted to Leadbucket in Supply Dump at Cap   
    Destroy both the dump and that player as both are a liability. 
  16. Upvote
    Gnug725 reacted to SWG112 in M6 struggles   
    Yeah, it's not easy Will watch as soon as i get back home from university.
    Also, i don't care if you potato, i potato a lot myself, and we might just potato together for a while if we have to potato It's not wasting my time, if i can help you in any way Really, feel free to hit me up if you see me online
  17. Upvote
    Gnug725 got a reaction from tefftorbes in Wg accounts for your winstreaks in MM   
    I'm not sure this really happens any more then leaving tanks at 3% or 5%. It's just that 1% is the only number you would notice and be annoyed that you didn't RNG enough damage. If a 1600 tank has 200hp left and you fire a 200 avg damage gun at it, you're going to leave it at 1% if your gun rolls 184-199 damage. That is going to happen often enough, and you will notice when it does. On the other hand, you won't really pay attention to all the 200+ rolls you get that kill the tank even though  you get as many of those as you do the 1% scenario.
  18. Upvote
    Gnug725 got a reaction from Snuup in Wg accounts for your winstreaks in MM   
    I'm not sure this really happens any more then leaving tanks at 3% or 5%. It's just that 1% is the only number you would notice and be annoyed that you didn't RNG enough damage. If a 1600 tank has 200hp left and you fire a 200 avg damage gun at it, you're going to leave it at 1% if your gun rolls 184-199 damage. That is going to happen often enough, and you will notice when it does. On the other hand, you won't really pay attention to all the 200+ rolls you get that kill the tank even though  you get as many of those as you do the 1% scenario.
  19. Upvote
    Gnug725 got a reaction from atsinged in Wg accounts for your winstreaks in MM   
    The MM can't even manage to get the same number of top tier tanks on each team. I have trouble believing it's pulling off any kind of skill/wr balacing act.
  20. Upvote
    Gnug725 got a reaction from Lt_Gruber in Wg accounts for your winstreaks in MM   
    The MM can't even manage to get the same number of top tier tanks on each team. I have trouble believing it's pulling off any kind of skill/wr balacing act.
  21. Upvote
    Gnug725 got a reaction from Dlur in This last few days i can't win in this game...   
    I still can't believe we lost the one tier7 where you did 3500 damage and I did 3100. I ended up with 60% for the night, but it was a struggle to get there.
  22. Upvote
    Gnug725 got a reaction from jonnydeathstar in Signs the game won't go your way, no matter how hard you "carry"   
    Their platoon is 3 purples in T57 Heavys.
    Your platoon is a 43%er in a Lowe, and a 44%er in an M2 Medium.
  23. Upvote
    Gnug725 got a reaction from emperorguy in What's the lowest winrate for someone who is bad@tanks (not intentional)   
    [sLIM] - When your clan name describes your chances of winning.
  24. Upvote
    Gnug725 reacted to Nisa in Being "on Tilt" In World Of Tanks   
    Credit goes to Darkshaunz,I'm merely copying it over because I think its a good article and would benefit many here.
    Original thread : http://forum.worldoftanks.asia/index.php?/topic/17678-being-on-tilt-in-world-of-tanks/

    Pic related,sort of : 

    This is a discussion about the concept of being "On Tilt" in World of Tanks. I think it's important to explore this concept because it can have adverse effects on the enjoyment of the gameplay. This is also more directed at players that are more proactive in their self-evaluation and assessments after each game - but it can apply to any player. I've not seen this term being used here, so maybe "Tilt" can be used as nomenclature to describe "abnormal game performance".

    What is Tilt?

    Tilt is originally a poker term used to describe a competent player beginning to perform well below his capability after a bad game or two. Tilt is caused by emotional frustration clouding the judgement of an otherwise calm and consistent player. The resulting emotional response results in increasingly aggressive play, frustration and pessimism - which ends in an irreparable losing streak.

    Why is Tilt relevant to World of Tanks?

    World of Tanks is inherently a competitive game, where you engage other individuals in pixel tank combat. AFKers and bots notwithstanding, this means that you are essentially pitting yourself against human beings that are governed by emotional reactions. As many of you know, the actions of a few can really swing the influence of a match - especially those players that place a high value on good winning performances. As such, the higher your own expectations of your own performance - the greater the effects of tilt that you will potentially experience. So here are my own observed qualities of tilt:
    Tilt is relative, depending on a tanker's individual self-expectation of what is considered to be "normal performance/expectations" (ie: WR/WN7 etc.) Tilt is governed by an emotional response to a situation, and is triggered by an event outside of normal expectations (usually a very bad round of tanks). Tilt is a downward spiral that continues to get progressively worse until corrective measure are undertaken (ie: Loss streaks exceeding five or more) However, I posit that even the best players suffer from tilt - except the better performers will know how to mitigate the effects of tilt itself (more on that later). Hence, this concept is important because everyone has the potential to suffer from it - and will find the consequences on their stats and enjoyment adversely affected.

    Am I on Tilt, or are the pubbies just bad?

    The most important thing is to recognize whether or not you may be on tilt to begin with. The pilot can't pull out of a stall over the ocean at night if he doesn't have the instruments to assist him out of the uncontrollable dive. So in essence, you'll have to calibrate your own instruments to determine whether or not you may be experiencing a negative/destructive emotional response to a particularly bad round. Pubbies being bad is something you will have to do your best to compensate for - and the blame will almost always fall to the random players on your team. Some of it is due to actual fail by your team, personal ego or even partly affected by mild symptoms of FG_'s Dunning-Kruger effect. This is just a normal function of the human brain, but let's focus on some tilt symptoms:

    Nasty streak: Losing more than five games in a row Unnatural aggression: Opting to rush the enemy in situations, taking unnecessary hull damage to hasten the game and take a quick win at all costs Scapegoating: Exponentially angered by the actions of the platmates/allies, even though they are not doing anything particularly wrong Self-Loathing: Performed below self-assigned WR theshold (ie: must achieve 55% WR or higher for the day) Loss of Control: "Ah who cares, clearly everything is down to luck anyway! my losses so far prove that!". Player stops trying because he believes he cannot recover from the losses. As from the list above, those are based on my personal observations - but I invite everyone to add to the symptoms. We've also experienced at least one, two or more of the symptoms of tilt - because a lot of the forum warriors tend to be more sensitive and alert to their own game performance. As I've just covered the symptoms, let us explore some of the potential triggers of tilt in our server:

    Time of day: Playing very early in the morning or extremely late results in poor MM (and randoms). Losses incurred have high chances to make the player experience Loss of Control. Stamina levels: Playing whilst tired and fatigued results in a shorter temper fuse and poorer acceptance of mistakes. Seeing a lemming when we're tired makes us a lot angrier than when well-rested. Harsh self-expectations: Playing with a high WR benchmark (Say 75%+ or whatever) makes it easier for you to move into Scapegoating and Self-Loathing when something goes awry. Guilty dive: Failure to carry a game, failure to cover a platmate, or missing easy shots (RNG, curse you!) can result in a tilt trigger. Especially if the person feels they have failed a comrade. Taunting: Doesn't often occur with the mature performers here, but taunting and inciting can lure solid players to deviate from their usual game-plan. This can result in an unexpected loss. How about some suggested ways we can mitigate tilt?

    Methods of mitigating Tilt

    Thinking about this section, I realized that it depends on the player's own preparation and steps they take to win a match. It also demands that the individual is honest and self-aware about their own emotional thresholds. Just how reactive and proactive are you in ensuring you don't fall into the trap of Tilt Spiral?

    Reactive Measures
    Stop Playing: "Maybe the next game I will win for sure!" No, just step away from the PC and do something else. Clear your mind and re-approach the game after you've calmed down. Analyzing Gameplay: Take a good look if you were using a non-optimal strategy. Yes you got top damage, but did you sacrifice map control to do so? What adjustments should be made? Venting Anger: You have to take out and manage that frustration somehow. Some people seal club in loltraktors and some make an angry thread on the forums. Find a way that works for you. Proactive Measures
    Reasonable Goals: Don't go into a day with unreasonable expectations, increase your goal milestones step by step. To some people that's 52% WR, and others 70%+. Everyone is different. Maximum Loss Thresholds: Set a personal "You shall not pass!" barrier of losses. Be fair, if you lose five games - then make a commitment to take a break and do something else. Positive Mindset: Make the best out of a situation, and play your hardest - tilts are a temporary phenomena. Platoon if that helps you maintain a more social and relaxed mindset. I know there's an explosion of words here, but I would like to know what you guys think about applying the concept of tilt to World of Tanks - and if you believe it is a relevant phenomena on our server. I also invite additions to not only the symptoms of tilt, but also ways to mitigate tilt based on your experience in public games, tank companies and clan wars.


  25. Upvote
    Gnug725 got a reaction from Rexxie in Not even going to rage. Just going to quit.   
    Like TNTGibbon, I also hit some walls. When I was around your number of games played, I was doing decent in tier 5-6 games, often being able to carry my teams, but I'd play tier8 and feel like I wasn't contributing. With experience, I got better at their 8, and then it was tierX games where I felt pretty useless. Even now, I can play tier9-X ok, but I don't feel like can carry at battle tiers X and up.
    There definitely points where  you aquire knowledge and then struggle to apply it, and it feels like you are going backwards. For example, you can certainly see people going to certain map locations and excelling, but when you try it, it all goes wrong until you can put together the 'where to go' with 'how to get there' and 'when to go there' and 'what to do there'. Then at some point it all comes together and works for you.
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