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Everything posted by Mikosah

  1. Even if the changes don't actually put arta into its proper place (nonexistence), if the carcinogens believe it to be so and consequentially play arta a lot less, we'll get a favorable end result.
  2. I already miss being able to stack BIA, recon, and SA for max view range. The new vision skill only gives 4% more view range when maxed out, which is significantly less than what can be done with the above. Though the investment of 10 skill points compared to currently having to max out 3 different skills (which may all be bottlenecked to the commander) may be simpler, many tanks in my lineup need more than 4% view range from the crew. The new camo skill also seems like it has less effect in total than the current one, another disappointment. As of how the system as a whole works, I'm sti
  3. Under normal circumstances, this would be a non-issue. If some tomato in an E3 chucks HE at center mass and does say 300 damage he's only cheating himself out of the 750 that should have been dealt by one of the other shell types. The only way that the HE tactic gets ahead is if the other shell types have very low odds of success. Otherwise, HE consistently loses in the long run. If HE really has become an actual threat to the high tier meta, that would mean something has gone terribly wrong with the conventional AP/APCR/HEAT performance against typical armor profiles. As of the odd detai
  4. I like the idea that you'll have a tank with excellent mobility, scary DPM, small silhouette, good camo and other soft-stats. Sort of what light tanks used to be when they were good once upon a time. Is this that? I don't know. Probably not.
  5. I remember the chatroom that used to be on this site and the men of culture that used to meet there. Some of that spirit moved to the discord server, but even so it just hasn't been the same. Even the certifiable freaks of nature are all acting like normies these days. Have the good times returned at last?
  6. If it had crappy armor, I would have said this was a typical redline sniper with low DPM. But the fact that it can actually tank shots with its turret or maybe a cheeky sidescrape turns the whole situation upside-down. Others already mentioned that this means RIP T34, but I'll also throw in there that other glass-cannon sniper/support mediums like the ravioli and STG are also RIP.
  7. This might seem like an odd nitpick, but I'm driven up a wall when WG has what is essentially the same gun have significantly different pen and alpha when mounted on different tanks. In this case, the GSOR TD has a 105mm L7 gun, but with the 320 alpha of a 100mm gun and the 226mm pen of a 20 pounder gun. FFS pick one of the three and give it that rather than playing mix-n-match.
  8. There are a few potential meta-tweaks here. The new enhanced rotation mechanism, or as I now call it, the "sit-n-spin" increases both turret and hull traverse speeds and also reduces movement dispersion. It can also gain the slot bonus for either movement or firepower categories. And TDs, which still cannot use Vstabs, can now equip the sit-n-spin. I expect this will likely be the most popular of the new equipment items. And then there's the commander's vision system, which in theory could completely change the scouting game. The question is how many light tanks are going to use it in pra
  9. Not to mention how it stacks up to the Type 64. But here's an idea that I pitched on the WG forums that might get some traction here- bump up to tier 7, adjust hit points, give it back its original 400m base view range, accuracy, DPM, and other previous advantages. Balance from there.
  10. The new equipment items that they've shown so far actually seem pretty cool. The problem is all of these weird rules restricting items to certain classes or giving particular slot bonuses. For one, makes it hard to test if the new items are well balanced with the slot rules in effect. And secondly, the whole idea of diversifying loadouts is contradicted by trying to motivate particular slots to use particular items. As of whether the typical rammer/vstab/optics meta loadout will ever be unseated, I have my doubts. But that of all things isn't the major problem here. The real question is w
  11. I don't like the idea of just throwing armor onto everything to keep up with the power creep. If you balance armor around gold shells, then that's all that'll get used.
  12. When the HE changes were first announced, I said to myself that a test of whether or not they could make it work would be KV-2 and its state under the new mechanics. If it became a useless POS, or if it became game-breaking, or if they had to change it so drastically that it completely lost its previous role, then clearly the new mechanics just couldn't be workable. I wasn't expecting option 4- that they make it an exception to the rework to avoid all of the above. But that in itself speaks volumes. The rework concept had one merit- that it was taking all of these useless HE shells on sma
  13. I don't like the sound of the crew/equipment reworks. All they have to do is just take the current skills/perks/equipment that no one uses and buff/tweak them so that they're useful. Admittedly the process of moving a crew from one tank to another is clunky, but the only real trouble with it (an annoyance really) is that if you're using credits then there's a lot of little steps in retraining each guy for the new tank, resetting skills to get back to 100% training. New accounts get hosed, but WG could just give them crew training/transfer vouchers to get through the low tiers. As of the sixth-
  14. ^MFW I read this thread. So let's get this straight, passive play is the problem but it isn't caused by arta or chai snipers, these only cause trouble because other tanks spot targets for them? Meanwhile, we're also establishing that mediums fulfill the spotting role sufficiently so that we don't need a dedicated scout class to begin with even if mediums basically cause all the same 'toxic behaviors' as lights? Also that light tank players pad their stats because lights have super low requirements. Why might that be? Ok, so here's a few mild rebuttals: 1- passive play happens because
  15. I think you're on the right track, but let's try asking a slightly different question- what exactly is wrong with the current HE? And my answer is only a few minor details. One is that low caliber guns have absolutely no use for it, just too unreliable even at the tasks that it is supposed to do. But there is an exception, HESH serves its role pretty well. Most low caliber HE really just needs a bit more penetration and it'll counter thin armor just fine. Eliminating penetration entirely does not advance any of our goals. As of the task of resetting caps, they could just assign a gua
  16. I guess the one bit of good news is that the useless low-caliber HE will at least gain some utility resetting caps or finishing low-health enemies. Currently, the vast majority of guns in the game can't even do these things reliably with HE. What I see as the bad news is that HE's most important purpose of all- countering thin armor, is now impossible in the sandbox. Hopefully HESH will retain its current characteristics and continue to fill that niche. Either that or other shell types with high alpha and low pen will be added to do so, SU-100y esque gold AP for instance. Where thing
  17. Look at the distance on the rangefinder, he might have simply gone within the 50m auto-spot radius.
  18. So WG came up with a bass-ackwards way of nerfing gold shell alpha. Weird flex but ok. But there's a lot of other things going on here. One thing to think about is that if the typical shell does more alpha and there's more hit points laying around, won't that mean that (if all else stays the same) profitability will be much higher? Which would be nice but knowing WG they've probably already done something to put a stop to us having nice things. Another matter is that the low and middle tiers are positively THICC with hit points in that test version, which is something WG wanted to test fo
  19. From the looks of those tier 8-9 changes, they're just trying to keep traits in common with the tier 10s rather than examining whether or not these tanks actually need to be changed. And even though a few of these tanks would be nice with some buffs, this is a very bad strategy overall. Given everything that we've seen thus far, I suggest the following: STB only needs the improved turret armor and the hydro suspension, nothing else. The Type 61 can't be shoehorned into the same niche so let it be different. Buff the DPM if it really is underperforming. Same goes for the STA 1 and 2.
  20. Seems the recent news is that the STB is getting a more significant turret armor buff. Combine that with the the new hydro and you have a niche. Still, the trouble is that WG is meddling with the alpha, pen, and velocity where they really don't need to.
  21. STB suffers because its gun handling is so clumsy. Throwing in the new hydro suspension is cool and all but seems very irrelevant. And the proposed buffs to movement dispersion penalties and aim time alone would have made the STB way more viable. But this nonsense of toying with the alpha, shell velocity, and pen? Just why? 30b getting normal shell velocity and pen makes it just another generic medium, which is fine. Though the funny thing is that if the 30b's current niche is really that bad, why are they throwing the new STB into it? Leo changes are just unnecessarily complicated.
  22. The only interesting thing I'm seeing here is the HESH. Other than that, there aren't any remarkable strengths to talk about and there are other light tanks with HESH these days. Honestly it would be novel if it had the normal 20pdr alpha and pen, played like a fast TD rather than a scout. Incidentally, as of the argument of whether or not 189 stock pen is good, first point is that in practice you probably aren't going to see a meaningful difference between that value and the stock shells of any other tier 8 light tank. They're all very similar. And second point is that what does this mat
  23. I'd be willing to forgive a ton of the game's issues with balance, MM, bad mechanics, et cetera if only the randoms properly rewarded individual effort and didn't completely waste your energy every time your team decides to have downs syndrome. In the past, even the incompetent players understood that they had roles to fulfill and at least tried to do them. Now, even that is too much to ask. It would be nice to be able to rely on pubbie teams, but its just not happening. And we can see that the various playstyles have all been merging closer and closer together, more and more overlap. The whol
  24. Mikosah


    I'd probably run it with this build: https://tanks.gg/tank/lt-432?e=17.21.5&c=-1.-1.10&k=0 Though other combinations with vstab could work. Low chance of fire and premium income means that food is very viable, though you can probably live without if your commander has view range skills. The thing that makes the 432 strong is the combo of a low silhouette, good camo, and non-autopen armor with troll zones. Whatever its doing, its probably safer than any other tier 8 light trying to do the same. Compared to something like an M41 which will be using fundamentally the same tactics but
  25. If the grand battles could be entered deliberately, the situation would be very different. Having to gamble on MM was the exact same problem we had in the first place. But you know the reason WG chose both to set it up this way and to take down frontline for so long- the random queues were being threatened. As a temporary short term event, anything goes. But if there were any kind of long term alternative to the randoms, the whole business model comes apart at the seams. They need the randoms to be your only option and they need the randoms to be made of ebola and down syndrome, otherwise how
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