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mati_14

Verified Tanker [NA]
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Everything posted by mati_14

  1. Anyone who still plays can please explain me how to play Erlenberg with paper tanks? I hate so fucking much 1.0 version.

    1. kolni

      kolni

      It really, really depends on tank comps 

      north spawn i like to play 1-2-3 and farm the enemy heavies as they push but you also stand no chance to push into K line so I tend to rotate into middle once the farm stops. Biggest downside is that you have to commit and cant really run if you get swarmed, even when you see it coming it’s hard to get safe on time (you need to either get out of spotting range from the castle or hard cover).. despite that it does work well damage wise, win wise i havent figured the map out better than push mid and cross your fingers.. if you do see you’re gonna lose then A0 is a great damage farm unless your team wins 0line at least.. you can stall for really long regardless of where you’re losing

      south spawn i just wing the middle with sub par results due to lack of a better idea, sorta okay but never felt reliable

      if it wasnt for assault maps not taken into consideration id have this map permabanned over any other map, if i play something that can play minsk well then i ban erlen anyway

  2. wait Carbon played Chieftain? In which account tho??
  3. I wonder what would happen to the economy of WoT, more HP means more xp and creds available... Idk, but if WG keeps the current income ratios this change might be healthy for the game. EDIT: The alpha increase should be lower, around 20-30%, otherwise tier 8-9 will get shit on if they buff its HP up to 30%
  4. This has been the trend for every single fucking 1.0 map, I don't fucking get it, why WG designs maps around TDs.
  5. Old Kharkov was garbage for tanks without armor and somehow better than maps like Studzianki, Erlenberg, Pilsen or Minsk. New version looks promising but... it's WG
  6. Holy fuck, reading your posts feels like somebody it's been digging inside my mind. I kinda get that feeling too, but in way where I can push myself really far over the average as soon as I enjoy or have fun with something. It's been weird, particularly for uni, my career it's kinda small when it comes to the amount of people studying it. And most teachers have a really good impression of me but I haven't been able to keep up with consistent results when it comes to marks. I failed to approve some classes in my first years because I couldn't find the class interesting at all, and of them told
  7. Unless you filter the WR only taking into account skilled players only, it's completely pointless. Do you really want stats about players with low understandings of the game? Probably 268V4 still has the highest tier 10 WR, because it's hard to deal with even though it's not the top pick for good players. SC and 430U are powerful in every single scenario and sadly, HE has been the only thing holding them back. 277 gun is aids, 260 can't sidescrap vs +270mm pen, 5A same thing, IS-7 is alright but low pen APCR makes things hard vs types, 430Us and SCs. If you manage to set up 1v1 situa
  8. HE shits on you regardless of what you play, but if you check what tanks were the most played last ranked season S. Conquer and 430U were by far the most powerful/played, maybe contested by 907?. When it comes to heavies, CW was dominated by SC and 277 until Chieftain(which should probably be nerfed a bit) was released. SC has enough DPM to trade 2 for 1 in most cases, you are not meant to contest other hulldown tanks, but having APCR as prem allows you to track & damage pretty easily, locking down tanks or trading favorably without much retaliation besides once again HE garbage. Also unli
  9. I was about to ask this, can you change it whenever you want?
  10. I'm blocking fucking erlenberg, it's pure cancer unless you play arty or a superheavy. I really don't understand why WG changed both flanks making them pure fucking aids.
  11. that broken shit was actually fun to play, unlike the current game.
  12. play xin, reksai or jgs with good dueling potential. Urgot runs oom a lot during early game.
  13. I managed to play EBR rental. The tank is alright, what makes it bad right now are the fucking maps. I got Fjords, Paris and Mountain Pass 3 games straight and stopped playing it. Got a 7k combined game in Prok tho. My problem once again, is WG being unable to design mechanics that are good for the game. If you wanted to keep these tanks like active scouts, you could have gave them high view range while going +40kph and decrease it being below 40. Who cares if it's not a realistic thing. The shitty ass view range fucks up the wheeled vehicle because you get outspotted by lights and some TDs un
  14. I seriously don't get the issue with boosts. The moments I remember the most in WoT esports are when Applewow got stuck on Cliff and when one russian guy countered a boost vs CanadianImpact in Steppes. It really gave to me more variety to all the maps. I really miss 2014-2016 WoT
  15. Well, I guess you don't play too many slow tanks. This fucking map made me drop my E3 mark by one percent 3 times because I spawned south. 2 times due to a fucking fast cap from the enemy team that just rolled over north.
  16. Even though all you said about prok is true, how does this make a big difference between pre 1.0 and post 1.0? The only tank that could push 1/2 safely it was E3 or T95 if had a good matchup, talking before Maus overbuff. Let's not forget when STRV came out, it made this even harder, because you would have a TD penning you 9/10 times at 250m and you never had chance of spotting it by yourself. 9/0 hasn't changed too much either. Now you can hulldown safely on hill from south, but if you overpeek you are dead. From north, you sit in the other side waiting to have shots over mid. And that's why
  17. pff because old prok and mali were clearly different due to the map design and not because of the meta. BULBA is back and you already became a fucking egotistic bitch?. Oh wait, you already were. Come the fuck on, at least bring some fucking arguments to your shit, you talk like if you knew the game better or if you were a better than me when reality is quite the opposite, not even taking into account that you play with 100-120 ping less than I do with probably +100 FPS and you can barely keep up with me. The viability of map positions gets reduces when the meta shifts off to tanks that can d
  18. you should know already that this would not change anything at all. If you played ranked last season, open maps like Mali and Prok had exactly the exact same gameplay as Abbey. Heavy tanks, 430U and 268V4s fighting hulldown for 6-10mins trying to control the key areas of the map. You can try to change maps as much as you want, but unless you make them much bigger, the gameplay will be the same. After a map gets defined by meta, unicums will know what counter meta positions, and what counter, counter meta positions. This is a problem that comes with the meta tanks, more than map related. During
  19. I wouldn't be worried to much about super heavy tanks, I think WG is actually right, because besides Type 5 which is aids to play against, none of them are actually overperforming Maus is meh full tier 10 and good outside, JP not gonna change too much, E-100, 705A and 60TP will get slightly stronger, Pz 7 will still geting outclassed by VK which I seem being the strongest superheavy in the game. I'd be worried about meta tanks getting even more unstoppable, 277, 5A, 430U, S. Conquer, and once again 268V4. I think this cancer TD is the one that gets the most benefits from this changes. It's gon
  20. The problem is, the feedback they get. Just check out the official forums how all the pubbies are just claiming that IS-3A is not overpowered, because it's slightly slower. It's basically the same reason why we have this current mm system. How many good players used to complain about old mm?, as QB said they only wrong thing with old mm was having different amount of tanks of the same tier. Most of the bad things in WoT are because WG gets awful feedback from players who think they know everything about the game and good players are good because hacks and gold rounds. Arty, superheavy meta, ne
  21. If you make it permanent it will spread even more the population for a server that's already fucked up like NA, I don't have an issue with casual games, you could say PUBG and Fortnite are mostly for casual players and that's what made them popular. But both games still had a challenge ahead for players who wanted to push things to their limits. Does frontline has that? No, it just doesn't. What can you aim to accomplish in frontline? A 15k dmg game?, luck based. A +70% WR?, Just platoon as much as you can. A good KDA?, I don't think this would be even relevant. Sadly it will interfere with wh
  22. I think monthly is still fine, players will play during the month, and will be excited about frontline week, but definitely not a perma mode.
  23. The fact that there are not risks makes it kinda boring to me. I don't hate this mode, it's one of the most healthy WG has done lately. But if you spread it out for more tiers, it would make WoT literally a full casual game. MoE would be pointless, ranked would die even harder, no incentive for clan activity for avg players, some players would probably play this game mode exclusively. I'd go as far to say it would be even less skill based, since the decision making is way easier. Reasons to improve? Not many at all. I'm sorry if you really want it this way, but to me seems like throwing all th
  24. I played like 10 frontline games and got bored of it, all of them over 10k dmg, everyone plays so carelessly it's gets boring to me at least how easy it's to farm dmg. Removes in my opinion most of the skill in WoT, since even getting killed has its benefits because you can respawn and relocate wherever you need to. As I said I don't mind it, but I prefer the CS:GO playstyle of random matches than the BF playstyle of frontline.
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