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    RealBattousai reacted to PityFool for an article, How To Grow Past The Permablue Plateau - By Kolni   
    This is the last, last extensive guide I'm making. For real this time, I have some other threads in mind for content but not in this manner.. This isn't just for the players the title fits, but it's going to be focusing on these players and why they aren't improving and how to start doing so. 
    For the sake of numbers, I will be using tier 10 for this, but everything applies to the game as a whole.
    Great, you're decent at the game. This is where things ramp up a lot in difficulty and where almost all of these players stagnate. Performance in this game scales exponentially. An average player will deal below 2000 damage at tier 10 per game. A player dealing 3000 damage on average at tier 10 carries roughly the weight of 1.5 players which is enough to tilt the scale of winning about 5-7%. A 3500 player will likely reach 60% as they carry just shy of two players. A 5000 damage player deals enough damage to cover 2,5 people doing absolutely nothing and will stagnate at 72-73% solo (using Hall of Fame to verify this). The people that do get past 2500 averages already have some understanding of the game. They likely don’t interpret them right however which keeps them from progressing further.  
    So how do you get past this? It's a long process, involving many, many steps. I'll outline the ones here that helped me push through that barrier, and the one after that. The 2k-3k barrier was one that didn't take me very long, but it's likely the one with the most people trying to perform well, knowing they have some talent but have stagnated from evolving further. Perma-blue is WoT-lingo for a reason. Understanding that some people cannot keep track of all the things required to do these things means that you have to treat your teammates as nonsensical. This is likely the biggest one thing I find this part of the playerbase having trouble getting over. You can’t make a teammate tank a shot for you even if it’s a game winner. If he doesn’t understand that concept - he won’t know how to make the decision. Same applies for EVERY concept in the game - and the more obscure they get - the less likely it is they’ll do what you want them to. Chat is of no use, nor are pings in this sense. It requires awareness to track and you can’t expect that from a random teammate. You can try, and have success, but expecting it will only lead to frustration. 
    This leads me to the next part, emotional investment:
    You want to do well, you care about doing well and not doing so is frustrating. This is still a PVP 15v15 game, with a lot of PVE elements you also can’t control. 15v15 gameplay means that games can end in losses with you playing perfectly. More than likely your ammo count is simply not enough to cover the HP differences in steamrolls, nor your DPM to cover the HP before the game ends - you simply cannot win these games. There is no Kobayashi Maru. You have to let these games go emotionally as the frustration serves no purpose, it’s anger for the sake of anger. And this may sound counter-intuitive, but giving up your desire of winning in favour of performance will actually win you more games. I am likely the most passive player you’ll ever have on your team - but still have a 70% winrate, no platoons. See how that shouldn’t make sense? Same things goes for most of the top players. Players below them are by far more aggressive and take way more risks - and that’s where the problem comes in. Risk-averse gameplay is king in consistency when your skill level can compensate for not taking them. There are exceptions, but they’re far fewer. These (the average) players will never understand this, and expecting them to do so will only lead to bad calls in game. 
    The average player has a much better mentality than one trying to improve. The casual player shrugs a bad game off as it literally doesn’t matter to them. Their service record means squat and they will just go next game without any afterthought. This is a blessing to enjoy things without frustration, but it’s also what’s keeping them back from understanding the game in any real way. Improvement is a grind, and grinds are tedious - they take the fun out of playing in favour of doing better. Some people simply cannot let this go, and among those players some will rise and become great. Unlike other games, WoT seems to be a very self-taught game. Playstyle and preference vary heavily even between the top where a consensus would normally be reached in other games. There is meta in tanks, but things ilke openings, pacing and tempo are very individual in the decisions they make. This isn’t a bad thing at all, it just means that the information available to guide you might not apply to you, and you need to consider that. Once the realisation is made that you are skilled, the more teammates will start to frustrate you, because they don’t understand you and vice versa. You are the better player, so you will assume you are right, and this is where a lot of people get toxic as their ego grows.
    With skill comes ego, and that ego is not only necessary to improve but to push your limits. Want to be the best? You have to believe you can be, and want to be. Nobody goes down the path of pro in gaming considering the incredible commitment to very little rewards - in any game, streaming as a strong player is always a safer career path. This ego however does also get in your way. because it doesn't develop close to the top but much sooner. This is a giant problem for people nearing greatness but falling short - they think they can do it and overestimate their abilities. Frustrated by that - they blame literally everything but the important part, themselves. I can not believe the excuses I hear from players when it comes to falling short. It is literally anything but their misplay. (Hint: they misplayed)
    This is the biggest step to get over, and by far the most difficult one to manage. Ego doesn't go away. With skill, it grows. Take me as an example, I have the biggest ego on this forum by a mile. This isn't necessarily bad either. It is, in fact, required to reach the top. Do you think anyone achieving number 1 at anything ever didn't think they are capable of doing it? That question is a little far away from the topic, but managing your ego in a way to self criticize together with logic to not let emotions take control is the first step to systematically improving your gameplay. I could probably end the topic here, as this is all there is to it really - but specifics help a lot so I'll get into it. 
    I’ll start with taking a page from the pubbie playbook I mentioned above:
    Distancing your emotions: 
    Average players don’t care. You care. Things don’t go your way - how do you keep your composure? The best way is to see things for what they are and accept your situation. It might sound defeatist but it really is the best way to keep your head clear for the rest of the game/session. Shrugging off a bad game isn’t as easy as wanting to do it and that’s what a lot of players need to start with. You can do this by applying a more practical approach to the game, with just evaluating the situation, regardless of your performance. This makes a rational evaluation of what happened much easier, so you learn from them more efficiently. Efficiency is key here, as development has to be quite rapid until you actually see any results. You can make these evaluations in concepts of “Was I where I should’ve been?” “Why did this thing happen” and you don’t stop until you have an answer you think is right. This is really hard to do in the heat of the moment, so expanding your knowledge prior to the situation occurring again to know what to do right away and be much faster with your decisions. This applies to things like line of fire too. Found a niche one but failed the clutch? Good to know for next time. Don’t forget it. 
    Focusing on things like these don’t take the anger away, but it does help take your mind somewhere productive to increase your consistency to make the moments of frustration fewer in between. 
    How do you become consistent?:
    This is a difficult question to answer, but the most common one is practice. But what practice? Spamming games clearly isn’t the answer, so there’s other places you should be looking in to. I for one was not a natural at this game, I was below 50%WR for 2 years until I actually started learning. Some people have this from the get go, but sadly that’s not true for most people. Start by considering an area, any area at all, where you are good at what you do. How did you get there? If you don’t know, keep trying to find an answer. You can use all your experiences throughout your life and apply them to anything. I for one translated WoT into Chess. Applying the same practice, the 98th percentile took about a year of grinding. Things like trading patterns translate well into taking turns, and pieces on the board resemble a composition on a map and the same method of finding a crack in that composition is what let me do it. Translating it literally isn’t easy, but without WoT as a foundation I would have never gotten there. For the readers, it is the opposite way around. You can use things like studying methods of efficient learning and apply them too, you just have to translate them into comprehensible results. 
    Once you commit to growing as a player, you’ll also run into a problem of a previously good idea not being so good anymore as you aim higher, or that another one is better. You can’t fall into the rut of doing the same thing expecting similar results when the game is fluid and changes. A good way to stay fresh is to evaluate your teammates. Is someone using a position that in this situation is completely broken? Now you know that, and it’s in your arsenal. Same thing applies for more obscure things, like how much damage you take from rams at different speeds and what bushes to blind fire - but there are so many of these things to keep track of that you need to play enough for these things to become intuitive. Your guesses will become more accurate the more you experiment and guessing is and will always be a huge part of games including fog of war. Eventually you will be able to predict things without vision, and this generally comes from preparing for the best enemy counter. Walk a mile in your teammates’ shoes, and your enemies too. It makes the game much more predictable, which is what you want. This is very hard, and takes a while to learn but eventually you will become more accurate and thus, better. Trying not to tilt doesn’t stop tilting. Stopping whatever you’re doing stops the tilt. Play with discipline. Set benchmarks, play until you fall below your standards and stop. This is the best way to keep tilt in check. 
    This is a very big part of the game. Knowing the values and landscapes of everything is so much information to take in that you almost can’t do it. How many of you can tell me the shell velocity of an IS-7 APCR round without looking it up? This literally never matters up until the point where you miss a shot because you mislead the aim. Things like this require extensive game time, as these things are based on feeling alone, nobody thinks of velocity before firing - there’s not enough time. Nobody does trigonometry in their heads to figure out if a shot is pennable but will still know when to fire. 
    Same thing applies to maps. I advise you to explore every part of every map fairly extensively, it’ll lead to worse games short term but knowing every inch of a map makes for very smart positioning chances. There is for example a spot on Prokh mid (south spawn) of maybe a width of two tanks to stand in that lets you sit unspotted from light runs over the middle ridge while still being able to fire at both the hill and the 1 line without ever getting spotted from tanks using the mid bushes either.. This means you can be at the center of the map, in range of everything and not risk getting spotted, and that’s a net positive. You get to pre-aim the hill without having to fall back every time a light does a run over the middle, keeping reticle small and not risking taking damage from that hill while keeping an eye on it. Any tank smaller than superheavies can do it, but it’s so subtle terrain-wise (it’s a small bump) that most people simply can’t see it. Things like this lead to a lot more precision without risk and allows you to keep your output but taking far fewer risks while doing the exact same thing with more downsides two meters in any other direction.
    A lot of information is given or easy to remember - like alpha damage, rate of fire and HP and weak spots, but knowing things (technically guessing, although very precise) that you can’t see or hear are still things you can play around. 
    Things like this don’t come by only research, but also through game time and intuition. 
    This is probably the hardest thing to teach, as it must be developed naturally. You can tell someone what to do, as I’ve done with many hours of coaching - but that doesn’t mean that will be the right decision in a similar situation because of variables you don’t see. How you practice this is simply by guessing until you start getting it right more often. Don’t do the stupid thing and take risks on guesses early on, but rather try to predict something on the other part of the map. If you were right, why did you think it’d happen? If not, why did you think it should’ve happened, and was that better than what actually happened - also consider if the response given was better than the one you anticipated. Start doing this regarding everything. You have the team comps during load in - guess where everyone is going. I’ll usually get half the enemy team right every game off of countdown, which makes for a much more precise game plan I have time to consider before having to commit anywhere. If I know where they’re going to be, I know where I should be. See how experience and intuition works in tandem? 
    There are also the instincts, and that really can’t be taught. I can’t explain why I randomly turn my turret expecting a flank with zero indication of it beforehand, but still do it. You can develop these traits, but you honestly have to make these calls on your own and eventually they’ll become more educated guesses. That’s what this game really is outside of the shooting part, educated guessing. 
    This is one that’s purely based on game time alone. You can use aim practice tools and so on but the best trick is honestly a lower sensitivity. There’s a reason FPS gamers have low sensitivity at the highest level. Muscle memory works better with wider motions, so longer mouse swipes become more accurate. This isn’t necessary but when you take FoV into account, you’ll always want it as big as possible. Being in x25 zoom makes you very vulnerable to everything outside of the scope, and x8 for example is a much wider scope - less risk. These are small things but they do add up. 
    The movement of your tank is another thing, as if you want to improve, it has to be precise. Can you overpeek a tank aiming another way, pull back into a sidescrape as he tries to fire back and track him as he does it, leaving no pennable shot for him but keeping him permatracked for you? This needs to be done in 3 seconds at most against mobile tanks, and I can tell you for sure that if you don’t clutch it you take the shot back, which is really bad if their alpha is higher. 
    Aiming in WoT is different than in other games. The quicker you go from aimpoint A to B will let the reticle shrink more the faster you do it. It is limited by your turret, but making aimpoint B a pre-aimed shot means aiming somewhere the tank isn’t and to improve your odds of hitting those shots, this is how you should be doing it. Don’t follow the tank with the reticle until your reload and then swipe to lead. Lead preemptively.
    Do. Not. Autopilot. You want to focus on performance, so any outside disturbances need to go. There are ways to help keep you focused. The most common one in esports is breathing exercises to keep you centered, but for others it’s physical motions. For me, it’s hard techno. Find something that helps you keep your head in the game. If you want to be good, this has to be the only thing existing inside your head during that time. Find a way to do that. Your head should revolve around WoT when you’re in game. Try to expect as much as you absolutely can and draw conclusions from those assumptions whether you can take them with you or discard them. This is an infinite process. 

    Now onto questions asked:
    Hazzgar asked about what to do in stalemates. This is subjective as the stalemate in question will always be different. These situations are all about finding a way through, but it’s usually whittling down something until there’s an opening to take control over the game. Do. Not. Initiate. Fights. Out. Of. Boredom. This is most people’s problem. Some are too passive, some are too eager. This is a mismatch and you need to consider both parts of your team and enemy team regarding this when it comes to making your decisions. The best way to test your decision making is playing from behind. This is obviously something you don’t want, but it’s the best way to keep your head thinking about what you should be doing. A rule of thumb is also that you should never stay in the same place longer than 30 seconds if you aren’t getting damage out of being there. Try to find small shots here and there that add up, and then you can fight the blob in trades because you already have some damage to compensate for the 1 for 1 trading. These situations also require really high mechanics. 
    ZXrage asked about when to play a general role that isn’t specific for your tank. And this is a really good question, because this is something that will occur and that you should do. I play very unconventionally, and focus very much on farming from distance until committing anywhere, in any tank. I play the FV215b as a sniper for example, because the gun allows for it very often. These situations aren’t always easy to recognise but trying to keep them in mind once again comes back to “am I doing the right thing right now?” There are situations where you should give up the malinovka bush because they’ve stopped firing. They’re still there, you’ll still spot them. But they know they will get spotted and pull back much quicker. This is always the optimal Malinovka play in a light, but when nobody is showing your vision is meaningless and you should do something else. Get vision somewhere else or put your gun into the game. A great example is X3N4. He had 2950DPG in the RU251 when it had tier 9 MM simply because he played it in a different way. Still over 1k assist too. These things take time to find and understand and it’s once again a long, long grind if this is what you really desire. If the will isn’t there you’re going to fall short. That’s just how it is. 

    H4NI asked about tilting, and I described this in detail above. TL;DR is stop playing when emotions are starting to control you. These are the moments where you make the worst judgments possible and end up derping and even angrier, The solution is stopping, or at least mentally resetting. If you don’t have a way to do that, I strongly suggest that you find one because this isn’t only WoT related but stress related to everything in life. You can apply your emotions from WoT and connect them to reality and simultaneously treat them. Everything from breathing exercises, going for a run, playing skrims with friends or whatever. The important thing is that you mentally reset. The best way to do this is to review your game. Where did it go wrong so you can understand why the game went poorly and prevent it the next time.

    Okay, that’s the thread for now. 
    My next idea (not going to be a guide) is “Guess the Move”. This means that both me and everyone willing to post screenshots of situations where they were unsure of what to do, and the forum tries to guess what happens next, or what should have been done in case the answer is something they considered worse, I think it could breed some discussion. For this to work, people need to understand that things like this is much easier in countdown than it is to guess what happens when a tank is about to poke you. Try to keep it RNG free. It could be fruitful to start some thought processes regarding prediction which is a skill that most players lack and have a chance to get better at. I will be collecting some screenshots for this during the coming days and start the ball rolling. 
    *If there’s context needed to estimate the situation (the tank in fog of near you is oneshot for example, or your getting spotted poking from a certain bush, or that arty just fired etc, but not what happened next) you should give it, but this is more trying to breed a discussion of clashing opinions on decision making which’ll hopefully lead to new things. 

    I hope you enjoyed the read, Kolni/yung_xD/yun9
  2. Upvote
    RealBattousai reacted to Patient0 for an article, Guide Series - How to Suck Less #2: Analyzing Purple Players   
    Analyzing Purple Players
    I see a lot of frustration these days from in game chat, mostly when a player sees a good player on the enemy. They look at XVM, see the WN8, look at the win percentage, then type "gg" before the timer even runs out. The problem that this creates is a negative mentality for you and your team. While it is true that a purple is statistically better, it does not guarantee that he will as well as his stats say in any given match. In this article, I will explore how purples tend to play, and give average players tips on how to play with/against better players.
    Characteristics of a Purple
    First, let's explore the general characteristics of a purple player.
    They play good tanks: Purples generally will play a tank that is good in at least one category: damage, armor, burst, mobility. Usually the tanks they drive will excel in two of these categories. So, it should be established that these tanks are formidable, and should not be taken lightly.
    They excel at dealing damage: There's really only one way to achieve purple status: high damage numbers. Through good mechanics, tactics, or a combination of both, purples excel at dealing more damage than they take. Their damage ratio will usually be above 2, and really good players won't lose any health until late game.
    They have good situational awareness: From my experience, players that have a strong grasp of tactics and strategy tend to be at least dark purple. They know when to relocate to avoid taking damage while also dealing better damage. They know who needs to be taken out first, and know when to use their hp to push. These players will punish you heavily for any mistakes you make.
    They think that they're better than you: This is a general assumption. Statistically, this is true, but in practice, anything can happen. A lot of the time, their arrogance can cause them to make mistakes or tilt because things aren't going their way.
    Purples on your team There are two kinds of purples that you will see on your team. One wants to win, the other wants to do damage. There are two philosophies among purples that I've seen on forums. The first is: focus on winning, and the damage and stats will come afterwards. The other is do a lot of damage, and the win will come from that. I won't bother arguing about these two opinions, but I'll talk about how you can cooperate with these two kinds of purples.
    Support your purples just like you would any other teammate. I'm a big supporter of increased teamwork in pubs, since keeping others alive usually leads to better results. However, you shouldn't try to save anyone who has overextended and doomed themselves to die. Aggressive purples may attempt this often and then rage at their team for not following them loyally. Most of the time, their death is entirely their fault. Either they're tilted, or they couldn't read the battle correctly. It's not your responsibility to babysit a purple the whole game. After all, he is only one tank of 15. Even if he pumps out 4k damage, it still would be worse than 3 other tanks doing 2k damage each. Passive purples are the worst kind that you'll find. They'll sit where TDs sit, farm useless damage, and have terrible winrate compared to their damage per game. Consider these players equivalent to green/blue players. He won't help you, so don't bother helping him.
    Purples as Enemies Probably a worse situation is when you meet a good player on the enemy team. However, don't be intimidated just by their color in XVM. While their skills should be respected, it shouldn't pressure you into making irrational moves. Even the best of players aren't immortal.
    There are many different exploitable habits that purples tend to have.
    They love to farm damage: Some purples get enjoyment out of the game from farming, so much so that they get antsy when they aren't able to deal damage for extended periods of time. If you lock down the firing lanes of a good player, they will become impatient and make mistakes.
    They are stubborn: Some purples decide at the beginning of the game to take a certain position whether or not their team supports them. Some also refuse to fall back, then blame their team for not supporting them. As a general rule, if you know a player is isolated, whether it be a purple or red, don't hesitate to jump on it.
    They think that they are better than you: Remember, a tank is a tank. All it takes for you to land a shot into him is for your gun to be loaded the moment he pokes over. Good players poke when either the enemy is not looking at them, or the enemy has just fired. If you're sitting with a couple of teammates in an alleyway, stagger your shots to keep the good player guessing your reload times. Assuming you have equal alpha, trading 1 for 1 with a better player will lower his potential carry ability in late game. Remember that purples can recognize and punish mistakes harder than average players can. So, if you're careful and consider all angles of attack, you negate the purple's ability to take advantage of you. Let him be the one to overextend and get nailed by TDs/arty, not you.
    Another thing good players sometimes underestimate is the power of platoons. I cannot count how many times a platoon of top tier heavies/mediums on my opposing team has ruined my team either by blitzing early positions to prevent our team from moving from base or rolling an entire flank faster than the other can react. It's very easy to win in platoons. If you give the purple the time to find the right angles and flank shots, there's a chance they can carry. However, a fast push will effectively negate the enemy player's ability to do more damage by shortening the overall game time. Of course, don't push like idiots. Some maps require patience, like Prok. A lot of purples I speak to LOVE Prok when it has no arty. That's because they can take their time and farm the map slowly, rather than have to worry about flanks collapsing.
    Better players should not be feared, but treated with caution. Anyone has the capability to have a good game. Purples just happen to know how to be more consistent. Teamwork always beats a pubstar. Always. Some purples are obnoxious and rude, others are nice and friendly.
  3. Upvote
    RealBattousai reacted to Patient0 for an article, Superunicum Guide Series - How to Suck Less #1: Getting Started   
    Hello reader! If you don't know me, I'm Patient0, a player of clan BULBA.
    Quick Bio: I started playing 4 years ago, and improved from a lowly 800 WN8, to 4k+ recent WN8 today. When I joined the newly created BULBA back in 2014, I had a little fewer than 10k battles. I've always found enjoyment in performing my best while playing the game, never settling for what my current proficiency.
    I enjoy coaching others free of charge, but can't find enough time in the day to service everyone, so I'm starting this semiweekly article series dedicated to helping anyone of any skill level improve at the game. I won't go into specific tanks, since there already are dedicated guides. Rather, the information in the article can be applied to most tanks you play in the game. This article will go over what you should think about when starting a pub match.
    How to Suck Less #1: Getting Started
    So, you've found the courage to finally hit the random battle button. You should already be familiar with your tank's characteristics, its strengths and weaknesses. It is now your job to apply its strengths, and hide its weaknesses. A lot of you may wonder, "I know, but how do I do that?" Well, that's what I'm here to explain. Good players will always consider every single bit of information available to them from the start of the game. I'm going to assume that you are driving a reasonably fast tank (can go 40-50 kph consistently), has a gun that isn't complete trash, and has ok armor.
    Map Analysis
    First, consider the map. Where will there be optimum cover but also easy access and angles to all parts of the map? I won't go over specific maps, since the viability of positions vary heavily depending on the deployment of your enemies and teammates. Your intuition will improve through practice, so start thinking about which positions offer more angles to damage enemies, and less angles for them to damage you (i.e. places where you can hull down, windows, hill, etc.). Exo's Map guides are a good place to start from. Start from there, then practice and adapt.
    Analyze Lineups
    Second, consider the enemy lineup. How many mediums, heavies, TDs, and arty do they have? Are you top tier? Bottom tier?
    More mediums - Watch out for aggressive fast pushes that will wreck your flank in seconds. Lure them into some heavies who can take the punishment, or regroup with your teammates and over-match them. Just don't let them isolate you. More Heavies - slow down; pushing into them is what they want you to do. Find angles from which you can shoot their sides and rear. Facing them frontally means that they will use their superior health pools to out trade you. This is the best scenario because you know that they won't be going anywhere anytime soon, so take your time and farm to 7k damage. More TDs - Recognition of popular firing lanes is important. Generally I would play cautiously, as even one mistake could end up with you at half or 0 hp. Dealing with TDs should be about the same as dealing with heavies. they have low mobility and even worse firing rate, so take advantage of this and hit them after they've fired or flank. More Arty - For me, 1 or 2 arty is bearable, however, arty has a multiplicative effect where any number above 3 means that you are unable to time their reloads, meaning you aren't able to have moments of aggression in between reloads. Make sure to play carefully and not be spotted often. Control who they focus on. I might write more about reading, predicting, and influencing enemy movements in another article. Top Tier - You're top dog, so play like one. Don't be afraid to push with teammates. Not like an idiot though. Bottom Tier - You're weaker relative to everyone else, meaning that enemies will be more
    comfortable yoloing you if they want. Therefore, take a supportive role, stay behind the big boys, and farm that damage. Taking Early Positions
    One of the most important things you should do in any game. Taking early positions sets the tempo of matches, and early game damage influences the game the most. Catching that slow top tier out means that he will have less hp to work with for the rest of the match. Early damage is important, but it's also risky. For one, if you don't position yourself correctly, the enemy might get cocky enough to rush you and if you don't have sufficient support behind you, you will die. You will probably also be the first spotted, so it means that arty's first shot will be aimed at you. If you've ever played on Lakeville and you see players asking for the scout to passive spot mid, it's for a reason.
    Typically, it's wise to go with the majority so that you can win the flank rather than spend a hard time defending the other. Most maps only have two to three viable locations to go to, so make sure you have enough teammates with you before you go there.
    Some maps like Prok and Lakeville allow scouts to get really good initial vision on where the enemy is going, so when that happens, take advantage of the new information and adjust accordingly. If they are rushing a flank, don't go there. Take a position where you can punish their push from the side and from afar.
    Putting It All Together
    Image 1
    I'm going to use a replay of mine for an example. The map is Himmelsdorf and it is Encounter. We're South spawn. I go down in my E5. I typically don't go hill from South because there is no way to retreat from it once you start losing. Also, it's Encounter so even the heavies will go up a lot of the time. Lineups are about the same, no irregularities. There is a large number of low tiers, meaning that the game will be largely determined by what the top tiers do. I check the 8 line alley, don't see any big players there. This means that either they all went hill, or took a detour and went 1 line. The most probable event is the former. After about 20 seconds I start going west on D line. Why? So I can get shots into hill. Excellent plays result from reacting to information quickly and accurately.
    Image 2
    Here you can see me shifting quickly to Western D line at the 13:30 mark. This allows me to shoot up into the hill and deal out damage. In hindsight, if I had moved even earlier I could've reached where the Cent AX was and gotten even better shots into hill and better cover. Anyone on D line becomes trapped once the enemy is done fighting on hill.
    Something to note is that I could've gone hill in the beginning, and brawled with the everyone. Each player has their unique playstyle/opinions, and you will develop your own through experience and practice.
    TL;DR : Practice reading the information the enemy gives you at the start of every battle. They will help make the mid and late game easier.
    Grats on making it down here! This is my first article, so suggestions are welcome. If there are any topics you want me to cover in the next article, feel free to post in the thread and I'll get to it.
    I stream sometimes. Support me by following the stream: Twitch
  4. Upvote
    RealBattousai reacted to Orrie for an article, T-62A Sport Review   
    T-62A Sport
    (Do mind that this was written 13th of June, 2014)
    The T-62A Sport is the prestigious tank that you’ll get to drive in the Himmelsdorf Championship.
    This is the epitome of Russian bias, but sadly for you Americans, it carries no gold whatsoever.
    But how do you maximize your performance with this thing, in the beautiful sport of Football?

    Himmelsdorf Championship:
    This 3vs3 gamemode is based upon the greatest sport on earth after skiing; Football, or soccer for the uneducated, living on the other side of the pond.
    Both teams spawn in a triangle formation, with random positions every game.

    The ball obviously spawns in the center.

    The main and only objective of this gamemode is to get the ball into the enemy’s goal, which should be self-explanatory.
    Each time you score, the ball will magically move to the center again, so don’t expect an easy recovery.
    The game ends either by 7min timer (The ingame description is lying), or by scoring 3 goals.
    The team with the most scoring goals wins the game, otherwise it’s a draw.
    You’ll be rewarded 500xp for participation and 500xp more for victories, as in 1000xp total.
    The Tank Itself:
    You have the most communistic armor possible in the game, so nothing will harm you, but expect getting tracked… a lot. Like, half the game.
    With a 1500 horse-powered engine and weighing about 37tonns, you’ll get around 40HP/ton.
    This will allow you to reach that top speed of 60km/h pretty quickly, though the tank has a very shit reverse speed, so it’s better to turn your front towards the target, than reversing.
    Add the consumables, and you’ll get 46HP/ton.
    The gun itself has most soft stats as the normal T-62A, except 8 seconds reload speed, without skills and equipment.
    Everything else not mentioned is standard T-62A values.
    Gearing Up:
    The equipment/consumables setup is could be done 2 ways; Maximum recovery or maximum harasser. The last one is probably the worst of the two, but it suits the goalkeeper.
    For maximum recovery, this would be the best setup;

    Sure you can change the lend-lease oil with extra combat rations, but that’ll hurt your wallet.
    If you have a spare, or want to waste money, use Vertical Stabilizers instead of Torsion Bars.
    And as a harasser you basically just use the rammer instead of the repair box. (Not exactly a big change, but fuck you, that’s not the point.)
    Also, engine module health is more or less infinite, so you can keep that removed speed governor on for the whole match.
    And the vehicle carries only HE. Finally a gamemode where Xen can enjoy himself.
    With skills, go for repairs. Or go full retard and retrain one of your existing commanders.
    And exterior camouflage isn’t required, as you’re going to be spotted all the time.
    Behavior, Roles and Tactics:
    The First Attack:
    I would first advise to get a 3-man platoon, as playing alone is like stabbing yourself continuously in the thigh, and this whole section is not written towards that purpose.
    The first thing you do after that timer has ended is to activate your speed governor and start going fast.
    The first approach on the ball is crucial, as you could easily take the lead by abusing a slow responsive enemy.
    Going full ram on the ball, trying to align yourself with your platoonmate, so that the ball hopefully flies towards the enemies turf.
    You could also try blocking the opposite approaching enemy tank, to allow your team to sneak by their first line of the defense, but has to be decided quickly, and tends only to work if he’s not going as fast as you.
    The person spawning in the goal area can be very useful as a sniper, either going for enemy tracks or helping out with the ball’s momentum by shooting it.
    He could also assist with the early rush, but it is not advised.

    If you see that your platoonmate is about to score, or that the ball is about to go into the goal, quickly recover yourself back to the center of the map, as the ball will drop in the center just a few seconds after the goal has been made.
    Most equalizers are done this way, and it’s a broken feature that can easily be abused by both teams.
    “Goalkeepers” can easily take this to their advantage, by shooting the ball towards the enemy goal, and helping the team with another easy goal.

    The Rest of the Match:
    Your behavior throughout the match is obviously very important, but very different from normal public games.
    Instead of going in straight lines towards your target, approach in curves.
    This gives you higher chances of tracking your target, or changing the direction of the ball by shooting it or gently touching it with your sides.
    It might also help your platoonmates by giving them more space to drive in.
    Be careful going full frontal ram, as ball physic has its own RNG that will never work in your favor.
    Try instead to track him before impact and creep past him while he gets mad.
    If you’ve scored once, one cheeky tactic is to have 2 vehicles defending the goal, while shooting enemies tracks, and the 3rd going for the ball.
    This will certainly make some people go ballistic, and throw some kurwas your direction.
    If you ever find yourself in a huge clusterfuck against the wall, which will happen frequently with these bootlicking pubbies, give them the space and concentrate on firing at the ball instead of sharing paint. Wallkissing is just time consuming and you won’t score any goals this way.
    Also, remember to stay on the move as much as possible, as your tank is as much as a weapon as your gun. Ram the fuck out of them if it can help your teammate.
    You might also get some nice air, if you’re pro MLG enough.

    Replays: (WoT v0.9.1.0)
    Here is a 60MB package of 62 replays that includes good plays, and some really sore defeats.
    - Note: Package was sadly deleted.
    Fun gamemode, if you don’t mind taking a break from statpadding, golden showers or endless grinds.
    I actually decided to start grinding the Russian mediums because of this tank, but of course I need my six sense first!
    For EU, 50 victories would give you a “free” Gun Laying Drive, which took me 79 games.
    50/13/6, as final score (Victories, draws, defeats).
    It should also be know that I in total played liked ~120 battles in this gamemode.
    So say hi to Kositsyn, my ever first Russian commander;

    Totally worth it.
  5. Upvote
    RealBattousai reacted to Bavor for an article, World of Tanks 9.14 GPU comparison   
    For how popular of a game as World of Tanks is, I haven't seen many benchmarks comparing different graphics cards/GPUs to the game performance.  You might see one popping up every year or two with limited info about testing methods.  When I read that 9.14 was going to move the sound processing to another CPU core, I decided that after 9.14 was released, it would be a good time to compare different GPUs.  I'm going through the process of using different GPUs with the same replays to compare their performance.
    For smooth game play you want to keep your minimum FPS(Frames per Second) above 30 FPS.  Games can start looking like a slide show below 30 FPS.  Games tend to look smoother and are easier to play when you keep your minimum frame rates higher.  Generally 50-60 FPS is where games start to look much smoother to most gamers.  Some people with 60 Hz monitors prefer to have their minimum FPS never drop below 60 FPS then enable V-sync to reduce the visual effect called screen tearing.  Other players have monitors that are capable of 75, 100, 120, or 144 Hz refresh rates and want higher average FPS in game.  Minimum and average frame per second are a matter of both game play quality and personal preference and can be limited by the hardware.  Maximum FPS isn't as important for game play as minimum FPS and average FPS.
    There is a myth that the human eye can't distinguish any difference above 30 frames per second, so that having more than 30 FPS is useless.  In scientific testing, it has been proven that the human eye may be able to see differences in frame rate at over 200 frames per second.  Other tests have shown that computer gamers can see a difference between 30 frames per second, 60 frames per second, and 100+ frames per second while playing computer games on newer monitors that have the capability of using refresh rates above 100 Hz.  Also, some people say that television and movies are shown at approximately 30 FPS, so more than 30 FPS isn't necessary.  However movies and television shows often use motion blur to hide what would seem to be jerky movement due to being played at 30 FPS.
    Another advantage of higher frame rates is less input lag and less game lag.  You may have a great ping and no packet loss, but if you are averaging 30 FPS it may feel that you have higher ping when you play because there is more lag in the game itself.  For example, if you play at 30 FPS, each frame is about 0.0333 seconds.  If you play at 60 FPS, each frame is 0.0167 seconds.  If you play at 100 FPS, each frame is 0.0100 seconds.  To many players, having higher frame rates feels and acts like having a better in game ping.  Some players feel that higher FPS in a game makes it easier to hit moving targets in game and to hit smaller targets in game.
    I downloaded quite a few replays from WoTReplays.com and found a few to find what I was looking for. I ended up using three different replays that I downloaded from WoTReplays.com.  Two replays were used more than the third replay.  The first replay is a Comet on Serene Coast. Link: http://wotreplays.com/site/2546813  The second replay is a Type 64 on Abbey. Link: http://wotreplays.com/site/2536214 The third replay is an IS-6 on Kharkov Link: http://wotreplays.com/site/2544611.  I used the Comet replay because a large part of the battle occurs near the water, has tanks driving through water, and it is a good replay to see how the water quality settings affect game performance.  The Type 64 replay was used because it has a wide variety of game play events, game environments, and was stressful to even higher end GPUs giving the lowest average frames per second and lowest minimum frames per second of all the different replays I tried.  I also used the IS-6 replay because I wanted to see how stressful on the graphics heavy tank play is around buildings.  It ended up that heavy tank play in the city is not very stressful on the GPU for most mid and high end GPUs.  Several other replays of heavy tank play on city maps showed that it seems to be less stressful and yielded higher FPS than other types of replays.  The IS-6 replay is more of a best case scenario instead of an average or demanding replay.  Because of this I didn't use the IS-6 replay to test many of the GPUs.
    Computer systems used:
    i7 3770K overclocked to 4.4 GHz and water cooled.
    32 GB RAM (8GB x 4 sticks)
    1 TB Samsung EVO 850 SSD
    Seasonic 650 Watt power supply
    Windows 10 Pro
    The overclocked i7-3770K was used to reduce any limitations of the CPU performance in frame rates of the replays.  Also the 3770K allows adjustment of CPU speed to see what effect CPU speed has on frame rate.
    Graphics cards tested in the Desktop and their manufacturer's part numbers:
    GTX 970* (04G-P4-3979-KB)
    GTX 960 (02G-P4-2968-KR)
    GTX 660 ti (02G-P4-3664-KR)
    GTX 750 ti (02G-P4-3751-KR)
    R7 370 (R7-370B-CDFR)
    R7 260 (GV-R736OC-2GD)
    8800 GTS 512MB (512-P3-N841-A3 512MB)
    Intel's HD 4000 integrated graphics on the i7 processor
    *The GTX 970 was borrowed and returned to its owner.  Testing time was limited.
    The Nvidia GPUs were all tested with driver version 364.51 except for the 8800 GTS 512 which was tested with the latest driver for that GPU which is version 341.92
    MSI GT60
    GeForce GTX 680M 4GB DDR5
    12 GB RAM
    500 GB Samsung 840 SSD
    Windows 10
    I used the Fraps program to record minimum, maximum, and average FPS.  Each replay was measured by FRAPS for 3 minutes and 30 seconds.  Measurement of the frames per second started when the countdown timer reached 00:00.  The replays were measured three times in a row and the averages of the three replays with the same settings were used.  Each replay was run three times to be sure there were no unusual reading of the FPS measurements and to ensure consistent and accurate results.  No game mods were installed for the test.  The results were very consistent for most of the GPUs with the usual variation of average and minimum FPS being 1 FPS or less.  I noticed when comparing to previous tests of GPUs I performed using FRAPS and replays on the GTX 680M and the 8800 GTS 512MB that the minimum FPS results were less consistent in patch 9.14 than they were in patch 9.13 and earlier.  However the minimum FPS rarely varied more than 3 FPS on the GTX 680M and 8800 GTS 512MB when running the same replay three times in a row or when running the same replay on different days to see if I'd get the same results.
    To do testing on your own computer, you can purchase Fraps here: Fraps Web Page
    In addition to the effect of different GPUs on frame rate, different graphics options and different CPU speeds were tested for their effect on frame rate to determine what options have the highest effect on frame rate.
    Test Results:
    Effect of CPU speed on FPS:
    Even though sound processing was moved to another core, World of Tanks still depends on single threaded performance to determine FPS.  However, less of the CPU's single threaded performance is used for sound.  I tested WoT at "Full Maximum" graphics and varied the CPU speed.

    As you can see, there is a point where increasing the CPU speed doesn't yield much better frame rates.  This is most likely the limit of the graphics card if increasing the CPU speed doesn't have a significant increase in FPS.  I'll be doing further testing with other GPUs to determine if the CPU speed that no longer makes a difference is FPS is similar or if it varies on different GPUs.  On lower graphics settings there is also an issue where the average FPS and minimum FPS seem to vary little between GPUs because many of the GPUs spend a large part of time at the game maximum of 120 FPS.
    Effect of Nvidia PhysX on FPS:
    The Bigworld Game engine is listed as one of the game engines that support Nvidia PhysX.  I've seen players ask, "When I upgrade my video card, should I save my old one and use it for a dedicated PhysX card for World of Tanks?"  I put the GTX 750 ti in the second PCI Express 3.0 x16 slot in my motherboard and went into the Nvidia Control Panel and set the GTX 750 ti as a dedicated PhysX card.  Then I reran the benchmarks for the GTX 960 on the Abbey and Serene Coast replays.  The results are below.

    You can see there was no significant improvement in minimum or average frame rate by using a second Nvidia GPU as a dedicated PhysX card.  It looked liek the average FPS was actually slightly higher in both replays by not having a dedicated PhysX GPU.  However, the slightly higher frame rate is well within the margin of error.  If you are interested in more detailed FPS info with the Type 64 replay on the Abbey map, you can click the link below.
    More detailed info PhysX vs No PhysX.
    In summary, it looks like World of Tanks does not benefit from a dedicated Nvidia PhysX GPU.
    Full Maximum Graphics Benchmarks:
    The in game "Maximum" graphics setting does not turn all the graphics sliders all the way up.  Also, the in game "Maximum" graphics setting does not enable AA.  For the first benchmark comparison, I turned all the sliders all the way up, enabled TSAA-HQ, set the FOV to 95 degrees, set 3D Render Resolution to 100%, and turned off Dynamic Adjustment and Dynamic Changes of Effects.  This increases graphics and effects quality and is more demanding on the GPU than the in game "Maximum" setting.  Screenshots of the settings used are below.

    Results of the currently tested GPUs at 1920x1080 resolution and full maximum graphics:

    At 1920x1080 resolution, all the the GPUs tested with full maximum graphics settings used between 1.7 GB and 1.9 GB of graphics memory according to MSI Afterburner.  The 4 GB memory GPUs did not use more than 1.9 GB of graphics memory at either resolution.  MSI Afterburner was run separately to the FPS benchmark tests to see the graphics memory used.
    GTX 970: For players who don't want their FPS to drop below 60 FPS in game at 1920x1080 resolution at this graphics setting, the GTX 970 works very well.  It was the only GPU tested that was able to maintain a minimum FPS greater than 60.  Because of the high minimum and average FPS the GTX 970 is capable of, it offers very smooth game play at this graphics setting.  You can see that the GTX 960 did similar in minimum frame rates as the GTX 970.  However the GTX 970 had much higher average frame rates at this graphics setting.  The GTX 970 Graphics cards with similar specs to the one used here currently sell for $295-$380 in the US market.
    GTX 960: If you play with V-sync enabled on a 60Hz refresh rate monitor and no game mods or minimal game mods, the GTX 960 will be adequate for most game situations at 1920x1080 resolution with this graphics setting and offer very smooth game play.  The GTX 960 costs over $100 less than the GTX 970 at current US market prices and has a minimum FPS that is only slightly below 60 FPS.  The GTX 960's with similar specs to the one used here sell for $165-$185 in the US market.  One thing to consider with the GTX 960 is if you play other games that require more graphics memory, a GTX 960 with 4 GB of graphics memory and similar GPU speed to the one tested here currently sell for $185-210 in the US market.
    GTX 660 ti: Considering that the GTX 660 ti is a GPU released in the summer of 2012, its performance is still very good in World of Tanks.  With an average FPS greater than 60 and a minimum frame rate slightly less than 50 FPS the GTX 660 ti can offer smooth game play at this graphics setting.  Also, fully functional GTX 660 ti graphics cards are selling for $65-100 on eBay in the US depending on the model and included accessories.  The GTX 660 ti s a very good deal for World of Tanks if you have under $100 to spend on a graphics card.  However, a four year old, used GPU usually doesn't have a warranty if that is a concern to you.
    R7 370: The R7 370 couldn't hit an average of 60 FPS in game at these settings.  However, the minimum FPS stayed above 40 which would allow for mostly smooth game play at this graphics setting without game mods installed.  The R7 370 I used was a factory overclocked model and is one of the highest overclocked R7 370 graphics cards on the market at 1050 MHz. There are a few R7 360 models with slightly higher clock speeds available.  I tried this R7 370 overclocked to 1100 MHz and the FPS results were almost the same as the factory overclock of 1050 MHz.  The factory overclocked R7 370 models with similar speeds all currently sell for $125 to $160 in the US market.
    GTX 750 ti: The GTX 750 ti was able to maintain a minimum of over 30 FPS at this graphics setting.  While the game play wouldn't be as smooth as a GPU capable of 60 FPS minimum, the game is playable if the minimum FPS doesn't drop below 30 FPS.  I could see a difference between the GTX 750 ti and the GTX 960 while playing the game with both GPUs back to back.  If you install game mods, your minimum FPS will likely be below 30 FPS and that will be noticeable.  The GTX 750 ti used in this test is a model that uses power from the PCI Express x16 slot.  It does not require external power.  You can buy half height GTX 750 ti video cards that can be used in slim and small form factor computers.  There are faster GTX 750 ti models that use a 6 pin external power connector and are overclocked well above factory specs.  I did not have one available for testing.  The overclocked GTX 750 ti graphics cards that require 6 pin external power currently sell for about $130 in the US.  At $130 you can buy a video card with a faster GPU.  The GTX 750 ti graphics cards that don't require external power sell for $95-$110 in the US market at this time.
    GTX 680M: The GTX 680M is a mobile GPU that was released in the summer of 2012.  The GTX 680M on the laptop still maintained a minimum FPS of about 30.  This allowed for the game play to be smooth, but I could see a difference between the GTX 680M and the GTX 960 while playing the game.  If you install mods, the GTX 680M will most likely need lower graphics settings to maintain a minimum of 30 FPS in game.  The GTX 750 ti and GTX 680M offered similar performance with the GTX 750 ti having a slightly higher minimum frame rate while the GTX 680M had a slightly higher average frame rate at this graphics setting.  Both the GTX 680M and GTX 750 ti use different methods of achieving similar results.  The GTX 750 ti relies on faster clock speeds, while the GTX 680M relies on a higher throughput due to more processing cores.
    R7 360: The R7 360 couldn't maintain a minimum of 30 FPS and struggles to maintain 25 FPS at this graphics setting.  During the replay and while playing the game with the R7 360, the game didn't appear to be smooth in many occasions.  I noticed instances of the slide show effect and my mouse movements making the aim point move where I didn't want it to be.  I wouldn't recommend the R7 360 at this graphics setting for smooth game play.  The R7 360 graphics cards sell for $90-$130 in the US at this time.
    If you are playing World of Tanks without mods or maybe with minimal mods and using the "Full Maximum" setting described above, the two GPUs that will allow for truly smooth game play are the GTX 860 and GTX 970.  The GTX 660 ti is a close runner up with an average FPS of almost 64 FPS.  The R7 370, GTX 750 ti, and GTX 680M were playable and maintained above 30 FPS.  I would not recommend the R7 360 at this graphics setting.  If you only had $100 to spend on a graphics card for World of Tanks and were not interested in buying a used graphics card, I'd recommend the GTX 750 ti over the R7 360 based on the results of these tests..
    Maximum Graphics Benchmarks:
    The game preset "Maximum" was selected.  Other setting included, AA was turned off, FoV was set to 95 degrees, set 3D Render Resolution to 100%, and turned off Dynamic Adjustment and Dynamic Changes of Effects.  No game mods were installed.
    Results of the tested GPUs at 1920x1080 resolution and maximum graphics:

    GTX 970: For players who don't want their FPS to drop below 60 FPS in game at 1920x1080 resolution at this graphics setting, the GTX 970 works very well.  The GTX 970 averaged over 100 FPS and its minimum frame rate was slightly below 70 FPS at the Maximum graphics setting.  The GTX 970 will likely keep the minimum frame rate above 60 FPS with a few minor mods installed such as XVM and cross hair.
    GTX 960: The GTX 960 offered a minimum frame rate that was only slightly below that of the GTX 970.  However its average frame rate was slightly above 90 FOS instead of 100 FPS.  The GTX 960 has more than enough performance for playing World of Tanks with no mods if you want to never drop below 60 FPS.  At this graphics setting the GTX 960 might even keep the minimum FPS around or above 60 FPS with a few game mods installed such as a basic XVM config and cross hair.
    GTX 660 ti: The GTX 660 ti continued to perform well for an older GPU.  At this graphics setting the average frame rate was above 70 FPS and the minimum framerate was 55 FPS.  Overall, this GPU is capable of keeping the FPS above 60 most of the time, so that playing with V-sync enabled and not dropping below 60 FPS often is possible.
    R7 370: The R7 370 performed similar to the GTX 660 ti at this graphics setting.  The average FPS was slightly higher than the GXT 660 ti.  However, the minimum FPS of the R7 370 was lower than the GTX 660 ti.  This is another GPU is capable of keeping the FPS above 60 most of the time, so that playing with V-sync enabled and not dropping below 60 FPS often is possible.
    GTX 680M: The GTX 680M continued to perform well for an older mobile GPU.  The average frame rate was just below 60 FPS and the minimum frame rate was above 40 FPS.  Overall game play was smooth with this GPU.  Installing game mods might bring the minimum frame rate close to 30 fps depending on what game mods you install.  Adding XVM and cross hair might allow the minimum frame rate to stay above 30 FPS.
    GTX 750 ti: The GTX 750 ti was still smooth and playable at this graphics setting.  The average frame rate was 55 FPS and the minimum frame rate was a little below 40 FPS.  Just like the GTX 680M, installing game mods might bring the minimum frame rate close to or below 30 FPS depending on what game mods you install.  Adding XVM and cross hair might allow the minimum frame rate to stay above 30 FPS.
    R7 360: The R7 360 managed an average frame rate just above 50 FPS and barely managed to keep the minimum frame rate above 30 FPS at this graphics setting.  Installing mods and using this graphics setting will make the minimum frame rate drop below 30 FPS and have an effect on game play.
    Based on the results above, both the GTX 970 and GTX 960 work well for a player who wants to keep the minimum frame rate above 60 FPS.  The GTX 660 ti and R7 370 also both worked well for players wanting smooth game play with their minimum frame rates being around 55 FPS.  The GTX 660 ti continued to be a good value for a used GPU for World of Tanks.  Again, I'd recommend the GTX 750 ti over the R7 360 if you only had $100 to spend on a new GPU for World of Tanks.
    High Graphics Benchmarks:
    The game preset "High" was selected.  Other setting included, AA was turned off, FoV was set to 95 degrees, set 3D Render Resolution to 100%, and turned off Dynamic Adjustment and Dynamic Changes of Effects.  No game mods were installed.
    Results of the tested GPUs at 1920x1080 resolution and High graphics:

    With the graphics at the "High" preset, the GTX 970, GTX 960, GTX 660 ti, and R7 370 all were able to keep a minimum FPS above 60 FPS at 1920x1080 resolution.  If maintaining a minimum of 60 FPS at 1920x1080 resolution is important to you, then all three of these cards will get that done as long as you don't play with game mods installed.  Even on the "High" graphics setting we are starting to see similar minimum FPS and average FPS results from several GPUs. Both the GTX 970 and GTX 960 were hitting 120 FPS in several areas of the replay. Both the GTX 660 ti and R7 370 were hitting a maximum FPS of just under 120 FPS in several areas of the replay.
    GTX 970: The GTX 970 started to hit the frame rate limit in World of Tanks at this setting with parts of the replay were capped at 120 FPS.  At the High graphs setting, the GTX 970 should be more than capable of maintaining a minimum frame above 60 FPS even with some mods installed.
    GTX 960: The GTX 960 was occasionally hitting the frame rate limit in World of Tanks at this setting.  The minimum frame rate was slightly below that of the GTX 970.  However the average frame rate was about 5 FPS less than the GTX 970.  That might not be an accurate representation of the performance difference between the GTX 970 and GTX 960 because of the GTX 970 being capped at 120 FPS for larger parts of the replay.  The GTX 960 should be able to maintain a minimum of 60 FPS at this graphics setting with soem mods installed.
    GTX 660 ti: The GTX 660 ti again showed itself as being a good value in a used GPU for World of Tanks.  The minimum frame rate was similar to that of the GTX 960.  The GTX 660 ti should be able to maintain a minimum of 60 FPS at this graphics setting with some mods installed.
    R7 370: The R7 370 had a similar average FPS to that of the GTX 660 ti.  However it minimum frame rate was consistently a little lower.  The R7 370 continued to be a good value for a GPU in World of Tanks. The R7 370 should be able to maintain a minimum of 60 FPS at this graphics setting with some mods installed.
    GTX 750 ti: The GTX 750 ti performed well at this graphics setting.  Overall it offered smooth game play with its average frame rate being close to 75 FPS and its minimum frame rate being a little less than 55 FPS.  If you play with no mods installed and want your frame rate to stay above 60 FPS most of the time the GTX 750 ti will do that at this graphics setting.  With mods installed, the average frame rate will probably stay above 60 FPS.
    GTX 680M: The GTX 680M offered smooth game play at this graphics setting and did well for an older mobile GPU.  The average frame rate stayed above 60 FPS and the minimum frame rate was just under 48 FPS which allows for smooth game play.  With some game mods installed the GTX 680M should be easily capable of keeping the minimum frame rate above 30 FPS at this graphics setting.
    R7 360: The R7 360 was able to maintain an average frame rate equal to the GTX 680M.  However, its minimum frame rate was lower than the GTX 680M at 41 FPS.  Overall, game play at this setting should be smooth at this graphics setting.  With some game mods installed the R7 360 should be easily capable of keeping the minimum frame rate above 30 FPS at this graphics setting.  Again, if your budget for a new GPU for World of Tanks is $100, I'd recommend the GTX 750 ti over the R7 360.
    Medium Graphics Benchmarks:
    The game preset "Medium" was selected.  Other setting included, AA was turned off, FoV was set to 95 degrees, set 3D Render Resolution to 100%, and turned off Dynamic Adjustment and Dynamic Changes of Effects.  No game mods were installed.  
    Results of the tested GPUs at 1920x1080 resolution and Medium graphics:

    GTX 970: The GTX 970 was not completely tested under the "Medium" graphics setting.  Under the "High" graphics setting, the GTX 970 spend parts of the replays at the game's limit of 120 FPS.  There is a game engine limitation that doesn't allow faster frame rates than 120 FPS in World of Tanks.  Testing the GTX 970 under "Medium" would not yield accurate results because the average FPS would be skewed by the game's limitation of 120 FPS.  One test of both the Type 64 replaya nd Comet replay were done with the GTX 970 at the Medium graphics setting and the Fraps log file showed large parts of the replay's frame rate capped at the game's maximum of 120 FPS. 
    GTX 960 GTX 660 ti R7 370: The GTX 960, GTX 660 ti and R7 370 all ran into the issue where they hit the cap of 120 FPS for portions of the replay using the "Medium" setting.  This caused all three GPUs to yield similar results for average and minimum FPS.  I'm not sure if its due to a CPU limitation or a game engine limitation due to the single threaded nature of the game or a combination of both.  The GTX 960, GTX 660 ti, and R7 370 all have different pixel fill rates and texel fill rates according to benchmarks.  Also, the GTX 960, GTX 660 ti, and R7 370 all give different benchmark result in WoT at other settings and in other games.  Therefore, its probably not a GPU issue limiting the performance on the "Medium" setting.  All of them also offered smooth game play at the "High" setting.  Unless the use of mods decreases your frame rates significantly, I'd suggest using the GTX 960, GTX 660 ti, and R7 370 at the "High" preset.
    GTX 750 ti: The GTX 750 ti maintained a minimum frame rate of almost 73 FPS and an average frame rate of over 95 FPS at this graphics setting.  This allows for very smooth game play and also would allow for some game mods to be installed without the frame rate dropping below 60 FPS.  
    R7 360: The R7 360's minimum frame rate at this graphics setting was 59 FPS.  That's more than adequate for players who want keep a their frame rate of 60 FPS.  The actual amount of time the frame rate would be below 60 FPS is rather low.  Of course installing mods would drop the frame rate below 60 FPS.  Again, I'd recommend the GTX 750 ti over the R7 360 if you only had $100 to spend on a new GPU for World of Tanks.  The difference of 12 FPS in the minimum frame rate between the GTX 750 ti abd R7 360 is a significant difference.
    GTX 680M: The GTX 680M should offer smooth game play at this graphics setting with an average frame rate close to 75 FPS and a minimum frame rate of 50 FPS.  However, the GTX 680M didn't quite have the ability to keep the minimum frame rate close to 60 FPS at this graphics setting.
    8800 GTS 512: The performance og the 8800 GTS 512 at the Medium graphics setting isn't adequate for good game play.  It was definitely noticeable when the frame rate dropped and replay did spend significant portions of the battle below 30 FPS.  If you are using an older GPU, you should either use the Low" graphics setting or play at a lower resolution.
    Older GPU in World of Tanks:
    I was able to test World of Tanks with an 8800 GTS 512 and also compare its game performance to the Intel i7 integrated HD 4000 graphics.  The test was conducted at 1920x1080 resolution.

    The 8800 GTS 512 offered poor performance using the in game "Medium" graphics setting at 1920x1080 resolution.  The minimum FPS was consistently 25 FPS and the average FPS was below 40 FPS.  The lack of smoothness was noticed while playing the game.  If you are using an older GPU, I' suggest a resolution much lower than 1920x1080.  
    At the "Low" setting the 8800 GTS 512 was very smooth and playable.  The 8800 GTS 512 made high frame rates in World of Tanks at 1920x1080 resolution on the "Low" setting.

    I tried the 8800 GTS 512 at 1600x900 resolution and achieved a minimum of 35.33 FPS and an average of 49.49 FPS with the Type 64 replay.  This frame rate is playable and won't give you the slide show effect when the frame rate drops below 30 FPS that will happen with this GPU at higher resolutions.  With older/slower GPUs I'd recommend lower resolution settings if you don't want to use the "Low" or "Minimum" graphics.
    The 8800 GTS 512 is a GPU that was released in December 2007 and has 512 MB of video RAM.  I was curious if it offered better performance in World of Tanks than the integrated HD 4000 graphics on the i7 processor on the in game "Low" setting.

    As you can see at the in game "Low" setting an older GPU is still an improvement over the Intel HD 4000 integrated graphics.
    Effect of Graphics Options on FPS:
    Using the "Full Maximum" graphics option explained above, the graphics settings were tested with them being turned down to "Low" or "Off" to see if they had a significant change in frame rate.  Most fo the settings had a minimal effect on minimum or average FPS in the game.  However there were a few setting that when turned to "Low" or "Off" had a significant effect on frame rate across multiple GPUs.

    As you can see, turning shadows off consistently improved FPS among many different GPUs.  Turning Lighting off also significantly improved FPS on most GPUs.  For some unusual reason turning lighting off actually decreased the minimum FPS on the GTX 970 while increasing the average FPS.  This was verified after the computer was rebooted and the replay's FPS was measured again with both the "Full Max" baseline settings and Lighting "Off" in graphics options..  Turning off Extra Effects Off in both regular mode and sniper mode had a significant improvement on FPS.  Turning off Anti-aliasing (TSAA-HQ) improved the FPS on less powerful GPUs the most.  On the GTX 970 and GTX 960, turning AA off didn't change minimum FPS.
    In testing the replay with the Comet on Serene Coast, turning the water quality to "Low" resulted in a 0 to 3 FPS improvement in minimum FPS and average FPS over water quality being set to "maximum" on all the GPUs tested.
    Using other benchmarks to predict World of Tanks GPU performance:
    As an experiment, I ran each GPU through a series of benchmarks after the World of Tanks FPS testing with each GPU to see if there was a correlation with any other benchmark and World of Tanks performance.  I tried the following benchmarks to see if there was a good correlation between performance in those benchmarks and World of Tanks average FPS or minimum FPS.
    Passmark 3D GPU benchmark 3DMark Fire Strike 3DMark Sky Diver 3DMark Cloud Gate 3DMark 3D Mark 11 3DMark 3D Vantage 3DMark 3D Vantage Extreme Texel Fill Pixel Fill There was no strong correlation between relative performance in those benchmarks and relative performance in minimum FPS or average FPS in World of Tanks 9.14.  Unfortunately, you can use other benchmarks of GPU performance to estimate World of Tanks FPS performance of different GPUs.
    Using the different graphics settings can vastly improve game play performance in World of Tanks.  You can customize the settings on most newer graphics cards, including ones that cost about $100 new, to achieve smooth game play.  Overall, the faster the GPU, the higher the FPS will be in World of Tanks.  However, you don't need to spend $600 on a GTX 980 ti for World of Tanks to get good performance in this game.  Even a GPU form 2007 will play World of Tanks on Low settings or lower resolutions very well and integrated graphics on some newer CPUs will play World of Tanks at a playable level.  If you play games other than World of Tanks, take a graphics card's performance in those other games into consideration in addition to World of tanks performance.
    I received no free hardware for testing or evaluation from any retailer or manufacturer of computer hardware for this comparison test.  I previously purchased Fraps to test other games.  I owned some of the GPUs used in the test, borrowed the GTX 970(and paid for overnight shipping to send it back to its owner), and purchased a few other GPUs for testing when I found them on sale for below average prices(Used, demo models sitting in a display case at a hardware shop, last one in inventory, etc...).  I will be buying other GPUs to add to testing of World of Tanks version 9.15.
    If you appreciated my work and want to help support future World of Tanks hardware benchmarks, help me out in any of the several ways listed below:
    If you buy a Graphics Card or any other product made by EVGA please use use my EVGA affiliate code when you purchase from the EVGA.com web page and/or register the product.on EVGA.com.  My EVGA affiliate code is: JW8SNWHOB4
    If you would like to donate to fund future hardware testing you can use the link below:
    <form action="https://www.paypal.com/cgi-bin/webscr" method="post" target="_top"> <input type="hidden" name="cmd" value="_s-xclick"> <input type="hidden" name="hosted_button_id" value="WFMV4N64JSXY4"> <input type="image" src="https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif" border="0" name="submit" alt="PayPal - The safer, easier way to pay online!"> <img alt="" border="0" src="https://www.paypalobjects.com/en_US/i/scr/pixel.gif" width="1" height="1"> </form>
    Neverwish, is it possible to add the HTML PayPal link be added to the end of the Wotlabs article?

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