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About Wanderjar

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    RNG Conspiracy Theorist

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    All over the damn place
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    playing tanks, working, playing tanks, not working as much as possible, playing tanks, Being your normal Tomato Overload.
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  1. Wanderjar

    Charioteer - does it need a buff?

    Snap is a very good skill to have generally, but the Charioteer just happens to not benefit much from it since 90% of its dispersion comes from Hull movement (90.3%), not the turret movement (.7%) Weights (% of Max Dispersion Calc) (how much each affects total bloom) Dispersion Dispersion Dispersion Moving Hull Turret Traverse Traverse Traverse 0.54 0.39 0.07 Since I haven't gone down this line yet, I cant tell you which of the other ones would get a decent benefit from it, but since the gunner's skills aren't a huge list its still worth getting since every bit helps And As far as equipment goes, I'd keep the Binos and Rammer and drop the GLD for Vents if you want to. because you still get to 0 bloom without the GLD, The Rammer boosts your shot count/dpm and binocs give you self spotting ability, and you cant get either of those from Vents, accuracy you can, it just takes 10% longer time
  2. Wanderjar

    Charioteer - does it need a buff?

    well, Clutch and ORD are maneuverability skills while Smooth is an accuracy one. If you were in the habit of shooting on the move in your Charioteer then it would be worth taking a hard look at but since you will only be mostly doing slower speed poking/bush humping it's a bit harder to evaluate. To Answer your question, Clutch + ORD >SR, I would actually say Smooth then ORD and then clutch Because Clutch affects deg/sec, while ORD gives moving turn speed without slowing nearly as much remember that ORD/Clutch improve Deg/sec of the tank which makes Accuracy WORSE FASTER (either sitting still or on the move) since Accuracy is a function of Deflection per second (I actually think they compute it .5 sec but whatever) With the 105mm gun: (the only effective differences accuracy wise between the 20 and the 105 is the dispersion after firing (20-pounder 3.43 vs the 105s 3.92) The 105's longer reload means that misses hurt more (6 shells a min vs 9) but functionally the accuracy is the same for both guns At full speeds and deflections, what you would see for a circle of death or run and gun I found was that Smooth ride is really effective (at an impressive 2.6% effective improvement, 1.1 raw accuracy improvement) Snap Shot is next to useless (less than .1% effective improvement, .0008 raw accuracy improvement) At poking speeds, minimal creep forward, autolocked gun for stability etc its honestly not much different. the Effective % climbs to 3.5% for Smooth (.0257 raw) and for Snap, a miserable still less than 2% effective (.00219 Raw) Spreadsheet if you really care and want to look at the numbers (or just copy it to your own drive and play with it)
  3. Wanderjar

    New US Prem tank destroyer the TS5

    Can I Join your Co-Prosperity Sphere MM wonderland?
  4. Wanderjar

    Get Ready for the BIG Fist....Lube Up!

    I own both the Defender and 3A. feel free to nerf both of them into the middle of the sigma pile and I will happily grind credits in them still
  5. I'm curious as to the cost(s) of these tanks as well
  6. Wanderjar

    Charts: What matters to you?

    Would it be possible to display a grey (or whatever) line on the DPG that should show expected winrate for the dpg? and vice versa for winrate? lol maybe call it the Get/Got Carried Graph. I dunno. Im tired. it was funny to me Yeah I know its way more meaningful on a per tank basis but its a start anyway from average dmg and projected to WR.
  7. more than a few still here, much less still actually play
  8. I'm sorry for the loss of your free time Sir. My regrets for relapsing. we can and will get you help brother
  9. ^^ there you go already @_Zero___
  10. use the HTTP link and not the HTTPS one. apparently theres a conflict between WGS old ass software and WotLabs sweet newness
  11. and verify/link your WG account to this one if you want the shiny colors under your picture and not just a sig imagine
  12. If anyone finds any errors let me know!
  13. Current 1/6/19 So here's the post about accuracy. most of this is in bits and pieces from other spots so I'm gathering it all here and adding some new info etc. Have at it! A quick note on dispersion: after turning for 1 second you have reached max hull dispersion and will carry that value until the turn rate is decreased or stopped. Lets knock the nerdy parts out first... The Math There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride and Vstab), one due to hull traverse (affected by Clutch for the worse, Vstab for the better), and one due to turret traverse (affected by Snap Shot and Vstab), and the files you can verify it in is: res/scripts/avatar.pyc it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break. Accuracy and Dispersion Gun Accuracy The accuracy value for a gun is given in meters at a range of 100m. The lower the value the more accurate your gun is. The value describes 2 standard deviations σ from the center of your aim. In other words, for a gun with 0.32m dispersion at 100m, 95.45% of all shots will land within 0.32m of the center of your aim at that distance. Dispersion amount increases linearly with distance, i.e. 0.32m effective accuracy at 100m translates to 0.64m at 200m and 1.28m at 400m. Aiming Circle Sigma Deviations (Picture sauce Thanks Mwtoews ) The aiming circle (or reticle/thing that goes on the Red tanks...) describes the area of 2 standard deviations (2σ) from your aim point. Based on a standard normal distribution, this means that 4.2% of your shots would fall outside of the aiming circle. Since version 0.8.6 any shots falling outside the circle get a second roll with a flat distribution to place them within the circle (prior to this they were placed on the perimeter). The shots move (deviate) away from your aim point, outwards toward the edge of the circle, but never shoot past its edge. (the above shameless stolen from the wiki. Thanks Haswell ) Equipment Gun Laying Drive vs Vertical Stabilizer Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse. Self explanatory chart why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer - Vstab - Optics are the Trifecta. Vertical Stabilizer +20% to Accuracy during all Movement (AWSD) and Turret rotation Gun Laying Drive 10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a non-peek-a-boom style. Generally not for heavies but sometimes, its what's there. FOOD! A Flat +10% to ALL Major Qualifications AND skills/Perks, a huge help in gun Handling and general tank performance Skills As long as you keep moving anything, the bloom continues to bloom, the skills and equipment help to counter the bloom growth. Vstab and BIA help to actively minimize the bloom dispersion values DURING turning and after as well, everything else just counters the bloom afterwards. BIA: always useful, +5% to general crew skills and to major qualifications, but not to, say Recon or Snapshot) Requires ALL crew members to have it. It's a perk so its 100% effective only (also a good reason to train it 2nd or 3rd). The boost to the Gunner Qualification helps to minimize the bloom penalties by 2.5% effective. Gunner Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement (3.5 effective). Works great with Vstab! Does stack with Driver's Smooth Ride skill Driver:Clutch braking: Tiny bit faster deg/sec PIVOT turning (A/D only, not W/S) than Off Road, but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille, T95 etc) This skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save Vstab/BIA. Clutch Braking is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning (A/D keys) should be paid attention to. Hull traverse google doc: https://docs.google.com/spreadsheets/d/10VIumnYWrLsc2xpPFnZp-MaVdfBHg_xZOHb04ie1HU8/edit?usp=sharing interesting if you want the raw numbers and why people are all Off Road > Clutch for non-casemates. Smooth Ride: This skill is hotly debated. If your tank has more than .25-.27 dispersion on Forward movement (W key only), it's worth getting early. otherwise, its only use is to counter Clutch Braking's increased dispersion so you should train both this skill and Clutch at the same time to maintain current dispersion values. (more deg/s = more bloom) get if after ORD and Clutch. Look up your favorite tank at Tanks.gg in the stats or compare tabs! @8_Hussars and my work on SR/Snap/Clutch Dispersion values: https://docs.google.com/spreadsheets/d/1TqvlcnQIdPpAzy3X0OK4lxdNjWoqo9ejcdRqu_HqIuc/edit?usp=sharing .25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain.