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lavawing

Verified Tanker [SEA]
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Everything posted by lavawing

  1. It got pretty significantly buffed in the gun department some patches ago, and now has some of the best DPM in class. Also as a platform it's not shabby at all.
  2. tfw you will never summon a qt sociopathic alcoholic catgirl Japanese warlord waifu
  3. Pretty much confirms that the dude on this channel is WG's NATO research man. An uncanny number of obscure paper projects featured there end up as tier 8 prems.
  4. Better yet, they're even rarer than the good tanks because good players don't play them
  5. It has the VR, hull armour, DPM of a tier 6, and better gun handling than most 6s. Tier 5 HP may be punishing, but it's not nearly as punishing as it used to be before the HP buffs. Against Tier 6s, you just have to play vision games, spam APCR, and refrain from trading. Tank's functionally a tier 6 med with shit pen and HP, after all.
  6. Better rammer than the AFK too on top of being a tremendously better combat tank This is the best tier 5 in the game. Nothing comes close. Only thing is that tanks like the RFBM can still outvision you, and BDR clubbers are hard to deal with on the smaller maps.
  7. Manticore is used on Prok for CW to deny/permalight the entire 1 line So 1 Manticore and 1 EBR for 15 v 15. Re: OP both lines you mention are off meta but I'd pick BC seeing as it isn't mega fucked by tier 10 armour and also isn't matched against EBRs
  8. I em vewwy sowwy ai don hav en Eee Uu acan't butt I ken open wun and pla toghet er wif yuo lets get freee taengs wifawt affort laik dis pohst
  9. What do you mean the sandbox wasn't perfect? Heresies!
  10. Diminishing returns after the 14th point irrc
  11. I should think that 1.0 maps, armour inflation, pen inflation, reward tanks, and the ubiquitous use of gold (HE for some tanks) would be slightly higher on WG's list of things to fix than.......crews having the same skills. Also, a lot of it isn't just poor execution in the sense of WG being (as it usually is) incompetent, some of the stuff, like 750 gold for retraining, RNG instructors and the post-75 grind are specifically designed the way they are to get players to spend real money on the game.
  12. I'd only add that you can also stack (RNG go brrrrrrt) instructors to get it to something like 80%, making it more or less permanent considering the chip damage that you take from arty
  13. I did a summary of the changes (I'm lazy so the formatting is fucked). But really, it doesn't take a professor of anatomy to tell you that the changes are ass. Here's why: 1. Crews lose skills Your old crews that had 3-4 skills will only have ~40ish skill points in the new system, which will lose you - 2-3 skills/perks in practice 3-4 skills were basically enough for anything that wasn't a highly specialised LT build, but now, you have to grind much, much more to get those crews to perform at the level they perform now, i.e. >75 points in the new syst
  14. The difference will be even larger after the changes
  15. not just a crew with 5 full skills, but that crew can't be a 0th skill/female crew because the 0th skill doesn't count towards the XP pool now also level 75 is not enough: maxed expertise gives you an additional 20% of crew skill on top of the 5% you get from the nerfed BIA and that's basically the new bond equipment grind for crews lastly but prolly most importantly to casual players, a 2.5 skill crew (basically enough for most stuff in the current system) will only get you at most 3 of the old skills RNG instructors are stupid This shit isn't Crew 2.0 - it's Rubicon 2.0.
  16. Neither of the tanks you have are good earners so the 122TM does sort of fill a role. But then again, it lacks the credit coefficients of some of the older prems, and you will be wanting to run food to try and fix that 1.6k DPM. Looking at it another way, the 122 isn't that much stronger - if at all - than the other two, and any difference in strength will be even slimmer after the 34-3 gets its buffs next patch. I'd get something with a different playstyle entirely, preferably from a different nation, too
  17. E100 is now situationally better when you don't have to hulldown and can act as a DPM hose with the smol gun That being said, HE in 60TP is not gimping yourself because the tank has shit enough pen and faces tanks armoured enough that AP/HEAT won't cut it a lot of the time. 0 x 750 is still 0 and 0 is the number you will roll against Chiefs, 279s, hulldown 277s/705As/IS-7s/E100s. What is more, by HE spamming hulldown tanks you...encourage them to fuck off from important positions and prevent or at least stall them from farming your team. There's a reason full HE 60TP is viable for ra
  18. What are you on? The E4 has had 258 pen since 2018. Same-tier MM is lenient enough these days that pref MM doesn't count for much. They used to massively gimp pref 8s but it seems with the Spersh and 34-3 buffs they are now treating them as though they had normal MM, which is fair enough imo as 8s now mostly fight 8s and pref 8s are just not competitive. Not being tier 10 fodder ever 1 in 10 games is a nifty perk however
  19. Good sir, never stop. You're not quite at Diriz0000000n's level but with your talents I am certain you will get there eventually. I wish you luck.
  20. 1. Spersh has hull armour you can still (unreliably) use in 2k21 - E5 is stronger hulldown but it's nothing close to invulnerable either by current standards. @hazzgar I think you're judging the tank's armour by its current mobility stats, but what's missing is that what used to be easy hits on weakspots will be much harder to get solid hits on as the tank will basically get E5 mobility in the next patch. Spersh's armour may be full of holes but even a good player will find it hard to get reliable pens on the thing if you rock back and forth/wiggle which is what you should be doing with t
  21. It also completely fucks over people who use HE intelligently at over-armoured tanks and are forced to do so because their tanks have shit prem pen. Making weakspot-less tanks more broken is not the way to go and I'll prolly never touch 9s and 10s with a kilometre long pole if the changes end up happening. That said, I'm fairly confident they won't/can't touch HE in the end because the KV-2/KV-2 (R) exists, but who knows, they might just make an exception for the KV-2s and move forward with the changes to everything else.
  22. micro wise you're faster and more agile making it trickier to hit the (many) weakspots reliably in terms of map positioning in general you now have the speed to seek out mediums instead of being shoehorned into the heavy corner
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