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RunTheGears08

Verified Tanker [NA]
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RunTheGears08 last won the day on January 13

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About RunTheGears08

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  1. Stock engine makes me wanna fire the gun outta its beautiful Soviet arse. It's frustrating. Without mobility the tank just can't avoid getting hit....
  2. Damn, what a nice tank in terms of gameplay. The reloading mechanism keeps me on my feet. What’s my next plan? How many potential shots will I have in the next 15 seconds? Shall I spend HP now and become a single-shot med to save my meatshields, or wait for a full burst? It takes sometime getting used to, but the added layer of complexity that is auto-reloading gives you incredible tactical versatility and stake (in the form of shite dpm). Hesitation is defeat. You have a plethora of options in any engagements, but only one of them is the best. No other than making that one true king of all plays in the moment defines you as a great player, and Progetto makes damn sure to let you know when you play great.
  3. Just wanna document my proudest ever setup on a butt shot: (1) It all happened on Erlenburg South spawn, about 1 min into battle. I was in the city looking for shots when I noticed that because our heavies were making hardcore pressure, Cent AX wanted to escape. He could either run towards me, or retreat along the riverbanks. (2) For reasons that would make sense in a moment, I wanted to "convince" him to come across the bridge. So I put an HE round to his turret for 300 something dmg. (3) My boy Cent AX was not amused. I successfully attracted his attention, and he decided to cross the bridge. Of course, he couldn't find me at the other end... (4) As our heavies pushed, he was momentarily distracted by sideshot opportunities. This was the moment I hoped for: feelsgud
  4. RunTheGears08

    UDES 16

    Either I'm really unlucky, or the engine catches fire like a stable full of dry manure under Arizona sun. 4 games, 3 engine fire, GGs ================================== Arty shot: frontal engine fire 122 pen: frontal engine fire HE at tracks: frontal engine fire ????? what is this
  5. I think what @Rexxie means is that: the contriburion of "early carry" is not well-reflected by WN8. Why is that? My personal theory is that "early carries" rally your baddie teammates. Following your lead, they are unwillingly put into situations that purples are so deliberately trying to create. As a result, when your 14 teammates maximize their damage dealing potential, they kill the enemy faster than you alone can farm. Yes, your team wins more often. Is that what you really want? Whereas in late game Rambo moments, every drip of damage usually comes from the unicum himself. Help from teammates no longer siphons away damage -- they become essential to survival and may lead to even moar damage. Again, my personal thoughts, hope this helps.
  6. You are absolutely right. If you allow the enemy to aim, the tank is naked against tier X gold rounds in close range fights. Turret mantlet is only 300 vs. HEAT. UFP under maximum depression (-7) is also around 300 vs. HEAT. Sidescrape doesn't work consistently on 5A, nor should it be your best method of protection. The tank is not built for real man shit like Malinovka spawn suiscouts. You have just enough turret armor and agility to dissuade enemies from shooting you. IMHO the armor is just a part of 5A versatile package. It gives a possibility to switch gears between MT and HT when facing different enemies. Against slow giants, use your DPM, bloom, depression and speed. Against mediums, bully them in first 3 min of the battle in places like the hill on Mines, then out-trade them with your armor and alpha. Oh, in case you are in a tier 8 game, do whatever the fuck you wantyou will outgun and outrun everyone.LFP is strong enough to pull off some retarded RRR shit. Some helpful materials:
  7. I'm not the best WZ player and am too lazy to do a voice recording, but here are some things, good or bad, that I've seen in the replay. In chronological order: 1st and 2nd shot, on E4: good opening play, I encourage you to do that more often. Note: this position is bad when the 0 line mill is lost. If you don't have 0 line control, you should then retreat to... 3rd shot, on WZ5A (missed): where you've died. I believe with all these hull-down cover and bushes you already know the reason. That shot on WZ's turret is bad though -- a low-percentage shot that telegraphs your position and might scare WZ into not poking. Don't take it! 4th shot, on T57: Nice sidescrape. It works because T57 is slinging HEAT and have shit accuracy. But later we will see why sidescrape in a WZ5a is sometimes a bad idea (during the 9th shot). 5th shot, on Type 5 (bounced): You shot HEAT right into the spaced armor on its side. SHOOT THE TURRET!!! You would've killed him and kept your allies meatshields alive longer. 6th shot, on Type 5 (bounced): Bad angle, but you should at least go for a tracking shot. 7th shot on Type 5, and 8th & 9th shot on Jagzilla: nice shots 10th shot, where you get fucked by Jag's 170: Now this a showcase of why sidescrape is situational in a 5A -- you expose your shoulder armor (with less angle) where the ammo rack sits behind. You also expose your cupola. Against accurate guns, you stand no chance. But then again, angling matters little against a fucking 170mm. The best option is to GTFO but that's not possible in the tape. I would argue a better option is to wiggle and bait a shot during sidescrape, then return fire. A way to leverage WZ 5A's armor is to bait shots into your angled LFP. Works wonders against tier X standard AP and APCR shells. See graph below: 11th shot on Jag: Good shot, exploit JPZ's long reload and try to eliminate the biggest threat. 12th shot on Grille 15: Another good shot, excellent situational awareness. 13th shot on WZ 5A: Good mechanics but BAD target selection. JPZ is trying to advance and navigate his hull around tank wrecks. THAT MOMENT would be when you snapshot and kill him into LFP with HEAT. You can't take the shot, because you turn your hull away to face tanks who are not shooting you across the river. JPZ and his minions are your primary threat. You need to think ahead on this shot. 14th shot on 60TP (missed): The intention to track him at a shit angle is great, but the execution is not on point. I think you are surprised and rush the shot when there's no need to. 15th shot on 60TP (bounced): That is unfortunate. You aim at the right spot but HEAT got absorbed by the gun barrel. I bet you forget to yell RUSSIA when you shoot. 16th shot on 60TP: good shot All in all, you lose because of 6+ tanks sitting around the castle doing nothing. The 268v4 platoon would've ruled the city with authority, but there's nothing you can do about that. You have solid fundamentals and situational awareness. What you lack is a deeper understanding of armor profile (Type 5, WZ 5A) and target selection (which comes from foresight).
  8. Abbey - 12 Airfield - 12 Cliff - 15 El Halluf - 16 Empire's Border - 6 -3 = 3 Corridor in all of its braindead glory, where the optimal strategy is to tap 22. Outside of corridors, the map is (mostly)decorative -- unclimbable hills and a bowl of the forsaken. Flexing & switching lanes is counter-productive when there are 7-8 enemy tanks at one corner. Flanking only happens when you capture enemy base, or win the middle hill brawl with brute force. This is a hallmark of lazy corridor map design. The cerebral part of the game is rendered nonexistent when all you need is muscle memory. As a result the gameplay is very monotonous and shallow. Ensk - 12. Erlenberg - 10 Fisherman's Bay - 6 - 3 = 3 On the other end of the "corridor-ness" spectrum, we have this open map. So open, in fact, that aggressive play is penalized too harshly. As a pub player, if you want to make things happen, you have three options: (1) rush 1 line, (2) push city and (3) proxy-spot mid. (1) will not work without either dedicated arty support or huge heavium overmatch, which almost never happens in 3/5/7. (2) is suicide when there are red tanks in the city to delay you -- middle campers will rip you a new hole. In (3), you spot campers and open up city, but as a solo player yourself will be rewarded with little -- No free shots, and only when city folks push far enough can they give you asst dmg. In the end, if you have no coordination, all aggressive options are shite. Without trustworthy mates, the best option for most people is to "pick a lane to camp" -- a very boring experience. Fjords - 12 Glacier - 12 Himmelsdorf - 15 Karelia -16 Lakeville - 15 Live Oaks - 9 Malinovka - 16 Mannerheim Line - 12 Mines - 6 Minsk - 15 Murovanka - 19 + 1 = 20 DYNAMIC GAMEPLAY BLINgreat balance between brawl and flex. Even one flank falls, there's a great deal of game left. Overlord - 16 Pilsen - 9 Prokhorovka - 20 Province - 13. Redshire - 17 Ruinberg - 15 Sand River - 16 Serene Coast - 15 Siegfried Line - 6 Steppes - 18 Tundra - 15 Westfield- 16 Widepark - 15 
  9. A brief list of changes to be expected in 2019: Premium Ammo Rebalance -- gold ammo will be nerfed to deal less damage (by 25%-30%). Rebalance will be made on a case-by-case basis. Matchmaking -- "Put simply, we would like players to be top of the list more often". More flexible templates: for +/- 1 battles there will be 6-9 and 7-8, for +/-2 battles there will be 4-5-6 and 5-5-5. Tank Rebalance -- E-100, IS4, STB-1, Leo 1, and Kranvagn are specifically mentioned. Return of Frontline -- Begins Q1 of 2019. Will be available every month for a week. New Tanks -- Swedish Mediums w/ siege mechanics. (turreted snipe gods??? someone confirm) Holy fucking crap. I'm cautiously hyped by how far they (finally) went to fix the game, even after the IS-3A fiasco. I think this is a step in the right direction. Will this make WoT great again? EU Portal Link: https://worldoftanks.eu/en/news/general-news/things-to-come-2019/
  10. Thoughts? Here are some of my personal observations: (1) I noticed (after 4 bounces) that they removed the cykaPershing's hatch on the left-hand side (the "tubes"). Lower-tiers can go shit themselves now? (2) "Buffed" IS-6 and KV5 gets improved 186 pen to fight E75, VK100P and defenders! Nice memes WG (3) JT.88 gets extra 200 HP and even more DPM (I think max 3.6sec reload). New IS6 aka low-tier destroyer? (4) FCM gets p-to-w ratio of 23 and -1 sec reload. Very much needed change and it's legit fast now, but as a support tank it's not on the level of Progetto/Skorpion/Lorr.
  11. This sounds quite bad! Internet explorers are mostly CPU-intensive. GPU does a tiny bit of work (even with Hardware Acceleration) so you should expect around idle temp. From my experience 70 during idle translates to 90+ during gaming which leads to serious heat throttle. Potential hardware damage (HDD, WiFi card, etc) at this point. Try using gpu z to log the GPU temperature. I would look into your fans. Maybe the bearing needs lubricant (sewing machine oil usually does the trick). Maybe the fan is not getting enough power. Sometimes your BIOS mess with the fan speed curve so it doesn’t rotate fast. Most of the time though, the venting holes are blocked, or the fan doesn’t spin because of dusty blades.
  12. Some translations of Chinese memes. These are doggerel verses so below is only accurate in meaning, not in rhythm: 一代版本一代神,代代都有查狄伦 -- "OP Batchat stands tall against powercreep". This refers to the pre-nerf Batchat with 6 rounds magazine, of course 近看炮塔吓死人,远看五队负重轮 -- "Tank has a scary turret but only 5 loading wheels". This one refers to the type 59 and needs a bit of historical context to understand -- During Cold War era, 59 was mass produced to counter the possible Soviet threat. Due to backward technology and industry, the T-54A ripoff was the only choice for the PLA armored force for the longest time. From 1963-1980 around 10,000 type 59s are built. After the Cold War, those old tanks are extensively modernized and exported to countries around Africa and the middle east who need cheap and compatible replacements for Soviet-era tanks. The modifications are a bit, shall we say, reinvigorating, and sometimes you can only tell it's a 59 from the iconic 5 loading wheels. I would totally give money to WG if this 59 (export to Tanzania) is in the game Type 59 also marks the beginning of Chinese MBT development. A tech tree for anyone who's interested. 121 is right beside Type 59 and WZ-132 is on the topside:
  13. I wouldn't say so? On paper, the dpm is almost identical with rammer (IS4: 2606.83 705A: 2553.14) but 705A has the bigger alpha of 650. The 705A has superior hull dispersion numbers which allows it to wiggle better, but I don't know if the terrible accuracy (0.42 vs 0.36) will be the dealbreaker in firepower department. Armorwise, both tanks have weakspots that can be overmatched by APCR in sidescrape mode (IS4: 30mm engine deck at the back, 30mm strip above the gun. 705A: frontal engine deck at 40mm). IS4 loses here because NATO 120 railguns and meds can punch through 30mm but not 40mm. 705A has superior power-to-weight ratio but terrain resistance sucks hard. I don't have the tanks, so I can't tell who wins in mobility. Instead of comparing with IS-4, I think 705A is more like a meta version of the fail lowe/e100. A small dip in firepower in exchange for Stalinium turret and smaller LFP, I would take that any day. But then 60TP will powercreep em all
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