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RunTheGears08

Verified Tanker [NA]
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  1. Upvote
    RunTheGears08 reacted to Snoregasm2 in Pick a (WoT) Topic for Kolni to write about   
    I'd 2nd this. Barry has kind of stopped as he is waiting for FL credits, but he plans to 3 mark Chieft after next week, which will be a good watch. Both Barry and Niall actually explain what they are doing, unlike someone like Decha, and as Kolni says they both play fairly uniquely (Niall goes for a lot of snipes early, but can still play aggro, Barry relies on being reactive a lot, but makes it work really well). Neither of them are super aggressive, so they're good to learn from in this meta where too much aggression = death.
    Decha is good when he streams, but 1. He is silent, so no tips; 2. He tilts a lot/doesn't give a shit about the game, so isn't 'try-harding'; and 3. He tries really aggressive shit, because he is insanely skilled and can make it work half the time, but it's bad to learn from as mere mortals have 0 chance replicating his gameplay.He's the ultimate 10k dmg look easy kind of player.
  2. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    jaeckefa is op
    stanlock is still probably the best streamer out there gameplay wise that still plays regularly
    barry and niall have really good gameplay too, they play super different from me so it's always refreshing for me to view because i actually learn stuff pretty reliably
    FeLi is also super good, the only player to legitimately 3mark a 279 as far as I can remember.but I think he started getting really good during my hiatus so I only knew him from the GO-IN campaign where we were the 2 BC players normally. He was by far the better one haha
    id say thats the 5 streams i tune into the most when i want to watch good players do good things
     
  3. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    ima be honest, this is one heckin tricky thing to explain, spent maybe 3 hours trying to formulate how i do it and got nowhere  
  4. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    Maybe not enough material for a topic but I can answer it regardless!
    Playing a new tank for the first time: (Keeping it broad here because it honestly applies to the good too, more on the bad specifically later)
    Limit-test the tank the first few games, always. You want to learn it's qualities good and bad as soon as possible. Better understanding of the tank means an easier time making correct decisions. Limit-testing doesn't mean yolo in and brawl, but examining characteristics in theory and putting them into practice. Soft stats are a big deal for example. External factors too. An example would be the T57, just by looking at the stats of it - it's ridiculously strong. An autoloader with higher DPM than most single shooters of the tier is just a ridiculous concept. Concentrating much of it's DPM into a few seconds of firing while the DPM being higher than continuously firing tanks is just mind-blowingly stupid balance in my eyes. However, once you play it you realise that it's not actually the case. It's super well balanced for a tier 10. The hidden autoloader focus stat for example is very known but rarely taken into consideration when actually estimating a tanks capabilities. This is just one example, but it's just for trying to establish the value of physically testing what the tank in question is capable of doing. 
    Having done this, you should have a sense of what areas suit your vehicle on the specific map and MM. If you feel strong in regards to MM and map you can be more forgiving as to how you approach the situation as you generally tend to be advantaged there. Without an advantage to leverage you generally won't win out on the situation, so you need to find ways to remain relevant. Equal isn't good enough. Shoot for good terms. 1:1 trading is bad for example, 2:1 trading is better but still not good enough. r/koreanadvice incoming but you want to create situations where your generally poor choice of vehicles traits fit well with the situation ahead of you. A concrete example would be me 3marking the ISU-130. I don't have the VOD anymore for visuals but that's a tank with very specific traits that make for an awkward playstyle. I wouldn't consider it bad, just very weird. I don't think I need to explain how stupidly ridiculous the specs of that tank are as it must've been made as a dev joke. What to do with that type trait combination is to create situations where it works. The ISU130 required a 3300 average for a 3mark, as a tier 8 tank unable to pen half the tanks it's facing frontally and ridiculously slow there weren't exactly many options. Eventually I figured it out though. Every tank has at least some redeeming quality to it. For horrible platforms it usually tends to be the guns, which it was in this case (sort of). 530 alpha is high at tier 8, and the DPM is ridiculous. So I determined that to keep this level of performance in the most awkward tank in the game I simply had to predict and read the game in a way so I could be in places to shoot the stuff I could actually pen, since half the enemy team was immune to any of my rounds if they faced me. I needed a very specific condition to be met every game for the tank to work, which was fighting easy pens and rotating ahead of time to keep up when damage either ran out or I had to fall back. Foresight became a much bigger part of the game, and it's an asset I still try to nurture. More specifically I had to identify what tanks would go where depending on the MM and where the tanks I could actually fight would go, and how to fight them there in a good way. It's a very specific condition, but in that condition the tank is unparalleled in damage output. Suddenly it wasn't a bad tank anymore, just awkward. 
    I think the same applies to the bottom of shoe stuff too, besides the IS-4 I can't think of a single tank without a leveragable strength. As a strong tank the better strategy tends to be mitigating weakness and it's the other way around  for weak tanks. There's too many weaknesses to try and cover so stick to what the tank does well. Even when that ability is essentially useless to your team it's generally your best quality anyway when you play the really shitty stuff.
    Start off with what is your tank good at? How do create a scenario to let you do just that? And that's honestly the trick to it. It's a pretty tough nut to crack though, but when your ability to impact the game is reduced (shittier tank) you're going to have to rely on unconventional playstyles since the normal is what the meta players do, and they've got your number. This means tailoring your deployment, positioning, trading patterns and so on specifically to the tank you're playing. Unlike say, every single NATO medium that you could play identically with fairly similar results over a large amount of games, or basically anything russian and turreted that all can make the same decisions regardless of their specific tank choice. Every tank isn't unique, but the shitty ones tend to be more so than not, so they require a tailored playstyle to work. You can't think "I am a heavy tank, I will do heavy tank things". You have to do the "I am this tank, I will do this tank things" 
    Some tanks are just lesser versions of other tanks though, so they lack identity. If they have no role to slot in to, or a decent collection of attributes it's just not possible to justify playing those tanks competitively as they literally cannot compete. Trying to be viable in them might be your undoing, there are times where you simply have to settle for less. I'd be fine with it in those tanks to be honest because I know I can play at a particular level, but when a tank is literally capping my ability to impact the game there is nothing I can do about that. No amount of grinding or skill  is somehow going to fix that the TVP VTU is a dogpile of shit as long as there are tanks within its tier that does everything better. Just picking it loading into battle is essentially shooting yourself in the foot competitively. 
    It's obviously a result of terrible balancing as every tank should be viable in at least some scenarios, but sadly they aren't. What you can do is damage control, but short of that the grind just sucks and you have to suck it up. Some tanks simply don't enable your skill expression enough to show itself.
    miros' topic on hold  until tomorrow because i forgot to go to bed tonight
  5. Upvote
    RunTheGears08 reacted to sr360 in Pick a (WoT) Topic for Kolni to write about   
    No need, I'm here and will crack the whip. I'm also hiding all irrelevant posts in this topic.
    Putting on my mod hat now.
  6. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    snoregasm's topic posted, didn't quite hit the mark i feel like but i'm too medicated to make more coherent thoughts and conclusions right now anyway
    i'll try and miros' tomorrow and depending on how my weekend looks i might just have time to finish the third that i haven't decided yet
     
    also stop the bickering or i'm logging onto enrohs account and IP banning you both for good
  7. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    I'll be writing these two up today! Maybe not finish but they're topics at least. 
     
    I'll do one more, later so just keeping shooting suggestions
     
    edit: i didn't know it was culturally appropriate to be drunk on a tuesday, i do now
    tomorrow then
  8. Upvote
    RunTheGears08 reacted to kolni in Pick a (WoT) Topic for Kolni to write about   
    I have some free time, and I think this will get buried in status pretty easily so I'm making a topic that I will remove once this has settled. 
    I'm going to make some content. Video or in text here on WoTLabs, but I'm drawing a blank on the content I actually want to write up, so I'm leaving the question to the floor and letting you decide the topic(s). 
    What part of the game do you want more information of? There are no wrong answers, it can be simple or very very meta, that's up to you. I'm down for a good writeup once you decide. 
    I feel like a poll might be in order but then I'd have to add the topics, so I'm just going to do it this way: the two answers that get the most upvotes are the ones I will write up. Upvotes are green, not blue (see below), I'll count blue too but make it easier to see thank you
     
    I am open to doing replay analysis and map analysis, but keep in mind that I have zero editing skills and will be keeping most of the content purely theoretical. If that's what you want then so be it, but I won't be doing too many reviews in that case as they generally only seem to help the individual unless there are some universal problems. 
    I'll try to answer anything asked here too, but focus will be on the topics at hand. There might be a chance I end up doing some of it on video to simplify the explanations. 
    Some examples:
    MM reading (prediction) Decisionmaking processes Off Meta gameplay Inner workings of specific mechanics (autoloader, italians, siege, vision and so on) Micropositioning (plsno) Troublesearching gameplay flaws and fixing them Tryhard stuff Adopting an improving mindset and the list goes on, I'd rather the community that's still alive thinks of something on their own but there are no wrong topics, whatever the community feels the area that needs improving in content is the most is the ones I will do, so up to you. 
     
    Shoot your ideas friends
  9. Upvote
    RunTheGears08 reacted to A_Chodeful in Inconvenience: Damage Farming Treatise   
    Garbad has been commenting on my ability to avoid attention - and Jozala brought up a decent question on maximizing damage farm in my QA on the same thing.
     
    So I thought I could expand on this (it's a set of rules I've made for myself that I realized a few hundred games into tanks). 
     
    Introduction
     
     
    Convenience: The Treatise
     
     
    Inner Workings (Patton Exemplar)
     
     
    Main Takeaways / TL;DR
    Feel free to take early aggressive shots, people haven't set up at this time and just want to get to places, and it's inconvenient for them to stop in the open just to aim at you  Don't be the first to be spotted mid-game, cause that's when concentration of fire (and artillery danger) is at its highest, so it's inconvenient for you, and you want to be able to clean-up nicely towards the end  Keep making yourself hard to hit by any means possible (mainly moving back and forth and side-scraping and hull-down) so that the enemy will give up on shooting you (inconvenient for them) as you shoot them back effortlessly Stay unspotted or in cover (go dark) after being hit once when being aggressive, allow enemy time to divert their attention to an ally or just elsewhere in general so that it's inconvenient for them to re-aim you when they're waiting for your team-mates who have shown themselves to be more easily hit In absence of allies, create the illusion of possibility (allow yourself to get hit or even penned to lure out the enemy as you hit them back twice for each time they hit you, etc.) - it's not good to always be invulnerable, you have to at least bait them or else they'll hide from you for the rest of the game and then you have to approach them, which is not what you want unless you know all the positions of enemy tanks. Moreover, If you have to come to them, it ends up with the possibility of you being perma-tracked and rekt, or in a close-up DPM contest which is a bad trade Inconvenience, inconvenience, inconvenience, but let up once in a while 
     
    DPG and Tank Type Observations (not really necessary reading)
     
     
  10. Like
    RunTheGears08 got a reaction from WhatTheSkara in T49 -- Land Arty in a Bite-Size Package   
    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
  11. Like
    RunTheGears08 got a reaction from SIRJ4MES in T49 -- Land Arty in a Bite-Size Package   
    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
  12. Upvote
    RunTheGears08 got a reaction from TheChang in T49 -- Land Arty in a Bite-Size Package   
    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
  13. Like
    RunTheGears08 got a reaction from Ozjasz in T49 -- Land Arty in a Bite-Size Package   
    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
  14. Upvote
    RunTheGears08 got a reaction from sohojacques in T49 -- Land Arty in a Bite-Size Package   
    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
  15. Like
    RunTheGears08 got a reaction from PlanetaryGenocide in T49 -- Land Arty in a Bite-Size Package   
    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
  16. Upvote
    RunTheGears08 reacted to churchill50 in T49 -- Land Arty in a Bite-Size Package   
    Well, I finally did it. After 564 games, I finally put enough good ones in a row to get the mark. 

    Also, a screenshot with digi-camo, which I decided to put on it since it's my most played tank.

    I don't have a screenshot of the final battle since my game crashed while I was loading back to the garage, but it was 8.8k combined.
    Overall, it was quite a journey. I've learned a lot and become a lot better at the tank. When I first got it, I couldn't figure it out. Luckily, someone pointed me here, where I learned to play it. It is now my most played tank in the game, and will always be one of my favorites.
    Thank you to all here for the advice, information, replay reviews, and everything else.
  17. Upvote
    RunTheGears08 reacted to kolni in [High Level Gameplay] - Laying a Solid Foundation & Increasing Consistency   
    This'll probably be the last thread I make regarding improvement, the game is about as milked out in content it can be. I decided to do it now because EU tier 10 is 3 arties every game so I don't really feel like I'm missing out by writing this up instead of playing. I'll also start off by saying that any question you might have (to me specifically) about anything game related when it comes to improvement, preventing tilt, getting out of a rut and so on all the way to tank/map specific things (opening positions, counters, timings, you name it) are things I will do my best to answer in this thread, if it isn't then ask it here and I'll answer to the best of my ability. It's also very little concrete advice here as the meta game gets trickier the higher you go, if you have any concrete questions to give the bones some meat then please do so.
    I play this game with absolutely no regard for the outside economy as the account I'm using has 450million credits with almost as much in consumables and there is nothing to grind on the account, it's simply missing some premiums and rewards. I also have acceptable crews for almost everything, and if I don't I switch them out. I don't take outside factors into consideration in the game. I won't keep firing AP instead of APCR for some extra credits at the cost of performance. I give myself the best chance of having as good of a game possible before loading into battle, and if you care about performance then you should too. I am not in the normal position of a WoT player here, as these things really matter early on. A playstyle like this is sustained either through spending money on the game, or a heavy amount of skrims before hitting random battles to keep your economy positive throughout. 
    This has very little to do with direct game performance but the economy in WoT is a foundation you should build solid as it'll help prevent the most basic problems for a tryhard mentality. Running out of credits has happened to many, many players before strongholds were a thing. Stronghold skirmishes also solves some of the issues for a good service record, if you want a good overall service record on a tank the crew needs to be good, all modules researched and the best ones mounted before loading into randoms altogether. Radios are debatable but to me it's a matter of principle, if it's better I will run it even if the cost/benefit of researching is incredibly low. 
    Making purchases on sale, stocking up on rations and big kits and so on to the point where it will last you until the next opportunity to do the same is where you'll want to be at or further in your economy. If you can sustain buying all your consumables up front for the entire period when it's on sale and holding off on tanks if they'll be discounted in the foreseeable future, your monetary problems in the game go down by so much. It is a long road to set your economy up that way, as it requires a lot of grinding. You're going from being a customer of consumables and equipment to owning your own depot. If it didn't require a lot of work then everyone would be doing this in the real world too, but it really is the most sensible way of not running into monetary problems as it is one of the biggest issues regarding performance. Not in the performance today, but in your ability to perform in the future. 
    I'm lucky enough to not have to play skirmishes or spend money on the game now. Premium time, clan boosts and personal reserves make for break even or better with discounted consumables in even the most credit hungry tanks (50B, SConq, E 50 etc) with acceptable performance on them. This is probably where the real thread starts but I felt like making note of how much your outside economy matters and how setting it up to supplement you in the future really makes a difference. I am at the end with no problems at all, all tanks bought, equipped and credits are in overflow to the point where I have my next 15k games already paid in advance. Not having problem with credits ever again is a really big thing. For most players seeking to improve however this'd translate to playing a lot of skirmishes, or buying it with real money. Regardless of what you choose, taking steps towards a more sound economic structure along the way is something I really recommend. Eliminating one of the core problems of having an outside economy (unsustainable costs) while still being able to reap the benefits (other people also have unsustainable costs, and as a result they will ultimately perform worse because of it). 
    I think about my game in two ways. The battle I just loaded in to play on its own, and then all the battles I played and will play for the session. For the first, economy doesn't matter. For the second one it does. I'll go more into separating your gameplay into these two later, but it's important to remember through out. 
    Time to start the topic for real:
    I'll be answering the most commonly asked questions I get regarding improvement, consistency and on keeping an emotional distance and a professional mindset towards the game. I cannot stress this enough: Having a worker-attitude towards the game fixes a lot of anger management issues the game presents you with, but in doing so you'll start sucking out the fun as well. I enjoy the game enough (although in periods) that I still get enjoyment out of playing with a pro-active mindset to improve. This is where a lot of people fall short and it's totally understandable. An improving mindset is a really boring one. You are playing with an improving purpose, and not an enjoyment purpose. I'd say that I enjoy myself the most in a game where I just play and zone out until the game is over. Back in reality, basically a small escape from the real world for a while until you're forced to do whatever the real world requires of you. Thinking of your game in a similar way takes a lot of fun out of it, as being emotionally invested is an obstacle to overcome to reliable results. Luckily I am a competitive person, so I get my enjoyment out of good results, and many people are similar.
    This means that you treat the game as you would an assignment from a school, employer or whatever. It already sounds a lot less fun. You are playing to improve. This means that every rambo-like feeling you get out of casually playing goes out the window just as fast as the aggressive emotions that many people already struggle with fighting off. You can't be emotionally invested either way, as your emotions will influence your decision making that you want to be as pure in logic and reason as they can.
    Because of this, you'll want to distance yourself emotionally from the game just like a bad habit in real life. The boss forcing you on overtime means you suck it up even though you're pissed. You are mad because things aren't going the way you wanted and there's no easy fix for that. A worker mindset of adapting to it to the best of your ability and getting better at accepting whatever comes your way to get over it as soon as possible is the best way of dealing with it. This means that everything in the game that is out of your control is something not worth investing into emotionally. This includes everything from being XVM-yoloed, arty-whored or RNG putting a consecutive 4 shots at the edge of reticle. What exactly does an emotional investment get you here? Only fuel to a fire you already want to put out, your emotions are counterproductive right from the get go. This means that you have to let things like these go. They do nothing for improving your current game and only raise the tension for the games to come. 
    Bad experiences from your current game should be left there, with anything positive to take from it should be at least considered. When sporting a working mindset you'll simply structure your gameplay in a way that you keep refining and re-evaluating your decisions and replace your bad tendencies with good ones. This is how I do it:
    Step 1. This is almost always initial deployment. Make up and decide where to go on the map on the spot after you've read the line-up and estimated the general deployment. Step 1 should at least have some benefits of going there, if it doesn't your step 1 is not good enough. This is everything from favourable terrain, free crossing shots, vision, tank advantage on flank and so on. How much damage is there going to be at step 1? - Try to answer. If you were right, focus on step 2. If you were wrong, think about why. Sometimes this is not taking slow mobility into account, or trading poorly too early etc. Personal misplay is an answer you are going to have to admit a lot of times here,  Step 2. What to do after the initial deployment period and the damage it gave. Step 2 and onward is more difficult to give advice on, as they differ much more from step 1 which will remain fairly similar until you decide on a different opening position. Something to consider here however is how aggressive it should be. I base my aggression on urgency. If there is plenty of damage to farm, there's no need to throw your own HP into the mix until you will start losing out on better situations without it or a better position. I think about step 2 as I'm doing step 1. Unlike step 1 it will vary a lot more depending on what is happening on the map, information is scarce early on so step 2 changes often. Having step 2 in place however makes for a pretermined decision to fall back on without any time loss. If step 1 yielded much then step 2 doesn't have to be as aggressive as I'm ahead of pace in my target damage zone. If step 1 yielded little then it'll have to be more aggressive as I now have to compensate. Overcompensating is easy however, and when doing so you need to recognise it as just that, and not teammates being bad. You don't get anything to learn out of your mistake if you blame it on somebody else. Step 3. Step 2 becomes the new step 1, and you think about step 3 the same way you did step 2. The only real difference is that more time has passed in game between them, so the urgency gets higher to hit your target game the longer you go. As you go further into the game the gameplay either ramps up in tempo or massively slows down depending on how the engagements went. A close game slows down, and recognising it as so will let you put the brakes and conserve your HP for enemy mistakes until the game is decided. A steamroll only ramps up in speed, so if you recognise it your need of staying ahead gets higher and higher with time so you adjust your aggression accordingly.  Step 4. Use your remaining HP to get as good of a game as possible. I wait with step 4 until the game is noticeably won or lost. Good micromanagement skills net you better games during steamrolls against you with an extra shot or two. When the game is decided, you don't spare any expenses. Survival rate is arbitrary, and I can't recall the last time I saw a good player wish he had a 10% higher survival rate instead of a full shot extra in DPG. If you have a lot of HP to use at this stage then using it to outdamage your teammates is a good idea. When the game is decided, your own HP isn't more valuable than the damage anymore. If the game is won/lost in a seemingly decisive manner, the damage is all that you can get out of it. So squeeze the last drops of it instead of throwing a Hail Mary for the win that virtually never happens anyway. From personal experience I've found that the risky play to win the game is less beneficial to actually winning than playing for the damage. The amount of times you're able to farm your way back into an even HP pool safely are more frequent than winning a lost game off of a Rambo mission. A spot on the map generally takes 10-15 games for me to gauge if they're worthwhile or not, so this is quite a bit more of testing the waters than what people assume. The meta changes, so you can't have a fixed handbook for what to do on every map even if the initial deployment is similar. With it you find many solutions to the situation you're in right now, one you will be in later and eventually you come up with a solid enough answer to everything on that area of the map that you'll start consistently having good games throughout. The more the better honestly, but I generally play tanks with little to no armour, so my focus has is around having a good damage dealt/taken ratio. For people more seasoned in slower and armoured tanks this focus would be more on micromanagement and perfecting your initial deployment. Lower mobility means less ability to rotate, so getting better at prediction and foresight hold more value the lower mobility you have. 
    I talked a bit about emotion and how it's an obstacle for improvement, but there's still more to it to add. Shifting blame. I do this myself and almost every streamer I watch do it too, because accepting blame is difficult. You won't get anything out of a mistake if you blame it on anyone but yourself. It really is a lot of excusing misplay with platitudes in WoT. Arty, XVM and so on screwed your game over for taking an aggressive position. A lot of people write these things off as arty just being arty when in reality they were overreaching. I had this problem a lot when translating from the 3k to 4k barrier. You need to take a breath, get some perspective and look at the situation again. Did you really die because of some BS or were you actually misplaying? If it's BS you can let go of it as those things really are out of your control sometimes, but you're doing yourself a disservice if you let a mistake to learn from go by unnoticed. It's important to hold yourself accountable for your gameplay and if you really do want to improve this is a barrier that is a must to get over or it'll hinder all learning past this point in a fairly cerebral game that requires an understanding of the game that is too complex to put into proper words. There's a fairly good reason most people plateau at some point, and while that plateau is lower in general I can say with certainty that close to every (already) unicum hit a wall because of this. You are fairly confident in considering yourself decent at the game at this point, and your ego is in your way of improvement more than anything else.
    Tilting's also very common and I envy the very few who seem to be totally unaffected by it. A good mindset really helps here, as you'll see some of the few people who can live off of WoT content that have to keep playing for their income learnt this too. Most people do have the ability to quit whenever their anger gets the better of them, but when you are literally doing your job while playing you don't. Tilting ruins the rest of the session unless you untilt which is easier said than done, so you do whatever you can from preventing tilt from happening from the start. As I said earlier you really have to give up your emotional investment in both performance and outcome. It just doesn't yield anything positive from a performance perspective. Finding a way to un-tilt is good though if you insist on keeping the session going. For me the session ends whenever I notice myself being emotionally invested, both good and bad. If I load up, have a killer game and felt like I really enjoyed that game then that game is it. I had fun, although for a very short time, and then this session won't be a pro-active one forward if I decide to keep on playing anyway. It's important to separate the two, especially when they're so closely linked together for elitists (performance and fun go very hand in hand for me). If you want to learn then emotions can't get the better of you. If you are having fun while playing that's great, but you're also zoning in and going autopilot which is the biggest single detriment to improvement there is. Unlearning auto-pilot is something that would do every online PC gamer a favour in their gameplay by forcing them to re-learn actively (and onward) instead of only learning periodically and then sticking to what they know. You can obviously enjoy yourself while being a productive learner, but it's much, much harder than it looks. If you want to become better at the game you have to learn, and "having to do" something generally makes it a lot less fun even if it's with your goal in mind.
    My ways of keeping my head straight when I had a bad game, am dead and waiting for my tank that are pretty simple and easy to do. They do the trick for me most of the time, and when they don't I simply quit the session and come back at it with fresh eyes later. I generally only play 1 tank at a time, so this works well for me since I have a game to wait out before my next one. I generally try and watch all my games until they are completed because there's more to take from them after dying.
    Timestamping - Track rotations and how long they take for other players. If you know how long a rotation takes you can estimate how much will happen in that timespan and how a situation will look when you get there. Just look at the timer at the start and then again when you have what you're looking for. If a rotation is 40-ish seconds, it is for example a perfect rotation for a BC25t after a clip. It matters more on autoloaders since you have a longer string of dead time without being able to deal damage. Knowing this in autoloaders make for much better predictability and an increase in effeciency. If your BC just went on reload and you see a rotation to make that could be good, you have the information on hand that you will be reloaded when getting there. You can deal damage right away. The time spent reloading was spent being useful because you rotated in a situation where you wouldn't deal any damage anyway. Track trading patterns too if you can. Some tanks are tricky to trade against because of their reload timers are off-sync compared to yours. Russian mediums for example can shoot 3 times at a Type 5 on reload before he's reloaded again. If you know this you know how hard you can pressure without risking taking HP back. If you are against a 5A in a russian medium however the reload is off-sync, as you'll be halfway through your third shell when he reloads his second. If he fires and pulls back there, you end up losing the trade at 980 to 640. This means that you don't really have a way to use your RoF as a means of engaging that 5A when there's cover involved. Find a different way or take the bad trade if there's no other way. This is where playing a single tank at a time starts benefitting as these things are much easier to keep track of comparing against the 1 gun (yours) than all tanks. You can do this for pretty much everything, but when playing tanks with higher alpha it matters as single shot trades get more beneficial. A JGPZ wins almost every 1 for 1 trade, so for it to take them makes more sense than a russian medium that will get outtraded. Backseat gaming. I do this to both streamers I watch and to team mates when I'm post mortem. It probably goes without saying that I don't actually tell them what I think, I just try to backseat them in my head to keep my thought process going to learn. You start noticing how big the gap is and how much skill expression there is in the game by doing this, as methodical decision making is so much easier to spot than someone auto-piloting. It's tricky because things don't play out like you want them to to check if you were right, but you can easily mess with ideas and try to emulate a reasonable outcome out of it. I've gotten everything from good openings (mostly from streamers though), to good counters and responses from random pubbies this way that I didn't think of. They probably didn't think of it either, but I saw it work out so I can make use of it. The biggest use of it is probably that I've identified a lot of bad choices and having been attentive during it you will end up avoiding a lot of mistakes you haven't made yet.   WoT is a PvP game but I found that treating it as PvE makes more sense. One player and 14 bots against 15 bots make for a more sensible way of looking at performance which shifts the focus from a team effort to win, to a player effort in a numbers game. You are alone and your teammates are no good, now do your best anyway. 
    Consistency needs a solid foundation to build on. and for me this is the general thought process of how I did it. It takes long, but eventually it adds up to being important. The step from 4k to 5k and above was the biggest leap in gameplay for me, and easily the most difficult to approach. The difference between it and the previous level of gameplay was mostly consistency. I'd say that an easy way to put it was that now my median and average game are similar. This wasn't true before, were my median game was almost always higher than my average because of a game here and there going pretty bad. What working through this did for me was raising my average game up to my median, simply having less bad games while the ratio of acceptable to great games stayed the same. 
    This change isn't much more than 500 damage in tier 10s, but it still matters. For me it was the last bit to focus on in the game, and having experience with it - the improvement never ends. I see so many mistakes in my own play in hindsight that I'll keep working on to remove. To me the game isn't at its most competitive state right now, as a constant 3 arties make for much worse experiences in tier 10 where I generally reside so right now I can't say that my improvement has yielded very much recently, but it did lay the ground work for a better time to come. Consistency for example is the only reason I was able to 3mark the ISU-130. The tank on the EU server has 20 or so owners, with none of them playing actively. In attempting the mark over a year ago I just couldn't break past the 90 mark reliably. The damage requirement of a 3500 combined average was simply too high for me to keep with tank tank. I was the only one playing it until skill4ltu got his as well, so the EMA of the ISU-130 mark was set almost entirely by myself until then. We both wound up just waiting it out. The issue I had was with consistency yet again, as I was struggling with finding a way to get reliable damage out when your penetration is worst in tier. (It's a high DPM/alpha TD with okay gun handling and mobility, while having a non-existent gun arc and very low penetration for those of you who don't know of it). I eventually wound up getting it done, but after taking a very long break from it. Just like all of the challenging gun marks this game has to offer with their reward tanks the consistency is what breaks most players. Having to pressure the game for so much damage so reliably makes single mistakes ruin several hours of work, so you can't make mistakes at this level. A lot of players have been bashing their wall against the Chieftain mark lately, and it's because of the same thing. Consistency matters so much when you are basically forced to either have a good game or re-play your last 10 games getting back to where you were. That's what it did for me in the ISU at least, being more aware, having learned more and approaching the game from a PoV based in logic and reason rather than using your gut and autopilot made the push. 
    There's plenty of small pointers here and there to improve your game, but IMO this is the big one that sets you up well. If you have the work ethic to keep learning, you'll become more consistent. Eventually more consistent starts meaning better.
     
     
  18. Upvote
    RunTheGears08 got a reaction from Agamemneon in Micropositioning, show your awesome spots! Now compiled!   
    A place for Northern spawn in the new Erlenburg to take potshots against heavies. Notice the enemy WZ hasn't advanced past the bridge:

    You can adjust the angle (to shoot into different parts of the city) by hugging the hill near you. Enemies will be distracted by your teammate across the river. However, the distance is ~370m and you will potentially get spotted. Be opportunistic or drive a Swedish wedge.
    From Southern spawn you can drive to outskirts of the central brawling complex and play similar angles to counter the meds on the 9 line hill. 
  19. Upvote
    RunTheGears08 reacted to Never in Serverwide Tank Statistics now available   
    Hello!
    Serverwide tank statistics are now available. On the front page you will now see an additional box next to the Server Stats with the top 10 tanks in average battles. Clicking the link below the list will take you to the full statistics page where you can sort and filter, as well as see a number of statistics related to the tank.

    "Complete Tank Statistics" will take you to the full statistics page:

    I'm still working on expanding this page to show graphs showing player preference by tiers, nations, classes, as well as the server's performance in each.
    Hope you guys enjoy it!
  20. Upvote
    RunTheGears08 reacted to Android25 in Winrate Expecations   
    Colors are based on averages (as well as pages of debate) across the servers. While these averages work well for individual players because platoon play doesn't impact personal WN8 that much, it greatly tends to inflate the upper percentages of WR. Most of those of us who last changed the colors agreed that while WR colors don't well reflect non-platoon WR, platoon inflated WR is so prevalent across upper level WN8 players, that in order to keep too high a percentage from having purple WR, the average percentages were used for the top 0.1% without adjustment.
    This isn't to say purple WR isn't consistently possible solo, just that it is harder on a percentage basis than WN8.
  21. Upvote
    RunTheGears08 reacted to Rexxie in Winrate Expecations   
    I always found that the deciding factor in WN8/WR is whether you typically carry early or carry late. This is related to camping, but not always the result of it. Early carries (whether that just be enough early damage or more subtle moves like trading HP for map control, push inertia, etc.) tend to be much less rewarding for WN8 and can result in a pretty serious rift in the two ratings.
    My only advice here is to experiment with the pace at which you play the game and adjust to what works best for you. Realistically you want to be carrying as early as possible, but some players are just atypically good at carrying later. If your current style is what you think is best, just pay no mind to your WN8. I wish I could do more than just echo the usual reply to this, but WN8 is just a number.
  22. Upvote
    RunTheGears08 got a reaction from Sylvansight in Patch 1.4 Notes - Supertest 1st Iteration   
    It only took them 7 years

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    RunTheGears08 got a reaction from TheMarine0341 in Patch 1.4 Notes - Supertest 1st Iteration   
    It only took them 7 years

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    RunTheGears08 got a reaction from Unavailebow in Patch 1.4 Notes - Supertest 1st Iteration   
    It only took them 7 years

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    RunTheGears08 got a reaction from Vindi in Patch 1.4 Notes - Supertest 1st Iteration   
    It only took them 7 years

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