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dualmaster333

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  1. Upvote
    dualmaster333 got a reaction from ZXrage in Lost control over WN8   
    Changing the E50 expected values......that update was GLORIOUS
  2. Upvote
  3. Upvote
    dualmaster333 got a reaction from jodgi in T49 -- Land Arty in a Bite-Size Package   
    Pretty much. It's basically a bunch of people admitting that their cannons are really short, but claiming that the great girth still makes for incredibly enjoyable penetrations.
  4. Upvote
    dualmaster333 got a reaction from Snoregasm2 in Europa Universalis IV   
    Well.......I made it with 25 years to spare.

    And only months after that, all settled provinces were of the proper faith:

    I formed the Roman Empire at the very end just for the achievements. It made sense to conqueror Rome and the rest of Europe very late because it was mostly in the right religion. The last couple decades I pretty much had a war going at all times so that I was ready to peace out as soon as cores completed. I forced vassals a few times when I didn't have the time to core the conquests and I didn't feel like trying to conquer that land again. The best was when the Danes decided to attack Sweden while I was killing them. I made Sweden a vassal which put me at war with Denmark which I immediately crushed and returned 9 cores to Sweden. So Sweden immediately loved me and faithful kept a stack running around doing my bidding.
    All in all I rather enjoyed this run. I thought the World Conquest would be far too tedious for me but I rather enjoyed it overall. A few of the "siege 20 level 8 forts" wars were not very fun, but then you take most of those forts and the next war is far easier. The One Faith achievement was also fun to do.
    Now, to figure out what the next campaign will be....
  5. Like
    dualmaster333 got a reaction from lt_lolcat in XM551 Sheridan - Tubby Leopard   
    A Chode$tarz Guide to Dealing with Superheavies
    This is applicable to both the Sheridan and T49, although the Sheridan has a number of advantages that make it better than the T49 for dealing with the current heavy armor meta. Specifically, the Sheridan has a signficant advantage in the aim time, accuracy, and reload departments. It can more often afford to aim shots, it can more often actually hit where you are aiming, and you can do it much more often. However, the concept is perfectly applicable to the T49 (and really any time you fire HE).
    When to shoot super heavies?
    Basically, when there is nothing better to be doing. I will still look for flanking opportunities and chances to go after their softies first. But given the prevalence of heavies these days and the fantastic map design, you will regularly find yourself trying to gun down heavies.
    What are we trying to accomplish?
    First and foremost, to be annoying. That stupid Maus goes through all the work of angling nicely off that corner, bouncing all your stupid teammate's HEAT shells, until some annoying bastard (you) comes along and starts chipping his health down a couple hundred at a time. You asshole.
    I see there being three useful types of shots to take. The first is to just try and hit the enemy; it's not worth trading shots so you may not have the time to aim. Let 'er rip and take whatever damage you might get (always amusing to roll a -16). Second, go for a tracking shot. A tracking shot at the right moment can lead to an enemy being annihilated by your team. Our 152mm of Glory is rather excellent for that. Aim for a lower plate near the track. However, many times a track shot won't accomplish much and in this case we want to aim our shot to do the maximum amount of damage. That's what the rest of this guide is about.
    HE Basics
    When an HE shell contacts a surface but doesn't penetrate, rays are drawn from the point of impact to all armored surfaces within the blast radius (direct line of sight only). The damage done is a function of shell alpha, raw armor thickness (angling doesn't matter), and distance from the point of impact to the armored surface. This is calculated for all surfaces within the blast radius (I think) and the highest possible damage option is selected. Long story short, the goal when shooting HE is to hit directly or as close as possible to the thinnest armor on an enemy tank to generate the maximum damage. Simple enough right?
    The Superheavy's Weakness
    Heavy armor all around blah blah blah. Except for:


    On pretty much every tank the engine deck/hull roof is very thin. This can lead to some awkward moments for tanks like an IS-4 which has a relatively low hull; it's piddly 30mm can be overmatched by tanks next to it with ease. On a Maus, which otherwise has 185mm+ plates, the engine deck is a piddly 50mm. So if you shoot the engine deck you will do significantly more damage than hitting any of the (much thicker) armor on the tank.
    Well, that's great, but you usually can't shoot the engine deck directly. So what do we do? Simple, we try to hit as close to the deck as possible. Here is our friendly Maus who is nicely angled off the side of a building. But he is still exposing a contact surface that is very close to the engine deck; so we aim for that spot...


    By hitting at the base of the turret our point of impact is very close to the engine deck so our damage will be very close to what it would be if we shot the engine deck directly. For example, hitting the turret 0.5m above the deck will still do 86.4% of the damage compared to hitting the deck directly (for a standard Sheridan HE shell). I call this "decking" and it is surprisingly effective against heavies. Facing down a Maus from the front it is possible to do 350+ damage per shot and in a way that no amount of angling can save them. Other bonuses include the possibility of critical crew damage or engine fires.
    While doing 350 damage every 16 seconds is far from exceptional DPM, it seems to have a psychological impact on the average pubbie. The average player doesn't know how to push to win or spend their hitpoints effectively, so they will take their E-100 to a corner and play angle games because they think that is being good. Taking 2-3 HE shells will drive them off and prevent them from ever pushing forward.
    Of course, the effectiveness is magnified if you have a ChodeFriend doing the same thing. Letting loose a salvo that does 700+ in a second seems to terrify the confused pubbie. If they don't back off, you can do it 16 seconds later and suddenly that big fat heavy is missing half its health.
    Below is the armor model for a bunch of the tier 10 heavies. I was surprised that even the IS-7 has a thin deck that is accessible frontally. I also found it interesting that the Type 5 heavy has a 75mm deck which explains why even good shots on it do less damage.
    E-100


    VK7201/PzVII


    Maus


    JPE-100


    IS-4


    IS-7


    Type 5


    T110E5


    What about shooting Gold HE?
    Gold HE increases the splash radius from 3.66 to 5.11. This increases the damage from a non-direct hit. Is the bonus damage enough to be worth the huge credit cost? I wasn't sure so I decided to do the math:

    From the wiki:
    actualDamage=0.5*nominalDamage*(1-ImpactDistance/SplashRadius)-1.1*nominalArmorThickness*SpallCoefficient
    The important part is the factor (1-ImpactDistance/SplashRadius). As your splash radius increases the damage reduction for distance decreases. This is easiest to see when you put it into a spreadsheet:

    As you can see in the table, the splash radius only begins to matter when you hit far away from the thin armor section. For direct hits it doesn't matter at all. Gold only gets you 35 more damage when hitting a meter away. So the question is whether you regularly hit far away from the weak armor. In my experience decking E-100s (which has the 40mm deck armor shown in the table) I typically roll in the 350-400 damage range. This means that firing gold HE would only increase damage by 10-20 which is miniscule.
    Note that the damage increase from splash radius is independent of armor thickness so the damage increase is the same for 30/40/50mm decks.
    Based on this math, I see no value in firing gold HE for deck shots unless it is an absolutely game clutching moment.
    Now, enjoy these gifs of super heavies getting abused by light tanks:


  6. Upvote
    dualmaster333 got a reaction from TheChang in XM551 Sheridan - Tubby Leopard   
    A Chode$tarz Guide to Dealing with Superheavies
    This is applicable to both the Sheridan and T49, although the Sheridan has a number of advantages that make it better than the T49 for dealing with the current heavy armor meta. Specifically, the Sheridan has a signficant advantage in the aim time, accuracy, and reload departments. It can more often afford to aim shots, it can more often actually hit where you are aiming, and you can do it much more often. However, the concept is perfectly applicable to the T49 (and really any time you fire HE).
    When to shoot super heavies?
    Basically, when there is nothing better to be doing. I will still look for flanking opportunities and chances to go after their softies first. But given the prevalence of heavies these days and the fantastic map design, you will regularly find yourself trying to gun down heavies.
    What are we trying to accomplish?
    First and foremost, to be annoying. That stupid Maus goes through all the work of angling nicely off that corner, bouncing all your stupid teammate's HEAT shells, until some annoying bastard (you) comes along and starts chipping his health down a couple hundred at a time. You asshole.
    I see there being three useful types of shots to take. The first is to just try and hit the enemy; it's not worth trading shots so you may not have the time to aim. Let 'er rip and take whatever damage you might get (always amusing to roll a -16). Second, go for a tracking shot. A tracking shot at the right moment can lead to an enemy being annihilated by your team. Our 152mm of Glory is rather excellent for that. Aim for a lower plate near the track. However, many times a track shot won't accomplish much and in this case we want to aim our shot to do the maximum amount of damage. That's what the rest of this guide is about.
    HE Basics
    When an HE shell contacts a surface but doesn't penetrate, rays are drawn from the point of impact to all armored surfaces within the blast radius (direct line of sight only). The damage done is a function of shell alpha, raw armor thickness (angling doesn't matter), and distance from the point of impact to the armored surface. This is calculated for all surfaces within the blast radius (I think) and the highest possible damage option is selected. Long story short, the goal when shooting HE is to hit directly or as close as possible to the thinnest armor on an enemy tank to generate the maximum damage. Simple enough right?
    The Superheavy's Weakness
    Heavy armor all around blah blah blah. Except for:


    On pretty much every tank the engine deck/hull roof is very thin. This can lead to some awkward moments for tanks like an IS-4 which has a relatively low hull; it's piddly 30mm can be overmatched by tanks next to it with ease. On a Maus, which otherwise has 185mm+ plates, the engine deck is a piddly 50mm. So if you shoot the engine deck you will do significantly more damage than hitting any of the (much thicker) armor on the tank.
    Well, that's great, but you usually can't shoot the engine deck directly. So what do we do? Simple, we try to hit as close to the deck as possible. Here is our friendly Maus who is nicely angled off the side of a building. But he is still exposing a contact surface that is very close to the engine deck; so we aim for that spot...


    By hitting at the base of the turret our point of impact is very close to the engine deck so our damage will be very close to what it would be if we shot the engine deck directly. For example, hitting the turret 0.5m above the deck will still do 86.4% of the damage compared to hitting the deck directly (for a standard Sheridan HE shell). I call this "decking" and it is surprisingly effective against heavies. Facing down a Maus from the front it is possible to do 350+ damage per shot and in a way that no amount of angling can save them. Other bonuses include the possibility of critical crew damage or engine fires.
    While doing 350 damage every 16 seconds is far from exceptional DPM, it seems to have a psychological impact on the average pubbie. The average player doesn't know how to push to win or spend their hitpoints effectively, so they will take their E-100 to a corner and play angle games because they think that is being good. Taking 2-3 HE shells will drive them off and prevent them from ever pushing forward.
    Of course, the effectiveness is magnified if you have a ChodeFriend doing the same thing. Letting loose a salvo that does 700+ in a second seems to terrify the confused pubbie. If they don't back off, you can do it 16 seconds later and suddenly that big fat heavy is missing half its health.
    Below is the armor model for a bunch of the tier 10 heavies. I was surprised that even the IS-7 has a thin deck that is accessible frontally. I also found it interesting that the Type 5 heavy has a 75mm deck which explains why even good shots on it do less damage.
    E-100


    VK7201/PzVII


    Maus


    JPE-100


    IS-4


    IS-7


    Type 5


    T110E5


    What about shooting Gold HE?
    Gold HE increases the splash radius from 3.66 to 5.11. This increases the damage from a non-direct hit. Is the bonus damage enough to be worth the huge credit cost? I wasn't sure so I decided to do the math:

    From the wiki:
    actualDamage=0.5*nominalDamage*(1-ImpactDistance/SplashRadius)-1.1*nominalArmorThickness*SpallCoefficient
    The important part is the factor (1-ImpactDistance/SplashRadius). As your splash radius increases the damage reduction for distance decreases. This is easiest to see when you put it into a spreadsheet:

    As you can see in the table, the splash radius only begins to matter when you hit far away from the thin armor section. For direct hits it doesn't matter at all. Gold only gets you 35 more damage when hitting a meter away. So the question is whether you regularly hit far away from the weak armor. In my experience decking E-100s (which has the 40mm deck armor shown in the table) I typically roll in the 350-400 damage range. This means that firing gold HE would only increase damage by 10-20 which is miniscule.
    Note that the damage increase from splash radius is independent of armor thickness so the damage increase is the same for 30/40/50mm decks.
    Based on this math, I see no value in firing gold HE for deck shots unless it is an absolutely game clutching moment.
    Now, enjoy these gifs of super heavies getting abused by light tanks:


  7. Upvote
    dualmaster333 got a reaction from MacusFlash in Reddit reacts to Wotlabs reacts to MAHOU tking arty   
    I may be an ass, but I always enjoyed loading up a CGC, TKing any other arty on the team, then getting TK'd by the inevitable angry pub on my team, and stating "Mission Accomplished". I probably wouldn't do it in ranked just because I wanted to play as little ranked as possible. But doing it after you hit Rank 15 is solid thinking so +1 to Exo.
    Pro tip: Load up a FV4005 and shoot the ground under an arty with HE. Splash counts differently so you can actually TK two arty without turning blue.
  8. Upvote
    dualmaster333 reacted to PlanetaryGenocide in T49 -- Land Arty in a Bite-Size Package   
    CRAB SENPAI I DID IT
  9. Upvote
    dualmaster333 got a reaction from Archaic_One in Reddit reacts to Wotlabs reacts to MAHOU tking arty   
    I may be an ass, but I always enjoyed loading up a CGC, TKing any other arty on the team, then getting TK'd by the inevitable angry pub on my team, and stating "Mission Accomplished". I probably wouldn't do it in ranked just because I wanted to play as little ranked as possible. But doing it after you hit Rank 15 is solid thinking so +1 to Exo.
    Pro tip: Load up a FV4005 and shoot the ground under an arty with HE. Splash counts differently so you can actually TK two arty without turning blue.
  10. Upvote
    dualmaster333 got a reaction from TheChang in Reddit reacts to Wotlabs reacts to MAHOU tking arty   
    I may be an ass, but I always enjoyed loading up a CGC, TKing any other arty on the team, then getting TK'd by the inevitable angry pub on my team, and stating "Mission Accomplished". I probably wouldn't do it in ranked just because I wanted to play as little ranked as possible. But doing it after you hit Rank 15 is solid thinking so +1 to Exo.
    Pro tip: Load up a FV4005 and shoot the ground under an arty with HE. Splash counts differently so you can actually TK two arty without turning blue.
  11. Upvote
    dualmaster333 got a reaction from Fulcrous in Reddit reacts to Wotlabs reacts to MAHOU tking arty   
    I may be an ass, but I always enjoyed loading up a CGC, TKing any other arty on the team, then getting TK'd by the inevitable angry pub on my team, and stating "Mission Accomplished". I probably wouldn't do it in ranked just because I wanted to play as little ranked as possible. But doing it after you hit Rank 15 is solid thinking so +1 to Exo.
    Pro tip: Load up a FV4005 and shoot the ground under an arty with HE. Splash counts differently so you can actually TK two arty without turning blue.
  12. Upvote
    dualmaster333 got a reaction from flare_phoenix in Reddit reacts to Wotlabs reacts to MAHOU tking arty   
    I may be an ass, but I always enjoyed loading up a CGC, TKing any other arty on the team, then getting TK'd by the inevitable angry pub on my team, and stating "Mission Accomplished". I probably wouldn't do it in ranked just because I wanted to play as little ranked as possible. But doing it after you hit Rank 15 is solid thinking so +1 to Exo.
    Pro tip: Load up a FV4005 and shoot the ground under an arty with HE. Splash counts differently so you can actually TK two arty without turning blue.
  13. Upvote
    dualmaster333 got a reaction from TheMarine0341 in Elimination: Tier 8 Premiums - Patriot's Providence (COMPLETE)   
    M4A1 Revalorisé: 17
    AMX M4 49 (Liberté): 38 
    Löwe: 34
    T26E5 (Patriot): 35
    Skorpion G: 20
    STA-2: 20 
    M46 KR: 23 
    112: 26
    Pz. 58 Mutz: 7 - This tank Mutz go.
    WZ-111: 4
    T26E4: 7
    Type 59: 9 Just my Type of tank.
  14. Upvote
    dualmaster333 got a reaction from kariverson in Ranked Battles Discussion   
    Well somehow I convinced myself to play ranked enough to hit Rank 15. 95 battles total. I mostly used the VK7201 with a little 4005 mixed in. 4005 was more work because you have no armor to sustain. You have to play behind your heavies and take shots on enemy reload. The nice thing is you don't care about armor; pop someone's side track that is sticking out too much for 600+. Repeat a couple times and you have a chev.
    VK was a pretty solid performer. It has the armor and hit points to stay alive and you only need to pen 3 shots to not lose a chev. It's particularly effective against Type 5's. Their thick flat plates are easy to pen and you out trade their HE. I'd generally drive to the heaviest brawl area and then play cautiously until getting 2-3k damage. I lost a chev here or there along the way, but made steady progress every night I played. One night I only won 30% of my games, but still ended the night +7 chevs.
    Oh yeah, I hit rank 15 last night, then switched to a CGC for a few games just to be a dick. 3 games, 5 chevs, extra vehicle rank. #balanced
  15. Upvote
    dualmaster333 reacted to kariverson in Ranked Battles Discussion   
    Hey thanks for that dude. Tried the VK7201 (K) Today. The CW reward. Got 6 chevrons easy and finally got rank 15. Forget the heat. HE for the win. You never bounce and you get extra xp for tracking assists. Plus I played it with superheavy spalliner, so arties can SUCK IT. 
  16. Upvote
    dualmaster333 got a reaction from monjardin in Ranked Battles Discussion   
    High alpha heavy tank. Basically if you don't screw up your deployment (i.e. don't get yourself isolated) you only need to pen ~3 shots to not lose a chev on a loss or to gain a chev on a win. With armor+hitpoints and not exposing yourself, that should be pretty simple. S Conq and 5A are decent, but you need more shots and take damage easier.
    If I had a Type 5 I'd be spamming that. I've been using VK7201 with SConq/5A for a little variety. I made it to ~rank 5 on the T-100LT, but that is far more work. I may also mix in a little E4 because 375 APCR is pretty good I hear...
  17. Upvote
    dualmaster333 got a reaction from Fulvin in Do you EVEN 90?   
    The thing about light tanks is that getting the full potential out of them requires substantially different play style than any other class. If you watch someone good like Crab play a light tank, you will see that you simply can't do the same things with a medium. And getting sucked in to playing a light tank like a medium will only get mediocre results.
    It used to be that the light tank's biggest advantage was camo and vision. But with the light tank re-balance lights got a new strength - mobility. Don't underestimate the value of being able to put your tank into action on the opposite side of the map in under 60 seconds. If an engagement isn't favorable, just decline it. If the other side needs to win fast go there and make it happen. The ability of a light tank to get somewhere even 20 seconds faster than a medium makes all the difference.
    Essentially, light tank mobility has reached the level where you can act as a force multiplier across the map. It's even more apparent when you platoon with another (good) light tank. Turn a 3v3 into a 5v3 and you suddenly win overwhelmingly.
    Combine that with the strengths it still has in vision control. Yes, a lot of engagements happen in corridors, but on a lot of maps those corridors open up to areas where vision becomes valuable. Sure, sometimes the enemy will win the corridor so hard that you just can't come back from it, but there's many times where you can lose it pretty badly and still pull out the win.
    The strength of mobility opens up even more as the number of tanks decreases. If a hole opens up anywhere on the map a light tank can take advantage of it substantially faster than a medium. This is why maps like Abbey, while not particularly great for anything, is actually not that bad for light tanks. If you just avoid dying early the map will open up and the fun times begin.
    The EVEN 90 is fun because it just takes these light tank strengths to an extreme. Speed and stealth and size let you pull off some silly things. Last night from Fisherman's bay south I drove over the middle and hid in a bush on their side of the map right at the start. We ended up losing the 1 line pretty badly (they still had 4 tanks alive) but then I just drove through bushes, killed enemy tanks from <100m without getting lit, cleaned up the entire side and won the game.
    Anyways, my own experience is that once I stopped just trying to be a bad medium with good camo, a new style of play opened up which made previously bad maps into good maps. I'll argue that Windstorm and Kharkov are actually solid LT maps. Erlenberg and Sand River are excellent LT maps. Airfield and Abbey are garbage maps but LTs don't fare to bad on them (more fun IMO). A few maps still just suck, Ruinberg south and Pilsen can die in a fire. Unless you're in a T49 in which case you can play ANY map effectively. HEmeta2018!
  18. Upvote
    dualmaster333 got a reaction from TheChang in Do you EVEN 90?   
    The thing about light tanks is that getting the full potential out of them requires substantially different play style than any other class. If you watch someone good like Crab play a light tank, you will see that you simply can't do the same things with a medium. And getting sucked in to playing a light tank like a medium will only get mediocre results.
    It used to be that the light tank's biggest advantage was camo and vision. But with the light tank re-balance lights got a new strength - mobility. Don't underestimate the value of being able to put your tank into action on the opposite side of the map in under 60 seconds. If an engagement isn't favorable, just decline it. If the other side needs to win fast go there and make it happen. The ability of a light tank to get somewhere even 20 seconds faster than a medium makes all the difference.
    Essentially, light tank mobility has reached the level where you can act as a force multiplier across the map. It's even more apparent when you platoon with another (good) light tank. Turn a 3v3 into a 5v3 and you suddenly win overwhelmingly.
    Combine that with the strengths it still has in vision control. Yes, a lot of engagements happen in corridors, but on a lot of maps those corridors open up to areas where vision becomes valuable. Sure, sometimes the enemy will win the corridor so hard that you just can't come back from it, but there's many times where you can lose it pretty badly and still pull out the win.
    The strength of mobility opens up even more as the number of tanks decreases. If a hole opens up anywhere on the map a light tank can take advantage of it substantially faster than a medium. This is why maps like Abbey, while not particularly great for anything, is actually not that bad for light tanks. If you just avoid dying early the map will open up and the fun times begin.
    The EVEN 90 is fun because it just takes these light tank strengths to an extreme. Speed and stealth and size let you pull off some silly things. Last night from Fisherman's bay south I drove over the middle and hid in a bush on their side of the map right at the start. We ended up losing the 1 line pretty badly (they still had 4 tanks alive) but then I just drove through bushes, killed enemy tanks from <100m without getting lit, cleaned up the entire side and won the game.
    Anyways, my own experience is that once I stopped just trying to be a bad medium with good camo, a new style of play opened up which made previously bad maps into good maps. I'll argue that Windstorm and Kharkov are actually solid LT maps. Erlenberg and Sand River are excellent LT maps. Airfield and Abbey are garbage maps but LTs don't fare to bad on them (more fun IMO). A few maps still just suck, Ruinberg south and Pilsen can die in a fire. Unless you're in a T49 in which case you can play ANY map effectively. HEmeta2018!
  19. Upvote
    dualmaster333 got a reaction from 8_Hussars in Do you EVEN 90?   
    The thing about light tanks is that getting the full potential out of them requires substantially different play style than any other class. If you watch someone good like Crab play a light tank, you will see that you simply can't do the same things with a medium. And getting sucked in to playing a light tank like a medium will only get mediocre results.
    It used to be that the light tank's biggest advantage was camo and vision. But with the light tank re-balance lights got a new strength - mobility. Don't underestimate the value of being able to put your tank into action on the opposite side of the map in under 60 seconds. If an engagement isn't favorable, just decline it. If the other side needs to win fast go there and make it happen. The ability of a light tank to get somewhere even 20 seconds faster than a medium makes all the difference.
    Essentially, light tank mobility has reached the level where you can act as a force multiplier across the map. It's even more apparent when you platoon with another (good) light tank. Turn a 3v3 into a 5v3 and you suddenly win overwhelmingly.
    Combine that with the strengths it still has in vision control. Yes, a lot of engagements happen in corridors, but on a lot of maps those corridors open up to areas where vision becomes valuable. Sure, sometimes the enemy will win the corridor so hard that you just can't come back from it, but there's many times where you can lose it pretty badly and still pull out the win.
    The strength of mobility opens up even more as the number of tanks decreases. If a hole opens up anywhere on the map a light tank can take advantage of it substantially faster than a medium. This is why maps like Abbey, while not particularly great for anything, is actually not that bad for light tanks. If you just avoid dying early the map will open up and the fun times begin.
    The EVEN 90 is fun because it just takes these light tank strengths to an extreme. Speed and stealth and size let you pull off some silly things. Last night from Fisherman's bay south I drove over the middle and hid in a bush on their side of the map right at the start. We ended up losing the 1 line pretty badly (they still had 4 tanks alive) but then I just drove through bushes, killed enemy tanks from <100m without getting lit, cleaned up the entire side and won the game.
    Anyways, my own experience is that once I stopped just trying to be a bad medium with good camo, a new style of play opened up which made previously bad maps into good maps. I'll argue that Windstorm and Kharkov are actually solid LT maps. Erlenberg and Sand River are excellent LT maps. Airfield and Abbey are garbage maps but LTs don't fare to bad on them (more fun IMO). A few maps still just suck, Ruinberg south and Pilsen can die in a fire. Unless you're in a T49 in which case you can play ANY map effectively. HEmeta2018!
  20. Upvote
    dualmaster333 got a reaction from CraBeatOff in Do you EVEN 90?   
    The thing about light tanks is that getting the full potential out of them requires substantially different play style than any other class. If you watch someone good like Crab play a light tank, you will see that you simply can't do the same things with a medium. And getting sucked in to playing a light tank like a medium will only get mediocre results.
    It used to be that the light tank's biggest advantage was camo and vision. But with the light tank re-balance lights got a new strength - mobility. Don't underestimate the value of being able to put your tank into action on the opposite side of the map in under 60 seconds. If an engagement isn't favorable, just decline it. If the other side needs to win fast go there and make it happen. The ability of a light tank to get somewhere even 20 seconds faster than a medium makes all the difference.
    Essentially, light tank mobility has reached the level where you can act as a force multiplier across the map. It's even more apparent when you platoon with another (good) light tank. Turn a 3v3 into a 5v3 and you suddenly win overwhelmingly.
    Combine that with the strengths it still has in vision control. Yes, a lot of engagements happen in corridors, but on a lot of maps those corridors open up to areas where vision becomes valuable. Sure, sometimes the enemy will win the corridor so hard that you just can't come back from it, but there's many times where you can lose it pretty badly and still pull out the win.
    The strength of mobility opens up even more as the number of tanks decreases. If a hole opens up anywhere on the map a light tank can take advantage of it substantially faster than a medium. This is why maps like Abbey, while not particularly great for anything, is actually not that bad for light tanks. If you just avoid dying early the map will open up and the fun times begin.
    The EVEN 90 is fun because it just takes these light tank strengths to an extreme. Speed and stealth and size let you pull off some silly things. Last night from Fisherman's bay south I drove over the middle and hid in a bush on their side of the map right at the start. We ended up losing the 1 line pretty badly (they still had 4 tanks alive) but then I just drove through bushes, killed enemy tanks from <100m without getting lit, cleaned up the entire side and won the game.
    Anyways, my own experience is that once I stopped just trying to be a bad medium with good camo, a new style of play opened up which made previously bad maps into good maps. I'll argue that Windstorm and Kharkov are actually solid LT maps. Erlenberg and Sand River are excellent LT maps. Airfield and Abbey are garbage maps but LTs don't fare to bad on them (more fun IMO). A few maps still just suck, Ruinberg south and Pilsen can die in a fire. Unless you're in a T49 in which case you can play ANY map effectively. HEmeta2018!
  21. Upvote
    dualmaster333 got a reaction from Monkey in T49 -- Land Arty in a Bite-Size Package   
    Shorter version:
    Tier 8 Frenchie - load HEAT (for pens on side and rear)
    Tier 9+10 Frenchies - load HE (HEAT on sides for higher probability)
    Tier 8+9 Brit TDs - load HEAT (50/50 chance to pen sides, 100% rear)
    Tier 10 Brit TD - load HE and getdabooty
  22. Upvote
    dualmaster333 got a reaction from Monkey in T49 -- Land Arty in a Bite-Size Package   
    B-B-B-B-B-B-OMBADIER!!!!


    Also, I'm enjoying my premium T49:

  23. Upvote
    dualmaster333 got a reaction from conjay810 in T49 -- Land Arty in a Bite-Size Package   
    B-B-B-B-B-B-OMBADIER!!!!


    Also, I'm enjoying my premium T49:

  24. Upvote
    dualmaster333 got a reaction from Felicius in M48/M60 Fan Club   
    german armor was the best armor in WW2 the allied tanks just couldn't handle it so the german tanks just killed everyone because they had the best tank designs and were superior to anything else
  25. Upvote
    dualmaster333 got a reaction from xmenxmen2 in T49 -- Land Arty in a Bite-Size Package   
    Crab and I played for two hours and these are just a few of the good moments:


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