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Verified Tanker [EU]
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Everything posted by TheMadDragon

  1. Doesnt really makes sense to comment after the event is over, but anyway. I really liked this mode. Apart from this damn arty and these pesky little Pz IV who always derp you in the face and do damage even if you are completely safe. Also bots are snapping like hell. And those useless enemy airstrikes ... Tanks wise I hated the SU, because its unflexible, nobody spots for you and 175mm is a many things but not high pen. IS was fun but derpy and the special abilities are just sad, mines were only useful to stop an bot who is trying to rush you in his tracks. T-44 I dont know, was ok with good dpm but the armor was really unreliable. I really liked the BP. Slow as shit, but strongly armored so that only the elites could reliable pen you and insane DPM even though the pen was shit. And my personal favorite was the Pershing. Mobile, flexible on rigelines, punchy gun, can bounce stuff occasionally and the airstrike was really nuts - 500dmg per tank in the target area, useful for digging out JTs and other anoying shit. But the teams were a mixed bag, mostly bots that werent that much better than the bots you played against. Tactics like crossfire and focusfire were an alien concept to most of them. And the team mixups were a coinflip aswell: having more as 2 SUs? Good look trying to win shit. And it was always a pain in the ass to waste a x15 token to a shit team that didnt do anything in the first stage so you go out of battle with 0 points. Overall I liked it. Had fun most of the time and its enjoyable to play with friends.
  2. Well if I understand it correctly the shown <avg. real DPM> is only true if you use ONLY the autoloader. But I could be wrong. The value below: <reload speed> is probably for single-shot only. So if we assume that those are base values we have a single shot rpm of about 7,2 or in means of raw DPM roughly 2517 damage per minute. That would place this tank slightly above the E 50 M in terms of raw DPM.
  3. I know, but still its a bit annoying. At least the IS has a better gun in comparison to the peashooter of the KV-13
  4. I feel you. I did the same and even worse put one of my girl crews in it
  5. After about 75 battles testing every possible combination of stock/elite turret and the three available guns (I even researched the useless 120mm gun) the best workable combination (at least for me) is the stock turret with the 90mm - basically the stock config. The result could be described as a slow and blind Tiger I with some beefy turret armor. The dpm is good enough to perma-track opponents while the stock turret is tough enough to reliable bounce even T10 guns if you manage to hide your terrible hull. If this tank wouldn't be so painfully slow, about as agile as a brick and pretty much blind, It could be a fairly decent tank. This trashcan is so far probably the first tank in the game that I've driven in (near) stock configuration by choice.
  6. I guess I had so far a little bit more RNG luck than leggasiini and managed to reach roughly 1,5k avg dmg per game (still awful though - just my 3rd worst T8 HT) The stock turret works really well if you can hide your awful hull, you can even rack up some decent blocked damage numbers. But yeah gun handling is the thing that is killing this tank for me - I looked it up and this tank (and the IS-3A) has the worst gun handling soft stats of all T8 heavies. The hull armor is complete trash .. everything pens you frontally and kills your driver nearly every fucking time and I made the very painful experience that O-I HE shells can penetrate your side armor ... but atleast other AMX 65t driver made an equally painful experience after I penned their (stock turret) cupolas with Type 5 HE shells and nearly one-shooting them in the process. In terms of research priority I would advise stick to the 100mm gun and the stock turret, ignore the rest and rush as fast as humanly possible to the T9 tank, which is hopefully less awful.
  7. Actually the DCA 45 isn't mandatory for research on neither the Arl 44 nor the AMX M4 45. It's research is only really necessary on the AMX 50 100 the DCA 45 in order to proceed to the AMX 50 120. Also considering the quite awful gunhandling stats of the DCA 45, the "inaccurate" 105mm gun isn't that bad of an alternative top gun choice till T8 - I mean the only good thing of the 90mm is slightly better accuracy and when using only apcr with the 105 even the shell speed advantage of the 90mm over the 105mm is gone ...
  8. Well it is because it has an one-man turret. The driver sits in the hull and the commander has the turret for himself. I believe when the tank was first leaked it had only a two man crew. But I guess WG decided to conveniently add another crew-man (or woman), because training your french light tank crew kinda sucks when your crew trainer only has room for two ...
  9. Well if WG would for example take leggasiinis rework of the Japanese heavy tanks in consideration the line would still be competitive against other superheavy tanks without the overuse of derp guns as the only real viable gun options while being quite fair and balanced against lower tier opponents with a number of actual weak spots. sry for off-topic.
  10. Well OK, to be fair without his delightful changes to the Godzilla Tanks I wouldn't have 3,5k avg. damage and 2 MoE on the Type 5 with the noob gun
  11. I have not the slightest idea what is going on within the WG balancing department, but right now they are transforming the 263 line into a version of the german Jageru TD line tanks just with the difference that the russian ones are trading better mobility and armor for the ability to actually hit things from afar and even up close. I just dont get it why they cant simply leave the 263 line as it is (maybe buff some of them or replace the Su-122-54 with something more fitting ) and introduce a, or more, small mini branches leading to other T10 TDs like it was already mentioned in the prior thread regarding this topic. But I guess Murazor with his secret masterplan has other things in mind ... maybe someone within WG should him his meds back ...
  12. Well apart from color, muzzle brake, turret-shape, and misc items the 430 and the 113 look pretty much the same. Also the 430U not only looks like a 113, it's stats-wise very similar and in some points (mobility, gun-handling, armor) better than a 113. In terms of armor the 113 has better frontal turret armor, but weaker cupolas, lfp and ufp. In terms of side armor they are pretty much the same (apart from that thin 120mm armor stripe of the 113). Meanwhile the 121 sits crying in a corner when it comes to armor. For me the 430U right now looks like a giant middle finger to both Chinese T10 medium and Chinese T10 heavy tanks.
  13. Btw. the 430 II not only get's the 416 gun but also the 100mm D-54, one of the top guns of the current T-54. At this point I feel pretty bad for all the other T8 tanks, who get shit on even more with every new re-balanced branch and additional not at all OP premium tank, that gets added to the game. And the 430 gun may suck in terms of shitty premium-ammo but the gun handling looks pretty good for a large caliber medium tank gun. Gun handling comes close to a T-54 with the (bad) 100mm D-10T2S gun, only a bit less accurate. Also the 430 wouldn't be the first T9 medium tank with mediocre / bad premium ammo in the game. As previously mentioned the 430U is so "heavy" it could be declared as a heavy tank and implemented without much changes as the T10 successor for the T-10 "heavy" tank.
  14. Well, but on the one hand updated new graphics could be a really big deal for the game and WG itself and on the other hand it's not exactly the fault of the map-design and game engine departments that the matchmaking for T8 sucks.
  15. I noticed a couple of probably more or less important changes. Some of them could have significant impacts on the way maps are played in for example clan wars. Also I have to note that I'm not a climber and I played all maps with a Centurion AX, so other people could have had a different experience than me in certain spots. Redshire: Hill in the north east got flatter and climbing is pretty much impossible. Zeppelin Wreck on the east provides cover against arty. Some areas in the south got reworked and provide some cover and "hideouts". I found a couple of buildings with something like a roofed driveway where you can hide your tank and which provide cover, but that's rather gimmicky. Steppes: East side got reworked pretty heavily as hall0 already said. A hill got added in the north-east at A6 (I think) which provides some cover against snipers from A2/A3. the west side got a couple of areas of shallow water, but I don't think it has much off a impact on ground resistances. Also further north you have the addition of a small lake, which is mostly beyond map borders but still has a spot at D1 where you can drown your tank. Cliff: the addition of the temple thing on the small mountain in the middle pretty removes climbing and provides more arty cover. Also the spotting bush at F1/G1 has no more hard cover. Abbey: I think some bushes and stones got changed at H3 so that defending the base from that spot gets somewhat more difficult. A lot of bushes got removed at K7, so no more (or lesser) invisible hardcore campers in CW. The driveway inside the monastery at E6 got bigger so that even fatter mediums like the CAX fit through it. Some changes on the ridge in the middle of the 7-line: I think they removed the path at D7, but added other paths, so that it's more easier to reach the ridge from both sides. The spot at F5 inside the monastery got reworked a bit: some of the walls got removed so its easier to shot at enemies below you but it's also easier to get shot. And they added a path where you can drive downwards towards the base. I think the removed the possibility to reach the land parts on the 9/0 line. Himmelsdorf: I didnt noticed much, apart from some invincible street signs there is only one spot at A0 where you can push a tank other a wall, where you than have hardcover and can shot at enemies that drive down the hill towards the base. El Halluf: The biggest change I remember are the addition of castle-like structures in the north-west part around C2/B3 which provide massive arty cover. The are probably tons of other changes I missed or forgot, but I have to admit that I was more focused on the nice shiny new graphics and gimmicky destructible objects
  16. It's not like 144Hz 1080p or 1440p monitors are as dirt cheap as 60Hz monitors are - more on the contrary. And probably the average gamer isn't willing to pay 200-800€ for a monitor, not to speak of a middle- to high-end GPU necessary to reach such a level of both high fps and graphical fidelity. Also it's nothing new that WoT isn't exactly well optimized and depending on the graphical settings and map the fps go sometimes all over the place.
  17. So far I played pretty much all maps on SB (minus Sand River and Murowanka) and the performance with max settings is fairly good - depending on the map ~50-90 fps. Only very few maps (especially mines) have spots with more or less massive fps drops - sometimes even below 30 fps. Water effects are fantastic (waves, wet tanks, wave physics etc). And now there is a spot on steppes were you can actually drown. Physically destructible objects are a nice addition, but sadly only small objects are affected. Some maps have some "epic" scenery, like the sunken battleship on himmelsdorf, or the zeppelin wreck on redshire (which can work as arty cover). What I noticed is that most climbs are gone (but I wasn't much of a climber anyway) and there are tons of spots with more and better arty cover. Also some maps got changed pretty gameplay wise fairly significant (steppes, 90 line) while other only have seen only minor changes, like missing rocks or bushes. Specs: Xeon E3-1230v3 - 16GB RAM - Sapphire R9 290 OC
  18. Strv. B is a very good candidate for this bloody mission. at least I got 8k dmg and 5 kills with a godawful team on mines ... but sadly I didn't even had TD-15.4 as an active mission
  19. But at least you get a kinda cool crew ... ... with 0-Skill BiA with a special icon source: TAP
  20. „WG is now testing the Kannonfodderpanzer Kanonenjagdpanzer with a 105 mm gun instead of a 90 mm.“ (leggasiini) fun-fact: I took me way too long to figure out how to post pictures until I accidentally solved the issue just now stats: I compared the new stats with the old stats (stats from tanks.gg) new (old) Tier: 8 ( 8 ) Hit points: 1200 ( 1200 ) Weight [t]: 25,7 ( 25,7 ) Engine power [hp]: 500 ( 500 ) Power-to-weight [hp/t]: 19,46 ( 19,46 ) Topspeed [km/h]: +70/-20 ( +70/-20 ) Hull armor [mm]: 30/30/8 ( 30/30/8 ) hull traverse [deg/s]: 48 ( 48 ) Gun traverse [deg/s]: 22 ( 35 ) Terrain resistances: 0,671/0,757/1,981 ( 0,67/0,77/1,92 ) View range [m]: 360 ( 360 ) Signal Range [m]: 782 ( 782 ) Gun: 105mm Bordkanone L7 ( 90mm Rheinmetall DM1 ) Damage [HP]: 390/390/480 ( 240/240/320 ) Penetration [mm]: 268/330/53 ( 238/250/102 ) Accuracy [at 100m]: 0,32 ( 0,32 ) Aiming time [sec]: 1,73 ( 1,73 ) Reload time [sec]: 11,1 ( 6,04 ) Rof [rnds/min]: 5,64 ( 9,93 ) DPM [HP/min]: 2108,11 ( 2383,7 ) Elevation angle [°]: -8 / +15 ( -8 / +15 ) TL;DR: the trash can get's a new gun with higher alpha damage and penetration, but ... … even worse dpm: -275,6 HP/min … worse HE pen: -49 mm … slower gun traverse speed: -13 °/s So what do we have now? A very mobile tank with good camo which gets a new 105mm gun, but still has trash armor, trash view range and now among the tier 8 tds the class worst dpm. Gun wise the 105mm is a massive buff in comparison with the old 90mm gun. Even though the dpm is utter trash, you have now a fair chance to penetrate heavily armored tanks frontally. some more pictures sources: status report, the armored patrol EDIT: I fixed some mistakes ... "learn 2 use base values" ... my bad.
  21. Indeed. But so far I only checked the T6 and T8-10 tanks. I’m a bit confused that on the official Website the stats in the “Main Technical Characteristics” window differ from the stats in the module descriptions. As a result, I took the stats from the modules as a point of reference. As a general trend, the higher tier tds became slower and less mobile but got punchier guns (even though the dpm got nerfed on pretty much every tank) # T6: WZ -131G FT – lost his 122mm top gun but got a buff on turning-speed Weight limit: 23 (?) Top- / reverse-speed: 50/18 (50/18) hull traverse: 45 (36) pen: 181/241/50 (175/250/61) alpha: 250/250/330 (390/390/530) rof: 7,5 (5,2) dpm: 1875 (2033) acc: 0,36 (0,412) aim-time: 2 (2,78) # T8: WZ-111-1 FT - small overall nerfs weight limit: 53 (44,5) engine: 600 (600) top / reverse speed: 35/18 (47/18) hull traverse: 25 (21) pen: 271/340/65 (271/340/65) alpha: 560/560/660 (560/560/660) rof: 4,29 (4,469) dpm: 2400 (2503) acc: 0,36 (0,345) aim-time: 2,8 (2,4) # T9: got replaced by the WZ-111G FT (?) - Worse mobility, but received a punchier gun weight limit: 53 (39) engine : 600hp (520hp) top / reverse speed 35 / 16 (47/20) hull traverse: 25 (38) pen: 290/395/90 (262/340/65) alpha: 750/750/1100 (560/560/660) rof: 3,33 (5) dpm: 2500 (2944) acc: 0,4 (0,37) aim-time: 2,5 (3) #T10: WZ-113G FT – heavier, engine-nerf and a slight gun-handling nerf weight limit: 60 (49) engine: 650 (750) top / reverse speed 38/16 (38/16) hull traverse: 30 (28) pen: 290/395/90 (290/395/90) alpha: 750/750/1100 (750/750/1100) rof: 3,53 (3,617) dpm: 2647 (2713) acc: 0,38 (0,38) aim-time: 2,5 (2,21)
  22. You start with a total of 5000 bonds on the testserver. Its enough for one piece of enhanced equipment and a couple of directives (= the consumables to improve your crew skills or equipment). Offtopic: the new menu for missions and stuff is a tiny little bit confusing ...
  23. There is still a possibility that you can get rewards like the things you named The thing is that one of the devs said in the video that they are going to implement a system where you get the rewards in form of crates that consists items based on a preliminary list of rewards, but he didnt specify what these items could or would be, except Bonds. But Bonds are just one of the items that could be in a crate. That could imply that items from the list above still could make it into the reward list of the crate system ...
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