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Everything posted by Expendable_Lad
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Just picked up my first SWE siege mode-tonk. Do I just paly like a normal TD? Is siege mode a PITA? Appreciate any tips and "wish I woulda knowns" from team Wotlabs.
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Really long firing lines is key and knowing your effective camo gets more important as it decides when you have to move
These are tanks you don’t move in unless you have to, it’s better to remain in place on losing flanks and run late than the other way around 100% of the time which is wrong for just about everything else, so it takes some getting used to
UDES and 103b can actually keep up with most of what you play against in mobility so it’s better to squeeze damage and take a risk than not
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grinding out a few arty missions this AM. I have now played 18 games of tier X arty in my entire WoT career. But one thing about arty at tier X - you can still make decent credits (!?) netting 30k+ a game in the 261 at like 2k damage and whatever that arty stun assistance thing is. Crazy.
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If your games aren't a solid 3 minutes long that is
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@Ham_can't deny that. But just had a game on lakeville - 2k damage, 3k stun assist (nothing too crazy) - 60k gross silver - 40k net, plus the bonds. With a credit booster that would be 70k net. 40-70k net is a decent game in a gold-spamming T8 premium.
Just had no idea the arty economics at Tier X were so good.
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Hadn't really thought about missions in a while, but got the itch for TD-15 culminating in a 8.5k cb Tortoise Stomp of sacrificial pubby heavies.
The tortiose relies not so much on armor, but on the "OMFG A F'IN 4.5k dpm GLD SPAMIN TORTIOSE" effect. -
For the skeleton crew here at Wotlabs - does anyone have a capable defense of Redshire during assault? It's a game I basically chalk up to a loss solo-pubbing when I load in and play for damage.
From the start you lose 2/3rds map control. Assaulting team can start capping once there is a wreck to hide behind on their side of the cap. Assaulting, I just park on a ridge, knock down some bushes and spot myself and fire from camo or crossfire at 10 other spots.
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@kolniwhat do you do if all of your team hugs the castle + goes south? North can be overrun if you are solo there.
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Yeah - if either flank goes, you just can't hold center (even castle starts to peel and they can cap w/o castle getting any shots onto flag). I run about 99% solo, but wins I have seen are getting a good south push, sniping their early southern/center hill mediums. Pushing through to river and working up from there. 1-2 hard turreted tanks can hold either flank well, it just doesn't seem to happen that much.
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I mean you just have to give it. You can always stay for like a minute and rotate to southern part or even into castle ditch if things are going really bad to survive a bit longer but normally I just go north ridge looking for anything at the start and if I don't immediately find something I look for something south instead. You survive there a bit longer at least. I'm not the player I used to so I'm happy if I get to squeeze 3k out in a tier nine here and 5,5k on the attacking side
As a defender on this bad of an assault you really can't waste any time - doing something is usually a better idea than nothing even if it's risky because an even game on this map is the attackers win -> they only lose if they throw it away
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Finally Aced the Strv K in a 5.3k dmg game ~6.5k combined. Finally getting into a rhythm there.
Mediocre tanks do force you to be smart, plus I just play better when I lower my expectations and dont treat every game like a pressure cooker. -
Oof - so glad to be finishing the vk1001p - it's like a pile of all the shit that makes WoT a frustrating game.
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I wish I played it back then. But yeah - brought back a lot of the *gonna burn this goddamn place to the ground* feelings of grinding that Jap heavy line.
Poor gun handling, aim time, turret rotation, dpm (1830!?), huge size, gold-spammable, slower than a t95, like why do I do this to myself?Fuckin brutal.
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