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StranaMechty

Purple Poaster
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Everything posted by StranaMechty

  1. http://tanks.gg/compare/chieftain?t=fv215b It trades some stuff for other stuff. Slightly better DPM but worse bloom on movement, for example. Unfortunately the 3D models aren't loading for me so I can't look at the armor shaping but I'm guessing it would be not great.
  2. Keeping in mind that screenshots of web pages are comically easy to fake. There are five possibilities that come to mind given the seemingly conflicting statements of Foch and Wargaming. In no particular order: Foch is lying with faked screenshots. Really easy to do. Wargaming is lying about what they threatened to do. Again, easy to do. Wargaming internal communication has failed and Nijal doesn't know what happened or was given incorrect information. Ph3lan exceeded his authority and this is beginning spadework for dismissal or reprimand. Very careful word
  3. Does this mean the T32 can finally get an accuracy buff? I can live with the penetration, I just want the shells to kinda' go where I point the gun.
  4. I'll do the campaigns because it gives me a goal. The extra few million credits to throw on the nine digit pile will be a nice bonus.
  5. The M48's weak spots are the M48.
  6. Neat T-54L Gifs ITT:

     

  7. ChairInACasket spotted in the wild, sailing the seven seas.

    p6hBt1Y.jpg

    1. Tedster59

      Tedster59

      yep, I've seen him around a bit, he's also posted on the forums some.

  8. I sold the 59-16. I was never particularly enamored with it and largely kept it around because the autoloader was quite useful for tier 6 tournaments. Sans that, no reason for me. I still have a T37 because I don't want to sell a triple-marked vehicle, but I haven't driven it because blech. May keep the T49 and shift the crew to that after the female T49 crew goes to the Sheridan. LTTB got an extra 2 degrees of depression so now LTTB fights aren't just endlessly skipping shells off the other guy's engine deck.
  9. I find casemate TDs quite boring unless they're something like the E-25, Jagdpanther II, or Object 263 (that is to say, very mobile and dynamic, this camping in place junk bores the shit out of me).
  10. Tool tip says 10% reduction, XML key seems to support this. All in all, not particularly useful, I'd say.
  11. I might be interested, save for there's little in the tech tree to begin with and even less I don't already own. I'd trade in the 50% off TOG or SU-100Y I purchased years ago and never used for something, except the only tanks I'm interested in (M46 KR, AMX 13 57, Mutant, or 252U) aren't generally available. Also only getting 50% feels kind of cheap, though I guess it's that way to prevent people from buying something on a 50% discount and trading it in for 75% of full price or somesuch.
  12. E-HalfHundred Rammenpanzer: 

     

  13. I earned three marks on the Fury and am apparently #1 DPG on the NA server according to dpgwhores.com, so my interest is piqued...so long as it isn't too expensive. For all the flaws of the E8 and the 76mm M1 family, I rather like them.
  14. I for one hope they stagger WoT ranked with WoWs ranked. I'm not sure I could handle both of them simultaneously. No, actually, they can't really. They're all visible in the client files, so while changes may not be immediately apparent or documented they can be found. It's how I know many artillery pieces had their module damage cut in half in the 9.18 patch. Crew death is listed in the crew file (and is different based on whether they're being hit by an explosion or a kinetic round/HEAT jet), fire chance is listed right on the engine module. It's paranoia. You can see the tot
  15. The tier 9 lights. All of them received significantly improved power/weight which feels wonderful. Often the speed limit felt more like an aspiration instead of an actual limit with the 9.17 state of the tanks. You can accelerate, climb, juke, or drift with much better results now than before. The Type 64, which was previously one of the peppiest lights and did not receive these changes, now feels downright pedestrian after an entire weekend of tier 9 lights. Don't even get me started on jumping into the 4502 Ausf. B and feeling like you stepped into a temporal distortion. AMX 13 90
  16. Played a few matches with it post 9.18. It didn't actually get any better, but it has better matchmaking (never seeing tier 10s again and no more than three tier 9s max) and its fellow tier 7 lights are no longer massively more powerful than it. It rather felt, dare I say, useful again. I am tentatively upgrading it from "Awful garbage do not buy" to "If you're willing to accept some tradeoffs and perhaps some small net nerfs from the WZ-131, this might be your thing." The real winner is the AMX 13 57, though, having gotten better matchmaking, better gun handling, and a vstab. They scare
  17. Hello friends from the past. As of 9.18 many artillery pieces had their module damage halved. I have updated the spreadsheet accordingly, creating an artillery-specific tab. You will see some duplicates, because there is no longer an iron consistency where all guns of a given caliber have the same module damage. US 8" guns arbitrarily have 5 less module damage than Soviets. A French 75 arbitrarily has as much as the 76s. The GW Panther gets 3 more points for giggles. Some 122mm guns now have more module damage than the 240mm of the T92 HMC. This does not seem to correspond with which vehi
  18. There's a new .xml file in the client called "stun.xml". It contains the following: <stun.xml> <baseStunDuration> 30 </baseStunDuration> <guaranteedStunDuration>0.45</guaranteedStunDuration> <damageDurationCoeff>0.55</damageDurationCoeff> <guaranteedStunEffect>0.75</guaranteedStunEffect> <damageEffectCoeff>0.25</damageEffectCoeff> <minStunDuration> 5 </minStunDuration> <shellEffectFactor> 1 </shellEffectFactor> <stunFactorEnginePower>0.7</stunFactorEnginePo
  19. The 50% worse bloom on turret traverse is pretty offputting for the first 100mm. It's actually one of the very things that prompted me to use the old 85mm 64-85TG (RIP).
  20. Arty module damage was cut in half, which is good as otherwise you'd see your modules dying left and right with this improved accuracy, rate of fire, and splash. Crew, however, might well be in greater danger. They don't have health and are just dead or alive, and the death chances haven't changed, but the number of times they have to roll to not die has gone up considerably. Edit: Looks like it's not all arty, some of the lower tier ones weren't touched (which means that at a certain point you lose module damage by going up a tier).
  21. Module damage finally changed, as of 9.18 artillery of a given caliber has half the module damage of the same caliber on a tank or TD.

    1. Va1heru

      Va1heru

      Holy shit you're alive? 

    2. StranaMechty

      StranaMechty

      For very particular values thereof.

  22. Everything has a 90 second reload in game, I think whomever wrote the notes didn't get the memo.
  23. Fuck, now I'm a Maus hipster. I had three marks before it was cool.
  24. They do. There are plenty of other complaints one can leverage about TDs (deficiency of the casemate platform for example), but low firepower isn't really one of them. Almost without exception they either have a more powerful gun than same-tier heavies (see German 12.8cms at tier 8 vs 10.5cms) or an improved version of the same gun (compare the reload time and accuracy of the SU-122-54 with the T-10 or ST-I).
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