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dustygator last won the day on June 14

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About dustygator

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    Has Cheese with Whine

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  1. So I've never participated in ranked before but it doesn't seem like it would take that much effort to get the Kpanzer 50.

    With reward tanks excluded, I imagine the meta will revolve around Super Conq/277/Prog (assuming nerf doesn't hit until after first season)/430u. I imagine Maus/E3 are useful due to armor that withstands goldspam.

    What about E4? Yes armor is paper but 375 APCR + turret + enough mobility to not lose out on late game damage farm. Also high caliber HE helps against hull down.

    1. Show previous comments  3 more
    2. PityFool


      What about arty? Higher you get in the ranks, the slower and more campy the gameplay gets. Gives you all the time in the world to click on people.

    3. dustygator


      Yeah, the E4s gun handling leaves a lot to be desired (straight up worse than the 60TP). But is there any actual flexing going on in ranked battles?

      Everything I've heard echoes what PityFool said: slow, campy, stagnant gameplay due to corridor maps, everyone afraid of dieing and losing chevrons, people sitting in hull-down/sidescrape positions and refusing to be aggressive.

      The E4's 1100 dmg HE seems great for that. The other turreted 750 alpha tanks only get 950 HE (60TP, Grille, E100) while the E3 and 268 get 1100 dmg HE but are less flexible due to casemate (+ E3 is slowww).

      And while 60TP has stronk hulldown armor, it's sad HEAT round can't deal with Super Conq/Rusky turrets the way the E4's 375 APCR can.

    4. Assassin7


      don't even bother with HE, that 1100 alpha is only useful against paper tanks like Grilles and stuff, which you probably wont see many of in ranked.

      E4 isnt flexible enough over the E3 to offset the massive loss in survivability, which has historically been why the E3 has always been preferred. 

  2. *Cranky old man* Back in my day... Grinding/Tank progression/Free XP It used to be that the only way to skip stock grinds/garbage tanks without gold was to slowly earn 5% of battle XP. Free XP conversions never went on sale. Pay @ 25 to 1 gold or GTFO. -> Now Daily missions can give out 1.5k+ free XP. Some campaign and event missions give it out as well (and scavenger hunt gave out 45k a month, all you had to do was play two battles) Blueprints everywhere. Holiday 2019 gave out enough to skip an entire tier X grind (sans modules)... for every single nation. x5 XP boosters. At one point I had 75+ of them and avoided playing elite tanks/started new lines just so I wouldn't waste them. Personal & clan reserves give valuable boosts as well and are handed out like candy. Crew XP is shortcut via girls/0-skill (I have 13 sitting in my barracks that I don't know what to do with) and skill books (yes, big skill books are a credit sink, but small ones get handed out pretty often and it doesn't take that many to get sixth sense) Premium Economy Benefit of having premium is bigger than ever, but there are so many ways to get some of it from free. Twitch Prime loot, tank rewards, free event/battle pass rewards, etc. It's especially good for people who only play occasionally (weekends, etc) as you don't fall into the trap of wasting premium on days you wouldn't normally play. Credits are now the main time waster (instead of XP), but boosters/FL/both make it really easy. Earlier this year, I would just time my Twitch Prime loot redemption on the weekend of FL, pop some of the 200+ 50% credit boosters I had sitting around and shit out 1M credits per hour. Sales (on tech tree tanks/consumables/equipment) are less frequent but are easily managed with planning. I rarely pay full price on any of those. Premium Tanks Probably the least improvement, but still better than before. Before, tech tree premiums often went on 30% gold discount often but getting premium tanks for free (above say tier V) was hard. Now, it's more divided. The most OP premiums are locked behind the cash only online shop (tourny/CW gold won't get you a foot in the door). But, there are so many ways to get useful tanks for fun/credit grinding. Tank rewards has pretty much handed out every premium tank under tier VIII out by now. You can cheese recruit system to get that valuable first tier VIII prem. Marathons have given access to very meta (Renegade/EBR/Bourrasque/T-44-100) tanks if you are willing to no-life it. Black Market has offered useful prems (off the top of my head Caern AX/Lansen/Black Dog) for totally achievable credit cost Trade-in system does cost some gold but lets you get rid of trash power-creeped tanks. Bond shop has useful tanks. FL/Ranked/Campaigns give to you access to sexy AF rewards tanks Old man yells at cloud Is F2P a fun experience for a completely new player? Probably not, but more because the game has a very steep learning curve rather than WG extorting you every step you try to take. WG hands out almost everything you need to have fun in the game for free, if you are willing to play enough games. For transparency, I've spent ~250 since 2013 (100% F2P between beta reset and 2013, with breaks in 2012/16/19) ~$40 in nvidia bonus codes in 2014 Large gold + credits bundle ($70) in 2015 Rudy when it was first offered (~$30) Big loot box ($99) in 2018 that got me Defender+IS-3a+SkorpG+E25+Lefefe+30k gold Smallest gold bundle ($7) in 2019 for black market to top and try to get Type 59G (failed) Ignoring everything except random battles (16k and counting), my rough math puts me at 14 cents an hour. Hard to beat that return on investment. I've played Silver League, high level CW (earning Chieftain/907/M60) and more stronkhold time than I would like to admit. I have OP tanks that I don't even take out of the garage because they bore me, that's how good I have it in WoT. Hating on Wot is super common around these parts, which isn't surprising given how much time some of us have sunk into the game. But I don't regret getting into this game at all. I rage and I complain but I will never take for granted the enjoyment this game has brought me over the past decade.
  3. If you're gonna be carrying around a bag of meat for the rest of your life, you might as well like it. (but it's really great to hear that you have found a body that you are comfortable and happy in) Also good to hear that you are enjoying tanks again. Having been playing since the beta days (10 years now!), I think WoT is in the best shape it has ever been (both gameplay and overall experience including F2P). No, it's not perfect and yes, the fixes to a lot of complaints seem blindly obvious to us but that doesn't dimish the massive improvements WG have made.
  4. Should I bother playing the EBR 90? I have enough blueprints to skip straight to the 105, but am reconsidering. I'd mostly be playing to finish the first campaign missions.

    105 :

    +generally regarded to be a better tank tier-for-tier

    +higher HP pools at t10 should help with missions

    -t9 is best MM in game

    -105 seems more likely to be matched up against another EBR, whereas t9 has multiple popular lights

    1. Show previous comments  4 more
    2. arthurwellsley


      @Private_Miros what is the normal ms you play at? Do you ever get any shearing when playing the EBR?


    3. Private_Miros


      10-15ms, but I have the impression to connection sometimes cuts away from some millisconds. No idea what you mean by shearing, but I do have the turret of my tank sometimes snap into place faster than turret traverse should allow, as if the client is correcting for some missed input from the server.

    4. arthurwellsley


      what you describe with the turret moving is the effect of "shearing" and is something to do with graphics settings and so has an effect on client aiming as opposed to server aim, I cannot now recall the settings to fix it, but I would guess there is an answer to it somewhere on the main WoT forums. Given your good ms it is only probably an issue you would ever notice in an EBR

  5. I agree that T9 meds are a sweet spot. Off the top of my head, I would probably group the tiers are something like this (bold assumes healthy sprem usage, otherwise a tier lower) E50 || T-55a Leo PTA || Standard B || Skoda T50 || Obj 430 || M46 || T-54 AMX 30 || Cent 7/1 || Char 4/1 Type 61 || UDES 16 Batchat AP || Obj 430v2
  6. I've been fiddling around with tank win rate curves quite a bit over the past few days, in an attempt to consolidate my garage and focus on tanks that are worth playing. They have always been one of my favorite tools for assessing tanks, and I'm sure they would be more widely used if the interface wasn't so ganky. https://wot-news.com/game/tankinfo/en/us Pick a tank->tank curves button Within the interface, you can add curves for multiple tanks via the "undefined" dropdowns. Order is: Nation: China->Czech->French->German->Italian -> Japanese->Poland->Swedish -> UK -> US -> Russia Class: TD->Arty->Heavy->Light->Medium Tanks are in tier order with mostly straight forward names (but a few that don't match in game exactly) Lots of information to be gleaned from these. Proof of things that are fairly obvious. Data that quantifies our gut feelings. Completely surprising situations. IS-3a OP? Duh Wrong auto(re)loader getting nerfed? T9 meds are very much a sweet spot. But Obj 430 looks a little underwhelming P2W much? Find something interesting? Share it!
  7. You're right in that being to stack optics on top of negating foliage would be too powerful. But an either/or situation could still be balanced with some tweaking.
  8. Perfect should not be the enemy of good, yadda yadda. An equipment overhaul has been needed for a long time (it's one of the things that has barely changed since beta times) and this looks to be a step in the right direction. Limiting certain equipment by classes is a bit annoying. Binocs limited to only TDs but then preventing them from using optics could indirectly nerf some more mobile TDs like E25, etc. Category limits/bonuses aren't great either. It pigeonholes tanks into certain roles and can make them less flexible/fun to play. Also I could totally see categories leading to a new meta forming eg. skilled players generally prefer the Obj 277 to IS-7. That gap would be even bigger if the Obj 277 gets firepower + mobility while the IS-7 gets armor + mobility. strongest would probably be heavy tanks with two firepower categories or medium tanks with firepower + scouting. Splitting the vert stab into two pieces of equipment is a reasonable nerf, as I would arguable it's the most valuable current equipment (even more than rammer). Although I think it would've more sense to group hull movement + traverse vs turret (rather than hull movement + turret vs traverse). The current combination and benefit levels make vert stab (+20% on two sources) clearly stronger than improved rotation mechanism (+15% on one source) for all turreted vehicles. The additional forward/reverse speed says MPH in one section, % in another. The former would be much more useful; it's generally slower tanks that need more mobility help and 105% of 15kph is still really fucking slow. Scouting equipment is the most interesting. Jamming device (-2/4s spotted duration) seems useful for active scouts. Commander's Vision (-10/20% to camo on bushed vehicles) seems interesting but too low; most non-tiny bushes are ~35-50% camo. I would double it, or make it ignore foliage camo completely. Would need to break out a spreadsheet to figure out how panoramic triplex compares to optics. My guess is that it is net worse (more effective vs moving vehicles but not by enough to offset lower flexibility).
  9. Russian medium line is pretty good as well due to the consumables and DPM. Katyusha is ace due to the large area effect and significant damage over time. Incendiary rounds are good as well if you manage to flank a commander/high hp enemy.
  10. Agree with all of this. Plus even the high tier removals are a good thing. If you like the tank and actually want to play it, having it as a reward vehicle means you don't need a separate crew. I've held off on buying the 113 partly because it's not good and partly because I didn't want to deal with training a new crew. Yes, crew books exist but that's an extra 2M credits down the drain. The number of Chinese tanks worth playing is low so if I did get bored of the 113, there is nothing else worthwhile to put them in. Now I can just re-use my 5a / 111-1-4 crews.
  11. Some other things to consider. Large first aid provides 15% resistance to crew member damage on penetrating hits (while kit is available, so not during 90-sec cool down after use). There is an RNG saving throw on all non-track module/crew damage. Deadeye increases these by +3% Ammo-rack: 27% chance of damage on penetrating hit Gun & Crew: 33% chance Everything else (Engine, fuel tank, radio, turret ring, viewport): 45% chance I've never seen published numbers on how HE damages modules/crew, but I'd guess the RNG chance of damage is lower individually but still more likely to trigger at least one crit due to multiple modules being hit. Lower tiers should be easier due to less large first aid kit use (too expensive for casuals), less stronk hull-down tanks (most crew member hitboxes will be in turret), etc. SU-152 HE spam seems like the best choice to me.
  12. If anyone is grinding the Eastern front, feel free to spam platoon invites at me. 7 random battles. 7 losses. All but one because matchmaker put together cancer lineups with only two top tier players.
  13. It doesn't look terrible... https://worldoftanks.com/en/news/game-modes/homefront-regulations-0719/ The fuel/daily match limit will probably strongly discourage anyone decent from trying to do it with random pubbies. Looks like you will be playing tier 4-6 tanks with historical loadouts (separate from your garage). Curious how crew will work; crew training would be nice but running 100% stock crew probably isn't a big deal against bots Apparently getting both pieces of purple equipment over the event period is possible if you try-hard. So probably not worth the time effort to go for both, but even one piece is a pretty nice carrot given the bond cost. I'm actually really looking forward to it.
  14. The benefits of improved equipment aren't that significant. ~11m view range for iOptics .01 dispersion on movement/turret for iVStab (and that's on a tank with atrocious base values like IS-3a, even less on comfy tanks) .20-.40 seconds reload for iRammer (for most tanks, ~.70-1.0 seconds for death star/arty) Very tiny improvement all around for iVents Plus the bond cost to move from tank to tank isn't insignificant. If you feel like buying some, they're probably most worthwhile on a t8 prem (frontlines worthy, if you play it). With the number of credit sinks being added to the game (and how un-enjoyable tier X is), most people are probably racking up more battles in their Progetto/Skorp/EBR/Lorr/T44-100 than anything else. Personally, I'm saving my bonds for now, to see what if the Bond Shop has anything shiny (if it ever gets implemented lol, soon™)
  15. Trade-ins on NA! Time to get rid of your black market trash.

    Tempted to trade in the T34B for a medium. Unfortunately the tech tree options are all ... meh

    M4Rev and T54 proto look to be the best of the bunch (unless Mutz is massively improved now post-buff).

    Both look usable in frontlines:

    M4: cheap shells, snaps, shell velo

    T-54p: random bounces, ok mobility post buff, ok DPM

    Which would y'all choose?

    1. Show previous comments  3 more
    2. WhatTheSkara




      Rev imo isn't good for FL, it's a huge paper target with a somewhat decent gun but utter shit penetration (200 apcr is like 180 AP, if not less) that will miss/crit a lot.


      Proto can just RR demolish whatever sits in front of it.


      Also mutz is still trash from what I keep hearing from @Sapros :nmad:

    3. NightmareMk9


      Is there any reason to have the Mod 1 if I have a Type59?  Type seems better in almost all areas

    4. WhatTheSkara


      Not really, type is faster, has a much better turret and I believe the shells are almost identical in every aspect, from penetration to velocity.

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