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Deathpig_Jones

Verified Tanker [NA]
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Deathpig_Jones last won the day on July 30 2014

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About Deathpig_Jones

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  1. By 'sluggish to manuever' I meant in terms of its ability to make all the little moves to abuse micropositions in closer range fighting. It will drive in a straight line just fine after the nerfs, but that's not really the issue. These nerfs make the T-22 *worse* than a Batchat in terms of turning ability (slower hull traverse, equal or worse ground resistance), which makes knife-fighting and abusing micropositions significantly more difficult. That type of fighting isn't something the Batchat relies on so you don't notice it as much, and the STB has huge gun depression so it mitigates a lot of the clunky. You *will* notice it in the T-22.
  2. You guys are too focused solely on the terrain resistance. The hull traverse is going from T62A to Batchat, and the turret traverse is going from T62A to slower than an E5. Those are HUGE. The rotation dispersion nerf is almost irrelevant when the rate of turn is nerfed that bad (if you're turning slower, the effect of dispersion is lessened) but the forward movement one will hurt. The terrain resistance (Patton/BC levels now instead of ruhovermed) is the cherry on top and it will now be VERY sluggish to manuever around -- especially on softer terrain. It will certainly make twitching and tacking shots into the sides a lot harder to do in knife fights. And because it's a reward tank and you're likely using a crew from another rumed... which one are you going to sink things like clutch braking or off-road driving on? Probably none unless you want to make a specific crew for the T-22. So yeah, it keeps the trolly armor but it will be a lot more uncomfortable trying to use it.
  3. I don't actually play pubs much anymore, it's all CW/SH and I'm quite happy. I'll only do pubs if I'm platooning with friends and it's a hangout/social thing instead of some sort of ragey-tryhard thing. Once you figure out that pub matches are meticulously designed to piss you off to drive you to spend, the less you'll want to actually play them.
  4. Yeah, but AFE's give a 10% reduction in being lit on fire, which hurts your odds of completing the mission.
  5. If a Chinese tank should be miracle gifted a 130mm, it's the 113... not the 121.
  6. Continuing my basketball analogy, I think it's more accurate to say using WN8 is like comparing basketball players using *only* PPG. But, honestly, pub matches are practice time. They serve no actual purpose in the grand scheme of things-- they exist for you to develop skills. Competitive play is where you decide who the great players are, not which person can best adopt a degenerate (and generally incompatible with competitive play) playstyle in pub matches. Hence my example about shooting half court shots in practice... The issue is less that already great players want to push themselves by trying to eke out the highest WN8 possible (or gathering the most MoE, or highest DPG or whatever)... the issue becomes all the wanna-be's that skip learning a broad set of useful things to master pushing up their WN8 so they can puff their chest out while pretending to be good. Meanwhile, they have no idea how to scout in their mediums, no idea how to push in their heavies, no idea how to take a hit for their buddy, etc. They become a liability in competitive play, even though their 'stats' would suggest they should be great.
  7. Padding WN8 is like going to basketball practice and only practicing half-court shots. It's entertaining for vets who are already fundamentally sound and find routine practice boring, but it's fucking cancer for newbies who end up a liability in actual competition because they've declined to learn any fundamentals.
  8. Srsly. Need a place to throw around quotes from Smokey and the Bandit, Trading Places, Stripes, Deliverance, Godfather, Animal House, Wall Street, Airplane, and a hundred other movies that *KIDS THESE DAYS* don't know.
  9. The answer is that if your goal is to win, dealing damage is *a* means to an end, not the only means. What's happened on this site over the last 18 months is that winning is seen as random luck/divine providence and dealing damage is considered the actual end goal.
  10. Wait, old people and Ke$ha? I have just the thing: https://www.youtube.com/watch?v=7ZWaWrvJ7nA
  11. Random thoughts: The depression is extremely comfortable and the turret doesn't have much above the gun so when you're peeking over a hill there is VERY little for the enemy to shoot back at. This is its optimum use-- an STB/Leo-esque ridge line gun depression based sniper. It NEEDS Off-Road driving because holy shit the terrain resistance is terrible. With ORD, the high hp/t gives it incredibly good hill-climbing speed and raw acceleration (on par or better than equivalent light tanks). Goes over 30 kp/h up the Himmelsdorf hill, for example. Food is fine on it as it doesn't seem to be super-prone to fires; it makes very good credits if you don't spam gold. Worst case, just do the JOAT Food/Rep/AFE thing. It will take ammo rack hits from side penetrations often, similar to the E-50. Be wary of this because even small caliber guns will cause module damage here. Very good DPM/RoF. While being a second-line tank initially, the DPM and pen give it the ability to potentially trade well late game in clean-up, especially against 8s and lower.
  12. If you've already played a bunch of different light tanks then you should have a feel for which areas/moves are safer than others. You can still scout effectively without sixth, but it requires you to be a little bit more cautious in some situations. Not having sixth doesn't really affect ridge line surfing on Prok, for example... but it can make sneaking up the 1 line on Swamp a LOT more risky. It also makes it a little bit more sketchy firing from concealment, unless you have a preternatural ability to gauge ranges and camo/vision values and mechanics. It's probably wise to do the scouting runs in such a way that you have easy access to an escape route so if you see turrets pointing at you or shots landing nearby you can easily bail out safely. You'll be forced to focus a bit more on the minimap and your experience to gauge which areas are safe or not.
  13. F0 attacking on sand river assault is amazing for anything that has a turret, especially if there is no arty. I did the Stug HT15 there in a WZ-111.
  14. Let me guess, the aforementioned heavies that didn't cap were blue/green players? Sec... watching replay. EDIT: Yep, didn't even have to watch the replay to know. That was a textbook example of stealing a win from people too dumb to actually secure it.
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