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Bavor

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  1. Upvote
    Bavor got a reaction from ProxyCentauri in GSORRY 1000008   
    I had a 252U on my team redline sniping in a Lakeville battle.  Our other heavies went valley and camped there.  We lost that battle  of course.  At the end of the battle I said, "Fuck RNG and fuck our redline sniping Defender."  The 252U player reported me to support and I got a 1 day chat ban.
  2. Upvote
    Bavor got a reaction from echo9835 in Your Excluded Maps   
    I banned Minska nd Mines.
    Minsk because it sucks all over.
    Mines because its way too small for 30 tier 10's in a pub battle.
  3. Upvote
    Bavor got a reaction from RedwoodOriginal in Unconventional WoT Opinions 3   
    The recent changes to the Tiger I were a nerf, not a buff.
  4. Upvote
    Bavor got a reaction from TheMadDragon in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  5. Upvote
    Bavor got a reaction from Archaic_One in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  6. Upvote
    Bavor got a reaction from Snoregasm2 in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  7. Upvote
    Bavor got a reaction from Vindi in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  8. Upvote
    Bavor got a reaction from Tarski in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  9. Upvote
    Bavor got a reaction from Fenxis in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  10. Upvote
    Bavor got a reaction from echo9835 in Low-tier tech tree pruning and other balance patch discussion   
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through.  Wargaming did not let me down.
     
    About the ammo changes:
    In reality the problem is not the ammunition.  The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters.  Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion.  Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision.  Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles.  Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles.  Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes:
    Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed.  The 113 isn't bad and was worth the grind.  It just has been power creeped.  Now it seems like a worse(slower less armor worse gun handling) 430U.   Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players.  I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  11. Upvote
    Bavor got a reaction from sohojacques in The Bond Shop has finally arrived.   
    I gave Wargaming that feedback and posted about it in the forums.  Having the price be 15,000 bonds for a reward tanks is ridiculously low.  Last campaign, the winning bids in the bond auction were over 18,000 bonds on the NA server.  I heard it was 22,000 or 24,000 minimum on the EU server, and over 30,000 bonds to win a tank in the auction on the RU server.  The low price is a slap in the face by Wargaming to the players who improved their individual and team gameplay and worked to earn a tank.
    Selling tier 10 reward tanks gives players less motivation to grind for tier 10 tanks and less motivation to participate in clan wars.  When you have that situation, players can stop spending money on gold to convert free XP and stop spending money on premium time and premium tanks.  Then Wargaming makes less money and the game dies faster.  The NA and SEA servers seem to have been in a decline in active players and clan wars players for a while now.  I'm sure selling reward tanks will speed it up.
    Also, its another example of Wargaming lying to players when they said in their videos and clan wars campaign announcements in the past that you can only get the reward tanks in clan wars campaigns.
    I'm pretty sure its mostly marketing and finance that controls all of Wargaming's decisions and they don't care if the game dies faster on some servers as long as they get short term money.
  12. Upvote
    Bavor got a reaction from tajj7 in The Bond Shop has finally arrived.   
    I gave Wargaming that feedback and posted about it in the forums.  Having the price be 15,000 bonds for a reward tanks is ridiculously low.  Last campaign, the winning bids in the bond auction were over 18,000 bonds on the NA server.  I heard it was 22,000 or 24,000 minimum on the EU server, and over 30,000 bonds to win a tank in the auction on the RU server.  The low price is a slap in the face by Wargaming to the players who improved their individual and team gameplay and worked to earn a tank.
    Selling tier 10 reward tanks gives players less motivation to grind for tier 10 tanks and less motivation to participate in clan wars.  When you have that situation, players can stop spending money on gold to convert free XP and stop spending money on premium time and premium tanks.  Then Wargaming makes less money and the game dies faster.  The NA and SEA servers seem to have been in a decline in active players and clan wars players for a while now.  I'm sure selling reward tanks will speed it up.
    Also, its another example of Wargaming lying to players when they said in their videos and clan wars campaign announcements in the past that you can only get the reward tanks in clan wars campaigns.
    I'm pretty sure its mostly marketing and finance that controls all of Wargaming's decisions and they don't care if the game dies faster on some servers as long as they get short term money.
  13. Upvote
    Bavor reacted to Diriz0n in My thoughts on the game as current, and why I don't play as much any more.   
    Can say that again. l don't play much anymore.
     
    The game just continues down a pro-russian sentiment, and by the Gods, l just cannot understand as to why. This is the 21st century, we are better than that. Take for example the lS7. And the overhaul buffs to Russian medium tank lines, where the T-44 & Hundo, 14O, T54Mod1 where buffed. Taking a closer look at the buffs, and you see detractions at all, no negative. Russian meds all gained turret armour  (why exactly did 14O & 9O7 need buffs to begin with)  and prem tanks T-44 Hundo and T54Mod1 gained huge buffs to view range, engine horsepower, gun soft stats. lS7 gained some health pool, got a gigantic engine upgrade, and lowered aim-time.
    Now taking a look at STB1, Leopard 1, and their planned but scrapped AMX3O changes.....And you can see that yes, l would be inclined to say the vehicles were in overall scheme of things buffed, why in addition were they also marred with nerfs? Really? They could not find a way to make it fair, and also tack-on some minor nerfs to lS7 and 14O? Why so instantly quick, to revoke the 43O/U changes for tiers 9 and X? Really? lt is this form of bigotry, that world of tanks supports, and won't change, since the beginning. And l grow tired of it.
    FV4K5 fiasco has been a complete joke, too. FV causes problems, because of HESH pens, and outrageous HE splashes even without a pen. See what they did for Type 5? Remove the outrageous HE. Why not do the same? All FVs needed, where keep DPM same by adjusting R0F, but nerf gun damage dealt to 1O9O/145O from 115O/175O. Remove the HESH round totally, increase the normal HE pen to 15O. Add a premium AP or APCR, 375mm pen like T11OE4. This removes a huge amount of one-shots, removes alot of HE spam, and has more people aiming. But instead, they raped the characteristics of the platform itself.....lol? How does that make sense.....and by the way, Grille 15 could be restored to its old 9.17 self with engine horsepower, reverse speed, gun dep.....because it isn't overpowered in current meta even with these buffs - but don't give the DPM. Fochs need back their engine horsepower, they never got with the line rework. 
    Did STB1 require an accuracy nerf to .37? I mean, a major portion of the complaints concerning STB1 were of gun handling, and accuracy has a part to do with that, whats with this nerf? Did this tank need ten meter view range nerf? Why buff the mobility aspects of engine horsepower, reverse speed, turret traverse, track traverse.....but then swiftly nerf top speed and leave out terrain resistance buffs  (still bad compared to T X)  Although the hydro-susp. definitely increases turret maximums when slowing down, the gun depression and elevation while driving are now just bad, like Russian bad. I just don't understand. 
    .......l will let the 36O-44O dmg change from 39O-48O slide, just because at least the DPM increased. If they wanted this though, the least they could have done is provide high pen HE like Progetto, which also has 36O-44O. 
    Leopard 1, again if there were the plans of speed improvements, such as top speed, turret traverse  -  why decrease track traverse?  lol? That is lol, if l have ever seen lol. Why nerf HP too, was Leo...... hard to kill or something? 
    This sort of nonsense, has me not looking forward to AMX3O changes, which laughably they screwed up 1.5yr ago and now they are back to fix it.....Figures. E-Hundo? lS4? 43OU? Well l am sure they will shaft E-Hundo and AMX, and make lS4 a monster, and keep 43OU how it is.
    And while we are at it, AMX M4 54 remains a complete joke, nice of WG to continually ignore it, unlike Type 5.  (Type 5 shoulders buffed whopping 6Omm, sides buffed 20-35mm, dispersions reduced .O2/.O4 moving, and +8/+8mm AP/APCR)  How about they give 54 some armour on those shoulders, at least increase the side armour to 9Omm like Somua, and increase 13Omm gun pen? For the life of me, why does panzer wagon still have 32O/42O damage, and not either 36O/44O or 39O?  And about the Bobject nerfs, those weren't nerfs. You ahve a birthday cake, right? Take away the cherry on top, and the icing. lt is still a cake. That is what WG did, they took away the cherry and icing, well its still a flipping cake. Bobject is still ridiculously easy to play and annoying to counter.
    l have this 113. l like it alot, but do l enjoy playing it? Not really, because l have to contend with all these 43OU, 26O, WZ5A, 277, and lS7  -  that basically do my fast heavy role a tonne better. And it is so sad, because 113 has already had 2 SEPARATE SEQUENCED BUFFS. Just disgusting. Let us not even start with 121, which deserves the tools 121B has got, namely engine horsepower and 35Omm HEAT
    __
    Break
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    I also do not like wargamings ethics either. Selling tier X tanks that l worked for in '17 before they were removed. Everyone else had the opportunity. At the very least, they should have made the tanks cost trifecta,  25K gold / 5K bonds / 25M creds.  Crew training manuals, although an extremely powerful tool that l no doubt will use, takes crew training and effort out of the equation entirely. Take a retarded shitter like whinemaker or play4funz, for example. That don't do shit except play arty or play PZNA 38, or stronghold with that stupid clan. They can literally drop 12M creds to get a competently skilled core crew, even if they don't wish to use it. 
    And now, all l am left with my usual gripes, that still pollute the game. For sure, +1/-1 MM needs to come around. And no matter what WG says, or what people say, its time. MM has changed so many times, it is obvious WG his little clue what they are doing. Just bring in +1/-1 MM already. And for flipping sakes, this 25% RNG, holy molly bananas. -2 out of 1O bananas. Like, how did WG ever manage an ESports scene, with this crap? Tie this in with random sustained module damage, damage dealt either low or above, wild accuracy, and low and above pen rolls. RNG is crazy, needs to be set to 6% max. The problem that is HE, too. A terrible mechanic, HE from say Fochs 155 spamming 3-round HE magazine. Take Jedidleugh for example, he ambushes jag panzer E on cliff. His shots are ridiculously random, does like 55O one time, the next does like 95. Really? This is why HE is so hated, it is absolutely retarded and unpredictable. Why not implement mechanics, which trigger HE to be more regulated, averaged? So instead of dealing 55O one turn, and the next 95, it deals three hundred, seems legit. All this ridiculous talk about prem ammo nerfs.....lol. And just be silent about the real underlying problems. Like, do people know they plan to bring back arty damage? We have gone round circle. Arty nerf, arty nerf, arty nerf......ARTY BUFF. Really?  They plan to make T92 158O, CGC 146O, GWE 134O, M53/M55 122O, 261 11OO. They just reduced arty damages, in 2 stages over 2 years, why this now? Arty can't continually be nerfed, because it isn't overpowered. Arty generally performs poorly, bottom bracket. Arty isn't overpowered, it is broken. lt utilizes a stupid system, which isn't alike any other in the game, and gives people free damage, even if low damage. Take for example Type 5, a formerly broken tank. How did they un-break-it? By removing  (to a degree)  the dupe-shot HE naval cruisers gun, and making it no real different than KV2 or Sheridans gun, with the exception it can penetrate stuff with HESH. So no more outrageous splashes for 625 damage to side scraping E75, now you are going to do 225. How do you plan on making an arty non-broken? There isn't a way, they have tried several times already with class wide nerfs. More than once. The only way, is to make arty into new TD. This makes them use draw mechanics, makes them vulnerable to spotting, this removes their 1km away stand off attack range....over mountains and buildings, shares their HP into battle, allows more focus fire, and removes isolating teams because arty guards and campers aren't needed anymore. Problem fixed. 
    -/text wall ends/
     
     
     
     
     
     
     
  14. Upvote
    Bavor got a reaction from Archaic_One in Sandbox: Ammo and Health Changes   
    Sandbox changes are focusing on the symptom, not the problem.
    I think the rework of the ammo is fixing a symptom of the problem instead of the cause of the problem.  What Wargaming is doing by changing special/gold ammo is the equivalent of shoving gauze up the nose of someone who is bleeding and dying out from a hemorrhagic disease.  
    The issue isn't gold/premium/special rounds.  The issue is map design, lack of real weak spots on many tanks, and RNG.  Wargaming loves corridor maps that make players fight frontally.  How many of their maps are two corridors that promote frontal engagements with an area in between that is a death zone for most tanks?  How many tanks/TDs have little to no frontal weak spots?  How many of them have weak spots that can be easily penetrated by standard ammo of the lower tier tanks they face?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have RNG send the shot too low or too high or too far too the side several times in a row?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have  a low penetration RNG roll that caused the shot to bounce off a weak spot.  Before attempting any changes to ammo, they need to fix the other areas first.  Wargaming is fixing the symptom, not the problem.  
    Personally, I think Wargaming should change RNG to +/- 15% for damage and penetration.  WoT Blitz has 15% RNG if I remember correctly from playing it before.  In addition to that, many maps need some rework to allow more flanking opportunities.  With the current design of most maps your flanking choices are to go to another corridor to fight tanks frontally just as you were before, or crossing into an open area where most players get spotted easily and die quickly.  Tanks also need weak spots that can actually be hit and penetrated by lower tier tanks. 
    I'm not saying every tank needs large weak spots that every tank 2 tiers lower can easily hit and pen at 200+ meters.  However, the weak spots of many higher tier tanks are small enough that when you are less than 100 meters away, your aim circle is 2 to 4 times the area of the weak spot. Regularly having fully aimed shots at a tank's weak spots miss at under 100 meters because the weak spots are so small they can't easily be hit is a problem.  Skill in learning weak spots and aiming for them is negated by RNG in many circumstances.  It also works the other way.  There are tanks that have been relegated to being useless after nerfs or changes because their weak spots are so large and easy to hit.  The T110E5 is one example of this.  
    Before touching gold/special ammo, Wargaming should look at the other major issues with the game with map design, armor, and RNG.
    The changes on sandbox are an over complicated way of fixing a symptom of the real problems.  
  15. Upvote
    Bavor got a reaction from cavman276 in Sandbox: Ammo and Health Changes   
    Sandbox changes are focusing on the symptom, not the problem.
    I think the rework of the ammo is fixing a symptom of the problem instead of the cause of the problem.  What Wargaming is doing by changing special/gold ammo is the equivalent of shoving gauze up the nose of someone who is bleeding and dying out from a hemorrhagic disease.  
    The issue isn't gold/premium/special rounds.  The issue is map design, lack of real weak spots on many tanks, and RNG.  Wargaming loves corridor maps that make players fight frontally.  How many of their maps are two corridors that promote frontal engagements with an area in between that is a death zone for most tanks?  How many tanks/TDs have little to no frontal weak spots?  How many of them have weak spots that can be easily penetrated by standard ammo of the lower tier tanks they face?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have RNG send the shot too low or too high or too far too the side several times in a row?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have  a low penetration RNG roll that caused the shot to bounce off a weak spot.  Before attempting any changes to ammo, they need to fix the other areas first.  Wargaming is fixing the symptom, not the problem.  
    Personally, I think Wargaming should change RNG to +/- 15% for damage and penetration.  WoT Blitz has 15% RNG if I remember correctly from playing it before.  In addition to that, many maps need some rework to allow more flanking opportunities.  With the current design of most maps your flanking choices are to go to another corridor to fight tanks frontally just as you were before, or crossing into an open area where most players get spotted easily and die quickly.  Tanks also need weak spots that can actually be hit and penetrated by lower tier tanks. 
    I'm not saying every tank needs large weak spots that every tank 2 tiers lower can easily hit and pen at 200+ meters.  However, the weak spots of many higher tier tanks are small enough that when you are less than 100 meters away, your aim circle is 2 to 4 times the area of the weak spot. Regularly having fully aimed shots at a tank's weak spots miss at under 100 meters because the weak spots are so small they can't easily be hit is a problem.  Skill in learning weak spots and aiming for them is negated by RNG in many circumstances.  It also works the other way.  There are tanks that have been relegated to being useless after nerfs or changes because their weak spots are so large and easy to hit.  The T110E5 is one example of this.  
    Before touching gold/special ammo, Wargaming should look at the other major issues with the game with map design, armor, and RNG.
    The changes on sandbox are an over complicated way of fixing a symptom of the real problems.  
  16. Upvote
    Bavor got a reaction from sohojacques in Sandbox: Ammo and Health Changes   
    Sandbox changes are focusing on the symptom, not the problem.
    I think the rework of the ammo is fixing a symptom of the problem instead of the cause of the problem.  What Wargaming is doing by changing special/gold ammo is the equivalent of shoving gauze up the nose of someone who is bleeding and dying out from a hemorrhagic disease.  
    The issue isn't gold/premium/special rounds.  The issue is map design, lack of real weak spots on many tanks, and RNG.  Wargaming loves corridor maps that make players fight frontally.  How many of their maps are two corridors that promote frontal engagements with an area in between that is a death zone for most tanks?  How many tanks/TDs have little to no frontal weak spots?  How many of them have weak spots that can be easily penetrated by standard ammo of the lower tier tanks they face?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have RNG send the shot too low or too high or too far too the side several times in a row?  How many times in a row have you fully aimed a shot at the weak spot of a stationary tank and have  a low penetration RNG roll that caused the shot to bounce off a weak spot.  Before attempting any changes to ammo, they need to fix the other areas first.  Wargaming is fixing the symptom, not the problem.  
    Personally, I think Wargaming should change RNG to +/- 15% for damage and penetration.  WoT Blitz has 15% RNG if I remember correctly from playing it before.  In addition to that, many maps need some rework to allow more flanking opportunities.  With the current design of most maps your flanking choices are to go to another corridor to fight tanks frontally just as you were before, or crossing into an open area where most players get spotted easily and die quickly.  Tanks also need weak spots that can actually be hit and penetrated by lower tier tanks. 
    I'm not saying every tank needs large weak spots that every tank 2 tiers lower can easily hit and pen at 200+ meters.  However, the weak spots of many higher tier tanks are small enough that when you are less than 100 meters away, your aim circle is 2 to 4 times the area of the weak spot. Regularly having fully aimed shots at a tank's weak spots miss at under 100 meters because the weak spots are so small they can't easily be hit is a problem.  Skill in learning weak spots and aiming for them is negated by RNG in many circumstances.  It also works the other way.  There are tanks that have been relegated to being useless after nerfs or changes because their weak spots are so large and easy to hit.  The T110E5 is one example of this.  
    Before touching gold/special ammo, Wargaming should look at the other major issues with the game with map design, armor, and RNG.
    The changes on sandbox are an over complicated way of fixing a symptom of the real problems.  
  17. Upvote
    Bavor got a reaction from Tarski in Patch 1.4 Notes - Supertest 1st Iteration   
    Wot has been multithreaded since 9.14.
    9.14 The sound engine was split off to its own thread. 9.15 The Sound, Graphics, and Game engines have their own threads.  AMD CPUs, especially the older FX 6 and 8 core CPUs got a huge boost in performance. 1.0 The game used at least 4 threads if you have at least 4 cores or 2 cores with hyperthreading. 1.4 the graphics engine uses more than one thread and the rest of the multithreading was improved further.
  18. Upvote
    Bavor got a reaction from zbran in New US Prem tank destroyer the TS5   
    I guess you haven't played tier 8 since patch 9.18 on the NA server?  I recorded tank tier and battle tier data for over 1,000 battles.  With regular matchmaking tier 8 tanks you are bottom tier in 3/5/7 battles about 64% of the time.  Middle tier in tier 9 battles about 18% of the time and top tier about 18% of the time.  In 5/10 battles you are top tier about 15% of the time and bottom tier 85% of the time.  You only get all tier 8 battles between 6 and 7% of battles in tier 8 tanks.  That's when you are playing during the peak player population hours of 7PM-11PM east coast time.
    So you will get fucked by 9's and 10's all day playing th TS-5
  19. Upvote
    Bavor got a reaction from Wanderjar in "Soldiers of Fortune" CW Reward Tanks (907/VKK offered for the last time?)   
    The cost of the campaign reward tanks?  Only your life, soul, and sanity.  Sometimes your job, marriage or relationship also I'm also told.
  20. Upvote
    Bavor got a reaction from igorCRO in "Soldiers of Fortune" CW Reward Tanks (907/VKK offered for the last time?)   
    The cost of the campaign reward tanks?  Only your life, soul, and sanity.  Sometimes your job, marriage or relationship also I'm also told.
  21. Upvote
    Bavor got a reaction from sohojacques in "Soldiers of Fortune" CW Reward Tanks (907/VKK offered for the last time?)   
    The cost of the campaign reward tanks?  Only your life, soul, and sanity.  Sometimes your job, marriage or relationship also I'm also told.
  22. Upvote
    Bavor got a reaction from monjardin in "Soldiers of Fortune" CW Reward Tanks (907/VKK offered for the last time?)   
    The cost of the campaign reward tanks?  Only your life, soul, and sanity.  Sometimes your job, marriage or relationship also I'm also told.
  23. Upvote
    Bavor reacted to Errants in Tanks for Nothing and Credits for Free!! 2018 Edition   
    So, I went and did this for myself last year... 
    And, since they're doing the same thing again, this year (II-V 100% off, VI 80%, VII 60%, VIII 50%, IX 40%, X 30%), let's see if anything has changed with the new nations. Please remember that all numbers will be what you net in profit unless otherwise stated. There may be tanks close to the leader/runner(s) up, but I'm using the rough rule of "close enough for Errants to mention", and not a hard and fast percentage for almost making the cut.
    Tier II - H35 - 2.1k - Still the winner, though the runners' up have changed...
    Runner(s) up - M14/41 @ 2.05k, and 7TP @ 1.975k. You also have the following all at 1.95k: Strv m/38, VAE Type B, Chi-Ni, LT vz. 35, FCM 36, Loyd GC, and UC 2-pdr
    Tier III - SU-26 - 26.5k - Unchanged
    Runner(s) up - Any other arty are 22.5k - 25.5k. Those vehemently anti-arty can lose out on at least 3k with the following: Type 91 @ 23.25k, Pz 1 C @ 22.9k, M15/42 @ 22.7k, and Chi-Ha @ 22.5k
    Tier IV - B1 - 92.5k - Unchanged
    Runner(s) up - D.W. 2 @ 85k, Type 95 @ 83k, VK 20.01 D @ 78.5k, St.Pz. II @ 78k, and SARL 42 or Luchs @ 77.5k
    Tier V - O-I Exp. - 222.5k - Unchanged
    Runner(s) up - T1 Heavy @ 217.5k, Type T-34 @ 215k, AT 2 @ 212.5k, and StuG III G @ 211k
    Tier VI - M4A3E2 "Jumbo" - 195k purchase, 487.5k sale, 292.5k net - Unchanged
    Runner(s) up - Churchill GC @ 289.5k, and Hellcat or O-I @ 285k
    Tier VII - O-Ni - 596k purchase, 745k sale, 149k net - Unchanged
    Runner(s) up - T29, IS-2, and 45TP all @ 145k, or Crusader SP, Chi-Ri, T-34-2G FT, and P.43 ter @ 144k
    So, for a total cost of 791k, you'll get back 1.5761m, or a net profit of 785.1k... Wow. Not that great, but making money.
    Again, we're already in the rabbit hole, so let's look at the higher tiers, and try to get the biggest savings (and see how much of our profit we lost)!
    Tier VIII - FV207 - 2.73m base, 1.365m purchase/sale, net 0 - Unchanged
    Runner(s) up (base costs listed) - SU-14-2 (2.72m); M40/43 (2.7m); T28 Prot., G.W. Tiger P, and AT 15 (all 2.65m); UDES 03 (2.62m); T32 (2.61m); 110 and 53TP (2.6m)
    Tier IX - 212A and Type 4 Heavy - 2.22m purchase, 1.85 sale, 370k loss net - Unchanged
    Runner(s) up (cost/loss following sale) - Foch (2.202m/367k); Obj. 704 (2.196m/366k); M103 (2.184m/364k); G.W. Tiger, Conqueror, Type 61, and Strv 103-0 all @ 2.16m/316k
    Tier X - They're all 6.1m, so 4.27m cost regardless. And if you're selling a Tier X... I dunno what to tell you, but I shouldn't be advising your actions.
    So, the new lines didn't shake up the best choices, but the ITL and PL tanks did make a showing, consistently, in the runner-up category. Might not be a bad option, in general, if you throw your discounts at either one of those lines. Assuming you've not started up them.
    Finally, we come to the reason I did this the first time, figuring where to spend my discounts on tanks I've not bought yet. Again, that shit will go into spoilers, because this thing is long enough as is.
     
  24. Upvote
    Bavor got a reaction from sohojacques in Blacklisting dumbasses instead of using WN8?   
    One thing I've been doing for a long time is having custom XVM players icons.  When I update XVM I copy the icons out of the folder to another folder.  Then I copy it back in after updating XVM.  For the NA server its in C:\Games\World_of_Tanks\res_mods\mods\shared_resources\xvm\res\clanicons\NA\nick  I just rename a copy of the icon with the player name copied and pasted from the after battle report.
    I have a pink C for the camping cowards who camp behind or with arty in top tier heavies, mediums, and lights and players who insist on doing the worst possible things they can do in any situation such as go valley in Lakeville in a top tier heavy with no gun depression when the enemy has 3 arty and 7 TDs.
    I have an A for the assholes who are general assholes to everyone for now reason, the friendly arty who shoot teammates who are face hugging enemy tanks, and the jajajajaja South Americans who think its funny to push teammates out of cover into enemy fire and laugh about it. 
    I also use the asshole icon for arty players who XVM focus the top players on a team.  I had a battle last night where the enemy arty followed me around the entire battle.  I somehow ended up with the highest WN8 on my team.  The only damage he did was to me and every time I was spotted arty shots landed near me.  XVM said he was also running XVM with the little orange X icon.
    I also have icons for friends so I can recognize them easier.
  25. Upvote
    Bavor got a reaction from j_galt in Blacklisting dumbasses instead of using WN8?   
    One thing I've been doing for a long time is having custom XVM players icons.  When I update XVM I copy the icons out of the folder to another folder.  Then I copy it back in after updating XVM.  For the NA server its in C:\Games\World_of_Tanks\res_mods\mods\shared_resources\xvm\res\clanicons\NA\nick  I just rename a copy of the icon with the player name copied and pasted from the after battle report.
    I have a pink C for the camping cowards who camp behind or with arty in top tier heavies, mediums, and lights and players who insist on doing the worst possible things they can do in any situation such as go valley in Lakeville in a top tier heavy with no gun depression when the enemy has 3 arty and 7 TDs.
    I have an A for the assholes who are general assholes to everyone for now reason, the friendly arty who shoot teammates who are face hugging enemy tanks, and the jajajajaja South Americans who think its funny to push teammates out of cover into enemy fire and laugh about it. 
    I also use the asshole icon for arty players who XVM focus the top players on a team.  I had a battle last night where the enemy arty followed me around the entire battle.  I somehow ended up with the highest WN8 on my team.  The only damage he did was to me and every time I was spotted arty shots landed near me.  XVM said he was also running XVM with the little orange X icon.
    I also have icons for friends so I can recognize them easier.
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