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Gryphon_

Mathematics Contributor
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  1. With the new equipment options available in 1.0.10.1, I mounted LNES, optics, vents, to bring the camo value up to snuff. With that build it scouts pretty well, but the gun is woeful. The only plus (on paper) that this tank has is 390 alpha and a 200mm turret, but it seems you frequently dont pen even well placed hits but the enemy always manages to snapshot and pen you (turret bounces are rare). Playing the WZ alongside the Sheridan and T100LT it comes a distant third. So what does the tank need? 1) Competitive camo values 2) Much better dispersion - current values are double the T100LT values 3) Russian ammo (that sometimes pens, unlike the Chinese crap). How about 100+ pen for the HE round while we are at it (50mm is useless at t10). 4) Competitive reload time (ie not > 8 secs with rammer, vents, food, etc) Apart from that, its great. The meta, meanwhile, is trash due to 'nerfed' EBRs still screwing up 8/10 battles. I guess I need to stop playing t10 scouts.
  2. Interesting. As a result, I took a look at the MOE stats needed to 3 mark the t10 lights on wotgarage.net. The significance of this approach is that the MOE stats include the contributions of all players, whereas replay stats only include those replays uploaded. In order ('hardest' to 'easiest') in terms of combined damage needed to 3-mark: EBR: 5304 AMX13-105: 4898 Sheridan: 4770 WZ132-1: 4691 Manticore: 4609 Panzerwagon: 4495 T100LT: 4445 So, if the WZ is the worst t10 light, why is it mid pack in terms of the combined dmg needed to 3-mark it? Why is T100LT the lowest in terms of combined dmg? EDIT: other posts on this forum claim that wotgarage.net data on MOE isnt accurate. So please disregard this post. We'll take the discussion on how the WZ132-1 compares to another thread, and continue to discuss equipment here.
  3. Comparing the base tanks, to avoid any errors due to crew, improved eqpt, paint, etc, from tanks.gg I see WZ starts with 15.96 and T100LT with 19.84. So, if the WZ uses LNES, its on 15.96 + 8 = 23.96 before the rest. I'm starting to think that LNES >> CVS, which might be a hypothesis that Overlord Prime might want to look at. Especially for the moving enemies case: Case 1: A straight add of +8% (LNES in primary slot) to own camo seems more advantageous than a factor of -12.5% (CVS) to moving enemies camo, unless the moving enemies have camo of 64% or more, which isnt possible. Case 2: For enemies that are bushed, a straight add to own camo of +8% (LNES in primary slot) is more advantageous than a factor of -20% to bushed enemies camo until the total camo of the bushed enemies is 40%. Now, 40% is easily achieved by bushcamper TDs, mediums, and of course lights. Here, CVS would be preferable to LNES. Case 3: For static campers in open (STRV) CVS does nothing - LNES does. So at this point I'm pretty sure LNES is preferable to CVS for non-bushed enemies. Further analysis would be good.
  4. I think you are right. I see its advantages only as 246 pen, a HEAT prem round, and a turret that seems to bounce at least once per game. I'll stick with LNES (in primary slot) for now as, through in game messaging to discuss LT eqpt I've found that many players havent changed anything since 0.9. With LNES fitted, it has more camo than any non-LNES LT. Using +8% camo the total camo is in the low 40's with food, and that really helps.
  5. Been trying to 'fix' the WZ 132-1 (which I bought in a moment of madness when I realized I had the free xp). It has a derpy gun and is otherwise solid but unremarkable in any way. Ok, the turret might bounce a shot or two each match, but it excels at nothing. First I tried optics/rammer/vents and (with food) managed to roflstomp the 2 line on Prok, out-camoing everything in the roadside bushes during a slow advance, for a 9.5k spotting dmg game. So that works; it does well at spotting damage, but it all goes wrong when using the gun - easy to miss, many non pens, and often get spotted/dead for daring to open fire. After a brief flirt with optics/vents/vstab - which didnt do enough for the dispersion to warrant keeping that build, I am currently running optics/vents/LNES, which seems to allow me to stay unspotted for shots taken at long ranges, which is a plus. Any better ideas? I struggle to win 50%, my average assisted is more than my average dmg, and I'd like to find EITHER the definitive bandaid for this tank, OR give it a specialization among tier ten lights - something it does better than the rest. And **** more EBRs.
  6. This tank is a good home for the commander vision system (CVS) as it helps offset the somewhat poor view range.
  7. The new Modified Configuration equipment strengthens the engine and rack, but does nothing for the clip. I just sold it (again) to try the 13-90 with some scouty modules.
  8. Just played an all tier ten random in my Sheridan (!) and was top xp on my team, almost top dmg, and the Sher on other team also had top xp, almost top damage. You didnt use to see Sheridans do well... I was running CVS, optics, LNES, he was running CVS, optics, Vstab. That +6 to camo with LNES seems to improve the Sheridan a lot, as the camo was one of its weak points. Food for thought.
  9. The T100LT is the king of camo, but to use that advantage you have to work hard to position yourself no closer than a certain distance to likely enemy positions. For my crew + equipment I find that 300m is the right limit. I use the 'circles' file in xvm to draw a red circle on the minimap at 300m radius around the tank, then in game I take care to run that up to but not over enemy positions so you can spot them but 95% of the time they cant spot you. The extra spotting you get by mastering that will raise your winrate. Its an amazing active scout but - due to not class leading VR - its not really a passive scout in the general sense. Keep moving!! Exception: the high camo, coupled with bush camo, makes it amazing as a 'stay behind' passive scout sitting in a bush as the enemy advance. In these cases, with my crew and equipment, they wont spot me in the bush until about 80m away. This is a great tactic to use if your team loses a flank. Get to know suitable bushes near your own cap. As for doing damage, its not your job. Just be aware of whats behind you, and use their guns by spotting to win. The gun is trash, mainly due to dispersion and pen. However, the aim time is nothing, so drop the vstab and take vents instead. Pen dropoff over range is huge, so only shoot stuff thats close, in the end game, or to defend yourself while running away. I second the suggestion to watch Ilya Red on youtube - loads of good info.
  10. I rebought it, having forgotten why I sold it. Dammit.... take a toolbox and repair skill to the max to preserve sanity.
  11. That 268-4 did it for me too. I stopped playing CW, then stopped playing for months. I've recently returned and played a few hundred battles in my lights and meds, only to discover that almost all my tanks are now officially out the meta. The only good news is that when playing the T49 without the DERP I've been having some gg's, so there is hope.
  12. Its an improvement for scouts. there are rows of bushes where there was nothing before. And the bushes all seem to have great camo. The scout + shooter combo = win.
  13. Well the way to win games is find one of these on your team and follow him. 2 games in a row in my last session the 268-4 ate pushed right up a corridor and ended the game undamaged.
  14. If it's toast, the first thing I'd do is try the 'oven trick' (google it). I've resurrected 2 cards using it.
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