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SWG112

Verified Tanker [EU]
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  1. Like
    SWG112 got a reaction from ProfessionalProGamerer in [JELLY] Bask in a world of butt hurt & jealousy   
    Strategy: tell people you have no clan logo so they will do the job for you.
     
    Well played JELLY, well played...
  2. Upvote
    SWG112 reacted to Xen in IDEAL clan is looking for IDEAL players   
    Since this is our new public shitpoasting place now:
     

     
  3. Upvote
    SWG112 reacted to Britzz in Question for Non Native English Speakers, or I guess English Speakers that speak other languages fluently   
    I think in italian when I speak italian, I think in english when I speak english. I try to do the same for german, but unfortunately I'not that proficient anymore, so sometimes I have to think too much before saying a decent sentence...
    Thinking in the foreign language you are speaking is probably the best "forma mentis". If you manage to do so, it means you REALLY know that language, otherwise you would need to translate everytime. At least, that's how I would measure someone's knowledge of a language
  4. Upvote
    SWG112 reacted to Gharirey in What do you think about a Social Difficulty Curve?   
    Very true. But that wouldn't be a problem if good players were incentivized to take newbies/baddies under their wings rather than just berate them. The T95 E2 recruitment program went into that direction but it had a very limited scope.
    For me, the big progress happened when I joined my first clan (after 6-7k of horrendously bad games). TWC is/was a social clan for fans of the Total War games series. The fantastic thing about that clan was that it had everything from yellow bobs to super-unicums. I started out playing with the yellow/green crowd, but soon got to platoon with our very best players regularly. They didn't complain about mistakes, neither were they the school-teacher type. They just wanted to have fun and enjoyed the company. I think I entered TWC as a orange bob and left as a green player with purple recents 1.5 years later in order to try out CW.
    The thing is that I got incredibly lucky in my WoT socialization. Clans like TWC are incredibly rare. Most newbies just stumble into some shithole that mass-recruits in chat. This kind of clans shouldn't even allowed to exist! Clans led by baddies are contract-productive. Beginner clans should be in the hands of people who have acquired some level of competence at the game (green stats at the very least). People who struggle with the mechanical side of the game are not ready to lead clans.  
    This may sound harsh but in my opinion, you cannot surrender the socialization of new players into the hands of those who still haven't understood the game themselves (and quite possibly never really will).
     
    I think that is the main issue with WoT: it lacks incentives to be kind to your fellow players. Why should I spend my time teaching newbies the game if I can just platoon with other purple players and kick their asses or play on my own without having to babysit some baddie? Why should I found a clan for new players and teach them basic teamplay skills like listening to orders, focus-fire and how to form a fireline, when I can simply join some elite clan and raid baddie clan strongholds, kick them of the world map and rape their ugly faces in skirmishes?
    On the contrary, WoT only provides incentives for elitism and abuse! Tripple unicum platoons provide the highest winrate. Raiding the strongholds of weaker clan gives me boxes much quicker than any skirmish. Assembling a force of unicums with elite FCs will let you win the most skirmishes and CWs and thus provide you with the highest amount of boxes and gold.
     
     
    Damn I really should reconsider that preacher thing. I barely avoided quoting the golden rule in this sermon. Time to log into WoT, have some booze  and abuse some of those f***ing baddies!
  5. Upvote
    SWG112 reacted to Gharirey in What do you think about a Social Difficulty Curve?   
    The video is about social challenges yet except for one or two persons you all discuss the mechanical side of things.
    But the more I think about it, I feel as if WG failure to design the social part of its game well may be just as big of a problem as mechanical problems (like balancing or the MM). Some thoughts:
    WG doesn't guide players towards the social part of its game as well as it should. Granted they have made some progress (better functionality for finding and managing clans, the sh mode providing for additional group activities). On the other hand, there are parts where WG is actively punishing social behavior. Giving platoons worse MM? Wtf?! A lot of group based endgame content is just terrible: CW suffers from boredom, campaigns are often managed in a lackluster way. A few sentences to strongholds in particular: The format is good at its core 7-7 at tier VI, 10-10 at tier VIII, 15-15 at tier X. But beyond that it suffers from a long list of flaws: Clans being able to hide in the middle of the night, the best clans raping any clan that doesn't. The terrible tank balance at tier VI (O-I camps, dominance of lights on open maps), the imbalance between lights and meds at tier VIII, ... In general there is an increasing tendency to use try-hard setups. Weaker clans experience little but frustration since they will lose the vast majority of their games and even lose credits while doing so. This has led most of them to abandon tier X completely. And increasingly they seem to be increasing from tier VIII as well. If this trend continues, it could imply the death of skirmishes. A huge problem is that the mutual harassment of good and bad players is left unchecked. Arty focus on good players, retards suiciding on purples, the general and constant insults in chat and PMs, the pure frustration good players experience when a team filled with bots screws them. But the better players are anything but innocent, they retaliate with insults of their own or dirty tricks. The game community is toxic. And in my opinion the key to salvaging it involves rewarding social behavior: A "thank you" button in addition to the report system. Most good players occasionally meet a pubbie who congratulates us for carrying hard. Make it easier for them. AND reward it: get a certain amount of commendations from your fellow players and you get some extra credit, etc. But seeing that our community is rotten, you would have to counter abuse (no "thank you" from fellow clanmembers or friends). Slightly better credit/xp from playing in a platoon. Why? People who platoonmight come to form social bonds, join a clan, etc. In other words become involved in the community and stay in the game longer. Punish anti-social behavior harder: Botting repeatedly = permaban. The tk system is fairly solid by now. The unsportsmanlike conduct reports used to be terrible now they have become irrelevant. The true issue here is that you would need a people involving actual human beings rather than an automated system (at least as an appeal body). ... Short version: the game should be called World of Antisocial Cunts - and instead of "let's roll out" the slogan should be "let's be assholes".  
     
  6. Downvote
    SWG112 got a reaction from _Assad in What do you think about a Social Difficulty Curve?   
    Disclaimer, i have not watched the video (i can't now) but still a couple of points.
    It is true that at low tiers people see the team as NPCs. Just watch a couple of flags:
    how many people write anything in chat how many people just mindlessly smash into each other to the tipping point when all they had to do was turn slightly how many people ram/block Others as if they were objects on the map how people just rush somewhere like headless chickens disregarding anything that's happening around them On top of that, we have some other issues. For example, low-tiers are an entirely different game. Seriously. There are barely any tanks with armour, a shit ton of spamguns, everything is terribly slow, has no HPs, absolutely no chance of hitting anything when firing and moving.
    Compare that to the later game.
    On top of that, WoT information delivery system is basically shit - it tells you nothing unless you go look for it yourself, but the worst part is that:
    the game itself doesn't even make it clear that there are other things it doesn't show (ie bloom values, armour groups etc) most mechanics are not even hinted at - wtf most mechanics that are abusable are, for the new/bad player, basically indistinguishable from hacking in other games, ie: invisibility being camo/draw line sniping, wallhacks being autoaim peeking, invincibility being sidescraping etc the RNG factor is so huge that unless you already know how the game works you will have a really hard time isolating that from your mistakes, particularly at lower tiers where for example accuracy is universally crap Also, the sheltered MM lasts way too little. Most T3 tanks are ridiculously bad, in that they have absolutely no hope of doing anything to a T5 tank. It's a really bad design decision, that (luckilly) doesn't stay for later tiers, where most tanks at T6+ can deal directly with T8+ in at least some ways barring exceptions (ie, M4A3 series VS KV-4, good luck penning), and have at least the speed/viewrange/accuracy/soft stats to be a nuisance and deal with them in some other way (spotting/tracking/baiting). While a T3 has absolutely no way to deal even inderectly with most T5 tanks, and even with some T4s... On top of that, generally speaking the crews of a player at T6+ are way better than what they had at T3, only compounding the problem.
    Do you remember when T1 tanks started with 50% crews? I do. I played one week before going "fuck this shit, i'm out". Came back months later. But having 100% crews is not solving the problem - at all. For a number of reasons:
    all but one T1 tanks are lights all but one (iirc) T1 tanks have 2-3 crew members whereas most tanks later will have 4-6 T1 tanks are elited so fucking fast (and T2 as well) that we're basically looking at 2 retrains (maybe free ones) in the span of maybe 50 games, at a really shitty xp/game average, which means that the 100% you had at T1 is gonna be maybe 70% once you hit T3, and that only on the common crewmembers...  
    Basically, WoT new player experience is a shit all over the place. I would now, i lost the access data of this account and wanted to play again so i tried to start anew - holy fuck it was so bad, and i'm not (or better, i was not) exactly a newbie/shitlord...
     
    EDIT: also, i agree with a lot of what people said before me, ie the low/non-existant drive to get better, the completely screwed performance/reward ratio being the first and foremost.
    Let's not forget this game is catering to idiots most of all - quantity of customers over quality of the experience, and it's a model that works since the fastest way you can get yourself a decent experience is by dumping cash every other day.
  7. Downvote
    SWG112 reacted to _Assad in JT Hype train   
    JT is pretty under rated since the introduction of the bullshit wfpz4, but I still prefer this tank because it bullies absolutely everything at its own tier and higher. The DPM similarities of the tort whilst retaining the Alpha of a russian TD; this tank is an absolute beast.
    The long 128 is rivaled with the L1A1 for being the best gun in the game hands down.
    The armor is still relevant at its tier (You guys need to learn how to wiggle to victory!) wiggle/angling ze armor makes everything fly into the bullshit mantle.
  8. Upvote
    SWG112 reacted to Felicius in Fine... T-10 appreciation thread   
    Lets put this in the categorical proposition.
    Conditions: you have tier 9 or 10 arty to kill, you are low on HP by the end of the game. Splash could kill you. The sky pig has more than 440 hp - Almost every tier 9 & 10 has more besides frenchies. G.W. Tiger has 500 HP, rest have 450-460.
    Exampla 1. There is an arty. You hit it with AP, and left it on low health. By the time you reload, arty is loaded too, and derp you to oblivion . You lose.
    Example 2. You hit it with HE and kill it, You win.
    Example 3. You hit it with HE, for no pen. But you did 100-150 dmg, potentially some module/crew dmg and often tracked. Your next shot will be AP, for sure kill. Even if you do not one shot it, you have guaranteed that the next shot would be a kill unless it shots you first.
    I do use HE on E 50/M more often, because it has lower alpha, 390 is not enough for most arties it can see, while HE has 510 alpha - enough for all but 2 arties in the game, and you can pray for a high roll. Still strong enough to ensure that next shot would be kill even if you splash only. Also, better acc makes it easier to hit weakspots.
    So, in scenarios where you lose shooting HE you would lose by shooting AP, too. And You have a pretty good chance of destroying it from one shot.
    This makes essentially shooting every tier 9-10 arty with 390-440 alpha AP/APCR and 500+ alpha on HE a no-risk high reward gamble unless you can finish it off with a ram fast enough after your 1st shot.
     
  9. Upvote
    SWG112 got a reaction from igorCRO in Fine... T-10 appreciation thread   
    Well, i wouldn't risk that much. HE has an alarming tendency of dealing next to no damage randomly due to marginal deviations. Anything under 400 HPs, you're better off just using APs tbh. The chance of lowrolling that much is still less risky, to me, than an HE shell.
  10. Upvote
    SWG112 got a reaction from Dangalang_time in What do you think about a Social Difficulty Curve?   
    Disclaimer, i have not watched the video (i can't now) but still a couple of points.
    It is true that at low tiers people see the team as NPCs. Just watch a couple of flags:
    how many people write anything in chat how many people just mindlessly smash into each other to the tipping point when all they had to do was turn slightly how many people ram/block Others as if they were objects on the map how people just rush somewhere like headless chickens disregarding anything that's happening around them On top of that, we have some other issues. For example, low-tiers are an entirely different game. Seriously. There are barely any tanks with armour, a shit ton of spamguns, everything is terribly slow, has no HPs, absolutely no chance of hitting anything when firing and moving.
    Compare that to the later game.
    On top of that, WoT information delivery system is basically shit - it tells you nothing unless you go look for it yourself, but the worst part is that:
    the game itself doesn't even make it clear that there are other things it doesn't show (ie bloom values, armour groups etc) most mechanics are not even hinted at - wtf most mechanics that are abusable are, for the new/bad player, basically indistinguishable from hacking in other games, ie: invisibility being camo/draw line sniping, wallhacks being autoaim peeking, invincibility being sidescraping etc the RNG factor is so huge that unless you already know how the game works you will have a really hard time isolating that from your mistakes, particularly at lower tiers where for example accuracy is universally crap Also, the sheltered MM lasts way too little. Most T3 tanks are ridiculously bad, in that they have absolutely no hope of doing anything to a T5 tank. It's a really bad design decision, that (luckilly) doesn't stay for later tiers, where most tanks at T6+ can deal directly with T8+ in at least some ways barring exceptions (ie, M4A3 series VS KV-4, good luck penning), and have at least the speed/viewrange/accuracy/soft stats to be a nuisance and deal with them in some other way (spotting/tracking/baiting). While a T3 has absolutely no way to deal even inderectly with most T5 tanks, and even with some T4s... On top of that, generally speaking the crews of a player at T6+ are way better than what they had at T3, only compounding the problem.
    Do you remember when T1 tanks started with 50% crews? I do. I played one week before going "fuck this shit, i'm out". Came back months later. But having 100% crews is not solving the problem - at all. For a number of reasons:
    all but one T1 tanks are lights all but one (iirc) T1 tanks have 2-3 crew members whereas most tanks later will have 4-6 T1 tanks are elited so fucking fast (and T2 as well) that we're basically looking at 2 retrains (maybe free ones) in the span of maybe 50 games, at a really shitty xp/game average, which means that the 100% you had at T1 is gonna be maybe 70% once you hit T3, and that only on the common crewmembers...  
    Basically, WoT new player experience is a shit all over the place. I would now, i lost the access data of this account and wanted to play again so i tried to start anew - holy fuck it was so bad, and i'm not (or better, i was not) exactly a newbie/shitlord...
     
    EDIT: also, i agree with a lot of what people said before me, ie the low/non-existant drive to get better, the completely screwed performance/reward ratio being the first and foremost.
    Let's not forget this game is catering to idiots most of all - quantity of customers over quality of the experience, and it's a model that works since the fastest way you can get yourself a decent experience is by dumping cash every other day.
  11. Upvote
    SWG112 reacted to Zinn in What do you think about a Social Difficulty Curve?   
    This is true but the problem is again that WoT does not encourage you to become better like other games do. All the other games are filled to the brim with Play4Fun casuals and baddies as well but because the game itself enforces the mantra of getting good, the average baddie can still contribute valuable things in-game. I mean, I'm a pretty shitty shooter that maintains a 1.0 K/D in Battlefield, yet my PPG are pretty decent for my skill level because I can make up for it in other ways, like spamming med packs, ammo packs, capping flags, assisting in kills, spotting, reviving etc. In WoT, this would be akin to spotting, tracking, taking hits for the team, enforcing map control through positioning and so on that may not be direct damage dealing.
    But whereas Battlefield has the borderline official mantra of PTFO (Play The Fucking Objective) and does everything it can to enforce it, WoT goes in the opposite direction entirely. First off, low tiers are manic pew pew spam fights on tiny maps, then mid tiers become more organised but are still far too weak in general to actually use all the game mechanics (not enough HP to really tank, not enough armor to bounce unless super heavy, bad gun stats, bad soft stats, shit spotting, shit camo and so on) and so you still have tomatoes entering the higher tiers. You can also buy your way into high tiers via prem tanks, further shitting up the player pool. On top of that, one of the most important aspects of the game is crew skills but it takes a thousand fucking years to get a decent one and even then you get heavily penalised for moving up tanks unless you spend gold. I've played 10000 god damn battles and most of my crews are still in the 1-3 skill range because I'd rather switch up the game pace than grind 500 battles in one tank.
    As I've mentioned before, shit in WoT is very time intensive, even for great players and much more so for tomatoes. First you have to earn 95k experience to get a crew from 50-100%, then you have to earn 210k for finishing the first skill, followed by 420k for skill #2 while skill #3 requires 840k. So, if you started from a basic 50% crew until you have Repairs, BiA and 1 other perk, you will have ground out well over 1,5 million experience in total per crew member. And yes, let's not forget that tanks also mismatch the number of crew, leading to extremely stupid shit. If you maintain a uni/super uni 1000 exp/game, it will still take you over 1500 battles to get a 3 skill crew under those circumstances. That's why WG introduced all this bonus experience shit and why there are crew exp bonuses almost all the time: They totally fucked up the experience needed but instead of fixing it, they just spam meaningless events
    If there weren't constant crew exp events, it would take you 125 hours of non-stop battles at 1000 exp/game to achieve a 3 skill crew from the basic starting point, under the 5 minutes per battle assumption. WoT could literally be your full time job and it would still take you almost 16 days, with no days off, to get a "basic" tier 10 crew
  12. Upvote
    SWG112 reacted to EchelonIII in My Play Progression Story   
    In other news, my saying on Reddit:
     
    If you know how shit you are, you're instantly better than 80% of the playerbase.
     



  13. Upvote
    SWG112 reacted to Rexxie in The IS3, so strong, it shapes meta?   
    There is a special hell in my heart for IS-3s. I hate them. Not only because they are too powerful - sure, the insane armor/gun combo with decent handling and mobility is obscene - but more because they make so many tanks at T8 irreverent. Like Gehak said, the IS-3 singlehandedly dictates T8 meta. If your tank can't fight IS-3s, you are at a huge disadvantage. If it can, you're at a huge advantage. If your tank shares the same general role as the IS-3, your tank is irrelevant because the IS-3 will certainly do it better.
    Game balance gets very frustrating when one single tank dictates an entire tier. It's happening with the O-I, it happened with the KV-1S, it happened with the Type 59, it happened with the Roomba/Waffentraiger, it happened with the Foch 155, etc. I really don't it when what makes a tank good or not is so black and white, but its a trap WG keeps falling into. You can't make super powerful tanks, and you especially can't let them keep being that powerful when they also get super popular.
  14. Upvote
    SWG112 reacted to no_name_cro in The IS3, so strong, it shapes meta?   
    Here is graphical display of IS-3 and it's effect on shaping meta:

  15. Upvote
    SWG112 reacted to CraBeatOff in How do you push past the 3.8k - 4.2k recent WN8 and 3.2k DPG thresholds?   
    Yea, but he's just tickling 60%, there's room in there. 
  16. Upvote
    SWG112 reacted to WaterWar in In-depth comparison of the tier VIII scouts by WaterWar (outdated)   
    DISCLAIMER: There has now been even more changes to the light tanks, with the introduction of tier X light tanks - so this guide is now no longer up-to-date. However, you can still use it as a guide for how to compare different sets of light tanks with each other.    There have been quite a few changes in relation to the tier VIII scout tanks recently. Three new scouts were added not too long ago in patch 9.3 and the newly released 9.6 patch has rebalanced/buffed some of the scouts. Recently a question was asked in the Ask a Purple Poster-section about what scouts were the best. This question ‘inspired’ me to create an in-depth analysis to help everyone understand how all the tier VIII scouts differ from each other – which is what you see here.    I own all five of the tier VIII scouts (AMX 1390, RU251, T49, T54 lwt and WZ-132) and have played ‘the old guard’ extensively. I have however only recently acquired the T54 lwt and T49 (<50 battles) but through my experience with the game and scout tanks especially I feel qualified enough to talk about them and their playstyle anyway.   I will in the beginning of this comparison look at the raw stats and hard numbers (similar to my T28 HTC and Cromwell reviews) and how they differ between the five different scouts. I will round off with a look at how the playstyles differ between the scouts. This is NOT a review of all five scouts so I will NOT be talking about crew skills and equipment. I will NOT announce “one scout to rule them all” as that is just stupid. My aim is simply to inform you about the difference between the scouts. This way you can make your own assessment of what tank is best for what you want to achieve.    Camouflage values are taken from wotinfo.net. The dispersion values are taken from Tank Inspector and they DO take commander bonus into account. All other numbers are taken from tank-compare.com and do (as far as I know) NOT take the commander bonus into account. Also, I use commas instead of full-stops in the tables because I use a Danish version of Excel, so I apologies for whatever inconvenience it might cause you.   Without further ado, let us get on with it!   Mobility First thing we should look at is the mobility of the scouts. It is one of the most important factors of a scout tank, as the mobility allows them to get the early spots, change position depending on situation, exploit gaps in enemy defensive lines and acquire flanking shots on enemy tanks.    By looking at the above table you can see that all the scouts are highly mobile with a specific power of >20 hp/t and excellent speed limits and traverse speeds. The RU251 is without a doubt the fastest of the scouts with a top speed of 80 km/h and with a specific power of 24.2 hp/t it is easy to achieve this top speed. It is even possible to exceed this limit while going down slopes. It is hard to separate the remaining scouts as they all have similar speed limits and specific powers. The T49 appears to be second fastest but is let down by having the worst terrain resistance values of all scouts. You will only reach top speed going downhill or on hard terrain, otherwise you will cruise around at a solid 60-odd km/h like with the other scouts.   When looking at the manoeuvrability when not going in a straight line, the WZ-132 wins closely followed by the T54 lwt.. The WZ-132 has an amazing hull traverse of 56 deg/s and a turret traverse of 48 deg/s. Combine this with the lowest overall terrain resistance values of any scout and the WZ-132 just dances around the battlefield with little effort. It is possible to keep a high speed even doing the weirdest manoeuvers allowing you to circle enemy TD’s and heavy tanks with ease. The same can be said of the T54 lwt. although it is not quite up to the levels of the WZ-132. The T49 and RU251 are both solid in manoeuvrability, and they are the only two scouts that can pivot, but they just can’t keep up with the two Soviet hovercrafts.   The AMX 1390 comes off with the short stick in regards to mobility. It has the joint-lowest top speed, worse hull traverse and below-average terrain resistance values. It is still more than capable of moving around the battlefield, but it will be left in the dust by the other scouts when competing for those early positions or when circling tanks. Good thing the 1390 has a trick up its sleeve – but more on that later.   Scout-ability Now for second important factor of a scout tank: the scout-ability. It is the job of a scout tank to scout out the enemy positions. This is easiest if you can remain hidden and simply out-spot the enemy by having a better effective view range or by hiding in a bush.   If you want to have a rough idea of how to calculate your effective view range, have a look at my other guide that deals with camouflage values and spotting range:      All the scouts have a view range of 400 m, except for the T54 lwt. that only has 390 m. This is a quite standard view range for high tier tanks as you can find several mediums with the same view range. The strength of the scout tanks lies in the camouflage values. All scout tanks in the game have the same camouflage value while moving as they do while stationary. Combine this with low camouflage values and you have some quite stealthy machines. The AMX 1390 takes the crown as the stealthiest scout with an amazing camouflage value of 17.67 %. The RU251 is following in a close second with 17.39 % with the WZ-132 lacking a bit further behind with 16.70 %. TheT-54 lwt. and T49 both have quite poor (for a scout) camouflage values of <16 %. It is worth pointing out that I have not touched upon the camouflage values upon firing as they are all poor (<4%). If you want to stay hidden while firing (with any tank really) you need to be outside view range or be double/triple bushed up.   Now, these values do not tell the full story as the physical size of the vehicle will also affect the scout-ability. The smaller a scout is, the easier it is to hide in bushes and small terrain features and if it is slim enough you can sneak through tighter gaps (the doors leading into the monastery yard on Abbey is a perfect example). The images below compare the sizes of the five scouts from a side on view (coloured ‘shadows’) and a top down view (only the outlines). I want to thank RoneryKim, Keezoo, Nurkus and Letchy for feedback on the images. Sadly we ended up with four different opinions so I have chosen to show all four different versions of the side view image (indecision much D:). The top two are aligned to the front drive wheel and the bottom two are aligned to centre mass. You, the reader, can just look at whichever you find the best/clearest/most informative (click on them for large version).   The AMX 1390 is blue, RU251 is green, WZ-132 is red, T54 lwt. is yellow and finally the T49 is black.             It is clear from the images that the AMX 1390 is the smallest vehicle of the bunch. It is shortest, narrowest and with the lowest height (but that not by much). This, combined with the excellent camouflage values, makes the AMX 1390 a sneaky machine that can hide in a lot of bushes and move around undetected. In the middle of the size park we have the RU251 and WZ-132. They have the same width but RU251 is slightly longer (it is the longest of all) while the WZ-132 is slightly taller. Finally the T54 lwt. and T49 are the overall largest vehicles. They, again, have the same width but the T49 is tallest and the T54 lwt. is longest, only slightly less than the RU251.   So in terms of overall scout-ability the T-54 lwt. and T49 come off with the shortest stick with the worst view range, worst camouflage values and worse sizes, while the AMX 1390 sneaks in on top with the best camouflage value and superior size.   Survivability Sadly it is not often you can stay unspotted all game in a light tank so eventually you will have to fight other tanks. Because of this the survivability of the scout tanks along with their firepower can be a significant aspect to consider. The survivability of scout tanks depends on two things: not being hit in the first place and then having the armour/HP to survive the hit.    Not being hit in the first place ties back into what we have already discussed – the manoeuvrability and size of the vehicle. A small and nimble target can be hard to hit and this is the type of protection that the all scouts rely on. They are all small-ish targets with varying degrees of manoeuvrability/mobility and this allows them to dodge incoming shells to great effect. This is sadly their only/best defence as they have no armour to speak off whatsoever (with one exception).    The RU251 is overmatchable by >75 mm guns; the AMX 1390 will be overmatched by any >120 mm gun; The T49 is a large target and overmatchable by any >114 mm gun; The WZ-132 has a slightly stronger upper plate that requires >150 mm guns to overmatch and the turret front can only be overmatched by the FV215b (183) firing AP – the sides and rear are overmatchable by >105 mm guns; finally there is the T-54 lwt. that has really strong armour for a light tank: Upper plate of 80 mm and a turret front of impressive 160 mm in the thickest part. This means the T54 lwt. can’t be overmatched except on the side (by a FV215b (183) firing AP) and rear armour.  The T54 lwt. experiences quite a few troll bounces, especially off the turret, and this greatly increases the survivability against low-pen guns (other scout tanks).  The T54 lwt. has a significant edge over the other scout tanks when in a brawl, even considering the large size. The WZ-132 has a slight edge over the other three scouts as you can sometimes experience troll-bounces off a strongly angled upper plate or turret front – it is still not anywhere close to the T54 lwt..    Another thing to consider is the health pool of the scout tanks. They all range between 1100 HP (AMX 1390 and T49) and 1250 HP (T54 lwt.). It may not seem like a big difference, but those extra 150 HP have a great impact. Quite a few medium tank and heavy tank guns in tier VIII to X have around 390-400 alpha, so in three shots you will, on average, have received damage worth 1170 HP and 1200 HP. This means that the AMX 1390 and T49 will 9/10 times die after taking three hits from these tanks. The WZ-132 is slightly better off with 1150 HP, but you will still die more often than not. Now the RU251 has a 50% chance of surviving three hits as it has 1200 HP, but the T54 will more often than not survive the three hits with the health pool of 1250 HP. If looking at the alpha of TDs then the difference in health pool does not mean as much. All the scouts can on average survive a hit from most TDs but will die from the second hit. The only exception is the JpzE100 and FV215b (183)/FV4005 firing AP. They have roughly 40-60% chance of one-hitting scouts depending on the damage roll.   So all in all, the T54 lwt. is hands-down the best scout in terms of survivability in active combat. It has the health and the armour to survive that bit longer than the others. I would argue that the T49 is the worst at surviving being shot at because of the poor armour and large size.   Firepower Little disclaimer before I start on this last analysis section: The WZ-132 has two viable choices for guns: a 100 mm and 85 mm. It has been discussed over and over which gun you should use and when. The tl:dr is that it comes down to personal taste. I will discuss the characteristics of both guns for convenience. I will, where needed, be calling the WZ-132 either WZ-100 or WZ-85 depending on the gun. Right, with that out of the way let us continue!      Now we will have a look at the final aspect of the scout tanks: the firepower. Being able to fight back and directly influencing the battle by taking out key targets is an important job for a scout tank.   The T49 is an odd scout and will be looked at in isolation: It is odd in that it is armed with a 152 mm derp gun that can only fire HE and HEAT rounds. It unsurprisingly has the worst gun handling by a long shot: worst aim time, worst accuracy and worst dispersion on turret traversal. The shots need to be fully aimed if you want a chance to hit anything further away than 100 m. The T49 has a plus side in that it can frontally damage every tank it can meet. The HE shell will simply detonate on the surface of most tanks and deal anything between 100 and 500 HP worth of damage on non-penetrating shots. If you manage to get around the rear of most tanks or shoot at lightly armoured targets you will be able to penetrate the HE shell (assuming it hits) and will deal around 800-1000 HP worth of damage and wreck several internal modules. The low rate of fire can be both a curse and a blessing. You don’t need to expose your tank that often to do damage. You simply pop around a corner, let the aiming reticule settle slightly and then hope for luck and fire. Then while you are reloading you can relocate and find another target to annoy. The flip side is that if you are caught on a reload you can’t really do much to defend yourself and you will be killed.    Now, when looking at the other scout tanks we find some more traditional guns. The AMX 1390 is different in that it has a 6-round autoloader whereas the other three scouts just have traditional single-fire guns. They all deal about the same amount of damage (240-250 HP) with the WZ-85 lacking behind (200 HP). The penetration is also quite similar between them, with AP penetrations varying between 170 mm (AMX 1390) and 190 mm (RU251 and WZ-100).  The gold penetration is a bit more varied – both in terms of ammunition type and penetration. The AMX 1390 has the best premium round (248 mm of APCR pen) with the WZ-100 following closely behind (244 mm of APCR pen). The RU251 has more penetration (250 mm) but it is HEAT so it has no normalisation and can be absorbed by spaced armour. Therefore I rank it as worse than the two others. The WZ-85 and T54 lwt. are on the short side with 230 mm HEAT pen and 235 mm APCR pen respectively.    The RU251 has two unique aspects in regards to ammunition:  it has over 100 mm of pen with the HESH (HE) round. All the other scouts have <50 mm of HE pen (T49 not included). This allows the RU251 to easier wreck lightly armoured targets. The RU251 also has faster shell speed with the HEAT round compared to AP rounds whereas the WZ-85 and other HEAT tanks usually have the same or worse shell speed. This means that at range, it can be worth changing to HEAT on the RU251 simply because it makes leading targets easier (also there is no penetration loss).   Before the 9.6 patch the RU251 had the best DPM of all the scouts by a long shot. Now after the T54 lwt. and WZ-132 were buffed in 9.6 the DPM difference is not as big as before. The RU251 still has the best DPM with 2323 DPM, but the WZ-85 is following closely behind with 2222 DPM. The T54 lwt. and WZ-100 are both lacking a bit behind with 2000 and 1898 DPM respectively. The AMX 1390 has terrible DPM (1552), but that is down to the autoloader gun. It is able to dish out 1440 damage in around 13 seconds which is an immense burst power but it is left with a reload of around 40 seconds where it can’t shoot.      Now, you can have all the DPM is the world but if the gun is inaccurate or with bad gun handling then you can’t use the DPM – and this is where the recent buff to the WZ-132 is important. The dispersion values of the WZ-132 were buffed by around 12% which now puts it in pole position, especially when mounting the 85 mm. The T54 lwt. (also buffed) is close behind with excellent dispersion values while the RU251 is now left a bit in the dust as it was not buffed. The AMX 1390 has poor gun handling and is competing with the T49 as the worst. The T49 has worse dispersion from turret traverse (double that of the AMX 1390) while the AMX 1390 has the worst dispersion from hull traverse. The aim times and accuracy generally follow the trend of the dispersion values, so they just enforce/highlight the differences between the scouts.   The final thing to discuss before I wrap up is the elevation angles of scouts. Here the AMX 1390 is worse by a long shot. It can depress the gun by 6 degrees which is average, but it can only raise the gun 9 degrees leaving it with a full range of motion of only 15 degrees (oscillating turrets ftw). The other NATO scout tanks can depress their guns 10 degrees while the soviet designs can only depress their guns 5 degrees. They can all (besides AMX 1390) elevate between 17-20 degrees which is quite solid. So in this department the NATO tanks form a sandwich on either side of the Soviet designs.   Playstyles I will now conclude this comparison with a brief discussion on how each tier VIII scout plays different. This will basically act as a summary of all the above sections.   The Ninja Assassin: The AMX 1390 has great burst damage, decent mobility, small size and excellent camouflage which allows it to move undetected around the battlefield. Once it has found an isolated tank it can strike from the shadows and deal a crushing blow to the unsuspecting enemy. The AMX 1390 uses its speed to retreat back in the shadows before the enemies can zero their sights. Here it will reload, relocate and prepare a new strike on the next target. The AMX 1390 is the Ninja Assassin of the scouts   The Derp Ambush: The T49 is wide, tall and it has a big gun. ‘Murica! It can use the decent camouflage to hide in a bush and prepare a strike on an unsuspecting enemy. After sending a 152 mm shell towards the enemy it can relocate and setup a new ambush. It can also use the mobility to move around the battlefield in close quarters and ambush unsuspecting enemies with a surprise 152 mm to the butt. Of course the T49 will not always behave itself, but when it does it can wreak havoc. The T49 is the Derp Ambush of the scouts.   The Glass Cannon: The RU251 is lightning fast and can use the mobility to get into the good spotting bushes early on. It can also use the mobility to move around the battlefield with ease and exploit holes in the enemy lines to wreak havoc. It has an excellent gun with great DPM that can easily cause a lot of hurt. With three viable rounds it can adapt to any situation it might be presented with. The downside is that it has no armour and it will take damage if hit. The RU251 is the Glass Cannon of the scouts.   The Fighter: T54 lwt. has the best armour of all scouts. It is possible to bounce a lot of low penetration guns, especially if hull down. This is good as the large size, mediocre camouflage and low view range will often force it to fight other tanks. It has a good gun with a healthy punch and good gun handling, allowing it to brawl like a pocket medium tank and bully other scout tanks. The T54 lwt. is The Fighter of the scouts.   The Scout: The WZ-132 has superb mobility, a small size and great camouflage values which allow it to scout out the enemy positions with great ease. It has the mobility to move around and constantly gather intelligence on enemy movements. It has given up on the armour of the T54 lwt. in order to achieve this great scouting platform. The WZ-132 is The Scout of the scouts.   Overall I feel WG has done a good job at making each scout feel unique in some way. The AMX 1390 has the autoloader, the T49 has the derp, the RU251 has the speed, the T54 lwt. has the armour and the WZ-132 is the pure scout.   I hope you enjoyed this comparison. If you have any questions or comments feel free to ask/discuss. I would not be surprised if I have missed something or neglected to point something out, so feel free to help me cover the holes. Also, no Youtube video this time.   EDIT: stupid typos EDIT2 (August 2015): Be aware that my article here makes an error in the traverse speeds. In reality the traverse speeds are also dependant on what engine you have equiped as the listed traverse speeds are with the standard engine. For more detial, read through the comments of this guide, especially Xen's.  
  17. Upvote
    SWG112 got a reaction from Equanimity in t1 heavy big blob of fail?   
    Hulldown for reduced expusure and not armour. Alsi, ypu have lots of HP and dpm and weight thrice as much as most of the tanks you face. Act like a slow top speed medium, try not to get shot too much by 120+ pen guns and gun down everything in your path.
  18. Upvote
    SWG112 got a reaction from davewasthere in Quick Questions/Quick Answers   
    Make sniper mode stable even on the move - i keep it on because else it's almost impossible to go into sniper mode and move, the view is just too bumpy.
  19. Upvote
    SWG112 got a reaction from davewasthere in Quick Questions/Quick Answers   
    Yes.
     
    Every bush in the 15m radius loses its camo value.
  20. Upvote
    SWG112 got a reaction from Zythalin in T-34-85 - I want to love it, but can't seem to do well in it.   
    GLD is for scrubs. If you aim, the enemy aims, abd your turret becomes butter.

    Best setup is max camo/viewrange/DPM and shoot away. Rammer, Optics and vents. The bloom is so bad you won't be aiming anyway.
  21. Upvote
    SWG112 got a reaction from Smbakeresq in T-34-85 - I want to love it, but can't seem to do well in it.   
    GLD is for scrubs. If you aim, the enemy aims, abd your turret becomes butter.

    Best setup is max camo/viewrange/DPM and shoot away. Rammer, Optics and vents. The bloom is so bad you won't be aiming anyway.
  22. Upvote
    SWG112 got a reaction from emperorguy in E75: The Greatest of the Tier 9s   
    The long 88mm on the E75 is a wery stupid idea. 105mm or gtfo.
  23. Upvote
    SWG112 got a reaction from JCFalkenberg in E75: The Greatest of the Tier 9s   
    The long 88mm on the E75 is a wery stupid idea. 105mm or gtfo.
  24. Upvote
    SWG112 got a reaction from Nicook5 in Non-binary Keyboards   
    Weighted keys on a synth do not give a proper imput on PC when you try to render them, so i would guess you'd have to rework the way keyboards interact with the OS...

    Which is to say it's basically a huge hassle for no real gain in effectiveness. Especially since there are all sort of tools who do that already, like controllers/joysticks/gamepads.
  25. Upvote
    SWG112 got a reaction from Chiefofops in So... about German, Russian and American Armor   
    No other warring country faced the kind of resource shortage Germany had at the time - Continental Europe is terribly poor of natural resources.

    ME's main problem was not the engine disassemblig itself or the unwieldy maintenance - they were factors, but not the main ones. The main factors were:
    - air-to-air MGs at the time didn't have access to the accelerated tech that makes it possible for modern jet fighters to have MGs, the ME could and would shoot itself with its own bullet because of the propulsion difference between its jet engines and the low-velocity AA MGs of the time
    - no nation had the systems to handle navigation or targeting at that time, and most rotor fighters were so much slower the ME at combat speeds would pass them so fast fighting and shooting them would've been basically impossible.

    Germans allies were basically just glorified middle ground to slow down invasions - particularly Italy, we basocally didn't do anything but drao their resources to try and patch our shortcomings. Also, Italy produced decent SPGs, their "tanks" were glorified APC with MGs or guns so small in caliber they were basically useless.
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