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Verified Tanker [NA]
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Everything posted by NThirtyTwo

  1. Maus (now) has a higher ceiling because of superior DPM, but its Gun stats and DPM are only useful if the player can utilize them (most player can't). Same with armor. Although Maus armor is empirically better than the 2 other German heavies, most players can't take full advantage of it, severely diminishing the gap. However, Alpha and mobility is something everyone can use (alpha more than mobility) with minimal brain power. IMO, those 2 elements alone make these tanks better overall than the Maus for an average player. i.e., I'd rather have 3x E100 pubbies, or 3x Pz7 pubbies
  2. Where are all the 5k Maus accounts at? As far as I can tell (from playing roughly 150 battles in Maus since update), Maus still gets shat on by arty (especially if your XVM colors are making the ugly rats wet). Hell, maybe even more than before, since there is a hype going on for it. Also, gold spamming and proper aiming (or RNG luck) still pens the shit out of me unless angle is flawless (not always easy to achieve when shot at by so many tanks). And even then, E3/ E4 APCR or JPZE100 HEAT or similar ammo can always find a spot to pen. Maus is still too slow to properly re-posit
  3. For once, I agree with you completely. I really liked the Maus before, but only in maps with hardcore choke-points (Ensk and such). Problem was that anything with half a brain at t8 or above would auto-pen turret front in any engagement, plus, anything short of a PERFECT angle would mean auto-pen by t10 TDs, especially if they used gold. This means that even without arty, pushing in an open or semi-open map required you to know exactly where all enemies were, otherwise you'd just get fucked. Maus was relegated to a mostly campy, or plain suicidal playstyle, unless you had a full platoon o
  4. I don't know the full extent of the work that was needed to get WN9 to where it is now, but I assume it is very substantial. The guys who did this did it on their own free time too; which at least to some degree suggests they cared about what they were doing. I don't know why work has stopped. Might be technical issues, might be concept issues, might not have anything to do with WN9. Regardless, I hope the people involved @RichardNixon are okay. About WN9, it is a direct (major) upgrade to WN8 in every way that I can think of. Considering the amount of time already used for its
  5. I have reached the point of no return this weekend... I expect to start taking extra artillery fire starting next week or so when people's XVM update. Also, everything @RichardNixon does increases my WN9 2-3 points here, 5-6 there, 3-4 left, 4-5 right. I suppose being almost 100% non padded has its benefits! I might be wrong, but I think this recent update pretty much takes care of the last bit that people were concerned about regarding WN9? Is it ready to go?
  6. In my experience, valley pushing works if you have 2-3 strong hull-down tanks from the south spawn. From the north, it's almost always a total and utter waste, as the south spawn is considerably easier to defend for enemy TDs. In the rare cases where valley push is actually a tactical possibility, I'll usually go there too it if my tank is capable. However, most of the time, it is a terrible tactical option, especially if spawning north. What I do then is find some cover on the mid road and flex back and forth between attack and defense. If my valley pubbies are even minimally s
  7. Well then, I stand corrected. The logic behind Arty's removal seems pretty solid then... Are you going to remove it? Or just launch WN9 as it is right now?
  8. Thanks for looking into it. I understand that most players "anti pad" in arty, i.e. they are performing worse in arty than in other classes (and get a lower WN9). This however is not the issue I forsee. Specifically because of the above, scaling values for artillery are very low. This means that if a player were to be really good at artillery, he could get a very, very high WN9; higher in fact than by being really good in other tank classes. As such, much like good players today are able to pad WN8 in a T-62A or an E50 because the vast majority of people suck
  9. If my opinion is worth anything, I've read through pretty much everything you published regarding WN9, how it works, its limitations, etc. and I think you have reached a very nice point. The only aspect which I think is still somewhat debatable is the influence of artillery on the metric. As pointed out by a few above, perhaps being a good player in artillery allows for a higher WN9 ceiling than being good in tanks, and as such, one could maybe "pad" in artillery more easily than in other classes. I suppose this is due to the fact that proportionally much fewer players are good at arty th
  10. Would you be able to provide a better description? As stated, this is what I gather from videos / comments / stats and numbers interpretation, but I could be incorrect. Logic being that in a long corridor, it seems that very few guns are actually able to reach the 260ish pen required to reliably pen the Maus, even un-angled. And that's assuming you hit weak spots, which is obviously more difficult with guns that are now more inaccurate at range. For info, for "long corridor", I had in mind something like a Karelia south push, or Abbey lower west, or Steppes west, or Cliff west, etc.
  11. I don't blame you for your opinions. I think they are valid. The point I bring to the table, which is backed up by fact, is that at the moment, heavy tanks are the best class for "Joe Average". Medium tanks are better and favorite of good players, and this brings the overall performance of mediums slightly above that of heavy tanks. (Correct me if I am wrong.) Because of this, we know what really happens in this type of meta. While it's not as bad as some of the previous metas, too much of it is in effect "bad". Sandbox changes would in turn be "too much of it", and thus, I thin
  12. I think you make a very valid point in that arty skill does not translate (much) to tank skill. I also think that actual "good arty play" should be rewarded by the WNx system. Just like me or you put up a lot of effort to be good at tanks, these guys put up efforts to be good at arty. Having a separate "WN Arty" metric could definitely work, but it requires extra work. In the end, I do believe the simplest and best option is to leave things as is. I have no doubt in my mind that anyone who browses a super unicum arty player profile will quickly see what's going on and automatically (
  13. To be fair, being a better player does makes him by default better qualified to give his opinion on how the game works. Logically, if he plays better, he likely understand the game better. However, understanding how something works and being able to abuse it does not mean you are better placed to know what is better for everyone else. This is something that requires understanding, yes, but also empathy, i.e. the ability to put yourself in other peoples' shoes. I completely understand where you come from when you say that an ultra brawly, super aggressive playstyle, role center
  14. Haha, while I enjoy it, I don't enjoy it that much The "typical" tanks I play are the M48 and E100, i.e. the "heavy frontline" role or the "medium frontline" role. The cause of my plateau is mostly bad tilt management, inconsistency and being too stubborn. Keep playing after 4 horrible games in a row, trying different / dangerous routes because I am bored, and trying to hold a lost flank too long are respective examples.
  15. You make a good point. However, I do not say that the Type 5 is a "good" tank. It is objectively "bad". I say that it is not anywhere near "bad enough" that it is "unplayable", or cannot be enjoyed.
  16. - Medium > heavies is only true if you consider that the majority of good players favor mediums over heavies. If you strictly compare the 2 classes in the hands of an average player, heavies are better than mediums. - You literally are the only person I have seen who thinks that the sandbox changes are an overall improvement over the current live server. - FV-183 and Type 5 are perhaps not perfectly balanced, but they most definitely are "fine" enough to work in the current meta. The Type 5 in particular has suffered a lot of "bad press", but the vast majority of people complaini
  17. I think that either you have issues playing at high tier or you just love to over-complicate things. Some tanks are better than others, but no, there are not 10 tanks at T10 that are "broken" or "unplayable". This is backed up by the fact that large numbers of good players make all of these tanks work very well. A list of "favorite" or "best" tanks is not a "proof" that 10 tanks are broken at all. For example, the Type 5 is apparently hated, but I think it's a hilarious and somewhat effective pubbie stomper. Played correctly, even by a mediocre player like myself, it nets me a nice 6
  18. While that is true for the 99+% who snort dried up Vaseline and inject themselves with Preparation H on a daily basis, it is not for the actually skilled arty players. A skilled arty player is able to recognize valuable tactical positions on the map and will focus his fire on those positions. It just turns out that those spot happen to be used / abused mostly by skilled players, which may give an impression of "XVM sniping". However, having seen it, I can guarantee you this can be done without XVM extremely easily for those rare few players.
  19. Precisely. It makes no sense unless you like metaphorical corn dogs in the first place.
  20. Alright, so you're calling the guy a God. And... You say that it's unfair he has a very high rating??? I despise arty and 99+% of people who play it are complete shitters who spend most of the game jerking themselves off with both hands and smash their bloody foreheads on their desk and sometimes randomly hit the left mouse button in the process. ... But. Remaining objective, some arty players actually put time and effort and reach a point where they are indeed good at the game (i.e. win games). Whether I despise those subhuman blow-horn asshole cake fuckers is irrel
  21. Speaking of molesting, I need to find that replay, it was actually quite epic. Fjords. South Spawn. T54E1. I go mid and take the spot behind a bush, on the right of that rock. Friendly Tiger 2 just rushes behind me and and he gets spotted. He just sits there. Invisible TDs shoot him and of course, smash the shit out of me instead (I had like 300 HP left). I didn't react because I was in sniper view and had not seen the tiger 2 So, I go in cover and shoot the Tiger 2's gun in anger. Didn't actually damage his gun or him... So about 2 minutes pass, I take a few shot
  22. Welcome to Hermit Club! I have had chat disabled for... At least one year and it is the best thing that has ever happened to me. Advantages: - SO. MUCH. MORE. PEACEFUL. - Easier to control Tilt. - Disabled Chat + Disabled XVM = actually focusing on MY play and not what others are doing. - Free from verbal pubbie cancer such as: their opinions, their thoughts, their worries, their "tactics" and their comments - Not tempted to start typing myself and maybe end up in trouble because of it Disadvantages: - If you start a platoon on the fly
  23. Right now: Maus rrrs in a long corridor. He gets tracked and shit on by high pen ammo and quickly dies. Bad play is punished. Maus player learns to play the tank and charges the same corridor while doing zigzags (with his hull) and keeping his turret angled properly the whole time. He might get tracked a few times, and even take a couple of shots of damage because RNG, but with some support, he will make it to the next cover and help his team break a strong opposing force. Good play is rewarded. What I gather from Sandbox: Maus rrrs in a long corridor. Nobody in the
  24. I may have wrongly expressed my point of view. I see no logical reason to do this "great rebalance" thing in the first place. As was pointed out above, the game needs tweaking, not complete obliteration and rebuilding from scratch.
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