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Kilpanic

Verified Tanker [NA]
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  1. Upvote
    Kilpanic reacted to Shade421 in Any thoughts AC 1 Sentinel   
    It's tier 4. End.
  2. Upvote
    Kilpanic got a reaction from wiebeldiek in Stronghold and cw tactics   
    About 3/4 of my WoT game time since the last campaign has been in Strongholds. While Tier 6 SH have a pretty low barrier to entry, I think you guys should consider Tier 8 over Tier 6.
    Why Tier 8?
    1. The tactics are more interesting. In Tier 6 you will see two team compositions generally: fast teams that try to win games quickly with an overwhelming concentration of firepower, and ponderous heavy tank comps that try to win through the slow grind of attrition. Tier 8 by contrast uses more tanks and so affords a broader range of encounters (though light rushes and heavy camps remain viable strategies). 
    2. The good tanks are better in the hands of lower-skill players. The tanks that are superior in Tier 6 SH are generally light and maneuverable but with little armor and low-alpha guns - the kind of tank that will punish you severely if you make a mistake. The O-I, on the other hand, is a straight-up gimmick tank, hard to pen and able to kill other tanks in-tier with one shot, but it is a slow and inaccurate tank that won't teach the user much about position or maneuver. It's a reasonable substitute for skill but I don't think new players who use them will get any better. 
    By contrast, the IS-style tanks in Tier 8 are an ideal blend of firepower, protection and maneuverability, with assertive alphas, the durability to recover from mistakes, and the speed to reposition as necessary. While these tanks do respond well to experienced handling, they are also reasonably effective in the hands of newer players. 
    3. You might be able to out-do a good clan with a tryhard lineup. Established clans tend to use Strongholds as a relaxed way to earn lots of credits quickly, and maybe to grind 'doubles' on tanks that have not been elited. For this reason many of the top clans will field teams that don't look that different from teams just starting out - a dog's breakfast of random tanks. Skill disparity usually overcomes any deficiency in composition but these hodge-podge teams can and do lose to a determined team of moderate skill using all the best tanks. Bringing a rock-solid composition will help bolster your new team's confidence and sometimes give you the edge you need to at least give a good accounting of yourselves. 
    A Sample Lineup might look like this: 
    2-3 light tanks, to locate the enemy and counter scouts. If you don't have any guys with Tier 8 lights yet, you can substitute reasonably fast mediums, but you will give up some percentage of wins doing this). Any of the Tier 8 lights will work, but the T-54 lightweight is the consensus best choice. Try and get a couple of your guys to specialize in scouting, so that they can work to give you information without expending their tank to do so. Scouting is a bit of an acquired taste as it's risky and thankless (in terms of rewards), but some players just gravitate to it in most any group. 
    0-2 medium tanks, as a fire brigade to track targets, suppress scouts, or flex into a flanking position or base defense. I'm partial to the Pershing for this role, but most of the Tier 8 mediums are pretty close in ability. This is a little special sauce, and not strictly necessary to a good Tier 8 comp, but you will miss them the first time your scouts lose their skirmish, your IS-3s are stuck in, and the base-cap siren goes off... 
    All other tanks should be some form of Tier 8 IS heavy tank, with the IS-3 as your first choice. The obvious primacy of the HD-buffed IS-3 aside, this will simplify and focus your decision-making cycle as battle caller. You should encourage players who don't already have this tank to put their efforts towards obtaining one. Players might want to consider the IS-6, WZ-111 or 112 from the shop if they want to spend money, but none of these tanks are as good as the IS-3 which can be had for time investment only. 
    Strategy and Tactics 
    Keep your strategy linear and simple, both for your sake and that of your teammates. Your scouts should go wide on the flanks to try and identify the main force and their line of attack. Keep reminding them to always have an exit strategy! You don't want to lose scouts early, they are your eyes and ears as well as a not-insignificant part of your total combat assets. Scouts should keep scouting actively until they find the bad guys. Meanwhile, take your main force somewhere secure near the middle of the map (there are obvious exceptions to this); you will often find an engagement there, and if not you can take the fight to the enemy more easily from the center. 
    Once the battle is engaged, everyone must ensure that they are participating in the fight as much as possible. It becomes your job to pick the most exposed enemy and kill him with all your guys! Keep calling out his name until he's dead. If he's near dead make sure you have another target in mind. Meanwhile the other team will try to do the same to you, so make sure that your guys know when and how to swap out. Lots of battles are won because one side kept their one-shot guys alive. 
    Keep alert for 'overmatch' opportunities, where you can bring your eight tanks to bear against a smaller portion of the enemy. But be aware that this is often a gambit to keep all your guys occupied while their team flanks or caps out a win! You must win any lopsided fight as soon as you can; you can bleed damage but try not to lose any tanks. As a fight steamrolls in your favor it's ok to peel part of your main force off to be ready for secondary threats. 
    A lot of this is going to come down to how your guys learn to deal damage and stay alive while staring down the barrels of the other team. Strongholds are generally more butchery than surgery though and beyond these general principles (find the enemy, stay together, focus fire) wins really come down to each teammate's ability to tank their own tank. 
     
    Hope this helps! /effort
     
  3. Upvote
    Kilpanic got a reaction from Flaksmith in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  4. Upvote
    Kilpanic got a reaction from CraBeatOff in I Need Your Help! Wotlabs Edition!   
    @Masterpupil2 you've been getting hammered pretty hard in this thread, but I want you to know that even though this looks like a self-inflicted wound I'm still rooting for you to make it to Poland. Good luck kiddo! 
  5. Upvote
    Kilpanic got a reaction from Domstadtkerl in Stronghold and cw tactics   
    About 3/4 of my WoT game time since the last campaign has been in Strongholds. While Tier 6 SH have a pretty low barrier to entry, I think you guys should consider Tier 8 over Tier 6.
    Why Tier 8?
    1. The tactics are more interesting. In Tier 6 you will see two team compositions generally: fast teams that try to win games quickly with an overwhelming concentration of firepower, and ponderous heavy tank comps that try to win through the slow grind of attrition. Tier 8 by contrast uses more tanks and so affords a broader range of encounters (though light rushes and heavy camps remain viable strategies). 
    2. The good tanks are better in the hands of lower-skill players. The tanks that are superior in Tier 6 SH are generally light and maneuverable but with little armor and low-alpha guns - the kind of tank that will punish you severely if you make a mistake. The O-I, on the other hand, is a straight-up gimmick tank, hard to pen and able to kill other tanks in-tier with one shot, but it is a slow and inaccurate tank that won't teach the user much about position or maneuver. It's a reasonable substitute for skill but I don't think new players who use them will get any better. 
    By contrast, the IS-style tanks in Tier 8 are an ideal blend of firepower, protection and maneuverability, with assertive alphas, the durability to recover from mistakes, and the speed to reposition as necessary. While these tanks do respond well to experienced handling, they are also reasonably effective in the hands of newer players. 
    3. You might be able to out-do a good clan with a tryhard lineup. Established clans tend to use Strongholds as a relaxed way to earn lots of credits quickly, and maybe to grind 'doubles' on tanks that have not been elited. For this reason many of the top clans will field teams that don't look that different from teams just starting out - a dog's breakfast of random tanks. Skill disparity usually overcomes any deficiency in composition but these hodge-podge teams can and do lose to a determined team of moderate skill using all the best tanks. Bringing a rock-solid composition will help bolster your new team's confidence and sometimes give you the edge you need to at least give a good accounting of yourselves. 
    A Sample Lineup might look like this: 
    2-3 light tanks, to locate the enemy and counter scouts. If you don't have any guys with Tier 8 lights yet, you can substitute reasonably fast mediums, but you will give up some percentage of wins doing this). Any of the Tier 8 lights will work, but the T-54 lightweight is the consensus best choice. Try and get a couple of your guys to specialize in scouting, so that they can work to give you information without expending their tank to do so. Scouting is a bit of an acquired taste as it's risky and thankless (in terms of rewards), but some players just gravitate to it in most any group. 
    0-2 medium tanks, as a fire brigade to track targets, suppress scouts, or flex into a flanking position or base defense. I'm partial to the Pershing for this role, but most of the Tier 8 mediums are pretty close in ability. This is a little special sauce, and not strictly necessary to a good Tier 8 comp, but you will miss them the first time your scouts lose their skirmish, your IS-3s are stuck in, and the base-cap siren goes off... 
    All other tanks should be some form of Tier 8 IS heavy tank, with the IS-3 as your first choice. The obvious primacy of the HD-buffed IS-3 aside, this will simplify and focus your decision-making cycle as battle caller. You should encourage players who don't already have this tank to put their efforts towards obtaining one. Players might want to consider the IS-6, WZ-111 or 112 from the shop if they want to spend money, but none of these tanks are as good as the IS-3 which can be had for time investment only. 
    Strategy and Tactics 
    Keep your strategy linear and simple, both for your sake and that of your teammates. Your scouts should go wide on the flanks to try and identify the main force and their line of attack. Keep reminding them to always have an exit strategy! You don't want to lose scouts early, they are your eyes and ears as well as a not-insignificant part of your total combat assets. Scouts should keep scouting actively until they find the bad guys. Meanwhile, take your main force somewhere secure near the middle of the map (there are obvious exceptions to this); you will often find an engagement there, and if not you can take the fight to the enemy more easily from the center. 
    Once the battle is engaged, everyone must ensure that they are participating in the fight as much as possible. It becomes your job to pick the most exposed enemy and kill him with all your guys! Keep calling out his name until he's dead. If he's near dead make sure you have another target in mind. Meanwhile the other team will try to do the same to you, so make sure that your guys know when and how to swap out. Lots of battles are won because one side kept their one-shot guys alive. 
    Keep alert for 'overmatch' opportunities, where you can bring your eight tanks to bear against a smaller portion of the enemy. But be aware that this is often a gambit to keep all your guys occupied while their team flanks or caps out a win! You must win any lopsided fight as soon as you can; you can bleed damage but try not to lose any tanks. As a fight steamrolls in your favor it's ok to peel part of your main force off to be ready for secondary threats. 
    A lot of this is going to come down to how your guys learn to deal damage and stay alive while staring down the barrels of the other team. Strongholds are generally more butchery than surgery though and beyond these general principles (find the enemy, stay together, focus fire) wins really come down to each teammate's ability to tank their own tank. 
     
    Hope this helps! /effort
     
  6. Upvote
    Kilpanic got a reaction from ThomChen114 in Stronghold and cw tactics   
    About 3/4 of my WoT game time since the last campaign has been in Strongholds. While Tier 6 SH have a pretty low barrier to entry, I think you guys should consider Tier 8 over Tier 6.
    Why Tier 8?
    1. The tactics are more interesting. In Tier 6 you will see two team compositions generally: fast teams that try to win games quickly with an overwhelming concentration of firepower, and ponderous heavy tank comps that try to win through the slow grind of attrition. Tier 8 by contrast uses more tanks and so affords a broader range of encounters (though light rushes and heavy camps remain viable strategies). 
    2. The good tanks are better in the hands of lower-skill players. The tanks that are superior in Tier 6 SH are generally light and maneuverable but with little armor and low-alpha guns - the kind of tank that will punish you severely if you make a mistake. The O-I, on the other hand, is a straight-up gimmick tank, hard to pen and able to kill other tanks in-tier with one shot, but it is a slow and inaccurate tank that won't teach the user much about position or maneuver. It's a reasonable substitute for skill but I don't think new players who use them will get any better. 
    By contrast, the IS-style tanks in Tier 8 are an ideal blend of firepower, protection and maneuverability, with assertive alphas, the durability to recover from mistakes, and the speed to reposition as necessary. While these tanks do respond well to experienced handling, they are also reasonably effective in the hands of newer players. 
    3. You might be able to out-do a good clan with a tryhard lineup. Established clans tend to use Strongholds as a relaxed way to earn lots of credits quickly, and maybe to grind 'doubles' on tanks that have not been elited. For this reason many of the top clans will field teams that don't look that different from teams just starting out - a dog's breakfast of random tanks. Skill disparity usually overcomes any deficiency in composition but these hodge-podge teams can and do lose to a determined team of moderate skill using all the best tanks. Bringing a rock-solid composition will help bolster your new team's confidence and sometimes give you the edge you need to at least give a good accounting of yourselves. 
    A Sample Lineup might look like this: 
    2-3 light tanks, to locate the enemy and counter scouts. If you don't have any guys with Tier 8 lights yet, you can substitute reasonably fast mediums, but you will give up some percentage of wins doing this). Any of the Tier 8 lights will work, but the T-54 lightweight is the consensus best choice. Try and get a couple of your guys to specialize in scouting, so that they can work to give you information without expending their tank to do so. Scouting is a bit of an acquired taste as it's risky and thankless (in terms of rewards), but some players just gravitate to it in most any group. 
    0-2 medium tanks, as a fire brigade to track targets, suppress scouts, or flex into a flanking position or base defense. I'm partial to the Pershing for this role, but most of the Tier 8 mediums are pretty close in ability. This is a little special sauce, and not strictly necessary to a good Tier 8 comp, but you will miss them the first time your scouts lose their skirmish, your IS-3s are stuck in, and the base-cap siren goes off... 
    All other tanks should be some form of Tier 8 IS heavy tank, with the IS-3 as your first choice. The obvious primacy of the HD-buffed IS-3 aside, this will simplify and focus your decision-making cycle as battle caller. You should encourage players who don't already have this tank to put their efforts towards obtaining one. Players might want to consider the IS-6, WZ-111 or 112 from the shop if they want to spend money, but none of these tanks are as good as the IS-3 which can be had for time investment only. 
    Strategy and Tactics 
    Keep your strategy linear and simple, both for your sake and that of your teammates. Your scouts should go wide on the flanks to try and identify the main force and their line of attack. Keep reminding them to always have an exit strategy! You don't want to lose scouts early, they are your eyes and ears as well as a not-insignificant part of your total combat assets. Scouts should keep scouting actively until they find the bad guys. Meanwhile, take your main force somewhere secure near the middle of the map (there are obvious exceptions to this); you will often find an engagement there, and if not you can take the fight to the enemy more easily from the center. 
    Once the battle is engaged, everyone must ensure that they are participating in the fight as much as possible. It becomes your job to pick the most exposed enemy and kill him with all your guys! Keep calling out his name until he's dead. If he's near dead make sure you have another target in mind. Meanwhile the other team will try to do the same to you, so make sure that your guys know when and how to swap out. Lots of battles are won because one side kept their one-shot guys alive. 
    Keep alert for 'overmatch' opportunities, where you can bring your eight tanks to bear against a smaller portion of the enemy. But be aware that this is often a gambit to keep all your guys occupied while their team flanks or caps out a win! You must win any lopsided fight as soon as you can; you can bleed damage but try not to lose any tanks. As a fight steamrolls in your favor it's ok to peel part of your main force off to be ready for secondary threats. 
    A lot of this is going to come down to how your guys learn to deal damage and stay alive while staring down the barrels of the other team. Strongholds are generally more butchery than surgery though and beyond these general principles (find the enemy, stay together, focus fire) wins really come down to each teammate's ability to tank their own tank. 
     
    Hope this helps! /effort
     
  7. Upvote
    Kilpanic got a reaction from xtc4 in Stronghold and cw tactics   
    About 3/4 of my WoT game time since the last campaign has been in Strongholds. While Tier 6 SH have a pretty low barrier to entry, I think you guys should consider Tier 8 over Tier 6.
    Why Tier 8?
    1. The tactics are more interesting. In Tier 6 you will see two team compositions generally: fast teams that try to win games quickly with an overwhelming concentration of firepower, and ponderous heavy tank comps that try to win through the slow grind of attrition. Tier 8 by contrast uses more tanks and so affords a broader range of encounters (though light rushes and heavy camps remain viable strategies). 
    2. The good tanks are better in the hands of lower-skill players. The tanks that are superior in Tier 6 SH are generally light and maneuverable but with little armor and low-alpha guns - the kind of tank that will punish you severely if you make a mistake. The O-I, on the other hand, is a straight-up gimmick tank, hard to pen and able to kill other tanks in-tier with one shot, but it is a slow and inaccurate tank that won't teach the user much about position or maneuver. It's a reasonable substitute for skill but I don't think new players who use them will get any better. 
    By contrast, the IS-style tanks in Tier 8 are an ideal blend of firepower, protection and maneuverability, with assertive alphas, the durability to recover from mistakes, and the speed to reposition as necessary. While these tanks do respond well to experienced handling, they are also reasonably effective in the hands of newer players. 
    3. You might be able to out-do a good clan with a tryhard lineup. Established clans tend to use Strongholds as a relaxed way to earn lots of credits quickly, and maybe to grind 'doubles' on tanks that have not been elited. For this reason many of the top clans will field teams that don't look that different from teams just starting out - a dog's breakfast of random tanks. Skill disparity usually overcomes any deficiency in composition but these hodge-podge teams can and do lose to a determined team of moderate skill using all the best tanks. Bringing a rock-solid composition will help bolster your new team's confidence and sometimes give you the edge you need to at least give a good accounting of yourselves. 
    A Sample Lineup might look like this: 
    2-3 light tanks, to locate the enemy and counter scouts. If you don't have any guys with Tier 8 lights yet, you can substitute reasonably fast mediums, but you will give up some percentage of wins doing this). Any of the Tier 8 lights will work, but the T-54 lightweight is the consensus best choice. Try and get a couple of your guys to specialize in scouting, so that they can work to give you information without expending their tank to do so. Scouting is a bit of an acquired taste as it's risky and thankless (in terms of rewards), but some players just gravitate to it in most any group. 
    0-2 medium tanks, as a fire brigade to track targets, suppress scouts, or flex into a flanking position or base defense. I'm partial to the Pershing for this role, but most of the Tier 8 mediums are pretty close in ability. This is a little special sauce, and not strictly necessary to a good Tier 8 comp, but you will miss them the first time your scouts lose their skirmish, your IS-3s are stuck in, and the base-cap siren goes off... 
    All other tanks should be some form of Tier 8 IS heavy tank, with the IS-3 as your first choice. The obvious primacy of the HD-buffed IS-3 aside, this will simplify and focus your decision-making cycle as battle caller. You should encourage players who don't already have this tank to put their efforts towards obtaining one. Players might want to consider the IS-6, WZ-111 or 112 from the shop if they want to spend money, but none of these tanks are as good as the IS-3 which can be had for time investment only. 
    Strategy and Tactics 
    Keep your strategy linear and simple, both for your sake and that of your teammates. Your scouts should go wide on the flanks to try and identify the main force and their line of attack. Keep reminding them to always have an exit strategy! You don't want to lose scouts early, they are your eyes and ears as well as a not-insignificant part of your total combat assets. Scouts should keep scouting actively until they find the bad guys. Meanwhile, take your main force somewhere secure near the middle of the map (there are obvious exceptions to this); you will often find an engagement there, and if not you can take the fight to the enemy more easily from the center. 
    Once the battle is engaged, everyone must ensure that they are participating in the fight as much as possible. It becomes your job to pick the most exposed enemy and kill him with all your guys! Keep calling out his name until he's dead. If he's near dead make sure you have another target in mind. Meanwhile the other team will try to do the same to you, so make sure that your guys know when and how to swap out. Lots of battles are won because one side kept their one-shot guys alive. 
    Keep alert for 'overmatch' opportunities, where you can bring your eight tanks to bear against a smaller portion of the enemy. But be aware that this is often a gambit to keep all your guys occupied while their team flanks or caps out a win! You must win any lopsided fight as soon as you can; you can bleed damage but try not to lose any tanks. As a fight steamrolls in your favor it's ok to peel part of your main force off to be ready for secondary threats. 
    A lot of this is going to come down to how your guys learn to deal damage and stay alive while staring down the barrels of the other team. Strongholds are generally more butchery than surgery though and beyond these general principles (find the enemy, stay together, focus fire) wins really come down to each teammate's ability to tank their own tank. 
     
    Hope this helps! /effort
     
  8. Upvote
    Kilpanic got a reaction from JMak97008 in I Need Your Help! Wotlabs Edition!   
    Come on, man, you're in a forum full of folks who have e-sports experience. WoT is less physical than singing. Do you think the drama nerds would get out of PE with that argument? 
  9. Upvote
    Kilpanic reacted to TheMarine0341 in X3N4 | Half man half amazing   
    Couple more uploaded
  10. Upvote
    Kilpanic got a reaction from OOPMan in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  11. Upvote
    Kilpanic got a reaction from TheMarine0341 in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  12. Upvote
    Kilpanic got a reaction from hallo1994 in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  13. Upvote
    Kilpanic got a reaction from gabse in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  14. Upvote
    Kilpanic got a reaction from Serene_Potato in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  15. Upvote
    Kilpanic got a reaction from Monkey in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  16. Upvote
    Kilpanic got a reaction from Eagle_Peak in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  17. Upvote
    Kilpanic got a reaction from Mort in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  18. Upvote
    Kilpanic got a reaction from Tedster59 in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  19. Upvote
    Kilpanic got a reaction from tomhwk in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  20. Upvote
    Kilpanic got a reaction from Gashtag in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  21. Upvote
    Kilpanic got a reaction from Razavn in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  22. Upvote
    Kilpanic got a reaction from Horner in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  23. Upvote
    Kilpanic got a reaction from Graf-Eisen in I Need Your Help! Wotlabs Edition!   
    You have to admit, you've got an ironic handle. 
  24. Upvote
    Kilpanic got a reaction from RutgerS in Idiots drinking flaming shots   
    Well you have to give them something. They make such useful cannon fodder. 
  25. Upvote
    Kilpanic got a reaction from PlanetaryGenocide in T-22 medium Masterrace   
    Somehow these guys all got T-22s, which we faced in CW tonight. They must have been tired from all those legitimate Rampage battles because they didn't fare very well. 
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