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KraftLawrence

Retired PP
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KraftLawrence last won the day on December 4 2018

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About KraftLawrence

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    Plays Forums More Than Tanks

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    Ikebukuro
  • Interests
    anime!
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  1. Damn, your forum acc is about as dead as mine. :disco:

  2. What as a manga reader, I was slightly sad at Koe no Katachi being what it is. I mean, it's great as a movie, but it could have been so much more as a 1-cour. But then again, Yamada Naoka is way better at directing movies than she is at directing series...I I suppose for a movie, that was close to the best they could have done. Yuzuru best char for me.
  3. o7, I watched Kimi no Na Wa in theatres yesterday too. 10/10 Shinkai's best work. Has officially overthrown 5cm/s as top anime for me. Good old 5cm/s, you lasted 10 years, not bad. I actually have a Mitsuha key chain that I got from a Gacha machine in Akihabara last week. I hope Koe no Katachi impresses me as well in May, because I spent 8000 yen buying the key frames to that movie at the KyoAni store in Kyoto.
  4. ya GuP was pretty good, it got me into playing a tanks game after that, only to realize almost 2 years later that said game was utter cancer.
  5. Can confirm mother's Rosario was best SAO arc. By a pretty significant margin too imo. Haven't watched ordinal scale yet, tickets were sold out in Toronto when I checked to buy them. I did buy my tickets to Kimi no Na Wa. I may be extremely tired as I watch it tho, as I literally get back from a 2 week trip to Nippon a couple hours before the movie starts. Shame they only have a couple showings...
  6. White Album 2 is a dum anime where dum kuudere wins but tbh, my fav girls almost never win cuz I tend to like the childhood friend type, oh well. My first few 2 series were School Rumble and this show called Saikano. Will never forget both those shows, i think Saikano is the show that got me into the whole sad anime stuff. Still don't think it's a bad show. And school rumble is awesome, i mean.. who can't love tenma? XD
  7. Hi I haven't played tanks in like 2-3 years, but from what I remember... - south is pretty garbage cuz you get shot at from north ledge with very little counterplay. - as a platoon, you can have your heavy push the low ground on the north side, with a sniping guy at the back just playing out of the vision circle. Your 3rd tank is usually just playing behind your heavy, looking in the opposite direction and generally just looking scary and making it less appealing for the enemy to want to swarm your heavy. Ofc, both your heavy can be a little clever and poke in increments, just to see when 6th actually goes off. This way, you have some guess as to where enemy TDs are and you can just blind fire them a bit before doing your actual push. Most of the time, you get plenty of easy damage in when they try to match you on low ground because hopefully you have the better sniper / heavy tank mechanics. The one annoying thing is if the enemy arty actually plays in the northwest corner, then lol u fukt and lose your 100% winrate for the night. Otherwise, if enemy arty playing south or middle, you should be fine. At least, that's how I remember playing the map. If you're solo then lol i'm sure tanks is a fun gaem.
  8. I work for a bank doing some mathy stuff :$. And yea, I do typesetting for Impatient Scans. Currently working on Yona and Skip Beat. Tho i'm not helping on the most recent chapter as I am in a diff city without my computer hehe. Also 0 games in recent, much congratulations, you have beaten the game
  9. I'm good ^_^, watching le animus and not needing to work cuz of holidays, everything is daijobu atm :). u?
  10. omg i forgot about this - looking forward to it! I remember being slightly disappointed at the different animation in season 2, but then quickly switched to "OMG S2 SO GUD". My impression of season 1 was that it was pretty good but nothing special though... dude, i had the "Theme of King JJ" playing on repeat all day at work the next day. Yuri on Ice has such good music. History Maker is probably my fav OP of the season, at least based on the music. Some other OPs have nicer animation. Kind of a disappointing season overall for me, only really got into like 3 shows (HibiEuph/Drifters/Yuri), but watched like 12 "meh" shows... Hopefully next season has something special in store - a Shinsekai Yori, a Boku dake ga Inai Machi, or a Death Parade. Something suspenseful and thrilling is what I'm hoping for.
  11. Hi I agree with silen's ratings, at least on the shows I'm watching. Also Tanaka-kun was awesome. Bye for another while. Edit: read akatsuki no yona manga, cuz I help scanlate it now.
  12. Original article by @KraftLawrence You load into Ruinberg in your Leopard 1. Easy, you think to yourself. I know where to go – field! Two minutes later, you find your tank in smolders. Your teammates, nowhere to be found, are all in town. What went wrong? You’re a Leo. Field does seem like the natural choice. I see this happen all the time in non-unicum players. The problem is that you skipped over steps in your thought process. What’s important is not what your initial deployment is, but rather what your plan is and what advantage you want to abuse to win the game. An initial deployment is simply a location that optimizes something. The plan is generally what that something is. If you skip over looking for your advantage and formulating a plan, you will often times find your initial deployment to be bad, or at the very least, sub-optimal. Example Game #1 – Playing with a Plan replay: http://wotreplays.com/site/859594 In this particular game, you likely had way more heavies than they did and way less mediums. The advantage you want to abuse is your city advantage. Therefore, in a Leo1, there should be no reason to walk into a disadvantageous field situation. Push your city advantage. It doesn't matter if the Leo has no armor. Here’s a replay I played recently of this situation occurring to me. For me, the advantage I feel I had was the number of heavies I have on my team. My plan was to go city and help enable these pubbies to crush the city as hard as possible. I expect to lose the field, so the enemy mediums will likely come flexing around later in the game. I’ll not flex into them too early. Instead, I’ll provide vision on them when the push into our heavies’ firing line so that my heavies don’t get camo sniped, and in an ideal situation we’ll have multiple heavies fighting mediums frontally. That’s my plan. Example Game #2 – Playing without a Plan replay: http://wotreplays.com/site/838242 Conversely, here’s a replay of where I didn't really have a plan and just thought about where I could get the most damage. I did 5k damage, but you can clearly see how useless my damage is. We had much less heavies than they did, so we pretty much should win the northwest corner, but I didn't commit in with the Obj 140. Instead, I didn't help push our advantage, but farmed useless damage in the south. Had I pushed in with the Obj140, cleared the northwest corner of the map as well as the northern ridge, we would have had many tanks available to come back and defend the cap after we were done with our flank. Some Advice for Creating your Plan I’d like to clarify the idea of a plan further by saying that you don’t always want to think too reactively very early in the game. If you think “if the enemy team does A, I’ll do B” kind of mentality too early, then often times it leads to very choppy play. You put out fires here and there, and in the end, nothing ends up getting done. You really want to make sure your advantage gets abused early. Also, you should not change your play to adjust for differences in skill. I see many people severely alter their playstyle if their team is full red against a team of greens and blues. They’ll play super aggressive to try to make big plays, or super passive and try to farm damage. Similarly, I see people pushing blindly onto reds because they expect the reds to just play badly and bounce every shot. There is absolutely nothing clever about playing shitty against a bad player. You should play as well as you can against all players. Sometimes, you will have multiple advantages that you can choose from. Picture if you will, a malinovka game where you are platooning 3 tier 10 mediums. The enemy team has zero tier 10 mediums. You have near-infinite amount of ways to play this, but which one should you pick? You should pick the position with least risk, but still controls vision. Why? This brings us to the theory of the better player. The better player wants the game to extend the game as long as possible, because this gives both players the time to make more decisions. On average, the better player will make more correct decisions than the worse player. In this case, there is no reason to end the game with a southwest yolo (which happens so often nowadays). That’s a play that lets you “win big”, yet there’s no need to “win big”. Ultimately, it’s important to realize that a one-sided match carries the same weight as an epic struggle. After all, the match results only in a win or a loss; there are no “degrees” of winning. In other words, it’s much important for you to not lose than it is to “win big”. With 3 tier 10 mediums, you could easily just win this game through vision control. Conclusion Hopefully, you have learned a few things about how to establish a plan before the game starts. As you become better at this, your win rate will follow. After all, we’re all here to win. Discuss this on WoTLabs
  13. Original article by @KraftLawrence Let’s start with a game. This is called the 30 circles game. To set up the game, you take a pen and paper, and you draw 30 circles, 5 rows of 6. Then, the game is that you have 60 seconds to fill in as many circles as possible. There are a few conditions though. First, you can’t cheat. After 60 seconds are up, you must be an honorabru gamer and put your pen down. Second, each circle must have something different in it. See picture below. Someone drew a character from Mario, music notes, etc. You get the idea. When you’re ready, set up a timer and begin. When you’re done, move on to the next paragraph. How many circles did you fill in? Was it under 30? There really should be no excuse for it to be under 30. If it was, you let assumptions poison your ability to be unicum at the 30 circles game. This game had 1 goal and 2 rules. The only goal was to fill in as many circles as possible. The ONLY 2 rules were that every circle had to have something different, and that you could not cheat. You didn't have to put in as much detail as the example sheet in the picture. That was something you assumed. You could've easily just written down the numbers 1-30 in each circle and be done with it. Or wrote the alphabet in lowercase then start writing it in uppercase. It didn’t matter. The goal of this article is to help you eliminate such assumptions that are holding you back in World of Tanks. The Competitors Before we continue, I’m going to introduce 3 types of players in WoT based on their mentality towards the game: The scrub – The scrub is someone who has lost the game before he even presses battle. He is someone who is so poisoned by his own assumptions of fairness that he imposes unnecessary constraints on himself to lower his performance. These are the people you see in pub matches who like to complain about random stuff like “wow you shot gold at my French heavy” or “lol you can’t win without a platoon” or even “I’m a TD and should camp behind other tanks”. But of course, people will shoot the scrub’s E-75 with gold over and over again, until he learns to play in such a way to counter it. The pro – This is what we strive for. The pro clearly understands his objective in the game as well as the tools available to him. He selects the right tools for the goal and is not poisoned by assumptions. The faux-pro – This is an interesting category. The faux-pro is someone who is convinced they get it, convinced that they’re good at this game, but that there’s something out of their control stopping them from succeeding. They often see their skill plateau at somewhere between green and light purple and can't seem to get higher. Faux-pros are those who go on the forum and make posts like “I’m currently a 55%er, but I actually play like a 60%er. It’s just that matchmaker keeps giving me un-carryable teams, and that’s why I can’t seem to get my winrate higher.” I think the faux-pro is probably the most dangerous category to find yourself in, and it’s very hard to break out of this shell to actually improve. It’s important that we have the pro player mentality, and be very sure we don’t fall into the faux-pro category – since I know there’s no scrubs reading this . Common Assumptions that Keep YOU from Getting to Superunicum Alright, let’s talk about some common groups of assumptions that you may face on your road to becoming a superunicum in World of Tanks: Knowing secrets is skill. These are things like “If I go to this bush on Malinovka, I’ll spot all their tanks.” Sure this is good knowledge to have, and you may go there and get good results many times. But this sort of secret is not skill. What if they change the map – do you just suddenly have no idea how to play tanks anymore? Does your skill just go away? You need to understand the reason why certain spots are good – what terrain features are you abusing to gain the advantage you’re gaining? Once you understand the reason for your actions and why what you’re doing works, you’ll be able to pioneer new spots – spots that super-unicums aren't spamming about on forums. Perhaps no one else even uses that spot you’re using – but you are, because through your understanding, you think this spot has similar qualities as other spots. Solidify your understanding of why your current secrets work, and you will no longer need to rely on them. If it ain’t broke, don’t fix it. This is the worst logic that has ever come into existence. This phrase makes no sense. You can often improve on what currently works. For example, if you’re a medium tank and you’re spotting things, you could poke out, see stuff, then drop back to cover. It may work most games. But how can you improve this? You could learn that if you spot a tank, it appears a bit after you actually spot him. Then you could peek out and immediately pull back behind cover – see if he lights up afterwards. This way, you’re less likely to get shot. Can we improve this again? Sure! If you have 6th sense, you can poke out, shoot in the air, and go back behind cover. This way, you lower your camo to rock bottom, and if your 6th sense goes off, you know for sure something’s there before without even seeing them. Always question what you’re currently doing for optimality. The system is flawed. We hear this all the time. Ranging from “wow arty is so broken” to things like “matchmaker put 3 extra tier 10s on their team”, these are statements that imply the system is broken. Sure, you can make these statements outside of the game, or after you’re dead, but you should never be thinking this during the game. During the game, these things don’t matter. These are things you don’t have the power to change, and therefore should not affect your decision making. Your goal is only to optimize your play given the constraints of the system. In the competitive space, the system is always assumed to be perfect. The word “counter” I hate the word “counter”. The simple statement of saying “A counters B” implies that there’s such a causal relationship in WoT, which is not true. I’m sure all of you have seen charts while playing WoT like Heavies > Meds > TDs > Heavies. But there are many situations that heavies are just plain better than TDs – where you can abuse their lack of turrets. Or many maps where field commanders in CW will bring mostly mediums to win against beefier heavies. You need to assess every situation individually to see where your advantage lies. The word “counter” often hinders such critical thinking. I answered the right question. Basically, the goal you may currently have in mind may not be exactly what you’re trying to accomplish. Let’s return to the example in assumption #2 about scouting. You may need to ask yourself exactly what your goal is. Do you want to know exactly which tanks are down this line? Is this the right question? Or is your goal really to know whether it’s safe for you to push down this line? Depending on what you’re exactly trying to accomplish, a different play may be optimal. If you need to know exactly what’s down there, you may want to peek your turret and intend to bounce a shot, just so that you can use your received damage announcer to know what tanks shot you. Maybe you only need to know whether there’s anything there at all – so you only need to poke, shoot, and return to cover to see if your 6th sense went off. It’s important that you make sure you’re explicit with yourself and correctly identify the right questions during the game. Thanks for reading. Hopefully you learned something through the 30 circles game, the competitor types, and the actual assumptions portion of the article. Discuss this on WoTLabs
  14. Original article by @KraftLawrence Understanding Game Flow So here’s the situation. You’re an up-and-coming tanker, watching the superunicums stream. You’re trying to learn from them. You turn on sela’s stream and while learning to “eatdix”, you’re also seeing how all of his decisions make sense. “Oh look he’s pushing.” “Oh look he’s flexing to the other flank.” “Oh look he’s defending the base.” It all makes sense to you. Excited and erect, you load up that pub game, eager to eatdix in your WT Pz.IV or what other OP tank you have. But you can’t achieve the same results. Your team melts on the flank you’re not on, and you’re suddenly down 1-5. The game snowballs out of control. This happens a couple more times, and you think to yourself - “wow fuck my teams are bad. well shit what could I have done better?” Well fear not, this article will hopefully guide you in your epic dix eating journey to not only understand the concept of game flow, but also how to use this knowledge to change the way you think about your play and – hopefully – win more games. The Concept Game flow is World of Tanks usually goes something like this. People go to their initial deployment. Small skirmishes are fought upon those engagements. Usually the number of engagements is limited. As an example, in Arctic Region, usually there’s a “south” fight and a “north” fight. One of the engagements finishes, these resources are freed up. They are free to go do many things – cap, help other flanks, etc. This team gains a numbers advantage unless the other team can also deal with their flank before getting capped/surrounded. This usually leads to a win. That’s how most of the games in WoT go. The team that can crush a flank early and get up on the scoreboard will usually win. I’d say comeback victories are much harder to accomplish. Once you go down 1-5, your chance to win drops dramatically (that is, your actual chance to win – not your xvm-bullshit-chance-to-win). So how do we use this? So how to you use this to your advantage? Well, there are various general situations you can get into at the start of a game (assuming a 2-flank map like arctic region, steppes, ruinberg, etc.): Most of your team went to a side that’s easy to push (think Lakeville city). Most of your team went to a side that’s difficult to push (think Lakeville valley). Your team split evenly. Most of your team went to a side that’s easy to push Your team sent 12 people to the city in Lakeville. You as the superunicum-to-be will need to make sure everything proceeds smoothly. By this, I mean you need to make sure your team’s tanks aren’t just floating around. If you recall the flow of the game model, there is a chance that your 3 tanks in the valley (because no one plays arty, right?) will lose to the opposing valley force really fast, and your team will have to dedicate resources to go back and deal with that. So, you need to make sure your tanks are making shit happen. If they aren’t pushing, you need to lead the push. You’re in a medium? I don’t care. Don’t be that guy camping and doing nothing while your team dies on another flank – then farm 3k damage and complain your team sucks. That guy is the worst. An interesting scenario arises when your team actually cannot finish your flank before your other flank dies. A big mistake I see green and blue players do is to flex back to base far too early. They notice the other flank is falling, and they immediately head back to base. I cannot stress how big of a mistake this is. You REALLY need to focus on pushing your side as long as possible and delay your retreat back to base for as long as you can without getting capped out. The reason for this is that flexing back to base is terrible for game flow! By retreating too early, you lower the amount of resources on your current flank. Given enough people do this (maybe 1 is all it took!), you incur the possibility of losing your current flank as well. Or at the very least, you slow down the rate at which they would have won the flank. The last thing you want to do is go back, delay the base capture before they even get to your base, lose the flank you were on, and then get shot from both sides. You may not even notice your mistake in game – this very often looks like your team was just shit.But if you analyze deeper, you will notice that there actually was no need to defend so early. The bigger the advantage you can create on the flank you were on, the more likely you will win that flank fast, and those tanks can help your team do something else – such as helping you defend, or go towards their cap. Most of your team went to a side that’s not easy to push Welp, your team sent 10 tanks to the valley in Lakeville. Swamp terrain, small choke points, etc. How should you react given the game flow model? Well, you’re a good player. You’ve read Okeano’s “where not to go” thread. You don’t go valley. But what do you do? Well it’s simple. You go to the most easily defensible location to slow down their city push. This may be taking cover outside the city near one of the houses. This way, when they push you, you will only get shot from one direction. Depending on what tank you are, you may want to abuse camo or abuse frontal armor, or abuse side armor. You might be doing a fighting retreat if you’re a med. This will all be tank-dependent – but the concept is the same. Then you pray to Jeebus that you can hold out long enough for your valley friends to push through. Your team split evenly Now this is the part where things get slightly more complicated. Basically, in this situation you will play as either one of the above 2 methods. How you decide which way you’ll play is dependent on the enemy team’s deployment. Do you think you have enough resources to win your flank? If you do, then lead a push and win as fast as you can. An important thing to note is that both teams start out with the same amount of resources. This means that if your team has an advantage on your flank, your team also has a DISADVANTAGE on the other flank. This means that, assuming equal pubbie skill, your team will lose the other flank most of the time. This means that in order for you to win the game, you need to push your flank to win it fast and free up resources to help the other flank later. Easy logic? Easy logic. Conversely, if the enemy sent more resources to the flank you are currently on, you may want to play less defensive. Your team is likely to win the other flank. Play defensively and hold out as long as you can. Trade efficiently – don’t push. Let them peek on you. Ending remarks Hopefully through this article you have a better understanding of game flow and how you can apply game flow concepts to help you win more games. Discuss this on WoTLabs
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