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vonluckner

Verified Tanker [NA]
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Everything posted by vonluckner

  1. Wotlabs is neither clean nor elegant. It's cluttered with information that is essentially white noise detracting from overall design unity. 1/7/30 day stats have never been a metric for assessing any sort of skill and they never will be. Simply filling the page with "more information" means nothing if that information is irrelevant or detracts from the overall purpose of whatever it is you are presenting. But even to that point, T10 MOEs, PR, avg. xp ranking are all interesting data points that people do look at, and tioga.moe sigs present them in a relatively sublime way without detracting from the very fundamental purpose of a signature in the first place- to finish posts with a personalized message that reflects the interests of the user.
  2. Gun handling buffs on the Leopard 1 take away the only real advantage of the 30b.
  3. In unorganized pub play I slice the pie around the corner. Work from the target the furthest to the outside of the corner to the target on the inside. This should be common sense but some people seem to enjoy poking into 3 tanks to kill some guy with 50hp that isn't capable of doing anything offensively anyways. Just poke out so you're only trading with one tank at a time. If I'm in a corridor situation outnumbered and I have deathstar backup, I'll try to spread damage so that if they commit to pushing, one of them dies instantly- after that I work individual tanks down. Otherwise I don't care about how much HP individual tanks have until they are actually pushing into me. As for actual shooting tactics, I watch my reload counter and pull out so that I'm acceptably aimed just as my gun reloads. It isn't truly snapshotting, you just don't need to be fully aimed to hit weak spots at close range. A principle to consider is not just sidescraping, but rather corner control. An E100 sidescraping at the angle isn't controlling the corner, he's just spotting down it. The second he turns his turret to shoot he's getting shot full of HEAT because the enemy is sitting preaimed on him- they control the corner. They shoot and then control swaps. I'm mentioning this because asking how to prioritize targets is sort of the wrong question- what you need to be asking is "how do I win the shot trade?". Using your armor effectively is just as important as shooting effectively. If another flank is failing it really depends upon the situation- what map, what heavy, what your remaining team comp and positions are. Use your intuition. Generally if your team deploys and the other flanks are weak, it's your responsibility to make sure your flank wipes out the enemy as fast as possible.
  4. 268- It was my first tier 10. Like my highschool sweetheart I can only clutch onto the dear memories and try to forget the fact that she's put on 40lbs and has an illegitimate child. We had some fun times. 215b- My second tier 10. I didn't like it at first but I now idolize the gun handling/dpm/HP combo in spite of the faults of the tank. 113- Good gun and mobility with a good health pool but I mostly like how it looks. Like how a cartoon T-54 would look after getting stomped on by Godzilla. This would be my command tank in World of Tanks: The Animated Series. The only low tier tank I like is the Super Pershing, because it has super in the name. Why would you drive a normal tank when you can drive a super tank. I drive all my tanks the same I just drive somewhere and shoot people to death and sometimes die in the process.
  5. Personally I'm really impressed by players that can manage ultra-high DPG in slow/low DPM tanks like the IS-4. That level of play is really just beyond my understanding of the game. On a different level, I'm impressed by people that can play at even a semi-high level without verbally tilting or sperging out when they get hit hit by arty or have a bad game. People that can calmly say "I'm just not playing well, I'm going to turn the game off" rather than ragetanking and yelling or blogging in TS causing people to mute/leave channel. I don't really care about this game competitively so those are the people I want to platoon with or be in a TS channel with.
  6. The discrepancy should not be that large. What heavies tend to do is have a lower ceiling on high-end WN8 since they struggle to clean up damage in blowout games vice meds. Statistically what you see is just far fewer HT players pushing their per-tank stats above 4k WN8. At a unicum or blue level it should have no effect whatsoever. When I see someone with a higher WR color than WN8 I just assume the same as everyone else, big platooner or they play low tiers.
  7. If people are just going to let you farm them then, at the worst, you're at least getting a game where you put out some decent damage. The IS-7 seems natural to me for HT-12 just because it has such a low health pool for tier 10. I've never played the VK but it seems like a great choice as well. You do bring up a good point though, but I think it mostly applies to sidescrapers, but possible the IS-7 as well. Heavies people will actually sit and shoot at like the IS-4, 215b or E5 just need really strong wiggle game to bounce 3-4000dmg hull down at close/mid range without taking too much damage. IS-7 is just a matter of finding that 47% JPE that's willing to play the role. I'll maintain that HT-15 should be doable in just about any T10 heavy. T57 and 50B are the only ones that I think it would be hard in.
  8. HT-15 is honestly really easy. I periodically do 12k combined in the 215b which isn't even a particularly good tank for the job. It's should be easily doable in any HT that isn't like the 50B or something. 3x your HP is a much harder mission imo, but I think the IS-7 is a natural candidate for it if you stick to tier 10s. Just go ham down Himmelsdorf tank alley and hull down behind the rubble.
  9. True heavies? 5: KV-1 6: M6 7: T29/Tiger 1/IS 8: IS-3/T32/110 9: E75/VK/ST-I 10: E100/IS-7/215b
  10. Great but I'm mostly doing printmaking now!
  11. Yeah but I suspect they're conscious about how much gold has been stockpiled by skirmish players. The conversion on credits and xp is also worse if anyone else has noticed (with ships being more expensive in terms of both).
  12. Gold probably isn't going to carry over anyways. Piasters, bro.
  13. Hey guys are any of the new premiums worth getting?

  14. (°ㅂ° ╬) LETS GO SOUTH (°ㅂ° ╬)

    1. PityFool

      PityFool

      This is going to be pretty one-sided

    2. #Lunaughty
  15. tonight was a hilarious night

    1. Show previous comments  5 more
    2. vonluckner

      vonluckner

      I had to protect our boxes.

    3. PityFool

      PityFool

      i was like "yea muthafukas gonna clip someone" got a single shot off.. RIP me

    4. PityFool

      PityFool

      OTL: CRD died a long time ago

  16. Would probably mean MWO hitbox balance retardation all over again- Where does the "front" of a T-62a turret end and the "side" begin? What do the shoulders on an IS-4/6 count as? What does an angled pike on an IS-3/7 count as? How do you handle overmatching side armor or roofs? Do tanks with all around shitty armor deserve to take less damage from the front? Whatever answer the devs choose, they invariably favor one type of tank design over others unless a total rebalancing is done.
  17. Got my third mark on mine today! It's definitely my favorite pref 8. I don't know if it's necessarily better on its own than the IS-6 or WZ-111, but I think that the real secret to the tank is that platoon-wise, 2x WZ-111/IS-6, 1x SP is probably a stronger comp than 3x 111/IS-6. The SP complements them really well by giving the platoon some vision range and accuracy on more open maps, while on corridor fights, the SP still can snake its damage from the back of the heavy pack, hiding your side behind allied tanks, and then heavily angling your front plate. Gold and good accuracy gives you a really reliable damage output in that situation. As far as how to play the tank, I'll just repost my single serious leddit post from 3 months ago. Judging by the last two pages it seems to be in agreement with what everyone else has said.
  18. People remotely familiar with arty generally aim for where people poke fight at mid-range, especially if they're poking from low cover like hills or berms. Arty is more likely to look where heavies go than where mediums go. Anything that makes targets easier to hit increases the likelihood that arty will be looking there. Good arty players will also follow spotters and scouts as the opportunities arise. On maps like Erlenberg where arty has the ability to play an entire line, avoiding pay attention to who is getting shot, what sort of cover is around them, and if shots are landing short/long For CGC avoiding, the closer you get to them, the safer you are. The most dangerous places are really when you're at the edge of their range and on flat ground, and not moving (ie: people that fight from K1/K0 on Sand River).
  19. walk to school at 3 days a week get average tier >8
  20. super pershing +apcr gold spam meta +get carried by IS-6s +people ignore you because you're a spersh +teams are worse at endgame farm than T10 so you can still get your WN8 +if you lose its not your fault you're only a spersh +prints ace mastery badges which makes me feel good
  21. Was Mountain Pass already changed in 9.5? Someone told me that the South path across the gap was turned into a depression, so that you're crossing hull down now. Either way, removing the bush is hardly dumbing the map down. Didn't exactly take some higher level of strategic thought to use that position and net a consistent 1000+ spotting damage. The position made winning from the South too dependent upon MM and spawn location RNG.
  22. I would not assume pref MM on the T-54 FP, especially considering the Panther 88 has regular MM. FCM is the best choice in any case. You've already got the KV-5 for Russian heavies so unless you really care about that it's sort of a waste for crew training. SU-122-44 likewise is sort of a waste unless you like clubbing tier 7 or want a shit hot 263 crew.
  23. Uh no, it would have no effect upon the trajectory of the shell whatsoever. The BC 155 58 would still only have a maximum elevation of 45 degrees. It would make artillery maybe more able to hit targets with their best trajectory, but that would be entirely reliant upon the arty player moving to find the best angle, being conscious of whats going on, and putting themselves at risk in the process. In general it would make arty more difficult to play, and more rewarding if it's played correctly. Isn't that a good compromise?
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