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Overlord_Prime

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Overlord_Prime last won the day on September 16

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About Overlord_Prime

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  1. I think I already touched up on this a few pages back. LNES is significantly better than CVS when it comes to view range control in open spotting scenarios. There was supposed to be a section in my document about using LNES to counter CVS but I scrapped it after realizing it would add another 2~3 pages. The gist is that you're able to use LNES to reach a critical camo value to render CVS useless for bush spotters because you reach the critical camo value of ~42%. The reasoning why it's bad though is you're wasting an equipment slot when there are already other vehicles in the game capable of hitting that critical camo level without LNES - at which point you're wasting an equipment slot to equalize the vehicles and effectively putting your vehicle 1 equipment slot down. As said earlier, in non-bushed or open spotting scenario, LNES > CVS simply because CVS has no huge impactful effect on camouflage of vehicles on its own and this extends to the camouflage added from LNES to your vehicle.
  2. In maps with little to no foliage, LNES > CVS. LNES is applied first into the total tank camo and then CVS works against that new value. So when CVS is fighting against a LNES user and assuming that both users have them in the bonus slot in open spotting scenarios - a 12.5% reduction to moving camo vs +8% camo. You can do the calculations directly and find that the LNES user has a 7% camo advantage (0.875*8 = 7). This translates to anywhere between 30~40m of spotting advantage for the LNES user. This works differently when foliage is taken into account because you need to know the total camo before doing spotting range calculations.
  3. No offense of course, but you do spew a lot of stuff with no deeper interpretation or understanding for how the mechanics works. As for how IRM and VStab works or any dispersion decreasing equipment/skill: If you simplify it just a single dispersion value for explanation's sake: If you include dispersion reducing equipment with x%, it decreases dispersion by the listed value or (1-x) in calculations: If you have Vertical Stabilizer or IRM in this case it would decrease the dispersion for any type by 10% or in this case 90% of the original value before doing the calculations for bloom (such as the squaring). You state earlier that IRM (and by extension VS) divides the bloom penalty (everything under the square root) by (1+Equipment) which using that calculation would make your gun more accurate. Also, if you analyze dispersion formula further, you'll find that any dispersion penalty reducing equipment and skill is relatively useless at low dispersion values. This is why slowly peeking corners by pressing R once or barely moving your turret can be used to mitigate the lack of VS or IRM if you're trying to play with alternative equipment instead. I don't mind if someone says I'm wrong about stuff. But if you're gonna say I'm wrong about something and then spew out wrong information yourself, you're doing yourself a serious disservice to your own credibility.
  4. The only update the document has received was an entire rewrite to CVS and the theorycrafting behind it which was completed 2~3 weeks ago. It is the most comprehensive and in-depth analysis for CVS in the world at the moment. As far as I'm aware there is no other resource that has correctly explained CVS and its interactions with in-game bush mechanics correctly. The vast majority of the document needed no revisions as it was almost entirely correct. There are some reservations as to how grousers truly work but that's for another time. The only thing I can think of is further analysis using vents as a firepower piece of equipment in the eGLD, IRM, IAU, and VS comparisons. But generally anyone who's watched my stream knows that the IAU is outclassed by Bond Vents - leaving its only viability towards accuracy stacking with vents or use on tanks with the firepower bonus.
  5. Hello, it is I, the writer of the massive document. Surprised to see that it was posted here of all places. And not surprised to see that I got actual brain damage reading Wanderjar's comments.
  6. You have good touhou girl tastes. :)

    1. Fulvin

      Fulvin

      You and I both. Best sub notification NA

  7. I can't help but notice that the female crew you receive from the missions don't quite fill in any of the tanks you get through the line. Commander, Driver, Radio Op., and Loader are the female crew members you get. The tier 6 to 8s have all of that including a gunner that you don't get a crew member for and the tier 9+ have 4 crew members that don't include a radio op. Looks like gold retraining is what you're going to have to do unless it's an oversight. Otherwise, RIP 200 gold.
  8. Overlord_Prime

    SU-100M1

    Those VODs don't really have many games of the SU-100M1 in it, it does have skill selection in the beginning though. I recently just got the tank but I figured I would play the 13 57 GF instead during the weekend for players to see if they really wanted to buy one for the short time it was on sale. I'll probably be playing the tank more and can send you a replay pack of it if you'd like. So far really liking the tank (not so much the matches I've played in it). It basically plays as one of those tier 5 mediums on steroids. It gets the same insane DPM but also has a decent chunk of alpha to go with it (250).
  9. I would recommend dropping the Kingston V300 SSD and put in the 850 EVO. It costs a little more but it's worth the money. The V300 was known for being in a bait-and-switch where it now operates at a much slower speed than most SSDs of its generation.
  10. Definitely fuel tank fires. There are perks to address engine fires (preventative maintenance) which are nice because eventually you hit enough skills where it becomes viable (5~6). Meanwhile fuel tank fires are just based on the module which is problematic because a ton of chinese + russian tanks have fuel tanks in the front and engines in the back. It's annoying because you can stop getting hit in the engine and decrease the fire chance there but you can't stop random fuel tank damage.
  11. -3 degrees of depression on hilly map? No problem. http://i.imgur.com/6qAk2UY.jpg

    1. Show previous comments  6 more
    2. Ollie Tabooger

      Ollie Tabooger

      is the WZ similar to the T-34-3 in playstyle?

    3. Ollie Tabooger

      Ollie Tabooger

      Does it have any big issues compared to it? It looks like it fixes the pen issue, easily the 34's biggest

    4. Overlord_Prime

      Overlord_Prime

      The WZ-120 is easily described as a T-34-3 v2. It's basically the same exact tank scaled up to tier 9. If you like the prem 8, you'll like the 9. Only downside is playing against tier 10s (WZ-120) is different than fighting tier 9s (T-34-3).

  12. You played way too passive in that match to have any sort of impact on the outcome. All of your damage was at the very end when your team was already dead. In order to win those games as bottom tier, you need to be at the front line or close to it to sway the movement of enemies and deter/counter or punish pushes. Within the first few minutes of the match you spot all of their top tier tanks in city, including their tier 10 mediums. You also get lit from field when trying to go down the 5/6 line. This tells you several things: None of their top tier tanks are on field (including mediums*) There is at least one light tank on field You should've pinged the map telling the pubbies to push field and continued down the 5/6 line onto the ramp to get side shots/distract. After running away from field you go towards the IS-3 near the 7/8 line rubble pile and you instantly regret your decision and run away. If you're going to a position like that, at least have a plan in mind instead of (seemingly) mindlessly driving around. You could easily poke out sideways and be hull down to spot any tanks in the area and make sure they aren't pushing; you can leave that position just as easily and at most have gotten out ~15 seconds later but with much more information about the enemy. Finally, you go to the 9 line and snipe at an E-50. At which you put him within 1 shot range for any player on your team. You should've pushed down 0 line immediately to take him out. By doing so you would've opened up more opportunities for yourself and your team. 0 line is now clear and you can shoot into their entire F line tanks could possibly continue down 0 line, kill the T71, and then kill arty distract at least a tier 10 to buy some time Either way, you would've made the enemy uncomfortable and forced them to do something they were hesitant on doing. Don't worry about the fact about being bottom tier. Thinking like this usually sets yourself up for failure. It doesn't matter how bad your team is, defeats are inevitable and they are going to happen. Having a "bad" team is no excuse to play badly nor is it an excuse for bad play.
  13. Just a few general errors and specific plays: Pick out initial positions during the countdown; your platoon spent almost an entire minute on base cap. It may not seem like a big deal but later on when you actually engage the enemy, it's obvious that they've gained a positional advantage in the area. From here a few things happen [1]: Your 112 platoonmate charges in because he wants to take out the T-54, good decision; but as I said previously, enemies already got pretty decent positions which countered him out Other 111 platoonmate obviously doesn't know what he's doing; he goes forward with you but runs to the other side towards the 112 while he's dying Continuing on the replay, your platoonmate pushes down 1/2 line while you push down the 2/3; you end up finding an exposed 111 and an M41 on your flank. The next set of actions [2]: The M41 sees your 111 and immediately begins to run away You're now faced with the option of chasing down an M41 running away or a 111 that your platoonmate and T34 have already started shooting You start chasing the M41 and then consider going for the 111 - obvious confusion; platoonmate 111 gets unlucky and gets slightly high rolled and dies. You actually get lucky against an M41 because he was by himself (possible 2v1 at the time). The rest of the replay is pretty good up until the ending when it's 1v1 T-34-3 vs T28. You had several options to win that fight: Engage the T28 through the window gap and try to bait/trade shots Flank the T28 by taking long paths around him to not be seen Cap and draw him towards you The safest option would have been to cap, second safest option would be to try shooting through the gap, with the most dangerous one being the one you chose: flanking the T28. Capping would have forced the T28 towards you and considering his speed, it's easy to predict the path he would take; if anything you probably could've tracked him with HE and then just get behind him. Trading through the gap is a bit risky but you could've snuck in an extra shot through the gap before leaving. The position of his gun is a lot lower than his cupola which would mean you had a free shot while he had none. And onto your choice on flanking. You did a great job on not being spotted and getting to the outside. Unfortunately, you instantly drive right in front of his gun and give your position away anyways. Your best choice was to continue down the lower side and get up around him. Reason why this is the most dangerous choice is due to the T-34-3 having no depression, the hill being an upward climb, and the overall positioning of the buildings. You'd have to understand the terrain extremely well to pull this off. For [1], tell your platoon to move or decide faster. This would easily stop you from losing a platoonmate right at the start. For [2], make your decision faster, it's almost always better to help a platoonmate focus down a single target rather than switch between 2 people and picking none of them. Take a hit for a platoonmate if it means it'll save them. You didn't lose because of your choices at the end; rather, it was your lack of initiative at the beginning. It almost looked as if 3 people were solopubbing rather than platooning to be honest.
  14. The WZ 111 1-4 is one of the best tier 9 heavies IMO. It's exactly what everyone wanted the IS-8 to be and more. Unfortunately, while the WZ-132 is the best LT of the Chinese line, it's still heavily outclassed by the other tier 8 lights. Really solid LT but requires more effort to do the same job as its peers.
  15. The biggest issue you seem to have is that you're chasing WN8 numbers rather than playing normally and having them come in naturally. With that mindset is that you put yourself in a position where you want to see a certain number within every session, this leads to playing certain tanks to get within that range or just disinterest/rage at the game. 1. Get bad WN8 2. Play certain tanks to pad WN8 3. Play "normal" tanks 4. WN8 drops 5. Goto 2 It's a vicious cycle and it's the problem for any metric and their corresponding stat chasers. Some players outright refuse to play certain tanks because of their expected values and what it'll do to their WN8.
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