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Everything posted by Overlord_Prime

  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 o
  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 tot
  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 calculati
  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 us
  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


      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


    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
  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


      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 m
  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
  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 tan
  16. A few disagreements from someone who just recently got the Cent. 7/1: From: Gun: The only competitive gun as of right now is the 105mm L7, I do see the validity and use of the 20 pounder but the issue becomes prolonged exposure to utilize DPM. As you had said earlier, the turret armor is terrible after the nerf - unless you can aggressively get on top of everyone you face and DPM them down, I find it difficult to justify the 20. This is especially important when taking into account the newer/revamped city/corridor changes to maps where you will usually only get 1 shot off before som
  17. Overlord_Prime


    The T-34-1 is worse than the T20 but equal to or slightly worse than the Comet. However, one thing to note about the T-34-1 compared to the other tier 7 meds is that it has a certain hardiness to it. Armor on the turret is strong enough to fight tier 7 and weaker tier 8 guns and could be the difference between holding a flank [deterring a push] or being overrun. IMO: Comfortability (mobility + gun handling): T20 >= Comet >> T-34-1 Hardiness (staying power): T-34-1 >> Comet > T20 Anyways, T-34-1 is the cutest tier 7 medium; it's actually the reason I have one.
  18. I bought one to complete my premium tank collection and for "fun". This was post-nerf. I actually enjoyed the tank quite a bit. Mobility of the tank was much better than what people had told me; speed on flat terrain was solid and you could easily reach 25~30 km/hr on your own. The only problem was any sort of climbing. Armor of the tank was much better than expected despite the nerf. The spaced armor is great against HEAT and HE and will get you some funky 0 damage hits. Most players still forget that despite the weak upper and lower plate, pubs will still try to aim for the turret roo
  19. Sidescraping is perfectly fine. The biggest issue though is overangling when sidescraping or staying out of cover for too long. The tracks of the T-34-3 don't actually cover the side of the tank so it's more important to limit exposure rather than rely on your side armor. A good example is the replay you saw on Ensk (REPLAY 8 ) when I use the St. Emil corpse to sidescrape against tanks in the city. At one point when engaging a Pershing, I use auto-aim and quickly poke out and fire. In his position he would only have a brief second to either pen the very corner of my upper plate or the turret
  20. Firing all HEAT usually gets a small profit (~20k or so), I think throughout the entire session I only lost ~50k credits but that was mainly due to the prem consumables + food rather than HEAT. As for safe stowage, I generally don't worry about it too much because I have only gotten ammoracked a handful of times in my experience. As I stated earlier, I'm an avid supporter of BiA, camo, and repairs. However, once I hit 5th skill, I will be putting safe stowage on the loader. You may also notice that in almost all the replays, I angle in such a way that ammorack damage will only occur if I t
  21. You can go to the same position on the north but it's more passive relative to the same position on the south. Most of the ridges on the south side are just enough that you can depress your gun onto enemies cresting over. As opposed to the north side where it's one gigantic slope which forces you to crest over and risk getting shot by their entire 1/2 line. The hill on 0 line is completely viable but you reach the same problem when trying to push; you have to crest to shoot and you'll get destroyed by tanks on the 6 line.
  22. So finally started playing the T-34-3 again after a few months break. Had decent connection and managed to get a few games in. Replay download batch: ~2400 DPG, ~4k+ WN8 Replays have been renamed to include the number of the match relative to the program above: REPLAY 1 = #1 The replays you should skip are 5 and 9; one I just got screwed over by RNG and the other was just a steamroll so I couldn't do anything. Also, haven't gotten used to the shell travel time so a ton of my shells are pre-aimed poorly; however, I do think a few of you will find the terrain usage interestin
  23. The T-34-3 is actually just a scaled down WZ-120. You can think of it as a WZ-120 that was nerfed to make it a pref 8 medium. Dispersion values used to be all-around worse than the 120 but after the turret rotation dispersion buff, it's actually debatable whether or not the T-34-3 is truly worse. Accuracy was never too much of an issue as I considered it to be a 112 that was faster. Also, any suggestions on how the replays should be posted? Certain maps you want to see, session packs, or something else?
  24. Would you guys be interested in me posting T-34-1, T-34-3, or Wz-120 replays? I told you bro.
  25. For a while now people have been asking me about my tank set-up and I thought I'd make a definitive post and reasoning. Equipment: The set-up I use is the GLD, rammer, vert. While a majority of players say that optics is king for tanks ~370 VR+, I find that it's very difficult to justify on the T-34-3 (very few players can pull this off). Main problems with using optics is that many players can't find a way to use both the gun and the view range. It always ends up being a battle between spotting or shooting for the player - most places you can use to spot aren't areas where 3 degrees o
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