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Overlord_Prime

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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 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.
  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 someone ducks into cover. While I do agree that the DPM is great on the 20, it's also difficult in some scenarios when you have to fire gold rounds to fight typical armored tier 10 tanks (e100s, e5s, e50ms, etc.) and some tier 9s frontally; again, to trade evenly will force you to stay out in the open for extended periods of time. The 105 shines in this area due to 268mm (??) standard APCR pen and 390 alpha. And in the scenario that you have to DPM the enemy down, HESH does quite well; boosting the DPM to the same levels as the 20 pounder and adding crippling module/crew damage. Crew skills: You're completely forgetting about BiA and putting view range skills ahead of camo. 5 skill dream crew: Com: BiA, Sixth Sense, repairs, camo, recon Gnr: BiA, Dead Eye, repairs, camo, snapshot Drv: BiA, Preventative M., repairs, camo, smooth ride Ldr: BiA, Safe stowage, repairs, camo, Sit. Awareness Brothers in Arms is pretty much a must have skill at either 3rd or 4th skill (depending on tank). Past that are perks that you would want; sixth sense is mandatory, safe stowage is decent, preventative maintenance is for less fires when running food, and dead eye or designated target for the gunner. Repairs and camo are standard skills that are pretty good since you'll be getting tracked a lot and poking out to shoot over ridges/sniping. And the last set of skills are the ones that are useful but not quite as useful as repairs/camo. Currently my 3 skill crew is: Com: BiA, Sixth Sense, camo Gnr: BiA, repairs, camo Drv: BiA, repairs, camo Ldr: BiA, repairs, camo I still don't quite understand picking out view range skills before camo skills on decently camo'd tanks with high view range; the benefits that you get from the extended view range is trumped by the increase to camo in almost every situation; more so when you already have ~450m view range with optics.
  17. Overlord_Prime

    T-34-1

    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 roof; this nullifies most issues with the tank as people still haven't adapted to penning the hull. Gun was amazing. Good DPM, good accuracy, amazing APCR round with nice damage. Combined with a strong turret, the tank was solid at putting shots down range without much retaliation. Overall a solid purchase. 10/10 would buy again. I have both the Fury and SP. I think the SP is a better crew trainer simply because it makes a ton of credits and is pretty forgiving. Compared to the Fury which gets destroyed in tier 8 matches (like every tier 6).
  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 face with APCR. Aggressively sidescrape to force enemies to rush shots or move out of position, the T-34-3 does terrible in prolonged engagements so it's best to quickly establish a strong position as soon as possible. (again, watch the Ensk replay to see how I completely push enemies out of the entire center lane)
  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 turn sideways or if I'm tracked and circled. P.S - Poor driver being used as a shield. o7
  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 interesting/entertaining especially on REPLAY 6 and 7. If you guys would like to see more, I'll try to get a replay thread going and obtaining that group thing (or maybe someone could bother someone else for me :3). From what I've noticed after coming back into the tank, dispersion is MUCH better than what it used to be; reload time is a pretty solid improvement over the old T-34-3 and is pretty useful in brawling situations. After I get used to the shell travel I'll probably be able to hit 2.5~2.7k DPG. You can usually contest the northeast corner on Sand River or go to the brawling area in the D/E7 corner where all the heavies go. On Fisherman's Bay you have the choice of going into the town and trying to invisisnipe enemies or just waiting in middle until something develops.
  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 of gun depression is viable. GLD is used to maximize the effectiveness of the gun on mid to far range engagements. It decreases exposure time from mid range and allows you to snapshot locations with much better accuracy on shorter notice at longer distances. Vents is also viable; however, the only thing vents brings to the table over GLD or optics is slightly better accuracy, slightly better reload, and marginal gun handling characteristics. If I had to lay out the advantages for the equipment choices GLD, optics, or vents: GLD Lower exposure time Quicker acquisition of targets over distances (effectiveness increases as distance increases) Optics Adds an option of scouting 418 base view range (staying competitive against other tanks) Vents Slight increase to everything on the tank (most importantly accuracy and reload) As a general rule of thumb: I put GLD on any tank with ~2.9s+ aim time; there are very few exceptions. Skills: The skills you see in the screenshot is in the order that I selected them in; with the exception of BiA which was added in after I reached ~50% third skill. Only thing that should be different is the loader/radioman should have situational awareness; he had firefighting from the Type 64 days and I just never cared enough to retrain him. The first skill I chose was camo; you want to be able to take shots in safety and get to position without being killed or shot on the way there. Repairs came second as I'm an avid supporter of quick track repair times and allows you to brawl if you get rushed. Once I hit midway into the third skill, I moved all the skills over and put in BiA; the tank becomes slightly more bearable and I couldn't justify any other skills over it. The fourth skill is gunnery + view range skills to make gun handling better and to stretch out whatever view range the tank has. P.S - Repairs remains at 75% because food + BiA boost it to 90% effective. Nothing can permatrack you at this tier with 90% repairs. Ammo: The ammo loadout I have is heavily in favor of HEAT. It used to be 20-15-5 but I dropped a few AP rounds. General rule I follow is to spam HEAT if I'm going to be fighting a ton of tier 9 tanks and heavy tier 8s (IS-3s etc); otherwise, AP against lighter tier 8s, 7s, and 6s. HEAT gets a lot of hate in this tank due to the terrible accuracy + mechanics. But it's actually a better option for most situations. Firing HEAT against a highly armored opponent frontally is generally fine unless you hit tracks/bad angle; however, if you compare it to the AP round, you will be in the exact same scenario except you probably wouldn't have penned the target in the first place. Overmatching is also very difficult with the accuracy of the 122 and inability to hit things properly. The only time HEAT truly loses effectiveness in this tank is when you're firing at the sides of tanks; AP is sufficient for almost all side shots and HEAT has issues with tracks. In general, HEAT > AP. It doesn't lose pen over distance and in most cases it'll be more useful unless you're forced to shoot at the side of a tank. Consumables: Small repair kit, Large med kit, General Tso's chicken + rice. It may look weird but this is the general layout for all my tanks at tier 8+. Small repair kit is usually sufficient for all intents and purposes. The large med kit decreases chances of crew death; this is especially helpful as the only crew member to truly be in danger at all times is the driver; also helpful if arty hits your turret and kills everyone. Food is something I've always advocated on this tank; it provides a noticeable increase in performance all-around and is nice to have (especially because better accuracy). My stats (pre-buff): A good chunk of my games were solopubbed as this was my favorite tank back in the day. Tips: If you follow by example and use food on the tank in place of fire extinguisher: NEVER poke/run with the right side of your tank exposed; fuel tanks are located in the front right of the tank right behind the sprocket. Side scraping is also dangerous if you over-angle too much; you expose the engine from a side shot and risk catching fire. Overall, the entire right side of the tank is a fire hazard; you always want to try to bait with the left side of your tank (where the driver is). If the opportunity presents itself, you want to sidescrape with the left side of the tank and go in with the left side exposed first; use the driver to protect the fuel tanks. Try not to do it the other way around if you can avoid it. Also, auto-aim is the way to go in this tank. I may come back to this tank now that it's finally buffed and see how it goes.
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