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Showing results for tags 'tds'.
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I'm learning to play TDs. One thing I find is that, compared to my play in light tanks and mediums, I can't get a full-impact start to the game because I normally use my early spotting in a good position to do that, and I struggle with finding a place and hoping my team will spot for me (which sometimes they don't at all) if I'm in for example scorpion g. How do you guys get your ideal starts in tds such as scorpion g, or any other other ads where you need to be more passive?
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Despite the fact that Swedish TDs are on huge discounts if you do the holiday ops missions - you still get 50% of their nominal price (normal price for same tier tank) if you sell them. So, if you are free-exping a tank, you can get credits for free, just by buying them on a huge discount (for selling tier 2-7 you can get a handy sum, since 2-5 is costs zero to buy, 6 is on 80% discount, and 7 on 60%. Tier 8 is 50%, so you break even if you grind, tier 9 on 40% and tier 10 on 30%...you lose money only on selling tier 9, and just a tiny bit), and then selling them straight afterwards...sin
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http://worldoftanks.eu/en/news/pc-browser/46/common-test-penetration-changes/ RIP as all the good players leave this game What do you guys think about this?
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I'm sure that this a bit too general but one trend I'm noticing in my replays, especially in my Russian heavies, is that I am dying to backfield TD's after the flank I've been working breaks and I move forward to follow through. I'm getting better about conserving my health and so on but I keep getting ripped apart in the late game. I'm sure there's a lot of factors that go into this. However what are those factors I need to be considering so I can avoid getting mauled while still being effective? What should the general plan be after a flank goes down?
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I am a fairly aggressive player and don't like bushkemping all that much. Now the last TD mission I need to do for the T55 to unlock mission 15 requires me to do 3k damage, shooting while not detected. I wanted to get this mission the "natural" way while playing my Charioteer for fun, but was having little luck there. My DPG in that is slightly under 2k (I know, I know) so getting 3k all from stealth is stretching it. So out came my good old Object 704. After an initial cry over how the mobility of this former beast has been nerfed I've had pretty good games, including one where I did 2,8k ste
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How many on NA have done this? Seems pretty tough. Feel free to show off any pics.
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I have run a few searches in the forum for this... It is often implied or suggested that the two types of TD's are played differently, but I haven't yet come across a description of exactly what one does differently in terms of employing a casemate vs a turreted TD... For the experienced players, assuming you agree that there are playstyle differences, can you put into words what you do differently with each type? Do you choose different map locations, more vs less aggressive, etc? It is certainly logical that the casemate and turreted TD's have obviously different strengths and weaknes
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The ROF buff from 8.7 to 10.17 seems pretty big to me for a T7 Td with very good accuracy and fast aim time and high camo values and good speed. Depression still sucks and maps are funnels, but invisible 2941 dpm with rammer just has to be useful.
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First Wotlab post... Here it goes My Basic Idea Scouts. Scouts are the most under-rated class in the game at the moment. Even below arty at points I feel. Scouts like the A-20 are broken, and could use buffs to compensate. What would it accomplish though you may ask? Two things I feel would happen. 1) obviously less complaining by the scouts of "Im a dang tier 4 in a tier 8 battle" 2) It would allow arty to more effectively see tds and other tanks. This in the end would be a minor buff to arty, as more spots would be to their disposal (A small arty buff is needed imo) Arty would b
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So some of you might vaguely remember a while back that I put up a poll asking people which tier 10 I should free XP; the overwhelming response was Obj. 140/62A combo. I ended up playing through (and loving) the 54, though, so I still have all dat free xp just waiting to be used. After playing through a bunch of tanks on a friend's account, I've pretty much decided on getting the E4 (#APCRMASTERRACE), and am wondering what crew skills to use for it, so I can theorycraft while I miserably grind 8 prefs for the requisite cash. I've got a 93% on 3rd skill T69 crew to use, coupled with a 98% on se
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The whole line looks OP to me, especially the WTF E-100. It mainly features very accurate tanks with good-great aim time, high penetration, and high alpha. The tanks have no armor but also have decent speed, they are basically limited to support roles. The WTF-E100 though is on another level of OP. The stats: 128mm gun: damage:560 pen:276/352(apcr) aim time: 1.5s accuracy:0.29 shells in mag: 6 time between shells: 2s reload: 60s 150mm gun damage: 750 pen: 235/334(heat) aim time: 1.9s accuracy: 0.33 shells in mag: 4 time between shells: 3s reload: 50s Other stats Spe
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So my son was playing his SU-100Y last night, and the gun acted like it was on a turret... He was even able to shoot it backwards... I later on played my Jagdpanther, and the gun was swiveling 90 degrees... WTF?
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Since the replay section is locked, post 10k dmg + games in here?? I really want to see what awesome matches people have been through where they carried from the start. Lemme start 10051 dmg in Object 268 - Sorry for the lemming move at the end. It was the adrenaline I swear...but srsly, I was hit by the most inaccurate tankin the game, in the side, while he wasn't aimed. </3 http://wotreplays.com/site/243567#sand_river-mooseybro-object_268 Feel free to move this topic to the applicable section wherever that may be but as for now I am without a place to put it.