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Found 5 results

  1. So, with this tank being one of the more popular clubbers of the tier (aside from the T37 and Hellcat (to a degree)) I feel like the tank deserves its own clubbing thread. So let it begin. I just free xped my way up to it, played it stock for about 40 games, got the 100mm, and now the tank feels potent. I grabbed my 122-44 crew and they are used in both tanks. The armor is good enough, the gun feels nice and the view range is low. I mounted camo net, rammer and vents, I think the view range is too low to use binos (plus no vision skills on the crew yet). Boast your fantastic tales (or fails) of the tank here!
  2. Do you hate love your T-34-3? Do you want to publicly express your hatred love for this Beautiful Machine? Are you looking for other crazy tasteful pilots to field this cheap knockoff coffin Sexy Beast with? Then you're fucking nuts you've come to the right place! Feel free to bitch comment about the vehicle or ask for advice in its operation. or request that your name be added to the List of Active Pilots with a deathwish, which shall exist to facilitate the creation of T-34-3 wolfpacks!
  3. Now before you read the title and tl;dr this post, be sensible wotlabs readers and take a look at the arguments, ok? The meta with the T-44 has been to run the 100mm LB-1, and leave the 122mm to the T-34-2 and the 34-3. The 122's handling has long been regarded as inferior in comparison to the 100mm. I'll reopen this debate to show that the D-25-44 is competitive with the LB-1, and the other Chinese tanks as well. I don't have any firm stat proof at the moment, given that I'm doing my finals and don't have the time to run challenges, so view this as a thought experiment. My preliminary WN8 in this has gone up 500-750 points since I switched to the D-25-44 a few battles ago, and I've been able to consistently do over 2500 damage, even setting a new record of 4k, for me. My main argument is that DPM is just a potential, that owing to map changes and other effects cannot be leveraged fully in the LB-1 or the 34-2 or -3. However, with its soft stats, the T-44 has the advantage to utilize it fully, and potentially reach higher damage than the others. LB-1 vs. D-25-44 T-34-2 vs. T-34-3 vs. T-44 Other arguments: I'm going to say that DPM is useful late and midgame, when tanks have moved from their initial positions and are in the open. In contrast, alpha is handy in early game, getting shots on tanks before they move to their peekaboom positions. Early game damage outweighs later damage. Furthermore, the bloom is very very low if moving in a straight line, so if the tracks and turret are not moved, the aimtime is not as bad as the stats suggest. Replays: Again, I don't have a giant collection, but here's a few that highlight the potential sniping and brawling ability. This replay shows the ability to brawl; I rushed Murovanka forest. Although it was against lower tiers, I didn't take much damage in the process, and could peekaboom more easily with the higher depression. I would have had to scale the hill anyway with the LB-1 to hit, so the D-25-44 allowed me to peek less but with a bigger boom. Normally wouldn't play like this, blame my platoonmates, but it's a good example of the shock power of the 122. There were two KV-1S's, one IS, and one tiger there that could have swarmed me, but they hung back because of either my alpha or just tomatoness. They didn't have any of my allies spotted at the beginning. This one shows accuracy; most shots were from the 300-400m range but they connected, some with only half or a quarter of the tank showing. This also shows the inadequacy of the LB-1; I was mostly getting one or two shots at a time on the heavies as they cruised behind the buildings. The accuracy and bloom of the 122 are very good if the turret doesn't rotate, and if you view the movement of the heavies, they would be still taking one or two shots from either gun; they were peekabooming as I was shooting them.
  4. Hi fellow tankers, after reading many disparate reviews and topics on few of the Chinese tanks I'm driving as well, I thought I'd do a writeup what I learned so far. As some of those things are recurring questions to many players, perhaps some of those questions can be answered here. The guide does not cover information on all the low tier tanks from the Chinese branch, as most of them are not really worth to be mentioned and can be very painful to grind, so you will be glad when you can finally sell them I will, however, update this guide a) to reflect changes in the upcoming patches (hopefully 9.3 brings the long awaited buff to LTs!) as well as to include one more tank, the Type 64, for which I didn't find the time to write a sum up yet. So, lets get down to work: 1. General Foreword tl;dr: In this topic I will give a description as well as a guideline for playing a specific set of tanks. While this guideline will certainly not be _the one and only_ feasible option / valid way to play the tank, it best suits my very own play style. If you can identify with this, perhaps the points provided will give you a bit of insight or inspiration to try something and improve your own game. --- In the broadest sense, this is also a display of skill. Now, what is skill? Skill is defines as “the ability to do something well”. In the context of tanking this means handling your tank in the right way so you inflict damage, avoid taking damage and win the game. It includes making strategical and tactical decisions, be aware of your surroundings and predict other player’s behaviour. “Skill” is a feat which can be learned. It is no “black or white” thing, so you don’t either have it or you don’t. You could imagine skill on a scale from 0 to 100 or in categories from “unskilled” over “average” to “perfect” It is important to keep this in mind, as your opinion of your own skill, your and your self-evaluation is important as well. It will have a huge impact on whether you play successfully and receive positive feedback (i.e. win the game) or you do not reach your goals and receive negative feedback (i.e. lose the game). . Also, this is important to keep in mind to have the right attitude towards other players. While unskilled players are oftentimes regarded as dumb, idiotic or the like, they are merely unskilled as you once were (with exception of some unicums, which were allegedly born the consist of pure skill ), just as with reading- or writing-skills (their mental potential to understand complex problems / solutions, however, is a different topic). On the other hand, you may seem to be (relatively) unskilled in the eyes of an unicum, even though you already achieved a certain ranking on the skill-scale. You should be picky about your personal performance only and don’t blame others for your shortcomings (even though I admit that circumstances are sometimes very unfavourable). . I am not the most skilled player, but I’m trying to improve ever since I started with the game. I hard-grinded trees, because I neither understood game mechanics nor game flow at the time. Nearly 3k of my battles I did ignorant of any of the underlying game principles. Only for the last 3.5k games I really started to understand the rules and the stats coinciding with them. Though, I see all of my games as my legacy. They define me, as they represent my personal development and tell something about my ability to learn and to improve. The following guidelines are written from such a perspective: I’m not “perfect” and certainly not “advanced” when it comes to applying everything I know. But I can analyze facts, know how something should be done, and thus try to improve it – and this knowledge I want to pass on. Playstyle While I started off with grinding heavy tanks and artillery (I acknowledge my sins and I repent! ), I soon found that my heart lies with light and medium tanks. Although they have a great stat-padding potential, I play them because I like them the most, they are the most fun and deliver what I expect from them. . I prefer those tanks to be mobile, agile and flexible, while at the same time packing a good punch as well. Thus, my reviews will have a light emphasis on mobility. The game is about inflicting damage to others for me, big time. While I can’t achieve high numbers in a single roll, I like it to be a constant harassment to the opponent and deprive them of their ability to have many options in their position. This means I’m either spotting them to death (“The men who stare at goats”-style) or flank the hell out of the map. . I don’t like to run with the main force and try to break apart either alone or in a small group most of the time. While this is a risky endevour, it can bear some very sweet fruit if successful. 2. Tanks Foreword on the Chinese light tank line While I enjoy light tanks, I don’t enjoy _every_ light tank. This is why I don’t start at the 59-16. I played this tank for only few matches. Initially I thought: Hey, what a great anti-scout. This thought was blown from my mind once I met T-71s, which pretty much owned me quicker than I could realize what was on me. . While effectively starting from the 131 and only recently finishing with the 121, I realized that these four tanks – 131, 132, 120 and 121 – have one big advantage: they all reward you for a specific kind of play style (and punish you if you don't adapt), they act and react in kind of the same way. They have a set of similarities, but then again, each tank has its own unique features which need to be handled slightly different. . The 131 is most similar to the 132. While slightly inferior regarding hit points, gun stats and even MM, it’s a tad lighter and more agile. In every other aspect it is virtually the same. The 120 on the other hand feels more like a different tank to the 121. While being a bit more mobile / flexible on the battlefield, the gun stats – mainly with the long reload – and your hp pool do not allow you to put really hard pressure on the opponent. The 121 on the other hand reloads just as quick as any other med, has the whopping 440 alpha, a bigger hp pool, and a stronger front plate which really lets you nail down some opponents. It can occur that you can hold an entire flank (city map) for 2 minutes on your own against three opponent tanks, while in the 120 you’d quickly get overrun. The differences are more distinctive. . It is due to these similarities and/or differences that I will cover the 131 along with the 132, but write a separate section each for the 120 and the 121 WZ-132 (131) WZ-120 121 I'd like to thank my two editors who proof-read my draft version. They provided some additional input as well to refine this article. I'm looking forward to your comments and discussion. Please keep it civil and keep in mind to bring constructive arguments Cheers sigma
  5. So I have this idea in my head, but I know it's a bad idea and might get shot down but here it goes: So I was playing with precam and kevin the other night on abbey when they encountered a T-44 using the 122. I know that the idea of using it is rediculous but I couldn't help to compare it to say a T69 in terms of gameplay. Flank around and dump the "clip", in this case a round of the 122, and scurry off for the reload (assuming 100% crew with rammer). I might try it out to see how it plays but I can already feel that it won't be worth it. It loses signifcantly its role as a medium but then again you have a harder hitting gun. What do you guys think? Thoughts, opinions, experiences? Anything to get this idea out of my head. Mods, feel free to move this to the russian tanks section, excuse my bad p(otato)oasting.
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