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Found 9 results

  1. Hey guys, I'm doing a school project on myopia, and am conducting a poll to see the vision of people based on their lifestyles, etc. It would be helpful if you could answer the poll below. If you're not sure about your prescription, please don't take it. https://goo.gl/RszAdL Thanks.
  2. Hi guys(and girls ), So I'm having some theorycrafting in my head, looking some games in retrospect and whatnot, so I thought I should ask what you think whether this is true or my mind is playing tricks on me. Basically what I seem to notice is that on few maps where you can dominate by (ab)using vision lately pubbies seem to avoid such places. Few maps come into mind - for example I noticed pubbies avoid Prokhorovka middle and cluster up in corners, city on Lakeville seems to be spot for brave nowdays(I saw quite a few valley pushes recently) and if you have competitive scout on Malinovka, pubbies get stuck in base because they're afraid to cross and get shot - which ultimately leads to defeat. So what do you guys think? Is this a thing? Have you noticed something similar?
  3. I've been fascinated with scouts/lights ever since I started playing. I used to play TF2 and played Scout well so I figured I would try a quick mobile class in WoT. After 5,000 battles and map/meta changes I have no idea what to do for most maps. For Mali, I used to head to the swamp to get early base lights, until I got light by people on the ridge and quickly exploded. I just can't find a good database for early lights. Anyone have good spots they would like to share?
  4. To expand off of what I've seen, and to get a better idea, visually, of what I have been told by top-tier players ingame, I'd like to start a thread to show on maps, good places to go to scout. This partly comes from individual missions, and being able to complete the two annoying ones (spot x dmg before you get spotted, spot x dmg total), but also to become a more effective scout when your team is full of blues/platoons that are competent enough to realize a scout is passive scouting an area and lines up to get shots early in the game. For this purpose. I'm going to shamelessly copy paste a bunch of maps, and would like you all to give feedback as to where the best passive and active scouting locations are on specific maps. A lot of this comes from Marine's guide on scouting, which started with the PAINT illustrations on maps, which was very helpful, as well as similar threads (sela's where not to go maps, etc). Most of the maps that I post here will be blank, and will not have any paint on it, as I don't know of good places to go on these maps in the beginning to get a bunch of spots off for my team. The one thing that I ask here is that we don't just spam the thread with a bunch of (Wait for Prok/Mali, everything else sucks). This is not helpful, nor is it wanted by those of us who genuinely want to learn how to scout better. I understand that there are maps which have no great place to passive scout on, so on these I ask where should you go to get a good idea of how many enemy tanks are heading to your side of the map? Things like this. All constructive feedback is welcome, and I hope to create a thread that some of us can look at while loading into a map with a light to see where to go initially to get a good idea of what the enemy is doing, as well as spots to go for IM's. I will include encounter/assault options under each map as well. When we get a good drawing of where lights can go on specific maps, we can put up that version in this thread as a picture under a quote, so that we can have a quasi-finalized version of the map. The album on Imgur can be seen here: http://imgur.com/a/jfmcY The maps: Abbey: Airfield: Arctic Region: Cliff: El Halluf: Ensk: Erlenberg: Fisherman's Bay: Fjords: Highway: Himmelsdorf: Karelia: Komarin: Lakeville: Live Oaks: Malinovka: Mines: Mountain Pass: Murovanka: Northwest: Prokhorovka: Redshire: Ruinberg: Sacred Valley: Sand River: Serene Coast: Siegfried Line: South Coast: Stalingrad: Steppes: Swamp: Tundra: Westfield: Windstorm: I'm at work, so I can't do too much with painting maps of bushes that are good that I know of, but I will do so when I get home. Again, please, I emphasize no posting saying everything sucks but a few maps. I'm looking to be effective on all maps, and where I should go at the beginning to scout who's where on the enemy team. I also would like it if we could keep the colors the same (Red cap base/start point is red circles, Green is green). Discuss!
  5. Ok this seems like a really damn dumb question but this started dogging me back when I was driving my M6 and the ranges got longer in tiers 7+ I'm driving mediums now and its come back to haunt me again so I've got a question, or three: There are times when you shoot through a bush at a distant target(300m+) and there is a bush more than 15m in front of you that stays solid (ie: hard to see through, especially in sniper mode) You've got the red outline of the tank you are shooting at clearly lined up and you shoot only to find out something (rock, part of a building, pole, column, slight rise in the ground etc) is in the way and blocked your shot... you zoom back out so you can see what you are dealing with, reacquire the target (or try to) and boom, once again you shoot at the outline but something is blocking where you shot ....meanwhile I start getting shot by the the tank I am shooting at and his friends and its time to clear out so I either clear out or die feeling like the fool with no damage done except to the rocks, ground, trees etc...... The other scenario again involves the bush plus the one or two or so in front of it with the target at some distance but I never get a red outline because he's behind a wall that I could shoot through and do damage. In sniper mode I don't realize it because I don't see any outline at all. Only way I've found in either circumstance seems to be to risk a snapshot partially zoomed out so I can see the target clearly over the bush etc and hopefully line up on the target proper without using sniper mode. Seems to play hell on accuracy at those kinds of ranges though... Hopefully this makes sense and if there is a better way of seeing and shooting accurately over terrain with those kinds of obstacles etc than zooming out and snap shooting from the hip so to say to make sure I'm not shooting part of the tank hidden behind cover please do share. I freely admit my nubness here and am willing to listen to any and all suggestions/advice etc on what is probably a very common sense thing to deal with ingame. Just rereading this I'm feeling even more the noob but I thought it best just to admit that there is probably something very obvious I'm missing and seek advice, help etc. Thanks
  6. So with today's FTR Storm's conference call mentioned that sixth sense may be planned as a radioman perk skill that everyone would get once their radioman was trained at 100%. Your thoughts on this? Frankly, while I have spent a lot of time training up crews to have it (feel so naked without it), this is one area where I feel players with 1000's of battle have a significant advantage over newer players, and it is unrelated to skill, map knowledge, or core mechanics. So while it's frustrating to have ground this on a majority of my tanks, I do feel it is a bit unfair for those starting out, or starting a new line. (Added fifth choice as Rexxie has an interesting POV)
  7. Here's a quick summation of why invisitanks happen, even during a peek-a-boo, but also the action-reaction cycles of those situations. A poster @ NA WoT forums complained about Romulan tanks... and well, my post there is only going to be forgotten anyway, so I might as well put it here where people give a damn. More Romulan cloaking devices found. His beef was summed up in the following video video. http://www.youtube.com/watch?v=ys5Kv8woSVM My responses buried on the bottom of page 3; the wasted breathe and breathtaking Paint.NET skills ridiculous South Park-calibre box tanks shan't go to waste. ______________________________________________________ ______________________________________________________ ______________________________________________________ ______________________________________________________ Sight lines (server vision checks) are drawn from the center of objects on your tank -- hull and turret -- such that your most-distant corner sprocket can be seen first by a passive tank parked on an edge. All of that foliage in your face and between you and the E100 doesn't help either. It's gimmicky but that's the way it is. Spotting Mechanics: It's in a spoiler because this is a touch esoteric. Spoiler Basically ANGLES: I'll draw a Paint.NET file since my coffee is still scalding: Note: of course, these are not perfectly to scale, but I did, in fact, draw 2 yellow lines from the T34 HT analogue, and it displays an important caveat: when you pie a corner by moving forward: your 2 vision checking areas can overlap -- so it really puts you at a disadvantage. (Whereas you can see with the E100 HT analogue, depending on the exact model and forward / center / rear turret placement of a vehicle, it can have overlapping spot-check lines, increasing the coverage) Finally, the E100 is very tall, and might have a spot check going over bushes you cannot, to see your front hull. WG.net did mention some time long after 6.4 they changed or added spot checking areas IIRC, but having played through many a patch cycle, I can tell you that they haven't really changed the scenario above. ++++++++++++++++++++++++++++++++++++++ ====================================== HOW TO DEAL WITH IT: 1) patience if that's an option; of course, there's a very simple technique available to at least rule-out the presence of a tank there with some confidence of probability: 2) when you get to the suspected camp position of a tank, and you are CONFIDENT YOU ARE NOT CURRENTLY SPOTTED, you poke just ... a bit and back off. IF your lightbulb pops: you can bet poking hard and fast is gonna hurt -- a lot. Especially since it could be that worst-case scenario -- high-armor + alpha turreted heavy. And Patton knows what else. 3) Once a fight is joined in these situations, you'll want to bait the defender into shooting first and bouncing / missing / tracking you. A well-disciplined or skilled defender probably won't make the mistake, but many, many players do, and then they can be put into an increasingly negative action/reaction cycle. 4) in the sillier, mutually-stacked peek-a-boo fights, target selection is everything. *Did the very forward guy back up into a teammate? Well, make him pay while he's still exposed. *If possible, track the one in behind, trapping 2 tanks! (this is exceedingly rare) *Is there a tank in the rear of that stack with crappy armor? Often, he'll get left hanging in the wind by his bigger teammates in front, or can be caught off guard *SECURING A KILL IN THESE SITUATIONS IS OFTEN VITAL -- but only provided it's one of the tanks with actually relevant firepower / armor in this situation. Over-pieing to kill a medium tank who mostly wasn't penning people is a waste of hit points. Taking a shot, or even 2, but KILLING the biggest / toughest tank or best-damaging-output PLAYER (often a unicum, but just as often a solid green or blue purple) often IS worth it. *just as important a consideration -- taking shots for teammates, if you have the armor for it. The peeking side which conserves guns/lives usually prevails. 5) not an additional tactic but of absolute importance: you need to know your tank's armor profiles in this situation -- how reliable the off-angling glacis armor becomes, your back up speed, how exposed your sprocket is (permatrack here is quickly lethal, esp. tier 9+ matches) -- and your own tank's soft-gun stats and ability to work against enemy armor. It's rarely over quick, except for enormous, concerted pushes, or defenders against hapless, piecemeal attacks. =========== On your video: one last pointer: regardless of why/how the spotting works, the lightbulb gives you an edge to work with. When that allied Tortoise dies, it was his fading (residual) spot which timed out -- and made the E100 go invisible. At least, based on when you start your video, this is a reasonable inference. When you aggressively chase those vehicles, the worst case scenario is similar to what happened -- they actively disappear while you pie foliage and hard cover (the hill side) while you are lit the entire time. As it were, you and the E100 were mutually unspotted to each other -- you had an initial advantage which died with the Tortoise. (you were operating with knowledge of the E100, but not him, of you -- allied spotting) This is where my diagram kicks in. So the allied death reset the spotting cycle, and that E100 had the critical advantage of the defending spotting mechanics (and possibly the E100's height) and of course, tier/firepower. If anyone wants to add to this, clarify, pigeonhole -- esp. with-respect-to updates to the spotting mechanics ever mentioned in FTR which didn't make it to the NA WoT wiki -- please do so.
  8. I have two lights in my garage that I barely ever play, the VK2801 and the 59-16. I have had both for months and months, almost never playing them, pretty much since the vision/camo changes. Because of the IS-6 thing going on at the moment, I decided to run them cause I was getting tired of the completely oblivious players playing tier 6. But like every time before, I regret it after a few battles because I am instantly reminded of how imbalanced they are (as in underpowered). The tier 8 lights seem ok, they have the HP to take a hit and survive, and they have the punch to deter someone from engaging them. tier 6s however, partially the 7s as well, lack that, and are not far from dead weight on a tier 8/9 team. Firstly, part of the problem is the TDs, they have so much camo now that they can spot a light tank before being spotted themselves, and with a bush/camo net, they can even shoot the light after spotting it, without being revealed themselves. Secondly, the mediums in the tiers you fight in do an equal or better job in most cases, most of them have the same or better viewrange, and are not as easily bullied as the T6 lights are Lastly, another problem is that the matchmaker does not balance the lights, There is no difference between the tier 8 and tier 6 lights beyond a tiny amount of weight, but the tier 8s make the tier 6 on the other side completely unable to scout in the same area, whatever the difference in weight is won back by the other team having a light tank with nowhere to go. Ironically, because of the lower tiers the tier 5 lights see, the problem is nowhere near as big. And they generally have much better gun selections, I would love to have the chaffees gun on my 59-16 I think it's time for a re-balancing of light tanks, especially tier 6.
  9. How do I improve my 'vision' of where to go? Allow me to elaborate- there are times in game where I seem to wind up in the right spot (defilade, cover, one way for an enemy to approach, good escape route, or a combination of the above). Other times, I wind up in the completely wrong spot. Perhaps I get tunnel vision, perhaps I don't know the map well enough... My question is- What do you 'read' as the game begins to determine your initial movement? Do you read your team? Enemy team? Map? Combination of the above? I see some great players sit back and evaluate. Others seem to know from the get go where to go. How do I improve on knowing where to place my tank before the shooting starts? Thanks.
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