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Found 9 results

  1. This is a review on the ISU-152, the biased tier 8 Soviet tank destroyer. First off, let's start off by saying that if you decided to start grinding this line, you did the right thing. The soviet TD line is nearly flawless and has few, if any bad tanks at all. Most stock grinds are surprisingly good, the tanks perform great, and are very enjoyable. As a bonus, which I'll get to later in the review, they pad your stats like no tomorrow. Pros: + AMAZING alpha + AMAZING penetration + Great oversized gun mantlet with sweet armor + Good speed, considering it's an alpha monster + Good camo, especially considering it's based off of a heavy tank + Not as bad accuracy as the hardstat implies Cons: - Horrifying aim time - Awful mobility - Crewmen have a tendency to buy farms - Not-so-good gun arc, terrible in combination with its aim time - Poor armor when the gun mantlet isn't considered The ISU, I dare say, is the only near-perfect tier 8 tank destroyer. Speed Unlike the majority of tier 8 TDs, it doesn't suffer from a critical dosage of "shit mobility" and can actually get around the map pretty well. Better than the T28, T28 Proto, AT 15, Ferdinand, and Rheinmetall-Borsig, but worse than the JgPanther II, SU-101, and AMX AC 48. Better than the majority though worse than the best. Gun The firepower is unrivaled and unquestionably the best out of all tier 8 TDs. With 286mm pen, enough to put all other tier 8, even some tier 9 TDs to shame. In one shot you do almost TWICE the damage some tier 8 TDs do, more than 3 times the damage in the case of the AT 15. 750 alpha at tier 8 means you can cut off half the health of an enemy tier 8 tank in one shot. You can two-shot the majority of tier 8 tanks, with only a few requiring three such as the KV-5. As a result, people are going to fear you like a devil in the closet. They'll be so scared they're gonna abandon the flank because they don't want to take a hit. And let's be honest, why would any tank, even a Maus, want to take a hit from the ISU? Also, due to the sigma changes combined with your penetration letting you aim dead-center of most tanks you encounter, your accuracy isn't that bad. 0.39 base with only a 100% crew, no BiA or consumables is pretty decent. It's only slightly worse than an IS-3. It's the aim time, however, that's a real pain to deal with. 3.4s, but with consumables, 100% crew, and GLD, you can cut it down to 2.75s, which is very manageable. Heck, you don't even need the consumables, considering the alpha and penetration you have, every shot is worth the time it takes to aim. Camo The camo is the third best out of all tier 8 TDs. Sitting at a very comfortable base 15.4%, it's only beaten by the significantly stealthier SU-101 (20.6%) and Rheinmetall-Borsig (22.5%.) With external camo and 100% camo training, you have 32% camo while stationary in the open, meaning you can easily get to something like 70-80% in a bush. You have 7.1% camo while firing, which is still enough to stop people from spotting you at ~380m in a bush. Only at 340-350m should you be wary. Armor The armor, while not anywhere close to the "brawler" tier 8 TDs, even here it's infused with bias handcrafted by Stalin's most loyal followers. While the armor looks very lame, even bad on paper, it's actually pretty good. Effectively 1/3 of the ISU's front is immune to damage, 1/4 is hard to damage, and the remaining ~2/5 are easy to penetrate or take no damage ("fuel tanks" and the tracks.) Its armor, however, is only really effective at long range, where hitting it becomes increasingly hard. RNG will send shells into its tracks, miss it, or hit the gun mantlet. Because the mantlet is very near the center, you can't really pick one area on the ISU to aim at for a better chance of hitting and penetrating, so you're throwing the dice every time you fire at it. It's not entirely worthless at close range, however. People who autoaim will point right into your mantlet, which saves you from damage surprisingly often. Because of that gun mantlet, I'd say the ISU's effective health goes up by anywhere between 500 to 900, depending on the alpha of the guns you face. Most guns in tier 8 do around 300-400 damage, which means you will ALWAYS win in a peekaboo contest. You will deal 1500 damage to them while they deal 600-800 damage to you. Equipment, Consumables and Ammo First of all, Gun Laying Drive and Rammer. Accept NO other substitutes. Period. End of line. Rine ends here. Back on track, GLD will help manage the horrible 3.4s aim time. As earlier mentioned, you will need it to hit an enemy, as most of them react after being shot by your allies or after their sixth sense pops up. Every split second you're gonna need to make sure counts. That will be the difference between an enemy tank at half health and one that's dead just because of one shell. Rammer will shorten your reload by 1 and a half second. With a 100% crew and no other bonuses, your reload is roughly 16.85 seconds. With 100% crew and rammer, it goes down to 15.38. Once again, every second you have the opportunity to deal damage, take it. The third slot depends on what you prefer. Binocs works great, 380m base view range with binocs becomes 475m view range, enough to spot heavies at max spotting range. Enough to counter the camo of a lot of medium tanks and spot them at around 420m, too. However, your gun arc is pretty small, and you should generally have your targets spotted for you, rather than being the one spotting them yourself. You won't be able to use them so much. Optics work at all times, but it only adds up to 418m, due to your lacking base stat. And once again, you shouldn't be the one spotting your own targets. Camo net would be a good candidate, but it suffers from the same problem as binocs, you can only use them after not moving for 3 seconds, and it will stop working while turning your hull. With camo training, you're already pretty much invisible in a bush anyway. The only real bonus you get is that your camo while firing goes from 7.2% to 10.5%, not much. Vents only give a 2.5% bonus to everything, not that useful other than the aimtime, small accuracy buff, and slightly faster reload. Personally, I went with binocs. I felt like it helped me spot mediums that were trying to get to me, plus made heavies easily visible for me. It also helped increase my average XP since some targets were within my own view range. Consumables are pretty standard. Repair kit, med kit, auto fire extinguisher for the economist. Premium versions of said kits apply if you have money to throw away. However, this tank GREATLY benefits from premium food. 5% faster everything is very appealing on a tank with such extremes like this. You can easily change the fire extinguisher for premium food. Though your module placement is not the greatest, you don't catch fire that much. I only remember a select few games where I caught fire, and most of the time I didn't lose any important modules, only my radio and maybe my ammo rack would be damaged, but I still had my repair kit 80% of the time to save it. I went with repair kit, med kit, and premium food, in that order. Ammo would be pretty straightforward, were it not for the fact you have kinda few shells. 20 shells, while more than enough for carrying a team and easily getting a good average damage, means you can't carry much HE or APCR if you're gonna load mostly AP. Again, an economist setup would be 14 AP, 5 APCR, 1 HE. You will rarely need to load an HE shell except for guaranteeing a cap reset. Versus super-paper tanks like arty you already have enough alpha to oneshot every single SPG in the game, even with a minimum damage roll. Generally if you see a Waffenträger, you won't wanna wait 15 seconds just to deal 200 more damage because you're swapping to HE. Just fire AP/APCR. If you wanna do like I did and maximize my DPG, I swapped my AP and APCR loadout. 14 APCR, 5 AP, 1 HE. APCR has way better shell velocity and has that little bit of extra pen to get through some hard targets such as the E-100's turret, E-75 UFP, guaranteeing a pen on the IS-8, IS-6, M103, ST-I, IS-4, or penetrating the turret of later soviet mediums. Crew skills By the time you get to the ISU, you should have at least 2 or 3 crew skills. Camo and sixth sense are standard for a TD, and should of course be the first skills. This is my 268 crew, but it was used on the ISU with 2 skills: Generally you'll want to go with survival skills except for your driver, who should get Clutch Breaking or Off-Road. Preventative Maintenance won't be of much use. Designated Target on the gunner is pretty great. 2 seconds extra time to see the enemy can let you get another shot in easily. Adrenaline Rush is just a bonus since your loader has no useful skills, due to the commander being the radio operator. Repair is important, but doesn't have huge priority. You shouldn't be getting tracked much, and if you are, you should be at a safe distance to repair it. If you're point blank being tracked by a medium, you're gonna get circled and fucked either way, you just aren't fast enough. Stat padding effect Finally we got to the most delicious part about the ISU. Spoilered due to epeen Overall, I give this tank a very solid 8.5/10. VERY good strengths, not so bad weaknesses. Amazingly fun vehicle when elite, good for padding stats if you're into that.
  2. We will be group watching Star Wars Episdoe 1: The Phantom Menace tonight in BULBA/CHAI TS literally right now as I'm typing this. Come watch your favorite action movie with retired tank dads like me, Shrew, Tomhwk, and Jojojackington! Literally starting right now Star Wars Episode 2: Attack of the Clones today Sunday November 1st at 8PM PST at CHAI TS!
  3. Yeah so... I'm clanless now, left ESPRT last night on good terms. This now leaves me free to do some stronks with all of you guys! I'm not too picky about who I play with, just add me to your friends list and send invs whenever. Oh and also pm me your clan's TS. I'm pretty fun to run with, although I can get a little loud when i'm drinking :/ HIT ME UP FRIENDS! Also, we need a Legionnaire for hire section :/
  4. Had an epic battle? Did you get your Ace tanker medal? Would you like it recorded & saved for posterity? Did you answer yes to these questions? If so put your replay on WoT replays post a link here & I will see what I can do. Here are some I prepared earlier. Player - Goatz. Vehicle - E-25 Damage caused - 3993 Total Credits received (with premium) - 155k Total XP received (with premium & x2 for first win) - 5360 Player - Squarelove Vehicle - WZ-132 Damage caused - 2842 Total Credits received (with premium) - 43k Total XP received (with premium & x2 for first win) - 4160 Player - Juckrebel Vehicle - WZ-120 Damage caused - 9420 Total Credits received (with premium) - 116k Total XP received (with premium & x2 for first win) - 5736 Player - Avenger8 Vehicle - Pz.Sfl. V Damage caused - 4819 Total Credits received (with premium) - 661 978 Total XP received (with premium) - 2 478 Player - Jambo636 Vehicle - VK4502P AufsA Damage caused - 4575 Total Credits received (with premium) - 79k Total XP received (with premium & x2 for first win) - 4652 Player - Avenger8 Vehicle - RHM Borsig Damage caused - 5219 Total Credits received (with premium) - 68k (no premium) Total XP received (with premium & x2 for first win) - 2984 (no premium) Player - Jambo636. Vehicle - Obj140 Damage caused - 8K Total Credits received (without premium) - 154k Total XP received (without premium) - 1675 Potential Damage Received 5k This is something I enjoy doing in my spare time and I am always striving to make my vids as good as I can with the tools at my disposal, so if you have any "constructive criticism" about how you think I can improve these videos I would love to here it. Cheers Bullitt
  5. Has anyone here tried the MT-25 post-buff? I only ever played 9 games in the 50-2 before WG turned it to shit, and the T-50 was easily my favorite tier 4 light tank and the only tier 4 light tank I didn't mind scout MM on. For those who don't know what the changes were, here's the patch notes: Do these changes make it closer to what the 50-2 once was, or should I just let this tank die?
  6. Anyone here ever played a Command & Conquer game? If so, which ones? I've played: Red Alert 2 + Yuri's Revenge Red Alert 3 + Uprising Generals + Zero Hour
  7. I got a few bucks from selling cards for a game that just got cards so I obviously went and crafted a few badges because why not? I ended up getting 4 coupons for games that I don't want. I'm giving away the 3 cheaper ones and I'll trade the expensive one for like the $7 gold bundle or a smaller gold pack if you use pay by mobile or whatever. $5 game. 50% off of "No Time to Explain" http://store.steampowered.com/app/227280/ $5 game. 90% off of "Future Wars" http://store.steampowered.com/app/46440/?snr=1_7_15__13 $10 game. 90% off of "X-Blades" http://store.steampowered.com/app/7510/ $40 game. 75% off of "Serious Sam 3: BFE" http://store.steampowered.com/app/41070/?snr=1_7_15__13 First two are totally free, third one you can toss me some gold if you really want but no big deal, Serious Sam I'll trade for some goaldz I've also got a copy of Castle Crashers if anyone wants it. All my buddies have a copy so I was left with an extra when I bought the 4 pack while it was on sale.
  8. Been asked for this a few times so I revived the CoH British voice mod. >>>>>>Download Me<<<<<< Click thumb for suggested volume settings Edit:- I have now added a Sixth Sense mod featuring a British voice & also a voice that informs you of when you are being capped. I have split the mods in to 3 parts so you can pick & choose what you want to use & set up to be used with Generic mod enabler (see below) >>>>>Generic Mod Enabler download<<<<<
  9. With the exception of perhaps Himmelsdorf (and even then...) Your scout This is the guy that's going to: * Show you which direction the enemy is deploying and the composition of the deployment. Oh and if you have xvm installed you'll also know where the good tanks went. * Light up the enemy tanks so you can shoot them without being seen. * Generate map control and area denial. Knowing what area is clear for your team will allow them to advance to better forward positions. Enemies getting spotted by your scout will have their sixth sense buzzing and likely hold off from advancing. * Counter-scout to remove enemy scout threat for your team/artillery. Your higher tier scouts can also: * Light and/or kill artillery (which was a major factor pre 8.6 but still important). * Flex to cap or defend an enemy cap. * Harass, distract, or destroy higher tier enemy tanks. No other type of tank in the game can do so much for their team. A great scout on an average team will provide it with a distinct advantage over a better team that has an inferior scout. The major problem is that... there aren't many great scouts in the game. It's the most difficult skill to master. You need to: * Be extremely fluent with control of your tank. * Have very high map awareness and response time. * Know the best passive spots and the best avenues for active spotting. * Understand when push, fall back, or engage. * Have a thorough understanding of the game mechanics. * Communicate with your team Take an often hated-on map like Campnikova. A simple parallel scout run on your way out of the base can easily result in the destruction and/or damage of numerous enemy tanks within the first minute of the battle. This provides a huge advantage to your team. The 'B' side also has the awesome G2 passive spot and the 'A' side gets the excellent E7 spot. The E7 spot is probably superior because spotting from G2 can cause the bulk of your tanks to sit in base for an extended period while they shoot at the enemy base. This can lead to loss of 'the hill' and map control as well. The E7 spot relies on your team advancing quickly towards to hill in order to get shots down the A line as the enemy moves up. Long post is long....anyways. It makes me cringe every time I see a scout tank crying about being in a high tier match. They can do so much to help the team if they understood how valuable they could be!
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