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Found 24 results

  1. Hey everyone, long time lurker, and shit player. Recently, I came back to the game after about a year or so break and finally feel like I've got a grasp of it enough to help others. I've marked a few tier 10's and 9's as thats what really keeps me playing. This thread will be for high sessions or meme'y games. Probably will only post good games from 4k sessions or mark finals. As a start, here is a Skoda T50 session that I had the other day. Recently I three marked the TVP and figured I'd buy this back to also mark it. I just so happened to finish it this morning on a 4.6 dpg session but there really isn't anything special there. 5 games, 5.6k Skoda T50 https://www.twitch.tv/videos/147103482
  2. So my old thread disappeared into the abyss of lost causes and I'm to lazy to find it... soooo yeah. @Razavn and I are still kind of running a wotlabs member clash of clans clan (sometimes @TheMarine0341 is there too). It was active at one point till all you fuckers quit the game. So yeah like join we give out decent troops and stuff and we got mad goals. Hoping to get the clan up in level so we can get better stuff (it's only lvl 3 atm). I am kinda curious if this is still even a popular game, like nobody seems to play it anymore. @TaylorSwift Also tag someone who would dress like this irl @Xen
  3. After a long hard day of being awful at tanks I looked through my per-map statistics, curious to see if Ruinberg is truly as imbalanced towards the North side as I seem to believe. http://www.vbaddict.net/maps/bigcheese256-na-0f8982ec51da618674f35bf374c11b56/details-grid/public-ctf After looking it up (sort by winrate) I found that just as I expected Ruinberg's South side has my lowest winrate at 45.9% even though my personal performance there is still pretty good. To the topic at hand though: According to this chart my overall weakest map across all statistics is the South spawn on Pilsen, while I've been doing pretty well from the North. The only thing I can take from this is that I don't know how to play Pilsen's South side correctly and it's causing me problems. I have seen multiple mythical purple folk sitting with Pilsen as their best map statistically. What do you do to achieve that? How should I generally play this map? I feel like on Pilsen the East side is the most important sector, but the way the map's meta has developed it is often left open by the South and overrun by the North. This means most of my matches see me pushing up the 3-line into heavies and TDs, but more often than not by the time the West sector is cleared you're getting shredded by mediums from behind. I'm not sure how to deal with this - pushing too hard down the 2/3-line is going to lose me a lot of hit points leaving me food for said mediums, sitting in the middle is useless and the East is usually left open. This video here is the only noteworthy Pilsen South game I have which shows off what I usually do and one of the few times it succeeds (32% chance no less): Their weak West flank fell before their main force arrived behind us. I was able to fall back and defend, facing one flank at a time. But again this is rarely the outcome. Any suggestions? How would you normally play the South side of Pilsen?
  4. Hi, i am the typical noob who wants to improve, my wn8 has been getting better, but i want more help on how to improve I have a mic, do not like ts however, prefer in game voice chat. Also, i am 14, so my voice isnt as deep as barry white.
  5. I have the LeFH18B2 arty code from Italeri tank model my younger bro got for birthday. No crew, so considering selling my Amx, and put some sweet 2.7 skill seal clubbing crew in it, for maximum blappage and mild cred grind...since i have no prem tanks at all (sold the reward Tog, 6 months before O-Is introduced...now even worse). OK, i have WZ-111, which makes money, but it is boring and too derpy for my playstyle. I would quote myself: "Drive an IS-3. Have this tank for ages, driven mostly in Cw before (now not even that). Seriously, this tank could kill IS-3 very easy before, once he fired on some poor fool in your team. Now he will troll more of your shots. Maps are too coridor-ish, meaning you can not squeeze more than 1-2 aimed shots a time...and blind single shot heavies are now in better position vs autoloaders than before...unless autoloaders have really tight clip and good soft stats. TVP T 50/51 and Amx 50 b come in mind as only reasonable choices now post E5 and IS-3 buffs. Flanking is dead after tier6-7, higher tiers tanks stay together, and if you flank them you may get to shoot their side armor...but then you get 3-4 guns trained on you, while your pubbies hesitate to push until after you are dead. In my last 10 k battles i endured it maybe 50 battles to get WZ-111 mission token...never touched after that. Only surrender monkey tank i have, so will not sell for future missions." So, 50 100 lowers, tell me if there is any reason to keep this tank...or any other cheese-eating surrender monkey worth having in this meta...and BC grind will never happen, because i have not grinded french tree beyond 50 100. 50 B any use? i generally fail in autoloaders, thou...and grinding the E 5 before they nerf it back.
  6. Looking for a clan to get back into competitive play. I haven't played much CW since the 3rd campaign ended, and none since 2.0 came out. I've heard CW 2.0 is shit, but I'd be available anytime that didn't interfere with skirmish times. Haven't played much SH, and would like to give it a try with a group that can win. I would also like to find a group to play Weekday Warfare with. (Admitted gold whore, just call me Anna Nicole) A clan that will be giving the next campaign a go would be a +, but not a must have since I'm looking for a place to call home long after that. A clan with decently skilled players to platoon with is a must, as these pubs lately are making me want to rip my hair out. My Tanks Tier X's: 140, 62-A, 907, Batchat, 30B, STB-1, E5, T57, IS-7, 50B, FV(183) ---- Can buy back the T-92 and 268, rage sold both stupidly, just have to grind the credits. (Not playing at an acceptable level in some of my X's, I need to learn to play them better consistently, acquired over half of them back when I was playing on a toaster at 15 or so fps. My first 25k games.) Tier VIII's: IS-3; 50 100; Mod. 1; CDC; 34-3; 13 90; T49; RU (just got RU, still grinding modules) Tier VI's: T37, VK 28.01, Type 64, KV-85 (Haven't played CW at these tiers and no SH for a while now, have no idea what's being used at these tiers now) http://wotlabs.net/na/player/__Prophet__ Have a lot of games in the hellcat, but I don't own it anymore and haven't played it in thousands of battles. My most played tank is by far now the Batchat, and I'm loving the 34-3 since getting ti a few days ago. Any clans interested please msg me here or in-game thanks. Reading beyond this point not necessary. Just keyboard spam. My past in WoT: I was the classic shitter pubbie (and still may be). I played on a toaster laptop for 25k or so of my first games, 15-20 fps was no fun. I played 8k battles into the game before ever visiting the forums, learning about any of the mechanics, or reading any guides. Looking at my WoTLabs profile you'll see that it says VPG-R was my first clan, I'll tell you it's not. I should keep this a secret as it's possibly the most horrible thing ever, but might as well own my mistakes. I joined RE8EL off of some spam recruitment from a pub battle, I don't remember how many games I had back then, but my highest tier was the Hellcat. I spent a few days there until I got pulled into a CW in my Hellcat, (no tier 6 CW back then) and my Hellcat, a tier 8 GW (no X arty back then), and one Tier X, I think an IS-7 went into Province and got shit on by a full team of X's. I dropped tags that night as I wasn't going to learn shit there. I bounced up through the VPG clans as I gained X's, left there eventually, and went to SCDRL which back then was SCUD. Didn't really fit in well with the team that was there at the time, so my next stop was a clan called CRAY, of which the CO had tried to recruit me during a pub in-between my VPG-SCUD move. Left CRAY after a dispute with the CO and me and a few friends tried to start SKIPT, (damn recruiting is HARD!!!) We gave up on that endeavor as even recruiting players who had even 1 X was extremely hard, there were just so many options. Went back to CRAY which was renamed to LVTHN. I took over a DC position and pretty much ran the operation for a few months while the CO went inactive. After I ran it for a few months the reigns were given to another tanker, who ran it for a few months before leading merger into BOLD. As mergers often don't, it didn't work out. I left BOLD and went to their ally RISK, played the 3rd campaign there and was one of 4 players in the clan to get the 907. After that I jumped around for a bit, joined NUGGS to play tourneys, but the tourney team was full, same with SHRUG. APE fell apart right after I joined. Went back to VPG as I had a few friends there, but left again with this last group that left during the clan league. After that I decided I would just pub it up for a bit and only play my skirmishes. That's when I left for about a month to give AW a try, it's ok imo, but it still has a ways to go. During that time the only WoT I played was the skirmishes. Came back to WoT about a month ago but my recents have suffered since returning. I was up to about 2200, last week they were 1850, so I think I'm getting back the feel for the game again. Me irl: 28 year old male from central Florida, married, no kids(3 fully grown pitbulls that sleep in the bed, might as well be kids). I worked as a sous chef prior to 2011, when complications from a surgery sidelined me. Sitting home browsing the net I found WoT, my first MMO in 2013. I'm still hoping to find a fix for my medical issues so I can get back into the kitchen one day, back to doing what I love, but until then I spend my time playing WoT, and playing with my dogs when I feel well enough.
  7. The AT2 was great, crazy armor, easily hidden weak spots, but the AT8 seems to be one massive slow XP pinata.. How?
  8. MBT Mode: Armored Warfare Experimental Gamemode Wotlabs Introduction Look, I started playing AW because I wanted high tier WoT medium combat on steroids. Instead, I got blind, slow and badly armored turtles with derp guns. This post is going to advocate for a MBT vs MBT mode where tanks can actually play a bit more like WoT. This is what I have so far. Hello All, I made this post with the intention of trying to develop a grassroot gamer movement towards lobbying Armored Warfare to experiment with the creation of a MBT-orientated mode. Right now, there is a lot of conflict over the direction of the game. Armored Warfare wanted to put all classes in from real life, including AFVs and SPGs. However, these vehicles are not designed to be as good for an MBT role as a MBT, or designed for combat of this type at all. Therefore, MBTs are severely gimped compared to real life, but some say that they are still overperforming compared to other vehicles. This idea seeks to create a mode involving MBTs that ticks all the boxes of high tier medium gameplay from WoT, which is in my mind the definition of fast paced MBT "fun". Simply put, right now MBTs feel like modern KV-2s. Them fighting each other as a mode with more logical mechanics (while still very fun and anti-campy) for penetration, damage, spotting and mobility, would be a perfect idea for Armored Warfare to try. It is my dream to see the Armored Warfare developers try this idea as a way of satisfying the players who did not come for slow, blind as bat MBTs street fighting at 20m, while preserving balance in normal random battles. In this post, I want to cover all the aspects of the game mode, and an example of 5 in-game or soon to be in-game low-mid tier MBTs that could be used to attempt this idea. If I were the developers upon implementing this mode, I would make it a lot like Domination from WoT in the sense that the tanks are given and waiting in the garage, but to encourage active testing, make the rewards for playing very high, maybe premium tank level, or with bonus damage or a bit of gold thrown in to encourage big queues. Proper Ammunition Mechanics Firstly, let's talk penetration mechanics. Some of this could apply to random battles in mixed mode, but I did not write this section for them. Basically, the way ammunition is implemented in Armored Warfare leads to a variety of issues for MBT vs MBT. Firstly, many top tiers lack high explosive ammunition, which is a serious issue, as in real life HEAT is used as HE on some modern MBTs. HESH works completely opposite to what it should, having less damage and penetration than HE, for module damage, is blatantly false and runs counter to the design of HESH. As well, the misconception that AP normalizes a certain amount at any angle is kept from world of tanks, which leads to a variety of issues. I have taken this knowledge from many dtic documents and online catalogues of postwar Yugoslavian penetration tests, as well as Swedish firing trials on the Stridsvagn 103, as well as descriptions of modern ammunition types, and the heavy work done on HESH by Vollketten and MadestCat. Here is a brief series of anecdotes about ballistics. The Stridsvagn 103 in real life had fantastic armor for when it was designed. It works on the principle of ricochet, where heavily sloped armor is far more effective than its line of sight thickness would suggest. Shells tend to "slide" a bit on small slopes, and a lot on very angled slopes, It was designed to have thick enough armor to avoid the backplate effect, where heavily sloped and thin armor is less effective than line of sight, which is caused by very large shells hitting very thin armor, represented in some games as "overmatch". The Strv 103 could perform ricochets on all APDS shells, including the higher penetration ones coming from another Strv 103, which had about 10% more LoS perforation than the same ammunition fired from the gun on a M60 or Leopard 1. In-game with normalization of AP, which does not strictly exist unless you compensate for the backplate effect, the Stridsvagn 103 has about 150mm of line of sight armor, realistically none for the tier (probably tier 5). However, it should bounce all non-APFSDS kinetic rounds. This is a severe problem. As well, we can draw conclusions from looking at penetration tests of a T-55. Although the T-55's upper plate has 200mm line of sight penetration, in real life it is viewed to offer better protection than all but highly sloped areas of the turret front, which is over 200mm at its absolute flattest and weakest. Clearly, an effect exists in real life, when armor is not subject to backplate overmatch, that sloped armor provides a greater-than-line of sight protection. I, for the purposes of this article, will call this effect anti-normalization. Ricochets are also strictly copied and pasted mechanic wise from WoT, which is simply false compared to reality. Let me begin by saying that APFSDS ricocheting at 20 degrees is absurd. has about a 60% chance of ricochet at 8 degrees from flat, but it will not bounce up into a turret ring, or penetrate anything more than heavy shrapnel. Simply put, it breaks up after initial penetration / impact. This was the idea behind Leopard 1A5 spaced armor on the turret, intended to shatter APFSDS rounds. A realistic system would be to implement a ricochet angle of 8 degrees, then reduce penetration to about 30mm post-ricochet, with reduced damage. Spaced armor should give a % chance of shattering the round, and be double the effective thickness + 1/2 of the thickness of the air gap, reducing penetration for the next layer, due to round tumble. This should also apply to tracks. Sidenotes: Dozer blades in real life as spaced armor, 10mm on the Strv 103. In-game they appear to count as far more. http://static.fjcdn.com/pictures/Apfsds+round+through+post+in+ukraine_679276_5456509.jpg In a MBT only-gamemode, i feel to increase the slight angling potential (still works, technically)) that overmatch could be completly removed. Before I launch into detailed summaries, here is an outline of how I would change ammunition types in addition to APFSDS. I would: 1. Implement normalization and anti-normalization as a % based on impact angle, not a angle value. This allows for more effect at heavy angles, but less effect at small angles. 2. Create HESH as what it is, a armor defeating round that does more damage than other types, but has less penetration than APFSDS or HEAT 3. Create modern HEAT as what it is, effective versus slabs of steel and with explosive power upon non-penetration, while creating older HEAT as what it is, an effective against very thick unsloped steel with no explosive non-penetration. 4. Create APFSDS as what it is, a sloped-armor ignoring kinetic penetration type. This also leads to giving APDS realistic ricochet mechanics. 5. Rework HE into current HESH mechanics, which makes a lot of real-life and in-game sense if HESH was changed. Check Order This describes which order penetration checks would be done in, which is vitally important with normalization and anti-normalization. 1. Impact angle ricochet check. If the angle is over the ricochet angle (degrees) in the table, it ricochets. If 2nd impact with "continues on: shell action, repeat step 1, if not proceed to step 2. 2. Perform normalization/anti-normalization. If the new angle is over 90 degrees or more, it bounces off. If the angle is less than 90, calculate the slope of the armor and check with penetration. 3. If it penetrates, it does damage. If not, it bounces. 4. Perform RNG calculation for base damage then modify damage by the modules hit (120% due to ammo rack hit, 90% due to engine hit) ect. This check order obviously omits anything other than steel armor with no spaced armor/era/composites, ect, , and damage modifiers biased on modules hit. HESH HESH does not actually have a penetration value in real life. Regardless of calibre, it will only "blow in" plate of up to about 50mm of armor. However, it is not designed to do such a thing. HESH works by sending a pancake of the inside side of an armor plate flying into the crew compartment due to a impact on the outside. This effect, as a general rule, was effective from about 1.2 calibre rule (effective versus 1.2 times the thickness of armor compared to the diameter of the gun) up to about 1.3 in late HESH. Due to the shape of the explosion against the armor plate, HESH also performs better versus heavily sloped armor plate, until it fails to fuze at about 85 degrees, glancing off the armor plate. HESH performs very badly versus spaced armor and tracks, while being ineffective aside from exterior splash to composite armor and ERA. The correct way to implement HESH in-game would be somewhat as follows. · Assign 60% normalization to HESH shells. 60% of the impact angle is cancelled by the slope-negating impact. · Assign penetration of 1.2 times shell diameter. This is the exact number mention in a dtic document overview. Make the damage superior to the damage of HEAT and AP, while keeping it below the damage of HE. · Upon non-penetration, assign a negative exponential splash damage curve, starting at 50% of the damage of a penetration hit, becoming fully ineffective at triple the shell caliber. HEAT HEAT in the early years was an ammunition that kept its penetration at range, excellent at dealing with unsloped slabs of steel armor. However, it suffered tremendously to spaced armor and tracks, as well as against high angle surfaces. Modern HEAT keeps to these general principles, albeit with better slope performance,, but can also be used as high explosive, and works far better against angles compared to early HEAT. The correct way to implement HEAT would be to split it in-game into early and late functionality. 1. Early HEAT would have poor sloped armor performance, with a ricochet angle of 64 degrees, but about much more penetration than APDS. It would have slower velocity compared to APDS, bounce against all spaced armor and keep its penetration at range. It would also have lower damage than APDS, as it can penetrate turrets as well as any hull from a good angle. Late HEAT would function similarly, but would 1. Have amazing penetration versus steel, but bounce on ERA, spaced armor or composites, giving HE-like splash damage. (Bar any sort of Tandem missile) 2. It would perform well versus slopes, with 74 degrees initial ricochet, suprior to early HEAT by 12 degrees. It would have significantly more damage than APFSDS to compensate for poor anti-MBT effectiveness in regards to penetration. Pre APDS / APDS / APFSDS APDS and APFSDS are both the kinetic penetrators of their respective tiers. Pre APDS and APDS would do more damage than early HEAT. Although they would have worse penetration, they fly faster and perform versus sloped armor, being not useless when combined with the damage bonus. Pre APDS and APDS both have a ricochet angle of 76 degrees, which means that they can attack highly sloped hulls better. I imagine that it some manner the backplate and antinormalzation effects cancel out, which means that in game terms all AP ammunition could ignore slope like APFSDS. Alternativly, for Pre-APFSDS, a antinormalisation of about 10% could be realistically applied. APFSDS ignores slope like HEAT and becomes the lower damage high pen alternative, while low tiers use APDS for more damage and reliability compared to early HEAT. HE HE would work very similarly to in-game HESH as of current mechanics. It would have no slope modifier, penetration of 1/2 of caliber of the gun, but cause lots of splash and module damage. Spotting Spotting would be very simple in MBT mode. Firstly, more true open range, hilly MBT terrain would be nice, with little to no buildings or rocks, but with undulations providing advance. This would allow for hulldown locations, still utilized in doctrine. I would compare this idea to maps like "Sand River" in World of Tanks. Spotting rules would be as such. This is intended to keep MBTs at longer range initially when "sniping", but to allow advances. All tanks are given the same view range. The view range would be very high, of high tier AFVs. This is due to it being impossible to justify the level of optics on modern MBTs compared to one another. Tank camouflage rating is a factor of vehicle height. Short tanks get good ratings. Tank camo rating of high tier AFVs. This is logical. Tanks are fully spotted when they fire a shot. Unlimited render range. Tanks must break line of sight with the enemy for 5 seconds to become unspotted. This means that camping in a bush at the back would be impossible, as you would have nowhere to go, and cover would be useless when you have fired. Using ridges and moving up to advantageous positions would be necessary, like for real MBTs Mobility Mobility would be a factor of very few things, as some things, such as transmission efficiency and torque, while play into power to weight and acceleration, cannot be found for all tanks. 1. Historical forward and reverse speeds. Many tanks do not have them right now. Road speed would be used. 2. Power to weight would determine acceleration, and when the vehicle can hit its top speed. 3. Hull traverse would be historical. Although difficult to find, most data can be uncovered. 4. Turret traverse would be historical. 5. No arbitrary terrain resistance would exist. All tanks would be given the same amount, although terrain resistance could be changed depending on ground pressure, it is more understandable to use few values. Fire Control Although view range is the same for all vehicles simply because it is hard to verify , fire control can be decided by real aspects of the tank. Dispersion Dispersion, although it should be extremely small compared to real life. M60 Pattons could not hit a barn sized stationary target from a higher speed than 9 km/h. The Conqueror had firing disabled past a speed of 1.5 mph. However dispersion can mimic reality in relative levels for tank vs tank. Tanks with good stabilization can be more accurate on the move, and vice versa. No tank should have a dispersion worse than a current tier 6 MBT Aim Time Aim time should be decided by the quality of the ballistic computers or rangefinders on the tanks. No aim time should be extremely long, of over 2.5 seconds, with about 1.3 being "great". Accuracy Accuracy should depend on the mechanical accuracy of the gun. Some, like the 115mm Soviet smoothbore, should be less accurate than the L7 105mm gun. Depression / Elevation Unlike what is currently in game, all tanks would have historical gun depression and elevation. Damage Alpha Damage tied to the calibre is a big part of this MBT mode. In real life, damage for a gun relates to the gun calibre (how big the shell is) and the type of ammunition (penetrates with an explosion, penetration or spalling) it fires. In-game, at low tiers, HESH>APDS>HEAT would be the system, due to HEAT being so much better in penetration for the era, and in late HESH > HEAT > APFSDS would be possible, but with HESH and HEAT less powerful penetration wise relative to the tanks involved. I would set a base value of damage for each gun type related to the surface area of the bore of the gun, than have modifiers for damage depending on which rounds it fired. That could be for early tiers APDS damage. HESH, HE and HEAT damage could be based as a certain % off that damage, say 120% for HESH, 150% for HE and 80% for HEAT. Belowm for tanks, I simply have the base "AP" damage. Other damage (relative HEAT / HESH / HE %) could be calculated based on input from others. Here is a rundown visually of how this would look like for gun calibres that you can find on AW MBTs (eh, not really 76 or 85 past tier 1, 60 past tier 3) of now or the future. http://i.imgur.com/ffdcXuP.png It should be noted that some modules, like ammo rack durability, in this mod, would be modeled based on history. Wet stowage increases module durability for ammo racks, for example. Balance Parameters At the end of it, tanks must be balanced. Although you might say that with the many realistic mechanics above, tanks are impossible to balance, I say otherwise. Two main balance parameters exist. Tank health pool should be arbitrary, but not exceed a 20% range between smallest and lowest, due to playability concerns. Reload time can also be implemented as balance, as some guns, like the T-62s 115mm, would be unplayable, with 4 rounds/min and medium alpha damage. Sample of Tanks A MBT Mode that could be tested not long into the future to figure out if the mechanics described above could work as a game. It is all simple theory craft, if something, such as spotting, did not work, a current AW system could be put in, making more concessions to arcadism compared to realism until maximum fun is achieved. These 5 tanks below are very balanced compared to each other IRL. However, they are unique, with different playstyles and guns, making them good initial picks of a experimental mode. They are also all planned or implemented, which makes costs a lot lower I would use the M60 Patton, AMX 30, Chieftain Mk.1, Type 69 and T-62. Penetration Numbers: In real life, no tank here, aside from the T-62 outside of 300m from a 105mm L7 and a Chieftain turret front, would have any armor. Penetration could be left to the developers, but in my eyes, an appropriate view on penetration should be that the heavier tanks (T-62, Type 69, Chieftain) should have reliable turrets and decent hulls, but with the flatter turrets (T-62, Type 69) venerable to HEAT. The exact numbers would have to be tested. I imagine that 400mm for the best HEAT (AMX 30) and 290mm for the best APDS (Chieftain) would be enough. Given 120% damage for HESH, 100% for APDS, 80% for HEAT and 150% for HE, here is what damage would look like with the tanks below. http://i.imgur.com/Pg8vR6h.png M60 Patton The American tank in the MBT mode. It is a big tank with terrible camo rating and with mediocre armor, but has good firepower and middle-of-the-road mobility, along with -10 gun depression. Mobility Hull Traverse: 34.2 d/s Turret Traverse: 24 d/s Top Speed Forward 48 km/h Top Speed Reverse 16 km/h Power to Weight 15 hp/ton Ammunition 105mm L28A1 APDS-T 105mm M456 HEAT 105mm M329A2 HEP-T (HESH) Firepower Gun Depression -10 Gun Elevation +20 Base Damage 330 Stabilisation: Good Accuracy: High Armor http://tanks.gg/en/wot/m60#tab:model Remember, no normalization and different pen values. AMX 30 This tank is the speedster of this MBT mode. It sacrifices all armor for mobility and good firepower. It is smaller than the M60, but still large than the Soviet-style tanks. It also retains good -8 gun depression. Of interest is that it has the same speed and acceleration going forwards and backwards. Very French. Mobility Hull Traverse: 31.3 d/s Turret Traverse: 22.5 d/s Top Speed Forward 65 km/h Top Speed Reverse 65 km/h (fully reversible gearbox) Power to Weight: 20 hp/ton Ammunition 105mm Obus G HEAT 105mm PH-105 HE Firepower Gun Depression -8 Gun Elevation +20 Base Damage 330 Stabilisation: Bad Accuracy: High Armor http://tanks.gg/en/wot/amx-30-b#tab:model Remember, no normalization and different pen values. Chieftain Mk.1 The Chieftain gains the best gun and most reliable armor in the mode for amazingly terrible mobility and mediocre camouflage, It has -10 gun depression, but struggles to keep up with other tanks. Mobility Hull Traverse: Not Yet Known Turret Traverse: 20 d/s Top Speed Forward 40 km/h Top Speed Reverse 16 km/h Power to Weight 8.1 hp/ton Ammunition 120mm L15 APDS 120mm L31 HESH Firepower Gun Depression -10 Gun Elevation +20 Base Damage 432 Stabilisation: Good Accuracy: Medium Armor http://i.imgur.com/yRPhpe5.jpg http://rykoszet.info/wp-content/uploads/2015/09/6yQMAmW.png Remember, no normalization and different pen values. Type 69 The Type 69 is the Chinese tank in the mode. A stealthy tank with great DPM, but suffers with lower armor like the M60, as well as poor gun depression, damage and penetration. Mobility Hull Traverse: Not Yet Known Turret Traverse: 17 d/s Top Speed Forward 50 km/h Top Speed Reverse 7km/h Power to Weight 16 hp/ton Ammunition 100mm 3UBK4 HEAT 100mm 3BM6 APDS 100mm 3UOF10 HE Firepower Gun Depression -5 Gun Elevation +18 Base Damage 300 Stabilisation: Good Accuracy: Medium Armor (121b is a Type 69 with a later 105mm gun instead) http://tanks.gg/en/wot/121b#tab:model Remember, no normalization and different pen values. T-62 The T-62 in the Soviet tank of the mode. It has plenty of turret armor and stealth, but lacks gun handling and has the second worst mobility. It can do damage, but is very uncomfortable to play. Mobility Hull Traverse: Not Yet Known Turret Traverse: 17 d/s Top Speed Forward 50 km/h Top Speed Reverse 7 km/h Power to Weight 14.5 hp/ton Ammunition 115mm 3BM3 APDS 115mm 3BK4 HEAT 115mm 3OF11 HE Firepower Gun Depression -4 Gun Elevation +16 Base Damage 396 Stabilisation: Bad Accuracy: Good Armor (T-62a is a T-62 with a 100mm) http://tanks.gg/en/wot/t-62a#tab:model Remember, no normalization and different pen values. So there you have it. Wall of text complete. Please post comments, critiques and suggestions below, or tell me to screw off. I spent quite a bit of time in a hugbox making this, its time for honest opinions.
  9. Rare photos are taken. Let's never forget this... I advise you to see this with your parents, because this is some scary shit. Are you ready? If you aren't, please leave this topic and come back when you feel 300% ready.
  10. So I recent bought an STB-1, here are some (100) replays. (Edit: Mostly solo, but I did platoon some games.) http://www.mediafire.com/download/dhq2bltmdjy41iv/20150518_2111_japan-ST_B1_39_crimea.zip Around the end I started to get impatient and kept playing it on bad days, but oh well. If you have any questions feel free to ask. I did run Optics for a bit, but I ended up going with vents. (Edit: If you have any tanks you'd like replays of just let me know and I'll play some and upload them) Second set of replays here, I think it's 93 with only 80 of them being pub matches. https://www.mediafire.com/?cx0nyv37axf0bfv
  11. E 100: The steel brick This is a short guide on how to get more out of your E 100 gameplay. Disclaimer: This is just my opinion on how to get more from your E 100 Equipment, Consumables, Ammo, and Crew Skills Equipment: For your equipment you have 2 necessary pieces of equipment and 1 optional piece that you can switch out to your own liking. Large-Caliber Gun Rammer - Necessary Vertical Stabalizer mk 2 - Necessary Improved Ventalation Class 3 - Optional SuperHeavy Spall Liner - Optional Enhanced Gun Laying Drive - Optional Coated Optics - Optional Toolbox - Optional I run with a Rammer, Vert stabs, and Vents. I like to upgrade my reload as much as possible so when I need to face off against another E 100 if we fire at the same time I can most of the time reload before him and put 1 more shot into him before angling myself effectively trading two shots for one if all shots pen. Consumables: Repairs (Large or Small) - Necessary Medkit (Large or Small) - Optional Chocolate - Optional Fire Extinguisher (Manual or Auto) - Optional I personally run a Small rep kit, small medkit, and Chocolate. I typically run a large rep kit , large med kit, and Chocolate. I run Chocolate Because as I stated in the Equipment section I like to reload faster than enemy E100s. You can absolutely run any combo that you are comfortable with though. Ammo: 20 shells of AP 20 shells of HEAT 10 shells of HE 20 Shells of HEAT and AP are more than enough to either shoot all AP or all HEAT every game. 10 HE is just to make it look nice and shoot waffles in their stupid waffle faces. Or to shoot pesky hull down IS-7s. Crew skills: Hopefully you have at least a 3 skill crew by the time you reach the E 100 First Skill - Sixth Sense, Repairs Second Skill - Repairs, Snap Shot, Smooth Ride, Safe Stowage, Situational Awareness, Adrenaline Rush Third Skill: BIA Fourth Skill: Armorer, Jack of all Trades, Clutch Braking, Fire Fighting, Fire Fighting, Fire Fighting Fifth Skill: Whatever you have left. This is what I would run if I had a new crew to train. Since I pulled my E100 crew from my Jpe100 my first 3 skills are left over from that (as my current crew skills). You can switch things around or get skills in a different order if you like. This is really just a suggestion of useful things. Angling, weakpoints, defeating an angle, what ammo to use This tank is a monster when it comes to corner fights. You bait a shot into an autobounce angle then fire back at whatever shot you and instantly return to autobounce angles. You can either pre aim your shot with right click or just pure snap after you bounce a shot. The reasoning for rocking back and forth is to bait a shot and protect your turret ring weakpoint. You move back, someone sees your cheeks and fires but you move forward and the shot bounces off your side. You have two weakpoints that are lesser known which I will show here. Those weak points are your turret ring and police bar on your turret roof. You don't really see a lot of people trying to hit either of those weakpoints. There's also an extreme weakpoint on your turret ring that will defeat any sidescrape you have that is a bit too far out. You can also defeat an angled E100 using those same weakpoints I showed before. You also need to know when to switch from AP to HEAT and from HEAT to AP. Save HE for shooting at waffles, hulldown tanks that you can't dig out, and low HP targets that you don't wait to waste time aiming at. Switch to heat if you come up on an enemy E100, E3, or IS-7 Just to get them out quicker and more reliably. Switch to AP if you are flanking and will come up on the side/rear of tanks But be careful not to shoot spaced side armor on tanks such as the E 100 or IS-7 because they can just absorb your shot wasting your ambush on their flank. Is the last tank alive a Waffle E 100? Load up that HE and pray for some 1k+ damage rolls, just make sure to aim at the weak gun shield and not the gun itself. Part 2 of this guide will focus more on the gameplay of glorious tank.
  12. Just saying, Hi Joined Wotlabs so long ago, I forgot that I had done so. Back again now, probably worse than I was way back then. Only been told to uninstall a handful of times, but I know I'm probably Queen Noob. Anyhow, I'm back to try and uncover some tidbits to help my symptoms of noobness. Glad to see this community is still thriving.
  13. I've noticed that for a while I have not been able to play higher than a 2500 WN8 level. I've tried adjusting my game play by playing more aggressive, playing more passive, but nothing is seeming to work. If anything, it feels like my WN8 is dropping. I'm here in hopes that someone can help me take my game play to the next level, any help is appreciated. I mainly play my IS-6, M103, T49 and my Object 140 and T-62A currently. I will post replay's of my performance soon if anyone would like to look at those http://wotreplays.com/site/1669924#tundra-whenisayboomisayboom-is-6 Typical game, take the east, fall back to cap, get tunnel visioned and forget to reset http://wotreplays.com/site/1669984#winterberg-whenisayboomisayboom-object_140 Good game in the 140, team stupidly caps while cleaning up .
  14. produces instead I want to get the emoticon I see, with the mouth closed, please, thank you. This what he looks like:
  15. A while back I put together some sort of challenge for myself for the batchat. I'd love any sort of feedback, be it suggestions, someone else who wants to challenge me with a certain objective or anything else... I'm doing this because I love playing this thing, and it was my first X, so some stat repairing won't hurt. I'm also annoying you people with this because I seem to perform better when someone's watching over my shoulder (or at least when I have that feeling) The goal was/is to increase the stats as following: Get the victories up to 63% from 53%. I need to average ~65,54%. Raise dpg from 2.590 to 3.510 (which is 9damaging shots). Need an average of 3.754 dpg. Frags: 1,59 -> 2. Need 2,75 per game. Spots: 3,48 -> 5. Need 5,41/game, this is a somewhat useless metric, so I'm not really focusing on this one. If I manage these goals, the overall WN8 for batmobile should be over 4.000. How am I supposed to reach these results? Platoons? 50% ish of the battles, very often they are 2man platoons as well. HEAT? Almost never use it, when I do, I probably carry 30rounds of them for reasons I explained in the Batchat appreciation thread. I'm not planning to do all these battles within a certain time period. I just love playing the bat and will see where it leads me. First ~500 battles (1.045-> 1.503): stats & thoughts Second ~500 battles; breaking down over 100 from now Second 100 Third 100, too much yoloswag Fourth 100 - I'm horrible, anyone buy my account? Question to the readers: are interested in both semi-good and great replays, or only the excellent ones (4k+ damage)? If you are interested in this at all...
  16. Since we don't have one of these threads yet, and the 430 IS bad. Why is it bad? Well it take the worst parts of the other russian meds and makes them worse. Lots worse......... The turret armor is weaker all around, especially the roof. You are overmatched on any place above the gun and are regularly penned through the turret face. The obj140 on contrast has more depression, and a MUCH smaller turret weak point. The T-62 has the same depression with a much stronger turret and no weak point. The hull seems better on paper, but in action is less effective. The turret is located more rear from the front of the tank. This causes problems in going around corners and you cant effectively create an autobounce fighting on ridges. You will get shot there if you try to play this tank like an armored medium. So we get a medium that is weakly armored all around, and is worse in every way than the other 2 mediums..... So sad
  17. Hey all, I'm _Brendan! I've been playing WOT since August 12th, 2013. I started off as a red baddie like most players do. When I first viewed my stats on Wotlabs, I realized just how bad I was... 757 WN8 and a pretty low survival rate. All I was really doing at that point was derping around in my IS-3 and low-tier tanks with bad players. It was then when I started stepping up my game. Come May 5th, 2014 I first sign up for the Wotlabs forum. Here were my stats at the time: http://wotlabs.net/na/player/brendanthekid/1399248000 I was slowly getting better at tonks. Since joining Wotlabs, I have read countless guides and watched tons of replays from all you good players. I have tremendously improved my gameplay and just last night got my first 6k, 7k and almost 8k dmg in my Object 704. Here are my stats now: Finally, can someone review my replays please? I uploaded my past 50 games here: https://www.dropbox.com/s/cuts8orope3818s/Past%2050%20replays.zip Thanks Wotlabs!
  18. Just downloaded the game, played it most afternoon, derped around and felt lost, seems fun though so time to start reading on how not to be lost and this forum looked like it might be the place to start. Won't have a shit ton of time to invest into this game but hopefully I can maximize my effort somewhat so I don't lose every time So hello.
  19. Hi, please come watch my terrible quality 720p stream with awful music. http://www.twitch.tv/primelaw24 I pretty much just stream whenever my work schedule allows it and I actually feel like playing this terrible game. Also I play pretty much every tier, so it's not all tier 10s or high tiers.
  20. Edit: Oneeechan kindly pointed out that Tank Inspector (which I don't have) lists that it is not an autoloader and that it fires AP as the default round. I was doing some research on the xp cost of certain lines in WoT and I noticed something I have never heard of before in the Russian tree... the Obj. 907 Tier X Premium Medium tank. Link: http://wotdb.info/#country=ussr Looks as though its [not an] autoloader (Tank Inspector) and that it has 288mm frontal turret armor. Perhaps it will be an upcoming reward tank (costs the same as an M60/FailLowe + that crappy APCR AP pen) that is being supertested or is only on press accounts... I have never heard of it or encountered it before and was wondering if anyone here has seen one or heard any rumors. Your thoughts?
  21. Let's start with a picture of my stats in it: Now, I've been playing my Object 140 just like I played my T54. And I'm dealing damage, whether 2200 average is considered enough (probably isn't) I don't know, from what I can tell, I just can't win games. 2 of my wins are clan wars wins in this tank. I'm positioning myself where I would with my T54 and basically playing it 100% the same. Is this incorrect and should I be playing it differently? I know I have very few battles in the 140 but I want to try to stop this before it gets out of control. For reference I solo pub a lot because of the times I'm usually playing tanks. Also my Equipment setup is as follows: Rammer/VStab/Optics (Consumables: Repair kit, Auto Extinguisher, First Aid Kit.). My Crew is from the T54, still a one skill (79% 2nd skill) crew but the ones trained are: Sixth Sense, Snap Shot, Off Road Driving, Safe Stowage Thanks in advance and apologies if the question is laid out bad.
  22. So I just wanted to know what separates the bad, good and elite? What are the biggest things that these players so differently? I'm a solid player but I feel like I'm missing something that could make me even better. Even in a game where I do 6k+ damage, I just feel like it was crude the way I did it, and it could have been smoother. I get to the point where players i know I can beat are doing high damage to me and I'm struggling to kill them. What are the big tips I need to know so I can elevate my game beyond where it is now?
  23. Garbads Unicum diaries are a powerful and noble tool for the education of pubbies everywhere. I have shamelessly taken it upon myself to steal and subvert them into this wretched husk of their former glory. Using this format we will delve into the deepest, darkest, and most depraved aspect of the human condition, the mind of the average pubbie. During the pre-match countdown everyone immediately chastises their team mates in order to shift any possible blame from them selves to their allies. Rather than analyze the team rosters for strengths and weaknesses I frantically try and think of a dirty joke to endear me forever into the hearts and minds of my fellow pubbies. I decide to go North. Why? Not a clue, the hypnotic pull of the lemmings called me. A crappy fascist box reveals itself at the crest of the sand dunes and with the help of the Cromwell and my grotesquely overpowered 105mm derp we shred it into scrap. The Red team sent very few tanks North and the might of our lemming wave quickly crushed them. However, the South was all but lost. I broke off from the mindless horde to the F line where I sniped the Red heathens with the righteous power of my 105. We manage to slay a few more Reds but the last of our Southern defenders crumble under the weight of their own ineptitude. The last of our forces in the North also fall. I do the only thing my tiny looser mind can think off, circle back to defend the cap from the encroaching Reds. By the time I get back to the cap only me and the arty are left alive and the point is being captured by at least three Reds. It is now two verses seven. Our fate is all but sealed. I peek over the dunes in a desperate attempt to reset the cap. They have no idea I'm there! What luck. The abomination known as arty kills two tanks with one shot! I take this opportunity to mop up the rest but not before the hellcat murders the arty. The tides have turned! It's now 1v2. My Jumbo versus a M41 and an SU-100, both of which were last seen at the enemy cap. This is my chance to shine! To be a great player like Garbad or CarbonWard. To be a tanking hero. What do I do? What I know: Both the SU-100 and M41 were last seen at their cap. That I am easily one shotable I want waffles for breakfast What I suspect: Nothing. I'm a terribad and can't think 5 seconds into the future. How would you guys close this game out? What is the correct course of action? The conclusion:
  24. Hi. Tell me a little bit about some of the competitive clans out there. I've been thinking about joining one more and more but don't know enough about any of them to really start looking. How hard are they to get in to? What kind of atmospehere do they have? Are they laid back? Tightasses? I'm leaning towards IOC but I just don't know.
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