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.. or maybe something is fucked with this game. My performance has dropped a lot in recent months and honestly I don't think it's because I regressed as a player. Sessions rarely exceed 4k dmg for me any more (~tier 9.5) whereas a couple of months ago breaking this wasn't really that much of an effort. I could find a couple of reasons for why this happened but I'm asking if anyone else is also experiencing this on EU (maybe also on NA but I feel their meta is behind a little) or if I failed to adapt as a player. Reasons: -WG is reworking the maps to decrease the influence a single good player can have on the outcome of the map. This is pretty obvious: All the maps I considered "skill maps" where knowledge of firing lanes and spotting over longer battles are getting reworked. Sand River, Westfield, Swamp, Redshire. Well Mines was bad before already but now it's fucking awful in high tiers... All the maps I routinely farmed up 6k+ damage are getting reworked either into total fuckups like new Westfield or weird RNG maps like new Swamp. Standard rework scheme: Two flanks as far apart as possible with useless middle and lots of hard cover to remove firing angles. Pretty ironic they remove Northwest and then rework most maps to be the same (Swamp or new Redshire huehuehue). -Meta changes due to drop in player skill: Since WG is trying to please the bottom half of the players with their map/vehicle balancing they create no incentive for bad players to improve. I feel like this is a huge issue. Examples: Going field on Westfield was retarded because it removed you from most of the fight. Now WG introduced some hardcover there. Well, guess what: You're still totally useless if you go there but now there is an incentive to sit in front of each other for 3 minutes and "cover that flank" while the battle gets decided somewhere else and you're gonna get cleaned up at the end. Pearl River is another example even though it gets removed. You used to go to the standard northern brawling passage and there was a huge fight and whoever won that usually came out on top of the game. Nowadays people just yolo the middle, die in 2 minutes and the game basically gets decided by who has less retards dying there... On Lakeville I lately see large fights in the valley (once 18 tanks, wtf) with scouts and fast tanks (bchats etc.) apparently rushing that place because "they get there first". Then they proceed to sit in front of each other behind the hill while a Conq GC one shots one of these dudes once every 45 secs... -Huge alpha RNG tanks: Waffle, FV4005, FV 183, JagdE100. Shitlord tanks that allow an idiot to his health 1vs1 against anyone in the game. It's self explanatory: Shitter in 183 drives out and either he misses you and you fuck him up during his 30 sec reload or he hits you and you're dead. You catch a waffle in the open it's not gonna last for 5 secs, he catches you relocating you're not gonna last for 5 seconds. -Scouts (and arty): On EU at least 3 scouts feels the average per team, lots of battles have 4. This first of all takes a lot of each team's health pool away and second of all means you gotta be REALLY careful if you want to relocate. It's very hard avoiding to get lit. If there is 6+ scouts+arty combined you can basically write of the game as trash because all you're doing is jumping from cover to cover and even if you were to find a nice farming spot you won't get any damage when half their team consists of tanks with 1k or less HP. -decrease in average battle time: All of the above leads to a decrease in average battle time which is the main reason for the shit games recently IMO. There are only so many shots you can fire after moving into position when 70% of your games don't exceed the 4m30s limit. On cramped maps like Ensk and Himmelsdorf that would even be a long game LOL. Games are rarely close and follow two schemes: Go to your flank, steamroll it within 1 minute and hope you can get some cleanup or spot 10 tanks and be forced to retreat and extract some damage out of the incoming 5:15 loss. -team lineups: Lots of arty and scouts cause those missions are at some point basically pure RNG (get a map out of a certain pool or you don't even have to try), lots of meds because that's what good players actually play (and what the greens and blues think they have to play to get good) and lots of TDs cause every red shitlord thinks high alpha is magic. Yeah, no heavies. They're slow, get outplayed by meds on open maps and by high alpha TDs on city maps. They're really good in this meta actually but only if you're good yourself which 90% of the playerbase aren't. Is this only me? Or do others observe a drop off in performance as well. I checked the recents of a couple of guys (Poltto, Decha and Kolmio namely) and it seems to confirm my thesis. It doesn't matter if you dealt 2k dmg averages or 4k before though, most players (except the supertomatoes not posting here) should have this issue. Your peak performance is just not as high as it used to be. It's so hard to come by good/great games these days because of the above factors. And you still get your share of matchmaking fuckups, steamrolls (even more),bad maps (also even more) and ofc clicks. I feel like I can't even out the frequent bad games any more and it's just trying to catch up... P.S.: Keep the fucking errors, I'm drunk.
Hey there, the title says it all basically, but here are some thoughts and what I've been doing so far. 3 years ago I had 1.1k dpg in type 59 and was trying to get it up to 1.5k (wot forum post with stats), now its at 1.6k or so. 2 years ago I was working to get my t10s up to 2.5k dpg, now I'm trying to push em to 3k and still don't have it on a single tank yet (50m and bc are 2.9k+ though). I was trying to get 3d mark in BC but gave up at some point never breaking past 92-93% or so, then accuracy nerf came and it feels even harder to achieve. Then I tried it with 140, but hell, I managed to get only 2nd mark in it by averaging 3.6k over 50 battles with 3.8k over last 20 before I finally got it. On good days I do manage to average 3.6k+ first 1-2h, but as the session goes on (weekends mostly), it drops by 300-600 at the session end pretty consistently. I'm watching youtube/streams/replays of best playerers regular, and some of my own better games but I don't see that many mistakes myself to work on. I make sure that my crews/setup is pretty much the best as it can be (forums and videos). Some mistakes/differences I noticed so far: - I end up screwing somehow often by trying to get to a high reward spot, knowing, if their meds/lights will cross X or I don't get support, I could lose way to much HP and not being able to get back, aka being to aggressive early on, esp. in tanks like 215B/62a/50m ending often in me getting killed with under 2k dmg in first 2-3 minutes of the game or being 1-shot for the rest of the game. - I shoot to fast at the targets without fully aiming, often enough missing/not hitting the aimed spot, where as would I wait 1-2 sec longer I could take a well aimed shot at a weak spot. - I see a lot of better players, often ignoring arty, even when there are 3-4 of them on open maps and stick to the same spots longer, but also being able to take more shots because of that (or getting clicked faster in process), whereas I'm pretty paranoid if spotted and try to to back off and wiggle asap and just have close to a heart attack for the next 15 seconds. Not sure its wrong, but maybe not the way I do it. I could upload few replays of more recent sessions, have a replays thread on wot forums and here are my more detailed tank stats: vbaddict profile and open for suggestions. EDIT: DpG development in most played/liked T10s so far, most of them have 800+ games, FV 100+ only: Thanks!
By way of analogy, empty damage is like empty calories. And just as 'damage whore' is often a pejorative (though not always) so too are empty calories The Devil. But that's all in a vacuum. ===================== Do you eat healthy most of the time? Do you have a high metabolism, low blood pressure? Are you young? A few empty calories aren't killing you. You can have a soda, pizza, fast and junk food, and sleep easily. And so it is in tanks. Damage is damage, and although watching an enemy tank limp away or back out of a corner to live is frustrating, the good DPG whores really, really do attrit an enemy team down. In their selected flank, or a little bit all over the place, in more open maps and in high accuracy / camo tanks. ====================== Empty Damage is simple then. SITUATION 1 -- 1st Minute / Allied Scout West side Siegfried Line -- field on Malinovka -- riverbed rush El Halluf -- and numerous other examples. One of a few things happens in which you benefit from this. You either suggest it, you assume / watch for it to, or (most thankfully) an ally announces those intentions. Hopefully not a top-tier sui-scout, but nevertheless, even if it is, these are usually players with 1 foot in the grave mentally -- you generally can't talk them out of it. So you shoot what they light; what simultaneously drives into them and profit. Damage is damage. SITUATION 1A -- 1st Minute / Enemy Suiscout Basically the opposite. Your team did nothing necessarily aggressive to generate lights, but an enemy is driving so aggressively or so far they've presented themselves as a target. Damage being damage, it might as well be you as anyone. But as a good player, almost doubly so -- the worst possible situation for the enemy suiscout is 1) they get through and get something spotted and killed, like arty or even a high-tier soft TD / open top tank 2) 2nd worst, they get so far into allied lines, every player on your team digs their heels into the ground and stops advancing. Depending on the map, this is a situation which can wrest map control away from you. 3) Least likely, but also a worst case, the enemy suiscout lives and digs into a really, really nasty bait position. Now he's feeding his own team empty damage. The best situation I can think of this is when SW spawned light tank gets to G4 on El Halluf, East-facing cliff. The process of digging out a low tier tank like this isn't a profitable one for your team. Quickly -- even greedily -- taking that empty damage on this light tank could have prevented this. Sometimes, you have to play slow to win. (ignoring it or trusting allies is too often a mistake) SITUATION B -- Allied Peeking Pubs, at least in NA, have a very simple mindset, and a few specific habits. Here, they like to go to deploy to a certain line in the sand -- a certain phase line -- and hold it. There, they peek. They either win, in which case, their most Cardinal Trait comes into action -- inertia. They go forward to the enemy flag like it's a gravity well. Or they die. But say you have a stately peek-a-boo going on. You have an allied tank doing, whatever, peeking, but not well at all. He over exposes, doesn't aim, or gets in a rut of bad timing. His own rushed shot misses, he takes damage, backs out, and rinses, washes and repeats conveniently so the enemy will do this 2, 3, 4 more times in a row. Well, pubs gonna pub, so you let him do it, take the damage, and then try and get your own shot off. His incompetence is painful enough, but it can at least spring your gun out for damage. (this is a situation you're most likely to find yourself in a bottom/mid-tier HT/TD) SITUATION C -- Time Sensitive Sniping This is probably the staple of the damage whore. On larger, open maps, the long middle phase of a game can present itself with opportunity after opportunity. Karelia, having high-donut control, means you can variously take potshots at enemy tanks... everywhere around you. At various points, your tank could be at any one of those asterisks (and even lower, covering the corner, though that's a bit less likely in a soft medium) due to the various intentions of the enemy, or obvious opportunities. This picture best demonstrates the principle of Empty Damage -- taking whatever the enemy team gives you. Of course, you can't take advantage of all of this, unless you're in an advantageous position. Maps like this are good examples of why taking key terrain is so very important many times. And besides the pure sniping potential of the spot, this gives you great flex options. SITUATION D -- Enemy Zerg Into Allies Plenty of situations, either deliberately or by chance, you'll be in position to see an enemy push coalesce into some poor ally. His death is assured, but while he's lighting things, you can drain some empty damage hit points from the enemy. ======================= ======================= Empty Damage, like calories, get a bad rap. But that's only in a vacuum of other considerations. As a lower-tier tank, or in a very slow match, it can be minutes in-between good opportunities to move, attack, even fire your gun. You could derp, but if you're playing to win, you're going to be more opportunistic. And by and large, empty damage is a process in which you get damage off of other people's conscious scouting, poor enemy or allied decisions, or distant cross-fire opportunities. By and large, empty damage is not tactically significant. It is not immediate action against a concentration of tanks which will represent a broken enemy flank / position. It is not pushing, it is not flanking -- (it can be camping!) -- and it is not flexing. It's the trump card of the wily scout tank -- floating. From spot to spot, one flank to another, from active scout, to passive, to loop-scouting. From offense, to defense, and back again. TL;DR -- Empty Damage is first and foremost, opportunistic. And secondly -- safe. It's all around you, all of the time. I like to think I just gave a name to a type of damage, but it's definitely a concept I think is worth labeling and understanding. There's a time and place to push, to camp, and there's a time and place to just sit back and soak up empty damage.
What are good per-tier DPGs? No seal clubbing tiers, please. That is of course without particularly OP or UP tanks in mind, as some tanks like the Hellcat can easily do 2.5-4 times their health in damage but a T-34-85 would have difficulty doing just x2.