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  1. [LOTI] Luck of the Irish are recruiting!! TS3 address: ts6.freets3.net:10004 Are you a ‘blue’ or ‘purple’ player wanting to have fun in this game without the seriousness of having to be online X number of times a week at a set time? Do you act first and then think later? Do you believe in a thing called love luck? Do you like potatoes? Is Leprechauny even a real word? Did you know that an ‘original’ Leprechaun was actually a great warrior? If the answer to any of the above is yes then how about applying to be part of the most Guinness and potato filled Leprechauny clan on the EU server! What can we offer you? A relaxed atmosphere with other talented tankers. Nothing but fun when in platoons or stronghold/drunkhold games. Credit/XP bonuses for those who help with our stronghold. Good player base to expand your skills/experience as an FC (if you have any FC experience or wish to gain some). ‘Status symbols’ - rewards on your TS account for certain events and actions for you to proudly show off to your fellow clan mates. Fun and friendly competitions in training rooms for a laugh and sometimes prizes. A place to play ANY tier (you will not be judged here!) This very forum thread for shitposting We do ask that you help at least once a week with collecting boxes for our stronghold though (that’s not too much to ask is it?!). So how do I become a part of this amazing clan you ask? Well if you meet (or come close to) the requirements outlined below then simply post your interest on here with the following information: Please do not take offense if you send us a PM with your application and receive a blunt response, if you can’t follow the instructions how will you follow our FCs?! In-game name (if it’s different to your WoTLabs name!): Link to worldoftanks.eu profile wouldn’t go amiss… saves our recruiters precious seconds! Any Friends in LOTI?: Did anyone recommend LOTI/Leprechauns to you?: Blood Type: Midichlorian Count: Hair Colour: What did you do last Tuesday?: Small Print: Once your application has been scrutinised checked over by one of our recruiters (and approved by them) they will accept you on a 30 day trial as a recruit to see how well you merge and blend in, after a successful period as a recruit you can get a full promotion to Private Leprechaun (or Field Commanding ‘Fighting’ Leprechaun if you really prove yourself!). During the 30 day period we would like to see you as active as possible on TS and in Stronghold games. Re-rollers need not apply without good reason, this game is about having fun over stats. Definitions of 'acceptable' re-rolls are found here The Boring bits: REQUIREMENTS Please note that ALL applications will be dealt with on a case-by-case basis 1700ish WN8 with 2300+ recent and a 54% WR TS3 with a working mic/headset You must be an 'active' and team player Sense of humour 18 years of age (or older) - due to mature content We also ask that you have 1 or more suitable tier 8 tanks for SH and preferably a fast tier 6 tank for credit/box grinding sessions (SH) along with any tier X tank Important bits: Whilst we are a laid back ‘fun loving’ clan, we will not tolerate any form of racism or bullying. Please try not to defame the Leprechaun folk by being an asshat in randoms, we would like to be known as a fun clan rather than one full of idiots. I don’t want to receive a tonne of messages/chat logs/videos about our members behaviour being rather toxic and if for some reason you do not heed the above advice, then each particular case will be assessed and could potentially result in a kick from the clan. Oh and if you’re inactive for more than 30 days or don’t help with the stronghold you could also face a kick to make way for more active players. Misc: Want to actually know some of the folklore behind Leprechauns? http://holidays.thefuntimesguide.com/2009/02/the_leprechaun.php TL;DR If you're a good player who doesn't care much for clan wars but like a strong knit community with rewards from regular stronghold battles then this is the place for you!
  2. I'm a carrot player on EU, with 4k games in, I still suck, especially on decision making, I would love if somebody decided to help me out, I promise I'll be a good student ^^
  3. I know a lot of players look down on people like me, and even more on people with 45% WRs, but would you prefer if every player with a wr say, below 52% suddenly stopped playing wot? *By wot, I mean wot random battles*
  4. This is a game I play with my family on long drives. As I am currently bored at work, I thought I would see how it plays out on a forum. The rules are simple. Take a song title or section of lyrics and use a thesaurus, or your vast knowledge of the language, to change the words to something as official and complex-sounding as possible... For instance: "Here comes the sun" becomes "Our solar system's central source of light and heat is arriving!" Here's one for you guys: "This frozen blended dairy product I own beckons the entirety of the young male population to the outdoor place of recreation... You can be certain that it is of a higher quality than the one you own... I could provide teutalage, but I would demand monetary compensation in return..."
  5. So, I was randomly contacted by this guy: He has been leading tournament teams since the beginning of the year and wanted some input. He sent me a message on the official forums: "He man, we've run up against your tourney squad quite a few times. We've always been impressed by how well your teams perform and work together. I was wondering if you have any training advice or resources you could steer me towards. My guys have finally realized that if they want to be anymore than a upper bravo/ low alpha team they are going to have to work for it. I've been working on them the last couple weeks, but have now exhausted my limited training experience. Any advice is welcome." I felt honored and was taken aback a bit... It wasn't too long ago that I was reaching out for help and advice from better players on better-performing teams. I felt as if it were my duty to offer what I could. Truthfully, I enjoy good competition and slugging it out in battle. Hey; if I can convince just 1 more team to do a little less camping, I deserve a Nobel. I eventually asked for some replays to review, and I got 3 losses he suffered from statistically better teams. Here is my review: Tier-V: Hills Vs. [sTARR] I'm not sure what the the requirements on this skirmish were, but the lineup is very heavy. I tend to go with flexible, view-range abusing lineups... 09:30 Not too bad of an initial deployment, but guys in South can get out-spotted by that T67... 09:10 Yeah... That T67. 09:00 Playing peek-a-boom with their heavies. 08:40 You get some nice bounces, good angling, but your buddies are impotent. 08:25 Yeah... That T67. 08:05 After some nice shots by your buddies you start to get way ahead in the HP game... 07:30 There have already been a few occasions where you guys could've just smashed "W" into them and out-DPM'd them with enough time to turn around and hit those TDs that are now up your [edited]. This is where the game was lost. You were "winning" the hill on more than one occasion. While your initial deployment wasn't horrible by any means, doing a little math would have helped you know when to take the middle and cut your losses. That being said having that T67 and SU-85 in the West was trouble no matter how you cut it. Even if you did win the middle they would be able to own that island and spot any approach you had to their position or their cap... This loss should teach you [1] about choosing a more diverse lineup; having the mobility and view and camo of that T67/SU-85 combo allowed them to render your 1-2 line inert, [2] taking advantage of local advantage and superiority; once you have a healthy HP advantage get in there and focus them to death. Tier-VI: Ruinberg on Fire VS. [CARTL] Gotta' say, your lineup is again a bit iffy. Not only are you facing much better players, they are in a much better lineup. 09:40 Good initial deployment... 09:10 Okay, no one is going to even try and get a quick peek at their side of the field? Their T37 basically saw your entire team and know where you are. If you aren't going to return the favor you will at LEAST reposition? 08:25 No reposition; you're heavies are still in the same area and [CARTL] is getting into a position to push on the 0-line. Since you didn't get any lights early you have NO idea what the numbers are like against you. I think they are ALL there, which means they can push and then take cover on the 0-line... 08:10 Ooooh! You guys are doing something! They ARE starting to get ahead in the HP, though... 07:45 They are now 1k HP ahead... Time to STOP trading shots? 07:25 Okay, stop... Look at the map here. You guys are in a blob and working yourselves into the E-line & 0-line corner. This would be a perfect opportunity for that T37's mobility to scoot over to EF-7 and maybe take some running harrasment shots or even pre-spotted tracking shot... You don't want to control 1 square. You want to control entire lanes and get multiple angles of fire in. 07:20 Yeah; don't poke against HTs in a LT from within spitting distance... The chance of victory slips further from your grasp. 06:55 They are still playing a bit more timidly than I would have if I were them but will spend the rest of the game cycling out low-HP dudes and whittling you down taking you out 1 by 1. 06:35 See what that T37 and Cromwell over there? See what they're doing? You guys should have done that sooner... Working dug-in enemies on the 9&0-line FROM the 6-line is key and give you more map control. Things to learn from this game are [1] early lights can lead to early damage which is best damage; imagine the possibilities if you had faced off in the city UP 600HP, [2] use mobile tanks to be mobile and tankey tanks to tank tanks; flanking with T37s and Cromwells makes sense, smashing face in CQC with heavies makes sense, too, [3] a great position doesn't become great just by taking it; you need to do stuff when you have it, [4] own the MAP, not a tiny piece of it; create a FRONT, not a blob as blobs get surrounded while fronts can wrap around. Tier VI: Ruinberg on Fire VS. Vanilla (I think? It's been awhile.) You are facing one of the best tournament teams I have ever had the pleasure of (frequently) losing to, beating, and finishing alongside of... There is a lot of talent over there and a lot of experience. And, again, their lineup is far superior to yours. I'm guessing you couldn't bring more than 1 of any tank model? If so Cromwell, E8, T37 looks delicious... Were Type-64s viable? 09:40 You split your forces? Or is this a camp? 09:25 You allow them to own the middle and yet again fail to even attempt to get early lights. You are basically blind. You want to own middle road so that you have vision on THEIR side... 08:40 And they've already set up 2 fronts; E-line and 0-line... The box-in begins. 07:50 Annnnd you're camping... They will begin to slowly, methodically, expertly pick it apart. Great teams get camped on all the time. We get good at beating them. They probe for weakness getting your guys to fire while they have eyes on your positions... 06:30 So, they look like they are pulling back a bit or regrouping to do something. Now may be a good time to reposition or counter-push before they have time to react? 05:30 Or continue to camp while they continue to probe? My guess is that T37 is a spotter AND a distraction and that they are setting up to get shots from out of view in the city. 04:55 Look at that, they are in the city... They now control 3 sides; 1-line, E-line, and 0-line... 03:55 Without vision almost their entire force snuck into the city... Except for that T37, he's alone, basically... And whatever, they have picked enough and are now going in for the whole entre... What you should learn from this game is [1] that camping is very rarely the right thing to do... Especially the entire game. So, my overall critique in a nutshell is that you guys have decent enough initial deployments, you just get too timid or indecisive once you're there. Winning games is all about recognizing a local advantage or superiority, jumping all over it, and then MAKING the next opportunity. You need to dictate the flow of the game. I will tell you right now, if I had faced a team of your caliber the LAST thing I would expect or be prepared for would be an AGGRESSIVE push. Early lights -> Early Damage -> Initial Local Advantage -> Overall Advantage We got a chance to talk for awhile in our TS. Very nice guy and really just wants to start improving and doing better. I gave him some general tips on calling, talked about how important vision is, and really ripped into him for that camp against Vanilla. I also talked about trying to stick to a good core group of 3 or 4 guys, delegating battlefield duties, and how important focused aggression is in starting to swing that HP advantage your way. Those games where he was calling from the T37 he should have been way more dynamic and been harassing from multiple angles... I was happy and impressed to see them get to some pretty aggressive initial locations, he just fell a part once he secured them and didn't take advantage of superior numbers and/or HP when he had them. All in all I had a good time doing this. While I am far from considering myself the greatest source of knowledge on the subject, I've done enough of these things and done well enough to know I have something to offer. It also felt good to take that hand that was reaching out to me and give it more than a firm handshake and a short list of general tips. I really tried my best to be blunt and constructive. I also wanted to be realistic and let him know he will often just get outplayed by better tankers especially if you try and beat them the same way they are beating you. I think I may need to do this more often!
  6. Since I started paying attention to my own performance WoT skill metrics basically divided players into two groups. There were the "blurples" and the "greens". Yes, I understand those of you who are turning different shades of "blurple" have further divisions for yourselves; but to those of us who stand agape and in awe of your royal hues, it makes little difference. Since the most recent color category update a new and wonderful palate has been added and shifted. While I have some reservations with red now being the "average", I understand the reasoning... So we still have tomatoes, apricots, and lemons. The fiery hues of improvement are clearly defined. We now have a couple of green shades; above-average and above above-average... Makes sense. This teal, however... It's nice. Makes me feel good about myself. Sure, I'm not blue... Will take another 6k games or so to get there, too! But, I'm above even the darkest green. I have crossed some (possibly arbitrary) barrier and transcended the mere "adequate" rating I had as a green. My question to the population is how do YOU see us teals? Are we more blue or more green? When you see someone with an 1800 WN8 in a pub, do you dismiss him as just another average pubbie, or do you begin to approach his potential abilities as you would a blueish player? What do you expect from me? Can you count on me to hold my own? Do you think I can take care of that flank? Do you trust me to reset cap in time? I often see unicum looking for "other purples" to play with, but sometimes tagging an almost flippant, "but a blunicum will do in a pinch" on the end... Is teal too low to stoop? Are we mutated greens or misshapen blues? I feel as if pure greens can be afraid to approach a teal but as a teal I feel a bit hesitant to assume my abilities will be trusted by anyone "better". Fitting considering I am in LIMBO... We're recruiting experienced tournament callers and players, BTW. TL;DR - What does it mean to be teal?
  7. Since I have been busy at work... And WILL be busy at work for the next few weeks, I have been filling my gaming void with browser-based games. I can access them through the guest wifi at work in my office. Lately I have been playing The Last Stand - Dead Zone and Battle Pirates on the old armorgames.com account I made for my kids awhile back. The pace of base-building and stuff for both is painfully slow, so I play them both at the same time! Dead Zone has some interesting scavenging and combat. You can also help other players out, trade, and raid their encampments. Set traps, set decoy traps, and kick some zombie ass while trying to survive. Battle Pirates is a lot more fun than I thought it would be. While research and construction takes hours to basically days, your ship design is pretty flexible. Combat can be automated, but dropping in to manually control your fleet means a low-level fleet with the right weapons and specials can kite the shit out of something 3 or 4 levels HIGHER. I accidentally dropped my Level 4 fleet into combat with some Level 17 AI baddies... One of my motor boats had a long-distance mortar on it, survived the initial clash, and I spent 20 minutes running around the map keeping them JUST within range plinking them to death. I also had fun with Kingdom Rush, even if it just a twist on your typical tower defense games. They made a sequel, too! The FIRST browser-based game I got addicted to was Madness: Combat Defense. THIS is an interesting tower defense game... Go ahead and try the Endless Madness mode. Any of you guys have some fun and interesting browser-based games I could try?
  8. Skirmishes and You Over the past year LIMBO and its relatives have participated with alarming regularity in these weekly tournaments. The format has been an attractive option for those of us with limited or sporadic availability on a week-to-week basis. These events allow us to participate in a structured competitive format and take home tons of well-earned gold as a reward. Throughout our trials and tribulations LIMBO teams have encountered hurdles and issues that will be commonplace for any core group wishing to partake regularly. I have also encountered many new recruits and players who have no idea that these events exist or what they actually are. In attempt to inform and educate the masses, I will outline their benefits and go into more detail regarding their operation. You may be able to avoid (or be prepared) for issues that took a small, casual community like ours by surprise. What is a Skirmish? TL;DR – They are fun, competitive, casual, and lucrative. How can I Skirmish? TL;DR - Just fucking click HERE. Why would I want to do a Skirmish? TL;DR - Gold and team-play experience. So, what do I need to know before this battle drops? If you are just starting out and have absolutely NO idea what you are getting into, there are bound to be surprises and failures along the way. The most successful Skirmish teams I have been on are comprised of a core group of players who platoon regularly with one another. We have a good feel for each other's "styles" and our synergy is complimentary. TEAM PLAY is MUCH more important than individual ability, statistics, or performance. These Skirmishes are the reason I no longer fret when an enemy team is blurple to the brim. Our lowly, scummy, scrubby LIMBO teams have bested many "better" clans due to better teamwork, more reactive decision-making, and... Maybe some luck. In turn, we have been bested by teams that looked like XVM cheese pizza due to their concentrated pushes, more advantageous tank compositions, and... Maybe some bad luck. Expect to spend A LOT of credits. You WILL want a lot of premium rounds and premium consumables. You DO NOT earn credits for these games. You also should consider dropping some gold to get a good crew in your chosen tank. I spend around 800 gold and average over 250k credits per skirmish. It is worth it! Here are some rules I've learned along the way. [1] Make sure you aren't breaking the rules. If they say only 2 heavies, or must have 1 medium, or no lights over Tier-III, PAY ATTENTION! [2] Don't be horrible douche-nozzles in chat to the enemy team. Butt-hurt is very, very real and cock-sucking dick-fuckers WILL try to get you disqualified for "Unsportsmanlike Conduct". They will sometimes succeed, and missing out on 5k gold because you just HAD to type, "Your mom blew me last night" feels bad. [3] If you have a dispute to file, do it IMMEDIATELY. We lost out on a Skirmish once because our team captain couldn't file an official claim until the day AFTER the scheduled battles. Our claim was denied based on that technicality... While the enemy team's decision to bring 3 "illegal" tanks to finally start winning was overlooked. Seriously, we were up 2-0 in the finals... Nope, not over it... Nope, never will be. [4] Do NOT get cocky. The top 10-20% is decided by a point or two. One loss too many may half your winnings, if only it were a draw... Individual stats can mean NOTHING. Experienced skirmish teams are DANGEROUS. They know the format, they know their tanks, and they will rape your doughy, dewy-eyed face if you give them the chance. [5] Fielding a team of tankers in machines they are comfortable in is more important than having a perfect composition. Having both, however, is ideal. [6] Good intelligence will go a LONG way. A little diplomacy can get you a big threat's initial deployment and preferred lanes. Even having someone just look up the recent WN8s of each player can give you a better idea of how your night is going to go; this is especially true for the initial group stages. [7] Have SOME semblance of a plan. You are going to want some initial deployment ideas for both spawns for each map and mode (if applicable). [8] Do NOT shrug your losses off as if nothing ever happened. This is not Happy Fun Special Super Snowflake time. Critique your mistakes, watch the replays, and make adjustments and notes. There are times where you will just get outplayed, but MOST of your losses will be due to apprehension, over-aggression, misallocation, or some other strategic failure. [9] Think twice before submitting a team for approval if it is not full INCLUDING the 3 reserves. You WILL want to go all they way, and having as many bodies available to battle on all of the days is paramount. [10] Have fun. While this MAY seem to interfere with rule #8, it is possible to be serious about winning while having a grand old time after a loss... Just take your losses seriously; you learn from loss. Popular and Good Tanks Per Tier Thank you for reading! Left me know if I missed anything and feel free to include any other tips of your own!
  9. So, I recently decided to grind for the T57 Heavy... I am a bit of a grinding purist and like to start around Tier-IV or V and play may way up from there. I may free-xp some modules if the grind is going to be particularly horrible. For the M7 I started with a 1.75 skill crew that was recycled from some very early grinds I did back when the only keys I knew how to use were "W" and "LMB". I lucked out as they all had 100% BIA and were well into their 2nd skill which was repairs (the radioman had 3 skills). I figured I would retrain them for the M7 and grind it out, and if I liked the tank I would then go ahead and finish up the 2nd skill before reskilling and moving on to the T21. I have played this tank without Sixth Sense or even a hint of camo (other than paint). I used free-xp to get the 6 pounder and everything except the 2 guns leading up to the T21. The first 20 or so games I was trying to fine tune my equipment and originally ran with optics, GLD, and the rammer. With BIA and a rammer the reload was <2.0 seconds, but the aim time is pretty atrocious. I ditched the rammer and went with vents. The reload is now 2.10 seconds, any EVERYTHING else is much smoother. What good is a 1.9 reload time if it takes twice as long to fully aim? I ran with non-premium consumables (hey, just a tier-V grind). My ammo load-out was 100 AP and 55 APCR... Sometimes I forgot to switch back to AP... What started as a simple, basic grind turned into a versatile festival of pew-pew-pew-pew scouting, kill-stealing, mid-range harassment sniping, circle-jerking heavies, anti scout duty, demolition, and arty smashing. While the M7 doesn't carry in the conventional "I did all the damage" sense, with good pub-whispering and map awareness, you can and WILL be the deciding factor in your battles. Yes, even versus tier-VIIs you WILL lay the smack down. That 6-pdr. is nasty; 105 base pen and 170 with APCR... Letting one of those go every 2 seconds is amazing. If a derpy dope like me can do it anyone can. So, how did I play this little bitch? Like a fucking madman... MOST of the time being aggressive early game to get some lights and maybe even a few early shots pays off. There will be time when that 100Y is waiting for you, or some enemy ELC got into position first and you're spotted... I can't imagine how well this 200 game run would have gone if I had 6th Sense... Early shots work due to that 380 base view range while running optics. If the target is Russian, he won't see you for awhile. Let's take a look at how I would typically run around Westfield, South spawn from the plateau: 1. I like to grab early lights. I am happy with an average "spotted enemies" of around 4, so my 3.79 per game is right where I want it to be. On this map I will crest while running the long way on the hill and then slide back down. If I see a distracted tank I may throw a round or two at him while keeping myself in cover from the rest of the enemy gun. Due to the M7s speed at this point arty isn't even close to being ready for a shot. The risk of getting derped by a better player here is high, so keep an eye on how the enemy is deploying. If you go back up for a second run do NOT pop up in the same spot. Typically I will try to maintain this position in cover and maintain lit targets until my allies are about to roll through. As soon as your main fighting force is getting ready to engage pull out. I may linger a bit for a minute as the enemy is distracted by big, juicy heavies and provide some harassing support fire... But typically I will pull back to a safer support position for assessment. 2. From this location I can anti-scout any light that runs through the city in an attempt to find our arty. I can also get rounds onto cresting enemies in the North, or provide crossfire on enemies in the valley and near the bridge at E0. While the M7s accuracy doesn't make it a true sniper, its APCR is effective at range and 1 or 2 penetrations is usually enough to get someone to displace so that you can continue raping face. This is the time to provide demolition fire into the city or the valley and get rid of any potential cover... 3. If the North looks good I will move up the middle to spot and support as needed. From this position I can get shots down to the other side of the bridge as well as spot any sneaky bastards trying to hide along the 6-7 line. If the city hasn't been cleared I will take a secondary route into the streets and see if I can light anything up. If there are slower targets isolated I may circle-jerk them for awhile until they are dead or until the big boys come to claim the kill. 4. From here I will try and passive scout for withdrawing stragglers along the A-line and whatever is left in the valley North of the bridge. If the remaining enemy is engaged, I will pew-pew-pew away. If the North-West is OBVIOUSLY clear I will take the secondary route across the valley to the camptastic bridge area and light up any scum-bags there for my allies. 5. Kill arty and win. The M7 is an extremely unforgiving tank. Mistakes and mishaps will cost you dearly. As you can see in the ADI capture above it either works very well or not at all. While many may balk at the idea of risking death within the first 30 seconds, I find that the benefits outweigh the risks. Being able to catch 6 enemies in the open for your arty or TDs is worth it. It is also an interesting tank to bring into cities; you are hard to hit but it is easy for you to circle around and engage dudes while they are fighting the allies that were in a lemming train behind you. 10 Rules For The M7: 1) Scout, you pussy! You've got view range like crazy, so fucking use it. 2) Do not push into enemy forces. If you are advancing it is because your team needs targets; give them targets and then run away out of view and provide support. 3) Do not engage bigger enemies unless they are isolated. The M7 circle-jerks like crazy, but your targets can not have anything backing them up. 4) Stall the enemy until your heavier buddies arrive, and then pull out. Withdraw to a location where you can provide supporting fire. 5) If you are spotted, don't stop moving. 6) If you are not spotted, don't stop shooting. 7) If you can't shoot or light something, you're not playing the M7 correctly. Do not be afraid of a late-game bold move. When your on some campy map with 4 minutes left and the only thing left are TDs, broadcast your intentions to your team and hope they can shoot straight. 9) Steal kills. Why have your friendly KV-1S waste a 122mm for 40HP worth of damage? 10) Engage, withdraw, reengage, withdraw, reengage... 10 Things I (Re)Learned With The M7: 1) AT-2s have really good hull traverse. 2) M4A3E2s have really good hull AND turret traverse. 3) 105mm HEAT is devastating. 4) Initiate a circle-jerk when the target doesn't have a bead on you. 5) Russian tanks are blind. 6) Terrain is your friend. 7) Demolishing buildings can lead to a win. People REALLY appreciate good scouting. 9) Don't scout beyond your allies' draw distance. 10) It's okay to fall back. Also, this thing pads WN8 like a mother. 700 damage, a spot or two, and a couple of kills is ~2600!? Any questions, comments, quips, queries, quibbles, conundrums, or quagmires? I may just have to play this thing for another 100 games!
  10. We have potatos and tomatos in wot, but what if they merge (the potatomato plant http://technabob.com/blog/2013/10/06/potatomato-tomato-potato-hybrid-plant/ )
  11. I have no idea what's going on, but for some reason I'm doing a very, very good job of making sure that the Object 140 never, ever gets nerfed. Unfortunately, that's not the level of play that will be expected of me in CW, so I need to figure out what I'm doing wrong. However, being the moronic potato that I am, figuring out what's wrong and implementing changes are not coming quickly. I'm playing it almost exactly the same as my T-54, which I managed to somehow get a 57% winrate in, so I'm not sure how I'm managing a winrate that's 12% lower on what's basically a buffed T-54. Specifically, I think if I knew what went wrong with this replay (http://www.wotreplays.org/replay/536bc2249c81a56d1b010000.html), I'd know what I'm doing wrong. Yes, it was a very clear cut case of pubs being pubs. But I still could have and should have won that very easily. I've identified a few of my own mistakes through this replay: 1) I didn't aim carefully at the T110E3, and bounced as a result. Should have taken more time to make sure that I hit the cupola. 2) When taking potshots from the hill, I didn't back down enough. I was thinking that there were probably bad guys going across the river, but I was lucky I didn't get nuked then and there by arty. 3) I was screwing around too much with the T54E1 instead of trying to get shots. 4) When shooting at the E-100, I put way too many shots either into the dirt or into his turret. He should have been dead at least 15 seconds before he was. 5) When putting the final shots into the E-100, I wasn't moving around enough. Again, I was lucky I didn't get nuked. 6) I spent way too much time on the AFK T54E1 when I should have been looking for shots on arty or camping TD's. 7) I spent a lot of time taking a bath. While I got a clean tank out of it, it took me way too long to get to the other hill and thusly I couldn't support the 113 well enough. Got stuck on a rock. Learn to drive, Will. 9) At this point I probably should have gone to their cap to hunt arty and then get rear shots on their entire team. 10) Bounced off a T-62A and got a critical hit on a BatChat. 11) I got nuked. Twice. Again, need to keep moving. 12) Asking pubbies for help. Because it wasn't my job to help them. 13) Missed on the Lorraine, and an arty died as a result. 14) Here's probably my gravest sin. I spent way too much time huddled behind that rock. I peeked out a few times and established that no one was there watching me, so why I didn't go somewhere mildly useful is beyond me. 15) Put far too many shots into the dirt here. If I had taken time and hit the shots we probably would have won the game. 16) I got lucky in the fact that I not only didn't got shot when spotted, they got off the cap. I can't rely on people's greed, and need to be more aggressive in getting there and more cautious in how I get there. 17) I assumed they had gone around the hill and I was turned the wrong way when they showed up. And we all know what they say about assuming things... 18) Didn't go after the 13 75. Not only would he end up killing me, I needed an out and he was the weakest link. 19) Relying too much on glorious russian bias turret armor, and got smacked with HE. 20) Again with lucky I didn't get nuked. Need to keep moving. 21) Didn't keep my front towards the 13 75 and got killed as a result. 22) Pulled out too far at the very end. Even if the 13 75 didn't kill me, the JT would have. I'm curious what other nitpicking you guys can do. I'm confident that if I can figure out everything I did wrong in this replay, I can finally fix my O140 driving.
  12. When I first joined LIMBO, there was a lot of shit-talk on the forums while we tried to recruit. For some reason many people couldn't quite grasp the idea of a clan that didn't give a fuck about those chip-dropping, land hoarding, gold-earning activities that occured on the global map. It "defeated the purpose" of a clan. It was unnatural and a disgusting aberration. I joined LIMBO because I just wanted to fuck around, learn how to club seals, and platoon with better players on a regular basis. I had been in a disappointing clan previously and my experience really made me rethink how I had bombed up the lines and jumped into a very competetive atmosphere. I also realized my availability was spotty and felt like I let everyone down when I was pulled into a string of night shifts during the campaign or while defending a territory. LIMBO has become my home. For someone with a hectic schedule like me, it is perfect. There are ALWAYS people on our TS for me to team up with. Our steadily rising requirements ensure that there is a healthy watermark so I know that I'm not jumping in with a complete fucktard. The recently added "little" brother clan (KIMBO) gives me a chance to help out newer and improving players which taps my e-paternal instincts. When I know I'll have a clear week or two, we have been doing fairly well in Skirmishes, which acutually imparts a better gold per hour return than clan wars! Also, when and if I do want to dip back into some CW action, I'll just drop tags and join our big brother JIMBO for awhile... This post is not only a shameless plug for LIMBO, but I am interested in this community's thoughts on these oddball clans. What do you think of groups like ours? Why do we suck donkey dong? Why are we the awesomest awesomes? Why aren't you having as much fun as we are?
  13. Okay... We all know about running over the buildings on cap at the battle's onset to prevent capping ninjas from hiding. But, after the 200 game M7 run I just finished I have found that demolishing structure from afar is really helpful. I would like to discuss the strategy's viability in pubs and other formats as well as what buildings you like to destroy on which maps. On Hidden Village from North spawn there are some troublesome structures that prevent spotting and shooting enemy units crossing the Eastern side of the river: I shoot them down. I also have no issue taking an accuracy stat hit by mowing down cover in the village itself. I'm sure I could think of more, but it's late and I went beddie-byes. In the meantime, what other structures are good to demolish?
  14. I'm certainly no slouch when it comes to sniping moving targets at range. 4/5 I can hit a moving target at 500m 3/5 beyond that. What I can't do is lead a target through foliage for shit. It's gotten me killed/taken a lot of damage because I have a hard time giving proper lead through foliage so I move closer so it becomes transparent. If there is someone out there who can lead well through foliage give me some tips on this please.
  15. I really enjoyed the Foch50 http://abload.de/image.php?img=shot_082vtugw.jpg, did pretty well in it i think. Now i bought the 155 and suck so hard, i cant believe it. The gun arc sucks as hell ( its worse than the foch50) and the dispersion trolls me as fuck. http://abload.de/image.php?img=shot_083f5uxz.jpg Im running a 4 skill crew (bia, camo, repairs and the usefull stuff as safe stowage, holy fuck im spotted lamp, etc. Vents, GLD, toolbox. I kinda played it like a foch50 the first battles and totally donked it. The normal ap rounds seem to fly around like a drunk cruise missile without fire control unit and the HEAT rounds always find some shitspot to do track or module dmg only. Im really frustrated by this tank atm, normally i do quite good in t8+ tanks. Is it just bad luck or am i potatoing enourmously and this tank just dont fit me? Any suggestions/replays/playstyle advices? At close range every nooblet is hitting my weakspots, at midrange i just think im barely usefull and sniping seems just not to work with this gun. HALP.
  16. Seems like just yesterday I was a massive scrub... oh wait, I still am Thanks to the peeps who have helped me/carried me kicking and screaming to this point. #milestonethreadclub #egoswoleasfuq Stay potato-ing, my friends
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