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Found 3 results

  1. Introducing the new and revamped MatraMod utilities mod: MatraMod2 Utilities Mod What is this I hear you ask - well it's essentially what Autoaim+ eventually became but I removed all the junk leaving only the stuff that you would find useful and removed the ability to re-enable the 'illegal' autoaim (which is very easy to do!) along with also removing the partial automation on repairs as this was questionable with Wargaming's stance on mods. So what does it do? You have multiple options in the config file and I will explain them below { "reload_announcer": { "autoclip": false, "hotkeyMap": true }, "safeshotDead": true, "safeshotAlly": false, "spotted": false } autoclip will notify your team that you are reloading when your drum/magazine is empty of shells (autoloaders only). It uses the in-game reload key so does not spam more info like position or what you had for breakfast. hotkeyMap is a bit more advanced and notifies your team when you are reloading partial clips - BUT it's mapped using the in-game settings to whatever your 'reload drum' key is (C by default). Works the same way as above with regards to messaging. You can have both options enabled as they can work side by side. Personally I just use this but it's your call. safeshotDead prevents you from shooting a recently deceased tank - thus saving your shell for better use safeshotAlly prevents you from accidentally (or on purpose) shooting team mates. You cannot disable this in-game - I made it this way deliberately, so either don't play with it enabled if you don't want to play nice. Neither safeshot option will spam chat with some bollocks like 'you're blocking my shot' or 'I'm a noob who likes to click on tanks before a battle' or 'I don't know how to use mods so this message is enabled and I'm a twat'. Last but not least is spotted. This will send the in-game help command [F7] when you: Have sixth sense as a perk Get spotted by the enemy Again no bollocks in chat like 'oh I have been spotted at J0 with my pants down and my dick in my hand' The lady below is also included completely free of charge with every download of this mod* *By lady I mean this image and you can download if for free by right clicking... what, you wanted the real thing? Stop reading this and go out to pick up some hot chick instead. DOWNLOAD LINK The information here is also found with a bit less 'flair' in my Online Documentation for my modpack Oh and to top it off - I won't be using any kind of 'protection' or code obfuscation so you can see exactly what you get in the tin - If you're from Yorkshire, England (that's in the UK for you Yanks; Hollywood seems to think that you need to know the full details of where somewhere is) then the last bit of that sentence is pronounced 'tin 'tin tin Credits Krysztof_Chodak for the original script that I butchered and made into my own.
  2. So i found a thread sort of along these lines but its almost a year old and not exactly the same thing i want to discuss. So throughout my progression as a orange to now blue player I was always under the impression that high alpha "derpish" tanks (see russian TDs) were better for the red-yellow player base due to the fact that it generally means longer reloads thus less exposure time and that tanks with fast reloading but low alpha guns (see russian meds) were better in the hands of a Blue-Purple player due to the fact that they generally know how to flex and maneuver well enough to be constantly firing. I remember Garbad once saying something along the lines of "If im not constantly reloading im doing something wrong." To get to the point of all this, my topic of discussion is: For lower level players is Alpha>Reload and vice versa for higher level players? And if so, at what point should a player try and transition to the faster reloading play style? (Tried to make the least shit-poasty post possible) Discuss
  3. I just unlocked my first autoloader, the AMX 50 100. As you know it has a 6-round clip and ~50 sec reload. I mistakenly believed that reloading a partial clip would take less time, depending how empty the clip is. Triggering a reload manually requires the full reload time. What's your take on reloading even when your clip has 1-2 shells remaining? Do you try to empty the full clip in most cases? This is kind of like timing a pit stop in NASCAR racing... I've been finding in some cases that I'd rather load up from a 1-2 shell clip to full, to make sure I have full burst capability. But maybe I'm doing it wrong, because that takes my gun out of the game. TIA for your feedback!
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