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Quick'an Easy Opening Moves for Damage Farming & Replay Review Service

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Notes before we begin. 

 

1. This is a decision-making aid for semi-ideal games, so you'll still have to adjust for not-so-ideal situations on your own. 

2. This is meant mainly for damage-dealing tanks with reasonable amounts of armor and speed (JPii and T44 are examples, along with E75/Tiger II, or even T29/T32. etc. etc. so, most tanks in the game)

3. Updates will be irregular

4. Donate credit packs to China_Is_Number_One (ain't got no time to grind credits and these things take an hour to write each - and I won't whore myself out to Neverwish's 1250 gold packs - fuckin travesty it is). Seriously though, I won't go through all the maps of the game for free. 

5. I'm sort of forgoing the Kewei way here, but some basic advice never hurts, even if it can't substitute for real experience (think of this as offsetting the necessities of the Kewei way at the very beginning of a battle)

6. I realize others have made map-guides, but this is just a way to simplify the interpretation of those guides - since knowing good spots is useless if you can't apply them at the right times.

 

Opening Moves: 

 

Ensk - North: 

Arctic Region - North: 

Cliff- South - Fast Tanks: 

 

Misc.

 

Damage Farming Thinking Process: 

 

EDIT: 

 

In an attempt to become more self-sufficient, I'm offering a service. 

 

Replay Review Service 

 

On average, every replay takes about 6-7 minutes to look through as I jot down notes. Explanation will take 2-3 minutes for each replay.

 

So I'm offering a service here:

 

I'll look through your replays and tell you what I would have done every step along the way, and I'm charging:

  • 20 dollars for a pack of 10 replays (10.00 an hour) w/jot notes and what I would have done
  • 25 dollars for a pack of 10 replays (12.50 an hour) w/jot notes and what I would have done and why 

I only have 2 requests, that you be OK with text replies, and that you send Tier 8 to 10 replays (I have no interest in lower tier replays, even though I can perform just as well) that were played consecutively (no cherry-picking).

 

As for payment - we'll decide privately between either e-transfer or in-game gifts. 

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Ensk - North 

 

Note: I do this in almost every tank I've ever played, with the exception of lights - the idea is that because people rarely commit to fields, and it's too easy to get bogged down and cut off in city, hanging around center provides you with the most freedom of choice - though if you're playing in a platoon, you shouldn't over commit to center, since you need city to be able to hold the enemy tanks.

 

I begin by rushing towards the block of buildings near the north spawn with the row of windows - which provide excellent hull-down and firing lanes. There are two pairs of two windows, each providing a different firing lane.

 

The window I go to, is the rightmost window of the rightmost pair of windows. And I start by creeping up the rightmost part of that window. 

 

nsszenk.jpg

 

 

I check to see if there are any enemy tanks camping at the windows on the other side, or around the corner.

 

If there are, I shoot and retreat.

 

And assuming the enemy stays to trade shots:

  1. If the enemy has weak penetration relative to your presented armor (i.e. JPii superstructure vs Pershing), or has low alpha, or is a high alpha tank that is reloading, I do not hesitate to peek out and shoot again and again.
  2. Else, if the enemy has moderate penetration, and relatively high alpha (i.e. JPii superstructure vs AMX 50 100 or Tiger II), I will sidescrape, using the pile of rubble on the rightmost side of the ruined set of windows and take aimed shots. 
  3. Else, if the enemy has extreme penetration or extremely high alpha (i.e. JPii superstructure vs ISU-152), I will abandon my position or simply hide until it goes away.

We'll call this the Ensk-gorithm for quick reference. 

 

hcYnAP8.jpg

 
If on the other hand, there are no enemies to be found, I creep a little further ahead and let my gun settle. This will give me ample time to aim for possible fast targets moving across the path or tanks peeking out of the enemy side of the city.
 
I pay attention to the minimap for tanks coming up the windows or corners on the other side as I wait. 
 

If there are enemies, I shoot and retreat.

 

And assuming the enemy stays to trade shots: we Ensk-gorithm it. 

 

urVPyTa.jpg

 
The targets will have dried up by now, and I move on to the left set of windows. Creeping slowly from the right 
 

PFUWe2V.jpg

 
This gives me good firing lanes deep into the enemy base, and I wait for shots, and if the enemy appears: Ensk-gorithm it.
 

xjlzR2e.jpg

 
If no shots present themselves, I move on to the leftmost window of the leftmost set of windows, this does not offer nearly as good a firing lane, but occasional stragglers can be found around the corners or beyond the destructible wall in the picture below the one below, which is usually destroyed by the end of the first minute or so of the game. 
 
The picture below shows poor caution, ideally, one should creep from the right, slowly moving into or past the window - as was demonstrated earlier in the rightmost set of windows. 
 

aURkhlx.jpg

 
I wait for shots, and if the enemy appears: Ensk-gorithm it.
 

Nel8OJ2.jpg

 
Once the targets have dried up, I dash for the row of buildings next to the tracks, side-scraping to check if there are any enemy tanks waiting for me. I will forgo this from time to time if I am not spotted, but if I am spotted, I will always do this.
 
If the enemy appears or is found: Ensk-gorithm it. 
 

J8BjQNM.jpg

 

If the enemy is not found from previous step, I wait a dozen or more seconds, checking the various spottings of enemy tanks and last known positions on the minimap. And when a good portion of enemy tanks are safely assumed to be away from their base, I move ahead. 

 
I move into position to shoot the enemies in the city from their flanks. The first shot, I can do without side-scraping, but once I have shot and have become spotted and my position known, I sidescrape.
 

sNbzW10.jpg

 
I will either spend most of my game running along the buildings near the rails, under the assumption that the enemy will not go out of their way to chase down one tank, then flex to fields or city for clean up, or I will retreat after a few good shots to be safe. 
 
This is a safe assumption for greens and lower, probably not one for blues or higher, and definitely not one for purples. 
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It seems to be similar to the way I play Ensk, only I lack any sort of finesse and probably rush the sequence.

What are your thoughts on the typical brawling area in the center of the city? If I go there, should I first clear out exposed enemies, then go back and up the railroad tracks to clear out anyone hugging the buildings? Should I stay out of it entirely?

Also, what about tanks too short to use the window like the SU-122-44? I would love to use the spot in it, but it's so damn tiny. Should I go straight to the tracks?

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It seems to be similar to the way I play Ensk, only I lack any sort of finesse and probably rush the sequence.

What are your thoughts on the typical brawling area in the center of the city? If I go there, should I first clear out exposed enemies, then go back and up the railroad tracks to clear out anyone hugging the buildings? Should I stay out of it entirely?

 

Don't cross the F if 6 line isn't being watched, that is all

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Arctic Region - North

NOTE: This is most effectively used by tanks with decent turret or superstructure armor, but any tank can use this
NOTE2: Assume usage of Ensk-gorithm for every encounter (read Ensk - North opening moves)
NOTE3: I do this again, in almost every tank I play, the main idea is that the fighting in north is too sparse and dependent on bum-rushes, and center is rarely approached by a good body of enemy tanks, so all the good fights are in south, and the best way to take advantage of it is by placing yourself in the center of the fighting in south, which is the rock and lower sides

 

I begin by dashing for the corners in south, and calling my teammates with me (and they will come nine times out of ten) - and I will rush for the rocks.


RyxHRsl.jpg



In between the gaps of the rocks, I will let off my first shots, if the enemy is present.

I will take care to only expose myself for shots if artillery is around.

This gap provides an excellent firing lane while protecting a good portion of your tank against the enemy team.


zeUWaqF.png

 

After the enemy tanks settle down on the corner and start penetrating me through my turret regularly, I will move to side-scrape the rocks.

 


Ot9KtP5.jpg



I will trade shots with the enemies around the corner.


tmyzhu6.png



Once I have forced the enemy back the corners, or once my allies start moving up, I move down to deal with the enemy on the lower side, taking care to ensure the side of my turret is not taller than the rise in land that covers it.


2xKQrGR.jpg



I then move back up, taking the path through the lower side, after finishing the enemies down the corner.

 

Using hull-down tactics, I destroy the enemy around the corner and camping on the hills and ridges on the other side.


5exDYpE.jpg

 

If the enemy along the hills and ridges have been placated, I move on ahead towards their cap.

 

Else, if our cap is being threatened or there is a strong concentration of well-protected and hull-down enemies along the hills and ridges, I move back to base to either defend it from the spot in the picture shown (which provides good firing lanes), or take the long way to flank the enemy.


cW9HL6K.jpg

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Do those moves for Arctic Region also work from the other side?

 

You can't rush for the rock, but rushing down the lower side, and pushing up along the path along the lower side to hit the tanks camping on the upper side works in general. Or you could camp the corner and shoot the people exposing themselves to get shots at you. 

 

-

 

This all really hinges on whether or not anyone takes the rock on the north side, I'll do a write-up for south later. 

 

"Start by using this position for early damage" is invaluable advice, thanks. Most players don't know how to make themselves useful early on.

 
These positions are actually best used by one tank at most, but people who come to wotlabs are usually the only ones in their games who will know to use those positions, so over-crowding and cockblocking isn't much of an issue. 
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It seems as if you have damage farming down to an efficient and merciless program. KeweiPad.exe

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Nice write-up. I will definitely try these positions out the next time I am on those maps.

 

Do you have a back-up plan if your team does not support you on Arctic Region? Drop down low and retreat back to your team mates on the corner?

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Nice write-up. I will definitely try these positions out the next time I am on those maps.

 

Do you have a back-up plan if your team does not support you on Arctic Region? Drop down low and retreat back to your team mates on the corner?

 

None, just fight for as long as you can - which is actually pretty long, since if you show how willing you are to be at the front, the enemy will tend to be more cautious about zerging you (they'll think you have support).

 

But that's only if you dived in without looking at minimap, if you see on minimap that no one is coming, just stay on top of that slope that leads to your base or camp the hill in middle of your base.

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Cliff - South - Fast Tanks

 

NOTE: This opening move assumes that you have support from your team along the leftmost lanes and that the enemy is not overloaded with fast tanks as well (this is usually the case)

NOTE: This opening move also assumes that you have at least one other fast tank rushing middle with you in the beginning (good idea to get platoonmates or a helpful pubbie for this) 

 

I rush for the middle road on the leftmost side of the map after killing whatever other enemy tanks there are that are also rushing middle, I do not stop to get shots.

 

Then I settle to hull-down and get shots on the enemy tanks still climbing to the high ground in the middle of the map.

.

Vi52X8D.png

 

I move up a little bit to get shots on enemy tanks hugging the corner at D5 or rocks on their side of the middle.

 

If are only a few, I will peek in and out over and over until they are all dead or suppressed. 

 

Else, if there are many, I will retreat. 

 

z95jE1r.png

 
I retreat to my teams side of the leftmost big hill in the middle, taking shots at enemy tanks still hiding or hugging the corner at D5 and rocks or houses, using the slope of the hill as hull-down. 
 

PIlJ9cK.png

 
Then I move to the center of the map with the rock arraignment, and use the bushes and rocks to suppress the tanks around D5 and the rocks and houses even further/
 

1pjQPq5.jpg

 
I then use the gap between the pair of rocks in the middle as hull-down to hit the enemy tanks around the bend on the rightmost side of the map that came back to wait for me. 
 

edTuJ2T.jpg

 
If my team continues to hold the corner, I will do my best to finish the tanks around the corner at D5 and houses, then advance towards the bend using the rocks as cover - dashing between them. 
 
Else, I will reinforce them (and then go back to this step or die horribly). 
 

L4HoAOk.png

 
I will head for the pair of rocks that provide hull-down and shoot the enemy in the back. 
 

YQJhjPa.jpg

 
As the enemy pushes against my team out of desperation, I will run down the dip in land on the northwest side of the map and continue to hit the enemy in the rear. 
 

GB3Ojk8.jpg

 
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I need to try these on a smurf account. When you are aggressive in a Dark Purple XVM users yolo you regardless of your support. 

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I need to try these on a smurf account. When you are aggressive in a Dark Purple XVM users yolo you regardless of your support. 

 

You actually want them to yolo you because most of these spots incorporate hull-down positions that make it hard for the enemy to shoot back at you while moving towards you - damage farming has actually become easier as my XVM stats have risen to blue (and they still worked when I played on Kewei) - since people yolo me thinking they can help their team win by taking me down. 

 

It's artillery that's the issue in the more open spots of these maps (the areas I use are still decently closed off), but dancing around helps to offset it. 

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Most of the tanks I have been playing lately (JT88 and WZ-120 mainly) have trouble using them due to lack of speed (JT88) or profile + -3 depression (120). JPII really is an unusually strong damage farmer due to the 6.5 depression, casemate armor and speed. 

 

Also, what is the credit situation like using APCR on the JP2?

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Most of the tanks I have been playing lately (JT88 and WZ-120 mainly) have trouble using them due to lack of speed (JT88) or profile + -3 depression (120). JPII really is an unusually strong damage farmer due to the 6.5 depression, casemate armor and speed. 

 

Also, what is the credit situation like using APCR on the JP2?

 

Much better than I expected (coming from the E100), 66 games have only cost me 800/900k in losses, and most of that is from chocolate (guaranteed -20000 credits every game) - since APCR and high accuracy/velocity guarantee damage, which guarantee profit. 

 

Using double-repairs would bring that down to 100-200k in losses - or even allow me to turn a profit, but I have money to throw around after spamming the T34/FCM50T (and it's not like I can't just play them once after every 4-5 games on the JPii to offset the loss). 

 

-

 

And yah, I wouldn't be able to farm in the JT88mm. 

 

WZ120 I might be able to, but I've never dealt with such shitty depression. 

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Hmm, I usually go right to the middle and use the leftmost side of the start bump of what turns into the lighthouse hill, where I can get early shots as well, when they're trying to go middle or further right.

Since the spot always worked well for me in fast tanks, I never considered that other spots might be even better. I will try it out, and ever since I saw that opening move on Ensk I've only spawned south....five times in a row -__-

 

Also, is the E 50 turret strong enough to hull down at the Arctic spot? I really need workable spots for that tank...

 

Edit: Also, do you do these based on maps you feel people need to learn the most, or based on what map the gifter requests? Otherwise I think a poll would be an excellent choice.

Edited by kolnidur
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Hmm, I usually go right to the middle and use the leftmost side of the start bump of what turns into the lighthouse hill, where I can get early shots as well, when they're trying to go middle or further right.

Since the spot always worked well for me in fast tanks, I never considered that other spots might be even better. I will try it out, and ever since I saw that opening move on Ensk I've only spawned south....five times in a row -__-

 

Also, is the E 50 turret strong enough to hull down at the Arctic spot? I really need workable spots for that tank...

 

Edit: Also, do you do these based on maps you feel people need to learn the most, or based on what map the gifter requests? Otherwise I think a poll would be an excellent choice.

 

What the gifter requests - and they usually name a tank or kind of tank (ex. good turret armor, high profile, etc. etc.) that they want the guide to be subtly tailored towards (but still very easily usable for most tanks), and the number of opening moves I release for them is usually scaled with how much they gift. 

 

-

 

Also, E50 turret armor is a gamble, I would use the gap for the first two or three shots, then sidescrape from there on, with IS-7 on the other hand, I would use the gap all game. 

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