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NightmareMk9

Arty God Mode with Sniper View - RIP Blue and Purple Heavies

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Wow, so considering that this is supposedly a forum of intelligent, mature people who have intelligent conversations I see a metric crapton of disinformation about what this mod is and what it isn't, along with two more metric craptons of childish drone-like behavior.  I dislike the general concept of artillery in a tanks game as much as the next person, but I do play arty from time to time so that I can at least consider the topic with some semblance of real world data and factual information rather than just regurgitating whatever trendy statement made popular by some purple player is.  

 

And I have tried this mod out before.  Here's what it is:  a remodeling of the sight mechanic of artillery mode such that the normal 2 dimensional overhead view is instead displayed in a easier to understand 3 dimensional rendering.  Does this mod make it easier to aim arty?  Yes, sometimes it does.  Especially if the target tank is on a hill slope or behind small bits of cover, which is something that experienced arty specialists have been able to accomplish in the 2D render for years just fine.

 

Is it TD mode for arty?  No.  Does it remove RNG from the game?  No.  Will it cause arty to win every single battle and achieve 90% Carbonward/Illusionesque winrates?  No.  Will every arty player suddenly pass Yato's recent WN8 stats?  No.  Will our playerbase ever grow the fuck up and stop being childish fucks?  Probably not.

 

I mean christ people, the greatest arty player this game has ever seen only managed a 63% winrate and 3300 wn8.  Half the population of 3rd string clans can do better than that with an Object 140 or T62a.  So you fucking got one shot.  Play a god damn arty once and learn how to actually avoid getting shot all the time.  And quit yer bitchin'

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The issue is not how it effects the ceiling of artillery play, but the floor. The overhead aim requires a considerable amount of mental processing to maximize your hit probability. You essentially need to compensate for terrain by adjusting your aim to locations which often seem counter-intuitive. With this mod you aim artillery the same way as you aim a tank. It makes it vastly easier to hit center of mass, compensate for movement and slope and also displays the shell angle in such a way as to make it trivial to shoot over cover which would disrupt overhead view.

 

There is also the size of that aim circle - if it accurate then a fully zoomed artillery is not much worse than a tank at most ranges.

 

While it won't help TD42, Mr Potato Head will find it substantially easier to hit targets. Now you need to hide underneath a 20m high rock to avoid getting hit when previously a 5m rock would stop most shots - now you can see exactly where you need to aim to thread the needle. 

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The issue is not how it effects the ceiling of artillery play, but the floor. The overhead aim requires a considerable amount of mental processing to maximize your hit probability. You essentially need to compensate for terrain by adjusting your aim to locations which often seem counter-intuitive. With this mod you aim artillery the same way as you aim a tank. It makes it vastly easier to hit center of mass, compensate for movement and slope and also displays the shell angle in such a way as to make it trivial to shoot over cover which would disrupt overhead view.

 

There is also the size of that aim circle - if it accurate then a fully zoomed artillery is not much worse than a tank at most ranges.

 

While it won't help TD42, Mr Potato Head will find it substantially easier to hit targets. Now you need to hide underneath a 20m high rock to avoid getting hit when previously a 5m rock would stop most shots - now you can see exactly where you need to aim to thread the needle. 

 

Shitters don't use mods

 

Wow, so considering that this is supposedly a forum of intelligent, mature people who have intelligent conversations I see a metric crapton of disinformation about what this mod is and what it isn't, along with two more metric craptons of childish drone-like behavior.  I dislike the general concept of artillery in a tanks game as much as the next person, but I do play arty from time to time so that I can at least consider the topic with some semblance of real world data and factual information rather than just regurgitating whatever trendy statement made popular by some purple player is.  

 

And I have tried this mod out before.  Here's what it is:  a remodeling of the sight mechanic of artillery mode such that the normal 2 dimensional overhead view is instead displayed in a easier to understand 3 dimensional rendering.  Does this mod make it easier to aim arty?  Yes, sometimes it does.  Especially if the target tank is on a hill slope or behind small bits of cover, which is something that experienced arty specialists have been able to accomplish in the 2D render for years just fine.

 

Is it TD mode for arty?  No.  Does it remove RNG from the game?  No.  Will it cause arty to win every single battle and achieve 90% Carbonward/Illusionesque winrates?  No.  Will every arty player suddenly pass Yato's recent WN8 stats?  No.  Will our playerbase ever grow the fuck up and stop being childish fucks?  Probably not.

 

I mean christ people, the greatest arty player this game has ever seen only managed a 63% winrate and 3300 wn8.  Half the population of 3rd string clans can do better than that with an Object 140 or T62a.  So you fucking got one shot.  Play a god damn arty once and learn how to actually avoid getting shot all the time.  And quit yer bitchin'

 

Thank you

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The issue is not how it effects the ceiling of artillery play, but the floor. The overhead aim requires a considerable amount of mental processing to maximize your hit probability. You essentially need to compensate for terrain by adjusting your aim to locations which often seem counter-intuitive.

 

With this mod you aim artillery the same way as you aim a tank. It makes it vastly easier to hit center of mass,

 

wrong - because it doesnt tell you shit about trajectory, distance, shellspeed or anthing that wasnt there before. And no good arti player calculates shit like that in his head, its just distance, shellspeed depending on arti and ammo + exp

 

 

compensate for movement and slope and also displays the shell angle in such a way as to make it trivial to shoot over cover which would disrupt overhead view.

 

BS - ever looked as the green line, that at some point (rock, house) turns red?

 

There is also the size of that aim circle - if it accurate then a fully zoomed artillery is not much worse than a tank at most ranges.

 

:#

are you really that retarded? change of perspective, doesnt change an object  just your perception of it!

 

While it won't help TD42, Mr Potato Head will find it substantially easier to hit targets.

 

nope, nope, nope - potato head, will have to learn how to handle this new thing, and when it gives an advantage (seldom), when not and so on. When has potato head learn something th elast time? potty training?

 

Now you need to hide underneath a 20m high rock to avoid getting hit when previously a 5m rock would stop most shots - now you can see exactly where you need to aim to thread the needle. 

 

pls show us how you suddenly shot behind houses, you could shoot before - eagerly waiting for that video

 

*facepalm

 

I m waiting for all the new potatos with ~50+% HR on their 261s and french artis ...

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I mean christ people, the greatest arty player this game has ever seen only managed a 63% winrate and 3300 wn8.  Half the population of 3rd string clans can do better than that with an Object 140 or T62a.  So you fucking got one shot.  Play a god damn arty once and learn how to actually avoid getting shot all the time.  And quit yer bitchin'

 

Arty is well worth bitching about, I thought this was wotlabs? Cancer complaints are our bread and butter.

 

'Spose I'll play arty then and that'll help me not to get 1 shot by an allied arty when I'm circling a top tier TD to death.

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The new trajectory display lets you see your shell impact probability circle (also known as an aiming reticule) in such a way to allow an easy, intuitive observation of where everything including your target falls within it.

 

The major difference is versus cover and against reverse slopes at lower trajectories. When your aiming circle is stretched out lengthwise the hit probability is difficult to estimate, as you are unsure of the length of "shadow" cast by your target (or an obstacle) relative to the size of your reticule. It looks like a shot which goes half the circle high would miss and land 20m behind the tank, however in reality this intersects the shadow, indicating a hit. 

 

It is the difference between trying to make shadow puppets with the light source at a low angle relative to your hands. The shadows are huge, but distorted in a predictable way which requires additional mental processing. This mod moves the "light source" to ensure you always have the perfect viewing angle.

 

The red line only corresponds to the center of the aiming reticule. This mod tells you if 50% of your circle is blocked by a house/rock, or 85%. It has to be 100% blocked for all the dots to be positioned on the obstruction - this mod makes it much easier to read the situation in the plethora of intermediate cases. 

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Wow, so considering that this is supposedly a forum of intelligent, mature people who have intelligent conversations I see a metric crapton of disinformation about what this mod is and what it isn't, along with two more metric craptons of childish drone-like behavior.  I dislike the general concept of artillery in a tanks game as much as the next person, but I do play arty from time to time so that I can at least consider the topic with some semblance of real world data and factual information rather than just regurgitating whatever trendy statement made popular by some purple player is.  

 

And I have tried this mod out before.  Here's what it is:  a remodeling of the sight mechanic of artillery mode such that the normal 2 dimensional overhead view is instead displayed in a easier to understand 3 dimensional rendering.  Does this mod make it easier to aim arty?  Yes, sometimes it does.  Especially if the target tank is on a hill slope or behind small bits of cover, which is something that experienced arty specialists have been able to accomplish in the 2D render for years just fine.

 

Is it TD mode for arty?  No.  Does it remove RNG from the game?  No.  Will it cause arty to win every single battle and achieve 90% Carbonward/Illusionesque winrates?  No.  Will every arty player suddenly pass Yato's recent WN8 stats?  No.  Will our playerbase ever grow the fuck up and stop being childish fucks?  Probably not.

 

I mean christ people, the greatest arty player this game has ever seen only managed a 63% winrate and 3300 wn8.  Half the population of 3rd string clans can do better than that with an Object 140 or T62a.  So you fucking got one shot.  Play a god damn arty once and learn how to actually avoid getting shot all the time.  And quit yer bitchin'

Uh, no.  Fuck those retarded mr sexiis, and fuck you for trying to defend them.

 

In any event, on NA at least sniper view in arty has been banned since 2012, long before selagate.

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Arty is well worth bitching about, I thought this was wotlabs? Cancer complaints are our bread and butter.

'Spose I'll play arty then and that'll help me not to get 1 shot by an allied arty when I'm circling a top tier TD to death.

Skill is wotlabs bread and butter. Bitching of any kind is what drags us back to official forums shit-pit.

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The new trajectory display lets you see your shell impact probability circle (also known as an aiming reticule) in such a way to allow an easy, intuitive observation of where everything including your target falls within it.

 

The major difference is versus cover and against reverse slopes at lower trajectories. When your aiming circle is stretched out lengthwise the hit probability is difficult to estimate, as you are unsure of the length of "shadow" cast by your target (or an obstacle) relative to the size of your reticule. It looks like a shot which goes half the circle high would miss and land 20m behind the tank, however in reality this intersects the shadow, indicating a hit. 

 

It is the difference between trying to make shadow puppets with the light source at a low angle relative to your hands. The shadows are huge, but distorted in a predictable way which requires additional mental processing. This mod moves the "light source" to ensure you always have the perfect viewing angle.

 

The red line only corresponds to the center of the aiming reticule. This mod tells you if 50% of your circle is blocked by a house/rock, or 85%. It has to be 100% blocked for all the dots to be positioned on the obstruction - this mod makes it much easier to read the situation in the plethora of intermediate cases. 

 

This, essentially. The top-down arty reticule is much worse for shooting over cover.

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Uh, no.  Fuck those retarded mr sexiis, and fuck you for trying to defend them.

 

In any event, on NA at least sniper view in arty has been banned since 2012, long before selagate.

 

Nope. Sadly, it's legal. Arty gets godview *and* droneview now.

 

 

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Gonna get negged for this for sure, but maybe (as TheEmptyLord brought up in another post) the only way left to us to fight arty is NOT to sperg against it. In this forum, the official forums, or even ingame chat. I would not be surprised if at least half the clickers out there played arty just to hear the bitching/frustration. If you take their fun away, maybe they will quit playing arty (gawd knows it's boring enough) or at the very least not play as much.

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so, it seems the best way to get this banned will be to abuse the crap out of it?

hell why stop there? I propose this weekend that everyone buy a high tier arty, and use xvm to target all the red shitters, just to remind them of how "valuable and rewarding" this game mechanic is.

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Gonna get negged for this for sure, but maybe (as TheEmptyLord brought up in another post) the only way left to us to fight arty is NOT to sperg against it. In this forum, the official forums, or even ingame chat. I would not be surprised if at least half the clickers out there played arty just to hear the bitching/frustration. If you take their fun away, maybe they will quit playing arty (gawd knows it's boring enough) or at the very least not play as much.

 

No, the best way to deal with this is for good players to play arty but have an agreement to not shoot the good players on the other team.  Focus only on the potatoes and let the good players play the tank game the way M60Jesus intended.  But not only that, make a BIG DEAL about this is how it works-- it's like reverse-XVM sniping (which everyone admits they do but WG doesn't do shit about it).

 

Having good players taking up spots in the MM pool using this agreement lowers the number of hostile arty players, double screws all the potatoes, and cleans up the game from the other side.

 

Let's see how fast WG responds to the crap players getting intentionally focused every game.

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-snip-

 

Skill is wotlabs bread and butter. Bitching of any kind is what drags us back to official forums shit-pit.

I have to agree with these two ^^.

 

Its annoying to watch wotlabs threads turn into a shitfest about things. To play arty at a high level still requires skill, This Forum is for people to discuss how to improve in game yet many just bitch whenever an arty player seeks help.

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No, the best way to deal with this is for good players to play arty but have an agreement to not shoot the good players on the other team.  Focus only on the potatoes and let the good players play the tank game the way M60Jesus intended.  But not only that, make a BIG DEAL about this is how it works-- it's like reverse-XVM sniping (which everyone admits they do but WG doesn't do shit about it).

 

Having good players taking up spots in the MM pool using this agreement lowers the number of hostile arty players, double screws all the potatoes, and cleans up the game from the other side.

 

Let's see how fast WG responds to the crap players getting intentionally focused every game.

0qyopq.jpg

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No, the best way to deal with this is for good players to play arty but have an agreement to not shoot the good players on the other team.  Focus only on the potatoes and let the good players play the tank game the way M60Jesus intended.  But not only that, make a BIG DEAL about this is how it works-- it's like reverse-XVM sniping (which everyone admits they do but WG doesn't do shit about it).

 

Having good players taking up spots in the MM pool using this agreement lowers the number of hostile arty players, double screws all the potatoes, and cleans up the game from the other side.

 

Let's see how fast WG responds to the crap players getting intentionally focused every game.

Done and done.

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Wow, so considering that this is supposedly a forum of intelligent, mature people who have intelligent conversations I see a metric crapton of disinformation about what this mod is and what it isn't, along with two more metric craptons of childish drone-like behavior.  I dislike the general concept of artillery in a tanks game as much as the next person, but I do play arty from time to time so that I can at least consider the topic with some semblance of real world data and factual information rather than just regurgitating whatever trendy statement made popular by some purple player is.  

 

And I have tried this mod out before.  Here's what it is:  a remodeling of the sight mechanic of artillery mode such that the normal 2 dimensional overhead view is instead displayed in a easier to understand 3 dimensional rendering.  Does this mod make it easier to aim arty?  Yes, sometimes it does.  Especially if the target tank is on a hill slope or behind small bits of cover, which is something that experienced arty specialists have been able to accomplish in the 2D render for years just fine.

 

Is it TD mode for arty?  No.  Does it remove RNG from the game?  No.  Will it cause arty to win every single battle and achieve 90% Carbonward/Illusionesque winrates?  No.  Will every arty player suddenly pass Yato's recent WN8 stats?  No.  Will our playerbase ever grow the fuck up and stop being childish fucks?  Probably not.

 

I mean christ people, the greatest arty player this game has ever seen only managed a 63% winrate and 3300 wn8.  Half the population of 3rd string clans can do better than that with an Object 140 or T62a.  So you fucking got one shot.  Play a god damn arty once and learn how to actually avoid getting shot all the time.  And quit yer bitchin'

 

Hah, Dlur mah man knows what's up! Took the words right out of my mouth!

Except when a moderator writes something, everybody listens. Good on you!

 

Back on topic, I've installed this mod this morning. One thing for sure: it certainly makes artillery more enjoyable to play! You can easily see when you tracked somebody, or when they're accelerating/decelerating, or where their turret is aimed. Zoom makes it interesting to look at tanks and try and maximize the possibility of hitting.

That being said, Dlur already mentioned that it does not decrease RNG. I still feel cursed in my 105 LeFH, where most matches it seems like the shell is trying its hardest to AVOID hitting.

 

I think all you players should give it a try.

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