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The GW-E100 - Ready

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The G.W.E100

 

g.w.e100dqrwh.jpg

 

 

 

The GW-E100 is based on the chassis of the E-100. The E-Series was an attempt to standardize the German tank production late in the war. The goal was to create an easier and cheaper to produce line of vehicles for different purposes. The GW-E100 never reached the prototype stage.

 

 

The GW-E100 has the following main properties which also greatly influence skills and equipment:

  • Worst mobility of all tier 10 artillery (but not by much since the arty nerf in 0.8.6)
  • Good amount of HE damage per hit (3rd place amongst the other t10 artillery)
  • Mediocre accuracy
  • Can absorb more HE damage than any other t10 SPGs (not sure about British CGC though)

The G.W.E100 is more or less a jack of all trades but only achieves the top scores when it comes to ramming enemies, something nobody is really interested in when playing artillery. The accuracy is good enough to hit quite consistently (0.84 and 7sec aim-time) and the splash radius is also ok, which allows you to damage tanks hiding behind cover. A hitrate of 40% is possible with this SPG, but in every discipline you will find artillery pieces that perform better.

 

Before we can spread our love in form of 21cm HE presents on the battlefields, we have to outfit this juggernaut with the right equipment and teach the crew some tricks. Useful mods will also be mentioned.

 

Equipment and consumables for the GW-E100

 

To increase the mobility and overall performance of your G.W.E100 play with chocolate. It increases overall crew performance by 10% including accuracy, aim-time and mobility.

 

The choices for equipment on artillery in general are quite clear: Enhanced gun laying drive for faster aiming and rammer for faster reload. Now you may ask optics - WTF? The one who spots first, will shoot first or can run for cover ... and sometimes it even happens that artillery has to scout. In the second half of the match some tanks are also driving around with a dead commander. With BIA, optics, chocolate, recon and situational awareness the G.W.E100 reaches ~447m viewrange.

 

Furthermore camo on many SPG's tier 7 and above it's mostly useless (see camo values below). This SPG has a camo value nearly as bad as the Maus, so there is absolutely no sense in wasting a slot for a camo net (every hull movement negates the effect by the way), and if you 're spotted, your team f***** it up in most cases.

 

Camo values for tier 10 SPGs in % for standing/moving/firing - source:

 

G.W.E100 - 1.7 - 0.9 – 0,1 -> Camo as a skill is useless for this enormous artillery. Your main sources of concealment should be bushes and hard cover anyway.

 

Here is an example of how you can use your view-range:

Optics + arty (Note: The replay function/xvm is slightly bugged - blue circle should be at 445m and damage counter is also incorrect)


 
shot_286lcs7f.jpg
 
shot_287lnsce.jpg
 
shot_288o2sj8.jpg

shot_2892xszt.jpg
 

 

I have also seen some players who mounted a spall liner on their SPGs. This is a really bad idea, because it decreases your mobility even more. It weights 1 metric ton for a GW-E100 and makes avoiding incoming counter artillery fire or infighting more difficult.

By simply moving right after you fired, you're pretty much safe from counter fire.

 

 

Crew skills and Perks

 

The first crew skill for the whole crew should always be BIA (in a SPG), it increases every aspect of crew and vehicle performance by 5%. After that you are going to pick individual skills and perks for the crew members.

 

Commander – he should take 6th sense a his second skill.

Repair makes a good 3rd skill followed by Recon and Camo.

 

 

Gunner - Snap shot right after BIA as the 2nd skill. The aiming circle doesn't become that big while moving the hull, so less time is wasted with aiming, even a fraction of a second will make the difference sometimes. This is followed by Repair and then Camo (useless as it is). Sadly there arn't any other options that make much sense, Dead-eye only works with AP + APCR and the accuracy and penetration of the GW-E100 isn't good enough to fire AP at tier 10 tanks on a regular basis. On the other hand I might switch Dead-eye with Camo when reaching the 5th skill.

 

Radio Operator - Aside from Situational Awareness there arn't that many useful skills, so stick with BIA, Repair and Situational Awereness., which increases your view-range by 3%, or ~12m, camo as the 4th skill. The skills that extend the radio range are fairly useless because the maps are to small.

 

Driver - As 2nd skill take Smooth Ride  followed by Clutch-Braking, Off Raod Driving and Repair. Smooth Ride also "makes sense" for artillery as it works like a Vertical Stabilizer, reducing the reticle bloom a little and saving some aim-time.

 

 

Another important aspect is the re-positioning after u fired your shot. Clutch Braking and Offroad Driving skills in that order improve your mobility. It will make it harder to counter you even if you re in a G.W.E100, proper terrain utilization and evasive action right after you fired is needed of course.

 

 

Loader - Safe Stowage should be the 2nd skill for one loader because artillery are prone to ammo-rack explosions when hit or splashed. The other loader specific perks (adrenaline rush and intuition) are also usefull from time to time so one should use them. With 0.8.6 AP shells on GW-E100 became more useful with a buff to 303mm pen (+60mm). That's why I recommend putting Intuition on both loaders now. Intuition is the only perk which is cumulative giving you 34% chance (if both loaders have it - 2x17%), to switch to another shell type without losing your loading progress.

 

Aside from that just take repair and after that camo.

 

Regarding Repair - It's also makes sense for artillery. If enemy artillery or a tank in close combat tracks you, it often helps you to survive these tricky situations by getting them up faster. First time you will use your repair kit of course but after that this skill can save you. I often encountered enemies that where really surprised how fast I had my tracks up and started to turn the 21cm of doom into their face. It won't help against good players but the less gifted ones are in for a surprise.

 

The following mods can really help you to become a better arti player:

  • Reload timer and shell travel timer
  • zoom mod (original source - Russian WoT forum)
  • XVM shows who is really dangerous in the enemy team and should be taken care of first and the minimap mods included are also helpfull*
  • The old serverside crosshair (original source - Russian WoT forum) from 0.7.4 and before („caps-lock+0“) is also a must have in my opinion. The difference between client and server can be really big especially for players with ping above 70ms or an unstable ping. So I strongly advise to use it for better accuracy. The current implementation by WG leaves much to be desired. It's too jumpy for playing tanks or even aiming with artillery in close combat.

 

*A few words regarding XVM-stats:

What I 'd like to address is how some arti owners try to use especially the stats in XVM. No one is arguing the fact, that it is usefull to take out the most dangerous enemies, the question is at what cost? Not to long ago I had a memorable game in one of my artillery. The whole game some red scrubs tried to counter me, they didn't even manage to damage my tracks. They were so obsessed with that purple color in XVM and countering, that my team had more or less nothing to worry about from their direction. On the other hand, I did damage by shooting enemy tanks.

And the same can often be observed with tanks. Sure it's easier to harass a tank instead of playing counter arty, though the result will often be the same. You don't help your team with such nonsense. If that blue or purple player is as easy to hit as other targets go for him, but focusing on 100 m² of the map 80% of the game, because some purple over target marker is grinning at you , won't increase your chances to win, in most cases the opposite is true. A unicum without a team to support him or acting as meatshields is pretty easy to kill, if your team has a few players left. Even Emu87 (EU server pubstar) managed a Kolobanov medal only every ~2000 games.

 

Another benefit from looking at the colors in XVM - check out the enemy artillery player when the counter runs down at the start. Is he red or yellow? If that's the case you have a higher the chance of countering him yourself, if the game allows it. These guys tend to go to their favorite spot and never press "W" or "D" the entire game.

 

Playing the G.W.E100

 

... isn't that much different from GW-Tiger. The most important thing for me is to position these slow moving and turning giants in a way that doesn't hinder acceleration or even support it. That means stay on solid or at least moderately soft ground. Areas on the map that have a high ground resistance will make you an easy target for enemy counterfire or approaching enemy tanks because it slows you down even more. You can improve your mobility by parking these artillery on small bumps in the terrain which gives you a nice speed boost when moving down from them after your shots. Don't park your artillery in terrain depressions unless they are big enough for unhindered movement after every shot, climbing out of there is a really a time consuming operation.

After you gained some speed also turn slightly left or right or even move backward right after your shot. Movement patterns make you predictable and easier to counter.

 

gw-epositioningvlr51.jpg

 

 

Also avoid flattening trees, walls, fences or other stuff as it gives away your position. Otherwise you might end up like the poor noob in the pictures below, he got "countered" before even firing his first shot.

 

shot_007joqll.jpgshot_0117ursq.jpgshot_013clqdg.jpg

 

 

Shooting and aiming with the G.W.E100 is similar to the GW-Tiger except that you have a bigger gun traverse, 6° to each side compared 5° on the G.W.-Tiger. Most of the time you have to use HE shells, nevertheless some AP can also come in handy from time to time. Don't worry you can carry 30 shells so you won't run out of ammo. The G.W.E100 sadly „only“ has 303mm penetration with AP and the accuracy on greater distances isn't that good either, which makes HE the ammo type of choice. You can try to shoot the sides of E100s and Maus with AP but all other tier 10 tanks are ether hard to hit or have to much armor to penetrate them reliable from greater distances (AMX50B is of course also easy to penetrate but quite mobile). AP on the GW-E100 works good in in-fights or city fights when you can suprise your enemies or against mediums in close range sometimes, but that is often like Russian roulette, so better stick with HE there and maybe ram them if you managed to track the them (~87,5 t is your weight, don't forget that).

If you 're getting rushed by tanks and you can't run away, which is most of the time, park the rear of your vehicle on a slight bump in the road or ground to compensate for the bad gun depression (0°).

 

Aiming with the GW-E100 … well there is no way to describe it properly, it comes down to experience and practice. I can only give some hints. The german „21cm Mörser 18/2“ takes the 2nd spot in the arc of trajectory*. While the Obj 261 has a flat trajectory often resulting in shells that fall short, the G.W.E100 after 0.8.6 has the 2nd highest firing arc. What does this mean for aiming? When you shot a stationary target lets say a King Tiger or E-75 the upper front plate or turret front where the gun emerges from the turret are probably the best spots to aim. The Obj 261 on the other hand will aim at the turret roof. And always keep in mind the difference between server-side cross-hair and client-side. The server-side cross-hair is lagging behind the client-side in most cases at least for people with a higher ping (50ms+) or when there was a packet loss or lag spike.

 

serverside-clientsidee4ozu.jpg

 

 

And what about that battle assistant mod you might ask - well, it's s***. There is only one situation where this mod is better compared to WG standard aiming, shooting at tanks standing still on flat terrain - the easy shots. The perspective used in this mod makes it very hard to judge where to aim when the tank is moving especially when it isn't directy into your direction or perpendicularly to your aim. There are two other negative aspects in regards to the mod, that are ignored mostly:

  • It compresses and warps the aiming circle compared to the top-down view, which otherwise can give you hints where to aim by the form of the ellipse/circle (terrain depression, bumps, hills and so on)
  • When only parts of the target are visible and the rest of it is hidden behind some rocks or other hard cover, the ability to easily point at these open parts of the tank often misleads artillery players into taking shots they shouldn't take in the first place. With low tiers artilleries and reloads under 20 sec it's not that bad, but if your reload is 40 sec or longer it becomes a problem. In these cases it's often good to check if other targets are available or wait with that shot.

 

 

 

The first video is one of my best rounds, in terms of experience earned, in the GW-E100, scoring more than 1800XP and 7 Kills on Swamp in a random battle from February 2012

 

 

The second video is one of the notorious "PTS-Arty-Parties". It was really fun to take part in those, as long as you are in the right team. The replay is pretty old from beginning of 2012, taking place on El Halluf – enjoy!

 

 

 

The two videos are from the 0.7.1.1 game version. Sadly I wasn't able to capture the in-game sound there.

 

Something more recent - 0.9.0 - with some commentary from me (sound volume is very low). As I don't have an internet connection fast enough to upload YT videos, I don't have something else to offer. Though that way you can compare pre and post 0.8.6 GW-E gameplay.

 

https://youtu.be/7AwVGpJHPuA

 

A word regarding the arti rebalance that happend with 0.8.6. Overall the G.W.E100 didn't suffer that much from it compared to other top tiers SPGs, the thing I noticed is a slightly worse aimtime and a little longer reload. On the other hand the buff to ~300mm AP penetration was something usefull. As it is now arti accuracy is slightly worse as before 0.8.6 at least for the top tier SPGs - can't comment on lower tiers in general, I don't play them. Beside the bad mobility the G.W.E100 is a good allrounder, but not really suited for CW. Specialists like the CGC or 261 are often more usefull there.

 

And what about the german SPG line as a whole? In my opinion it has two "highlights" the Grille and the GW-Panther. Both are excellent SPGs for their tier, especially the GW-Panther is a must have for the SPG-Missions in my opinion.

And what about the Hummel, I heard it is a beast?! Well that was probobably an oldtimer remembering the WoT beta. The Hummel after patch 0.8.6 is only a shadow of it's former glory: inaccurate, long shell travel time, relative flat trajectory and with +3° of gun "erection" useless when it comes to close combat. About the german tier 8 and 9 artis ... I don't want to speak about them, it's wasted time - get yourself a M40/M43, M53/55 or a FV207 instead.

So should you go down the german SPG line to tier 10?

  • If you are looking for a SPG to use in CW - no. First get the CGC, the Obj. 261 and the M53/M55 (the T92 is a desater after 0.8.6).
  • If you want to have some arti fun, it's best to stop at the GW-Panther for most people. Me and my 2000 battles in the G.W.E100 is a different thing. It was my first tier 8 (now 10) arti back in 2011, researched it initially for CW and I got used to it's limitations by now.

 

I hope you gained something from this write up. A big thank you to PityFool [NA] for spell checking this - your inner grammar nazi rocks!

 

If you like you can leave a small tip below - thank you.

 

Folterknecht [EU]

 

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54 minutes ago, Folterknecht said:

 

The following mods can really help you to become a better arti player:

  • XVM shows who is really dangerous in the enemy team and should be taken care of first and the minimap mods include is also helpfull

I hate you

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1 minute ago, mereelskirata said:

I hate you

WIP ...

read my 261 guide - there I already explained it more clearly what I ve in mind with using XVM for target selection.  Stubborn XVM hunting (in the long run) reduces your WR.

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1 hour ago, Folterknecht said:

WIP ...

read my 261 guide - there I already explained it more clearly what I ve in mind with using XVM for target selection.  Stubborn XVM hunting (in the long run) reduces your WR.

Yet XVM gives you absolutely no intel whatsoever aside from stats

XVM whoring is XVM whoring and if someone is hulldown/pushing/raping your team or whatever, then you'll see that anyway no matter the stats

 

stop making excuses and just admit that you're an XVM whore

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Let me know when you're almost ready to submit it, I can go through and do grammar/spelling, if you want me to.

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2 hours ago, PityFool said:

Let me know when you're almost ready to submit it, I can go through and draw purple dicks all over this article, if you want me to. Fuck arty.

ftfy Pity, I know you're just holding back because of politeness :doge:

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@PityFool

 

 

though I think I ve managed to eliminate the worst spelling and grammar sins in that review, I 'd like to take you up on your offer to look over it.

Two things don't work in the forum at least

  • the last YT link for the 0.9.0 game ( no idea why)
  • and the Donate (paypal) button

hope that works when it becomes published.

 

thank you

 

Folterknecht

 

btw - you can't receive messages?!

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On 11/1/2015, 7:52:19, Folterknecht said:

The G.W.E100

 

g.w.e100dqrwh.jpg

 

 

 

The GW-E100 is based on the chassis of the E-100. The E-Series was an attempt to standardize the German tank production late in the war. The goal was to create an easier and cheaper to produce line of vehicles for different purposes. The GW-E100 never reached the prototype stage.

 

 

The GW-E100 has the following main properties which also greatly influence skills and equipment:

  • Worst mobility of all tier 10 artillery (but not by much since the arty nerf in 0.8.6)
  • Good amount of HE damage per hit (3rd place amongst the other tier 10 artillery)
  • Mediocre accuracy
  • Can absorb more HE damage than any other tier 10 SPGs (not sure about British CGC though)

The G.W.E100 is more or less a jack of all trades but only achieves the top scores when it comes to ramming enemies, something nobody is really interested in when playing artillery. The accuracy is good enough to hit quite consistently (0.84 and 7sec aim-time) and the splash radius is also ok, which allows you to damage tanks hiding behind cover. A hitrate of 40% is possible with this SPG, but in every discipline you will find artillery pieces that perform better.

 

Before we can spread our love in form of 21cm HE presents on the battlefields, we have to outfit this juggernaut with the right equipment and teach the crew some tricks. Useful mods will also be mentioned.

 

Equipment and consumables for the GW-E100

 

To increase the mobility and overall performance of your G.W.E100 play with chocolate. It increases overall crew performance by 10% including accuracy, aim-time and mobility.

 

The choices for equipment on artillery are quite clear: Enhanced gun laying drive for faster aiming, a gun rammer for faster reload and coated optics to improve view-range. Now you may ask optics - WTF? The one who spots first, will shoot first or can run for cover ... and sometimes it even happens that artillery has to scout. In the second half of the match some tanks are also driving around with a dead commander. With BIA, optics, chocolate, recon and situational awareness the G.W.E100 reaches ~447m view-range.

 

Furthermorecamouflage on many SPG's tier 7 and above is mostly useless (see camo values below). This SPG has a camo value nearly as bad as the Maus , so there is absolutely no sense in wasting a slot for a camo net (every hull movement negates the effect by the way), and if you 're spotted, your team has made some crucial errors in most cases.

 

Camo values for tier 10 SPGs in % for standing/moving/firing - source:

 

G.W.E100 - 1.7 - 0.9 – 0,1 -> Camo as a skill is useless for this enormous artillery. Your main sources of concealment should be bushes and hard cover anyway.

 

Here is an example of how you can use your view-range:

Optics + arty (Note: The replay function/xvm is slightly bugged - blue circle should be at 445m and damage counter is also incorrect)


 
shot_286lcs7f.jpg
 
shot_287lnsce.jpg
 
shot_288o2sj8.jpg

shot_2892xszt.jpg
 

 

I have also seen some players who mounted a spall liner on their SPGs. This is a really bad idea, because it decreases your mobility even more. It weights 1 metric ton for a GW-E100 and makes avoiding incoming counter artillery fire or infighting more difficult. By simply moving right after you fired, you're pretty much safe from counter fire.

 

 

Crew skills and Perks

 

The first crew skill for the whole crew should always be BIA, it increases every aspect of crew and vehicle performance by 5%. After that you are going to pick individual skills and perks for the crew members.

 

Commander – he should take Sixth Sense a his second skill.

Repair makes a good 3rd skill followed by Recon and Camo.

 

 

Gunner - Snap Shot right after BIA as the 2nd skill. The aiming circle doesn't become that big while moving the hull, so less time is wasted with aiming, even a fraction of a second will make the difference sometimes. This is followed by Repair and then Camo (useless as it is). Sadly there arnt any other options that make much sense, Dead-eye only works with AP + APCR and the accuracy and penetration for the GW-E100 isn't good enough to fire regular AP at tier 10 tanks.

 

Radio Operator - Aside from Situational Awareness there aren't that many useful skills, so stick with BIA, Repair and Situational Awareness., which increases your view-range by 3%, or ~12m, Camo as the 4th skill. The skills that extend the radio range are fairly useless because the maps are to small.

 

Driver - As 2nd skill take Smooth Ride  followed by Clutch-Braking, Off Road Driving and Repair. Smooth Ride also "makes sense" for artillery as it works like a Vertical Stabilizer, reducing the reticle bloom a little and saving some aim-time.

 

 

Another important aspect is the re-positioning after you fired your shot. clutch braking and off road driving skills in that order improve your mobility. It will make it harder to counter you even if you re in a G.W.E100, proper terrain utilization and evasive action right after you fired is needed of course.

 

 

Loader - Safe Stowage should be the 2nd skill for one loader because artillery are prone to ammo-rack explosions when hit or splashed. The other loader specific perks (adrenaline rush and intuition) are also useful from time to time so one should use them. With 0.8.6 AP shells on GW-E100 became more useful with a buff to 303mm pen (+60mm). That's why I recommend putting Intuition on both loaders now. Intuition is the only perk which is cumulative giving you 34% chance (if both loaders have it - 2x17%), to switch to another shell type without losing your loading progress.

 

Aside from that just take repair and after that camo.

 

Regarding Repair - It also makes sense for artillery. If enemy artillery or a tank in close combat tracks you, it often helps you to survive these tricky situations by getting them up faster. First time you will use your repair kit of course but after that this skill can save you. I often encountered enemies that where really surprised how fast I had my tracks up and started to turn the 21cm of doom into their face. It wont help against good players but the less experienced are in for a surprise.

 

The following mods can really help you to become a better artillery player:

  • Reload timer and shell travel timer
  • Zoom mod (original source - Russian WoT forum)
  • XVM shows who is really dangerous in the enemy team and should be taken care of first and the minimap mods included are also helpfull
  • The old serverside crosshair (original source - Russian WoT forum) from 0.7.4 and before ("caps-lock+0“) is also a must have in my opinion. The difference between client and server can be really big especially for players with ping above 70ms or an unstable ping. So I strongly advise to use it for better accuracy. The current implementation by WG leaves much to be desired. It's too jumpy for playing tanks or even aiming with artillery in close combat.

 

A few words regarding XVM-stats:

What I 'd like to address is how some artillery owners try to use, specifically, the stats in XVM. I would not call them artillery players. No one is arguing the fact that it is useful to take out the most dangerous enemies, the question is at what cost? Not to long ago I had a memorable game in one of my artillery pieces. The whole game some novice players tried to counter me, they didn't even manage to damage my tracks. They were so obsessed with that purple color in XVM and countering, that my team had more or less nothing to worry about from their direction. On the other hand, I did damage by shooting enemy tanks.

And the same can often be observed with tanks. Sure it's easier to harass a tank instead of playing counter arty, though the result will often be the same. You don't help your team with such nonsense. If that blue or purple player is as easy to hit as other targets go for him, but focusing on 100 m² of the map 80% of the game, because some purple over target marker is grinning at you , won't increase your chances to win, in most cases the opposite is true. A unicum without a team to support him or acting as meatshields is pretty easy to kill, if your team has a few players left. Even Emu87 (EU server pubstar) managed a Kolobanov medal only every ~2000 games.

 

Another benefit from looking at the colors in XVM - check out the enemy artillery player when the counter runs down at the start. Is he red or yellow? If that's the case you have a higher the chance of countering him yourself, if the game allows it. Less experienced players tend to go to their favorite spot and never press "W" or "D" the entire game.

 

Playing the G.W.E100

 

... isn't that much different from GW-Tiger. The most important thing for me is to position these slow moving and turning giants in a way that doesn't hinder acceleration or even support it. That means stay on solid or at least moderately solid ground. Areas on the map that have a high ground resistance will make you an easy target for enemy counterfire or approaching enemy tanks because it slows you down even more. You can improve your mobility by parking your artillery on small bumps in the terrain which gives you a nice speed boost when moving down from them after your shots. Don't park your artillery in terrain depressions unless they are big enough for unhindered movement after every shot, climbing out of there is a really a time consuming operation.

After you gained some speed also turn slightly left or right or even move backward right after your shot. Movement patterns make you predictable and easier to counter.

 

gw-epositioningvlr51.jpg

 

 

Also avoid flattening trees, walls, fences or other stuff as it gives away your position. Otherwise you might end up like the poor noob in the pictures below, he got "countered" before even firing his first shot.

 

shot_007joqll.jpgshot_0117ursq.jpgshot_013clqdg.jpg

 

 

Shooting and aiming with the G.W.E100 is similar to the GW-Tiger except that you have a bigger gun traverse, 6° to each side compared 5° on the G.W.-Tiger. Most of the time you have to use HE shells, nevertheless some AP can also come in handy from time to time. Don't worry you can carry 30 shells so you won't run out of ammo. The G.W.E100 sadly 'only“ has 303mm penetration with AP and the accuracy on greater distances isn't that good either, which makes HE the ammo type of choice. You can try to shoot the sides of E100s and Maus with AP but all other tier 10 tanks are ether hard to hit or have to much armor to penetrate them reliable from greater distances (AMX50B is of course also easy to penetrate but quite mobile). AP on the GW-E100 works good in in-fights or city fights when you can surprise your enemies or against mediums in close range sometimes, but that is often like Russian roulette, so better stick with HE there and maybe ram them if you managed to track them (~87,5 t is your weight so don't forget that).

If you're getting rushed by tanks and you can't run away, which is most of the time, park the rear of your vehicle on a slight bump in the road or ground to compensate for the bad gun depression (0°).

 

Aiming with the GW-E100 … well there is no way to describe it properly, it comes down to experience and practice. I can only give some hints. The german „21cm Mörser 18/2“ takes the 2nd spot in the arc of trajectory*. While the Obj 261 has a flat trajectory often resulting in shells that fall short, the G.W.E100 after 0.8.6 has the 2nd highest firing arc. What does this mean for aiming? When you shot a stationary target lets say a King Tiger or E-75 the upper front plate or turret front where the gun emerges from the turret are probably the best spots to aim. The Obj 261 on the other hand will aim at the turret roof (frontal part). And always keep in mind the difference between server-side cross-hair and client-side. The server-side cross-hair is lagging behind the client-side in most cases at least for people with a higher ping (50ms+) or when there was a packet loss or lag spike.

 

serverside-clientsidee4ozu.jpg

 

 

And what about that battle assistant mod you might ask - well, it's terrible. There is only one situation where this mod is better compared to WG standard aiming, shooting at tanks standing still on flat terrain - the easy shots. The perspective used in this mod makes it very hard to judge where to aim when the tank is moving especially when it isn't directy into your direction or perpendicularly to your aim. There are two other negative aspects in regards to the mod, that are ignored mostly: 

  • It compresses and warps the aiming circle compared to the top-down view, which otherwise can give you hints where to aim by the form of the ellipse/circle (terrain depression, bumps, hills and so on)
  • When only parts of the target are visible and the rest of it is hidden behind some rocks or other hard cover, the ability to easily point at these open parts of the tank often misleads players into taking shots they shouldn't take in the first place. With low tiers artilleries and reloads under 20 sec it's not that bad, but if your reload is 40 seconds or longer it becomes a problem. In these cases it's often good to check if other targets are available or wait with that shot.

 

 

 

The first video is one of my best rounds, in terms of experience earned, in the GW-E100, scoring more than 1800XP and 7 Kills on Swamp in a random battle from February 2012

 

 

The second video is one of the notorious "PTS-Arty-Parties". It was really fun to take part in those, as long as you are in the right team. The replay is pretty old, from beginning of 2012, taking place on El Halluf – enjoy!

 

 

 

The two videos are from the 0.7.1.1 game version. Sadly I wasn't able to capture the in-game sound there.

 

Something more recent - 0.9.0 - with some commentary from me (sound volume is very low). As I don't have an internet connection fast enough to upload YT videos, I don't have something else to offer. Though that way you can compare pre and post 0.8.6 GW-E gameplay.

 

https://www.youtube.com/watch?v=7AwVGpJHPuA&index=46&list=PL9j9gdhNXmPTCzsESnwnMNMIjsEnnEN6U

 

 

A word regarding the artillery re-balance that happened with 0.8.6. Overall the G.W.E100 didn't suffer that much from it compared to other top tier SPG's, the thing I noticed is a slightly worse aim-time and a little longer reload. On the other hand the buff to ~300mm AP penetration was something useful, as it is now, artillery accuracy is slightly worse than before 0.8.6 at least for the top tier SPG's - can't comment on lower tiers in general, I don't play them. Beside the bad mobility the G.W.E100 is a good all-rounder, but not really suited for CW. Specialists like the CGC or 261 are often more useful there.

 

 

I hope you gained something from this article. If you like you can leave a small tip - thank you.

 

 



 

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I did a once over and these are all the edits I made, some are spelling, others are punctuation and replacement words or sentences. You can compare it to your version and see the changes. I was being rushed by people IRL so its quite probable I missed some mistakes but overall it'll be a huge improvement.

Also, yes I can't receive PM's because the new forum software doesn't seem to have a multi-select and delete option so I have to go into each individual conversation to delete it, which doesn't sound so bad but when your inbox is full with 500 conversations its a real pain.

Edited by PityFool

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Quality content is becoming rare on wotlabs this is review is an exception. Good work!

A bit off topic: The f*** arty thing is becoming boring. But what really pisses me off is how you get treated in game for playing arty: As an arty player you get reports for unsportsmenlike conduct for loading into the game in an arty, from the enemy team for hitting your target, from your own team for missing a target or for not aiming where yellow bot XY thinks you should be aiming,...

I have had exactly two bans for unsportsmenlike conduct in the last 3.5 years. Both came after weekends during which I played almost exclusively artillery. F*** anybody who abuses the report system and f*** WG for creating a system that doesn't know an appeal, provides no evidence and isn't based on actually checking for a wrong doing but rather hands out bans soley based on the number of reports.

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1 hour ago, Gharirey said:

Quality content is becoming rare on wotlabs this is review is an exception. Good work!

A bit off topic: The f*** arty thing is becoming boring. But what really pisses me off is how you get treated in game for playing arty: As an arty player you get reports for unsportsmenlike conduct for loading into the game in an arty, from the enemy team for hitting your target, from your own team for missing a target or for not aiming where yellow bot XY thinks you should be aiming,...

I have had exactly two bans for unsportsmenlike conduct in the last 3.5 years. Both came after weekends during which I played almost exclusively artillery. F*** anybody who abuses the report system and f*** WG for creating a system that doesn't know an appeal, provides no evidence and isn't based on actually checking for a wrong doing but rather hands out bans soley based on the number of reports.

 

Maybe you should post exactly this rant in Ectars little PR thread ... this way pls

 

Me - I managed to get on his ignore list for pointing at the wrong things/asking the right questions instead of inquiring about the color of his pants he wears to office.

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Nice guide, I disagree with you on the arty mod though. It made my arty play much more consistent to the point where I do almost as much average damage in arty as I do in other tanks. Maybe its just me though...

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On 31/10/2015, 19:52:19, Folterknecht said:

XVM shows who is really dangerous in the enemy team and should be taken care of first and the minimap mods included are also helpfull

Pretty interesting to read a write up from someone who plays a lot of arty as I don't play it myself but this part really rustled my jimmies mate, sorry.

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1 hour ago, X3N4 said:

Pretty interesting to read a write up from someone who plays a lot of arty as I don't play it myself but this part really rustled my jimmies mate, sorry.

 

Well for me it isn't that different from playing tanks, my approach is the same and when necessary/possible I even try to play SPGs like TDs/tanks (click - just ignore the german commentary), despite WG doing their best to make that impossible (skill nerfing arti since 0.8.6). And if you read a little further you might notice, that I'm against focussing on 100m² for 80% of the game. If you want to take something out of context and 're hell-bent on twisting what I said, I can't help you further.

 

edit:

It's more or less a cost/benefit calculation in regards to winning the match and my own personal result (XP + credits). In many cases it's already enough to let overly agressive (threatening to my team) enemy players know that they have my attention once and they back off a bit. I won't ususally pursue them further, if there other more important things to take care off or easier targets within reach.

I mean a full HP Leotard 1 standing still sideways at a 90° angle for seconds at the time ... it's like: "Come here and get me, I 've got important buiseness in my garage that needs my attention".

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13 minutes ago, Folterknecht said:

 

Well for me it isn't that different from playing tanks, my approach is the same and when necessary/possible I even try to play SPGs like TDs/tanks (click - just ignore the german commentary), despite WG doing their best to make that impossible (skill nerfing arti since 0.8.6). And if you read a little further you might notice, that I'm against focussing on 100m² for 80% of the game. If you want to take something out of context and 're hell-bent on twisting what I said, I can't help you further.

 

edit:

It's more or less a cost/benefit calculation in regards to winning the match and my own personal result (XP + credits). In many cases it's already enough to let overly agressive (threatening to my team) enemy players know that they have my attention once and they back off a bit. I won't ususally pursue them further, if there other more important things to take care off or easier targets within reach.

I mean a full HP Leotard 1 standing still sideways at a 90° angle for seconds at the time ... it's like: "Come here and get me, I 've got important buiseness in my garage that's needs my attention".

I get where you're coming from I just thought putting that single bulletin as it is there is a bit unfortunate... You have to also understand where I'm coming from and that's where every game every arty is only trying to shoot me for the whole battle (with very few exceptions). Artillery is the sole reason for 90% of my bad games and to me encouraging any form of XVM focus is just lame in my opinion, every target should be equal. Apart from that it's a good article and I am German, the commentary is not an issue ;)

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On 2015-11-09 17:41:50, Gharirey said:

A bit off topic: The f*** arty thing is becoming boring. But what really pisses me off is how you get treated in game for playing arty: As an arty player you get reports for unsportsmenlike conduct for loading into the game in an arty, from the enemy team for hitting your target, from your own team for missing a target or for not aiming where yellow bot XY thinks you should be aiming,...

I don't think it's fair either, but I am on the other side of this. People get banned for just playing the game as long as it's automated and not checked upon. Hell, I'm surprised people like QB and Jingles haven't been trollbanned to shit because people can with a simple click. 

But when it comes to arty I believe it's a broken mechanic and I won't support any aspect of it because it's the sole reason I'm not having as fun in the game as I used to. I honestly don't care how to get there, as long as the developers realise something is wrong with it and that it needs proper balancing before even considering to implement it, which they didn't. I usually don't whine to arty any more because I won't give them the satisfaction, but XVM really is an issue and as long as they abuse it I'm going to spam report the shit out of them because it's literally the only thing I can do, hoping that they'll get banned and maybe, just maybe, realise that they were being the scumbags everyone already told them they are. 

Arty's supposed to be like grenades in CS:GO, but instead they're the noob tube of CoD: MW2

as long as it's not properly balanced I couldn't care less what happens to people playing it and thereby supporting a broken mechanic

 

 

That aside the review is good. Gave me some insight on how the arty works and I honestly thought it had a bigger reticle because this thing has almost never hit me dead on, but only splash me, the splash however is ebola and like 20m away and still did 500+ damage

 

I see you added an XVM disclaimer too :P Nice review Folter

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