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ZXrage

Bourrasque, Tier 8 Premium MT (Marathon)

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Is it me or are the challenges way easier then the first marathons? Did i miss something

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3 hours ago, Deus__Ex__Machina said:

reload is like 22 seconds

and 6 more rounds of ammunition

OT, the alpha/autoloader combo is very deadly, since you can go in and dump your mag a lot faster than a Lorraine or even a Progetto since they have to expose themselves longer to do their entire clip. I see this tank as a very capable assassin like the 13 105 and Batchat at tier 10

I wonder how much the package would cost, though. Might be the dealbreaker for me esp. since I don't have the time to grind it all the way since my sem just started :doge:

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1 hour ago, ZXrage said:

I wonder how much the package would cost, though. Might be the dealbreaker for me esp. since I don't have the time to grind it all the way since my sem just started :doge:

I'd guess around 80 dollars That's the standard bundle bullshit. so 50% or 60% off to just pay for the tank.

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13 minutes ago, Unavailebow said:

Intraclip 2s

Aim time 3.5s

lol.

I can’t find the soft stats for it but they’ll have to be pretty amazing for it not to suck...

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Stats are on tanks.gg if you look at the 1.7.1 Public test option, the only thing they have changed is the reload.

Soft stats are 0.10/0.10/0.10, so almost the same as the LT-432, they certainly help to offset that aim time. 

But from watching people play it, anything over about 200-250m is quite painful, long aim time, bad accuracy and meh penetration. 

Apparently the turning is pretty bad as well, doesn't turn that well and mobility is good for a medium but nowhere near light tank levels.

Camo can be pushed over 40% stationary, so with 390 base view range it's a good spotter, as camo on the move is still over 30%.

It's a weird playstyle tank, its pseudo light tank with a big punch, that only really delivers that punch at closer ranges. You basically want to rush in, shot gun someone for 700 damage and get out. 

Looks like it has a lot of potential, but certainly could produce some frustrating games considering the drawbacks (bad gun depression, paper armour, low HP, bad aim time, poor accuracy, poor pen). 

The marathon is typical WG no life grinding stuff, its about the same level as previous marathons, and the package is inflated with a load of directives and personal reserves. 

 

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6 hours ago, kolni said:

nah that aim time is just not acceptable for anyone caring about their sanity 

all i have, are negative thoughts

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I just watched a replay, OMG the gun is hot garbage.  After waiting forever you realize that the circle isn't getting any smaller than that.  It looks like a mouse throwing rage machine.  The platform is kind of different, smaller than some LTs, pretty flexible.  The gun is just a nope though.

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Strikes me as the kind of tank that NEEDS full gold and food to mitigate the unreliable gun. I mean it will probably be one of the better bursty meds in tier, but for that amount of investment it's easier just to run with the Progetto which is effective at all ranges.

Also playstyle wise seems to depend on walking the tightrope between over-aggression and disappearing for 18s. That's all very well for maps that enable this kind of play, but I'd expect it would be hard to play on corridors where you have to face getting slapped by Renegades and whatnot.

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If it had more shells you could play it like a cromwell. Shoot first think later. However if you miss most of the shots you take and you dont have enough to throw at you enemies there is no point in having that dpm

 

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Lol, after this I lost all the will to play the marathon. Forget it it's not worth the trouble. I still wish they'd fix they damn game sometime.

No way 2 kills covered for 2k more damage inside 300m and 3500 more assist damage. 

shot_036.jpg

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Same here, get 4k on a loss with a hopeless team but still get second because some Maus got 5k blocked or some other random ass stat

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54 minutes ago, Deus__Ex__Machina said:

kills have a massive impact on base XP

you notice it more during ranked where some sub 2k dmg player can out xp you because he got more kills than you despite having double or triple the dmg 

I think they mentioned they fixed that in ranked  and kills count less. In ranked I just might have been 1st in that battle because role XP and damaged bounced. 

51 minutes ago, kolni said:

XP farming means securing kills, going for kills over damage also increases your win odds imo, but it fucks ur dpg more than the one shot because it cuts down gametime

 

Definitely in a brawl kind of situation, or when peaking for 2 targets one 1hit and another full hp,  but when I have an lone 183 firing HESH vs 3 of our tanks, I think it would actually hurt to wait for the other two to get him down to one shot and then get the kill. If they bounce once, he'll have time to reload.

But yeah I get it I do have over 1k clan war battles in the good ol days haha but I find it difficult to believe it's possible to have 4 kills consistently. 

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I want it, seems like a high ceiling low floor kinda tank. Zero from Mahou 3 marked his in 60 battles, averaging 3078 dmg 1082 assist. Great straight line speed and camo, autoloader burst to help in city brawls.

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I've played an ok amount of games in this tank already and even though I'm terrible at it I can at least gauge its capabilities enough to write my impressions

I'm going to use the trifecta of tank criteria for this one (modified):

Mobility
The mobility on this tank is exceptional for a medium tank, but the hull traverse kills its flexibility so much in micropositioning, like dogfighting or turning around to run away. If you're beelining for a position you pretty much have to commit since you can't run away as easily. The speed could get you in trouble since you could flip over if you run over a bump, which a lot of fast lights have to deal with these days. Overall, it certainly sits in between medium and light. Fast but not nimble.
3.5/5

Damage capabilities
The gun on this tank is extremely deadly, if you can get it to work. The 2 round burst and 20s reload means you can pop in and deal your damage very quickly and be back in the fight quickly, but the lack of more shells in a clip means you can't sustain a very long engagement, especially if you're fighting a Lorr. or Progetto, which are very scary opponents since they can do a lot more damage to you if they can catch you. The accuracy/aimtime combo means you'll have a hard time doing damage 250+m away, so most of your damage needs to be done up close which is hard because your tank can't survive as long. Penetration is hard to work with, with 190 base, so I always load gold for early game since this is where people trade frontally. You need good game sense for autoloading tanks to play this tank properly and leverage its strength. It's view range is also good for a tier 8, with Optics/Vents + a good crew you can max it out, food if you want more. I don't even bother with GLD since it doesn't mitigate the aimtime enough to justify dropping vents which helps with the accuracy/everything else.
4/5 if you're good, 2/5 if you're trash at autoloaders like me

Survivability
The survivability on this tank is extremely poor. There's no armor to leverage so that's out the door completely. The wonky mobility means that you cannot outmanuever your opponents who catch you, and sacrificing your precious 1250hp means you'll have a harder time trading mid-late game. The camouflage on the tank can mitigate the lack of armor/hp somewhat if you have a good camo crew on it (~38 stationary/29 moving for me, you can get it to ~40 stationary/30 moving with the right setup) and with it you can pocket light if your team needs spotters, but all-in-all if you don't have an effective escape route you will be punished heavily.
2.5/5

How is it as a premium?
You'll make okay credits if you're running the regular loadout, but since you'll be firing a lot of gold/running food to mitigate the accuracy/aimtime, your profits will start dropping quickly. I wouldn't run this tank as a profit maker. Crew-wise the Bat-chat crews at tier 9 and 10 will fit nicely in this tank.

Should I buy it?
Only if you like the playstyle of the Bat-chats of run-and-gun. You would need exceptional game sense to leverage those tank's strengths properly, even moreso with this tank since your clip potential isn't as high to kill as many tanks in the mid to late game. I need more time to learn how to play this tank since I don't have any experience with high tier autoloader. The Lorraine is a much more forgiving tank to play because it has a much more forgiving platform to use with its good burst platform and good mobility, even moreso since it actually has good penetration. The Progetto will shit all over this tank like most medium tanks that thing will face but it will have an easier time trading with you since it has 3 rounds instead of 2. I think WG needs to buff the accuracy to ~.38 so you could at least have a chance to hit something long-range, and you're deterred from sniping anyway since you have terrible aimtime. a slight pen buff on the standard round wouldn't hurt, too. All-in-all, it's a hard tank to play.

ZXScore™: 10/15 if you're good, 8/15 if you're trash like me

 

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