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It’s a bird, it’s a plane. No, it’s a Aufklärungspanzer Panther Guide

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The Aufklärungspanzer Panther, it just rolls of the tongue doesn't it, along with some green spittle.

 

 

Overall impressions of the tank

Driving this tank is a little like taking a satisfying dump. At first it’s kinda painful but by the time you’ve finished with it you almost feel like jumping up and down just to test out this new light sensation you’re feeling. The tank is a good sniper vs dangerous opponents and a good bully when it comes to other light tanks provided you get to fight on your own terms. Its HP pool is best in tier for its class and it’s only going to get buffed, the same can be said for its accuracy.

 

Pros

Good accuracy

Good gold pen

Good maneuverability, a lot better than you might think when running 105 octane.

Large HP pool.

RAMMING RAM RAM RAM! (additional source of damage)

 

Cons

Camo? Everyone says it’s terrible but I have a good crew and use bushes a lot so it’s workable.

Large profile :+( you’re a big target. Dangerous active scouting is a no no.

Low DPM. You won't be losing many fights because of this because you shouldn't put yourself in a position which relies on it.

Scout MM so it gets shat on as usual.

 

Equip

Vert stab... I mean, unless you want to stop and aim at that obj 212 that’s looking at you.

 

Vents. I think a little better everything is better choice than a rammer on this. Fuck arty. You already have bad DPM so you won’t be relying on it. I guess you could go a spall liner or rammer if you really wanted to, you probably wouldn’t notice much of a difference. I’m not a fan of camo nets or binocs in light tanks because I can’t even sit still for long enough to fini

 

Optics. What do you mean you didn’t know this was a scout tank.

 

Consumables

105 octane purchased ½ off - it’s either this or a gold fire ext. Preventative maintenance and some other firefighting skills might also come in handy if you’re running this.

small repair kit

large or small med kit. Chocolate is also a viable alternative if you can afford it.

 

Ammo and gun

I use the Konish and I shoot as much gold as I can afford. You might think that the 105 makes it a little more flexible because you can shoot HE but the 105 is better suited to close range encounters while the fail panther is better suited to ranged fights, hence the konish. Now that the 105 HEAT rounds have been nerfed to hell I can comfortable say that there is no viable alternative to the konish. If you're still running the 105 post 8.6 then come down out of your tree and stop throwing your faecal matter at the spectators. 

 

Skills

Commander: 6th + camo + recon + repairs

Gunner: camo + snapshot + repairs

Driver: impact + offroad + smooth + camo

others--- camo, repairs, whatever.

 

I guess you could go for BIA once you are deep into your third skill but it’s a matter of gold and whether or not you can spare a skill for your driver. Fuck arty.

The order of the skills for the driver are debatable, I am happy with my current setup, if I had to lose one for BIA it would probably be smooth ride.

 

Update. I just updated my skills to get BIA, recon and situational awareness for a very nice view range buff. After a lot of consideration I changed my drivers skills to include BIA, smooth ride, offroad, camo. The way I see it, I'm only going to ram people that weigh a lot less than me anyway so impact won't make a big difference. I am sad to lose it but I couldn't give up any of the other skills which I consider essential for my play style. My view range is now 390*1.1(optics)*1.05(BIA)*1.02(recon)*1.03(situational awareness)=473m. Note that the maximum spotting range in WOT is 445m however every vehicle has a camo value which reduces the effective distance at which they are actually lit, by stacking view range past 445m I am able to spot more people right on the 445m while remaining undetected.

 

Play style tips specific to this tank

 

Fighting other light tanks.

Never brawl with an enemy light tank if they are uphill from you because it denies you your trump card: more light on light ramming action than a holographic porno. To win a DMP contest or even come out with a respectable amount of health you need to start the engagement with a ram. Right off the bat any other light will lose 100-600+ depending on your relative speeds. If your opponent already has low health get in there and finish them off quickly like a hooker when someone asks for their money back. I don’t care if you cry, you’re not getting paid to enjoy this.

Really though that is true of all light tanks, if you can get in there, do a quick 200 damage to finish a target and get out before the enemy has a chance to react then do it and do it quickly. Any protracted fights in hostile territory are not likely to end well for you. Also fuck arty.

 

Tips for harassment against superior firepower.

Priority: don’t get shot. You do like 170 damage per round, it’s never worth trading your 10% damage to the enemy for 50%+ damage returned. When you are outclassed by superior firepower do one of the following:

 

1) Either wait until they are distracted by another heavy tank or anything they will prioritize over you and then flank them and put shots into their rear.

 

2) Wait until they are on such low health that you can finish them off before they get a chance to return fire.

 

3) Don’t fight them at all, just keep them lit and let someone else shoot at them.

 

4) If it is a target with limited mobility you’re better to fight it in the open and on flat ground. See tips on harassment against superior firepower 5,6,7,8.

 

5) Avoid the dreaded “scrape off”.

Enemy heavy tanks and TDs in particular will try anything they can to get you in front of their gun. The side scrape is their best bet of getting you off their ass, they will find a rock, a building or anything they can to cut off your path around them maybe even pin you down in front of them. They will try to get their ass to the wall and then reverse and turn towards you so that you are left stationary and in front of them. Cousin to the scrape off is a move favoured by heavy tanks with slow turret traverse. All they need to do is get their ass against a building large enough to increase your orbit around them to one that buys them enough time to turn their turret.

 

6) Why come the slow turret man caught up?

Ok so you found an E100 in the open and you’re putting rounds into his sides and ass but you see him driving towards a steep traversable slope. As far as I know tanks traverse at more or less the same speed on flat ground and on a moderate gradient, so if they are turning their hull and their turret like a smart tank then there is the possibility that their turret will catch up to you as you drive up hill to circle around them. If you can see this coming then you will know to avoid fights on the sides of hills that will rely on you circling them.

 

7) Never start a fair fight with a tier 9 or 10 medium. Take advantage of them at every opportunity but don’t stick around if their attention is drawn to you.

 

8 ) Tips on circling:

Ok here is a little secret I’m going to let you in on, if you circle too well you will get shot. The ideal way to circle someone to death is to be driving forwards around 45 degrees in front the direction of their turret traverse. You see your average tanker might think that being 180 degrees from their gun is the best place to be, but at this point you are not only driving away from their gun but you are also driving towards it should they quickly change direction. The best way to stay safe is to bait them into traversing in the one direction with you confidently staying just ahead of their line of fire. Having to turn your tank around once they change direction is time consuming and dangerous and the above tip does a lot to mitigate this danger. There are also a few things you can do to set up favourable encounters from the start. When you’re sitting behind them shooting them in the ass don’t face to his left or his right, face directly towards them so that when they turn their turret one way or the other you can easily drive in the right direction without having to turn around at the start.

If they are smart enough to turn both their turret and their hull and they are just fast enough to catch up to you then do your best to get in a drive wheel shot or two to keep them tracked. Don’t aim for the turret ring, it’s usually a really small target and I don’t like your chances of hitting it on the move.

 

Camo and vision control.

This is a very important part of the metagame, whatever that means. Some tankers can use vision control alone to dominate the battlefield and they do it a lot better than me. What follows is my relatively experienced take on vision control, what it means and how to exploit it for your team. This section is not definitive, I think jacg123 is working on a better version of it at the moment so I’ll just give you the basics.

 

Requirements for effective vision control:

View range

6th sense

Camo

and ideally but not necessarily, speed.

 

Goals of vision control

(in no particular order, reverse alphabetical is just by chance I swear fuck arty.)

 

Intel

To know where the enemy are so your team can plan accordingly, this is wishful thinking in pubs but you never know, maybe your platoon mates can take advantage of it or perhaps you will be lucky enough not to have total retards on your team.

 

Attrition

To enable your team to cause damage from relative safety. In a game that usually comes down to a battle of attrition the capacity to facilitate damage done without damage received is an awesome advantage.

 

Area denial

To deny the enemy ground which would give them any kind of tactical advantage. Denying them firing lanes and their own vision control is a sure path to victory. Just being in the right bush at the right time might determine the swing of a battle even if no damage results from it. By spotting the enemy along a common path or around their favourite sniping spots you set off their 6th sense every time they poke. Now when this happens they don’t know if it’s just an unsupported light tank spotting them or if it’s an enemy obj 268 and three window licking clickers aiming right at them. Fuck arty.

 

Methods

 

Know your maps

Every map has areas where effective spotting can be done either from bushes or low risk active scouting runs. On any map if you can think of a spot that may achieve the above three goals with relative safety then use it. As the battle develops these key spots change and you have to adapt accordingly.

 

Exploit spotting mechanics

Exploit is perhaps the wrong word and its usage may have lead to them changing how double bush cover works :+(

Know how the spotting mechanics work, read the wiki and use it to your advantage. Use bushes whenever you can, think of them as strategically placed camo nets or as unidirectional vision obfuscation facilitators class C if you will.

 

Camo sniping:

So you’re spotting and you want a piece of the action. Ok but be careful, you can camo snipe at enemy tanks around the 400m mark, closer if you time your shots to correspond to when they pass in front of a bush more than 15m from you and less than 15 m from them. Remember it might not be the guy you’re shooting at that ends up spotting you. Only camo snipe when you’re relatively confident you won’t be spotted or you have a good exit strategy, i.e. a rock.

 

Using 6th to guess enemy positions

So you peaked out from behind a rock or whatever and you were spotted but the enemy could be in any one of three bushes. Be monogamous about it and expose yourself to only one bush at a time, get back to cover and wait a few seconds to see if you 6th goes off then try the other bushes.

 

Suicide scouting

Suicide scouting achieves goal #1 in the vision control manifesto in that it provides intel on enemy locations and distributions however at the start of a game unfortunately all this tells you is that the enemy started at their spawn. You know I’m pretty sure that the enemy usually starts at their spawn so this isn’t exactly game winning info and I don’t recommend suicide scouting unless it’s a crazy arty party with 8 per side and you stand a 80%+ chance of your actions resulting 4+ of them being taken out. As anyone reading this guide should already know, suicide scouting is for bads. Granted occasionally an active scouting run goes wrong and you die early but that’s not the same as charging into the enemy base at the start with the expectation of getting killed in the first 30 seconds.

 

There is a lot more that can be said for effective vision control but I’ll leave it for another guide or another player.

 

Replay section:

 

Malinovka...a scout's best friend.

https://dl.dropboxusercontent.com/u/57796096/Fail%20panther/shot_129.jpg

https://dl.dropboxusercontent.com/u/57796096/Fail%20panther/20130617_1313_germany-Auf_Panther_02_malinovka.wotreplay

lol @ 15 detected, 3 killed 7 damaged and 4800 on spotting for 0 damage returned.

A bunch more top replays in a zip file:

https://dl.dropboxusercontent.com/u/57796096/REPLAYS%20FOR%20WOTLABS/fail%20panther/fail%20panther.rar

 

I have a list of good replays available upon request. Please make your request in this section:

 
If a Mod wants to move this to a guide section which I could not find then feel free. 
 
And just one more thing before you go, fuck arty.
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Vert stab... I mean, unless you want to stop and aim at that obj 212 that’s looking at you.

 

Recon Panther can mount a stab?  I currently don't own one (grinding VK 28.01).  Also, have you tried binocs before you installed the optics?  I currently run binocs on my 28.01 and AMX-13/75, and they seem to work well since those tanks seem to lack the agility for active scouting.

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Also, have you tried binocs before you installed the optics? 

 

 

 

I’m not a fan of camo nets or binocs in light tanks because I can’t even sit still for long enough to fini

 

 

 

Binocs are way less flexible than coated optics. The coated optics are going to put your viewrange high enough that the net bonus from binocs isn't worth sitting still. 

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Some good advice mixed in with some downright horrible advice.  For an example of the latter, refer to the part on fighting other tanks.  Stating you should start with a ram is just silly.  You ram as a DPM multiplier but only use it if needed.   Making a ram a priority needed for engagement will cause you to skip many lights you could easily kill and ram at times you don't have to, creating needless damage to your tank and worse, potential self-trackings.   Until we see how 8.6 ultimately impacts the 105, if you want to snipe more than invade enemy territory, run the Konisch.  If you want to invade and Arty hunt, run the 105.   As a Sniper you want the ROF and accuracy of the Konisch.  As a Raider, you want the killing power of the 105.  And ignore anyone who tells you you cant use the 105 long range.  The 105 and HE works quite well long range so don't avoid such shots if you are rigged out for raiding.

 

KEEP ARTY IN THE GAME- REMOVE THE STAT WHORES!

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Some good advice mixed in with some downright horrible advice.  For an example of the latter, refer to the part on fighting other tanks.  Stating you should start with a ram is just silly.  You ram as a DPM multiplier but only use it if needed.   Making a ram a priority needed for engagement will cause you to skip many lights you could easily kill and ram at times you don't have to, creating needless damage to your tank and worse, potential self-trackings.   Until we see how 8.6 ultimately impacts the 105, if you want to snipe more than invade enemy territory, run the Konisch.  If you want to invade and Arty hunt, run the 105.   As a Sniper you want the ROF and accuracy of the Konisch.  As a Raider, you want the killing power of the 105.  And ignore anyone who tells you you cant use the 105 long range.  The 105 and HE works quite well long range so don't avoid such shots if you are rigged out for raiding.

 

KEEP ARTY IN THE GAME- REMOVE THE STAT WHORES!

 

 

Tazilon 618 games: 51% wins, 0.97 KPB, 868 DPG, 729 XP per game

fablkak 246 games 66% wins,  1.26 KPB, 1264 DPG, 1009 XP per game.

 

So, basically I am better than you at this tank in every measurable way. Perhaps there is some unseen unmeasurable way in which you are a better tanker than me but it isn't helping you win games.

 

You say that there is some downright horrible advice? Well I can back up what I say with both logic and results. If you are fighting a tank with better DPM than you then you want to force the engagement to be as short as possible, this means ramming when you have a weight advantage. If you can do 300+ damage in a ram and take 100 or less in return then you might end up taking one or two less shots in return resulting in taking less overall damage. This only applies to one on one dogfighting with light tanks though. If it's a heavier enemy or it's not a shot for shot scenario then it doesn't apply.

 

Now that I have explained it does it still sound so horrible Taz? Don't worry if you don't get it yet, give it another 20,000 games and you might get up to 54% wins.

 

 

Now, as far as the 105 goes, it was good on the 2801 because it did a lot of brawling and it is good at one shotting arty, but the konish is a lot better at firing on the move so you usually get one shot in on your approach to arty and a second one to finish it when you get close. To be honest I haven't tested the 105 on this tank and I think the konish is suiting my play style really well so I won't test it just yet. I would rather ask jacg123 what he thought of the 105 on this tank cause I know he has tried it. I'm not ruling out the 105 and I'm not going to call anyone names for using it, just try both and see what suits you more / what gets results.

 

8.6 105 HEAT nerf makes it non viable. Don't even bother.

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KEEP ARTY IN THE GAME- REMOVE THE STAT WHORES!

 

I think you'll find this to be an incredibly unpopular statement around these parts; among the players and moderators alike.

 

Remember where you are.... WoTLabs - it's a statistics website.

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8 ) Tips on circling:

Ok here is a little secret I’m going to let you in on, if you circle too well you will get shot. The ideal way to circle someone to death is to be driving forwards around 45 degrees in front the direction of their turret traverse. You see your average tanker might think that being 180 degrees from their gun is the best place to be, but at this point you are not only driving away from their gun but you are also driving towards it should they quickly change direction. T

I don't quite understand that part there,is there some sort of visual reference?

Also,

Fuck Arty

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i just got mine as first game get set on fire and realise i forgot to load consumables >.> always do it on new tanks. it seems to go well even though i only have the stock engine.

 

also why does it carry 2 less 105mm rounds than the vk28.01 >.>

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I don't quite understand that part there,is there some sort of visual reference?

Also,

Fuck Arty

 

I can't draw... at all, so I'll just explain it a little better.

It's a psychological thing, you need to bait then into a favourable scenario for you. The best position you can be in is driving FORWARDS a few degrees ahead of their gun, between 45 and 90 degrees ahead is fine. The idea is that if you get too far ahead of their gun so that you are directly opposite it then you are in trouble should they change their traverse direction because you will have to start reversing which usually results in them catching you and getting a shot in since you only reverse at a fraction of the speed you can drive forwards. Wow fablkak long sentence there. 

You get it? Encourage them to keep spinning the one way so that they don't change direction on you and force you to reverse in circles.

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How is the camo after the 8.6 camo nerf? Still workable?

 

 

Well I am going to assume that the camo nerf hurt it a little. I haven't really noticed any difference. My crew is set up to have a great view range and my play style is probably mitigating some of the camo nerfs. I tend to spot from crests and back down before 6th goes off or keep people at the extremes of my spotting range when I can. Basically camo was never this tanks strong point so if you never relied on it in the first place having it nerfed isn't too bad.

 

Unfortunately I don't have any numbers to back this up. Still a fun little tank IMO and is highly under rated, what's more when the tier 8 light comes out I'm going to have a sick crew for it.

 

The thing that really hurt this tank was the re-instating of full price gold consumables and a substantial increase in the cost of gold rounds. Now this tank loses money like crazy because IMO it NEEDS the gold gas to be effective and I am too used to shooting gold rounds to give them up now.

 

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Well I am going to assume that the camo nerf hurt it a little. I haven't really noticed any difference. My crew is set up to have a great view range and my play style is probably mitigating some of the camo nerfs. I tend to spot from crests and back down before 6th goes off or keep people at the extremes of my spotting range when I can. Basically camo was never this tanks strong point so if you never relied on it in the first place having it nerfed isn't too bad.

 

Unfortunately I don't have any numbers to back this up. Still a fun little tank IMO and is highly under rated, what's more when the tier 8 light comes out I'm going to have a sick crew for it.

 

The thing that really hurt this tank was the re-instating of full price gold consumables and a substantial increase in the cost of gold rounds. Now this tank loses money like crazy because IMO it NEEDS the gold gas to be effective and I am too used to shooting gold rounds to give them up now.

Thanks for the update, +1.  I have unlocked it, but I am hesitant to buy it because it needs so much gold ammo, plus I've been playing my VK2801 pretty badly as well.  Maybe I will wait for a pen buff (though I'm sure I will be waiting a long time, since it's German).

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You can probably get away with shooting a lot less gold rounds than me. Also, the ammo cost isn't always high because some games require more scouting than shooting. If you're worried about a big ammo bill the you're probably also having a great game so it's worth it. Another mitigating factor is that your primary targets are usually other light tanks and artillery, both of which only require silver rounds. Still, -20k per game just for gas is a bad start.

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+1. This tank is not as bad as its ridiculous silouhette seems to imply. It's like a VK3601H on steroids. Plus you know the whole seeing tier Xs thing. Nice read.

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So I am ten games in.  Still don't have the top engine, but free'd the tracks and turret.  This thing is a credit sink, at this point there is no way I am not loading pure gold against the steady stream of IXs and Xs. I've been carried a few times for sure, but if you get 2k damage you can easily be the top XP earner in BT10/11 games. 

 

I have just been really careful, keeping enemies on the edge of spotting range, using cover, getting shots in more to harass and get turret swivels than to take rael hits off HP. I am almost afraid that that top engine (which is a huge jump in HP) will make me less conservative and more fail/potato prone. 

 

Really not as bad as I had thought, though the 30-40k drain even after a good game is something I have to work on.  Luckily the T49 silver bonus this weekend is keeping me afloat. 

 

PS No good rams yet (hard without a good engine of course), but looking forward to it. 

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Why do it? It's not fun, not profitable, not good for stats, does not have a good tier 8lt after it. And even if they do introduce a new tier 8 lt in the near future there is no way it's gonna be better then 13-90 or WZ-132.

I'm playing it just for daily double bonus, and am not wasting time nor credits on it. It's a pos tank.

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It certainly has its drawbacks, and is at a very unforgiving mm spot, but it is one of these tanks where you can't expect much out of it and bringing that philosophy into your play style really helps.  It is less tempting to take shots when passive scouting since you are dealing with enemy view rangers better than yours and it is not like you are doing much damage anyway. If you engage already engaged enemies from a safe spot they (if they are good) won't waste a precious shot on you (don't get me wrong, there are plenty of unrelenting light tank boners you need to dodge, but at that tier people really pay when they turn their turret to face an LT in a combat zone. 

 

It sucks pumping 5 rounds into an enemy T30 only to see his HP barely budge and auto-loaders can really mess you up, but if you keep really sharp angles from cover and at least 200 yards between you they may not bother wasting the first round of their clip knowing they will probably only get a round or two off.

 

I know the sample size is far too small so far, but 14 games in I am at 65% and 900 avg xp (not sure if that stat in game factors in prem or not) and only just unlocked the top engine for the last game.

 

That said I want to refer back to articulating the major headwinds faced by LTs right now.  It can be frustrating, but if you can suspend that you have an engaging tank.

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OK, wotlabbers.  I've got a confession to make: I may keep the awful panther

 

I made heavy use of this guide, have run a bunch of games on the tank and due to huge exp levels, am getting my indien soon. It is certainly a light medium, can snipe, sneak two shots in to many opponents 1 (though you should only rarely ever be trading hp -but you CAN do it in very certain circumstances on this tank).  I take on the scout role in early games where I can get broad view from cover, but rarely passive scout anywhere popular advancing lanes an enemy could pop up within 200m. And, this one time at wawfulpanther camp, I bounced a shot.  True story. 

 

You can peekaboo engaged opponents, enemies usually disregard your measly shots to focus on larger opponents, but beware the ominous LT boners- use them to drag baddies into your team's firing lanes. I do not have any good ramming stories, not that I am against it, but I just don't see many opportunities. Circling can be tough given your bulk.  This is really a hyper capable tank that can be a little bit of everything. 

 

I should say right away that I am a gold whore in this and walk away with big silverdeficits.  This is the only tank I am like this in, but damn it, I want to pen consistently at tier 9/10. For reference BL-10 gold shot= 750dam/12g konisch=135dam/8g.

 

I do not have great ammo-sense (it is what I would really like to improve on- using the fast reload to switch ap/apcr fluidly in battle. I usually forget to think about ammo selection after I have switched to apcr once). So if that DQ's me skill-wise, feel free not to watch my replays. Also, these replays were all within 3 games of eachother. 

 

 
527e3d50eaa0d46cf9010000.jpg
 
South spawn. Take the sniping spot at base of hill, get good shots while trying to keep an eye on the rest of the field. 
 
527fb4a5eaa0d45016020000.jpg
 
South spawn. Tier 10 game. Try to get early spots, then fuss around in the village before coming back to flag to counter their bridge assault. I will see if I can get spots at range, but feel no obligation to "scout" here. 
 
527fb479eaa0d4555c010000.jpg
 

Mmmm, tier 8 battle. North spawn.  Nobody goes 1-2 line.  Try to get early lights before concentrating back to the strong flank.  Good example of early battle reading.  Noobs would try to make a valiant stand on the empty flank and I knew that their control there would give them free shots on any of the dummies hanging around the middle.  So I support strong flank and then get in position to defend flag and harvest defense points.  Also remember that when you have no 1-2 flank here, enemies (especially without a scout) generally will only advance slowly due to ambush/invisitanks. So you have a little time and they cannot come support their own failing flank so we push our 15 v 12 side. Of course, an enemy team can dominate once they control that line and command free fire over flags on both flanks. 

 

All comments and criticism welcome. 

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I might check later, it's good to see people picking up this lovely tank. I didn't expect to keep it at first (and started like 0-10 with 50 dpg because I had the tier III gun lel), but it kind of grew on me. Now it's one of my most played tank, with its WR approaching 60%, 95%+ of which came soloing. The Konisch nerf may have hurt its DPG, but it didn't change how fun it is.

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I do not have great ammo-sense (it is what I would really like to improve on- using the fast reload to switch ap/apcr fluidly in battle. I usually forget to think about ammo selection after I have switched to apcr once). So if that DQ's me skill-wise, feel free not to watch my replays. Also, these replays were all within 3 games of eachother. 

 

 

 

Thanks for your post. I'm glad I'm not the only one that liked this tank. First off let me say one thing, you're not disqualified for using lots of gold rounds because if you are than so am I. I also ran the gold fuel for the period it was 1/2 off which was when I had 250/302 of my games. There is no doubt about it, this tank is an expensive little tank to run which is why I have put it into retirement fr now. In maybe six months a new german tier 8 light will come out and I'll have somewhere to put my crew, until then they will be trolling the low tiers in a t-15.

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@ Expendable_Lad & Peaches

 

I see you guys haven't tried the WZ-131... seriously, give it a shot.

 

I've just started the stock grind on my Aufkl. Panther, so I need some time to form an opinion. I'm interested to see how it plays compared to my favorite T7 light, the WZ. Yeah, the T71 can be fun, but sometimes I don't feel like playing an auto-loader.

 

@ fablkak

 

How do you feel it compares to the WZ-131? All I can see is: more gun depression, APCR instead of HEAT. The rest looks worse.

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All tier 6+ lights have almost the same matchmaker (fucked up). So why play any other than the best ones (1390 for auto-loader, WZ-132 for conventional gun)?

 

Back to Awfulpanther:

 

It's a nice tier 7 tank. If it had a normal (tier 5-9) matchmaker it would probably be the best Panther tank in the game. It has a nice APCR pen, DPM, accuracy, the shell speed is phenomenal. It has good armor vs low tier tanks (t5-6). Its base camo is bad, but because of its light tank bonus its on the move camouflage is on par with the T20.

 

But since it only sees tier 9 and tier 10 battles it's a bit (a lot) hard to see its qualities. In every tier 10 game it's just a big fluffy pinata, doomed and limited to 2nd line sniping. It is too expensive to drive in those games, and not fun. Not fun at all. :tongue:

 

There is something else. This tank will reward you for playing it correctly. It's weird but if you manage to make any positive influence on the game, you will win it. It will not drag your wr down, it will probably improve it. It's just so bloody expensive. >:(

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All tier 6+ lights have almost the same matchmaker (fucked up). So why play any other than the best ones (1390 for auto-loader, WZ-132 for conventional gun)?

 

Speaking for the WZ-131: the WZ-132 isn't *that* much better, while the opposition is considerably tougher. Or it was, when BT12 still existed. And for platoon purposes, T9 tanks go with T8 lights now, instead of T7 lights.

 

So thinking about it... so much for a 2.8 skill WZ-131 crew. And a 2.6 skill T71 crew.

 

P.S. Currently at 45% WR, while spamming APCR. What where you saying about that again? Yeah I know, 22 games and all that. The problem is mostly that it doesn't function as a scout, and I needed a few games to figure that out. It's funny, this is the only "light" tank where I'm NOT hoping for a Malinovka game. And yes, the ammo cost is getting out of hand: 3200 credits for 135 damage is pretty hilarious. But it's pretty good at plinking away at T8-10 meanies while abusing your gun depression.

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