World of Tanks (Vol 2)
Discussion
There's a lot of mediocrity at tier 7 and you often can't use vertical stabilisers. Most of the heavies are decent, but the mediums & tank destroyers are generally pretty bad. The Chinese WZ-131 light tank is excellent.
The forthcoming M41 Walker Bulldog American light tier 7 sounds interesting. It's got a 10 round autoloader. I'm playing the tier 3 Stuart at the moment on that line, so I'll get to it in a while.
The forthcoming M41 Walker Bulldog American light tier 7 sounds interesting. It's got a 10 round autoloader. I'm playing the tier 3 Stuart at the moment on that line, so I'll get to it in a while.
Beati Dogu said:
I haven't played it yet, but they've revamped and enlarged the Murovanka map. The magic forest has fewer trees and now includes small hills to provide some cover:
https://www.youtube.com/watch?v=05O1na6QZJE
Why don't they just make new maps rather than wrecking old ones? I always liked the forest; there's nothing else like it on other maps; anyone who wanted to play hill dodging had the whole other side of the map anyway. https://www.youtube.com/watch?v=05O1na6QZJE
One reason I liked it was from my only time green laning, when we had to take a detour due to a big fallen tree. The sight of a Rangie, which you couldn't see coming despite it being a big lump, suddenly appearing through the bushes and brambles next to you with little warning, instantly made me feel a tiny bit of how having a tank suddenly appear might be.
Another map spoilt for TDs, on both sides, anyway.
It's not a map I would say was crying out for changes either. Like Redshire was for instance. That's a good map now.
I bet you were bricking it near the end.
Asterix said:
It was quite funny - we were 4 tanks down when I started getting into it so I actually had no hope that we'd even win let alone me get a bunch of kills.
Games like that you have to have a team that sucks in the right way. You need them to melt slowly rather than the usual sudden collapse. I bet you were bricking it near the end.
Beati Dogu said:
It's not a map I would say was crying out for changes either. Like Redshire was for instance. That's a good map now.
I bet you were bricking it near the end.
I was - one on one, no idea where he was so I went to their flag to entice him out. He duly obliged and three shots later we won and I had my 11th kill.Asterix said:
It was quite funny - we were 4 tanks down when I started getting into it so I actually had no hope that we'd even win let alone me get a bunch of kills.
Games like that you have to have a team that sucks in the right way. You need them to melt slowly rather than the usual sudden collapse. I bet you were bricking it near the end.
Can anyone explain "critical" hits to me, they seem anything but for the most part. Just had a game in the M4 45 when it seemed every shot of mine was a critical hit of some sort or other, yet at the end of the game the Battle Efficiency showed several tanks but with no damage caused?
The stats say it all really, I got 7 direct hits, 2 penetration, but was hit for 6 hits taken, 5 penetrated. Some days I couldn't buy a win.
The stats say it all really, I got 7 direct hits, 2 penetration, but was hit for 6 hits taken, 5 penetrated. Some days I couldn't buy a win.
MKnight702 said:
Can anyone explain "critical" hits to me, they seem anything but for the most part. Just had a game in the M4 45 when it seemed every shot of mine was a critical hit of some sort or other, yet at the end of the game the Battle Efficiency showed several tanks but with no damage caused?
The stats say it all really, I got 7 direct hits, 2 penetration, but was hit for 6 hits taken, 5 penetrated. Some days I couldn't buy a win.
Critical hits are shots that cause damage to modules or crew, rather than the tank's health. If you think of the structure of the tanks as the health pool, and the modules has having their own health, that's how it works. Critical hits degrade the tank's ability to fight effectively.The stats say it all really, I got 7 direct hits, 2 penetration, but was hit for 6 hits taken, 5 penetrated. Some days I couldn't buy a win.
Viewing window / commander - lower view range
Driver / engine - lower speed, slower track traverse, fire is engine HP reaches 0
Gunner / Gun - lower accuracy, gun cannot fire if module HP reaches 0
Loader / Ammo rack - slower reload, ammor rack explodes when it reaches 0 HP, destroying the tank.
Radio operator - lowered radio range
Tracks - lower speed, lower traverse, de-track if track HP reaches 0
Turret ring - slower traverse, turret locks if HP reaches 0
If your tank loses all of it's crew, you will be "dead" and out of the battle, but the tank will remain on the field until it is destroyed by enemy fire or the match ends. Open topped tanks and some smaller tanks which have 2 man crews are particularly prone to this.
Critical hits are annoying, as iirc they don't translate directly into XP or silver bonuses. However, if you track an enemy tank and your team shoot the tank while it is prone, you'll get a silver and xp bonus for every successful shot they make. On the plus side, critical shots can make enemy tanks a lot easier to kill for your team, so if you find yourself bottom tier in something with a gun that just can't compete with the armour in the match, load HE and continue to shoot, as even if you're two tiers down on the opposition, if you can shoot the viewing window, damage the gun or lock the turret ring on a tank two tiers above you, you'll do a great service to your team mates who will jump on the stricken tank and kick it's arse.
Thanks guys, I was being a bit rhetorical as I have nearly 8k battles.
What annoys me most is the fact that "critical" hits seem far from it in the points process. I got no end of critical hits on a KV but at the end the stats showed no damage to that tank at all, no tracks either which at least give you the chance for a few shared damage points. The perk that gives you the chance to increase your chance to score "critical" hits seems superfluous given the number of criticals that I am getting and somewhat useless given the lack of points recognition that you receive.
The other thing that grinds my gears is the bias towards kills rather than damage. I seem to spend ages blasting away at numerous tanks only to have some git sneak in the last shot to gain the kill. Then in the post game stats there I am with 2k damage caused behind the guy who did 200 damage all game but "killed" my 2 tanks.
What annoys me most is the fact that "critical" hits seem far from it in the points process. I got no end of critical hits on a KV but at the end the stats showed no damage to that tank at all, no tracks either which at least give you the chance for a few shared damage points. The perk that gives you the chance to increase your chance to score "critical" hits seems superfluous given the number of criticals that I am getting and somewhat useless given the lack of points recognition that you receive.
The other thing that grinds my gears is the bias towards kills rather than damage. I seem to spend ages blasting away at numerous tanks only to have some git sneak in the last shot to gain the kill. Then in the post game stats there I am with 2k damage caused behind the guy who did 200 damage all game but "killed" my 2 tanks.
MKnight702 said:
The other thing that grinds my gears is the bias towards kills rather than damage. I seem to spend ages blasting away at numerous tanks only to have some git sneak in the last shot to gain the kill. Then in the post game stats there I am with 2k damage caused behind the guy who did 200 damage all game but "killed" my 2 tanks.
He must have been a lower tier shooting higher tier tanks, or getting some big spotting damage along the way. The xp ranking at the end of the match is based purely on XP, though there is a small bonus for getting the kill, it's nothing compared to the xp that is gained for removing the majority of a tank's health. However, if he is lower tier, and getting his xp in other ways throughout the battle, then yes, it can happen. I've had games in my SU-152 where I've done 3000 damage plus to someone in a tier 5 who has done 1000 damage, took a few kills and done some spotting.MKnight702 said:
The other thing that grinds my gears is the bias towards kills rather than damage. I seem to spend ages blasting away at numerous tanks only to have some git sneak in the last shot to gain the kill. Then in the post game stats there I am with 2k damage caused behind the guy who did 200 damage all game but "killed" my 2 tanks.
You can rack up huge xp scores while doing little to no damage in a light tank. Its quite easy to be one of the top three in your team in something like a T71 just by spotting.I've just bought an ISU-152, this has been my week's project while I've been off work, I bought the SU-122-44 and Dicker Max last Friday, did some crew training over the weekend, splitting games in the SU-122-44 and the SU-100 until I had unlocked the SU-152. Over the course of the last week, I've unlocked all SU-152 packages, and researched and purchased the ISU-152. In my first game in the ISU-152, I knocked out a Mastery 3 with a 75% crew. I think I'll like the ISU-152 more than the SU little brother, ok, so it doesn't have that insane one-shot ability anymore due to the matchmaking putting it up against tier 6s less, and no more tier 5s, but it seems a good bit more manoeuvrable than the SU version, althrough it is taller and probably easier to spot. I just hope the grind up the tree to that BL-10 isn't torturous, I hear that thing is a beast. Hopefully this tank will take me up to my first tier 9, with the Object 704, and then onto my first tier 10 with the Object 268. I expect progress will be a little slower from now on, as Destiny is out on Tuesday, which will be seeing some play time, and of course I'm back at work tomorrow.
Goodbye SU-152, it's been a blast. Hello ISU-152.
Goodbye SU-152, it's been a blast. Hello ISU-152.
The ISU-152 is more of the same really. Nothing wrong with that though. The grind to the BL-10 isn't bad, but it really makes the TD once you get it.
Some douchebag in an SU-152 on my team shot my ISU-152 in the back once (with his 152mm) because it appears "I was in his spot". I turned around and pointed the BL-10 at him. I didn't fire, but could easily have one shot him. He didn't try it again.
The Object 704 has the same gun, but is a much better TD. It has better gun handling, reload, gun depression and effective front armour.
It's easily the best of the other tier 9 TDs I've played - Jagdtiger, T30 and SU-122-54.
Some douchebag in an SU-152 on my team shot my ISU-152 in the back once (with his 152mm) because it appears "I was in his spot". I turned around and pointed the BL-10 at him. I didn't fire, but could easily have one shot him. He didn't try it again.
The Object 704 has the same gun, but is a much better TD. It has better gun handling, reload, gun depression and effective front armour.
It's easily the best of the other tier 9 TDs I've played - Jagdtiger, T30 and SU-122-54.
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