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#6328985 DEAR WOT : I AM BREAKING UP WITH YOU, FOR 10 REASONS

Posted General_von_Nuben on Jan 07 2014 - 21:28

Since 2011, I have had a relationship with World of Tanks.  Like few other games in my long gaming career (which dates back to the 1980s), I have poured my heart, energy and even money into this one.  I have had many, many good times, and many, many bad times ensconced in this digital world.   WoT has given me great pleasure and great frustration.  Until recently, I have felt it has been worth continuing the relationship because the good generally outweighed the bad. 

 

Now, in a new year, I have taken a good hard look at WoT and must conclude that the bad outweighs the good.  And when that happens--as with any relationship--it's time to consider whether it's smart to continue it.

 

I cannot commit to abandoning WoT.  It has been a part of my life for so long that it's inconceivable to turn my back on it completely.  But I can say that it is time for me to downgrade our relationship status from "lovers" to "friends," at best.

 

I do this because I simply do not feel good playing the game anymore.  There are too many issues, both new and old, that drain my enjoyment and make playing the game seem more a chore than a joy.  To be fair, I have played many other games in my life for long periods, and I have moved beyond them, too.  But WoT strives to keep me hooked over the long haul through constant updates and new content.  Despite this, though, the game has failed to correct longstanding problems, and has actually created new ones through its patch process.

 

My morale and faith in WoT have fallen for specific reasons.  I never make a decision to part from a game I've played for years without a well-grounded rationale, and I've been pondering that rationale for quite some time.  I have identified ten major flaws that have soured my enthusiasm for WoT, and for my own mental clarity--and for those interested--I will present them here.

 

1. The Vision System: Noobs recoil from WoT's elaborate (and counterintuitive) vision system with the simplistic complaint: "I got invisitanked, no fair!"  We veterans understand that the vision system is a tool to be exploited, not to complain about.  For better or worse, WoT attempts to simulate real-world battlefield vision disparities through its "view range/camo value/draw distance" matrix, which even seasoned players have trouble fully grasping.  Those who scout well virtually guarantee a win for their team, since they provide their comrades (and arty) the luxury of shooting at fully-silhouetted red targets without fear of return fire.  In higher-tier games, where focused fire from TDs and arty can vaporize any tank in an instant, vision control determines the outcome almost every time. 

 

Yet vision control is never a given in most randoms; either your team has a competent scout or it doesn't.  If it doesn't, you are blind and you are destroyed without ever seeing your foe, even if he's just 100 meters away.  If it does, you can pulverize your hapless opponents without a scratch.  But you either have a good scout or you don't.  Your skill does not change what teammates the matchmaker provides.

 

I have several complaints about the vision system. First, it does not give its gifts equally.  Either your team has a good scout or it doesn't.  That fact is not determined by skill.  Second, camo and vehicle height are overly critical stats that confer their blessings on only a few tech branches.  Camo values determine which tanks can abuse the vision system and which tanks get abused by it.  It makes scouts and low-height TDs the rulers of the high-tier game, while rendering many heavy tanks and no-camo-TDs almost irrelevant.

 

In sum, vision control is more important than almost any other game mechanic.  And unless you're a scout or medium, you can rarely provide it for your team.  In WoT, you often can only see what others see (a strange sensory dilemma, especially when you can magically see things through thick brush, as long as someone else 300 meters away sees it), and if others don't do your seeing, you see nothing. 

 

When I have spotting, I usually win.  When I don't, I usually lose.  I've gotten tired of betting my enjoyment on whether someone on my team understands how important spotting is.

 

2. The Maps: I sometimes wonder who tests WoT's maps before they are released.  In almost every case, they suffer from systemic problems that grant great advantages to one side (like the north side of Highway), or can be exploited by one side making the right move at the beginning of the game (like a competent scout lighting the base on Malinovka).  WG has revived horrible maps like Komarin (a mutual campfest where nothing can happen unless someone understands the vision system) and allowed perennially detested maps like Malinovka and El Halluf to remain in the game.  It has removed maps like Province and Dragon Ridge, as if admitting that they were broken.  And it has rushed out new maps like Severogorsk and Sacred Valley (again, maps that only can work when there are competent scouts), as well as Hidden Village (a horrible one-lane slugfest with a no-man's-land everywhere but the lane). (This list is not meant to be exhaustive...)

 

WG seems determined to make maps that force players to meet at specified zones of contention and hammer it out at pointblank range.  It has made a few key rocks, huts and bushes the subject of all the fighting, and allowed artillery to play a significant role because everyone basically knows where the contention will be. 

 

This has gotten very old.  There are only a couple maps I really like, and far too many that make me groan when I see them on the loading screen.  Too many depend on advanced vision system knowledge, and you can never count on your teammates having that knowledge in randoms.

 

3. The Matchmaker: Everyone complains about the MM.  WG made some progress many patches ago when it generally guaranteed that many tank types would only face enemies two tiers above them.  This was certainly an improvement over the days when VK 36.01s could fight Tier 10s, but as time (and power creep) have marched on, even a two-tier spread is excessive.  It's no fun playing a stock Caernarvon with a 171 pen/150 damage gun against Tier 10 TDs.  In short, WoT has introduced so many powerful new tanks (at such dramatically higher capabilities with each successive tier), that it is a tall order to fight enemies two tiers above you in many cases.

 

My first Tier 9 heavy was the E-75.  Even with my nooby skills back in 2011, I managed a 60% win rate with it.  How was this possible?  It had everything to do with the matchmaker in the old days.  The only Tier 10s were the E-100, Maus, T30 and IS-7.  No one fired gold rounds (effectively trolling the E-100).  There were no autoloaders.  You even faced M4 Shermans, and maybe one or two other Tier 9s.  It was easier to win under those circumstances.  Now at Tier 9, you face all manner of overpowered Tier 10 TDs, mediums and heavies--all slinging gold--that can vaporize you in an instant.

 

My major complaint about the "spread" element of the matchmaker is that it is disheartening to face the current rogue's gallery of OP Tier 10 tanks with a Tier 8.  Obviously, there are several lower tier tanks that hold up well in higher tier fights (the T29 at Tier 7 and the IS-3 at Tier 8 come to mind).  But for most tanks, being the low man on the totem pole is not a recipe for fun.  Generally, you're going to have to either be lucky enough to have a good team or carry impossibly hard.  If it's the latter, your heart will beat fast and your game will be more an ordeal than a pleasant way to pass the time.

 

Matchmaking problems do not end with spread issues.  In recent times, there have been more and more lopsided matchups, with one side getting far more higher tier tanks than the other side.  Because of the massively better capabilities of each higher tier, this severely impacts the shortchanged team's chances to win.  We've all been on the team that has 4 less Tier 10s than the enemy team, and we all know how it will turn out.  True, there's always the chance that the other team will squander their advantage through incompetence.  But that's not a safe bet; in most cases, the team with more higher-tier tanks will win.  It's like playing golf against someone with a massive handicap.

 

As mentioned, everyone intuitively knows that these are serious issues.  Yet patch after patch, WG does nothing about them.  In the New Year, I have had enough of it.  I am tired of being the low man on the totem pole, and I'm tired of being matched up against teams with substantial Tier advantages.  It is not fair and skill can only take you so far in countering it.

 

Afterthought on MM: One reason premium tanks with preferred matchmaking are so popular is that they reduce the amount by which matchmaker can screw them.  It bears note that one of the winningest tanks in the whole game is the Pz B2, which is always top tier.  It never has to fight tanks with vastly superior combat characteristics, and thus can win much more consistently.  Tier spread makes all the difference.  And the Pz B2's record proves why.

 

It's almost a perverse admission by WG about how bad the matchmaker is that a premium tank's selling point is: "You won't be the low man on the totem pole as often!"

 

4. RNG : Very few things induce rage more than the +/- 25% spread assigned to every single shot with regard to accuracy, penetration and damage.  It is not enough that you let the aiming circle fully close and take your time to make a shot: RNG might decide it's time for your shot to hit the dirt, not the weakspot.  Or RNG might decide that you can't have that kill shot by making you miss, roll low or bounce an impossible bounce.

 

Apparently, one of WG's objectives in developing WoT was to create "uncertainty of outcome" in every game.  Well, if that was an objective, they've achieved it beyond anyone's wildest dreams.  You never quite know whether your shots will go where you aim them, whether your 420 pen HEAT shell will actually go through or your last shot will do enough damage to polish off that pesky scout.  By the same token, sometimes a completely unaimed shot will go dead center, or an arty shot will miraculously land behind a rock it shouldn't have been able to hit. 

 

These RNG vagaries often determine games.  WG seems to think these "uncertain results" should be celebrated, even making a video about them every month with--appropriately--a slot machine icon.  But when you get down to it, how much does skill really have to do with these results?  RNG implies that you need some luck to do well, just as you need luck to hit three 7s on a slot machine.  All the skill in the world--and all the best habits, like fully aiming--don't make a difference when RNG decides your shot will fail for one reason or another.

 

For me, RNG has been a major reason why I've downgraded my relationship with WoT.  I am simply unwilling to peg my enjoyment on whether I roll high or whether my shots go where I aim them.  I even ran a study last month where my data showed I rolled low 16% more often than average or high. 

 

I do not like the "uncertainty of outcome" that RNG has created, and I do not like the role luck plays in determining those outcomes.  If I wanted to play a luck-based game, I'd go to the casino.

 

5.  The Lack of Correlation between Merit and Outcome: WoT's XP reward system is severely flawed because it pegs a 50% bonus on victory.  Ostensibly, this provides an incentive to win, but as any WoT player can tell you, your own efforts often have no impact on whether your team wins.  That is not to say that an individual player with great skill cannot turn a losing game into a win.  But it is to say that in most cases your team has no chance to win and your efforts against that inevitable conclusion will not be rewarded.

 

I like to think I have decent stats.  I'm not a super-pro, but I almost always place in the Top 3 XP earners of my team, win or lose.  When they were running the mission that gave 0.2% more crew XP to the Top 3 XP earners on a team, I earned that distinction 90% of the time over 500 games.  I almost always pull my weight and more. 

 

But in my losing games, I rarely had much to show for it.  In the old days, you didn't even get a bonus for achieving battle hero status on a loss.  WG clearly improved the game when they allowed that (ie "Courageous Resistance"), but even that does not fully address the issue.  Sometimes getting Sniper or Top Gun on a loss isn't possible, yet you vastly outperform both your own team and the enemy team.  And you get nothing to show for that in the XP column. 

 

I think this system discourages merit and places excessive value on the team winning, which is all too often beyond your control (especially in solopubs).  I also think there's something Soviet about it, namely in the way it punishes the individual but rewards the herd.  No matter what other think of it, though, I'm tired of working hard in losing matches without receiving a suitable reward for my efforts.

 

6. Power Creep: I've already mentioned power creep with regard to matchmaking.  It deserves fuller explanation.

 

WG's quest to constantly introduce new content has led to a power crisis in WoT.  It started in 7.5 with the introduction of Tier 10 TDs and mediums.  Since then, every new patch has brought more and more powerful tanks and TDs--all with progressively higher penetration, damage, camo, speed and view range.  Every time, the older tanks sank further into irrelevance.  The stats that used to make the older tanks relevant could no longer compete at the higher stat plateau.  From time to time, WG would "rebalance" old tanks to keep them competitive with the new ones.  But that was (and is) an imperfect system that leaves many tanks without any practical use.

 

Worse, power creep provides WG an infallible way to milk customers for money.  New tanks are always the most powerful, which leads to a rush to buy them (through gold purchases for free XP or gold rounds to make grinds easier).  We all know the cycle, and the inevitable nerfs that befall once-chic new tanks.  It is a cynical and dishonest business model that wastes people's time and dashes their hopes.

 

Power creep also manifested itself when WG made premium ammo available for credits.  Personally, I am ambivalent about this development.  On the one hand, gold rounds are essential for tanks shafted by the broken MM to have a chance when they are bottom tier.  On the other hand, when everyone slings gold, armor takes a back seat to firepower and mobility in the Holy Trinity of tank balance.  All in all, gold rounds for credits crossed a Rubicon that WG cannot reverse.  Combined with the newer OP tanks that emerge every patch, they have made higher tier play a disheartening proposition: Everyone can pen/kill you in the blink of an eye, often without even really aiming.  And once again, the team with superior vision control in a game allows their team to focus this ever-increasing, devastating firepower on the enemy without fear of collateral damage.

 

7. Artillery: Mentioning arty in the forums often leads to disputes.  My purpose here, however, to outline my subjective reasons for distancing myself from what WoT has become, and artillery is part of that. 

 

Very few gameplay aspects provoke as much emotional outpouring as artillery.  I, for one, am a very amiable guy.  Yet I can turn into a homicidal maniac when arty kills me, especially after gallantly fighting off half a dozen tanks in a choke point, breaking through and getting nuked the minute I start advancing. 

 

In my early days playing WoT, arty was much more powerful than it is now: It aimed faster, it fired faster, it was more accurate and it could easily defend itself with snap shots in close combat.  Originally billed as a way to prevent "tactical stagnation" (ie, camping) in games, arty came to dominate the game, leading to far more camping than ever before.  After all, moving from hard cover would lead to instant arty death. And back then, there were often 5 or more high tier arty on each team.  If you think the TDs are bad now, you should have seen arty at its wretched apex.  I nearly left the game because of it.

 

Patch 8.6 ostensibly crippled arty's effectiveness with numerous nerfs.  In the aftermath, fewer people played arty and I recall having more fun than ever before in all-tank/TD battles.  Sure, once in a while you would still get derped by the occasional lucky arty shell.  But because it happened so much more infrequently, I could handle it.

 

But as the patches progressed from 8.6, arty made a slow recovery.  Sure, it was nothing as devastating as it was pre-8.6, but it once again took a significant place on the battlefield.  It became rarer to see arty-free games.  And because WG's map design encourages slugfests at well-known chokepoints, arty had a bigger role to play.  As you stood there slugging in the pre-arranged spots, arty had the time to aim in and do damage.

 

I have never been tolerant with arty, and now that I'm seeing it again in ever-greater numbers, I am not enthused.  I often have to lead horrible random teams in my heavy tanks.  When I do, it's my head on the chopping block for arty.  I often am the one with the cajones to push a flank, and that puts me right in the clickers' aiming circle. 

 

Arty kills me very often, and it's not because I don't know where the "arty safe" places are on a map.  You can't win a game sitting in hard arty cover the whole time, and that's why I take arty hits.  I get to hull down positions and engage as necessary.  Normally it's only arty that has a chance to hurt me, and they do.

 

More often than not, my tactics are successful.  I die to arty, but we break through the enemy team and win.  But that doesn't stop me from resenting arty.  I often think about how I risked my neck fighting and struggling on the front line, trying to make something happen for my team, while they sat 1000m away and clicked on me as I writhed around in an effort to throw off their aim (fighting around the northern hill on Westfield comes to mind).

 

I have always hated it, and I still do.  Nothing upsets me more.  And combined with the other ills in WoT, I have zero patience for arty anymore.  I've had it!  Very few things spoil my mood--and enthusiasm for this game--more than getting wrecked by a lucky arty shot despite valiantly leading a team.

 

It adds insult to injury to know that WG purposely included arty in the game to "give weak players the chance to kill the strongest player."  Yet another Soviet, anti-individualist principle at work and I hate it. 

 

Sorry 46%er arties... you won't be clicking me again for a while.

 

8.  Penetration Mechanics: For better or worse, WoT has enshrined armor angle--not thickness-- as the key element of protection against incoming shells.  If a shot hits a tank at 70 degrees or more after normalization, it will bounce, no matter how much penetration force it has on paper.  Greater armor angles, in turn, grant greater effective armor ratings, so the more sloped a target, the higher a penetration roll you need to get through it.  Think of the Foch: The whole front is 180mm at nearly 60 degrees: 304mm effective armor.  You need a high pen roll even with gold, and that's assuming you don't autobounce.

 

Combined with RNG accuracy problems, the primacy of armor angles in WoT leads to disheartening bounces against targets that simply shouldn't be bouncing anything as a matter of common sense.  It also leads to certain Soviet tanks with rounded turrets getting insane bouncing capacities, especially while they are moving.

 

Tracks and spaced armor are another issue.  Who knew that a little band of steel outside the tank's hull could stop a 183mm HESH shell from penetrating?  What a concept!  Or that a little bitty track on a Bat Chat could stop a 170mm HEAT shell from going through? I find it galling that WG actually raised the price on HEAT shells while making them dramatically less effective against anything with a track, rounded angle or "GSSA" (Glorious Soviet Spaced Armor).  How many times has an IS-6, IS-3 or Object 704 trolled you when you hit their side?  Case closed.

 

Penetration issues must be considered in light of RNG accuracy.  It is one thing to know where weakspots are.  It is another for RNG to actually allow you to shoot them.  Sometimes you fully aim your 6000 credit HEAT shell for that luscious E-100 lower plate, only to see it careen a meter left or right into his track... 0 damage.  Then he shoots and kills you without aiming.  It is aggravating in the extreme, related both to RNG and penetration mechanics.

 

I'm certain WG can offer detailed rationales explaining why its penetration system is sound.  But in practice--combined with RNG--it's frustrating, undependable and counterintuitive.  It has aggravated me so much that it's driven me away from the game.

 

9. Tier 10 Games : When I first got a Tier 10 tank in 2011, I thought I had reached the pinnacle of the WoT experience.  I had a big, bad E-100... who could touch me?!?  I quickly found out that plenty of people could touch me, and that was even before Tier 10 TDs, mediums or French autoloaders.  Back in those early days, arty used to completely dominate the Tier 10 landscape; games were slow, campy and grueling.  I spent my time clinging rocks, hoping that T92 wouldn't obliterate me as I moved the 75m to another rock.  In short, Tier 10 was a major letdown, an anticlimax if there ever were one.

 

Yet there has always been a certain prestige about Tier 10 tanks, and I have not refrained from pursuing that prestige.  I have 12 Tier 10 tanks/TDs and 2 Tier 10 arties.  I generally got them all because I wanted to give my clan a variety of possible choices for clan wars, as well as the person satisfaction of "collecting the best."

 

Still, I never enjoyed playing Tier 10 matches alone, or even with platoon mates.  As power creep advanced, Tier 10 became even less palatable.  So many things can kill you so fast at Tier 10 that even one false step will get you vaporized.  And sometimes you just have no chance when you are outscouted, lit up and wrecked in the game's opening minute. 

 

Every problem with WoT is magnified at Tier 10.  You are more reliant on your teammates at Tier 10 than at any other Tier, and once again, vision control determines the win, not your big bad Tier 10 heavy.  If anything dominates Tier 10 games now, it is competent scouts/mediums that allow the devastating Tier 10 TDs and arty to eviscerate the opposition without taking return fire.  It's WWI tactics: World of Spotting, stay in your trench and go over the top once the enemy is weakened.

 

Last month, I played 100 solopub games at Tier 10 as an experiment with all 12 of my Tier 10 tanks/TDs.  I knew it would adversely affect my morale, and it did.  I tempered it by saying I "was doing it for science," and to an extent that was true.  Subjectively, it was a grueling experience.  Most games were decided by scores greater than +/-8, and 10% were 15-2, 15-1 or 15-0 routs.  I won 56, lost 39 and drew 5.  I averaged 2800 damage over those games but never really felt I was determining the outcome myself.  My wins came because my team knew how to play and I provided some margin to our overall capacity.  We had vision control, knew how to push as a unit and stayed in cover as needed.  In my losses, we did not have vision control, we did not know how to push as a unit and we did not stay in cover... and that led to routs against us.

 

Tier 10 solopub gameplay is quite simply not enjoyable.  It is an ordeal.  You have the responsibility to lead, but often teammates without a firm grasp on what must be done, especially with regard to vision control.  This leads to frustration and pressure in losses, and a sense that winning had less to do with you than with the fact that your enemy had more noobs than your team did.

 

It amazes me that some people tout Tier 10 as the ultimate expression of the "WoT experience."  For me, it is a broken mess that should be avoided as much as possible.  Every negative aspect about the game finds magnified expression there (vision control, RNG, penetration mechanics, matchmaking, arty), and the feeling of hopelessness that comes with being on the wrong team is especially painful.

 

I had parted from solopub Tier 10 gameplay long ago.  But I mention it here because it has really become a poster boy for all the ills in the game.

 

10. Fun is getting harder to harvest; I'm tired of carrying: I have never been one of those players who says: "I play for fun!"  I am competitive and I always contribute as much as I can to staying alive in a match and hopefully winning.  To be clear, though, I wouldn't have played this game as much as I have since 2011 if it didn't give me significant pleasure.  It is a lot of fun when your team clicks, your shots go where you aim them and you don't get BS bounce after BS miss.  It is also a lot of fun when you are in the top spot of your matchmaking spread and can realistically affect the battle without cowering behind your (possibly very incompetent) higher tier teammates.

 

Yet I've been finding the fun harder and harder to harvest.  I don't get enjoyable games as much as I used to.  I get overly fixated on the glaring problems with game mechanics, as well as the luck-based vagaries inflicted upon me by RNG and MM.  I resent my incompetent teammates and bitterly envy opposing teams for actually having a core of good players against my pack of idiots.  I weary of fighting tooth and nail to reverse losing battles.  I carry way more often that I'd like to, and as proud as I am to carry some games, it's not something I'd prefer to do all the time: It's too emotionally taxing.  If I wanted more responsibility in my life I'd get another job.

 

And that's just it: WoT feels increasingly like a job to me.  I feel pressured to do well, pressured to carry, pressured to show up and take advantage of doubles and specials.  It's a burden to sit through fail teams and it's a burden to fight hard carrying noobs every other battle.  There's little joy in it for me, and sadly, it's usually RNG that lets me occasionally feel happy: My shots went where I aimed; I had good damage rolls; I bounced a shot; the arty missed me.  It's not my skill that leads to feeling good: It's whether RNG cooperates and matchmaker gives me a team I can work with.


To some extent, platooning helps me alleviate some of the most depressing aspects of random play in WoT.  But even then, sometimes RNG, matchmaking and failteams make even a triple purple platoon lose more than it wins.  And when that happens, platoon mates get angry and start pointing fingers, further poisoning the atmosphere that comes with a loss.  That isn't pleasant, and it makes you wonder why you're even playing in the first place.

 

Conclusion: WoT has given me so many good times over the past two and half years.  I have met many wonderful people and had many excellent experiences.  But I can't escape my growing dissatisfaction with both old and new issues with the game, and the fact that WG seems not to care about them.

 

This game could be truly wonderful if they would just make a few critical changes, or give players the option to eliminate certain maps from the rotation.  But these are just fantasies.

 

I have not said good bye to WoT.  But I unfortunately must say "I am no longer in love with you." 

 

It's been fun, lover, but you just won't change and you're not meeting my needs.




#4260111 The Ruthless Math of WoT (And Why Every Tank Matters)

Posted Zinegata on Apr 22 2013 - 10:36

The Ruthless Math of World of Tanks

One of the major "debates" that rage in the forums is the ability of a single player to affect the entire course of the match. In general, the concensus is that a single tank can in fact affect the course of an entire match (often termed as a "carry").

However, the problem with this "debate" is that it invariably boils down to what I call "win-rate makes me right" argument. We have some players who play solo and yet have very high win rates. Ergo, it is possible to "carry" a team all by yourself because the high win rates cannot simply be explained by "luck".

The problem with this approach is that it does very little to actually explain how such "carries" are actually possible. Often, we just get some pretty vague (and often bordering on mythical) explanations, usually centering around "skill".

This thread attempts to answer the "how". It will not be a discussion about skill or tactics (although it will reveal why some tactics are so vital). It will instead simply show the unbending gaming principles behind how WoT battles actually work - the "ruthless math" of the game, if you will.

The Key Concept: The Hitpoint Mechanic and Critical Existence Failure

To begin to understand the "math" of the game however, one crucial concept needs to be understood by the reader: "Critical Existence Failure" (henceforth abbreviated as "CEF"). And yes, I'm using the TV Tropes terminology; because it's more fun this way.

Basically, CEF is the model used by most games that use the hitpoint mechanic. Under this model, a unit can function at same level regardless if it was at full hitpoints, or if it was down to just 1 hitpoint. In WoT, it means a Sherman tank at 1 HP will still deal as much damage as a Sherman at full health. (And yes, I'm ignoring the module damage factor for now. See the side bar below)

What this means is that a 1 HP Sherman tank can potentially remain as effective as a Sherman with full HP. In fact, if the Sherman at full HP is an utterly bad player (whose shots keep missing or keep hitting spots that will just bounce the shell) it is entirely possible for a 1 HP Sherman to utterly demolish one at full health. I'm sure that most good players have done this one time or another, and it should already serve as an indication of how superior player knowledge ("skill") can lead to a decisive difference on the field.

Spoiler

The Myth of 15 vs 15

However, in reality, most matches are not won by a 1 HP Sherman duelling a full HP Sherman to death. Many will in fact point out that matches involve 15 tanks on both sides. Cue boohooing about how one tank can't carry 14 others.

But in reality, matches are not actually grand battles of 15 vs 15. Instead, most matches are actually a series of smaller (sometimes inter-related) fights - which I will term as "skirmishes", with often just two to four tanks of either side fighting for a particular section of the map.

As an example, take your average Lakefield battle. Let's assume there's two arty per side, and relatively competent players on both sides. Each team will probably send 2-4 tanks into the valley, 1-2 tanks into the mid, and the remainder (7-10) going into town.

But even in the case of the town, that big group often actually gets divided into a bunch of smaller skirmishes - with some tanks going to the lake shore, the others going to the church, and some hugging the map edge - none of which necessarilt interact with each other.

In fact, it is actually quite rare to see an outright slugging match involving more than 5 tanks from each side. Hence, the old excuse that "I'm just one tank out of fifteen" rings very hollow. You almost never actually fight 15 enemy tanks at a time at the point of contact. You will, in general, be fighting 2-4 enemy tanks, and you'll have about as many allies with you too.

And really, what tends to happen in a match is that the 15-man team will win some of these skirmishes, and then lose a couple of others. Your lake-shore team might overwhelm their counterparts, but your map-edge team might have similarly folded. Afterwards, the survivors of their respective skirmishes will make contact with each other into a series of new skirmishes; and the process is repeated until one team is wiped out.

Spoiler

The Anatomy of a Skirmish, as Dictated by CEF

When people think of a 4 vs 4 match, they tend to think that it should result in a "fair" fight, wherein both sides essentially wiped each other out. And indeed, this is what sometimes happens - with only 1 or 2 badly damaged survivors emerging from the furball of 8 tanks.

But the reality of most skirmishes is actually different, especially if it involves players of different skills levels.

To demonstrate, let's construct a thought exercise. Let's assume we have two teams of four tanks apiece. Each tank has 450 HP and inflicts 120 damage with each shot (so 4 shots to kill an enemy tank). Let's assume both sides hit and penetrate 100% of the time (a bit unrealistic, but bear with me).

However, let's give Team A a small but crucial advantage. Let's assume that Team A knows how to focus-fire, while Team B does not. Team B's tanks will only shoot their opposite-numbered tank, until that tank is destroyed.

Given this setup, the following will happen:

* At Start:
Team A Tank 1: 450 HP
Team A Tank 2: 450 HP
Team A Tank 3: 450 HP
Team A Tank 4: 450 HP

Team B Tank 1: 450 HP
Team B Tank 2: 450 HP
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP

* After First Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 330 HP
Team A Tank 3: 330 HP
Team A Tank 4: 330 HP
Total Damage Done: 450

Team B Tank 1: DESTROYED
Team B Tank 2: 450 HP
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP
Total Damage Done: 480

* After Second Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 210 HP
Team A Tank 3: 210 HP
Team A Tank 4: 210 HP
Total Damage Done: 900

Team B Tank 1: DESTROYED
Team B Tank 2: DESTROYED
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP
Total Damage Done: 840

* After Third Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 210 HP
Team A Tank 3: 90 HP
Team A Tank 4: 90 HP
Total Damage Done: 1350

Team B Tank 1: DESTROYED
Team B Tank 2: DESTROYED
Team B Tank 3: DESTROYED
Team B Tank 4: 450 HP
Total Damage Done: 1080

* After Fourth Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 210 HP
Team A Tank 3: 90 HP
Team A Tank 4: DESTROYED
Total Damage Done: 1800

Team B Tank 1: DESTROYED
Team B Tank 2: DESTROYED
Team B Tank 3: DESTROYED
Team B Tank 4: DESTROYED
Total Damage Done: 1170

Rather different from the expectation of mutual annihilation, isn't it?

Indeed, by simply focus-firing, Team A was able to inflict 50% more damage than Team B, while preserving the life of 3 tanks which can now be redeployed elsewhere for decisive effect! How did this happen?

Well, I promised the math, and here it is. What we're witnessing is what is called the "snowball effect" - wherein something of seemingly minor importance suddenly balloons into something more dangerous and disastrous.

In this case, the disaster began when Team B lost its first tank during the first volley. Because of CEF, Team B lost 25% of its firepower at this moment - firepower that could have inflicted another 360 points of damage had Tank 1 survived to fire for the remaining 3 volleys. That's actually enough damage to destroy two of Team A's remaining tanks! (Tank 2 & 3 have only 300 HP remaining in total)

Thus, the loss of just one tank was the difference between Team A winning with 3 surviving tanks instead of just 1 surviving tank. It was, in all likelihood, also difference in winning the whole match overall.

And really, if you actually take a while to look at how skirmishes develop, you'll notice this pattern often when your team is winning: After your team destroys one tank, the second kill comes faster, and the third even faster, until the enemy team seemingly collapses like a house of cards. It's all because each and every gun matters in these skirmishes - once the enemy team has fewer tanks your team is now much more able to focus-fire and bring down enemy tanks in rapidity, while the enemy has much less firepower to throw back at you.

So when people stress the importance of focus-fire and target prioritization, listen. Because the snowball effect of losing just one tank can cascade to victory or defeat for a specific skirmish, which in turn can win or lose an entire match.

That being said, it must be noted that focus-fire situations are actually pretty rare. Most players are now smart enough not to just expose themselves and let themselves be shot at by multiple players at a time. With peak-a-boo tactics, even skirmishes of 4 vs 4 tanks may in reality turn into 1 vs 1 engagements.

Hence, the need to create situations where you can rapidly kill an enemy tank - a technique which I call the "isolation".

Spoiler

====

A Game of Isolations

"Isolation" is the art of bringing as much firepower to bear on an enemy tank - with the intent of rapidly destroying it - while at the same time preventing your own forces from being exposed to lethal fire from the enemy.

As I already noted before, most players don't sit out in the open anymore shooting at each other. They'll often use cover and try to at least make themselves a harder target for the enemy. The 4vs4 example I showed above should not literally play out that way in real matches (hence why it's a thought exercise).
What instead happens is that good players are constantly moving and maneuvering, looking for a way to create a situation wherein they can quickly gang up on an enemy tank without suffering much return fire - preferrably only from the target tank.

In fact, a well-played isolation is how "skunks" (matches wherein one team loses no tanks, while the enemy is wiped out) actually happen. Again, let's do the thought exercise thing, but this time with Team A doing isolations instead of focus fire...

*At Start:
Team A Tank 1: 450 HP
Team A Tank 2: 450 HP
Team A Tank 3: 450 HP
Team A Tank 4: 450 HP

Team B Tank 1: 450 HP
Team B Tank 2: 450 HP
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP

After First Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 450 HP
Team A Tank 3: 450 HP
Team A Tank 4: 450 HP
Total Damage Done: 450

Team B Tank 1: ISOLATED, DESTROYED
Team B Tank 2: 450 HP
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP
Total Damage Done: 120

After Second Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 330 HP
Team A Tank 3: 450 HP
Team A Tank 4: 450 HP
Total Damage Done: 900

Team B Tank 1: ISOLATED, DESTROYED
Team B Tank 2: ISOLATED, DESTROYED
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP
Total Damage Done: 240

After Third Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 330 HP
Team A Tank 3: 330 HP
Team A Tank 4: 450 HP
Total Damage Done: 1350

Team B Tank 1: ISOLATED, DESTROYED
Team B Tank 2: ISOLATED, DESTROYED
Team B Tank 3: ISOLATED, DESTROYED
Team B Tank 4: 450 HP
Total Damage Done: 360

After Fourth Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 330 HP
Team A Tank 3: 330 HP
Team A Tank 4: 330 HP
Total Damage Done: 1800

Team B Tank 1: DESTROYED
Team B Tank 2: DESTROYED
Team B Tank 3: DESTROYED
Team B Tank 4: DESTROYED
Total Damage Done: 480

In this case, not only did Team A come out without losing a single tank, but they not inflicted more than 3x the damage of the enemy team!

And really, this is how the "unicums" actually achieve most of their wins. It is not about some mythical "skill" requiring better gunnery or whatnot. Instead, it revolves around the ability to pick out vulnerable (but important) enemy tanks in the pack, rapidly destroy them, which starts a snowball effect wherein the missing damage from the destroyed tanks rapidly adds up to their team's advantage.

More importantly, this can be achieved outside of platooning, so long as you remain constantly aware of how the game revolves around isolation. As a final thought experiment, let's do our Team A vs Team B thing again... only this time let's assume that Tank 1 of Team A is a skilled player who knows how to focus-fire...

At Start:
Team A Tank 1: 450 HP
Team A Tank 2: 450 HP
Team A Tank 3: 450 HP
Team A Tank 4: 450 HP

Team B Tank 1: 450 HP
Team B Tank 2: 450 HP (Focus-Fire Target)
Team B Tank 3: 450 HP
Team B Tank 4: 450 HP

After First Volley:
Team A Tank 1: 330 HP
Team A Tank 2: 330 HP
Team A Tank 3: 330 HP
Team A Tank 4: 330 HP
Total Damage Done: 480

Team B Tank 1: 450 HP
Team B Tank 2: 210 HP (Focus-Fire Target)
Team B Tank 3: 330 HP
Team B Tank 4: 330 HP
Total Damage Done: 480

After Second Volley:
Team A Tank 1: 210 HP
Team A Tank 2: 210 HP
Team A Tank 3: 210 HP
Team A Tank 4: 210 HP
Total Damage Done: 930

Team B Tank 1: 450 HP
Team B Tank 2: DESTROYED (Old Focus-Fire Target)
Team B Tank 3: 210 HP
Team B Tank 4: 210 HP (New Target for our unicum, who assumes Tank 2 will target tank 3)
Total Damage Done: 960

After Third Volley:
Team A Tank 1: 90 HP
Team A Tank 2: 210 HP
Team A Tank 3: 90 HP
Team A Tank 4: 90 HP
Total Damage Done: 1320

Team B Tank 1: 450 HP (Last target, everyone is going after him now!)
Team B Tank 2: DESTROYED
Team B Tank 3: DESTROYED
Team B Tank 4: DESTROYED
Total Damage Done: 1080

After Fourth Volley:
Team A Tank 1: DESTROYED
Team A Tank 2: 210 HP
Team A Tank 3: 90 HP
Team A Tank 4: 90 HP
Total Damage Done: 1800

Team B Tank 1: DESTROYED
Team B Tank 2: DESTROYED
Team B Tank 3: DESTROYED
Team B Tank 4: DESTROYED
Total Damage Done: 1410

So despite Team B doing a little more damage than in the pure focus-fire example, and our unicum being the only casualty on Team A, his focus-fire efforts was actually enough to make his team still do 50% more damage overall, while leaving 3 of the 4 tanks intact. Heck, if Team A's Tank 2 had shielded our unicum, they would all have survived.

======

So in summary, the "ruthless math" of the game, thanks to CEF and its snowball effect, revolves around the rapid destruction of enemy tanks to reduce the opposing team's firepower; while preserving your own team's damage-dealing ability. Keep even your 1 HP teammates alive because they can pump out damage that is the difference between victory and defeat. Just one tank out of four knowing how to focus-fire can lead to huge swings in a match.

Of course, real WoT matches involve much more than just the thought experiment highlighted above. It doesn't take into consideration things like tier mismatches (e.g. a Tier 6 skirmishing two Tier 5s), nor does it account for more random things like bounces, no-damage hits, or misses. The number of volleys to kill enemy tanks also isn't as neat in the game, with different tiers and different kinds of guns.

But what it does show is that if everyone is playing consistently, then each tank does matter. It's time to give up on the notion that you're just one tank out of fifteen.


#2705983 Ye Olde Ohsi's Thread

Posted ohsi on Sep 26 2012 - 17:49

[i]-Note: since the topic has reached [b][color=#008000]+[/color][color=#009900][size=5]600 [/size][/color][/b]positive votes, I will be updating it with new info and opinions, both about game updates and other WoT related stuff. Oldest, non-original content will be placed in spoilers at the bottom. Latest updates will be on top and will be shorter.[/i]
[color=#000080][b]UPDATE, 09-13-2013:[/b][/color]
-Customer service still being poor. The League (Major, Minor and Open) finished 2 weeks ago and [b]we still don't have our gold prizes[/b].
[b]-8.8 is delayed 1 week[/b], compared to RU and EU.
-There are [b]no Equipment discounts since MONTHS[/b], and that's not an accident, that's obviously intended.
-More and more posts are deleted, edited, put back, etc., for "discussing moderators sanctions" (a new, abusive and generic form of sanction, popular among Mods these days, because of course: all you say can be read as such, even this whole thread right now), and now people can experience in their own skin what [i]I have been saying during 2 years[/i].
-Meanwhile, trolls keep trolling as always; with negative reputation (nobody knows why they put it back), with troll posts/comments, etc. Seems like moderators are here to "moderate" (cough[size=2]*[/size][i]erase[size=2]*[/size][/i]cough) comments made towards the game, instead of helping the community. Note that I'm not discussing any specific moderator's action, however I still fear that this post will be some day edited, deleted, or whatever, since such is the fear that random RO sanctions induce to people. Like a "forum terror", absurd policy.
1 step forward, 2 steps back. And I'm not the only one. Here is one of the current most downvoted threads in this forum: [url="http://forum.worldoftanks.com/index.php?/topic/279932-protect-the-golden-joystick-vote-for-world-of-tanks/"]http://forum.worldof...world-of-tanks/[/url]
Sad but true. I hope they can read this information and take proper actions, such as... [u][b]listening to the community[/b][/u].
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=5][b]Original Post [size=4](09-26-2012)[/size]:[/b][/size]
First off, I've supported this game. I was on WG's side in almost every discussion here, because I tend to agree with their points of view. I earned the rage of many German armor fans because of that. I don't believe in Russian bias, nor any bias; I don't believe in hidden MM chances, in hidden armor stats. Contrary to the majority of players, I believe that most tanks (90%? I don't know) were balanced, you just needed to adapt to their playstyle. I like the Lee and the AMX 40, and I enjoyed the T1HT and M6 even when they faced KVs with 107 at tier 5.
I'm not a whiner, you can go through my posts to check that out. And I've never made rage posts against WG or the Devs. Ever.
I bought gold many times: so I'm talking from the perspective of someone who is (or was) willing to support this company with real money.
But what WG has done recently with the new Russian TD line, is beyond possible defense. Guys, you just screwed this up badly.
[b]And this is not exclusive for the Russian TD line[/b]. I know you guys want money. I know you are decreasing the earning potential of many non-premium tanks ([b]recent Pz IV nerf is a good example of this, because now it will deal less damage for sure = less credits [color=#0000cd]*[/color][/b]... but also old money-makers, like the KVs, and many other tier 5s and 6s). This is an undeniable tendency. And in my opinion, we shouldn't support this kind of behaviour from a company that claims to run a "freemium" game. A company who has earned millions of dollars already with this extremely succesful "freemium" style of business.
[i][color=#0000cd]*(Update: when I made this topic, gold rounds were only available for gold. Now, with gold rounds for credits, in fact the Pz IV and the M4 have unbalanced the game even more).[/color][/i]
Nothing wrong with earning thousands of billions of dollars: good for you! Cheers!
[b]But... stop cheating on the community[/b]. Stop giving us candy just to take it away a month later. Or a week later. We are not fools, or at least, many of us are not.
Here I should repeat that I've already bought gold, I've already spent many hours in the game. Oh and this is not an "I quit" kind of post, because hey, I still enjoy it! I will keep playing a lot, don't worry. I already have a tier 8 premium tank, and I'm currently running premium account. But I'm starting to think in not spending more gold in this. What for?
Every new tank line [b]from a new country[/b] will be OP (France, probably the Brits soon). Why? To attract that population (Frenchs, British) to the game, *but also to throw new stuff to people who have many tanks in their garages, so they don't get bored. But then, after some months, and with every patch,[b] they will nerf that line to regular parameters[/b]. It's a bait and switch system.
Check out old tech trees. Germany and Russia mostly. Nothing new. Nothing that anyone with a bit of brain could claim to be "OP". I don't want OP tanks, but I'm just saying hey, did you forget about those countries? Are you done with them? The last Russian heavy line was the worst bad taste joke you could think about. Guess why you don't see many KV-4 or ST-1.
But the new Russian TD line is another joke. I will quote Wot Armory review because I agree in every single word with them, on this post:
[url="http://wotarmory.com/2012/09/23/promises-promises-the-su-101/2/"]http://wotarmory.com...s-the-su-101/2/[/url]
[spoiler]
"The new Russian tank destroyer line in patch 8.0 was a great promise.The initial two new vehicles in Tier VII and VIII were not only fast and relatively well armored but they had great guns as well. The Su-100M and Su-101 had their inherent flaws, but the top weaponry still made them viable and interesting enough, candidates for keeping. [i][b]Then Wargaming happened[/b][/i]." (...)
"WG took away the heavy tank guns in the second version, so we have to make them work with the equivalent medium tank weapons from Tier IX. The Su-100M has to do with the TD-version of the 100 mm [b]LB-1[/b] gun from the T-44, the Su-101 has access to the top gun of the T-54 medium tank. The new TDs start from the Su-100, to unlock the Su-100M you will need [b]48 200[/b] xp."
"The company probably did not realize why this was a major blow for a tank destroyer with rear-mounted superstructure and with such limited gun-movement. The new Tier VII and VIII tank destroyers are gutted, because [b]at short, 20-30 meters range they cannot aim at the weaker lower front plates of heavy tanks anymore[/b], and most heavies can bounce a gun with [b]only 175 and 219 avg[/b][b](penetration)[/b] in their respective Tiers. That’s right, the Russian Tier VIII TD has less penetration and alpha damage than the IS-3, and it hasn’t got a turret and/or notable gun depression as saving grace."
(...)
"The terrain is our enemy in the Su-101. Every little mound can rob us seconds from our precious aim time, and there are a lot more of them in 8.0. [b]Fighting on hilly terrain is just plain torture[/b]. [b]The gun depression is mere 2 degrees[/b] (the JP2 has 5). The elevation is good, we can pose as an SPG with that 18 degrees. [b]The horizontal gun movement is also limited at +/- 6 degrees[/b] (Su-100 has 10)."
"How bad is that? Well, when Super Pershing at its usual snail pace and at 200 meters can move out crossways from our reticle before we can focus on, it’s that bad. The short by Russian standards aim time does not help much. And we still have the penetration problem (...). In 8.0, 219 avg won’t deter a frag-hungry T-54 or E-50. [b]An ISU can hurt everything badly, the guns of the Ferdinand and JP2, the American T28s and the French AMX AC Mle. 1948 are feared and respected, the Su-101 won’t be. [/b]And this is the top gun, [u][b][i]a joyful grind with only 175 penetration awaits![/i][/b][/u] If only the never-used BL-9S of the ISU-152 was available but no.
[u][b]Did I mention the 1200 per each projectile cost and the limited, only 36 rounds of ammo load?[/b][/u][b][u]This TD can make us broke, we will be lucky if we won’t have a loss per each battle on non-premium account. This tank is a goddamn credit and free-experience sinker[/u][/b]."
"We have a mere 320 hitpoints alpha strike with medium tank-like rate of fire. That doesn’t sound so bad, but when paired with only 990 hitpoints it’s obvious, that we will go down fast in a peek and boo fight. [b]A Ferdinand or E-75 can two-shot us[/b], any penetrating hit through the front hull can destroy the front-mounted engine or lite up the whole tank, so literally one round can knock us out from the battle."
(...)
"Our close combat- hugging-abilites are hampered by three major weaknesses of the armor. First, we have a tumor on the right side of the superstructure with a mere 90 mm unsloped armor. Second,[b] the hull roof/engine deck is only 20 mm thick, and thanks to the three times of calibre overmatch rule, a wretch like the 8.0 Panzer IV can penetrate us from the front[/b]. Third, the driver’s hatch is very weakly armored too..." (...)
[/spoiler]
[color=#0000cd][b]Basically, the purpose of these tier 7 and 8 TDs is to be useless, so you spend gold to grind the nice SU-122-54 and the clearly OP Object 263.[/b][/color]
[color=#0000cd][b]Say hi to the new money sinkers.[/b][/color]
WG do you really think that we don't know that? Oh, I see. You don't care. Well I do care. And peacefully and with respect, (while not breaking any rule) I will discuss this in the forums. I think you are wrong. Who I am? Yes, just a player. [u][b]But a customer too. And I deserve respect.[/b][/u]
Guys, players with a bit of brain: don't grind this line. We can't take whatever they give to us just because it's "shiny and new". This is a slap in our faces.
As I said before: I'll keep playing the game, I like tanks, etc. But this is too much. Please WG, stop. Find new ways to earn money, with parallel grinds, with extra features, with new tank versions, all that is ok.
[b][color=#0000cd]Please. Show me that I'm wrong. Stop crippling the earning potential of non-premium tanks; stop making half-tech-tree tanks useless, to make us free-xp them up to the top tanks.[/color][/b]
[u][i][b]PS: This post is not intended to cause unrest nor offend any WG nor WGA staff member. Even when some of us may be upset because of this, please try to remain civilized and on topic.[/b][/i][/u]
[size=5][b]Old updates:[/b][/size]
[spoiler]
[b][color=#2f4f4f]-Update 8.5: a step forward[/color][/b]
[color=#2f4f4f]WG has taken one step forward with the last update, I must admit. Companies and platoons of 3 men for non premium accounts is a step in the right direction to balance the game. Especially the last change (platoons), has proven to be quite good. If you consider that you had to pay to make platoons of 3 pre-8.5 (you have to had Premium account), and considering that platoons of good players are a real asset to their teams, it was a bit "pay-to-win"; not anymore. Same goes for Company Battles, but I'd have to play more to make a conclusion about that. Premium consumables for credits are a nice addition too.[/color]
[color=#2f4f4f]I feel that we only have 3 important balance issues so far (besides a few precise corrections that need to be adressed too).[/color]
[color=#2f4f4f][b]1)[/b] The relation between the new "DPM" tendency against other factors, and HEAT/APCR rounds. This one is critical. These are 2 different characteristics but are deeply related. Let's make it easy: for CW... would you choose a Maus or a Bat Chat? A JP E-100 or an AMX155 Foch? Yes, you get the idea.[/color]
[color=#2f4f4f]WG has added in the last patches (since the introduction of French tanks, to be honest), fast, powerful tanks that can easily devastate slow, armored tanks. You can say "sell your Maus, buy a Bat Chat", but you won't be adressing the issue, which is that you have to spend the same amount of time grinding a Maus, than grinding a Bat Chat. And that WG doesn't start with the premise "some tanks are crap, some others are good", but with "the game is balanced"... which is not entirely true, for the above said.
More and more fast, powerful tanks are added, with little to no armor (last update: Leopards, tier 9 and 10). Some of them have some armor (T69), but armor is not their asset; more autoloaders with extremely powerful HEAT/APCR rounds were added (T69, T54E1, T57), and their success is undeniable.[/color]
[color=#2f4f4f]This cripples the ability to withstand damage that older, armored tanks had.[/color]
[color=#2f4f4f]There is a reason why GLASS AUTOLOADERS / CANNONS (time to make a new cathegory, apart from Mediums and Lights, really) are so popular. Check availability in the battlefields of the new American branch, or the AMXs, etc. Fast tanks are MORE FUN to play, and WG knows that.[/color]
[color=#2f4f4f]It's the same reason why the Type 59 was so amazingly popular when it was on sale, remember? Fast, and once loaded with gold, very powerful for its tier (limited, by the way: it doesn't reach tier 10...). Type 59 with premium rounds, fully equipped, etc... is easy mode guys. You have no trouble going through tier 8-9 tanks, tearing them appart with your speed, maneuverability, etc.
Same goes for the new, non premium tanks.[/color]
[color=#2f4f4f]So, the premise is: new tanks must be FAST; new tanks must have good DPS; and in order to balance all that... ok, leave them with bad armor.[/color]
[color=#2f4f4f]Well, it is not working quite good... for the rest of tanks. Because with the addition of premium rounds for credits, as we all know, it makes armor even less effective... and that's exactly the opposite as we need.[/color]

[color=#2f4f4f][b]2)[/b] Artillery. It's being addressed in 8.6, but as Garbad said, it will be more of luck, and less of skill (more random shots). As he said, what we need is to make them less "1-shot-deathfromabove" monsters, and more TACTICAL. Artillery should be (currently it is not) more a tactical asset for the team, rather than weapons of mass destcruction in the hands of children.
What they need to limit is the amount of "1200" damage points random shots. I'm not questioning artillery players' ability (some of them are really good, smart, etc.), but to be honest, a player using only 1 hand (correction: 1 finger) should not be able change the whole battle.[/color]

[color=#2f4f4f][b]3)[/b] HEAT/APCR in lower tiers. Again, the lazy ones could say "if you don't like it, join it". As I always say, I already have a nice Hetzer and M4 with 105 guns. It's not funny anymore: it's more of that "point, click, get the cash" mechanics, and it also limits variety in tiers 4-5.[/color]
[color=#2f4f4f]In real life, howitzers were supporting weapons, with only a few exceptions (Russian 152mm guns were actively used against tanks). Ok this is clearly not a simulator, but the balance in tier 4 and 5 is obviously broken. Choosing between 76-75mm guns or 105 howitzers on the Pz IV, M4 or Hetzer should not be so obvious! In order to correct that, howitzers should have worst accuracy and aiming time. I mean, look at the Hetz!! 1.7 aiming time is a DAMN JOKE! It's a sniper for God's sake![/color]
[color=#2f4f4f]They seem to be adressing that in 8.6 too, but I hope it will be better than the artillery rebalance. Also, more expensive is not equal to balanced. Players with premium accounts can buy as many "expensive" rounds as they want, and start padding stats after that.[/color]
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[color=#2f4f4f][b]New, 12/05/2012[/b]
[b]-Update 8.2: nerfs to the old soviet line.[/b]
Why. Why in the name of God do you need to nerf the T-34 and the IS? Two AVERAGE PERFORMING TANKS. And yet, you reduce their armoring by 10 and 20 mm (T-34 turret sides increased just a bit, but still not enough to bounce crap).[/color]
[color=#2f4f4f]Oh, but wait, that's not all. The shiny, new British tier 10 (yes, the one you will need gold for -aka real money-, if you want it soon), was vastly buffed, and only nerfed in areas that were obviously overperforming (like the perma-centered aiming reticle).[/color]
[color=#2f4f4f]But do you know what bugs me even more, WG? That you didn't mention these Russian line nerfs in previous notes. It's a dirty move, WG. You avoided discussion until the last moment.
Why these nerfs weren't mentioned in previous patch notes? Why do you keep nerfing old lines and releasing better stuff (even more beautiful models) from patch to patch?[/color]
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[color=#2f4f4f][b]-Update: 8.1 new British tanks; 8.2 new [s]Chinese tanks[/s] and American branch ([u]Chinese tanks postponed to 8.3[/u]*).[/b][/color]
[color=#2f4f4f]I see the same pattern than with the 2nd Russian TD line. You have to wait until tier 8+ to have really decent tanks. A few tier 6 and 7 are "fun", but they are obviously lacking from the power and/or usefulness that other tier 6 and 7 tanks (and even 5 and 4, and a few tier 3 too) had in game.[/color]
[color=#2f4f4f]This is clear now for the British tree. Valentines and Matildas, well known historical tanks, are almost useless (and not fun). Churchills are meh, Crusader is meh (but is fast and fun...); Cromwell is average (can't compare with a VK3601H), the Comet is meh. Tier 8+ is a different story. Have to use gold much?...[/color]
[color=#2f4f4f]Soon, the Chinese will be released*. We have the test already. And it's the same story: up to tier 5, average tanks (some of them, copy from the Russian line...). In tier 6, a scout and another copy from the Russian line. At tier 7, another copy, another scout, etc. Have to level up to tier 8+ to see tanks with "personality", good looking, and really useful. Tier 9 medium is nimble, fast, and with a beastly gun.
[b]Oh and now we see the reason behind the removal of the 100mm gun in the T-43: the new Chinese tier 7 medium tank has a brand new 100mm gun (which you have to research from 0, of course).[/b][/color]
[color=#2f4f4f]Come on guys, you don't need to do this. Keep refreshing the old lines, add new s​tuff... but there is no need to release good stuff only in tier 8+, while crippling the old lines.[/color]
[size=4][/spoiler][/size]


#6323931 [0.9.3] |Update 3| Solo's Easy ModPack Installer w/ Mod and Sound Preview...

Posted soloviyko on Jan 07 2014 - 03:09

Installable ModPack for World of Tanks 0.9.3 with "Mod" and "Sound" Previews

When selecting a mod you will "see and hear" what you are installing. :honoring:

 

with Mod Previews

with Updating System

  


 

"Mods Inside"

 

Mods that contain "Solo*s" naming were heavily modified for best gaming experience :blinky:


"Change Log"

v9.3 Update 3 [9.3.3] --------10/5/14

-Updated Gnomefather's Sounds
-Updated Kriegstreiber's Sounds
-Updated Multilined Tank Carousel 
-Updated Team HP Pool Bar
-Updated RedStar Shaded Hitskins
-Added RedStar Contour HitSkins
-Updated Default XVM Config
-Updated Minimap Only XVM Config
-Updated Clan Icons for (NA,EU,ASIA, KR)
-Updated Top 100 Clan Icons
-Tweaked InBattle Stats
-Removed ModSettings API from Updating System
-Updated Premium and Base Hangars
-Tweaked Jimbos XVM Config
-Removed Time mods
-Updated Custom Radial Menu    

Change Log History:

 

 "In-Game Samples"

Samples:

 

 "FAQ"

If you run into problems with this modpack and your question is not answered in this FAQ,

please make a clear post about the issue you have.

Do not make us guess what you are meaning.

Also be sure to include "Python" and "SoloModPackSelection" logfiles into a spoiler

These  logfiles are located in the WorldOfTanks folder

 

Note: Before you make any changes make a copy of the file(s) you are going to edit.

If things get mixed-up, use the backup files to go back to the point where you started.

 

In case of Additions, Corrections or Suggestions to this FAQ please leave a comment. 

FAQ:

This FAQ was made possible by JDF.

 "Download"

Online: [10/5/14] [Update 3][9.3.3]

 

To download click the Icon and you will be redirected to soloviyko.com.

If you like Solo's Work , please click the  of this post. 

 

For those tankers that want it here's VirusTotal Scan. 


Any Feedback is Welcome!




#1017195 The Chieftain's Random Musings Thread

Posted The_Chieftain on Oct 18 2011 - 19:22

General Direction and I are having a bit of an internal contest in the office. Didn't realise we had one going, but apparently we do.

He is pleased at the fact that he has a higher 'reputation' than I do. He cunningly used the caption competition to increase his rep: Click "plus" next to the caption that you like, and he placed ten posts on there.

I'm going to be more direct. Please plus this post!


#3213434 Lert's collection of guides

Posted Lert on Dec 09 2012 - 20:04

Just a place where I collect all the guides I've written. As they keep slowly growing in number it's more difficult to keep track of them when I need them for something. Keeping them in a central spot makes it much easier on myself. And, who knows, maybe some readers will stumble across this thread, read my guides and find something useful in there.
.
Before you do though, you might want to pay KingAlphyn's thread a visit, there's good stuff in there for before you venture into actual gameplay mechanics.
.
Anyways ..
.
A tanker's manifesto, the absolute basics.
.
Easy tips for beginners.
.

Basic gameplay mechanics explained. Weak spots + tank parts, flanking, camo basics, spaced armor, sloped armor, HE mechanics.
.
Be the invisitank. Camouflage and spotting basics.

 

Things that shouldn't need repeating, but unfortunately do.
.

Focus your fire.

 

How to deal with stronger opponents. (Currently unavailable)
.
Different shells types and mechanics.
.
Anatomy of capping and defending.

 

When to cap and when not to.
.
Picking your fights.
.
Why the famed 'center rush' is usually a monumentally moronic idea.
.
The basic mindset needed to become a better player.
.
The 'S' key, or why sometimes backing up and giving up ground can be a good thing.
.
How to deal with players better than you.
.
About vehicle types, roles and playstyles.
.
How to contribute if you're a low tier scout in a high tier match.
.
How to deal with 'autoloaders'
.
How real world gun safety rules can bring down in-game team damage
.
How real world traffic rules can bring down in-game team damage.
.
TOG II* guide
.
Why there is no real 'hacking' in WoT.
.
Public Service Announcements:
.
When a KV-2 is not a nice thing to see.
.
What not to do when someone is sitting in a bush.
.
Play at your appropriate tiers.
.
About skylining, slow terrain, choke points and gun depression, and how it relates to Lakeville.
.
About Arctic Region's corner of death / fail.

 

Take note of what's happening right in front of you.

 

How to post a picture on this forum.
.
Other people's guides that I felt needed including, well worth a read:
.
LittleWhiteMouse's 'how to increase your win rate' guide for beginning to intermediate players.
.
GrimJahk's dissertation about expectations vs tiers vs experience.
.
The Chieftain's own guides.

 

OmegaEpsilon's guide on dealing with troll players on your team.

 

Sask Outrider's collection.

 

The_bolshevik's excellent KV-2 guide.
.
I'll update this thread if / when I post a new guide.
.
This is now an ego thread of +1 farming.

 

Yes, I take donations.




#508623 [0.9.4 CT] Aslain's XVM Mod + Modpack INSTALLER w/PREVIEW v3.9.26 <up...

Posted Aslain on May 01 2011 - 23:41

 


The mod is in a constant developement, visit this thread often to see what's new.

 

 

>>>> TO DOWNLOAD VISIT ASLAIN.com <<<<
 

 




#3134282 [WN7] What is it and how does it work?

Posted Praetor77 on Nov 29 2012 - 00:36

WN7 formula:
(1240-1040/(MIN(TIER,6))^0.164)*FRAGS
+DAMAGE*530/(184*e^(0.24*TIER)+130)
+SPOT*125*MIN(TIER, 3)/3
+MIN(DEF,2.2)*100
+((185/(0.17+e^((WINRATE-35)*-0.134)))-500)*0.45
-[(5 - MIN(TIER,5))*125] / [1 + e^( ( TIER - (GAMESPLAYED/220)^(3/TIER) )*1.5 )]
Would like to highlight that MIN() means the number capped at that value, so MIN(TIER, 5) means avg tier capped at 5, (so player avg tier is used if it is lower than 5, otherwise 5 is used) and MIN(DEF,2.2) means defense is capped at 2.2.
WN7 SUMMARY
written by Neverwish, Crabeatoff and Praetor77
Work on WN7 is a community effort. I consider everyone who has posted in this forum to have contributed their two cents into making WN what it is today. However, I would like to highlight the contribution of the people who have dedicated the most time and effort into making WN:
Key contributors: Tpapp157, Neatoman, Syndicate, Maokai, Makaze2048, Guerdon, DracoArgentum, Crabeatoff, TheKilltech, etc. etc.
The WN rating was created using statistical analysis tools like correlation studies and evolutionary algorythms to create an accurate formula, using Win Rate as a proxy to accurately determine the weight each stat would have in the formula. The idea was to create a formula which actually tried to measure player skill in the most accurate way possible, using global account stats.
The Efficiency formula was the basis for an analysis to figure out what was wrong with it and create an improved formula with those problems fixed.
WN is short for Weighed and Normalized, and implements various ways to deal with statpadding, and in the end tried to develop a metric that could only be padded by actually being good at the game.
Key points of the WN Rating are:
  • Damage is scaled according to your average tier and is the most important stat in the formula. The points you get for damage are carefully tied to the avg tier played, so that players with avg tier played 6 or 9 could be accurately compared, despite having very different average damage. To do this, average damage for tiers were collected from vbaddict.net and the data was carefully fitted to a non-linear curve.
  • Players with a considerable number of battles who have an average tier lower than 4 are heavily penalized for sealclubbing. New players with few battles under their belts are not penalized until they achieve a big number of battles but remain with a low average tier played.
  • Cap points are not counted towards your rating, since despite HUGE efforts and statistical analysis mainly performed by Syndicate, there was no statistically sound way to include cap points into the formula. The data suggests that for the average player cap points which are actually useful in winning a game for your team are drowned out by the huge amount of useless cap points gathered at the end of already won games.
  • Winrate is used as a proxy to measure intangible stats which are not available on the player profile like spotted damage, cap used to lure the enemy out, stopping scouts from killing your arty, tracking enemies at crucial moments, keeping your teammates alive, map awareness and other crucial decisions not recorded in the stats. This term of the forumla counts for 0-10% of final WN rating.
  • Average Defense points is capped at 2.2 to prevent padding. Defense also proved to be highly correlated to winrate, suggesting players who have map awareness and return to base when needed to stop enemy capping win more often.
  • One of the most important characteristics of the WN Rating is the open development format, meaning any player can post in this thread and suggest modifications, which will be tested and, if successful, implemented. By having this open development model, it effectively eliminates biases which closed formulas such as Efficiency have.
  • After the rating was released, WoTLabs was the first website to implement it, keeping it up to date every time a new version is launched. Although many people dislike the fast evolution of the rating (having gone through several changes and versions in only 4 months), this means that the formula rapidly grows more accurate. It has spread to the point where the WN Rating is now the standard rating used on the XVM mod, although transformed into a 0-99 scale rating.

Common Misconceptions
Despite having been based on advanced algorithms, the WN Rating did not pass without heavy criticism, although most, if not all, of this criticism turned out to be misconceptions.
One common complaint was that, if it was made to correlate with win rate, then we could just use win rate. Unfortunately win rate can be easily padded by platooning with good players. The WN Rating separates those padded players by using their actual stats. A veteran player with a low WN Rating but a high win rate has been probably been heavily padded.
Another common criticism is that we should stop caring about statistics and just play the game, since statistics eventually lead to mockery. Unfortunately World of Tanks is a competitive game, and as in all competitive games, there must be a measuring stick in order to know if you are improving and how much you are improving, otherwise we might as well go play Farmville. Shooting tanks for the heck of it gets boring after a while. The idea behind WN is to use it as a tool to make sure you keep improving, and also as a wealth of information when used in XVM to help you make critical decisions based on the skill of your teammates and enemies.
Other players criticize the formula for not taking things like spotting damage into account. This can hardly be pinned on the WN Rating, since Wargaming has not released this information publicly. The WN Rating can only work with what it has available. To account for those invisible stats that help win games, Win Rate has been added to the formula.
Lastly, many players criticized using winrate in the formula, since the very same winrate was used as a proxy to weigh the other stats in the evolutionary formula. However, as posted above, the idea was not to reward winrate, but to use it as a proxy for intangible stats. Also, the reward for these "intangibles" are carefully tailored by Neatoman into an S-curve with diminishing returns for winrates above 60%, where correlation to stats drop significantly, suggesting winrates above this value are purely due to platooning and companies. Also supporting this data is the fact that Zakaladas (quite possibly NA server´s best player) almost always plays solo and averages 64% wins.
Limitations and problems
Formulas can only be created from stats that are made available via the official WoT website. Efficiency depends on those same stats. Everything WoT-news computes is off those same stats. More information on YOUR history is available from the cached dossier file, but unless everyone starts mass uploading those (which will never happen), then the official website stats are THE source for data.
What isn't in WoT website stats?
  • Normalized Experience (XP) - theoretically WG could keep track of experience based on whether a user had a premium account or not, and then either remove the premium bonus OR give all standard account users the bonus (for stats purposes) to normalize XP across users.
  • Damage Upon Detection - Damage done to targets you are spotting yourself, by tanks who are not spotting them themselves. The latter is the bread and butter of light tanks (LTs) and of front line fighters. The other bonuses are relatively small compared to the latter. But it is the most noticeably missing in all rating calculations, and it particularly screws over LTs.
  • Per tank anything - the website cannot tell you damage per tank, spots per tank, etc. This information lives in your dossier and somewhere on the WG servers. If you use a dossier parsing tool (there are several web based and one local), you can obtain this information on your per tank performances. There is something called an API which gives you this kind of information, but currently the NA server API does not work correctly, like for example it says I have 15.4 spots per game on my IS-4.

Implications of these limitations
Light tanks
Due to the lack of DUD (damage upon spotting) on the WG website, light tanks are unfairly measured by WN7. They normally get lower WN7 scores than heavy, med or TDs of the same tier. That being said, WN7 is actually the metric that gives one of NA server´s best scouts (Redparadize) the highest rating...
PR: 1842
Eff2.0: 1742
WN7: 1943
SPGs
SPGs also cause issues, as their tiers are not lined up with the rest of tanks! They do much more damage than their tier value would indicate for a HT, MT or TD. This is a known limitation of the formulas. Extensive programming (parsing the website stats for SPG counts and adjusting their tier) COULD fix this, but the problem will go away when the SPGs tiers are stretched to match (per the latest ASAP with SerB). For now...we deal with it. Who care about SPG players stats anyways, amirite?!?!?
Some statistical limitations
When measuring a population, its not going to be possible to put every single person on the scale and have the scale make sense. Again, returning to a notable outlier, Tazilon and his 20k+ VK2801 games. This massive number of games means his average tier played is 5.35, which is lower than is "generally expected" for someone with 28k total games. It takes longer to move through higher tier tanks, and so you end up with more weight at 6+. Because WN7 is designed to measure the population relative to each other, some assumptions have to be made about the habits of the general population. Most players don't play 20k games in any single class or tier below 8, let alone 20k in a single tier 5. If someone plays 10k games in the MS-1....outlier! Takeaway: population ratings cannot account for every outlier.
Back to the formula
A detailed explanation of each portion of the WN7 formula by Crabeatoff and Praetor77.
Includes the answer to questions like "Why is cap not included in the formula?", "How much does winrate contribute to the equation" and "How does the low tier penalty work?":
Spoiler

WN7 Scale
This is the current scale for the WN7 Rating:
WN7 Rating Key
Under 500 Very Bad
500 to 699 Bad
700 to 899 Below Average
900 to 1099 Average
1100 to 1349 Good
1350 to 1549 Very Good
1550 to 1849 Great
1849 to 2049 Unicum
2050 and Above Super Unicum
This scale is different from the one used in XVM, since their analysis of russian player database gave different results. The scale is currently on schedule to be readjusted to an analysis of the wotlabs player database being performed by Neverwish.
And this is what goes on inside the WN Rating. I hope I could clear some doubts regarding this formula! Feel free to post on this thread if you have any suggestions or questions.
EXTRAS
Boom_Box's script which modifies Player profile page and shows a lot of extra information, including WN7.
Excel sheet by Folterknecht for offline WN7 calculations
Wotlabs website for awesome signatures and other stats
Mywotstats website for signatures, player stats, and some neat features like customized server rankings for 30 or 60 day stats
Noobmeter website for noobmeter metric, WN7 stats, a neat history of your wN7, NM and WR stats, etc.
Old information for previous versions of WN:
Spoiler



#3626057 Petco is Hiring [PBKAC, OTTER, BADGR, PUPEH, FOXEY, BUNEH]

Posted KingAlphyn on Jan 30 2013 - 16:30

PBKAC 
- 6+ end-tier vehicles
- 63+% 60-day win rate
- 2650+ 60-day WN8
- 4 days or more CW availability per week
Apply HERE

 

[media]http://youtu.be/fOzFhJCY8gk[/media]

 

OTTER
- 4+ end-tier vehicles
- 2,500+ WN8 or 3,000+ 60-day WN8
- Average tier 7.5+
- 3 days or more CW availability per week
Apply HERE

 

[media]http://youtu.be/QpvoDmwSgTo[/media]

 

BADGR
- 5+ end-tier vehicles
- 2000+ 60-day win8
- 4 days or more CW availability per week
- Positive attitude. 
Apply HERE

 

PUPEH 
- 3+ end-tier vehicles
- 3 day or more CW availability per week

- 1600+ on last 1000 battles

- 200+ battles per month played
- Positive attitude
Apply HERE

 

FOXEY
- 4+ end-tier vehicles
- 1950+ win8 in the last 1,000 battles
- 1550+ win8 
- 3 day or more CW availability per week
- Positive Attitude
Apply HERE

 

BUNEH
- 1500 60-day win8
- 500+ battles in the last 30 days
- 3+ end-tier vehicle
- 4 day or more CW availability per week
Apply HERE




#4978188 Why there is no real hacking in WoT

Posted Lert on Jul 19 2013 - 19:03

(Posted with moderator's approval)

Anyone who's spent some time on the world of tanks forum will be familiar with so-called 'hackusations', people accusing others of hacks because they saw something they didn't understand. The more experienced and technically savvy WoT players will always reply with 'there are no hacks'. But ... Why aren't there hacks for WoT?

Well, first we need to look at what a hack actually is.

A hack is a modification to game files that would give the hacker a tangible, unfair advantage over honest players. Something like a speed-hack, where the hacker can move faster, or a reload hack where he doesn't need to reload his gun anymore. Something like a hitpoint hack where he'll never run out of hitpoints, or a rate of fire hack where the hacker can shoot faster than an honest player. These are all hacks.

What aren't hacks are things like reload timers - WoT already has a built-in reload timer, the bar that gradually fills until your shell is loaded. Also not a hack is something like the 'last known position' mod that shows a greyed-out icon on the minimap for a tank that vanishes. Anyone with enough minimap awareness would already know where that tank was when it was last seen, anyways. These are all just mods.

So, to differentiate: a hack actively modifies core game files and tank-balance stats, while a mod uses already available information and presents it to the player in a more transparent way.

Now, to actually hack the game, IE actively modify core game files and tank-balance stats, one would need to have access to these files. In some online games like some of the famous shooters, this is relatively easy to do because the core game files are stored on the local client, and the server itself just serves as a matchmaking lobby. If, for example, your gun normally has a 10 second reload, but you modify the core game files so that it has a 2 second reload, the server will blindly accept this, since it in and of itself has no concept of how long your gun should take to load. This is called 'client side'. Compare this to a safe in your home with your money in it. You can tell your bank you've got two million in your safe and they wouldn't be able to tell you otherwise.

World of Tanks works very differently. World of Tanks is what's called 'server side'. This means that all the important calculations (like armor penetration, hitpoints, visibility, reload, etc) are done on the server. Therefore if a hacker tries to fool the server by changing his reload stat from 10 seconds to 2, the server will just go "lolnope" and keep the reload at 10 seconds. After all, the server's files say that the reload is 10 seconds, and the server dictates how long your gun takes to reload. Compare this to all your money being in your bank-account. You can tell your bank "But there's 2 million on there, really!" but all they'd need to do is check their own files to see you don't have 2 million.

From this follows that you can not download a hack and install it on your local client. Your local client doesn't determine anything important, it just does what the server tells it to do. Any attempt to actually hack the game at the local client level will simply cause the server to go "denied". Compare this to ringing up your bank and going "My bank account now has 2 million on it" in your best Jedi voice. The bank will simply know better and ignore you.

So, in order to hack the game, you'd need to remotely hack into the World of Tanks server, go through its firewalls and modify the game files stored thereon. Alright, let's assume for a moment that you're a hacker of sufficient skill to get into the World of Tanks server itself.

Then you'd run into the problem that the files themselves are protected and can't just be modified by an external source.

But, let's assume for a moment that you're a hacker of incredible skill, and you somehow manage to get around the protection. You want your M4 Sherman to have 10000 hitpoints, 500mm frontal armor, 1000 damage per shot and an invisibility cloak. Alright, you modify the files, and you're now the proud owner of an M4 Sherman with 10k hitpoints, 500mm frontal armor, 1000 damage per shot and an invisibility cloak. And so is everyone else who has an M4 Sherman. Since everyone uses the same core game files on the server, any change to them is going to affect all the tanks of the same type across the entire server. So, this wouldn't work either.

Ok, so .. Imagine you're a hacker of absolute biblical skill who can somehow hack the game files to the extent where only your M4 Sherman has those inflated stats. Congratulations, you've now left a flashing neon sign pointing directly at your game client, with your IP address and login info attached, that says "I'm a hacker, permaban me!" .. After all, the modified files point to your Sherman, and not someone else's.

Ok, so that doesn't work either. So, imagine you're the absolute GOD of hacking, you're so incredibly awesome at hacking that cutting through the pentagon's firewalls is something you do as a warmup before breakfast, banks across the world pay you to not hack their systems, and .. somehow .. you manage to change the game files on the server so that your fake internet pixel tank is stronger, nobody else's is and it's untraceable to your own account ....

.... until the next time the server does a tiny little check for modified files and simply changes everything back, forcing you to start all over again.

So, yes, while theoretically it is possible for World of Tanks to be hacked, it's 'possible' only in the same way that it's possible to walk / swim from New York City to Timbuktu and back again, for a loaf of bread. Theoretically 'possible' but simply doesn't happen because nobody is that good, and nobody is going to bother going through all that effort and risk for so little return-on-investment.

"But this website says it has a hack I can download that gives me 10 million gold and all the tanks unlocked!"

Remember where I said the game is server side? Even if that supposed 'hack' wasn't a trojan or a key logger, the server would still go "Nuh uh, you don't have 10 million gold, you have 0 gold - and you haven't unlocked all those tanks yet either". And then send a polite little message to the mods of a hack-attempt from your client with your IP address and your login info with a CC to whatever law-enforcement agency deals with this kind of crime in your area of the world.

"But they have a little video and screenshots and everything!"

Yes, because screenshots can't be doctored and videos can't be faked, right? That downloadable hack is guaranteed to be a trojan, a virus or a key logger. It's guaranteed to be malware.

"But there are hacks in <Insert other game here> so there can be hacks in here, too!"

That other game has client-side calculations and the server simply takes what the client tells it as truth. Anything important in World of Tanks (Gold, camouflage system, reload times, armor penetration, shell count, tank movement, spotting system, etc etc etc etc) is calculated by the server.

"But that guy clearly hacked! He did <X> while there was no way for <X> to be possible!"

Anyone who's spent time on the forums knows these posts. In my experience, every time this is claimed, it comes down to the poster's lack of understanding of game mechanics. He encounters someone who does understand the system and knows how to use it to his advantage, causing the hackuser to run to the forums complaining about hacks.

In making their game server side and simply by virtue of being merely a fake internet pixel tank game and therefore uninteresting for 'l33t pro hackers' (after all, what glory is there from fake internet tanks to warrant the real and significant risk of getting caught and sent to jail?) Wargaming has made as close to an unhackable online game as is possible in this day and age.


#6769367 Policy on Prohibited Modifications

Posted Laera on Mar 12 2014 - 22:47

Tankers!

 

We all love World of Tanks. We also love seeing the unique things you create through the application of mods like original garage designs, vehicle skins, or new types of color filters. It's one of the many facets that help World of Tanks stand apart from other MMO's.

 

However, there are mods that give players a distinct advantage when used in matches, both public & competitive. Mods such as these are not allowed as they offer an unfair advantage to players using them.

 

Starting today we're taking steps to ensure that every time you hop on the battlefield in your favorite vehicle, you'll be given as fair a chance for victory as possible -- we're tightening restrictions on all mods that give players a statistical advantage over their opponent.

 

Players found to be using illegal mods (as detailed below) will be penalized based on the severity of the infraction. We're also actively looking into more effective ways in which to monitor the use of banned mods. 

 

Modifications to the World of Tanks client (and other products) that provide an unfair advantage against other players will warrant a restriction upon the players account.

 

The type of restriction depends on the severity of the modification infraction.

 

  • 3D-Skins with Display of Modules and Crew Positions
  • Removal of trees, leaves and bushes or change transparency
  • "Lens scope" modification that removes tree leaves and alters bush transparency around the aiming reticle.
  • Script automated use of manually activated equipment. I.E. Automatic use of Manual Fire Extinguisher
  • Modified Tracer Display (case-by-case basis)
  • Free camera
  • Laser Reticle (red line starting from the gun barrel)
  • Mini Map modifications that passively provide information to the individual player without the use of active teamwork.

 

Visual Examples:

  • 3D-Skins with Display of Modules and Crew Positions
    • Examples:
      Spoiler

       

      Spoiler

       

      Spoiler

       

      Spoiler

       

  • Removal of trees, leaves and bushes or change transparency
    • Examples:

      • Spoiler

         

      • Spoiler

         

  • Modified Tracer Display (case-by-case basis)

    • Example:

      • Spoiler

         

  • Free camera

    • Example:

      • Spoiler

         

  • Laser Reticle  (red line starting from the gun barrel)
    • Example:
      Spoiler

       

  • Mini Map modifications that passively provide information to the individual player without the use of active teamwork
    • Example:
      Spoiler

       




#2628729 Lert's thread of 'Duh', or 'MSPaint schematics explaining gam...

Posted Lert on Sep 11 2012 - 15:40

Once again I saw some noobs doing stuff that made me facepalm. A King Tiger with 38% win rate and 510 efficiency for example, being more of a liability to his own team than the enemy. And what does a Lert do when frustrated by noobs? Why, he makes MSPaint schematics and posts a guide explaining some basic things. I've done that before, I'll probably keep doing it.


These things should be 'duh' to most experienced players out there, and this thread isn't meant for them, it's meant for beginners who are still trying to understand basic gameplay mechanics.


Ok, let's get started:


Item the first: "What is that part of the tank called, and should I shoot it?"


First a front view of a generic MSPaint tank with bright colors to annoy the goths and emos:



- The blue bits are the tracks. Shooting here will probably knock the track off, but very likely not do hitpoint damage.
- The red bit is the upper glacis. This is usually the second strongest part of the tank. Only shoot here when you're sure you can pen.
- The green bit is the lower glacis. This is much weaker armored than the upper glacis. It's a good idea to shoot here. You're much more likely to pen and do hitpoint damage than any other bit.
- The purple bit is the gun mount. Shooting here is very unlikely to do hitpoint damage. But a good hit with HE has a chance of knocking his gun out.
- The pink bit is the gun mantlet. This is the thickest armor on the tank. Don't shoot here.
- The dark red bit is the turret itself. This is usually fairly strong armor. Shoot here only if you don't have a shot at the lower glacis.


Side view:



- The yellow bit is the hull. Shooting here has a very good chance of doing hitpoint damage. Shoot here.
- The green bits are the drive sprocket and idler wheel. Shooting these will probably knock the track off but not always reliably do hitpoint damage.
- The blue bit is the tracks. Shooting here has a small chance of knocking the tracks off, as well as a chance of not doing hitpoint damage because it acts as spaced armor, which I will explain below. Don't shoot here, unless you don't have a better shot.
- The red bit is the turret. Shooting here has a very good chance of doing hitpoint damage as well as knocking crew and / or ammo racks out. This is a very good place to shoot.
- The purple bit is the first few feet of the gun. It's a tricky shot, but shooting here has a chance of knocking the gun out, but without doing hitpoint damage. Only shoot here if no better shot is available.
- The gray bit is the barrel. This doesn't have a damage hitbox. Don't bother shooting it, it can't get hurt anyways.


Item the second: "How to not be a [edited]"


Imagine the following situation:



Teammate 1 is playing peek-a-boo with the big, bad enemy tank.


- Teammate 2 has parked right behind teammate 1, blocking 1's retreat. Teammate 2 is a [edited]. Don't be teammate 2.
- Teammate 3 has parked on the far side of teammate 1. Unlike teammate 2, teammate 3 is not a [edited]. However, the moment teammate 1 backs up (and he will, if he's smart) teammate 3 is out in the open for the whole enemy team to kill. So, while not a [edited], teammate 3 is in fact not very smart.
- Teammate 4 is neither a [edited]nor dumb: he is in fact very smart. Why? He's going around the building to attack the enemy in the side. This is called 'flanking'. Flanking is good. We like people who flank. Flankers win.


Item the third: "How do I camo?"



For the purpose of this demonstration, the enemy is off to the left of this picture. The three little tanklets have all found themselves a bush ("This is my bush, there are many like it but this one is mine") with intent to get the camoflage bonus that bushes give. However:


- Tank 1 has his corners sticking out of the bush, and is therefore not camoflaged.
- Tank 2 is only partially behind the bush, part of him is visible alongside the bush. He is therefore not camoflaged.
- Tank 3 is completely hidden behind the bush, therefore he does get the camoflage bonus.


Bushes only work if you're completely obscured by them.


Item the fourth: "I liek spacy armor"


Yes. Yes you do. We all do. As long as we're the ones who have it. Not when we're the ones shooting at it. Observe:



Many tanks have spaced armor. Spaced armor is a fancy way of saying "Two layers of stuff with some air between them". A shot that hits the outer layer of armor and penetrates still has to punch through the inner layer of armor as well before getting to the juicy, splatty, gooey bits inside the tin can. However, since it's lost some of its penetration on the outer layer, the shell will have some difficulty punching through the inner layer, as in my example.


When this happens, you'll see a penetration decal on your target, but hear 'that one bounced', and not do hitpoint damage. No, it's not a bug, it's spaced armor.


Many tanks have spaced armor, in many different locations. Learning these will go a long way in making you a more effective player.
Finally, remember when in item the first I said that tracks act as spaced armor? That's why with side-shots you're less likely to do actual hitpoint damage when shooting the tracks, instead of the hull directly. You have to punch through the tracks and then also through the hull, to do damage. Therefor, only go for track shots if you don't have a better shot available.


Item the fifth: "Lol sloped armor"


We all know (well, most of us) that sloped armor is more effective than unsloped armor. But why? Here's why:



Two armor plates of identical thickness. One at 90 degrees, one at 45 degrees. As you can see, the effective thickness (IE, the amount of armor the shell has to punch through) is significantly more with the angled plate. This is how a 100mm plate can stop a 200mm pen shell, if it's angled enough.


How to make effective use of slopes? Well, first you need to know what your tank looks like. This might sound silly, but it means being aware of your own tank's angles. Then during combat you present your toughest angles to the enemy tank with the biggest gun. It's as simple as that. With some tanks (Like Tiger for example) this means angling your hull ~30 degrees towards incoming fire. With other tanks (Like IS-3 for example) this means pointing your nose straight at the enemy. It's as simple as that.


How to defeat slopes? Shoot at the least sloped bit. Always be aware of the relative angle of the enemy tank, and know what his tank looks like. Be aware of his angles. Then shoot at the bit that's the flattest relative to your position. Ofcourse there are exceptions, but this seems to be a good rule-of-thumb for beginning and intermediate players.


Item the sixth: "Apply explosion to tank = win?"


Most of the time you'll be shooting AP shells. Atleast, unless you're an artillery driver. The 'other' type of shell is the HE shell, or High Explosive shell. It works rather differently from an AP shell.



HE shells usually have very low pen, but very high damage. The low pen means that it's usually not likely for your HE shell to punch through the enemy armor, just like in my example.


When a HE shell explodes on the enemy's armor, it loses half its damage to thin air. The remaining half is applied to the tank. However: said damage still needs to bleed through the enemy's armor (RE: dotted yellow line in my example) before it's applied to the hitpoints or modules / crew inside the tin can. For every mm of armor that it has to bleed through, it loses damage. This means that your shiny 950 dam HE shell can do a pathetic 25 damage to thick-skinned enemy tanks: 450 damage is lost into the ether, and of the remaining 450 damage, 425 is lost while trying to bleed through the armor.


Why use HE at all, then? Some guns (so-called howitzers, or 'derp' guns) have a relatively low shell velocity, and thus armor penetration with AP. You can recognise these because they have a very short barrel, and relatively low penetration values for the AP shell, compared to the HE shell. For example, on the KV-2, the 152mm has an AP pen of 110mm and a HE pen of 83mm. This is a typical example of a derp gun. In fact, the KV-2's 152 is the ur-derp. The 107 on the same tank has an AP pen of 167mm and a HE pen of 54mm. This is a typical high-velocity anti-tank gun. The 152 works best when shooting primarily HE, the 107 works best when shooting primarily AP shells. Look at the relative pen levels on your tank to see what shell you should be using.


That's it for now. I'll add more if I think of more, or if someone asks me to do more and I can be arsed to.




#6899098 [Official] Top Secret Tank Event (Karl) Feedback

Posted Laera on Apr 01 2014 - 23:52

Greetings Tankers!


We're thrilled that most of you are enjoying today's Top Secret Tank Event! We've noticed that Karl has has taken over our forums and many folks are sharing their love, thoughts and opinions on the event. We thought we'd create one designated area to collect all of your awesome feedback to share with HQ about the event and our beloved Karl.

 

If you have some time, please take a moment to respond to the polls posted here as well leave any comments you may have about the event. Feel free to copy & paste here from other threads.


Thanks! :happy:

 




#767451 Japanese Tank Tree & Guns Discussion

Posted arisaka38 on Jul 31 2011 - 17:02

Revised 2012/10/10
Remove 140t heavy
Add tier 10 MT
revise  TD line
Add tier 5 LT
and revise LT line
Removed "Type3 15-cm Tank Gun"
Added "Type "Ge" Experimental 75-mm Anti-Tank Gun"
Added American penetration data report for below guns
  • Naval Type 96 25-mm Anti-Aircraft Machine Gun
  • Type94 37-mm Tank Gun
  • Type100 37-mm Tank Gun
  • Type1 37-mm Tank Gun
  • Type1 47-mm Tank Gun
  • Type94 7-cm Tank Gun
  • Type90 Field Gun
  • Type91 10-cm Howitzer
  • Type96 15-cm Howitzer
previous edit
Spoiler
Hi I'm one of the WoT player from Japan.
I'm very interested in Japanese tank tree, and now I suggest new Japanese tank tree with armaments plan.

Also I had posted Japanese tank tree suggestion in beta.
http://forum.worldof...post__p__383593
At researching the Japanese tank tree, I have noticed that the information of Japanese tank guns are very limited on the web, especially in non-Japanese source. The armaments are very important for tank tree discussion. It's not too much to say that a gun performance decides tank's tier.
When you discuss Japanese tank tree, Its historical gun may looks very weak. But by searching armaments, its potentional armaments brings another vision. It might help discussion.
1.Japanese Tank Tree & Guns Plan
2.Historical Japanses tank gun list
3.Supplementary:Non-Tank Guns
4.Sources




1.Japanese Tank Tree & Guns Plan
At first, I attached revised My Japanese tank tree plan.
Revised 2012/10/10
Posted Image
As you look at these caliber, Japanese tanks seems to be not too weak. Isn't it?
Most guns will not well known. So I added descriptions below. Furthermore, This tree contains non-historical mounting to fill lacking positions. Some of these guns are not tank gun in history. I also shows these non-tank gun's detail as Supplementary.
previous tree
Spoiler


2.Historical Japanses tank gun list
Second, I explain  every single guns detail. This list is toooooooooo long, so you may not read without coffee  http://cdn-frm-us.wargaming.net/wot/us/4.1/style_emoticons/default/sleep.gif
Spoiler


3.Supplementary:Non-Tank Guns
As above stated, Japanese army lacks some class of guns, like 90mm and 120mm and others. But these class guns may have needed for game balance. So I added this supplementary. As alternatives of these lacked class, I listed some non-tank guns below. These guns are not planned to mount on tanks in history. Also they are not simply replacable structurally in contrast to some of above guns. But if game-balancing demands these class guns, below guns are considerable...
Spoiler
Even though I add non-historical guns, Japanese SPG lacks long 15cm class and 20cm class guns. It is easy to put Type89 15-cm cannon(L/40) on "Ji-Ro" or "Ho-Chi". But it is too non-historical. I suggest DPS fighting style with super long 10-cm cannon.


4.Sources
Spoiler



#7038671 9.0.1 update coming

Posted jinxx71 on Apr 22 2014 - 20:00

I want to update the community on the status up the next patch for World of Tanks. As you all know 9.0 is an update sets the stage for all the updates for the rest of the year. There were major functional changes that had to occur in this update to make that possible. This unfortunately led to some of the instability in form of game crashes and issues with framerate.

 

We have already identified some of the issues and currently have a patch in QA testing. It will address many of the game crashes and some of the framerate issues. We want to get this patch out as soon as possible without introducing new problems.

 

The current ESTIMATED timeframe for this patch is this Friday. It is subject to change depending on what is found by QA, but I wanted to make sure you are as informed as possible. If this estimate changes I will make another update. I will also update you if a second patch is required.

 

We apologize for the disruption this update may have caused you, however we look forward to the advances that this patch will allow.

 

Thank you all for your patience,

 

Joshua Morris

World of Tanks Producer - North America




#131449 Welcome To World Of Tanks

Posted Colddawg on Sep 17 2010 - 17:24

A note about this guide:  I will be redressing this guide up as a video guide to cut down on the reading and have a more visual approach as there is a lot of information about the interface that has to be gone over in order for you, the newcomer to World Of Tanks, to understand the depth of this game's basics.

 

Let me be the first to welcome you to World Of Tanks. This is a start up guide to help you get acclimated to life as a World Of Tanks member. Everything mentioned within this guide is current and is continually updated so check back for new information when there's a change to game mechanics. If I miss something, tell me.

 

This guide includes images with details about each image, located at the end are tips I've learned that will help you along with tactical advice and the address for my video stream.

 

The images are matched up with descriptions near them.  If you're looking for something specific you can easily see the section titles if you scroll through or use CTRL+F to find specific words.

 

If you have other questions, need clarification, or want to see me put some of my tactics into practice come watch me play at http://www.twitch.tv/rscolddawg.

 

Let's get started.  You've now logged in to World Of Tanks (WoT). So what's next? Well the first place you'll see in WoT is your Garage.


GARAGE:
This is where you do everything directly associated with your tanks.
Repairing, rearming, and changing and upgrading your tanks.
(This garage has a Tank Carousel-2 level tank selection mod.)

MISSIONS-Extra Rewards:

There's 2 different types of "missions" when you first join. "Missions" in the upper left are limited time, rewarded missions that give bonuses. Some of these are repeatable, others are 1 time only.


BATTLE TUTORIAL:
If you're brand new to the game there's a tutorial mission included in the garage. You'll be put into a tank and be allowed to run the mission to learn the very basics of the game including movement, shooting, and the basics of spotting. There is a reward for completing this tutorial, but only for the first successful completion.
 

TANK LIST AND GARAGE SPOTS:
-This list lists all tanks owned by you, which have yet to earn double experience on them, primary tanks, Elite Tanks, and premium tanks-determined by an orange tank name.
-2x/3x/5x on a tank image means you get double/triple/quintuple experience on the tank for the first win of the day (unless stated otherwise during a WarGaming event where you may earn 2x experience on a loss).
 

CURRENCY:
-There's two types of currency in WoT: Credits and Gold.
-Credits are earned in battle
-Gold can be bought with money, won in contests, or paid out through your clan if there's any in the treasury.

 

GOLD:

Gold currency costs real world money to obtain, or by the other methods listed above.  The way to make the most use out of your hard bought/earned gold is by getting a premium account.  Try to not get anything smaller than 1 month of premium at a time if you are a steady player who plays nearly every day.  The longer the amount of premium time you buy at once the cheaper it is comparatively.  One month of premium will cost you about $15 and give you about 500 gold left over.  Other than purchasing a premium account it's good to convert tank experience to free experience and to buy garage slots if you want to have multiple tank lines from each country.  If you're limited on gold wait until there are sales on garage spots to purchase them.  There will never be a discount on converting experience.

Please DO NOT purchase a tier 5 or higher premium vehicle right off the start.  You don't know what you are doing in a match nor where to go with your tank.  Take your time and decide if WoT really is a game for you first as well as gain some experience in the game.
 

EXPERIENCE:
-Experience is earned in battle by spotting, damaging, destroying, capturing, defending, and getting battle hero awards.
-Free Experience-5% of experience earned in each battle is automatically turned into free experience. Also earned by converting experience on an Elite Tank where "Accelerated Crew Training" is turned off.


PREMIUM ACCOUNT:
Premium accounts reward 50% more credits and experience after a battle than a standard account.
 

 

PART I "GETTING READY"
Okay this is going to start off with the logistics side of things, but it's important. If you go into battle without ammo after installing a new gun it's your own fault.
 

TANKS:
Orange section on the Garage Screen.
-Classes: Light, Medium, Heavy, Tank Destroyer (TD), Artillery (SPG)
-Made up of different components and crew which can all be damaged or destroyed. Crew can be injured, never killed.
 

MOUNTING EQUIPMENT:
Red section on the Garage Screen.
-Modules are parts of your tank. They must be researched using EXP and bought using credits.
-Equipment are additional parts that help your tank perform better.
-Consumables are single use items that repair modules, heal crew, fight fires, and boost your crew's ability.
 

AMMO:
-Service Button-Equip ammo along with other items as shown in the image below.
-Ammo Types-AP/Premium/HE *This is the order of the penetration stats listed in gun penetration amounts.
-Guns and Ammo-Not all guns can use AP rounds so it may only be able to use HE and HEAT (Premium round).

 

RESEARCHING:
Maroon section of the Garage Screen.
-Researching uses experience points.

-To research the next tank in the line you have to research all the modules leading up to it before you can research a new tank.

-You have to use experience from that tank to research modules on that tank and new tanks in the same tank line.

-Free experience (you earn 5% of your battle experience as free experience) can be used on any vehicle that is already researched
-Gain experience points through battle. (Damaging, spotting, capture points, defense points, and killing enemy tanks will earn you exp)
-Making a tank Elite requires researching ALL items in a tank's research window. In the picture below notice how all items are researched, but not all are purchased. (Green check mark-mounted on tank, Credit amount-not purchased, Nothing in box-purchased but not mounted)

 

PURCHASING TANKS AND CREWS:
Yellow section of the Garage Screen.
-The Store is where you purchase your tanks.
-You can buy anything in the store as long as it's researched and you can afford it.
-You don't need to use this screen to buy anything but tanks. Everything else can be done from in the garage or research screen.
-If you click on a free garage spot in your garage it will automatically open the store on the Tank tab.

 

SELLING:
-Found on the navigation bar in the Garage Screen.
-Use the DEPOT button in the garage to go to sell your current items.
-Sell old tanks and keep their crews if you wish to use them on other tanks. There's an option for this in the selling box and will be discussed in the next section.
-Keep up on old equipment and ammo you can't use anymore.
(Instant kit=Consumable)

 

 

BARRACKS, CREW SKILLS, AND CREWS
BARRACKS:
-Only tankers without a tank (black background) will take up bunk slots.
-Green background indicates the crew for your currently selected tank.
-Red background are tankers that are on a tank, but not your currently selected tank.

 

RETRAINING:
Green section of the Garage Screen.
-You can retrain crew to new tanks, but they "forget" how to drive their old tank and won't operate at maximum ability.
-Keeping crew from tier 1 to 10 is a great way of getting multiple secondary skills, but it will cost you.
-Secondary skills won't continue advancing in percentage until the primary competency is at 100%.

-Moving a crew to a new tank and leaving them untrained to that tank will be very detrimental to their crew experience gain.  So retrain the crew if you want to keep it.
-Changing a crew's tank type (IE Light to Medium) will cause them to start at a lower competency. (See Detailed Note)

-You can put a crew of a similar nation and tank type onto the same tank type of a premium tank without penalty. (US Heavy Tank crew onto a US Premium Heavy Tank will have no penalty if you do not retrain them.)
DETAILED NOTE ABOUT RETRAINING CREW:
When you retrain a crew to a new tank their efficiency will decrease. If you go from a tank in one class to another tank in the same class (ie-Medium to a Medium, Heavy to a Heavy, SPG to another SPG) you will lose only 10% on all retrained crew members competency. You can still retrain for gold to 100% competency just like buying a new crew. However if you do a free or a credit retrain when you're trying to train your crew to another tank class (IE Medium to Heavy) the crew will lose 20% competency.
For instance your crew will go from a T-34 to a T-34-85. If you retrain an 90% crew from the T-34 to the next tank with a credit retrain their skill will go to 80% on the T-34-85. Again, if you train a crew from a M3 Lee to a T1 HT a 74% crew will drop to 54% with a credit retrain because they changed tank classification.


CREWS AT MAXIMUM COMPETENCY:
-Once a crewman is at his maximum primary competency you can start training secondary skills.
-Secondary skills include SKILLS and PERKS. Skills activate immediately. Perks only work at 100%
-You can choose to remove secondary skills for a price. This will remove all of the secondary skills on a crewman.
-The experience needed to reach the next percentage point (+1%) of any skill on any crewman always increases exponentially causing it to take longer to gain that next percentage point.

 

ACCELERATED CREW TRAINING:

Once you make a tank ELITE you can turn on Accelerated Crew Training (ACT for short).  What this does is it will send all experience gained on a tank in a battle and give it to ONE crew member as additional crew experience.  The crew member who receives this extra experience is noted in the garage with a little box with an arrow head over it (refer to the DRIVER in the first image of this guide).  You will gain no vehicle experience.


NOTE ABOUT YOUR COMMANDER: Your Commander will add an extra 1% of competency per 10% of his own competency to each crew member on the tank. As far as we're told this is for the base skill only. What does that mean? That means that if you have a 100% Commander and, for example, an 80% Gunner the Gunner's true ability is 91% "But Colddawg. That's 11% off his base." Yes, your commander gives 1% more boost to the crew if he's at 100% himself.  This is now shown in your garage which is why you'll see crew members over 100%.
 

 

PART II "BATTLE!"
"Okay I think I'm ready for battle!" Are you really? Did you load ammo? Is your tank fully functional? Do you even have a full crew?
First you must make sure your tank is repaired and you have ammo, which thankfully the designers have made it quite clear whether you are repaired or not, since you won't be allowed to take a damaged tank into battle, and the ammo bar will show you how much ammo you have loaded.
Once you click the big red BATTLE! button at the top of your screen you'll be taken to a waiting room before the game decides who to put into what battle. After that screen you'll be taken into the map loading screen where you can see your team, the other team, and the outline of every tank in your battle.
-There's an image of this further down.


PHYSICS
Jumping
You can now jump your tank if you go fast enough and if you're light enough. There's several tanks that will leave the ground quite easily.
Falling and Damage
When you fall after jumping or run off of a cliff you will take damage and sometimes a lot of it! Depending on how you land after jumping you're liable to rip off tracks (also done by sliding sideways), lose HP, and damage components of your tank-everything from the turret ring to the ammo and the radio! Crew members are not immune to fall damage either. Finally if you fall far enough you will kill yourself so be careful and remember to test physics in TRAINING ROOMS not actual battles.
Climbing To New Heights
With enough horse power your tank will be able to climb to new and amazing areas! Watch out though. If you're not fast enough to get up an incline and into cover you're going to become a liability to your team quickly. The general rule of thumb on where you can climb is if it looks like a rock texture, then you can't climb it. There's a telltale indication whether or not you are meant to climb up a certain incline. If you go over an incline and it sounds like your tank bottoms out and there's a lot of dirt kicked up you will not be able to go over it without a lot of effort if at all.
Ramming
If you have enough mass and speed you will do massive amounts of damage to enemy tanks.  This does include the ability to kill an enemy tank by ramming.  Ramming is a double edged sword though, should you not have a good weight advantage on your opponent you will take more damage than the enemy tank will.
Pushing Other Tanks
If your tank is powerful enough you will push other tanks. The main deciding factors of your tank's ability to push other tanks is its horse power and its weight.
Maus and E-100 are all but unable to be pushed. You'll need another Maus or E-100 in order to push those tanks and even then it's in a very limited manner. However if you have a high horse power-to-weight ratio tank like an E-50 you can pretty much push anything around from 50 tons or lighter.
Note: Think of ways to use pushing to assist in taking objectives, rounding corners, and killing enemies by pushing them over or off of cliffs.  Be careful though, if you are not spotted but you start pushing a dead tank anyone is able to see that tank move if they're close enough or if an artillery piece is watching it.  This could cause you a lot of trouble.

Tank Explosions

When a tank take a critical hit in the ammo rack and it detonates you're usually going to see the turret fly off.  Be careful of this.  Flying turrets hurt and can kill your or some other tank it happens to land on.  When a turret is blown off a tank from ammo detonation it will be a physical object on the battlefield that can be used for cover and pushed around.


BATTLE TYPES
There's several different types of battles. Make sure to read your loading screen, or press and hold tab, to read about what kind of battle it is.
Some maps will only contain standard battle types.

Limiting Which Types Of Battles You Launch Into
You can go into your settings and in the GAME tab you can turn off Encounter and/or Assault battle modes if you wish. This will keep you from getting into those types of battles.
Standard
Regular battle. Two teams, two bases.  You have 15 minutes to kill the enemy team or capture their base.
-Base capping-1 person gains 1 point about every 1 seconds. Every person in cap compounds that number. So 2 people capping gives about 2 points per second, and it caps out at 3 for 3 points per second.

Assault

Available at tier 6 or higher.

Two teams, 1 base held by the defenders, the other team has to capture the defender's base, and you only have 10 minutes to do it. BE CAREFUL!  TDs are built for defense and if the enemy team has a lot of them then there's a good chance the victory for the attackers will be tough.
-If you've played standard battles on any maps you need to keep in mind that the spawns and capture locations will be different from standard battle locations.
--The cap rate for this mode is about 1pt/3 secs. 3 people on the cap in Assault/Encounter Battle is equal to 1 person on cap in a Standard Battle.
Encounter

Available at tier 4 or higher.

Two teams, 1 neutral base, 15 minutes. This battle type has 1 neutral base that both teams must try to capture to win...or just kill everyone on the other team.
--Same capping rules as Assault battle type.

Skirmish/Stronghold

With the introduction of the Stronghold mode/meta in 9.2 there is a new classification of clan based battles.  In order to participate in skirmish battles your clan's COMMANDER must first make a stronghold for your clan.  This is done by clicking on the "STRONGHOLD" button in the navigation bar and then selecting the "Create Stronghold" option which is seated on the right side of the screen near the lower middle section of the interface.  Once a stronghold is created you can garrison different buildings that are built by your clan's leadership.  There must be at least 20 members of your clan before you can create a stronghold.

 

 

 

Match Type Selection
"I accidentally clicked the down arrow instead of the BATTLE! button and I got a pull down menu. What is it?" Good question, this is yet another option in WoT. There are four options in this pull down menu. "Standard Battle" "Platoon (option)" "Training Battle" "Tank Companies." For tournaments and Clan Wars the "Special Battles" option has been added, but it's not a battle type you can select.


RANDOM BATTLE
This is your typical battle type.
Pub matches of 15 v 15 on a random map.
Any battle type can be picked as long as you have them selected in your settings and you have the required tier vehicle for them. You won't see any type of battle other than a standard match below tier 4.

HISTORICAL BATTLE

Historical battle type deals with historical tank setup and historical ammo load outs.  There will be preset packages you can choose from for tanks that are in your garage should they fit into the historical battle.  The teams may be unbalanced in terms of tier and number of players per team.  The unbalanced number of players per team is designed to balance out the difference in tier.  HB's will be taken out of the game in 9.2 in order to be reworked.  Some options for rework are higher rewards for lower tier vehicles (unlikely), bots taking over for lower tier/unpopular vehicles, platoons can join HBs together if they run the same nation, and/or removing the option of the player to choose which historical battle they want to join so that it doesn't split up the player pool.

PLATOONING
Create or join a platoon. *Joining a platoon requires in invite which shows up in the bottom right of your Garage-White section of the Garage Screen.
Up to 3 players can play together.

TEAM BATTLE
Team battles are setup in the standard for the E-Sports rules. This type of battle has a point limit of 42 points (typically 5 tier 8 tanks and 2 tier 1 tanks) and will face you up against other teams of similar skill level. The team leader can select what kinds of tanks he/she wants in the team or the team can be left open for the members to decide which tanks they want to run. Other than the 42 point, tier 8 maximum setup these battles are similar to Tank Companies.

TANK COMPANIES
There's 4 company types. Light, Medium, Champion, Ultimate.
They each have their own rules which can been found when you join the company.
The rules include a set limit of points and a set limit of tiers for each tank type.
Ultimate Companies have unlimited points and a max of tier 10 for every tank type.
SPECIAL BATTLES
Tournaments and Clan Wars battles only.
This will show up as a Channel at the bottom of your garage at a set time before the battle is to take place.

TRAINING BATTLE

Pick the map you want, who you want on each team, any tank can be picked by the host to join it.
The leader can adjust the time limit and map to play on.
No repair costs, but you have to pay for ammo.

 

(Team Battle Ready Screen)


 

 

LOADING SCREEN
Includes your team-always listed on the left, the other team-on the right, battle type, and the map you're on.

 

 

YOUR FIRST BATTLE!
-F1 for help menu
-Try not to rush out, you're in a very lightly armored tank that will die in about 3 shots or less.
-Hard cover protects from shells and from being spotted outside of a 50 meter radius.
-Bushes protect from being spotted only. You can still get shot through them.
-Grass is not camouflage.

 

 

Your HUD And Why It Is Important!
-The HUD is user friendly.
-Interactive with the mouse. Hold CTRL button to bring up your mouse.
-Use your minimap.
-V will turn your HUD off and back on as well.
 

The Minimap
-M turns the minimap on/off. (Leave it on, it's important!)  There is a transparency option in the settings if you want to see the map but also be able to see through it.
-You can PING the minimap by holding CTRL and clicking on a grid with your mouse.
- +/- changes the size of the minimap.
-Enemies show up in red and friendlies show up in green.
-For the Colorblind setup-blue is enemy, green is friendly.
 

Your Targeting Reticle And You!
-Shows reload status and penetration marker.
-When you're hit a yellow or a red arrow indicator will show up around your reticle. This depends on where you were hit (Up for front, down for back, left for left and right for right), also if you were damaged (red) or the shell bounced (yellow).
What do the different colors of my reticle mean?

If you have the reticle to show penetration marker it will change colors as you look at enemy tanks:

-Green means your shell has a really good chance to penetrate your target.
-Orange means there's a moderate chance of penetrating your enemy's armor.
-Red means you're probably going to bounce.
NOTE: Spaced armor, when hit, will absorb a hit with no/minimal damage to the tank or the tank's hit points. Your crewmen will say that the shot penetrated, but no damage will be done.

 

Accuracy
-Movement, getting hit, and turret traverse affect accuracy.
-Turning off "vehicle shake" or "dynamic camera" are visual only. Your tank will still shake when hit.
-The dotted/dashed green circle around your crosshair is your accuracy circle.
-In the garage, the smaller the "accuracy number" of a gun the better the accuracy. .32 is a decently accurate gun.
-Accuracy is determined by a "dice roll" (just like damage), and it is quite random where your shot will go within your accuracy circle.
 

Hitting Your Target
-Don't rush your shot.
-When you hit an enemy tank your crew will tell you if it went through or not.
-A white flash of the enemy's icon means you did some kind of damage.
-A black flash means no damage was done at all and the shell bounced off.
-Ricochets can bounce back into the tank and damage it or another nearby tank.
 

Damaging Tanks
-Armor type/location affects how much damage you do as much as the gun calibre does.
-Learn the weak spots on tanks.
-There's spaced armor on certain tanks which will soak up the damage dealt by your shell.
-All tracks act as spaced armor.
-Sloped armor will bounce more shells than it will allow shells to penetrate the tank.

 

Talking To Other Players

-Press ENTER to activate the chat box. Press TAB to cycle through who the recipients are: Team, All, Platoon (Green, White, Orange). Type your chat and press ENTER to send.

-Shift+enter will bring up the platoon chat selection immediately.


Activating the Communication Bloom.
-Hold Z in order to bring up the "flower pedal" communication system. It's recommended to use the "quick call system" if you're in a firefight because it's quicker to operate than the "flower pedal system."
The "quick call system" is broken down as follows, but can be modified to fit your preference:
Key No Target Aiming at ally Aiming at enemy
T Attack! Follow me Attacking (SPGs)/ Requesting fire at (for non-SPGs)
F4 Back to base! Fall back Back to base!
F5 Affirmative! Affirmative! Affirmative!
F6 Negative! Negative! Negative!
F7 Help! help me! Help!
F8 Reloading! stop! Reloading! (best used with SPG and autoloader tanks)

 

 

RESULTS
Your results window will automatically come up after the battle is over.
The results windows will show very detailed items that pertained to each player in the battle you were just in. It won't show up until after the conclusion of the battle, so if you left early you won't see the results window yet.



 

SERVICE RECORD
The service record will show you everything about yourself in your gaming career. There are several tabs to it and each will detail different stats from your profile. On the SUMMARY tab the "Personal Rating" is how you are performing overall. A rating of 3000 is average. If you are below this don't fret because the number of battles you have drastically affects this rating. All other stats should be self explanatory.
The AWARDS tab will show you your progress to achieving certain awards and it will light up with any awards or medals you have already earned. Hovering over each item will express it in more details and give some back story if any applies.
The STATISTICS tab focuses on your battles and battle performance. Everything is broken down into a "type" graph at the bottom of this window. Your battles will show up in bar graph form separated in a "per nation" and a "per tank type" graph.
The VEHICLES tab will break down what you have done in each vehicle, only keeping track of medals/awards, "most" stats, and basic battle stats for each vehicle.
 

 

PART III "Bonus Features"
SETTINGS
-MENU button in the upper left of the garage screen.
-Can modify many aspects of your game in the SETTINGS options.
VOIP
VOIP allows you to talk with other platoon mates and tank company companions.
You can set this up in the Volume tab of the Settings menu. Please be careful of how high you set your mic sensitivity because you will overload the software if you set this setting high enough and it will hurt other players' ears as well as have your voice messages blocked.
 

 

Colddawg's Helpful Hints
Things I have learned in battle:

Shells
-You will use AP rounds 98% of the time playing WoT. The other 2% is for when you can't find a pen location on a tank or you are using guns that don't have AP rounds available.
-HE rounds still need thin armor to do significant damage. They'll bounce more than AP rounds on thick armor.

-Carry a limited amount of premium rounds on your tank at all times for when you come across the higher tier/better armored tanks.  Remember, you don't need gold to buy these shells.

Do's And Don'ts:
-Don't start your carrier in a tier 8 premium tank.  Play a few thousand battles first to better understand the mechanics.
-Do clear the stand out from your cap circle.  This can be shot through with an AP/APCR round, but it's still annoying so run it over.
-Don't run around in the open.  Move cover to cover.
-Do play as a team.  Communicate and cooperate with your team. No one can read your mind and individual tankers working as a team is 1000% more effective than a team of tankers working as individuals.

-Don't be greedy with kills. A win with 0 kills but a lot of damage done is better than a loss with 4 kills that were stolen.
-Do concentrate fire. This is done by the "Requesting Fire On..." macro (hit T while the enemy tank is highlighted) or shooting a target someone else requests fire on.
-Don't rush out alone.
-Do pay attention to the mini map.  It's your friend and it likes being social.
-Don't think you're invincible, but also don't sit in the back if you have the most armor and hit points on your team.

-Do scout.  Scouts win games. Knowing where the enemy team is is how you win the game. The scout is a very important tank on your team.

-Don't platoon with tanks outside of a two tier difference.  This hinders your team greatly and it's a good way to get team killed.
-Do keep aware of your surroundings.  Where's the closest cover, who's near you, what enemy is in front of you?

-Do NOT buy the T29 without first having the 90mm gun researched from the M6!  Do not buy the T29 without having the 90mm unlocked first.  Do not.....


If you want to see all of these points in action you can check out my Twitch.TV stream and ask me questions there.  http://www.twitch.tv/rscolddawg

 

TACTICS
This also goes along the lines of the Helpful Hints that I've listed above. It's broken down into basic things you should be looking for in each battle. This kind of stuff takes time to get it right. Trial and error went into many of these tactics and they've been proven time and again.
Where to go on a map:This has more to do with the specifications of your tank and the rest of your team than anything. It may not seem like it, but this is the toughest tactic to learn to do efficiently. Typically: Heavy tanks are your primary brawlers and should be where the most fighting will take place; Medium tanks flank the sides of the map; Tank Destroyers take up sniping positions to assist the heavies, flankers, or protect arty; Arty should be near the edges of the map. If your artillery pieces doesn't have the range to cover the whole map then slowly advance behind the strongest push of your team. Keep in mind that your arty piece might be flanked from the sides so always watch that mini map.
-No tank or TD should be sitting behind or near the artillery! You can not protect arty once they are spotted so you need to be aware of how far in front of your tank or TD is from your team's artillery.
-If there is no artillery all tanks and TDs should advance as a team with the TDs taking up sniping positions behind your heavy/medium push.
When to advance: This is also a tough tactic to learn. You may see other teammates rushing forward alone or one at a time. This is bad. Advance only when you have the advantage in your area and you have a set destination in mind or a set goal you are pretty sure you can achieve.
How to play arty effectively: Artillery is tougher than many people will tell you. Its slow reload time means you have to take your time to ensure your shots hit. Also you're a tank that needs to be able to see which targets your team may have issues destroying. Those tanks should be your primary targets.
-Primary targets-pretty much in decending order of importance. Tanks threatening you. Anyone with thick armor. TDs. Tanks holding back several of your team's tanks. Other artillery. Heavy tanks.
Advance or retreat: When to advance or retreat from a situation. Retreating is a good idea if you're overwhelmed so you can join up with more of your team's tanks. HOWEVER, if you have ally tanks in the same position sit there and stick it out with them because if you run away you will lose, 99% of the time this is true because your team will be destroyed because you left. If you stay there's still a high chance of your tank being destroyed but it's a lot lower chance that your team will lose.
Advancing-never do it alone. Never rush alone, never go out alone. Always call for your team to follow or attack. Make sure tanks are moving before you push ahead.
Help the base or capture theirs: If you're less than half the way across the map and you see tanks getting close to your base from a different part of the map then go back and deal with them. If you're further than half way to the enemy cap then go get it, just don't break any of the other tactics mentioned.  When you are 3 grids or less from the enemy base and you know you can win if you and your team gets on the cap DO NOT go back to your own base to try to stop the cap.  You will not make it in time 80% of the time.  This is one of the major reasons teams lose in close games.
Flanking and flanks: These are two different yet similar tactics. A flank is an area of the map not directly in the middle. There are ALWAYS two side flanks and one rear flank. Make sure all your flanks are covered by your team. The rear flank is usually occupied by artillery so if they get destroyed you have a good chance that you will be killed too because nothing is filling the rear flank area. If your whole team occupies one side flank and leaves the other open make sure you make noise about it so your team notices and then you need to go fill that flank and hope people join you.
-Flanking. This is usually done by tanks that have a high speed and good maneuverability-like medium tanks. Wait for your team's heavier tanks to engage the enemy then look for an opening to advance into the flanks of the enemy group. This is meant to split the enemy team's fire so that your team's heavier armor in the middle can break through the enemy group and assist you with whoever turned to engage you.

 

Do not be the tanker who wanted a kill, but didn't want his tank damaged, battle scars show effort and determination E. Foxx

 

I hope this helped get you on your feet. Feel free to comment and ask questions. This is a constantly changing guide and I am happy to help in anyway I can.

-Colddawg




#5861374 Fnatic's Guide to 7/42 Team Battles (WIP)

Posted Amanda_HugginKiss on Nov 02 2013 - 22:40

Fnatic's Guide to 7/42 Team Battles
Introduction
The 7/42 setup is the premier battle format for professional World of Tanks leagues across the world, as well as numerous regional challenges and skirmishes. Now with the introduction of patch 0.8.9, this format has become much more accessible to the player-base, offering practice and training for emerging teams wishing to familiarize themselves with their understanding of map tactics and tank line-ups in prepration for higher levels of comepetition. While seeminly simple at first glance, the 7/42 format challenges commanders and players alike to perfect their team and hone their skills.
We, Fulcrum Gaming, would like to introduce everyone to this battle format by offering our insights into what we recommend for this type of play to remain competitive and have fun at the same time!
Basic Format
7/42 battles demand a maximum of 7 players while utlizing a maximum of 42 tier points in World of Tanks. While teams could play with less participants, they would lose 1 point per missing player. With that being said, teams could also play without fulfilling 42 points should that be a hinderance, but it is highly not recommended.
In the current iteration of 7/42 team battles, World of Tanks matchmaking will choose maps in standard battle mode at random (no encounter/assault). Skill-based matchmaking has been implemented into the sorting system for more competitive and fair matches. Each player will have particular Team Battle ratings assigned to them as they participate in more battles. However, everyone starts off the line equally in terms of ratings, whether it be professional or casual players. Therefore the first few weeks will be challenging and potentially discouraging for many until enough of a gap in ratings emerge. So if you're being pitted against professional players right now, please don't give up! The matchmaking system will kick in soon™.
Typical lineups demand 5xTier 8 tanks, and 2xT1 tanks. While bringing Tier 7 and below tanks are allowed, they are not tactically favorable when engaging T8 tanks head on. On occasion, teams may find SPGs (Artillerty) to be useful in certain maps and strategies, we would not recommend it due to the uncertainty in map rotation and enemy lineups.
There are a few things to consider in planning team compositions. Generally World of Tanks boils down to three factors: speed, armor/HP, and firepower (alpha or burst). If one has watched professional World of Tanks matches, they would observe similar lineups used in the same map. Since community team battles have maps randomized, it is best to formulate a jack-of-alltrades lineup capable of dealing with maps in rotation. We will get into more of this later.
Current map rotation follows that of the WGLNA Season 2 rules, and are Abbey, Cliff, Ensk, Himmelsdorf, Mines, Prokhorovka, Ruinberg, Steppes
Interface
In order to enter Team Battle mode, select the drop down menu from the big red button in the top-mid area.
Spoiler

Now you will be taken to the title screen of Team Battle mode, where you are greeted with the options to 1) Search for a forming team 2) Create your own team 3) Select the tank you want to play and enter a random team determined by matchmaker.
Spoiler

If you are planning to use autosearch, check off the tanks you wish to play in this mode and you will be randomly placed in a team that require one of the tanks you prefer.
Spoiler

However if you wish to join a forming team, then you will be directed to the team browser where you can see the name of the leader and their Personal Rating. Upon hovering your cursor over the team, you will see which vehicles in your garage meet the requirements set by the team leader.
Spoiler

Lastly if you prefer to make your own team, you may do so by clicking the "Create" button and come to this screen
Spoiler

Here you may choose to invite your friends or clan-mates to join your team, or leave it open for all players to join. Should you want to limit unknown players joining, you may hide your forming team from the team browser. Here, you can select the vehicle you wish to play once you have occupied a slot. You can also freeze unused slots in case you do not want any volunteers to place themselves without your permission.
Now if you wish to be strict on your tank selection, you may do so by clicking the button beside "Vehicles" and arrive here:
Spoiler

This is where you may set requirements for specific vehicles you want in your team, and will inform any potential players of what you wish them to play.
Once you've gotten everyone into the team and readied up, you will be able to click "Battle" and you will be entered into the queue where your team will be matched with a similarly skilled team!
Forming the Right Team
Since the map rotation is random, choosing a highly specialized lineup will be risky. Therefore the team leader must take into account the right balance of speed, armor, and firepower in order to avoid those awkward encounters.
One of the 7/42 mainstays for example, the IS-3, has decent armor and speed, while having the biggest alpha (dmg per shot) in T8 heavy tanks with reasonable gun characteristics. In the hands of a skilled player with team focus fire, 4 IS-3s can vaporize an enemy T8 tank instantly. While defensively, a skilled IS-3 player could utilize cover properly to hide its weak front hull and only expose the very strong turret and sideskirts.
On the other hand, you may see the tank AMX50-100 very often accompanied by IS-3s. While the 50-100 suffers from its large size and virtually non-existent armor, it contains a 6-shot autoloader capable of putting out 1800 damage in a matter of ~16 seconds. Basically this means that an AMX50-100 can kill any other Tier 8 tanks in one clip assuming all shots penetrate. Therefore it is a common tactic for IS-3s to engage and take the brunt of enemy fire while AMX50-100s flank and unload their clips while the enemy is reloading. However you would not see these tanks outside of city maps often as they are very vulnerable if flanked, and cannot take advantage of rolling terrain due to lack of gun depression and sheer size.
Therefore, outside of city maps where open terrain dominate, you would see more mobile setups consisting of the light tanks AMX13-90, or the medium T69. Whereas the former has nearly unrivaled mobility and camo value, the latter can abuse terrain features with great gun depression. One feature you may have noticed is that both these tanks have autoloaders. The AMX13-90 has a 6 round drum while the T69 has a 4 round drum capable of putting out 1440 and 960 dmg respectively in a short amount of time. This is the advantage of burst damage, as a coordinated team can eliminate a tank quickly before they can retaliate, and obtaining HP advantage early in the engagements. The autoloaders are not without their faults though as they can be caught while reloading their clips, which take 40 seconds and 24 seconds respectively for the AMX13-90 and T69. So make sure to communicate!
Generally Tank Destroyers are not preferable for this format as they are highly dependent on their own team to play at the TD's pace, and can be a liability once spotted. But with that being said, some of the more mobile tank destroyers like the Jagdpanther II have been utilized by teams in the past.
Lastly, many would ask "why bring the two Tier 1 tanks?" Tier 1s used for vision and map control. Since they have great camo values due to their size, they can hide in an elusive bush and provide intel for your heavy hitters to react to your enemie's tactics and location. Alternatively, you can use T1s as insurance to lock down certain lanes in maps so your team can attack or defend without fear of getting flanked. Furthermore, T1s are more than often used for capping the enemie's base when they leave it wide open! This puts on pressure for at least one of their Tier 8s to reset, and can give you the advantage in team fights. At the moment, the T1 cunningham and the L.Traktor are popular choices for profesional teams as the former has mobility and anti-Tier 1 firepower, and the latter has greater view range and the ability to penetrate certain T8s.
Recommended Team Compositions & Closing Words
IS3 IS3 IS3 IS3 IS3 T1 T1
This is the infamous IS-15 composition that can be very deadly if all the heavy tanks travel cohesively and focus fire their targets. Excellent ability to destroy single targets, and respectable armor. However very susceptible to autoloader flanks and restricted by view range
IS3 IS3 50-100 50-100 T69/13-90 T1 T1
This is a more balanced setup retaining the ability for a pair of IS-3s to spear-head pushes while having 50-100s for support fire and flanking. The lone light/medium tank can be used to scout or flank as well. This setup requires the autoloaders to be situationally aware and be able to focus fire to eliminate enemy tanks quickly
IS3 T69 T69 50-100 13-90 T1 T1
Compared to previous setups, this lineup has less HP in trade off for higher burst damage and greater mobility. The IS-3 can push with support of the T69s and 50-100, while the 13-90 focuses on flanks and scouting. The advantage of this lineup is the high burst potential of the autoloaders, and the ability for the T69s to stay in the fight with only 24 seconds for re-clipping. However it is vulnerable to separation and must be played with good coordination
While these are only recommended lineups consisting of the most popular tournament tanks, please feel free to experiment with your own compositions! Need more hitpoints and armor? Bring a KV5 or KV-4
Need more hull down ability? Bring T32s instead of IS-3s
Playing more passive? Bring a Tank Destroyer and make sure to guard it well
In closing though, while tank composition plays a significant part in a team's ability to win, the matches will still boil down to individual skill and team cohesion. So work together as a team! Don't get separated from your teammates, and remember to focus fire! (Take a shot for your teammate if he's really low health too!)
If any readers have suggestions, please let us know!


#1001162 The Chieftain's Random Musings Thread

Posted The_Chieftain on Oct 13 2011 - 15:56

We'll call it my version of a twitter feed, general off-topic banter.

____________

Walked into the office on Monday. One of the support guys calls over "What the heck is that?"
"My lunch", I replied, as I waved some Greek meatballs in a tupperware container in my left hand.
"Er..no, your other hand, on your shoulder"
"Oh, my anti-tank missile. I need a hat stand"
All of a sudden half the office comes around the corner to check.

I like being able to decorate my office with such things. Probably wouldn't have gotten away with it at some other jobs. I wonder if they'll let me keep a goldfish?


#5615554 KingAlphyn's Noob-Friendly Tips

Posted KingAlphyn on Oct 01 2013 - 07:21

Okay, my objective here is to create a handy reference for any new players to the game. Time and again, I see players who might have done better, hamstrung by poor garage management choices and bizarre opinions which prevent them from using tools and techniques that would help them to advance. Therefore, I am starting up a tutorial account, to illustrate each point in turn, so that new (or experienced) players may manage their out-of-battle decisions better. It is worth noting that all of what follows is my own opinion, built up over 29,000 battles. Not everyone will agree with all of it, or with my particular philosophies, but I think that the advice is good.

 


STARTING OUT, BEFORE YOU PLAY

 


*Use an invite code if at all possible
You can only use an invite code at the moment that you make your account. For some people it is useful to make an account, derp around with it for 50-100 games, and then begin over again with an invite code, now that they've gotten used to the controls and such. An invite code might have 1000 or 2000 gold on it, or perhaps something like 500 gold plus a low-tier premium vehicle. They come in all shapes and sizes. You are not allowed to beg for invite codes on the world of tanks forums, but if you're resourceful on google or Reddit or something, you may be able to dig one up that'll work for you, since people post them all the time when they get one but already have an account. I've been told that they're dirt-cheap on ebay. For the purposes of this tutorial, I won't be using one, so that I can demonstrate the principles that I wish to convey, from a "bare bones" account.

Spoiler

 


*Do the tutorial
Ignore everything that the tutorial tries to teach you, it's not very well put together and does not even remotely simulate how the battles are going to be. Just blaze through it as fast as you possibly can. You want the 300xp, because that xp is going to prevent you from ever having to drive a completely stock tier-1 vehicle. Upon finishing, you'll be able to watch the video tutorial. This is less useless, and does contain some worthwhile information if you have never played before.

Spoiler
 

*Change your password
A number of months back, WG had a security breach, and as a result, offered 300 gold to anyone who changed their password. As of this posting, this feature is still active. It works only once. So whether you're new or not, if you haven't done this, do it. A couple of clicks, and you instantly get 300 gold.
Spoiler
 


*Do use a reputable modpack
The earlier you start using mods, the better. Mods CANNOT change anything that the server does, since the game itself is run server-side, which means that everything a mod does is client-side and cannot affect the outcome of the game. However, the sorts of things mods CAN do include alerting you more quickly to tank fires, indicating more accurately how soon you will reload, indicating more accurately where enemy fire is coming from, making the tech tree more intuitive, making transferring crews between vehicles easier, making over-target information more useful, adding information to the mini-map, making your garage and tank-skins more aestheticly pleasing or historically accurate, removing effects that bog down your machine's performance, and so on and so forth. It is my belief that using mods effectively improves a player's win rate by a small margin, simply by enabling them to process more information and react to the situations more effectively.

Modpacks are available at http://forum.worldof...ks-mods-addons/ . Anfield's modpack comes well-recommended, and there are hundreds of aesthetic variants that you might try, if you are so inclined.

So here's how things look now:http://fc05.devianta...jay-d6op5wp.jpg
I haven't played a single game yet, but have 300 gold, 300xp, and 6000 credits.
This brings me to my next points:

 


*Do not spend gold outside of sales if you can help it
WG puts almost everything on sale on a rotating basis. Things you cannot buy without gold: Premium time, garage slots, barracks extensions, premium tanks, 100% crew transfers, 100% crew skill retraining, permanent camouflage, free-XP conversion. Goods that are not on this list can and should be bought with credits (including premium ammo and premium consumables). Never never never use the "exchange gold" button to turn gold into credits. The conversion rate is atrocious. You are FAR better off just using the gold to buy premium, and playing a few rounds in some tanks. The ONLY thing that never goes on sale that you can purchase with gold is freeXP conversion. For all other premium goods: be patient and buy on sale. Your gold goes literally twice as far when you do this.

 


*Do visit www.worldoftanks.com on a regular basis
Every Thursday, the details of the weekend sale will go up on the website. This will tell you what's on sale, and what tanks are earning extra credits. It will tell you what the current missions are, which have valuable rewards. The website will tell you what patches are coming up, and what is happening in them. Pay attention to these patch notes, because tanks are often moved or split. I obtained both the IS-4 and the Batchat as tier-9s, back when I couldn't afford 10s. I have obtained half a dozen tanks and garage slots simply by owning the tank that was going to be split in the next patch. I've obtained even more tanks and garage slots and credits by watching the website for WG's special occasion codes. Additionally, information about creative contests and scavenger hunts gets posted here. I've earned 16,000 gold from scavenger hunts, 28,000 gold from creative contests, 2,000 gold from Rampage's tank companies, and probably 15,000 gold or so from performance-based contests. Altogether, that's more than enough to pay for two full years of premium. And some of these weren't even very hard. Seriously, take 10 seconds each time you play to check worldoftanks.com for the announcements, there are plenty of rewards to be had by doing so.

 


*Do fix your settings
After adding the modpack, there are some settings that you want. http://fc08.devianta...jay-d6or4zh.png
Turn on inverse reversion to make the tank behave more like real world tracked machinery controls. This way, if you're holding down the A-key, and alternating W and S, you'll keep turning in the same direction, rather than stopping your turn each time you want to change vehicle direction. Get used to this early. Leave battle recording on. This sends replay files to your replays folder, which are very handy, especially if you have to prove that someone was doing something you don't like. Each battle recording is approximately 1MB, so don't worry about this slowing your performance. Most people also prefer to disable Assault mode. Lastly, enable serverside reticle. This gives a crosshair which is the true direction that the server thinks that you're pointing, lag and all. Use this, always. You will be far more accurate for it. Later on, you'll want to remap some controls to suit your tastes. Personally, I moved the 6-key to the spacebar, so that my fire extinguisher is always right under my thumb, and I'm not reaching for the 6 key in the middle of an intense fight. Saves me a lot of hit points.

 


OKAY, LET'S PLAY


I'm not going to cover tactics here. There are many guides for that, http://forum.worldof...tion-of-guides/ is an excellent place to start.

One of the questions I'm asked the most is "What line should I go up?" This isn't surprising, because the trees have had several years to get quite large and complex, with dozens of lines of vehicles. When I first started playing, I immediately got stuck in the M3Lee, the Pz38nA, and the A-20. Those were the three vehicles I was trying to grind through on a stock account. Anyone that knows the game knows just how badly I suffered to get through those three.

Pro tips: All artillery have recently been nerfed into the ground. Low-tier artillery suffered the worst of this, so avoid artillery until you have a good jumping-on point. UK, France, and China are more challenging to play and have more turds in the Tier-4-6 region. Don't start on these until you've got the hang of things. The American line that goes up the Stuarts towards the 57 Heavy is both expensive and difficult to run. Stay away until you have very solid in-game finances. The German scout line that runs up to the Aufkl Panther is difficult and expensive. Stay away until you're more experienced. Tier 4 scouts (Distinct from Lights, this includes the M5A1, the M5 Stuart, T50, A20, Luchs, and Pz38nA) have very bad matchmaking. Do not grind these until you have good crews to put in them.

Okay, so that's a lot of things to avoid. What ARE the good lines for beginners?
I think that these are the good lines for new players to start with:


MS-1 -> T-26    -> T-46        -> T-28         -> KV-1              -> T150 or KV-1S 
         -> T-60    -> T-70        -> T-80         -> T-34              -> T-34-85 or A-43 
L.Tr. -> PzJagI  -> Marder II -> Hetzer      -> StugIII          -> JgPzIV

                                             -> Marder38t -> PzSfl IVc      -> Nashorn 
          -> PzII      -> Pz IIG      -> VK2001D   -> PzIII/IV        -> VK3001D 
                          -> Pz IIIA     -> DW2         -> 3001H          -> 3002M or 3601H 
T1     -> T18     -> T82         -> T40          -> Wolverine      -> Jackson or Hellcat 
                                             -> M8A1       -> T49                 -> Hellcat  

Japanese, either branch up to Chi-To


Some people will disagree with me, but it is my belief that these are the 9 clearest paths into decent Tier 6 tanks that avoid the worst of the awful tanks until you're ready for them with good crews and more experience and perhaps a reserve of free XP. For the purposes of this demonstration account, I'm going to go up the KV-1 line, because I adore every vehicle on it, and it leads later to excellent tanks like the KV-4 and IS-3.

*Use FreeXP on parts, never on vehicles
We want to have more fun in tanks, and that means winning more. To win more, we must avoid bringing stock tanks as much as possible. Every time you buy a vehicle with freeXP, you are condemning yourself to drive a stock tank at some point in the future (or present). STOCK TANKS SUCK. No matter how much freeXP you have, you will need it for parts at some time in the future. A brand new Tier 8 or Tier 9 eats through 100,000 xp like nothing, and if you burned off all your XP to buy the vehicle rather than the parts, then you're stuck driving it stock for 50-100 games. Your win rate and credit uptake will suffer for this. So unless you are the sort of person who will pay money (gold) to buy freeXP and skip over a vehicle, SAVE YOUR FREEXP FOR PARTS ONLY. This helps so much.


My tutorial account finds that the 300xp that we gained through the tutorial is exactly sufficient to purchase all of the parts that we want for the MS-1. Mission accomplished, now I don't have to drive this thing stock, even on my very first battle.

 

Spoiler

 


*The best gun isn't always the top gun or the biggest gun
Quite often the opposite is true. Or sometimes you have many choices which are good in different ways. Let's take the MS-1 from my tutorial account. http://fc05.devianta...jay-d6or0ne.png
Now, we can see that there are two autoloaders (aka "machine guns"), the 20mm and the 23mm. These guns tend to suffer from high dispersion, so they're only effective at very close range. We see that the 20mm has the highest alpha in a clip, while the 23mm has the highest dpm. Meanwhile the 45mm and 37mm are far more accurate,and have much higher penetration. This means that of their respective Damage Per Minute coefficients, more of the damage will actually hit and penetrate, particularly against targets with any appreciable armour or at any range. The 37 fires faster and weighs less, so my tank will be more maneuverable if I take it. Accuracy and aim time are the same. The damage per minute on the 45 is higher, so for the moment, I'm going to mount the 45, so that I can fight at long range and deal lots of damage (I later switched to mounting the 20mm, which sucks against heavy armour, but is hilarious for unloading crazy damage into unarmoured targets). But there are 4 legit gun choices here. The B-3 is better than the Hotchkiss in every way, so I've ruled that one out. On some tanks, the choice is clear, one gun is head and shoulders above the rest, but on some tanks, you have to look at the numbers, and consider what your tank's role is in order to make the best choice of gun. More rarely (and most notably on the M4A3E2 and VK3601), the top turret may not be the best turret, depending on who you ask. Know your choices, do the comparisons.

 


*Never take a 50% crew into battle
Never never never EVER go into a battle with a 50% crew. You can get away with having a sub-par radio operator borrowed from another tank once you're at the higher tiers, but that's about it. A 50% commander means your view range is 3/4 of what it ought to be. A 50% loader means waiting 1.33 times as long for shells to reload. A 50% driver means turning slower, accelerating slower. A 50% gunner means shots straying wide and bouncing, and your turret turning slower. All of this means killing less and losing more. Now, since this demo account only has 300 gold, because I'm simulating a cheap newbie who hasn't decided whether or not he likes the game enough to put money or effort into attaining gold, I must instead play enough games in my Tier 1 vehicles to reach 70,000 credits. Don't be afraid of playing Tier 1. It never loses money, even if you suck hardcore.

By alternating between my MS-1 (playing a few different guns on it to experiment a little and learn more about my choices from the previous point) and my T1 cunningham, I rapidly get to 70,000 credits. Now it's time to invest in a Tier 2. Most new players buy it the first chance they get, and play it stock with a 50% crew, and lose a lot. But we're going to be smarter than that so that we can play better and win more.

.

 

Some people transfer the MS-1 crew into the T-26, and eat the loss of the skills so that they can have an 80% crew for free. This is a waste of a 100% crew that cannot be easily replaced without gold, who we would prefer to stay in the MS-1 and continue valiantly fighting to make our credit pile bigger.

With 70,000 credits, we have successfully avoided bringing a 50% crew to our first Tier 2 fights. Now to de-stock this tank a little bit. With that 300 gold that WG started me off with, I'm going to convert some extra research to augment my freeXP, which, at 5% per battle, has not built up sufficiently to de-stock my Tier-2 tank. In fact, over time I'm going to use up all of the 300 gold that way, to avoid playing stock tanks as much as possible.

 


*Invest in your crews
Crew XP is a valuable, but somewhat hidden asset. The key is to ensure that as little of it escapes as possible, while also ensuring that what you do have is being well-used. So rather than let extra research build up on tanks, we will turn on crew acceleration as soon as each tank reaches elite status. A large reserve of XP on a tank after all available research is complete is completely useless unless you intend to convert it with gold. So, with all of this in mind, I'm going to sell away my Tier 1s, except for the T1 Cunningham and MS-1, which are currently my breadwinners. Tier 1 tanks cost 0 gold to sell, and 0 gold to buy, so it costs literally nothing to simply buy the tank back later and put the crews right back into them again. If I want to use the 100% crews in the Tier 1s later, I can do so without penalty. They are patient, they will wait for me. DO NOT "DISMISS" your 100% Tier-1 crews!

Accelerated crew training works like this: If your tank earns 500 XP for a match and has a 4-man crew, then really, you are earning 2,500 XP. That's 500 for each crewman, deposited right into his XP pool, and 500 for the tank, which is the number next to the research button. With Accelerated Crew Training on, the 500 that would normally be dumped into the tank's reserves to sit there and collect dust until you unlock it with gold, instead goes to the crewman with the least XP, marked with a gold highlight, as seen here:



So a large crew is a two-edged sword. On the one hand, if you have 6 men in your tank, you are training up 6 men for later use. The 500xp from the previous example is being multiplied 7 ways (one for each man, one for the tank). Each crewman will be the special birthday-cake extra-XP man 1/6 of the time, resulting in a cumulative average bonus of 83xp each. On a 2-man crew, by contrast, your 500xp is being multiplied only 3 times, resulting in only 1500 total XP between the tank and crew, but the two crew have the bonus half of the time, resulting in an average 50% boost to their individual XP uptake. In summary: Large crews train more men, small crews train fewer men faster.

Crew training over time is the reason that you should endeavor to do your x2 battles for each tank as often as possible. A single x2 battle in each tank goes a long way to building up strong crews. You will often hear about people that have 100+ tanks in their garages. I think these guys are crazy, because spreading battles out amongst that many crews prevents them from ever becoming really deadly. You can have 100 crews at 1 additional skill each, or a dozen crews at 3 additional skills each. In the former case, you're going into all your battles with 1 skill, in the latter case, you're going into ALL your battles with 3 skills behind you, which is very very nice, and helps you to WIN MORE. For this reason, I deliberately limit the number of garage slots available to me, and keep all of my crews in active tanks. DO NOT dismiss crew-men with extra skills on them. I have, and I've regretted it sorely.

One more point for this wall of text: if you send a crew to a new tank with credit retraining, they do not lose their secondary skills. So even while they take a hit down to 90%, 80% camouflage bonus is still 80% effective all the while. Therefore, we're gonna let the little numbers circled below build up for awhile before these men get to go to a new tank. We're not making fast progress, but we are building a solid foundation for a very profitable garage that sends out good tanks with good crews in them, and wins more. You want to win more, right? Of course you do.



Extensive additional information about the mechanics of crew-training can be found at http://wiki.worldoftanks.com/Crew

 


*Platoon platoon platoon
Think for a moment about how stupid the average person is. Then realize that half of them are even stupider than that. By platooning, you replace one or two of the morons on your team with reliable brosephs who will watch your back, who will force-concentrate with you, and who will pool knowledge on various topics. This slows down the pace of your games, since you have to wait for your platoon-mates to die before you hop into your next battle, rather than just hopping from one to the next each time you explode, but you will win more. If you win more, your profit margin is higher, and you can advance faster. It is important that you have voice-comms with your platoon-mates, ideally via a 3rd-party system like Skype, Raidcall, Teamspeak, Ventrilo, or whatevs. Only use the in-game comms as a last resort, because they suck. It is well-known that platooning can increase your win ratio by as much as 10-15%, if done effectively. A good platoon is a HUGE boost for your team. I think it's more fun that way, personally. Platoon as often as possible, even if that means asking around in-game or in -*shudder*- the General Chat channel. If you absolutely must use in-game comms, it's worth noting that in the Settings Volume tab, "Microphone Sensitivity" is actually Microphone Volume. Begin your platoon by ensuring that your volume levels are good for each other. The next two points pertain to making good platoons.

 


*Know the Matchmaker Chart
In order to platoon effectively, there is one last thing you need to know: The Matchmaker Chart. Since the whole platoon will be pulled into battles based on the HIGHEST upper limit and the HIGHEST lower limit, you need to know what those limits are. Detailed explanation is to be found at http://wiki.worldoft...ics#Matchmaking . Ideally, you want your vehicles to have the exact same matchmaking.

 

9.2 VERSION HERE 

Light blue represents light tanks, orange represents mediums, purple are heavies, red are SPGs, and green are TDs. 

So for example, reading the Tier 8 TD column across, we can see that we can get into 6-7-8 battles (column 8) all the way up to 8-9-10 (column 10). 

Notice that light tanks platoon perfectly with all other vehicles that are one tier higher than they are. This means that a Tier 6 light tank platooning with a pair of tier 7 medium tanks will be a good combo.


PERFECT PLATOONS:
KV-1 + M4 + T-34    (All same tier, no preferentials)
AMX12t + KV-3 + Tiger      (All same matchmaking, no preferentials)
M40/43 + AMX50-100 + T28 prototype  (All same tier, no preferentials)
Pz1 + Pz1 + T7 combat car (All three get the same preferential matchmaking)

OKAY PLATOONS:
T44 + Type59 + Type59 (44 may pull the 59s one tier higher than they'd normally see, not a huge deal)
T-28 + T40 + T14 (T14 will prevent the others from seeing Tier 4 battles, not a huge deal)
T-50 + KV-1 + KV-1 (T50 will not see Tier 4 battles in this platoon, whatevs)
Pz1 + Pz1 + L.Traktor (Pz1s prevent Ltrak from seeing Tier 1 battles, no biggie)

DO NOT DO THIS PLATOONS:
Locust + T46 + T21 (Locust and T46 are meant to go to Tier 5 max. T21 will bring them into a Tier 9 battle. BAD)
MS1 + NC31 + T2Light (T2Light will pull the Tier 1s up to a Tier 4 battle. BAD)
L.Traktor + L.Traktor + Maus (You are depriving your team of two useful tanks. If you do this, you will be hated. some consider it as bad as teamkilling.)
Valentine LL + B2 740f + AMX40 (The premiums are meant to only see Tier 4 battles. AMX will drag them up into Tier 6, where they will suck.)

Do not make bad platoons. If you do, you will lose more. You may even be regularly teamkilled for extreme examples of bad platoon construction.

In addition to the utility of the matchmaker chart for platoons, it is also important for cross-evaluating tanks. For example, by consulting this chart, one sees that the Crusader, a Tier-5 Light tank, should NOT be considered by the same metrics as the Chaffee, which is ALSO a Tier-5 light tank. The differences in their capabilities should be taken in the context of the crusader seeing a maximum of Tier 7, while the Chaffee sees a MINIMUM of Tier 7. This is especially pertinent while evaluating Premiums, since many of them have preferential matchmaking. For example, when comparing the T-127 to the Locust, it's worth noting that the Locust will fight in Tier 5, while the 127 will not.

 


*Keep at least one vehicle in each Tier
Many people sell off all their low-tier vehicles as they move up the tech trees. I suggest that you not do this. Keep one good tier-1 vehicle that you really like. Keep one good tier two, and a tier three, and so on. This will prevent many of the common complaints that I hear from other people, and that I never suffer myself by following this rule. Things like: "I had to sell and buy a bunch of tanks and spend a whole bunch of gold just so I could participate in this low-tier event." or "Sorry guys, I can't participate in Junior companies because I don't have a Tier Four." or worst of all is when you get THAT GUY in platoons that's all eager to platoon with you, and as everyone is switching it up to get their daily x2 battles, THAT GUY whines about "Guys, I only have tiers 7, 9, and 10." THAT GUY sucks, and will not be platooned with as often as someone who has tanks in every tier that he's reached.

 


*Prioritize x2 Battles
Or on Special Weekends, x3 or x5 battles. Getting that double-XP for the win is very handy, even if you don't need the XP for that particular vehicle's research. This is more XP for your crew, more XP to unlock parts, or whatever else you're using it for. Steadily doing all the multiplicative battles each day has huge effects over the long term. Once I had a large enough garage, getting all of my "doublers" was enough to keep all of my tank lines advancing quite steadily, pushing all of them patiently and efficiently rather than grinding the cuss out of a single line.

In short, it is better to play 10 different tanks 1 time per day, than the same tank 10 times in one day, so that over time, the XP-per-battle is as high as possible, and the most crews and tank lines have been advanced simultaneously.

 


*Buy equipment efficiently
Tank equipment is essential to a good garage that wins more. I cannot tell you exactly what equipment to buy, because there are many theories about which 3 pieces are optimal. Personally, I'm partial to ammo rammers and crew ventilation. However, early on, there are a few tips for how to purchase efficiently. More information is here: http://wiki.worldoftanks.com/Equipment

  • DO put equipment onto tanks that you will keep indefinitely. The improvement in performance will pay off in the long run.
  • If you do not intend to spend gold on demounting equipment, then there are two ways to effectively buy equipment. The first is to wait for an equipment sale and stock up on binoculars, camouflage nets, and repair kits, all of which can be freely transferred from one vehicle to the next. The other method is to wait for an equipment sale and purchase whatever you want. Half-price equipment, which is later sold at half-price along with the vehicle has cost you an overall sum of zero credits, and improved that vehicle all the way along, at a cost of zero gold. It is like a free rental, really. If you have the credits to spare, buy extra equipment of types that are used on a wide variety of vehicles. this ties up credits, but prevents the expenditure of gold.
  • If you must pay full price for your equipment, AND do not want to spend 10 gold to demount that equipment, then we will start with ventilation on the low-tier vehicles. Ventilation on light vehicles is only 50,000 credits, and gives a 5% crew bonus to all skills. The end result is a 2.5% buff to all stats. 2.5% more horsepower, 2.5% faster reload, faster aim, longer view range, and so on. Gaining small edges like this is important for winning more, and improving profitability. Being able to see further, for example, makes you more likely to be able to spot your own targets, and not have to share your damage earnings with a spotter, since credit for damage dealt is 100% if you spotted it yourself, but only 50% if someone else is lighting the target, with the other 50% divided amongst the spotter(s).
  • http://wiki.worldoft...ce_and_Credits​
 
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TLDR version: Rather than rushing up into more Tier 3s and 4s, HowToTonk has decided to purchase a set of vents for the T-46 and the T-18, since these are vehicles that I wish to keep. I do not put vents on my T-26, because I intend to sell it soon. Why that one? Why keep the T18 as my tier-2 instead of the T-26? Simple:

 


*Keep the tanks that you like to play
I see people dump their favourite tanks all the time, just so that they can continue up one line or another. Do not do this. If you hate a tank, by all means sell it. But if you enjoy a tank lots, then keep it. The next one won't go bad, it'll be there when you're ready for it. On my main account (KingAlphyn), I still haven't bought the E-50M, and I unlocked it a year ago. Why? Because I love the tier-9 E-50, and I like my German medium crew right where they are. As new tank lines come out, I try them, and if I love anything new more than what I had previously, then the new vehicle becomes my permanent vehicle for that tier. My love of the T-46 surpassed my love of the Locust. My love of the Cruiser IV surpassed that of the T-46, and so on. So my preferred Tier 3 evolves over time, but I always have my favourite vehicle in that tier ready to go.

Speaking of, let's see how HowToTonk is doing so far.

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Overall the account is off to an excellent start. The win numbers and experience uptake are great. I haven't had to play ANY stock tanks, or spend ANY money.

We can see that the T-26 is having a rough time, compared to the T-18. And that my cunningham is outperforming my MS-1. For now, I will keep both Tier-1s, because I need their 100% crews churning out credits for me, but I could give up on the T-26 if I'm not enjoying it, or I could stick with it a little longer and see if I can make it work. Since I have no pressure for garage slots right now, there is no pressing need to sell the 26, but we'll run out of garage slots soon enough.

 

(to be continued in the next post)




#5549179 On Track Event tracking

Posted Panzer_III on Sep 23 2013 - 05:00

This post will help to tracking which tank is in the progress,ended or coming soon in the event

Sort by Nation V2 (All sever)

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Sort by Nation (US only)

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Sort by date (Thanks 3BAC)

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+1 me if it helpful :trollface::trollface::trollface:  (Almost reached 200+ just a little bit more :D) (It will be cool if this post in on 1st page ^^)
Update : T110E3 is the next tank

Small tip Ctrl + F is your friend :P

I will try to keep this post updated


Note