Jump to content


What NOT to do: A Tale of Bad Players


  • This topic is locked This topic is locked
394 replies to this topic

keptin #1 Posted Mar 17 2011 - 11:21

    Staff sergeant

  • Beta Testers
  • 1705 battles
  • 307
  • Member since:
    07-26-2010

*
POPULAR

Posted Image


Other useful threads:
Tips, Tactics and Strategy -- Visualized
How To: Record Your Gameplay, Take Screenshots
Kep's HD Map Pack for GTactix
High Resolution Maps - With Gridlines




As with many of you, I'm thrown into battles with the most inept and incompetent players, regardless of tank tier.  Since WoT doesn't have a system in place to balance by skill, the next best step is to provide companies and clans with information to train their new recruits.  This is one of those threads.

This is a mass list of what NOT to do in this game, outlining the mistakes I've seen others make.  Post a story about a bad player you've encountered in-game and what they should or shouldn't have done that ultimately got you killed or lost the match.  Avoid turning this into a rage thread by keeping it concise and to the point.  We'll form an organized list of tears.

Disclaimer: Everything in this thread is based off of my personal experience and the experience of others. It's not necessarily fact nor is it necessarily correct.  I'm happy to make changes if you post suggestions.


Special thanks to these contributors:
-jdtherocker, thorleifer, MemoryReborn, brojones, Ivin, Arishtat, LiddleHart, reicher, cipher_nemo


What NOT to do:


1. Act moronic. Let me elaborate...

1. Stop throwing yourself at the enemy one brave (stupid) tank at a time.  Either move as a group and support one another or don't go at all.

For the same reason a choke point is effective at killing your enemy, attacking a larger force with a few tanks or one tank at a time is a great way to get yourself killed.  It allows the enemy to deal their combined damage to one target, whilst spreading that target's firepower over multiple tanks.

2. Don't haphazardly run around out of cover.  Cover is everything; you love cover and want to hug it like your mother.

Posted Image

It's ok to make a break for it and rush the enemy line, given the right time and place.  That time and place almost never comes two-minutes into the game on the open field of Malinovka and similar maps.  Watch what the higher tier (and hopefully more experienced) players are doing on your team if you have any doubts.  Of course, staying behind the same cover (camping) can be equally detrimental to your team.  Good players will learn how and when to move between cover.

3. Don't stand still when brawling with an enemy tank. You're letting them flank your sides and rear. It seems some players get tunnel vision when they're engaging an enemy and forget about their surroundings.

When brawling an enemy tank, you should be aware of your aim, direction, speed, enemy and friendly locations, enemy artillery, etc.  The worst player is the one that puts on blinders once they see a target, focused only on aiming and firing.  It's this player that's easily flanked, baited into traps, and is a liability to their team.

4. Watch your aim! That last round just went into my side.

Posted Image

Nothing is more frustrating than when your team is working against you. Whether I'm a medium circling a heavy tank or just simply sitting between you and the enemy, you have to know where to aim and when to pull the trigger to avoid shooting me.  This goes the same for artillery firing at targets with friendlies in close proximity.  If I got a dollar for every time I've taken friendly fire from some idiot with an itchy trigger finger, I'd have $500.

5. Learn how to balance training matches already! Don't assume that smaller tanks are weaker tanks or that many tanks will defeat fewer tanks.

"T1 is heavy tank, T-34-85 is medium tank. I KILL YOU EASY! LOL", I get this a lot in training matches while I'm sitting there thinking the same thing.  When balancing, tank tier, tank type and player skill should both be considered.  Unfortunately, when it comes to random battles, the currently matchmaking system doesn't account for the latter.

6. You're wasting your breath whining that I "stole your kill".  I'm going to kill everything I can, without exception.

Players that whine "kill stealer" are ignorant to the fact that this is a team-oriented game.  Because a tank with 2% health is as effective as a tank with 100% health, I'm going to fire at everything I can, regardless of its remaining hit points, lest it get one more shot off into me or my teammates.  You whittled that guy down to 12% by yourself and then I killed it, tough sh*t, it happens to all of us.

7. If you're an IS-7, don't fire at the well-covered TD in the tree line when there's an IS-4 sitting right next to you hammering your side with shells.

Be smart with how you prioritize your targets.  That TD sniping you from half a click away is going to be a hell of a shot compared to that serious threat right by your side.  Kill that guy first; use him as cover while you're at it.

8. If you're one of the two mediums left searching for the one remaining heavy, don't run out from cover and go Rambo on it when your friendly medium is trying to get to you from across the map.

This is just an extension of throwing yourself at the enemy one by one.  When I'm across the map or valley, I won't be able to help you in a brawl; the best I can do is snipe.  Don't throw away the power of two coordinated tanks by taking it on solo.  Regroup and work together.

9. Stop jumping in front of my fire!  Unless I just fired and you're able to get in and out in time for me to reload and re-aim at the target, just don't.  Know that you're not only blocking my fire, but ruining my pinpoint aim on whatever target I have my making my reticule jump to you.

10. If you are asking for artillery support, please don't be too close to the target you want your artillery to eliminate.

Posted Image

Contrary to popular belief, artillery isn't laser accurate and splash damage doesn't discriminate. If you're too close, most artillery players will hold fire. Those that do risk the shot means that you run the chance of getting splashed, or even worse, getting directly hit.

11. Stop whining to me in chat that I let you die after you walk into an ambush at an obvious choke point or kill zone where I didn't/couldn't support you.

Learning these maps is a trial and error affair, but it helps by watching more experienced players (often with higher kill counts).  There are open no-cover areas and choke points all over these maps where experienced players choose to avoid.  Don't cry to me because you made a poor decision and I didn't follow you to my death.

12. The next person who uses me as cover and drives right up to the back of me so I can't retreat will become my primary target.

By all means, use the thick hide of my stronger tank to protect you, but don't get in my way as I retreat to cover.  A key tactic is firing from cover by ducking out, firing, then ducking back in.  If you're stuck to my rear, I can't back up and I'm left exposed to enemy fire.  I may yell at you on chat to move, but if you don't get out of my way before my next round loads, it's going into you.

13. Stop firing randomly at the ground and in the air for no apparent reason other than you're bored.  It gives away your position and mine.  I'm very tempted to just kill you right there and then so you're not a liability.

14. High-tier tanks, especially heavies, don't camp and force the rest of your team to advance/defend the line.

Posted Image

Unless you're a sniper tank, your team needs your heavy armor and boatloads of HP to tank damage and dish damage on the front line.  In matches where the top three tier tanks are the heavies for your main push, one sitting back leaves the other two to take the brunt of the enemy's top tanks.  This effectively results in you feeding your enemy one tank at a time until you're out of tanks.

15. If arty is firing at you behind your little bush, please move, you've been spotted and chances are that next shell won't miss.

In general, if an artillery shot hits near you, you've been spotted and it's time to move before they reload.  Even if you kill the spotter, the arty player isn't stupid--he'll anticipate your movement based on your speed and direction last he saw you.  If you were last seen standing still camping/sniping behind a bush or ridge, expect arty to fire in that spot once more for good measure.

16. Know your tank's strengths and weaknesses as well as your enemies'.

If you're observant, by trial and error, you'll learn how to engage enemy tanks depending on what they and you are driving.  This is critical to deciding whether you can take that derp KV while it reloads.  Take a look at the tech tree to find new tanks you've seen in battle and see how they relate to what you're driving; playing them yourself helps as well.  Over time, you'll learn how to approach tanks on the field, so you're not that guy in the A-20 trying to peck a Tiger to death.

17. Don't expect me to know what you're thinking.  I can't read your mind and something obvious to you might not be obvious to me.

Use chat to give commands and state your intentions.  It's awful, but it's the best you've got for communicating.  WoT voice chat is archaic in its inability to tell you who is saying what and where they are for such a tactical game.  A quick, "setup ambush here *click* D5" or "I'll distract, you flank" can go a long way.

18. Stop running head first into TDs, that's where their boom-stick points.

Flanking a TD makes for a quick victory, charging its front doesn't. Get to its sides to flank it; if he keeps turning to face you, fire at his tracks to track him.  Even the largest TDs and artillery are prey for mediums, especially with their ridiculous reload times.

19. Um, are you sure you want to sit there?

Every few games, I see one player who accidentally his strategy, parked in the worst place possible.  This guy is just waiting to be hit, spotted or ambushed.  Be aware of your surroundings and position yourself accordingly, which often means in or behind cover.  Also, stay off of bridges unless you intend to block them with your corpse.

20. Don't pile up!  If 85% of the team takes one flank, things are looking grim.  85% is 15% less than a committed "All IN" rush, and 35% more than is needed to push that flank (assuming two possible routes).

It's been dubbed "lemmings", as in, "Wee! I'm going to follow the guy in front of me to my death!".  If the team bunches up on one line, the enemy will push the weak flank and defeat you.  Even it out, teams of 15 mean you can push 5 tanks per line on three-line maps and 7/8 on two-line maps.  Groups over 5 become increasingly less effective as they can only bring so many guns to bear given the available cover on any one line.

21. Dammit, learn how to counter a cap already so we don't have to debate the greater tactics of capping/defending while it's happening.


Every instance of capping is different and you have to make the decision based on that circumstance, but let's take a look at a common scenario:  Enemy has two tanks remaining and you have four.  All of your four tanks are right next to the enemy base when the enemy begins to cap.  Do you, A, all simply drive into their cap and out-cap them 4:2?  Or do you, B, **** up?  Given this scenario, why try to get across the entire map in time when your group can cap faster than theirs?  Alternatively, if most of you are in the center of the map when the enemy begins capping, someone is going to have to slow or stop the cap by hitting or killing the enemy capping; you won't be able to counter-cap in time.  If you know the enemy capping is in a high-tier tank, then that "someone" probably shouldn't be a lone mid-tier medium.  Think of it this way, once the enemy starts to cap, your match depends on either stopping the cap by killing them or capping theirs faster than they can cap yours.  Given the remaining tanks and their locations, you need to quickly choose one of these or a combination there of.

22. "Arty, you suck."

Arty is not the orbital laser cannon everyone makes it out to be.  Not only do they have to worry about their arc of fire hitting obstacles, but higher tier arty has 1000+ credit shells, long aim times and can seriously damage friendlies within the blast radius.  Sure, sometimes arty does suck, but the battle has never hinged on any one unit--chances are, if you're losing, you and the rest of your team sucks too.  Why is it only arty's fault?  Better to just keep your mouth shut unless you've been watching him the whole time and are an elite infallible arty player.

23. Sun Tzu didn't wing it and neither should you; have a game plan and adapt with changing battlefield conditions.

Alwyas, always, always have a plan and be prepared to adjust that plan as conditions on the battlefield change.  Keep your eye on the minimap and strategize for an end-game victory.  Avoid risky maneuvers that trade tanks of high value for tanks of low value; your selfish kills cost us a T-44 and them a Leopard and T1 Heavy

24. Don't let a few tanks stop your entire advance.  Your 8 tanks can steamroll a couple heavies guarding a flank.  Don't let them hold you long enough for the enemy to take your weaker flank or reinforce theirs.  Push through.

25. TDs, you're not the best assault vehicle.  As much as you want to go Rambo on the other team, you'll be more effective supported so you don't get popped.

Again, TDs have their armor and boom stick up front, which leaves side and rear shots are deadly.  Every once in a while some hot-shot TD goes on the assault to slug it out with the mediums unsupported--it often doesn't end well if said mediums happen to know what they're doing.  This is just a matter of knowing your strengths and weaknesses.  I once killed a Jagdtiger solo in a (tier 5) T-34...the guy was probably laughing until he missed and I ran up next to him.

26. Quit yelling at me to "stop capping" so you can kill the last two enemies; if victory is in my grasp, I'm sure as hell going for it.  What happens if some remaining ace kills you and your little pals and then comes gunning for me? I'm capping.


Only fools would give up the opportunity to win the match by cap.  Don't waste other players' time by running around searching for that last tank.  If you can take the cap, do it.  It should be noted that unless otherwise stated, you should NEVER CAP or stay in cap in training matches.  The unspoken rule is that these are to the death and end when one team is out of tanks.  In addition, while effective and ok for use in standard battles, camping cap in training matches to draw out your opponent is a piss-poor dishonorable tactic and, as host, I'll kick you if you do it.

27. Don't rage quit because the battle isn't to your liking.

Posted Image

Ragequitting poorly reflects on you and your clan; I've heard all the excuses ("my precious time", etc.) and I think it shows poor character.  Matchmaking and bad teammates can be frustrating, but you're already committed to the match.  If a fiery death is inevitable, make the best of it.  The right mentality: "If I'm going to hell, you're coming with me."

28. You're allowed to retreat.

Unlike Soviet conscripts, you have the peace of mind that you won't be gunned down if you retreat.  So when facing unsurmountable odds, why don't you? Sure, sometimes your only choice may be to push on to cover or continue what has become a suicide venture, but often you can pull back and regroup.  If a scout uncovers a massive force headed your way, your best option may be to retreat or fire while retreating.  Only dig in and hold ground if you must and never advance on a larger force.

29. Stop knocking down tress and cover.

Enemy tanks and arty can see you hitting trees and crushing objects (fences, cars, houses, etc.) on the map.  Avoid it when possible.  In addition, if you just crushed a bunch of stuff, you might not want to sit right there as exploratory arty might blindly plop a shell down.  Thirdly, destructible cover is still cover; please don't destroy all the cover, especially if I'm behind it.

30. Matchmaking sucks pole, no need to remind us.

Whining is your prerogative, but you can take comfort in the fact that we all know the matchmaker blows.  When your anchors are mediums and theirs are heavies, it sucks.  When you're repeatedly tossed in a 3 or 4 tier spread, it sucks.  When you're on a dopey team with mostly un-clanned players vs four platoons, you know it's gonna suck.  Until the matchmaking is improved, there are going to be endless things to complain about.  Unless it's miraculously unbalanced, save your breath in-game; after 300 battles, seeing an awful match-up shouldn't surprise you.  If you have the energy to complain, do it on the forum where the devs can read it.



Also see Kurt_Knispel's comments on Frequently Made Errors,http://forum.worldof...dpost__p__19771

Erictheawful #2 Posted Mar 17 2011 - 11:41

    Sergeant

  • Beta Testers
  • 11241 battles
  • 204
  • Member since:
    09-03-2010

Quote

-For the love of god and all that is holy, heavies, stop wasting your shells on mediums and lights when there's another heavy right in front of you. In other words, STOP GOING FOR THE EASY KILLS.

Problem with this is while the mediums gun may not be a threat to me from the front, it stands a really good chance at penetrating my side or rear armor. Allowing a medium tank to flank you is a very good way to end up burning.


EDIT: The thing that annoys me the most is when I take my IS-7 out to play and I suddenly understand what its like to be the pied piper.

Ivin #3 Posted Mar 17 2011 - 11:56

    Staff sergeant

  • Beta Testers
  • 22686 battles
  • 377
  • Member since:
    07-09-2010

View Postkeptin, on Mar 17 2011 - 11:21, said:

-For the love of god and all that is holy, heavies, stop wasting your shells on mediums and lights when there's another heavy right in front of you.  In other words, STOP GOING FOR THE EASY KILLS.
I agree with them all but this one.  If I can take out 2 small targets with 2 shots and it saves them from getting behind me or by me to kill the arty I will take those 2 shots.  I can keep my heavy front armor to the heavy and save my arty that should be shooting the heavy that he can hit or counter-artying (he is not good at hitting the small fast mediums).

I will add one, "If you are a fast medium, or even a heavy, stop running head first into the front of TDs!  THATS WHERE HIS GUN IS!!!"
I say it twice today where a T-54 ran face to face with a 704 and they track eachother and then the 704 blows the T-54 up.  DRIVE AROUND THE TD AND SHOOT HIS SIDES OR REAR!

Wipeout_from_Serbia #4 Posted Mar 17 2011 - 11:59

    Sergeant

  • Players
  • 5649 battles
  • 133
  • [_DOC_] _DOC_
  • Member since:
    02-16-2011
+ 1
True stuff.
'nuff said.

Erictheawful #5 Posted Mar 17 2011 - 12:16

    Sergeant

  • Beta Testers
  • 11241 battles
  • 204
  • Member since:
    09-03-2010
Heres another When I'm playing as arty and by the time I get set up I realize the entire team has gone down one flank and I'm left to defend myself. Then I get asked why I wasn't helping hit the heavies. :rolleyes:

misanthrope0 #6 Posted Mar 17 2011 - 12:17

    First lieutenant

  • Beta Testers
  • 12957 battles
  • 830
  • Member since:
    10-19-2010
Funny you don't have too many battles played yet you seem to have learned what many after 3K hasn't yet! Add to this:

Do not let 1-3 tanks hold up a push on one flank by 6-8 tanks by sitting back and sniping at them while the other team notices where your at and rolls up your other flank. Swamp the other the couple of tanks by shooting on the move or moving forward on the reload. 1 or 2 tanks should not be able to hold up an attack for 5 minutes!

keptin #7 Posted Mar 17 2011 - 12:18

    Staff sergeant

  • Beta Testers
  • 1705 battles
  • 307
  • Member since:
    07-26-2010

View PostIvin, on Mar 17 2011 - 11:56, said:

I agree with them all but this one.  If I can take out 2 small targets with 2 shots and it saves them from getting behind me or by me to kill the arty I will take those 2 shots.

I'll change it because your example is sound, but there's certainly a time and place where heavies should focus their fire on the heavies and let the mediums take care of each other.  It frustrates me to no end when the highest tier/s heavy dies firing at mediums whilst being hammered by shells from an enemy heavy.  As a medium driver, I'm confident I can kill other mediums, but when our two highest tier heavies go down without seriously crippling the enemy heavies, meds and arty are left with the burden of taking them and it's a whole hell of a lot harder to coordinate an attack with other derp-teammates than for one or two heavies to pound other heavies.



View PostLiddelHart, on Mar 17 2011 - 12:17, said:

Funny you don't have too many battles played yet you seem to have learned what many after 3K hasn't yet!

It shouldn't take new players 3000 battles to learn basic tactics, yet there are plenty out there that seem to accumulate "xp" without the accompanying tactical experience.  It's shocking.  I think this is in part due to the huge influx of "little kids" with a lot of time on their hands; the way WoT is structured, players don't need to improve their skill to advance.

jdtherocker #8 Posted Mar 17 2011 - 13:20

    Major

  • Beta Testers
  • 14009 battles
  • 11,291
  • Member since:
    01-19-2011
Its so sad its true another bad thing that peeps do is that they go out in open get behind cover

thorleifer #9 Posted Mar 17 2011 - 13:32

    Sergeant

  • Players
  • 8759 battles
  • 110
  • Member since:
    01-31-2011
here is one.
if you are a scout or a light and have a medium or heavy or td right next to you, stop dodging in and out in front of the bigger tank as chances are I am going to blast you because you just moved in front of my shot. and as was allready posted stop driving right up onto my backside or I am going to turn my turret around and blast you.

keptin #10 Posted Mar 17 2011 - 13:44

    Staff sergeant

  • Beta Testers
  • 1705 battles
  • 307
  • Member since:
    07-26-2010

View Postthorleifer, on Mar 17 2011 - 13:32, said:

here is one.
if you are a scout or a light and have a medium or heavy or td right next to you, stop dodging in and out in front of the bigger tank as chances are I am going to blast you because you just moved in front of my shot.


Great one, that drives me nuts.  Added & credited.

jdtherocker #11 Posted Mar 17 2011 - 14:31

    Major

  • Beta Testers
  • 14009 battles
  • 11,291
  • Member since:
    01-19-2011
Know what else aggrevates me let other tanks pass I grind my teeth when people hit my tracks on tanks that take forever to accel let rthe faster ones go first

misanthrope0 #12 Posted Mar 17 2011 - 15:05

    First lieutenant

  • Beta Testers
  • 12957 battles
  • 830
  • Member since:
    10-19-2010

View Postkeptin, on Mar 17 2011 - 12:18, said:

It shouldn't take new players 3000 battles to learn basic tactics, yet there are plenty out there that seem to accumulate "xp" without the accompanying tactical experience.  It's shocking.  I think this is in part due to the huge influx of "little kids" with a lot of time on their hands; the way WoT is structured, players don't need to improve their skill to advance.


You would think, reality is something different!

While were at it if the team matched against you has a lot of high tier mediums expect a quick rolling flank movement towards your cap, don't know how many times I've seen heavies roll into the city in Ensk while the other teams mediums take the cap from the other side. In fact 75% of battles on that map are decided by the grassy flank!

And this, if the match has 3 or more arty on each side, counterbattery is the first artillery objective, you can give support after you suppress their artillery.

Arminius18 #13 Posted Mar 17 2011 - 15:32

    Sergeant

  • Players
  • 8374 battles
  • 124
  • Member since:
    02-24-2011
As a medium we need leadership from the heavies to direct a coordinated attack.  Too many times a T32 or IS-3 either camps out at base or rushes off by himself without giving the mediums a chance to cover flanks.

Quax1102 #14 Posted Mar 17 2011 - 15:36

    Sergeant

  • Beta Testers
  • 0 battles
  • 138
  • Member since:
    12-06-2010
Maybe you should add "Don't refuse to defend the base when you're the nearest tank available".

I've seen so many battles lost because no-one cares about turning back and heading to base once it's captured. To me it would be one logical thing that in such a case the two or three tanks nearest to the own base would return and (a) protect arty (b )  kill / damage the capturing eny tanks.

I've experienced so many battles that have been won by a team having only 2 or three tanks (in one case one tank - that was me :Smile_great:  ) left against say 5 or 6 from the other team, despite it would have been possible to reach the own base in time and thus, by setting back the cap counter by damagig the tanks, give your team the chance to win the capture race.

GrayDawg #15 Posted Mar 17 2011 - 15:43

    Corporal

  • Players
  • 5295 battles
  • 77
  • Member since:
    02-25-2011
Quite a few times/every now and  then I have been trying to either flank, or hold a position/choke point, with just a few others, while all the Lemmings are all off on the other side of the map doing their Lemming thing (SURPRISE!). It looks like it's going to be tough one, few shots connect with us while we try keep the Huns a bay, and then what happens...my team mates decide, this is too dangerous/boring/'mommy they pick on me' and drive off leaving me alone up there. They drive off probably to join  the other Lemmings, or to just miserably die alone on the road when picked off by some enemy sniper. Deserters! Then of course 9 times out of 10, I will die shortly after since defending alone, is very hard.

So, please...try and stand your ground instead of all of a sudden decide to take a 10 min drive all the way across the map, half dead (or sometimes not even hit at all WTF?!), to join the other flank. If we stay, we will halt their advancement on our flank and even more importantly, tie down some of their resources, thus making it easier for the rest of our team to advance. Seconds do count when the base capture meter is ticking. Every bit of damage we can do to them, will make it easier for someone else to pick them of later should we die when trying to stop them. Work together and support each other=Win!

P.S. Also, would it kill you to actually try and not bump into every vehicle you possibly can when driving off from from the starting area? Then get pissy at everyone else and bump them some more, alternatively, shot at at them. Yes, you know who you are you little pricks.

MTanker #16 Posted Mar 17 2011 - 18:11

    Staff sergeant

  • Beta Testers
  • 13697 battles
  • 300
  • Member since:
    09-02-2010

View PostErictheawful, on Mar 17 2011 - 11:41, said:

Problem with this is while the mediums gun may not be a threat to me from the front, it stands a really good chance at penetrating my side or rear armor. Allowing a medium tank to flank you is a very good way to end up burning.


Also, a medium at 15% is just as dangerous as one at 100%.  If I see nobody else engaging him, I'll pop him to remove another gun from the battlefield, even if there is a bigger tank nearby.  I often see outnumbered heavies engaging other heavies while badly wounded mediums pick away at his HP from the sides.  If you can reduce the number of tanks hitting you, do so!

Quote

P.S. Also, would it kill you to actually try and not bump into every vehicle you possibly can when driving off from from the starting area? Then get pissy at everyone else and bump them some more, alternatively, shot at at them. Yes, you know who you are you little pricks.

Amen, brother.  To add to this, if you're in a slow tank, don't get in front of faster tanks, especially if it's a map where the initial rush-to-contact counts.  Like grabbing the hill on Pagorki.  When I'm in my heavy, I let the faster guys go first, and when I'm in a Panther or Panther II, I'd prefer it if that Maus didn't pull out in front of me blocking my path.  Some of the starts look like a Walmart parking lot, given all of the random thrashing about.

Keilor #17 Posted Mar 17 2011 - 18:51

    Sergeant

  • Players
  • 19 battles
  • 157
  • Member since:
    03-10-2011

View Postkeptin, on Mar 17 2011 - 11:21, said:

-High-tier tanks, especially heavies, don't camp and force the rest of your team to advance/defend the line.

Unless you're a sniper tank, your team needs your heavy armor and boatloads of HP to tank damage and dish damage on the front line.  In matches where the top three tier tanks are the heavies for your main push, one sitting back leaves the other two to take the brunt of the enemy's top tanks.  This effectively results in you feeding your enemy one tank at a time until you're out of tanks.
There are two problems with this.

First, if I get too far from my base as a KV on top of the team, the base is often left undefended.  A group of enemies at my base obviously captures faster than I alone do at the enemy base, and I have no way to make it back in time.  So I'll often camp some choke-point if I feel like our defense has *any* weakspots, and I'll often retreat at the slightest sign of our defenses failing.

Second, I don't even know any good routes on some maps, and I have no idea where I could find information on them.  There's an extreme lack of map-specific guides on the forums.  This includes Komarin and Malinovka.  Even though I'm on top and the heaviest-armored T5, I still get detracked and gradually plinked to death as I charge.  So I just camp next to the base and arties on these maps, and pick off rushers.  I only start trying to cap when my team has a clear advantage in force.

It's not my fault if some lights or mediums below my tier disagree with my strategy and decide to rush headlong into the enemy, only to suicide and/or leave the base undefended.  But I definitely don't feel like I'm making the situation better by going with them, because I'll either die with them or let the enemy capture our base first.

In one Malinovka game, I actually camped for the first half of the game despite our early-game disadvantage in numbers because everyone kept rushing.  I picked off attacking enemies one by one, then when we finally had better surviving tanks, I charged and captured.  My final kill-score that game was 7.

amazingronaldo #18 Posted Mar 17 2011 - 19:40

    Captain

  • Players
  • 14935 battles
  • 1,434
  • [IA] IA
  • Member since:
    03-13-2011
I love the one about not jumping in front of me while I am engaged with an enemy. Last night I accidentally shot a friendly because I was waiting to reload and for my reticle to zoom in, and this BT-7 decides he can race between the two of us just as I shot. I nailed him good. Bet he won't do that again! ;)

DingBat #19 Posted Mar 17 2011 - 20:03

    Major

  • Beta Testers
  • 19978 battles
  • 3,684
  • Member since:
    09-09-2010
A few more:

1. I know it's fun, but please stop knocking down trees when we're advancing. The enemy can see those go down for quite a distance and enemy artillery is always watching.
2. Use some sense when leaving the base at match start. If it's a map with critical choke points, let the fast mediums go first. If it's a map where weight of metal is important, don't get in the way of the slow heavies.
3. If someone starts a rush, even a stupid one, it makes sense to go with them. Your additional weight can be the one thing that helps the rush succeed. If the rush fails, you're gonna die anyway. Sitting back and continuing to snipe, especially with tanks that can't do significant damage, is usually the worst choice.

Gobiten #20 Posted Mar 17 2011 - 20:40

    Private

  • Beta Testers
  • 7535 battles
  • 8
  • Member since:
    07-13-2010
Another one:

- Know when to stay in capping circle and when not to.

The following happened to me the other day at ruinberg. I was dead, but  hung around just to se how the match would end. The one remaining tank of the opposing team had just started capping, and had reached to about 10% when our last two tanks reached their base and started capping. Fine, two tanks caps twice as fast as one and we will reach 100% when the enemy is around 60. There is no way they can mess this up, I thought. But they did, one of them left the circle and started heading back. And ofcourse he didnt manage to hit the capping enemy to reset his points before he had finished capping and the match was lost.

Every case, when you have the option to leave the circle to hunt down the last enemies or to stay capping, is not as obvious as this. But in general I would say that a painless win by capping is prefered to risking everything just to go after those remaining enemies.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users