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What NOT to do: A Tale of Bad Players

LiddelHart's Photo LiddelHart Mar 19 2011

View PostLMG, on Mar 19 2011 - 04:32, said:

When retreating with a TD, NEVER TURN AROUND AND SHOW YOUR WEAK REAR TO THE ENEMY YOU ARE RUNNING FROM!

Fall back in reverse, so you can have better protection against enemies, plus you have the ability to shoot back. :Smile-playing:


This is true of any vehicle!
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keptin's Photo keptin Mar 19 2011

View PostMiddleagegamer, on Mar 18 2011 - 14:52, said:

Outstanding post!

Tactics are situational.  While many of these rules are great guidance; they are just that.. guidance.. They provide a starting point however, it is always important to remember the best thing you can do on the battlefield is adapt.

Some of the biggest points you can make; Have a plan.  Communicate the plan.  Commit to the plan. Execute the plan. Abandon the plan when it is failing. Start again (because it will not survive first contact with the enemy.)

I completely agree and I wish the communication tools in this game were better.  There needs to be a "commander" overlay or some such system to allow users to input data and communicate more advanced tactics.  Until then, the core (non-clan) game is only skin deep.  It's very much like Counter Strike in it's level of communication and tactical game play, yet Counter Strike isn't a ptp MMO.

While I've seen games come out of beta both better and worse off than WoT, I'm going to pay and play right from the start and see where the devs take it.  World clan battles sounds like a blast and I hope they continue to expand the game and the tech trees for more end-game gameplay.  If you like it and have fun playing, then support it.  Rarely do games come out the gate "ready".  The Eve Online beta was buggy as hell and would crash every 30 minutes like clockwork, there were a number of weird problems at launch.  Look how far that MMO has come.  WoT has potential.
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Valkruel's Photo Valkruel Mar 20 2011

View Postkeptin, on Mar 19 2011 - 12:38, said:

Rarely do games come out the gate "ready".  The Eve Online beta was buggy as hell and would crash every 30 minutes like clockwork, there were a number of weird problems at launch.  Look how far that MMO has come.  WoT has potential.

Completely agreed. Go WoT!
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keptin's Photo keptin Mar 21 2011

Added a few more, my favorite, when you take friendly fire while trying to flank an enemy tank.  Can people not wait for two seconds until you get out of their line of fire?  I'll slowly be adding your suggestions in the thread, in the mean time, keep em coming!
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Scruffee's Photo Scruffee Mar 22 2011

I just started playing arty and i know for a fact that i hate it when i get into a game, me and the other arty are in roughly the same area, and we all die cause 1 or 2 tanks blew by 5 ally tanks. So, please, defend your arty. Given the chance, we can cripple or take out difficult targets. I in no way mean for 70% of the team to stay in the back of the map to defend, but maybe just like 2 TDs or something. The other day, my bro and i got into a game and he decided to stay back and defend. He was the only one defending, but he got 2 kills, saved all the arty and we won the game. So in the end, if you sacrifice rushing in and take out some flankers, you could just help win the game. :P
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Keilor's Photo Keilor Mar 22 2011

View Postkeptin, on Mar 19 2011 - 12:38, said:

The Eve Online beta was buggy as hell and would crash every 30 minutes like clockwork, there were a number of weird problems at launch.  Look how far that MMO has come.  WoT has potential.
Was Eve always biased in favor of one faction, though?
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keptin's Photo keptin Mar 22 2011

No, it was just a cluster.  At least WoT is playable.  My point was that even after a short time, eve improved greatly.
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jdtherocker's Photo jdtherocker Mar 22 2011

dude mention I cannot penetrate let continue using ap instead of he *facepalms*
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Pongo's Photo Pongo Mar 22 2011

View PostDingBat, on Mar 17 2011 - 20:03, said:

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.


It has already been stated but your point 3 is incorrect and leads to more defeats then any other "tactical" mistake.
This is so common that it probably 60% of players must believe it, but it is totally false. The biggest reason is that you are gathering because of fear, and having done that you will be unlikely to press home the attack aggressively,  yet you have abandoned the whole rest of the map so you must be aggressive.

It is a simple fact of the game that 3 good vehicles can bottle up 10 scared ones but 1 good vehicle cannot bottle up 5 good ones. And that is what you are doing to your other flank when you participate in a lemming rush. The enemy doesn't need some brilliant plan to defeat a lemming rush, just a reasonably balanced deployment.

So while a timely coordinated rush that takes advantage of the weakness shown by the enemy is brilliance, the lemmming rush is always wrong.
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MemoryReborn's Photo MemoryReborn Mar 23 2011

Here's one:

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

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.
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keptin's Photo keptin Mar 23 2011

View PostMemoryReborn, on Mar 23 2011 - 01:33, said:

Here's one:

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

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.

Great one, added and credited.  Alternatively, artillery with itchy trigger fingers, watch where you aim!  Feel free to signal me on chat that you want to fire on the guy I'm right next to so I can move before I potentially become a crater.  I'd like to avoid playing Russian roulette with artillery shells if at all possible.
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brojones's Photo brojones Mar 23 2011

Get to know your tank's strengths and stats.

I've seen a few fully upgraded Panther drivers who charge straight up to their opponent for no good reason. If they took the time to see that their cannon has high accuracy and low DPM they wouldn't end up a burnt crisp of metal.
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jdtherocker's Photo jdtherocker Mar 23 2011

*EDIT* TD you guys are snipers and support from a long range your gun is fixed facing forward STOP advancing like your an tank with a turret.
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Vincinzerei's Photo Vincinzerei Mar 23 2011

View Postkeptin, on Mar 23 2011 - 01:53, said:

Great one, added and credited.  Alternatively, artillery with itchy trigger fingers, watch where you aim!  Feel free to signal me on chat that you want to fire on the guy I'm right next to so I can move before I potentially become a crater.  I'd like to avoid playing Russian roulette with artillery shells if at all possible.
had this Once.
he asked for arty help, i aimed, fired and the the shell lands right on his head.. the enemy player told me thank you right in the game.


Also about fight against arty´s
Never fight against arty heads on, first shoot should go into the tracks, you can aim the others like you wish.
if you force him to fire (especially good on high tier artys) you have at least 18seks to do what you like with him.
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jdtherocker's Photo jdtherocker Mar 23 2011

Don't turn sideways to the enemy  your revealing your weakspot do you have a deathwish?
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Arishtat's Photo Arishtat Mar 23 2011

Don't have a plan. Mill around at random for 30 seconds at the beginning of the match and then leave it up to whoever is driving the biggest, nastiest tank to decide what's going to happen because clearly he knows more about this game than you do.

Alwyas, always, always have a plan. Use the 30 second pre-game period to communicate it to your teammates via text chat. Be prepared to adjust that plan as conditions on the battlefield change.
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Arishtat's Photo Arishtat Mar 23 2011

View PostMemoryReborn, on Mar 23 2011 - 01:33, said:

Here's one:

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

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.

Help your SPG drivers out by immobilizing the target for them.
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bucketofmayo's Photo bucketofmayo Mar 23 2011

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-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 disagree with this one.

Both a medium and light support will simply move around you and start spamming with HE shells; this greatly disrupts your shots and each shot causes you to simply waste more time waiting for that reticle to close in, not to point out that that they can potentially collide into you any given time to prevent movement. If they cannot do anything, then they'll simple bypass and start cutting off avenues of support or go for your team's artillery pieces. Teh only exception, and clarification, to this situation would be if you were moving in a formation with other tanks.

Let teh shrimps fight & poke at teh bigger fish.
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Manic_Moran's Photo Manic_Moran Mar 23 2011

How about this:

It's OK to conduct tactical withdrawls sometimes. If you don't have the firepower to destroy with whatever's sheltering behind that hill or crest, stop trying. Just fall back, let them come foward from around whatever hill or crest they're hiding behind, and let all the other tanks and artillery behind you add the weight of their guns to the problem. The fight to the NE of Sand River is a perfect example of this.

(Of course, this only works if you have friends behind you. But more than once I've been sitting there in my GWTiger telling the team-mate facing off against more, heavier tanks to draw them out so I can hit them. Only to be utterly ignored, the friendly tank eventually distroyed, and the enemy tanks disappear from sight)

NTM
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keptin's Photo keptin Mar 24 2011

View PostManic_Moran, on Mar 23 2011 - 23:13, said:

How about this:

It's OK to conduct tactical withdrawls sometimes. If you don't have the firepower to destroy with whatever's sheltering behind that hill or crest, stop trying. Just fall back, let them come foward from around whatever hill or crest they're hiding behind, and let all the other tanks and artillery behind you add the weight of their guns to the problem.

I like it and I'd like to run with it in regard to players deciding to push forward despite insurmountable odds.  Often it's just a lack of patience or their eyes are bigger than their mouth, but I see plenty of tanks spot much more powerful tanks and decide to take them by surprise...even if the surprise isn't much of a tactical advantage as a T-34 against an IS-2.

I agree, there are plenty of times where it would be best to let the enemy move to you, but in the hustle friendlies advance aggressively and many die needlessly because of it.


View Postbucketofmayo, on Mar 23 2011 - 21:57, said:

I disagree with this one.

It was removed days ago.


View PostArishtat, on Mar 23 2011 - 18:23, said:

Alwyas, always, always have a plan. Use the 30 second pre-game period to communicate it to your teammates via text chat. Be prepared to adjust that plan as conditions on the battlefield change.

I like this, but not the part about [jokingly] milling around.  Having a game plan and being able to adapt as conditions change is crucial.  Added & credited.
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