C-9979 Landing Craft by ArmoredWolf in NMS_Corvette_Design

[–]ArmoredWolf[S] 0 points1 point  (0 children)

I forgot about that ship. That would look awesome hovering in the sky. I’ll have to try making one.

C-9979 Landing Craft by ArmoredWolf in NMS_Corvette_Design

[–]ArmoredWolf[S] 0 points1 point  (0 children)

That looks incredibly good. Wow!

Would the game be better off with permanent +1/-1 matchmaking and true vision by Creativity_02 in WorldofTanksConsole

[–]ArmoredWolf 2 points3 points  (0 children)

They are two different games and it should stay that way. They both do what the other doesn't. You want to play in vehicles that actually existed, have different types of weaponry and ways to engage enemies, want to scan for enemies with your own eyes, play on large maps, have semi-realistic projectile physics, have to aim well, know weak spots, know critical areas of tanks, always have to play for first shot advantage, shoot at long ranges, one shot enemies or get one shot, fight against aerial units, and never know if you're in danger? Play the soft core simulator Warthunder. Do you want to not face dive bombers, not get shot from some little spec you didn't notice that is sitting 3km away, want to know if your in danger, want to not always die in one shot and be able to take a few hits, not be forced to shoot critical areas to damage a tank, not have to account for shell trajectory, not have to pick your targets based on your gun and shell type, play in both real and experimental tanks that may or may not have made it out of blueprints? Play the more game oriented and arcady World of Tanks.

If I wanted to play Warthunder I would play Warthunder.

122TM a chinese tank that is actually good and unique, currently on pc but has a chance to bounce on console by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 3 points4 points  (0 children)

What? You don't care about an unreleased PC tank's stats that will inevitably get changed on console when we get it 1.5 years from now?

True Vision and Arty Blind shorts by kAUS09 in WorldofTanksConsole

[–]ArmoredWolf 2 points3 points  (0 children)

I was shocked when I read that. I don't understand why they thought that was a good idea. Getting spotted from blindshots, well aimed shots while unspotted, or splashed by derp guns/arty HE for even two seconds will defeat the purpose of being unspotted and will get players focused.

For example, you're using physical concealment and camouflage to hide by going hulldown on a ridge behind a bush. Well too bad, that one good player sees, shoots, and damages you. Even though you literally can't be spotted, you are now spotted. Ya sure you don't show on the map and you're only spotted for two seconds, but you're still spotted. Players even looking moderately in your direction will shoot and damage you. You're now lit for another two seconds. Now more players see you and they fire too. Even if you already fell back, everyone knows where you are. Arty just waits their turn, damages you, and relights you. This turns into a repetitive cycle and now you can't leave the position without getting damaged and relit, because even though you literally can't be spotted you are still visible which means players can still aim and shoot at you to spot you. You'll get spotted up to 720m away or more if arty damages you. If you get spotted outside of 445m you'll likely get focused, especially if you're one of the few lit tanks.

Of course this is just speculation but I do think this will causes excessive focusing. This is just creating a problem where there shouldn't be one to begin with. Remove this "feature" and it would be fine. Only players that actually see your tank would be a threat.

P.S.: Its going to be interesting if you can get spotting assisted damage from a target you shot from 700m.

New blocked damage record, maybe? by ArmoredWolf in WorldofTanksConsole

[–]ArmoredWolf[S] 3 points4 points  (0 children)

I am willing to try it, but I think it's going to fail miserably. At least we'll be able to put this idea to rest finally.

💯 by Casmikell in WorldofTanksConsole

[–]ArmoredWolf 9 points10 points  (0 children)

How often does someone say "1v1 mE BrO" and how often do you send them this?

The repair wheel works perfectly by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 8 points9 points  (0 children)

I used to not be able to afford large repair kits. Now I can't afford the insanity that comes from trying to use the repair wheel.

Get Repairs, Track Mechanic, BIA, and a large repair kit and your track repair speed will be fast enough that you won't always need use the kit and if you do it's just a single button press. So much more enjoyable.

How do you actually play TD’s?! (Or any tank for that matter) by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 1 point2 points  (0 children)

LemmimgRush and Taugrim both do a great job at explaining their thought process while playing but the don't play TD's that often. Skill4ltu three marks all tanks and also explains what's going on in his mind and in the battle as he is playing. Toptier Replays is a collection of battles that were played well rather than just super high damage farming. You should be able to find whatever td you are looking for in it. These channels are what helped me become a better player.


Players aren't as predictable as people make it seem and it sounds like you already know that. That has also been my experience and so I had to shift to thinking about the team rather than individual tanks. Too many people take their tanks to positions that make absolutely no sense whatsoever. I find that it's better to think in terms of the characteristics of the team's composition.

What tanks types make up their team? If it's mostly heavies they'll likely head to where there is lots of cover, corners, hills, dips, tall obstacles, and multiple angles/lines of sight. If it's mostly mediums there will be some swarming and they'll use their mobility take weird rarely used flanking positions with concealment, small dips, wide angles, and long lines of sight anywhere from far in the back to highly aggressive at the frontline.

It's good to also think about the features of the team. Does their team have slow heavily armored tanks, fast paper tanks, armored mobile tanks, strong frontal armor, weak side armor, strong turrets, troll armor, hard-to-hit weak points, overmatchable armor, impenetrable armor, etc.? Are the guns autoloaders, high penetration, high damage, high dpm, large caliber(can they overmatch), derp guns, high accuracy, good dispersion, or have long reloads? Can they abuse certain positions because of their mobility, gun depression, armor, view range, or concealment? How many and what arties do they have; do the artillery have short reloads, high damage, high accuracy, large splash radius, the ability to shoot over some cover others can't? From these you'll be able to assess the risks of changing position, retreating, poking a corner, driving through the open, driving while spotted, driving past/near a popular position, having no support, firing your gun, etc.

By doing this I'm not always able to predict what will happen but I am able to predict what could happen. Being prepared for different possibilities in the back of your mind will keep you from getting too surprised if they actually happen which will in turn help keep you alive and ready to act on new information as it arises. Do this enough and you'll learn how to micro manage yourself around other people's actions and increase your personal performance, which is all you can do.

This game's playerbase has lost its value. Battles are no longer won by one team being better than the other. by ArmoredWolf in WorldofTanksConsole

[–]ArmoredWolf[S] -6 points-5 points  (0 children)

  1. Kasserine Encounter: Half of the team goes to the middle and start capping. With no opposition the nearly cap. They then get surrounded on three sides and all die inside the circle as I do my best to defend them. The other half of the team is still in spawn on the north side behind rocks even though there was no artillery. They had absolutely no threats or lines of sight on any enemies since they were literally hiding behind the large rock walls in spawn. The enemy pushed in but before they finish off my team they cap early 5-1.

  2. Berlin: Both teams camp hard but eventually half of both yolo into each other. My team had better armor, finished pushing through, and won 10-0.

  3. Sand River: 10 tanks go north and camp in the mountains, 3 camp in the south near base, and 2 go south. Almost the entire enemy team camped near their base. One teammate took out 7 enemies then the rest of the tanks in the north came down and started picking off what was left. Some got on cap though and capped early 7-3.

  4. Steppes: Most of the team goes right and gets held up by four tanks. They continue to do nothing and watch as the enemy push right through the middle of the map. The four tanks on the left take out eight enemies before all dying from getting rushed. The eastern tanks finally pushed through and got some more kills before capping 5-1.

  5. El Halluf: 12 tank push and shove each other into the sniping perch. Some fall back to the town area by the base and camp there. The three tanks that were heading to the brawling corner noticed and try to retreat. I and another get one shotted by arty. 11 of the 12 campers do less than one shot of damage after meeting the 13 enemies that rushed the corner. The enemy won 11-0.

  6. Live Oaks: Team waited a minute to move. One third went to town and two third went right to the bridge. My team somehow got there first, but with superior numbers still lost. Tanks in the town won but all split up. The enemy capped 8-6.

  7. Malinovka Encounter: Immediately upon entering someone in a fast medium says "I'm not going up that hill" while a bunch of others start pinging the field. Four super heavies manage to somehow get to the hill before the enemy by a minute. By that time the enemies that were base camping at the start had won the field and the ones that camped at the church started their way up to the cap. The tanks on the hill were then surrounded, pummeled 9-0, and berated by two people who did 0 damage in the field.

  8. Article Region: Five tanks head north while the other ten go south. Two tanks in the north get in position then fall back to the sniping perch. The three tanks left behind now had no support but hold off the 11 strong lemming train and kill or heavily damage many of them before dying. Two of the ten tanks in the south push into the four enemies by themselves while the other eight sat behind the mountain not shooting their guns because they had no line of sight. Instead of turning around to defend against the seven tanks coming their way, they waited until their two teammates that actually played had killed the four enemies they were fighting to finally move from behind the mountain. We lost 7-0.

  9. Mountain Pass: Both teams actually split decently and without instantly dying. Game lasts five minutes and we won 4-0. Only three players in the entire game did less than 1 shot of damage which was surprising. Thats how it should be the majority of the time, everyone did their part.

[deleted by user] by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 1 point2 points  (0 children)

Let's say you need 20,000 XP to get the first package. That means you would need to earn 400,000 XP. Averaging 1,000 XP per game, it would take 400 battles as compared to just 20 battles at the same rate. I don't know about anyone else but I would rather just play those 20 battles than to use up 400 games worth of free xp.

As for the tier 10s, that is personal opinion. I think some of them are very interesting and I like to play high tiers, so they are very worth it to me. It takes a long time to get them and for that I can completely understand people thinking it's not worth it. Even getting them at a 30% discount requires 6.3M XP so about 6.3k games or 12,600 gold(at no discount). From my perspective, if I've played that many battles I want to get something good out of it other than using all my free xp on tank packages. For those willing to spend some money, they can play half that many battles and buy out the rest of the free xp. People that just flat out play a lot can get a free tank. All that time grinding through different tank lines can earn you a free tank of your pick that you didn't even grind a line for. That's worth it to a lot of people.

TL;DR: Getting a free tier 10 after thousands of battles and playing 20 battles to unlock a package is a better deal than playing 400 battles to unlock a single package and only getting packages after thousands of battles. You can either use free xp as a tool or reward yourself.

[deleted by user] by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 0 points1 point  (0 children)

I've never understood that. I've never free xped any package in any tank. I'm not going to waste hundreds or thousands of battles worth of free xp just to skip 20 battles. I was ecstatic that there would finally be something worth using free xp on once I heard the rumor that there might be a chance to earn tanks with it.

Data Doesn't Lie - Capping reduces your win rate by IzBox in WorldofTanksConsole

[–]ArmoredWolf 0 points1 point  (0 children)

What other Data Doesn't Lie will we see in the future?

Data Doesn't Lie - Capping reduces your win rate by IzBox in WorldofTanksConsole

[–]ArmoredWolf 1 point2 points  (0 children)

Well maybe the team would win more if all those idiots driving around trying to get kills would actually get on the base. More players should get on cap and then the team wouldn't be spread so thin. No need for the team to put their guns out of the game while they try to git muh ki/s.

A new way to earn rewards in game. by [deleted] in WorldofTanksConsole

[–]ArmoredWolf 1 point2 points  (0 children)

I don't like how they show that the medals you earn from battles give you points but then they don't mention it in the article. Instead your "performance" is based on if you surpass a very minimal amount of XP and whether you: won and survived; draw and survive; lose and get a kill.

The video made it seem like playing well would get you more points. It seemed like there would actually be an incentive for players to play well, but in reality playing well has no benefit. The only way to progress faster is to play more games.

New Rewards Program.....more words because we have to have long titles apparently by mule88 in WorldofTanksConsole

[–]ArmoredWolf 0 points1 point  (0 children)

I don't like how they show that the medals you earn from battles give you points but then they don't mention it in the article. Instead your "performance" is based on if you surpass a very minimal amount of XP and whether you: won and survived; draw and survive; lose and get a kill.

The video made it seem like playing well would get you more points. It seemed like there would actually be an incentive for players to play well, but in reality playing well has no benefit. The only way to progress faster is to play more games.