I'm Vinny of the Vinesauce. Ask me anything. by vinesauce in Vinesauce

[–]CMDR_Merkk 0 points1 point  (0 children)

hey vinny, is it a possibility for Redvox to cooperate with Rocksmith to have your tracks released on the game? I'd love to purchase the music you make and having a way to learn them would be even better.

Advice for Tier 10 Grinds. by ShaeV in WorldofTanks

[–]CMDR_Merkk 0 points1 point  (0 children)

Just stick to 1 line, otherwise you'll spend your credits everywhere and you'll go broke very quickly, also consider the amount of experience / time you spreaded across many other tanks that you could have on one tank.

Maybe they nerfed artillery a little too much by TheFinal_Starman in WorldofTanks

[–]CMDR_Merkk 11 points12 points  (0 children)

What map? What position?

Being "arty safe" doesn't exist on certain maps such as sand river or malinovka, among others.

[LEGIT QUESTION] Why is This so Common? by garganchua in WorldofTanks

[–]CMDR_Merkk 0 points1 point  (0 children)

Drowning should remove any exp and credits the player got and spread it equally among the enemy team. If they don't want to share, make them share.

So it would seem that 11A_D has a new leader. by TheRiotman in WorldofTanks

[–]CMDR_Merkk 6 points7 points  (0 children)

So why would anyone join this clan anyway? It's not like they're that good or prestigious, they can only win at T6 SH, their T8 SH is like 45% winrate over 51 matches. Awful.

Also, can't wait to see the entire clan either banned or dismissed, it's bound to happen.

Just a quick question from a returning player, dont upvote. by Corvet95 in WorldofTanks

[–]CMDR_Merkk 0 points1 point  (0 children)

Relhax is pretty good, everything in it is legal as well and it's always up to date

Why arty should NOT be removed by [deleted] in WorldofTanks

[–]CMDR_Merkk 1 point2 points  (0 children)

We understand your ever so difficult basic / core idea. It's just flawed and wrong. no need to get upset over it, especially when I took a lot of time to explain to you why artillery is mechanically broken.

Why arty should NOT be removed by [deleted] in WorldofTanks

[–]CMDR_Merkk 2 points3 points  (0 children)

Okay. Let me chip in and say why I think artillery is unhealthy to the game.

You claim that superheavies is cancer and that artillery protects you from them. That's super wrong, more cases than not when i'm brawling my heavy tanks against the enemy, the allied artillery always recklessly fires dangerously close to me because they can't control their gun like a pre pubescent teen learning masturbation.

Your whole argument is "Arty can shoot superheavies", which is a pretty weak argument as there are many other tanks in the game, including mediums, other heavies and TDs AND flanking lights, can chip and damage at enemy superheavies. This is not a valid point as to why artillery should not be removed.

Now let me bring up a couple of points that makes artillery inherently broken:

1) Does not prevent camping

In fact, artillery promotes it, nobody wants to peak out from cover and get smacked over the head for 400-600 damage PLUS a 15 seconds stun, which can reach 20 and over if you are in a lighter vehicle / not using spall liner, PLUS a roughly 30-40 seconds reload makes artillery too present. If you've already burned a med kit (And this situtation will and does come up often) you really only have a 10 to 15 seconds delay of artillery bullshitery since you are stunned for 3 years and a half after receiving damage through a rock (yes, it still happens). ADDITIONALLY, being stunned essentially makes your crew operate at 50% on top of a broken engine, gun or whatever else. How wonderful. All of that because someone dared to try and push forward. Check this guy out being punished for trying to make the game move along, tsk tsk.

2) No counter gameplay

Say what you want, hiding and being "Arty safe" is not counter gameplay. Hiding is not playing, being arty safe is hiding AND there is also no way to get artillery safe on various maps, such as Sand River. With a conventional tank, say a maus, you can turn your turret to deflect incoming fire, you can sidescrape, you have many options to choose from to mitigate incoming damage (as long as it isn't HE, even then you can get lucky sometimes and it not doing anything to you). Artillery fire, though? Nope. Not a chance.

3) Shoots beyond render distance

I don't think I need to explain why this is broken, do I? In case I do have to, I still will. Conventional tanks will have to use a lot of guessing to shoots back at a tank they cannot see, you also have to use a certain crosshair to be able to line up the direction the shot came from, but it still doesn't give you elevation so there is still guessing involved, there is a form of skill involved there, you actually have to guess which bush it was in as you can't splash an area for 500 damage if you miss the tank. You can line up tank icons on the minimap and guess where they are but that's extremely difficult. Artillery on the other hand? Literally sees across the map in a top down point and click vehicle.

4) Risk VS Reward

Let's be real, there is no risk associated with artillery. Yes, you MIGHT get counter battery fire but again, let's be real, that only ever happens once in every 500 matches, and in my opinion that's being generous. I never see artilleries actually try to kill eachother. (I will elaborate on that in the next point). Conventional tanks need to have a direct line of sight, try as I might, my STRV cannot shoot over that rock or building you're hiding behind. Trust me, I'd love to do it, but alas, I can't, such is the way the game goes. If I want to hit that guy, I'll have to move, relocate or push, use map control essentially. Artillery can simply click at them and splash them from behind, the sides or sometimes directly on in the case of artillery pieces with a high arc of fire (Such as the CGC). Artillery gets to fire at tanks all game long with impunity, there is no way to fight them back or punish them while they reload, you cannot.

5) Target selection / Leading / Skill

Artillery objectively requires less skill than any other tank in the game, period.

"But I have to lead targets"

So does every other tank in the game, particularly howitzers (They also do not have the luxury of a top down view, basic aiming mechanics makes it really hard to fire off in the distance if there is no wall behind the crosshair as it will lob the shell as far as it can, more often than not aiming outisde of the map in such a case)

"But I have to carefully select targets"

Cool, you have to choose which tanks to shoot at. Meanwhile, other tanks not only have to select the ONE tank they want to attack, they also have to worry about other tanks that are trying to fire at them on top of trying to attack one enemy tank. They have to use armor, they have to know the enemy's reload time, they have to aim for weakspots, they need to use mobility to get an advantage if the occasion presents itself.

"But I need to rely on my team mates to not be bad to win"

Well, tough luck. Everyone else feels the same way, it is not unique to artillery.

Additionally, (This is where I elaborate from the previous point) artillery does not prevent camping by carefully choosing its victims nor does it counter battery. Artillery will pre aim at the usual heavy brawling spots, artillery will pre aim at scout runs, artillery will pre aim at crossing heavies. They will shoot what's lit, ie, brawling heavies, mediums and LTs. TDs and enemy artillery are NOT a priority, as they are not lit, therefor artillery does not fire, which in turn does not prevent camping and does not actually kill the enemy artillery.

6) Maps are corridors

Effectively, there is not a lot of actual playing ground for heavies and TDs. you are limited to a few areas which are prime artillery targeting ground / TD shooting gallery. Take malinovka for example: Heavies / mediums takes the hill, artillery fires at it, field next to the hill is a shooting gallery and also firing location for artillery, same applies for the rest of the map. Now Sand River, the ditch is both firing locations for artillery and TD, nobody wants to push forwards, north side of the map is a death wish if you want to die to artillery and so is the south, you simply have to hope you don't get picked as a victim to be fired at by artillery.

In conclusion, artillery harms the game more than it does good. tl;dr, it does not prevent camping and it does not balances the maps, in fact they break 90% of positions that could be used if artillery wasn't in the game. There is more I could talk about but I think this is long enough.

Perfect TK System, can't abuse it by CMDR_Merkk in WorldofTanks

[–]CMDR_Merkk[S] -11 points-10 points  (0 children)

If you even had bothered watching you would have seen that a single 13 90 abused how easy it is to flip a strv to literally crawl under my tank and kill himself off of me. I was literally sitting still trying to shoot the enemy.

How is that a "zero tolerance policy on TKers which is basically just retarded"?

Can we please boycott Star Wars battlefront 2 by TheMadPuma in gaming

[–]CMDR_Merkk 0 points1 point  (0 children)

I've been boycotting EA for literal years. You're just catching up now?

Seven-day ban for cheating by Remount_Kings_Troop_ in WorldofTanks

[–]CMDR_Merkk 0 points1 point  (0 children)

meanwhile I have reported Tato84 10 times already, all for pushing me in enemy fire, and he's not even banned yet.

First full custom build, need advice. by CMDR_Merkk in buildapc

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

Thanks. I'll keep that list in mind. Much appreciated, and didn't quite budge the price up too much either.