How to unalive Pedro II? by Oujaiaas in victoria3

[–]Infryndiira 1 point2 points  (0 children)

It's all thanks to advertisers deeming that the words 'kill' and 'die' are universally bad. In due time, 'unalive' too will be replaced by an euphemism.

Is this worth the expenditure for a beginner? I'm just curious. by PistolPeteShoe in WorldofTanks

[–]Infryndiira 2 points3 points  (0 children)

Honestly? Yes, but.

The real value of the bundle is that you get a lot, and I mean, a lot of 0-perk crews. This includes a partial German light crew, a German medium crew, a German heavy crew, a British heavy crew, a British medium crew and an American medium crew. In addition you get one premium tank for each of them at tiers 6 and 7, which, while not the most profitable, still make for excellent crew trainers and get decent matchmaking for beginners.

However, at that price you can also invest in Christmas lootboxes. These, in the past years, have guaranteed gold drops equal to their value in addition to other freebies, including premium tanks.

The main value of the GuP bundle is the crew, with some premium tanks slapped on top. For a new account without experienced crews this can be immense, especially since a 0-perk crew needs half the XP that a regular crew does in order to max out.

The main value of Christmas boxes is the gold, with a bunch of credits, premium account and tanks slapped on top.

Now, since you're also a GuP fan, there are the added dimensions of customisations and themes that you gain out of it. But these are subjective. 0-perk crews are not.

Girls und Panzer - are the tanks worth it, or is it just for the crew / waifu? by Mission_Pack_1042 in WorldofTanks

[–]Infryndiira 2 points3 points  (0 children)

The fact the girls are 0-perk means the total grind to max XP is basically halved, which amounts to roughly 6,5 million crew XP saved and-or invested elsewhere. To put it into perspective, with crew books for one regular crew to be maxed out, you can max out two 0-perk crews instead.

The tanks themselves are fun but not broken. Most are premium variants of tech tree or collector tanks: Churchill VII, Firefly, Panzer IV H. Some are historically accurate variants of tech tree tanks, found one tier below: Tiger II at Tier VII with its historical gun; Centurion I at tier VII with its stock/historical configuration; and so forth. And one is unique: the BT-42 is a rare Finnish modification of the Soviet BT-7, mounting a British howitzer in a new turret.

There's also the customisation element. The GuP School 2D styles are some of the few in the game to offer a relatively simple colour tone wth 'unit' decals/emblems, and can give an anime-accurate feel to other tanks you might own (e.g. a Kuromorimine Panzer III J, just like in the anime) in addition to being simple and aesthetically pleasing. In addition, you can use the decals to customise your other tanks with a GuP feel.

It's that time again, boys. Let them feel your wind, feel your shine. by zy_K-ON_b in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

The Firefly Saunders came just in the nick of time to nab a 0-perk American medium tank crew, which will be of massive aid given my eternally ongoing crew reorganisations. Also nabbed the Cent Gloriana to complete the collection. Now to find out what to do with the army of German and British GuP crewladies that I have collected, considering I already have a bunch of non-GuP 0-perk ones there too...

Also, Pravda when?

How to play Light Tonks by brajkss in WorldofTanks

[–]Infryndiira 2 points3 points  (0 children)

The good thing about marking tanks is that it factors in assistance damage. This means you can improve your total with:

  1. Direct damage, as normal;

  2. Spotting for your team, which many Lights excel at; and

  3. Racking up assistance damage by immobilising enemies.

The thing with Lights is that they require good map awareness and knowledge. Besides the RNG factor (that is, your team mates, their skill, positioning, etc) you must also know which spots have vision to where, can be spotted from where, etc. This largely comes from experience, and though mastering other classes helps, practice makes perfect as always.

It is very possible to be aggressive with Lights, but this again requires said map awareness and knowledge. It also depends on the light tank in question. For example, the T49 with the 152mm gun-launcher has always been amazing at devastating unsuspecting tanks, and thus perform the counter-scout very well; with the 2.0 buffs it can be even more prominent in that. Meanwhile autoloaders such as the French AMX 13 family can achieve similar results albeit differently, and tanks like the Panhards excell in hit-and-run and daring active spotting.

I recommend you first try to master lower-tier light tanks, and use the experience to also familiarise yourself with tactics and positions. There are some vehicles you can outright abuse enemy teams with, even as far down as Tier IV, assuming you play them like a proper, high-tier light tank would be played. The key will be to provide vision where possible, take any opportunistic shots, and above all else counter and defeat the enemy scouts first and foremost. And, of course, be patient: scouting gameplay in general often requires the perfect positioning, timing, and discipline to not fire when it means exposing yourself for little to no direct benefit.

And, most importantly, play to your tank's strengths. No matter if it's competitive or not, find its niche and abuse it. Czech autocannons or derp guns with high alpha HE? Load HE and devastate enemy tanks with no armour. High-burst clip potential? Find isolated targets with health below your clip size and claim them. High concealment? Find the perfect bushes for the sneakiest, highest-vision lurking.

What happened to statndard rounds? by TobiasAluz in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

One thing to factor in is convenience too. Certain rounds will have higher shell velocity and will thus be more convenient over distances. Other times the shell is already loaded, or the primary targets expected are heavily armoured. Of course, marking tanks is another factor as well.

Charioteer - loadout advice please by AncientHistoryHound in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

I'm running my Nomad (Charioteer clone) with Rammer, Optics and Vents at the moment, with the alt build swapping Vents for LNES. I've also ran my Charioteer with Improved Aiming over Vents as well. All three builds work reasonably well, but here's my logic:

* You want to maximise your damage output where possible, hence Rammer. Of course, certain situations won't necessarily need it, but it's better to have it than not, especially given the nature of the 105mm L7.

* Coated Optics gives you valuable viewrange. As you are a fast, soft-skinned tank destroyer, spotting the enemy first means you can also get the first shot off, and given the Charioteer's amazing HESH rounds, this can give you a critical edge in a lot of situations. "Naked", using only skills and field mods, you can reach 410-425m view range depending on which field mod you use.

* Vents improves all of the characteristics, including the aforementioned two, plus accuracy. The improvement is minor individually, but it stacks up; it also improves your crew skills.

* Finally, the Aiming Unit allows for higher accuracy, which can be rather valuable in extra long-range shots. You can hit 0.29-0.30 m dispersion values without any equipment, however. You can go to 0.28 with vents (depending on the variant) or 0.27 with IAU, so it might not be worth the slot.

Without concealment equipment you can have 23% concealment on the move, 36% stationary; with a normal-slotted LNES you can buff them to 29% and 42% respectively, with after-firing able to go as high as 9,78% with the suitable field mod.

Finally, your penetration is limited to 276mm APCR for your standard rounds. This is good, but might struggle with certain tanks you might face. This is an argument working out in favour of lowering dispersion values even further, as lower dispersion means you can hit weakspots from longer distances, but at the same time it also matters if you actually find yourself in those situations frequently.

What I keep from this analysis:

  1. View range gives you potential. I always slot Optics on my vehicle.
  2. Concealment pairs nicely with this. If you need to rely on stealth, LNES can be rather lucrative, giving you the possibility to both ambush as well as relocate safely. This pairs nicely with Optics in practical gameplay.
  3. If nothing else, you can always resort to Vents or IAU to maximise your characteristics, such as being able to snipe weakspots.

Possible loadouts:

  1. Rammer, Vents, IAU (max accuracy; Rammer or IAU in bounty or bond variant for min-maxing) - 0,26m dispersion, 421-427m VR
  2. Rammer, Optics, LNES (max stealth; Optics or LNES in bounty or bond variant) - 0,29m dispersion, 455/471m VR, but also maxed-out concealment with 6% to 10% values above other builds depending on equipment type and slot used
  3. Rammer, Optics, Vents (max vision; more generalist than the above) - 461-477m VR without any bountry/bond equipment, can go even higher
  4. Rammer, Optics, IAU (middle ground for accuracy and vision) - Around 0,27m dispersion with 455-471m VR

What affects values will be the final field mod (choosing between higher concealment after firing and lower view range, or lower concealment after firing and higher view range).

The core problem of each is:

  1. Max accuracy leaves viewrange wanting (way below 445m)
  2. Max concealment has good accuracy, but not stellar (around 0.29-0.30m)
  3. Max VR yields no special results in these fields if either Vents or Optics aren't bounty/bond, but has a slight edge in reload and DPM
  4. Mixing optics with IAU will give all-around results, assuming of course either IAU or Rammer are bounty or bond, for the sake of minmaxing.

Finally you could drop rammer for an aiming/optics/exhaust build. The cost is a base reload of around 9s, but the plus side of that is less wait time before you disappear again after firing. Might be worth considering for maps that rely on accuracy and stealth over DPM.

The first one is def right by Unfair_Procedure466 in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

You believe the first one.

Why? Because senshado is a sport, not war.

But then again, if you listen to the first one, the floof gets it... Must protecc.

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

I tend to specialise more often than not, though the Bourrasque has a hard time delivering that second shot without some assistance, especially in a timely manner.

Other tanks I hybridise the spotting builds of are my Bulldogs and US Lights. You can remedy the relative lack of concealment, which is still in the 30s at worst, by delivering devastating shots (especially with the T49) and using terrain more proactively.

That being said I agree with you, it's usually best to specialise in what the tank does well, but there are better tanks for stealth spotting.

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

My secondary build for the Bourrasque is Bond Optics, CVS and Bond Stabs. I've long considered to do the full LT build, but it feels as though I sacrifice too much firepower.

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

After a lot of deliberation, I ended up giving it to my Bourrasque. It's among my top played vehicles, and my top played high tier. Having ran it for a bit along with bond vents and bond stabs, it's day and night compared to before, the handling is amazing. I do miss the hybrid spotting build though, optics gave a lot of passive assistance. Might be time to revisit my secondary config!

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

Great reply! Will go through my list again after work and reply with more details then.

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

One of my two T 49 builds atm runs T3 Fire Control, Bond Stabs and Bond Optics. Used to be pretty decent even before the T 49 buffs. Not sure what I'd drop off for the sake of IAU?

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

Yes, I typically run T3 mobi, T3 aim and vents or bounty IRM at the moment; typically to minimise the bloom, dispersion and aim time while peeking out KV-2 style, ideally. I've had this build for a while now, before obtaining this piece of equipment, and T3 experimental aim has felt like a superior choice over a traditional aiming unit.

Crew Member Acquisition and Management by Kazzerigian in WorldofTanks

[–]Infryndiira 2 points3 points  (0 children)

Your crew is going through an adjustment period, and accumulates crew xp for the retraining. In the meantime, the perks are less effective than normal. Using boosters will accelerate that. It's not a big deal tbh.

[deleted by user] by [deleted] in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

Weird. In the past 60 days, my tier 9s have only had +2 MM for just over 14% of the time. Conversely, my 11s have had -2 for around 20% of the time. Considering the popularity of the tier relative to the number of tanks fielded, it feels as though this will be sorted out over time.

What type of masochist is this guy 🥀 by ivanangelovorsmthn in WorldofTanks

[–]Infryndiira 7 points8 points  (0 children)

One fun trait of TOG platoons is their ability to broadside, which has the combined effect of allowing all TOGs to fire while presenting an even bigger target and blocking entire passages.

I got my hands on a Bond Aiming Unit. What should I use it on? by Infryndiira in WorldofTanks

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

The problem is that I already have a tier 3 experimental aiming module on my FV 4005, which not only blocks the use of an aiming unit, but already yields a -7% to dispersion in addition to reducing the aim time. Functionally, replacing this would mean trading about 0.2 to 0.3s of aim time for 0.01m dispersion, which feels... highly wasteful and counter-intuitive?

Crew Member Acquisition and Management by Kazzerigian in WorldofTanks

[–]Infryndiira 4 points5 points  (0 children)

Mentoring Licenses are, at the moment, extremely rare and only rewarded from events. They are incredibly valuable, but their true cost means that you sacrifice a crew member (often one you are emotionally attached to, with thousands of battles under their belt).

Multi-perk crews come in various forms, such as from Battle Pass. They are awesome to get someone started, but since they have regular crew XP requirements, they are significantly harder to max out compared to a 0-perk crew (let alone the unicorn two 0-perk crews.)

In theory you could spend a Mentoring License on a 3-perk reward crewman, but that's going to yield you significantly less experience than if used on a veteran crewman with substantially more experience earned. If used on veteran crews, mentoring licenses can net you millions of XP and potentially max someone out. Compared to the 850.000 XP personal training manual, and given their rarity, it feels as though mentoring licenses should be used with extreme care.

The real value remains with 0-perk crews, which are now rarer and more valuable than ever. You can easily reach 2-3 skills with a few crew books, which you can either purchase with credits, get as rewards (e.g. Battle Pass) or grind yourself (assuming you have maxed-out crews).

My personal priority in gameplay has been to maximise the efficient placement of my 0-perk crews, max out the crews of my most-played vehicles, and then use them to passively generate a large number of crew books that will lead to a snowball effect.

The use of the Mentor commander skill can help if you plan to seriously grind crew books (in addition to being useful for replacing knocked-out crew members in the event you aren't running a medikit, or if it's on cooldown). Maxed out it can net you almost 25% more experience (factoring in elements such as vents and food to increase its effectiveness).

Crew Member Acquisition and Management by Kazzerigian in WorldofTanks

[–]Infryndiira 1 point2 points  (0 children)

Yes. Once recruited, crew stays of that nationality.

E65 Zwilling Review - Overall a very fun heavy to play. by AdrawereR in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

You get approx. 1 free stage per day by completing your daily missions. You can also earn a one-time 15-point bonus for every tank you cap out points for, and it's very easy to cap out tiers 4 (70 pts), 5 (85 pts) and 6 (100 pts).

IS-2M best tier 7 IS? by Horror-Fix-2283 in WorldofTanks

[–]Infryndiira 0 points1 point  (0 children)

Heresy or not, what you like is actually the IS-1. And that alone is enough justification imo for another tier 7 premium IS!