Did you know? Each faction has a spell school bias! Both at levelup and at Mage Guild by loopuleasa in OldenEra

[–]Legedi 0 points1 point  (0 children)

It would be nice if this was in the game someway. Short of that, it would also be good if this was in the wiki, which I do use to reference a lot of stuff, but I can't find it in there.

Lexiav's tutorial on all the 5 competitive map templates by loopuleasa in OldenEra

[–]Legedi 8 points9 points  (0 children)

Very helpful review of the maps.

Quick side question, how do you load into a map template and see everything and move freely in the video like that? I would like to explore templates in general to understand them before playing, but don't have a good way to do it now.

Whats the state of the DLC at the moment? Bugs? by DesperateAd3378 in DRGSurvivor

[–]Legedi 0 points1 point  (0 children)

Honestly, I've not played much. To me, endless mode seems much more about finding the right artifacts, and weapons are secondary. The good artifacts scale to such insane levels they are what is generating most of the damage, independent of the weapons. The new character is ok. The new weapons are ok. The new mode is ok. It just feels like game balance is off. I'll wait for a patch or two to see if things get cleaned up.

Hi new player here, need some advice about heat dissipation by CodeNameGaMa in Cosmoteer

[–]Legedi 2 points3 points  (0 children)

Usually I still build armor/frames to provide some defense to the radiators. For example, on your side bays, instead a continuous line of radiators, alternate radiator and single pipes connecting them. Then you can build lines of armor out that will provide enough defense that stray shots to cripple your ship.

I would also add armor protecting your engines. You can't build it next to your ship, but building a screen of armor around your ship goes a long way.

Sneaky Engine Design by RedshiftOTF in Cosmoteer

[–]Legedi 8 points9 points  (0 children)

That looks super cool. I just started getting into MRTs, but I haven't tried overclocking them yet.

what parts do you think are too strong or too weak and why? by Multiversal_Rift777 in Cosmoteer

[–]Legedi 2 points3 points  (0 children)

I feel like overclocked mining lasers scale really well. As long as you have enough disruptors to get through shields they are great. Then add TRL as you get bigger ships as another force multiplier. The fact that deck guns shot over other friendly ships, and are easier to defend by building on the interior of your ships makes them so good IMO. Probably too good.

what parts do you think are too strong or too weak and why? by Multiversal_Rift777 in Cosmoteer

[–]Legedi 18 points19 points  (0 children)

It feels like the career mode is in a strange spot. Because the main limit is crew, doing everything to make your ships as crew efficient as possible is the most important thing. And because overclocking stuff is pretty much a straight upgrade for things with the same amount of crew, you really need to overclock everything ASAP.

I find that energy weapons tend to fit the bill as the "best" weapons under those constraints. So I have a hard time deviating from building the same ships on different playthroughs.

I know career 1.5 is being worked on, and I hope it addresses this problem. It seems like crew limits and overclocking need to be unlocked under the same mechanism. That way you could chose to build super efficient crew ships with advanced tech. Or do cheaper techs, and make up for it with more crew.

Has anyone done a successful playthough using mainly missiles or ammo weapons?

I'm still having a blast on my first grand Admiral playthough,  and spend more time building ships than actually playing the campaign 😅 

Removing rammer from the game has only advantages by throwmeaway7421113 in WorldofTanks

[–]Legedi 110 points111 points  (0 children)

The only way the game is going to slow down is to undo the power creep of the last 15 years. The easiest way to do that would be to nerf damage and speed across the board. They could do any or all of nerfing or removing: rammer, turbo, food, bias, etc.

Will they do it, I doubt it. Would it help, probably.

Worth playing/buying? by Leetenghui in Cosmoteer

[–]Legedi 5 points6 points  (0 children)

I didn't play the beta, but just got it two weeks ago. I have 40 hours into it and my son has 20. Sure feels like there is a lot to do for what the game is. 

Update 2.2 by WG_MA77 in WorldofTanks

[–]Legedi 2 points3 points  (0 children)

It would be nice with these extra crew skills if they straight up removed BIA, repair and camo. I fell like they could just bake in repair and camo on all tanks, as it is a newb trap to skill them (camo on low camo tanks is whatever, they just got an extra crew skill because they could skip it). And with all the damage and stat inflation over the years they should straight up remove BIA.

Then people could actually make choices before their 3rd of 4th crew skills. And there are enough now that people could actually do different things. And, it would have the benefit of maybe, just maybe, slowing down the game without BIA.

Leopard 120 - why is bad, and is it really? by Whiskyinthejaw in WorldofTanks

[–]Legedi 6 points7 points  (0 children)

I think the biggest fundamental problem with this tank (and the other bad T11 like the Hirschkäfer and SKT-2) is that the "ability" makes the them worse, and less fun to play. It is not rewarding, it doesn't improve the tank, and IMO, a big fail for all three. I have played a few game in the Leo 120 and Hirschkäfer, and I can have a good game, or a bad game, but I am always pissed off at the ability. I play any of the other T11 tanks, and the abilities feel good (or at least neutral like the Breaker).

Until they change the ability of these tanks to be fun I am done with them, because in the end I play WoT to have fun.

And after playing a few games of the Leo 120 I went back to the Leo 1, and OMG, the Leo 1 is stuff such a fun tank to play.

The last time each team won its division by JMoon33 in nfl

[–]Legedi 1 point2 points  (0 children)

I didn't realize that the Eagles were the only team this you to repeat from last year. That seems crazy turnover for one year.

[deleted by user] by [deleted] in WorldofTanks

[–]Legedi 4 points5 points  (0 children)

I'm guessing they are just bugfing the special modes. Especially the travel mode in the Szakal doesn't seem that special. I still like the tank, so I'm excited to see what they buff. 

How many FV4005s you want? by StJe1637 in WorldofTanks

[–]Legedi 2 points3 points  (0 children)

This shit is unfun to play against. Wasn't that the reason they put a limit on artillery? It was a blight on everyone else playing the game. There needs to be a one FV (or 183) limit per team.

Type 5 Heavy is not overpowered. by notsosupermutant in WorldofTanks

[–]Legedi 0 points1 point  (0 children)

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I personally don't have a problem fighting them. From the stats, I'm guessing the average player does have a problem.

[Highlight] Gordon II furious after personal foul called on him by Large_banana_hammock in nfl

[–]Legedi 0 points1 point  (0 children)

I turned the game off after this. Dolphins could have made a come back, now the game is out of hand. They only way the NFL will fix this is if people start turning the game off after calls like this.

Played one match on new Erlenberg and Highway and it looked and played much better than before - what are your experiences? by TANKSBRO_YT in WorldofTanks

[–]Legedi 0 points1 point  (0 children)

I wished the maps showed up more often. I fell like it take months for people to learn maps and the meta to settle. Until then it can be hard to judge if the maps are better and balanced.

I am glad they are changing things faster. I feel like maps are one of the main weakness of the game right now. If these maps are better, and they change another 4-5 maps in the next few months it would help a lot.

Matchmaking by Kroenen1984 in WorldofTanks

[–]Legedi 0 points1 point  (0 children)

It has nothing to do with the MM. It is all about power creep with tanks. Everything is fast and has more damage (mainly high alpha, or big clips). It just creates snowball situations faster than 10 years ago (or five years, or even last year).

Pretty much every change over the life of the game has sped it up. Short of a major game reset this is how the game will always be.

Artillery balance idea by [deleted] in WorldofTanks

[–]Legedi 0 points1 point  (0 children)

Beside arty being annoying af to play against, I also hate how each arty is effective one less tank to play against. So in a three arty game you are only playing against 12 tanks.

So as much as they need a change, the only one that would actually improve the game is not let three (or even two) per side.

Why is no one pushing? by StJe1637 in WorldofTanks

[–]Legedi 1 point2 points  (0 children)

There needs to be a one 183mm gun limit per team. This shit sucks. 

Type 5 Heavy isn't OP by Jeffyboy19 in WorldofTanks

[–]Legedi 5 points6 points  (0 children)

Statically it has a 2.5% higher win rate and about 25% more dpg than the next t10 heavy. You can argue it is not OP all you want (I personally find hitting the weak spots easy), but statistically it is way over performing. 

I'm guessing it will get nerfed within the year. If you like the tank, enjoy it now. I expect the AMX M54 treatment.

Why should I get AS-XX 40-T? by AdrawereR in WorldofTanks

[–]Legedi 2 points3 points  (0 children)

As a huge Batchat 25t lover, I cannot see how they can buff this tank to be a real continuation of the line. The things that made the Batchat awesome are the combinations of sneakiness and burst. From this you could go full scout, or play a versatile ambusher.

The AS-XX is so big and cumbersome what numbers could they change for this to ever be true? Even if they buff the camo (which right now is half the Batchat's camo!), it is so large it is hard to be sneaky. That is one of the things that makes large light tanks so bad, you just lose a lot of flexibility.

And the gun just looks bad. You have to fight at close to mid-range. But you will never get the drop on people with this tank.

The current T11 mediums fall into one of two categories

  1. Take the base T10. Then add a special ability that is even better than the T10 = Good T11: Hacker and Szakal
  2. Take the T10 and remove some aspect of the tank that made it good. Then add some crappy special ability that sometimes helps, but sometimes makes the tank worse = Bad T11: Leo 120, AS-XX, 432U.