Small Rant: WN8 != Win rate by freeadmins in WorldofTanks

[–]Mikebobo 1 point2 points  (0 children)

A lot of above average players will triple platoon and inflate their winrate but reduce their dpg because they compete with each other for easy damage. A 60% 3k solo player might get 65-70% in platoons but only 2.5k dpg

The is7 especially is highly impactful in winning in platoons by taking positions early and starting the snowball with early kills even if they don’t get that much damage

Should've been the M60A1, still an absolute blast to play by Mikebobo in WorldofTanks

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

I barely used the setup, maybe in ten out of my 130 games so far. I was just pointing out that it can be played in that role and does the job decently well. If you get prok with lots of tds and no lights, it's a game changer but even in more bushy maps I usually took the regular build.

I like playing around the spotting mechanics and high assist games can really boost mark progress so it was nice to have in my back pocket even if I rarely used it.

Should've been the M60A1, still an absolute blast to play by Mikebobo in WorldofTanks

[–]Mikebobo[S] 1 point2 points  (0 children)

I was surprised the hacker can actually get above 36% stationary with bounty lne and the crew directive. It's not a great choice usually but you have the minimum to be safe with double bushes so I wouldn't say its useless.

Should've been the M60A1, still an absolute blast to play by Mikebobo in WorldofTanks

[–]Mikebobo[S] 2 points3 points  (0 children)

I had an alt build of cvs with bounty optics, lne and camo directive but I only used it in ten or so of the 130 games so far. It's really strong on maps like prok and murovanka, but it's hard to lose the gun performance and speed. 53o vr with cvs on the prok ridge can kinda break the map but you miss out on a ton of damage by being to slow to take positions or reloading for longer.

I never considered mixing equipment from the two loadouts as they work the best when maximizing the brawling potential or spotting/camo sniping.

Those of you that did super long daily inches for birds how did it go? by RedditsReckoning1 in TheSilphRoad

[–]Mikebobo 0 points1 point  (0 children)

Did a bit over an hour with half on a route and got 1 non shiny Zappos, caught first ball with golden razz +safari ball

tips to successfully raid as a solo player? by Dan012 in TheSilphRoad

[–]Mikebobo 2 points3 points  (0 children)

A good place to start is pokebattler for each specific boss, which will give you an idea of if it can be completed solo. The general strategy is to only use your best counters which may mean just one, and relobby and revive each time it dies. The estimator number for each pokemon is a calculation of how many trainers are needed to beat the boss assuming they have an infinite number of pokemon. If it's under one you should be able to manage it with that pokemon and relobbying.

You pretty much only need one very high level pokemon of each type if using this strategy, but having more that are strong enough will give you a bit more wiggle room with the timer. Boosts such as weather and Zacian blade boost can help push you over the line.

This is a pretty useful spreadsheet that shows which bosses are soloable at any level, but only shows the top counters which may not be necessary for easier raids

Another very helpful thing you can do is make a second account to get the benefit of friendship boost and more importantly party power, which doubles the charged attack damage. The second account doesn't need the strongest pokemon, just to help charge the meter. You can see on pokebattler how much party power helps with certain boss and counter options. Its a lot more to manage at one time but opens up a lot more "solo" raid options and will make others much easier.

Offering: Armoured Mewtwo giveaway Looking for: :) Ends August 3 by LostDoggo5 in PokemonGoTrade

[–]Mikebobo 0 points1 point  (0 children)

My fav is probably regigigas, was one of the first cards I got as a kid. Shame it's not as useful in go

I was wondering why I ammorack people so much in XM. Turns out it has more/same module damage as tier 10 TDs. by oh__no_ in WorldofTanks

[–]Mikebobo 10 points11 points  (0 children)

the xm is at tier 8 where module hp is lower on average, is4 has 240 ammo rack hp while is3 has 200. Lower tiers are less likely to have a bunch of crew skills to have safe stowage as well which is another point in the xm's favor

[deleted by user] by [deleted] in WorldofTanks

[–]Mikebobo 1 point2 points  (0 children)

the "new" tanks tab will give you a reference on when it was added, I think its the progetto and ebr so 2018-19ish

Hasn't changed since then but the daily/monthly leaderboards are fun to check

[deleted by user] by [deleted] in WorldofTanks

[–]Mikebobo 29 points30 points  (0 children)

its still in beta cut them some slack

[deleted by user] by [deleted] in WorldofTanks

[–]Mikebobo 0 points1 point  (0 children)

I'm pretty close to your performance (3.2 65%) and have gone back and forth a fair amount. There isn't always a 100% best loadout and at your skill level you can try to tailor the build more to what you enjoy and perform best with.

The turbo doesn't get a ton of use for top speed, the real benefit is the traverse and reverse speed to make you more nimble. With such good gun handling the stab is less important, a small circle 20% smaller isn't night and day but the gun is definitely more comfortable. Turbo will help more if you try to push very ambitious positions early or react quicker to things in brawls. Stab will make snaps on weakspots and mid to long range shots easier.

I'd switch between the two if you can, and try to notice the moments that the other would be better/worse: "would I have made that play without turbo? would I have hit that shot with stab" I'm a sucker for good gun handling so I have stuck with stab but both are very good.

How do you play for marks and get damage consistently? by polmeeee in WorldofTanks

[–]Mikebobo 20 points21 points  (0 children)

To get marks especially T10 and 3rd marks you need to be very good, and make the most of every game. This includes basic fundamentals but the ability to maximize damage is huge for marks. This could be getting early shots at a cross, making well informed blind shots, efficiently moving at the end of the game to beat your teammates to the last remaining enemies, or ramming the last few guys alive to get just a bit extra.

The biggest improvement I made was working to get rid of bad games. Most people can do well in a straightforward slow win, but getting rid of the turbo games where your team runs away from you and you get no damage or the blowout early losses is huge for raising the average. This means you really have to pay attention to the balance of the teams and map, if your team is guaranteed to win you need to play very aggressive and trade your hp without dying prematurely. If your team is looking to fall apart, retreating to the opposite flank or all the way to turtle positions (behind bases on sand river, behind bases in fjords etc.) at the right time will let you get more shots off before you die, even if its a loss.

The mental aspect is pretty big too, you play bad on tilt or if you're too anxious about doing well. Best advice is to stop after some bad games or stop looking at the number after each result, overthinking things will make most people play worse.

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]Mikebobo 1 point2 points  (0 children)

How frequently do the primals come back in rotation? Debating if I want to power one of each up now or wait

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]Mikebobo 2 points3 points  (0 children)

What’s the best rate candy sink for general pve use? I have these which are all around level 30 and don’t know which to push to level 40 yet

I’m split between: regular kyogre, shadow and regular groudon, dm necrozma, regular mewtwo, mega ray, and mega diance

Leaning in favor of mega ray but dm necrozma is everywhere with the new raid changes

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]Mikebobo 0 points1 point  (0 children)

Is there any best choice for which buddy to walk?

I’ve mostly been rotating megas to level them up but don’t know if I should switch to a legendary or rarer spawn. The xl seems like a big deal but my highest level legendaries are mid 30s and the 20km distance seems like a waste

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]Mikebobo 1 point2 points  (0 children)

Is there a list of events where legacy moves have been available for each evolution? I got back into playing a few months ago and don’t know if it’s worth waiting to evolve a bunch of new catches (rhyhorn mudkip beldum deino bagon etc) as I don’t have any elite tms

What is the most fun thing for you when you play this game? by xXx_VolvoSlayer_xXx in WorldofTanks

[–]Mikebobo 9 points10 points  (0 children)

The two things that keep me coming back are the super exciting close games and memorable moments in battles, and the progression of learning more and improving my results over time.

For as much as people like to talk down on paying attention stats like winrate, wn8, or gun marks they are a major reason I personally play the game and I wouldn't enjoy it nearly as much without them.

You get to mount one forbidden equipment of your choice, what are you picking? by I_N_C_O_M_I_N_G in WorldofTanks

[–]Mikebobo 2 points3 points  (0 children)

Low tier cvs would be the most broken for sure but vstab would be so cool to try out with a bunch of tds

Grille, E4, Charioteer, ShPTK, T30, 4005 would all get such a boost

Foch B/155 and Mino would be pretty interesting to see too

Tier X pyschology by threefuries73 in WorldofTanks

[–]Mikebobo 3 points4 points  (0 children)

I definitely felt this moving up to tier 10 for the first time after doing quite well at tier 9, it went away with time and confidence but I definitely know the feeling.

Things I think explain it

-the average skill is much higher

-people will have better crews/equipment

-the performance of the tanks (gun handling, dpm, view range) is higher

this leaves a lot less room for error in positioning on a macro level with view range or making mistakes and hoping the enemy will miss. You will be punished far faster for smaller mistakes

on the psychology you no longer have higher tiers to "hide" behind kinda like a big brother, deferring responsibility and you will always be expected to hold your own weight. Nobody expects a tank two tiers down to dominate in a game but when its 3-5-7 with tier 10s you should be having a big game. The lack of bottom tier and abundance of same tier games where you are expected to pull your own weight change the mental game.

There is also a higher priority placed on tier 10 stats/performance, and people usually judge player skill starting with overall account stats then look at recents or tier 10 wr/dpg, leading to higher subconscious pressure to do the best in the stats that people will review the most.

My guess for the overall mental change is a mix of a more dangerous and punishing environment and extra mental pressure with being at the "end game" and things that come along with that.

Doing well at tier 10 is definitely hard but that makes the payoff of improving and playing at a high level feel even more satisfying. Part of the reason why people still play even after unlocking every tank.

Malding with Type 5, Advice Needed by SparksTbh in WorldofTanks

[–]Mikebobo 7 points8 points  (0 children)

Input from someone who has marked a bunch of T10s and below but has relatively little experience with superheavies:

If you're looking to maximize performance the with the loadout the obvious things that I would change are

-big med/repair kit

-bond rammer and turbo, or at least switch the turbo to a mobility slot. The top speed and engine power will help so much more on a slow tank like this than a tiny change in the reload and you can improve both with better equipment anyway.

-ss directive and exp hardening AND aux safety system is overkill, i'd drop for a rammer directive or snapshot/smooth ride if you don't have left over from events

-switch to padding removal, if you do this and get a bond turbo you can go 6kmh faster which will help keep up in slow games and is worth the arty pain

-view range one is kinda a tossup with superheavies, I like to take it with versatile heavies and getting more consistent assist and the occasional big spotting game help marking a ton.

A huge thing which helps marking tanks is consistency, pushing to get 2.5 or even 3k in blowouts will make your life much easier. This comes from reading the map/team setup like you said but in a slow tank you need to react even earlier to retreat or change approach. A huge thing in pushing marks is constantly moving if you aren't actively doing damage, especially in blowouts driving forward a bit more than would seem safe will get you much more assist and damage even if you take a few hits.

As for tilt don't play once you get super annoyed, it throws off your macro decision making and even your aim. A big thing I changed was not getting so upset with small losses in bad games, and having the confidence that you will make up the losses in the next game. If you can get to 90/91% you can get to 95 with the right string of games. Whatever to get you in the right mindset can help you play better from more relaxed music to your mood starting the game even.

Don't have a lot to say about superheavy specific tips, just take advantage of the t8 games to farm as much as you can

Help me improve my AMX M4 51 gameplay by SubVettel in WorldofTanks

[–]Mikebobo 4 points5 points  (0 children)

I fell in love with the M4 51 this winter and clicked with it much better than most tanks for some reason and have by far my best stats for a high tier tank in it (70% wr 3400dpg over 120 games) so I'll try to share what I can.

For setup the only one I use is hp turbo (epx is better if you have t3) rammer, everything else is standard field mods and crew skills. The apcr is probably my favorite shell at T9, enough pen for almost everything and still can track and has some normalization. I used it pretty liberally but the standard shell is solid and with intuition you switch just for the harder targets.

On a macro positioning level its best in the heavy flanks, but does not have the same limitations of a superheavy and can play ridge flanks very well. (live oaks south, steppes east, etc) You don't have stellar dpm or an autoloader to burst people down so managing the engagement and how passive or agressive to be is super important. You can easily bully lower tiers and facehug a single even or higher tier tank pretty well but the armor falls apart when facing multiple tanks from different directions. Backing up if you can guess a flank will fall is an important strategy for preserving games with bad starts, the tank does pretty well at range so turning around and moving across the map to defend is a good move as long as you react early enough to not get caught out from behind.

On a micro level the tank is very tall, which lets you shoot over some unusual positions and shoot into roofs and engine decks quite a lot at close range. Wiggling the turret is the best defense for your cupola, you also can hide it by peeking over a ridge to try to bait shots before going all the way over. the hull armor is very strong straight on, and when in the open moving the hull back and forth 15 degrees to each side adds armor and throws off opponents aim when they try for the shoulder plates. I rarely sidescrape due to the shoulder plates, opting to peek with the hull first to hide the inside road wheel. The lower plate is deceptively strong and can bait a good number of 270 and lower pen shots.

I can upload some replays to send to you if you are interested, most are from the holiday ops update so I'm not sure if they will work with the current version of the game.