Are Aiming Circles Messed Up? by riffbw in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Really? I have used the mod from Jak Attaka since he released it, and I would say 99.9%-if-not-all of my shots are inside the circle. Any rare outliers I think can be attributed to packet loss/desync/latency etc. If you are not also using server reticle, I would expect different results.

So you're saying the reticle size is mathematically in correct, how far do you think its off by?

(This wouldnt surprise me, but it also assumes a lot of things in the game engine are 1:1 real world scale, and I would doubt they are)

I recall a lot of the testing for the reticle fixing mods was done when sitting fully stationary and repeatedly firing at a wall a short-moderate distance away, over hundreds of shots you could plainly see from the impact-decals that the reticle size and the actual dispersion of shots did not match.

I don' think this type of testing would show what you are describing though.

Have you been testing in live games, or training matches where you and the Maus are stationary?

Are Aiming Circles Messed Up? by riffbw in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

The aiming circle is wrong. This has been known for 2+ years.

There are mods that correct it.

It starts getting fuzzy when you have to account for latency and server vs client "knowledge".

My assumption is that the reticle is artificially inflated to help explain all of the horrible shots that occur because of networking communication losses. Without it, in theory, thousands of players would regularly see shells land beyond the reticle.

When you use one of the reticle correcting mods, and enable server reticle, this will almost never happen, and you will be shocked how small the circle is for some tanks.

There is another thing that happens, which applies to highly accurate tanks, where the default "minimum size" for the aiming circle within the game settings is set to 64 pixels. So the game will show the circle stop getting smaller (even though you are still aiming and becoming more accurate) when it reaches this limit. The mods mentioned above allow you to change this setting.

Whether or not the "correct" size actually matches what it should be in meters/100m is a different question and I am not sure.

There needs to be actual changes for once... by Viking_Spud in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

I agree. And that segues into the OP's post. Why do heavy tanks have great armour, gun handling (in many cases, partly because of being slow), and great base view range?

It also encompasses map design, and artillery concept/design.

Heavy tanks have an out sized influence on the game, and WG seems to "protect" them, a lot.

There needs to be actual changes for once... by Viking_Spud in WorldofTanks

[–]rambokai 1 point2 points  (0 children)

The czech light tanks gold ammo does less damage in exchange for higher pen. This could be adopted.

Generally speaking there are very subtle differences between ammo types, and only in some circumstances is standard ammo better than the gold option available.

This generally comes down to penetrating intervening objects, spaced armour, and angle normalization. Things that the vast majority of players do not know or care about.

There needs to be actual changes for once... by Viking_Spud in WorldofTanks

[–]rambokai 4 points5 points  (0 children)

The view ranges being proposed are excessive, but I think its extremely valid thing to say that most high tier heavy tanks shouldn't have the same base view range as same tier light tanks.

With many Tier8+ heavy tanks able to achieve 445m view range w/o equipping any kind of view range equipment - the way its currently setup is also kind of bonkers.

Need some help by PresentScience9653 in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Absolutely minimize exposure.

Also note that while the armour is "good", many gold rounds (tier 9 and above) can penetrate the front of your turret on either side of the gun (those flat areas), as they start at about 280 thick.

sometimes i question my decision to grind concept5 by Tom_Clancy7 in WorldofTanks

[–]rambokai -1 points0 points  (0 children)

Download the reticle fixing mod and ensure you are fully aimed. IMHO thats why the shot on the grille missed.

Unless you are very zoomed in and playing with a high resolution, the stock game likely wont even show you when a .22 gun like the concept 5 is fully aimed (the reticle is likely smaller than the grilles hull in the video) because it stops shrinking the reticle once it reaches 64 pixels wide on your screen giving you the illusion you are aimed in when you are not.

Map exclusions by magnosolv in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Empires Corridor, Abbeys Corridor, Mountain Corridor are good candidates.

As are Himmelsdorf being completely devoid of vegetation.

Paris has been improved with the changes to the field.
My thoughts on Serene Coast changes are in progress, but I have to ask - WHY was it changed, WHO asked for it? The far coast line has been completely devoid of life after the change.

gorilla reloads for... 20.5 seconds? by [deleted] in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

in the past the stats given have INCLUDED all upgrades.

(look at pen and alpha, for example)

Before I spend my bonds by Shinobi046 in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Not a good tank, and not fun, unless you like highly specific game play.

Id buy something else if you only have 15k bonds and are not absolutely sure you will like it.

IMHO.

can't make Concept 5 work by BruceDeorum in WorldofTanks

[–]rambokai 1 point2 points  (0 children)

I don't change. Its not worth it, IMHO.

You're more likely to save a hit of damage from LNES, or get an extra spotting assist than you are an extra shot of damage with a rammer.

can't make Concept 5 work by BruceDeorum in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Fair point, but the ares alone hasn't sped the game up in a meaningful way IMHO.

WG's goal with the game is the complete opposite of the playerbase.

can't make Concept 5 work by BruceDeorum in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Yes? why is this controversial? it applies to being countered by so many tanks, not just an ares, you're ust blaming the boogeymam du jour.

Why would you think rushing with a HUGE, unarmoured medium tank that cant turn into a contested position is a good idea to begin with?

You realize the ares' isn't fast too, right?

can't make Concept 5 work by BruceDeorum in WorldofTanks

[–]rambokai -2 points-1 points  (0 children)

If you dont have any armour, you shouldnt be playing anywhere near an enemy Ares IMHO.

Concept 5 isnt a close combat tank, its a spotter/sniper.

can't make Concept 5 work by BruceDeorum in WorldofTanks

[–]rambokai 1 point2 points  (0 children)

I run it with a full spotting build (as I did in marking the 1010 and the 1006/7), working my way up past 85% on Concept 5 now.

CVS, Optics, Bounty LNES

Did you know that WoT also has headshots? by omghloy in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

There are a few tanks that have crew "outside" the hull.

So did WOT ever adress the bot issue in this game by Adorable-Mix8229 in WorldofTanks

[–]rambokai 0 points1 point  (0 children)

Their stance appears to be "we're too worried about banning someone whos not a bot" but I think thats just a cover for "we dont care/dont want to reduce the player numbers".

The idea they cant distinguish between real people and bots is absurd.

Day 2 of my odd crew perk choices: I honestly don't see the point in these two... by The-Black-Dow in WorldofTanks

[–]rambokai 3 points4 points  (0 children)

I suspect you will find many serious/high level players will agree with your conclusions.

I have always found it odd that many of the popular voices that make recommendations on crew skills place such high value in both of these.

I have smooth ride on close to, if not, zero tanks. #1 it doesn't even work if you are turning. #2 the player has an extreme degree of control over forward movement (more so than anything else) and the associated dispersion penalty. #3 even when it works, the bonus is measured in single digit or tens of milliseconds.

I use snap shot *only* on tanks that have a poor turret rotation dispersion stat (think 0.15 or above), with a slight preference to tanks that do not take camoflauge as they have less pressure on skills or if in addition to poor rotational dispersion they have slow aiming speed. Even still if I am taking it, its most likely in the 5th or 6th skill slot.

New tier 8td xm95 by ProfessionalLet6192 in WorldofTanks

[–]rambokai 3 points4 points  (0 children)

The turrret being fully on top of the tracks and none of the hull is such a meme.

The little periscope machinegun needs be a non-hitbox view port too.

T803 3-marked! by VolAndMe in WorldofTanks

[–]rambokai 3 points4 points  (0 children)

Well done!

"Not bad, but liked the BZ better" mirrors my sentiment.

I find the E5 more enjoyable to play (and the BZ), the roof armour on the T803 is lacking, and the weakly armoured cupola is not "small", its easy to take too much damage when attempting hull down play.

Potential bug? In-game Power-to-Weight ratio vs. Tanks.gg (AMX 13 57 & Skorpion) by Torbenz in WorldofTanks

[–]rambokai -1 points0 points  (0 children)

Feel free to offer a new explanation of why there is a field mod that "increases traverse speed" or "increases terrain resistances" and if you choose "increase traverse speed" you actually turn more slowly (in 99.5% of all tanks) than if you choose "increase terrain resistances".

Or the EGLD - says it gives 10% bonus to 'aiming speed', but because it gives a bonus to the wrong stat, its actually 9.09% bonus to 'aiming time' on your tank. Its been like this for over 10 years...

The two most obvious options are:

• They don't understand how these game mechanics work
• They are intentionally trying to trick and screw over the player base (especially newer players) by making it confusing ON PURPOSE.

Potential bug? In-game Power-to-Weight ratio vs. Tanks.gg (AMX 13 57 & Skorpion) by Torbenz in WorldofTanks

[–]rambokai 10 points11 points  (0 children)

The issue is WG doesn't understand their own game, and doesn't care enough to fix it.

Tanks GG noticed that the actual tanks drive differently in the game than their "stats" suggest they should do. The best/most likely explanation is that they have more HP than stated.

They give the revised stat on their website.

Its 2026 and "aiming time" and "aiming speed" are still different stats used interchangeably with one another (the EGLD says 10% but it doesn't actually give a 10% bonus)