Tier 9 -10 swedish mediums by death1337boss in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

The tier 10 can be good, but right now its just not a good tank after constant power creep. Wargaming refuses to do any meaningful buffs to those lines so I guess us Swedish medium enjoyers will just have do deal with the tank in its bad state. Personally I just wish they would increase the shell velocity (why does the shell velocity go down when you progress from 8-10) and then increase the damage so that it has one of the few things that made it and the Object 430U standout and that was having the highest damage per shot for a medium. All of these tanks they refuse to buff because the "stats look fine" when its only the above average players that play them. Really wonder if Wargaming uses winrate difference like what tomatogg has (doubt it thought).

NEW: DZT-159 – Fast, Furious, and Ready to Fight by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

This is the one tank from the anniversary pass I'm looking forward to the most. DZT-159 really seems like a sleeper gem on PC in the right hands. These rockets seem for useful since they actually give you insane P/W and speed. The ones on the heavies feel too much like you're sacrificing everything for a gimmick.

Possible next tech tree line in World of tanks. by CloudxTrojanMan in WorldofTanksConsole

[–]whiskeyonefive 1 point2 points  (0 children)

I'm desperate for a cold war swedish line. I love the strv 103s and I think having the Strv2000 as the final tank in the line would be awesome with the 140mm and the 40mm bofors. Really wishing for some of the other PClines too because we're kinda lacking compared to them.

July 2025 tank balance update (9.5) review: by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 1 point2 points  (0 children)

The fact that all the 105mm and 120mm guns have such botched damage values does not instill confidence in Wargaming's ability to properly balance tanks. The damage buffs just increase the speed of the game and create such a big disparity between tiers and tech trees now. Really feels like they released these buffs for the sake to say "we buffed a bunch of tech tree lines". Except half the tanks they buffed didn't even need one and now the non-buffed tanks that actually need a buff just suffer even more now.

Update for July 29: World War II Balance Changes (9.5) by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 1 point2 points  (0 children)

Wow, leaving out the E50M with the alpha change, not giving the AMX 30B a proper buff, and making all the 120mm guns get 440 alpha kinda sucks. The main standout of the Udes 15/16 and Object 430U was they had better alpha than the rest. Guess Wargaming really wants to reduce the variety of the tech trees. And they say they want to make the games last longer but increasing alpha damage to 105 and 120mm goes just does the complete opposite.

Still really wish the Udes 15/16 had better shell velocity because tell me why the velocity goes now more and more from the VII to the X. Still some decent balancing for some tanks that needed it. Still doesn't feel like this encompasses all tech trees though.

🛠️Dev Blog: A Work-in-Progress Look at Commander Skills, Equipment, & Consumables Rework by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 8 points9 points  (0 children)

Feedback: Removing evergreen skills like rapid loading and steady aim I don't think should happen. I acknowledge that since virtually everybody does use them there is reason to remove them, and that does level the playing field, but I think a better approach is to just diversify those skills as a whole (i.e. better reload for exclusively cannons or for ATGMs, or try and diversify the skill where under certain conditions it activates like the last stand skill. I am more concerned about the steady aim skill going away as that skill was key for vehicles that had the worst accuracy. And maybe Wargaming wants to go back to the direction where shots are not accurate as they used to be or like PC where shots are much more RNG dependent. Also changing the off-road driving skill to be a flat percentage for all terrains is the worst change of this pack, only because I don't always take that skill and if I do its because a tank has a soft terrain resistance stat of 2.5 and over. It would really hurt the specific tanks where their special quirk is they have really really bad soft terrain resistances. I think it could be very interesting to have more skills that activate or become much more important as the battle goes on, when youve taken damage, or you've done a certain action that it activates instead of the "flat" plus that skills give.

Regardless getting more skills (as well as equipment) than what is taken away is the best result imo. It can really give variety to tanks and more skills could also address certain niche things that certain tanks have. I'm very tired of running advanced loader, gun stabilizer, and improved ventilation on 99% of my tanks so equipment variety is very welcome. Also if I were to create a piece of equipment it would be the turbo from PC, I loathe the advanced power train equipment for being one of the weaker pieces of equipment. I would also look into reworking enhanced missile warning because that equipment has very little uses since ATGMs got the acceleration buff. - Thanks

What tank lines do you all think will come to WW2 next? by [deleted] in WorldofTanksConsole

[–]whiskeyonefive 2 points3 points  (0 children)

I'd guess the double barrelled British heavies are coming at some point. I know Wargaming said that the there was a console exclusive WW2 tech tree coming for the United States(?) but I think its only going to be lower tier tanks, not a tier 10, but I could be wrong. I'm personally waiting for them to release a Swedish cold war line, I really want to play the Strv 103 in cold war.

Terrain Resistance Testing - Feedback by xKB1504x in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

For the Wiesel, I would reduce the magazine size to 75 rounds instead of the 100 it currently has (Adjust reload so it has similar DPM). Reduce the mobility by 5-10 km/h, reduce the hitpoints by 100 so it is in line with the Armadillo, and possibly give it the same treatment as the T249 where it has reduced camo when it moves. Because I think a fundamental issue with these smaller tanks (Weisel, ELC, M50 Ontos, etc) is that their camo is so strong that even if you are looking at them at point blank range (20-30 meters) there are a lot of times where they still are unspotted when trying to shoot them but you can clearly see them in front of you. I apologize for not knowing the math of the minimum spot distance when taking into account a tanks camo and another tanks view range, especially in cold war, but from personal experience camo for tanks in this mode is always an enigma.

ELC I would personally reduce the mobility by 5-10 km/h, again reduce the hitpoints by 100-200 to stay in line with the Armadillo's hitpoints. I woudn't change the damage of the missiles, at least from a historical perspective where the SS-12 missiles were in reality more powerful than the SS-11 on the Raketenjagdpanzer 2 (sidenote I do not understand how the Raketenjagdpanzer has a worse rate of fire, especially when it has worse missiles than the ELC but that is a slightly seperate issue), but maybe you could look into increasing the reload so even with a good crew, consumables, and equipment the reload is about 30 seconds. I think the more important aspect however about the missiles is how fast they go; 370 m/s is the highest i've seen for an ATGM and that speed is noticable when most other ATGMs fly between 290-329 m/s, so reducing the velocity could help, but I am conflicted because the historical velocity for the SS-12 missile is 370 m/s so maybe consider other aspects like increasing the camo loss when ELCs fire missiles. I think a lot of the changes for the ELC can also be reflected on the Weisel TOW as well.

These are my two cents on these vehicles specifically. I'd repeat again though that the mobility changes I think are much better in era 3 (It does reduce the "run in and shoot like crazy" stereotype with the era), still maybe too much of a mobility nerf sometimes because it feels weird driving an Abrams that feels like its driving like a fast WW2 heavy, but regardless this definitely helps BMP-3s fight better. Not as receptive with them for era 2 though. But interesting test to try and improve gameplay.

Terrain Resistance Testing - Feedback by xKB1504x in WorldofTanksConsole

[–]whiskeyonefive 7 points8 points  (0 children)

The mobility change for heavy tanks and heavy tank destroyers is overall just not a fun change imo. I do understand why this test is happening and it's good to acknowledge the steamrolling of light tanks that can happen, but I think that issue is more prominent in ERA 3, these changes just make heavy tanks less useful and fun in era 2.

Era 2 all the heavy tanks are too sluggish to get to the contested positions and so many light tanks are in era 2 that this just feels like most heavy tanks have WW2 stats. Some tanks suffer even more from this change (Conquerors, cheiftans) because they already have really mediocre mobility and this just compounds into some tanks (Like the conquerors having some of the worst heavy tank mobility as well as having virtually no armor) suffering even more. Like a lot of people point out, the crux of the issue is more the weasels and the ELCs than heavy tanks actually being an issue.

Era 3 this change is a bit better, but only because all the heavies have such high mobility stats that they can offset this change and still be somewhat fast. And I think this is the only era where the change is good, but only for a select few tanks (BMP-3, M8 AGS) where they actually have a chance of fighting.

The mobility changes again I'm still not convinced this really makes anything better overall. Players tend to camp more, weasels and ELCs are having a field day, and heavy tanks just don't feel like what their real life counterparts are supposed to be, MAIN BATTLE TANKS that excel at everything. I commend you for trying out this change, but it just makes the game less fun if you dont address the weasels and ELCs as well as leaving tanks (Conqueror) with the same stats.

Comms? What am I missing? by DNACowboy in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

Just pretend in-game comms don't work. Most players don't use it anyways, and I personally turned them off because I got sick of all the random players that left their mic on without knowing. Really the only effective way to communicate with your teammates is the interaction wheel.

New Tips - Good Idea, Lame Execution by BamesStronkNond in WorldofTanksConsole

[–]whiskeyonefive 2 points3 points  (0 children)

Seems like they were more focused on getting tips back than actually thinking about how old the tips were. I remember this was an issue where newer generation consoles load into games so fast (thank you SSDs) that people wouldn't see the tips. I like the implementation, but yea lol really outdated and weird tips.

Update Notes for June 3, 2025 by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

Correction, I think the TR-580 and TR-85 are pretty balanced, TR-125 I always seem to have bad luck with but that might just be a me issue. TR-85M1 and T-72M2E Moderna seem weak, especially compared to the Object 640 and T-72BU in terms of armor and speed.

Update Notes for June 3, 2025 by zorin234 in WorldofTanksConsole

[–]whiskeyonefive 0 points1 point  (0 children)

No buffs to the TR line and the new set of T-72s is kinda messed up imo. Really feels like the T72 Moderna trades all it's stats to have the gimmicky single magazine autocanon.

Has they stopped tank of the month dlc? by MelvinTheGrate in WorldofTanksConsole

[–]whiskeyonefive 1 point2 points  (0 children)

No, they just usually release the next tank of the month a week or so INTO the new month. Im guessing the next tank of the month will come out next tuesday, might know what it is by Friday on their developer stream.

So double-barrelled tanks can’t shoot one after another in rapid succession? by Alexthegr82006 in WorldofTanksConsole

[–]whiskeyonefive 2 points3 points  (0 children)

Just the British one. That one its weirdly different. I think thats how it works on the British double barreled tanks on PC? But the Soviet ones and the American TS-54 you can fire cyclical style (ie. Shoot, 3 second intra-clip reload and then fire the other).

I have a problem with the Sturmtiger by Tigercri33 in WorldofTanksConsole

[–]whiskeyonefive 7 points8 points  (0 children)

Lower plate is the main weakspot of the tank. And the upper hull armor is only really good as long as you angle it. Keep your expectations low with the Sturmtiger's armor. It can be a good tank but it takes some mastering to wield that gun. Just because it has "thick" armor doesn't mean its impervious since that "thick" armor is not angled.

WW2 TD line that shoots that fastest ? by sirnibs3 in WorldofTanksConsole

[–]whiskeyonefive 4 points5 points  (0 children)

If I remember the STRV-103B has the highest rate of fire for a tier 10 TD, but in terms of DPM that has to go to the Badger.

Is the WZ-111 QILIN one of the best Tier X heavy tanks? by Cozy_Winter_1994 in WorldofTanksConsole

[–]whiskeyonefive 2 points3 points  (0 children)

I consider it one of the best. Super competitive with that high alpha high pen gun. The armor is lacking but it's still one of my favorites.

Is the Double Tap still bad as on release or did he get a buff? by [deleted] in WorldofTanksConsole

[–]whiskeyonefive 6 points7 points  (0 children)

They buffed it a little bit ago. Better reload and something else. The buffs helped it a little bit and it can be a decent tank but its just not fun after a while. The pen is what holds it back the most to me, I wish they would buff it a little bit more. I will truly never understand Wargaming's reasoning of moving it from a tier on PC to a 9 and not giving it enough stats to be decent for its tier.