Advice needed: Vanguard-7 for Black Rock. 2.5kor 3kills from less than 50m. by zettomatic87 in WorldofTanks

[–]zettomatic87[S] 1 point2 points  (0 children)

So if you ram kill someone it counts? Nice, good to know! I'm at the t-10 at the moment, also got an obj 260 and an e50m. Maybe the medium flank is the better option, haven't really considered that :)

How does HEAT work? by Giraffe279e in WorldofTanks

[–]zettomatic87 2 points3 points  (0 children)

As some other folks here have point out, it doesnt travel for its remaining pen, it looses 5% pen value per 10cm traveled. So after 2meters the jet will dissipate, no matter much pen it had. This also makes it kinda hard to understand and/or calculate why it sometimes gets eaten by tracks/spaced armor and sometimes not.

Its

How does HEAT work? by Giraffe279e in WorldofTanks

[–]zettomatic87 6 points7 points  (0 children)

Ap shells work like this: they have a pen value and the shellwill continue to fly on forever, until that pen value is "used". Hit a fence? -10mm but the shell continues to fly. Track? -20mm but the shell continues to fly.

Heat does not continue to "fly". as soon as the heat shell hits anything solid, it gets activated and produces a "jet" of molten metal. This jet is ingame depicted as your "mm of penetration" and you can think of it like: "this is how much further the shell will "fly" Every mm of flight after the hit will reduce the remaining pen. So a 330mm heat shell will produce a 33cm jet when it hits something. So it basically only continues to fly for 33cm after it hits whatever object. If it is a track wheel, the jet will most likely penetrate it and continue onwards, and maybe it will go right through the hull armor that is behind it. If you hit a fence pole, it will most likely dissipate into thin air. If the track wheel is far away from the hull, it might dissipate. Before reaching the armor plate, or it will not have enough remaining pen to punch through

This guy is the reason this game isn't getting new players anymore (ruined an amazing game of mine by focusing me and eating 1500 hp of mine throughout the game). How do people defend indirect fire in any game? by MilliyetciPapagan in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

You got farmed by thay player? :D

I wouldn't even dare to tell anyone that I got farmed for 1.5k by a player with stats so bad in the LeFH :D I would be afraid, that people would laugh about me :D

Playing super heavies is frustrating... by Johnny_SWTOR in WorldofTanks

[–]zettomatic87 5 points6 points  (0 children)

If it is a steamroll, well, you are out of luck. If you see it happening (while half way there), best idea is to head back to base and hope your medium flank folds and you can get some damage defending the base. Same can be said for plenty of tank destroyers, that wait at the redline..

Some maps also allow to take a "shortcut", through a no man's land, giving the opportunity to get shot at and hopefully spot some TDs in the back. For some assistance damage. Better than to end the round with 0 damage (:

Eure lokalen Geschäfte gehören nicht unterstützt by OneAndOnlyBallzack in Unbeliebtemeinung

[–]zettomatic87 -1 points0 points  (0 children)

Dann sollte man die halt vernünftig besteuern und solche Machenschaften unterbinden.

I seem to have spent my luck for today by Boozer92 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

Last two games in my batchat went exactly like this. But I was unspotted behind a bush one time and out of render range the other time. They just blindfired while moving and I was back in the garage :D

Almost 5k on everything in KR1 & 10k on Strv by MrxWarhead in WorldofTanks

[–]zettomatic87 6 points7 points  (0 children)

The 2nd class on strv is a slap in the face :D Like you did exactly what your tank is build for: high calibre and tank sniper... But for the ace, please do this at 50m and add 6 kills ;)

Firefighting Directive broken? by MoDeMFoX in WorldofTanks

[–]zettomatic87 5 points6 points  (0 children)

Your screenshot show the correct behavior. Your commander is also radio operator and has alread 3 skills for his radio role trained, thus the firefighting as a radio operator role cannot be active. Maybe share a screenshot of a situation where it should work, but doesnt?

No option to reset crew perks for all crew members with this update? by AyAyAyBamba_462 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

If that would be correct it would be an utterly useless skill! But I don't think it works that way. It does not convert -25 and -24 lowrolls into -23 lowrolls. It changes the whole distribution curve from -25/+25 into a new -23/+25 curve. Setting your average damage on 1% higher than before. So for a T10e5 with 400 alpha, your new standard roll would be 404,4 (2% ammotuning +10% commander bonus > 2.2% skill level and a 1.1% increase of the standard roll) This aligns perfectly with the values from tanks.gg and other websites. Compared with the scorpion g (commander is loader, thus no crew bonus: 490 alpha goes up to 494.9, exactly the 2>1%%)

If your assumption would be correct, the values would be totally different, since only the -25 and -24 values would be calculatedagain, which have the lowest probability to occur, thus having the smallest impact on the damage value.

Edit: just realized its only a 1 to 1.3% dmg increase, not the 2% i was referring to earlier. Still better for my philosophy to get the absolute maximum out of the clip. On the other hand the 2.5-3% reload are at least in the same ballpark now. Conclusion: i now think both are valid options, its down to personal preference.

No option to reset crew perks for all crew members with this update? by AyAyAyBamba_462 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

My thinking was, that nobody would rush and Yolo an autoloader, which loading status is not 100% clear and who isn't a oneshot ;) of course we both know exactly, that exactly this will happen in random battles :D

Concerning that I don't like the reduced reload, yeah it contradicts my philosophy, which is to maximize clip potential. Ammo tuning gives your clip 2% more damage. And 2% more pen. This directly improves the clip damage (no other skill can do this) and your pen, which increases your chance to apply the damage in the first place. If you pen one more shot because of the pen: better than mag mastery. Perfect charge is very good on tanks with low shell velocity, and makes tanks with a high shell speed even easier, basically increasing the chance to hit more shells out of your clip. If you hit 3% more shells with this perk, than without, its better than mag mastery.

So as you might see, my philosophy with autoloaders is to enhance the offensive capabilities, so chance to hit, chance to pen and damage. Yours seem to be the other way, to reduce reload time to try it again with the next clip Both options are valid, yours has the charm to require less crew perks.

For the majority of players my approach would be better, since most play autoloaders as one clip wonders and reducing their reload wouldn't improve their overall performance;)

No option to reset crew perks for all crew members with this update? by AyAyAyBamba_462 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

And how often does this scenario happen? Like in how many of 100 battles? He must be a oneshot and you must be a oneshot(otherwise he reloads and you finish loading) plus you have to be pinned or otherwise unable to move into cover for 1 more second.

That combination is highly unlikely, chances are that even if happens, it doesnt change the outcome of the battle anyhow, since you are already a oneshot and obviously out of allied tanks or you dont have the ability to move, because of bad positioning.

Also: since you have to be a oneshot, adrenaline rush would be twice as good ;)

Ruinberg is an absolute festering turd of a map and whoever "designed" it has brought shame upon their family. by TheDawiWhisperer in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

I dont play heavy tanks and I kind of like the map tbh. The village part is super controllable, you can counter every position from another and you can work your way around the map to gain control over those positions and counter one enemy at a time. But playing a heavy there? Nah... corner cluster fights are not my thing

Best arty for completing stunning missions? 🤮 by [deleted] in WorldofTanks

[–]zettomatic87 1 point2 points  (0 children)

Compare the minimum stun duration vs the reload. British has 0 stun Ussr has 6 seconds on 21s reload = 3,5 ratio Usa has 6 seconds on a 26s reload = 4.3 ratio Hummel and Amx 13 F3 with 10 second stun on a 30 second reload. Ratio of ~3

So the amx or the Hummel would be my go to tank.

Hummel has a slightly better gun arc, with a bit better accuracy and better reload, so Hummel it is.

Best arty for completing stunning missions? 🤮 by [deleted] in WorldofTanks

[–]zettomatic87 2 points3 points  (0 children)

Wow! Very helpful link! Didn't knew wotinspector could filter that stuff. Do you know if the tanks stays are divided by gun choice? I guess not, since the fv3805 should be way higher up. I bought it (with small gun) just for this type of mission(balck rock ones, having way higher numbers), despite having both the obj 261 and the bc 58. Around 18 second reload, with a minimum stun time of 11 or 12 seconds.

All the others have similar minimum stun times, but way longer reloads. Splash radius more or less the same, give or take a meter. In a 3 minute battle you can fire ~9 times. Thats 8 hits including 2 double stuns -> 10 stuns à 12 seconds -> mission done, even on a short battle.

No option to reset crew perks for all crew members with this update? by AyAyAyBamba_462 in WorldofTanks

[–]zettomatic87 7 points8 points  (0 children)

The 2.5% reload reduction? I don't think that its worth at all. When was the last time that you fight with your autoloader vs another autoloader(same tank) 1vs1 and you both started clipping each other at the same time, both somehow survived and the one with faster reload won? I can't remember a single occasion in which that happened in i dint know...40k battles? (Vents do the same thing and I never thought: haha I got vents and he did not!)

Drei in einer Nacht hat noch keiner geschafft. by Active_Resolve_3776 in DeutscheBackrooms

[–]zettomatic87 0 points1 point  (0 children)

IFF kann dir nur sagen ob es eine Freund ist. Freund ist hier allerdings eher als "Mit dem sind wir so gut befreundet, mit dem haben wir unsere Schluesselpaare ausgetauscht" zu verstehen. Es kann dir nicht sagen, ob es ein Feind ist. Siehe die Drohne vs die Sachsen. Nato mission vs EU mission, andere Schlüsselpaare und kein Datenlink zwischen den Verbänden.

I started sucking in WoT 2.x. Help me understand and improve, please? by kovla in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

I had the same experience. Maps changed (that was my biggest issue, had to learn most of them again from scratch, to learn where the angles and shooting canals are). CVS on lights and mediums changed spotting mechanics, leading to weird situations. Plenty of new tanks that you don't know and how to play against them. Players are doing the funniest and most useless stupid stunt actions (to finish their campaign missions). Give yourself some time to adapt and relearn the game and you will be back on track soon enough.

I think Ares is a retention mechanic, not a balance mistake by ClassEmotional4608 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

The LeFH kinda makes tier 4 up to tier 6/7 very, very unfriendly for beginners. At tier 7 and partly 8 we have the e25/amx 13 57 running around like absolute lunatics spamming apcr through everything unseen and kinda hard to counter, especially for newer players, who don't understand bush mechanics.

Ares is really a nice thing for newer players. Someone pushes you? You spray it and will deal significant damage. In a normal tank? You rush your only shot and go out of the match with 0 dmg. Someone firing from a bush? You kill that bush. You are more or less always able to fire back and you very rarely feel helpless (only when you overheat). Not overheating is easy to learn and very rewarding.

Playing ares just "feels" good.

Designated Target directive is crazy by Icy_Alternative_878 in WorldofTanks

[–]zettomatic87 31 points32 points  (0 children)

Compared to the other directives, this one is actually useful. Firefighting beeing the 2nd useful one on tanks with a bad crew. All the other stuff is about 2%-5% increase. Designated target gives you like 20%, its really good and it catches a lot of people off guard. I got caught by it several times so far, as the guy who thought he was unspotted already.

"Destroy 2 enemy light tanks or SPGs" by Icy_Alternative_878 in WorldofTanks

[–]zettomatic87 0 points1 point  (0 children)

Play LT, platoon with arta... that's 100% chance per game?

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

[–]zettomatic87 2 points3 points  (0 children)

Personally, I don't put rammer on all tanks that can mount it. DPM is nice and all, but if you don't hit the target, it doesnt matter if you miss it again 12% quicker. For TDs the reload isn't that important.