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Showing all 515 replies.
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Posted literally minutes after this thread
https://www.youtube.com/watch?v=vf2r-jz_NvM
Looks like we are getting T11 bong wheely, US turreted TD and classic French heavies
Buffs 4 STK-2, contriver, 432U and imbattable
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Which is best credit maker bond tank for f2p? I return to get from like 5 years hiatus and im getting rekt with my tier 10 and 9. I got 11k bonds, usually played light and medium sniper tanks but i got bored from it. Is tiger maus worth and actually made some credits?
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>>2310330
>11k bonds, usually played light and medium sniper
The Soviet Skorpion thing, or Defender. Tiger Maus has a better turret than the actual Maus, maybe you'd take it for damage blocked missions and/or loving side scrape memes.
>>2310616
>Also i already got leopard 1 and ru251, im sick of waiting in bushes.
Whatever that tiny french light tier VIII is for gold, if that's your thing.
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>>2310155
honestly, pretty exciting
i really moved the AMX M4 54 so the fauteur might be interesting depending on its armor profile. Executor sounds really good too but i already chose the ashigaru as my high tier wheeled vehicle
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for some reason i am vibing with the ashigaru
the lower top speed makes me play more carefully and getting 10k-20k profit off standard account (not running foods or firing gold) means i can go credit neutral.
using the stay sharp skill to get 5% boost on demand with first aid kit helps me play without food too
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>>2310953
I have so few of the T10s that actually get T11s but the AMX M4 is finally going to be one of them so if it's not dogshit I might grind for it
Been tempted to get the E3 but if the Gorilla is actually good maybe I'll grind the E4 line instead
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>>2311168
for the tier 11 fauteur it really depends on the armor profile. the reason why i liked the M4 54 was being able to play aggressively around corners with the armored front and have a good chance of bouncing gold
the fauteur doesn't seem to have the lower plate that armored, which would turn it into yet another generic HT which i despise
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>>2311185
It would be nice if it had strong armor but if I'm honest with you I'm much more interested in the strength of the gun as that tends to determine the value of a vehicle far more. If the mechanic is undertuned no amount of armor is going to redeem it, and if the mechanic is overtuned then it can have paper armor and it won't matter.
Also I'm cherry picking here but I never put THAT much faith in armor, the mle 54 has pretty great armor but there's always some degree of power creep that'll threaten it.
Firepower > Mobility > Armor, or the survivability onion. It's better not to be shot at in the first place, good if you can avoid being hit, and alright if you can deflect the shell.
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>>2311224
>It's better not to be shot at in the first place, good if you can avoid being hit, and alright if you can deflect the shell.
all true if you're pushing for good games and consistency.
i don't really like playing like this though. having that mantra often translates to hulldown gameplay or bush wanking with near zero risk of retaliation which i don't find fun anymore, especially after 35k battles
i like dueling and actually interacting with other players. M4 54 lets me break that mold with how it is designed, which is why i'm cautiously optimistic for the tier 11.
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>stage 30
Eugh
I hate low tier so much
Thinking 5 stages "tomorrow", 5 stages Friday, and then get my Predatore
I don't even know why I'm grinding this fucking thing though I already have the Progetto 46, Prototipo 6, and the Lion so why the FUCK do I need ANOTHER premium autoreloading Italian medium
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>>2311620
I really liked the Luchs and the Leopard, and the 28.01 105 can be fun, but I am also grinding American/German/Russian tech tree lights, and they really seem to turn to shit at tier 6. Not great at spotting, not great at camo, no fun auto loaders or burst damage, just a meh popgun. I don’t think I’m gonna keep going down these lines, nothing looks appealing aside from the 152mm on the T9/10 American.
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>>2311583
It's probably not going to be THAT insane, it'll be a ramping damage thing.
If you fire 1/3rd into your reload you'll do something like 250 damage probably, 390 for 2/3rd your reload, etc. I'm sure it'll gimp your DPM heavily if you're doing it often. But it will be useful to have that flexibility to punish someone who's only going to be exposed for a few seconds while you're still on reload, or discouraging really low HP oneshots from trying to push you because you fired and are on reload since you only need to reload for like 8 seconds to kill them instead of the full 18~
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>A new exclusive Tier IX vehicle, the Leox, has been added for both the Core and Pro tiers with a historical 2D style.
neat, they're adding a bit more value for WoT Plus subscribers since like I said the TS-54 is a lot less valuable now that the E65 Zwilling exists
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2.2.1 in a nutshell
>buffs to the entire lines for the 432U/AMX67/STK-2/Contriver (except the already more than strong enough Canopener)
>pretty significant buffs across the board
>Panther 8,8 got a gigabuff to make it playable, Strv K also got buffed decently
>bunch of map changes, Pearl River/Serene Coast and Klondike is random battles now
>new indicator telling retards where to brawl because some players don't understand maps apparently
>vehicle bans in Onslaught, so you can ban the Dravec/Ares 90 now allowed in Onslaught
>the three new XI vehicles, no real info yet
>Leox for WoT Plus subs
>and finally, Frontlines again
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Oh I glossed over it but WG had some real foresight for once with the tank bans, the rental tanks for this season of Onslaught come with 4 skill crews and pre-installed equipment as well as infinite consumables (like the infinite large repair kit)
This means they'll actually be viable to run if you don't have the tank already
I already have the 140 set up but I might play the T57 Heavy a bit
Also means that brand new players can't be banned out of playing the match/you don't have people throwing because they only set up one T10 for Onslaught and it got banned and now they're playing a rental tank with no crew + no equipment
The three vehicles means that even if your team bans your 140 and the other team bans your T57 Heavy you still have the Foch B to fall back on rather than being literally unable to play the match
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>>2312959
yeah i'll live, by switching over to the deathstar!
vehicle bans feels pretty poorly thought out. there's a severe imbalance of teams with dravec vs without.
the teams without dravec can't ban it out on their side because it requires someone to pick(?) it while the team using dravec will have zero incentive to ban it out themselves.
what will happen is that people will ban out perceived throw picks like 50b, grille on their team, leo 1 on their team and the banned player will switch to fv4005 or a bigger troll vehicle as a spite pick.
dravec meta goes brrrrr, but if this leads to it being nerfed eventually i'm down for it.
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>>2312996
Yeah I'm predicting
1) a bunch of spiteful trolling when a shitter gets his tank banned
2) teams with the Dravec to absolutely shitstomp teams without the Dravec
I need my last 3 banners so I have to hit silver, and I don't have a Dravec. This is going to be fucking miserable, I think.
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>>2312928
Just don't buy the 3500 gold improved pass, like do you really want the improved pass rewards that badly?
Anyways - next trade in is unlikely, but they might eventually add it to the trade-in list
Bit of a waste though the Predatore seems perfectly decent for a battlepass tank
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>>2312996
>while the team using dravec will have zero incentive to ban it out themselves
You can't actually see who has what though, can you? I remember it being fog of war when I did Onslaught.
So sure - you might not ban your Dravec, but that's just you blindly assuming you'll have Dravec advantage when the enemy team could also have a Dravec. It'll be an interesting prisoner's dilemma - do you ban Dravec to remove it from the match on both teams, or do you leave it and hope you have Dravec advantage?
Also, two people can play the same vehicle right?
So what if you have 1 Dravec, don't ban, and the enemy team has 3 Dravecs?
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>>2313001
to be honest type 5 heavy in city maps should club dravec players. premium AP and shooting down on them will fuck them up decently well
dravec on wider, hilly maps like sand river though? makes a hard map even harder to make plays on, in my opinion.
i'll probably roll with T5H, M4 54 and T110E5 to silver
>>2313008
actually i dunno. is the one for all skill any good?
i keep forgetting about the fury skill assault medium like 430u and e50m that pumps up their DPM that can probably outduel a dravec in a straight fight.
ARES might be good too. i don't have one but the onslaught modifiers seem to benefit it a lot. paper tanks like batchat 25t might be a throw pick when compared to ARES 90
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>>2313019
>to be honest type 5 heavy in city maps should club dravec players. premium AP and shooting down on them will fuck them up decently well
That was my thought too. But I'm already planning my ritual suicide for when I roll sand river.
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Uninstalled. I think for much longer this time because it wasn't a rage quit. Had 4 games in a row be 15-3 stomps while doing 2k damage. This shit is worthless. Games are decided in 60 seconds by who is going to peek first and get blasted for 800 hp, flank collapses and it's gg. This happens every other game, so boring.
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>>2314333
Once I hit silver at the end of this onslaught I’m probably going to take a break until next holiday ops. I usually fall off around this time of the year anyways
Spring is when other games starts releasing and being able to touch grass
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What are the small orange/yellow circles that people are dropping onto the minimap? What do they mean and how do you do it? I don't have any mods that would be adding that, must be some new (to me) vanilla feature
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>>2315822
That’s it, thank you. So those are incoming SPG strikes? I had thought teammates were dropping them.
As an aside, after coming back to this game from about ten years ago, I’ve always disliked arty and thought it was boring to play (except the Su-26 which was always fun). I’ve reluctantly started grinding towards the M44 to do arty missions and holy fuck is it awful and unfun. I don’t get how anyone enjoys it or “arty mains”. I guess arty got nerfed a while back along with the HE nerfs and they just suck balls now. Super inaccurate, just feels totally worthless to play and impossible to contribute to a match. I try to pay attention, read the map, keep situational awareness, etc, but you’re so reliant on your team that half the time I can’t even get one hit in before we fold. Higher tier arty seems fairly accurate, I get pounded pretty regularly in my upper tier heavies etc, so maybe it’s just this t5 m41 that’s garbo. But either way it’s incredibly unfun and boring.
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I need help for picking my first bond premium tank (first premium actually). I need a good credit maker, I'm in between 122TM and Guard. I liked 122tm armor and damage but didnt quite liked slowness (and looks ugly). About Guard, i really liked camo, it has more camo than my German light tanks, good armor for medium, still slow tho and worse damage than 122. Idk if camo means anything at all these days.
Also im open to pic related tanks.
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>>2316482
The Lis is probably the most all-round, conventionally attractive choice. Does everything a medium should, has good but not great turret armor with great mobility, good gun handling and alpha, good DPM, etc.
I'd ignore the Strv which is just a premium Centurion I and I'd ignore the Chieftain which is not a very appealing offering either.
The Mutz is a decent high DPM sniper with comfortable mobility and depression but lackluster armor and alpha.
I don't have much of an opinion on the T-34-3 but it's probably alright
>idk if camo means anything
It's nice on something like the Guard, provided you get a map that accommodates it. Not every map is going to have good bush positions you can play.
I wouldn't say either are that slow though - the Lis gets better HP/T and handles better but it still caps at 50, I guess the Mutz runs 55 but most of these are 50kph tanks. The 122TM is so sluggish because it has atrocious ground handling, you'd actually want to run Grousers on it over Turbo (gets you more speed) and it'd probably want off-road driving too.
The 122TM isn't a bad tank since you're not always firing on reload but it does suffer a bit in turbo matches.
If I had to recommend one it's probably the CS-52 LIS, or a toss up between the Mutz and the Guard if you like a more backline sniping playstyle from your mediums.
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>>2316482
For credit making your only good options are Su-130 PM and 122 tm. Tier 8 mediums are dogshit in general outside of the few meta autoloaders
Every other tank either have too little penetration to deal with meta armored tanks or fires too fast and eats into credit making potential. There is a reason why every F2P gravitated to SU-130 PM when it got released to bond store
Somua SM is pretty good too, it’s my go to for credit making but needs 4+ skills crew and enough gameplay knowledge to dump 2 full clips in a life before dying
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>>2317150
In terms of pure credits, the Tiger Maus has pretty respectable profit numbers on Tomato.gg
I don't know if people are just spamming a lot of gold but the SU-130PM only rates 7869 Profit/Min (maybe bad players since it's so overplayed?)
Somua SM rates 9510, 122 TM is 8815, the Lis is sitting at 8235, the Guard clocks in at 7973 (although the battle sample size is a bit small)
The Tiger Maus is clocking in at a very respectable 24k battles recorded and a profit/min of 10251 as well as a pretty simple and effective playstyle + earning bonds as a T9 premium
Honestly I think the T9 premiums are pretty underrated in terms of earning potential, even the Char Mle is sitting at 9068 profit/min as a relatively difficult to play LT, the only bad picks from the bond shop for credit grinding are the T10 reward tanks that don't have improved economy.
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>>2316819
After checking velocity of each shells, i decided to ignore guard, if im staying at distance, i want something over 1100 velo, guard has around 800, meanwhile 122tm was like 1300. Thats the biggest appeal of 122tm for me right now. CS-52 LIS also seems decent.
>>2317150
I pass SU130PM, cuz im pretty sure i get bored from it.
>>2317202
Tiger Maus also looks appealing desu, my only worry is i never played heavy tanks and i dont have any idea how to brawl. But bond earn
So far 122TM looks best along with CS-52 LIS, which seems fun to play with, its gold shells are insane but not best for credit making tho. Btw is there any new bond tanks coming? I can also wait a little longer before spending it.
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>>2317202
tier 9 gameplay is a bit more annoying to credit farm, in my opinion. too many tanks that will require you to load gold to pen frontally like DZT-159 and it's getting hit with powercreep tanks
superheavies are pretty whatever since they are slow to the action, face tanks frontally and live for a while
sure you'll make good credits per battle... but if you have to stay in a battle for 7-8 minutes instead of slamming 3-4 minute turbo games in autoloaders by clipping someone out and then dying, you're credit grinding 'inefficiently'...
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>>2318378
>like DZT-159
The hull is made of tissue paper, and I don't know what T9 premiums you're playing that have enough gold pen to go through the turret face.
Certainly not the DZT itself (310 Heat), the Tiger Maus (311 APCR) maybe the Char Futur 4 with 330 HEAT (50% average chance of going through the turret face, varies depending on where you hit it) but most T9 medium/heavy premiums will struggle to pen even with gold.
I guess the T9 premium TDs have an okay chance of penetrating with gold but the DZT turret is not really meant to be penetrated, it's supposed to have a strong hull-down turret that you either flank or cupola snipe.
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>>2318722
The problem isn't that everyone else is shit it's that all the fucking retarded pondscum gets placed entirely on *your* teams and the handful of competent players end up on the enemy team to steamroll your cannon fodder and then 3v1 you where no matter how skilled you are and no matter how good your tank is you're not going to win a 3v1 against 50%+ WR players who have at least one hand
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>>2318639
>I don't know what T9 premiums you're playing that have enough gold pen to go through the turret face
what? as a DZT-159 owner myself, any schmuck can load gold and yolo the turret face for 20%-50% pen chance at anytime depending if it is hulldown or not, or if it is slightly turned to one side.
the premiums you mention should not struggle that hard against DZT turret and i'm curious to know what angles you are looking at it in tanks.gg, because here's mines against a DZT in optimal positioning, using the tiger maus 'insufficient' 311 APCR that you mentioned
cupola sniping the DZT is a meme answer when it hides it behind 2 degrees of gun depression
anyways, the point is that playing a superheavy for credit farming purposes is not it.
you'd have to face enemies in their strongest position if you push
you'd have to waste time waiting for enemies to make mistakes if you play properly, burning credit booster time
usually need gold ammo when facing off against other heavy tanks or uptiering
tiger maus is definitely not recommended for a first-timer's premium tank, especially after armor flashlight update
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>>2319037
>yolo the turret face for 20-30% pen
I mean yes some of the shots will go through but spamming 30% rolls while the DZT trades you for like 440 a hit is not exactly what I would call favorable. If you have less than a 50% chance while spamming expensive gold I'd say you should probably be making an attempt to reposition/flank/do anything else but maybe I'm bad at the game and the unicum play is to spam gold into the turret until you eventually roll high enough times.
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>>2319235
>and the unicum play is to spam gold into the turret until you eventually roll high enough times.
yes hello welcome to high tier heavy tank gameplay against hulldown targets. i thought you knew or had already experienced it ad nauseam by now
this is why i desperately seek out heavy tanks with aggressive playstyles that lets me break through this defensive bitch playstyle that 90% of the WOT playerbase likes to do
here's a few tier 10 targets i remember shooting at with gold ammo that i rolled the dice on. DZT against tier 9 is no different and you yeet gold ammo into it with 20%-30% chances until you bleed it enough to fuck off.
>reposition/flank/do anything else
doing those moves in a heavy tank? griefing your own battle results most of the time esp if you have >60% hp still
refuse to shoot gold due to credit economy and/or ego? you sit there for 2 or 3 minutes while your flank melts or chews through their tanks and you get shitty cleanup damage because you aren't willing to roll the 20%-30% dice and giving up your shooting opportunities as the timer ticks down
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>>2319284
>yes hello welcome to high tier heavy tank gameplay against hulldown targets. i thought you knew or had already experienced it ad nauseam by now
no I make stupid fucking plays that are either 65% unicum tier and snowball the match or are 42% dogshit retard plays that get me instantly vaporized and then my team folds like a house of cards
I don't engage in sitting in one spot on the map for 10 minutes trying to pixelsnipe with a gun that's bent sideways while my teammates jerk me off
am I playing suboptimally at least half the time?
yeah maybe but I'd rather all-in on a flank and win a glorious push (only to have the other flank collapse despite having a numerical advantage and piss away all of my effort) than run away the moment the flank looks even remotely sketchy even if that's the "unicum" play.
I think if the playerbase as a whole could somehow be convinced to play more aggressively we'd have much more fun and dynamic matches and there's still very much room to be a super high winrate player playing aggressively if you platoon with two other competent players, the problem is that when you do it solo nobody fucking pushes with you despite it being the most obviously good play in the world and then you die because even the best positioning and gamesense and mechanical skills do not let you win a 1v3 90% of the time when your teammates decide to sit behind a building.
Actually I think the thing that pisses me off the absolute fucking most more than anything in the world is pushing in, fighting a 1v3, dying, and then your 2 teammates immediately give up their okay camping positions to push out into the open and brawl a 2v3 that they then get fucking spanked in. They aren't willing to play the game in a 3v3, you MUST die BEFORE they're willing to do anything. The second you die they stop camping.
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>>2319370
i have the same playstyle as you do, shitpushing into everything
these tanks are the only ones that support my playstyle though
i've sold a lot of tanks like dravec, fv4201 chief, xm57, dbv-152, concept 1b, bourra, etc... simply because they can't keep up the DPM with aggro pushing or digging out hulldown campers due to lackluster pen
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>>2311620
>How the fuck i play these German light tanks?
You're a stealthier, faster-ish, smaller Medium. It will be uncomfy without some counter-recon equipment. Find things to higher than average HE pen, you can grope things from the side more often than you might think.
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>>2316482
Others laid down Lis, 122m, & Su-130. Guard's stealthy and relatively quick, damage per shot is good for credits (same for French Super Sherman, even better with standard APCR, weak pen notwithstanding). 252 if you have willing VII platoon slaves to help massage the matchmaking.
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>>2319370
>yeah maybe but I'd rather all-in on a flank and win a glorious push (only to have the other flank collapse despite having a numerical advantage and piss away all of my effort) than run away the moment the flank looks even remotely sketchy even if that's the "unicum" play.
If you don't win your flank before they're poised to reach around to your base, you have to go back (faster when the heavy/medium match ups disfavor your team). People not realizing they're being committed by a yolo or whatever play, and only push in when the guns are turned back on them is the difficulty, which the credits economy is largely to blame. It's not just people being unwilling to take hits or trade in-itself.
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>>2320992
I got 122tm, its not sluggish as expected and armor is not that great as expected. Its not bad tank, getting 30k credits even when i lose the game. But yeah DPM is crippling sometimes. I was also thinking mutz but i remembered my indien panzer games, it was miserable.
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>>2320990
>It will be uncomfy without some counter-recon equipment
I put slotted optics + LNE + vents (CVS if T8 and available) on all my lights and it really blows being constantly out-spotted by invisible French lights sitting in a bush. Surely a contributing factor is I'm using low level crews just grinding out camo skill as a first skill, but yeah. I suppose one could put camo net + binocs and embrace being purely passive, but that sucks. Like I have a tier 7 T71 DA with a 445m view range and playing it is "lol you got spotted by an invisible TD and got two shot"
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>>2321357
It probably varies a lot by tank in the tech tree but yeah I fucking hate the M41 90 prem, you literally get outspotted by every other tank in the game and it's miserable. It's a medium tank taking up a light tank slot and heavily gimping your team.
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>>2322327
meanwhile the retards in valley will lose that fight somehow and it'll be 3-7 everything said and done
I was going to say "and then they'll get ass-fucked" which might happen anyways but it's also encounter with a cap in the city for the extra cherry on the shit sundae
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>>2321300
You can try the grousers equipment and the 5k credits petrol consumable on the 122TM. I haven't actually A/B tested it because I'm too cheap to change my equipment, but by far the worst stats on this tank are the reload speed and ground resistance values. Grousers and petrol should alleviate the latter.
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>>2322792
Rip that’ll probably take me like a year. I had IS-7 and IS-4 (when it was tier 9) a long time ago but I lost that account.
I really wish we could do field mods after a vehicle’s modules are fully researched, instead of after grinding out the next tank. Would be way nicer. The game overall feels less grindy than it used to, so it’s a jarring annoyance
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>>2326097
I personally always get BiA first, regardless of class because it makes all other skills better
Repairs are not that critical, because they can be mitigated with the repair kit
Camo is vital for all high tier mediums, but 3rd skill should be vision skills, repairs can wait
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>>2326192
After the buffs to repair kits (I played when they only fixed one module and were a one time use) repair skill does seem less crucial, but it does really suck to have a tank with no repair skill and your repair kit on cooldown, then get tracked for 10+ seconds or whatever
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KV-3/4 107mm vs 122mm? In the before times I would’ve said go for the 122 for big alpha and peek and poke, but now it looks like the 107 has been buffed significantly. Better pen and soft stats too, worse only in alpha.
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>>2328089
On the KV-3, the 107 has slightly worse alpha.
I guess you do have better pen, but the better dispersion is not going to be that huge of a difference at the ranges the KV-3 should be fighting. I guess decide if you want better pen or more alpha.
On the KV-4 the 320 alpha 107 is a lot more appealing since it actually has better DPM and pen on top of the accuracy. I feel like you're still doing a lot of peekaboo trades most of the time but 320 vs 390 isn't that bad and the extra DPM is usable since the KV-4 is the kind of tank that can push in and force a DPM fight when necessary
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>>2328229
new skills are better for brawlers like 430u
yeah you can lean more into camo but it's not what the tank is really for, camo only useful for breaking TD camps in the mid to late game of a slow game but games are already turbo and maps are generally pretty corridor-y already
stay sharp boosts brawling and increases VR by 10
designated target adds +2 second to spotted targets
new reliable placement is massive QOL
second chance helps followup shots from gun or HEAT trolling, it's like adding a rammer directive for missed or bilndshots
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>>2331253
too many lines and differing playstyles within nations and weight class, any more info you can think of?
do you give a crap about playing at tier 10 / 11?
playstyle preference?
are you planning on staying on standard account? are you okay with the thought of spamming premium rounds?
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>>2331488
I already have 1 medium, 1 heavy and 1 light tank crap at tier 10. Im not gonna use premium rounds and it will be standard account. I was thinking a engaging playstyle but it seems this game evolved into peek a boo style so hard so its not possible i guess.
By thinking "fun", its probably something like guns, like big damage or auto cannons or that tesak style guns.
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>>2331975
scratch off any light tanks as the investment requirement, map knowledge and required tolerance of shitty teammates is too overwhelming for most players + 20k credit tax by running food every battle.
engaging style, regular rounds and slow firing guns to preserve credit economy sounds like you lean towards assault-style heavies and TDs, but the grind to unlock their aggro potential are locked behind field mods level 2 that require the next tank to be researched.
heavies often require gracious amount of premium rounds, so lean into the TDs with assault classification.
T30 and object 268 version V are pretty good pickups too.
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What types of tanks / situations do you like to use experimental equipment and why? I'm just getting enough of them now that I can slap a couple lvl 2s on some of my better tanks.
One, I've noticed that the accuracy improvement system is strictly better than a non-slotted standard IAU since it's that plus part of a GLD as well. I only use them on a couple tanks (sneaky fast TDs, and the ol' KV-2) but that's nice for how little of an investment it takes.
Two, the mobility improvement system looks appealing, since I already have a turbo on all of my brawling heavies/mediums, so might throw a couple lvl 2s on my tier 8 premiums, to improve overall mobility with a baby vstab (I know it mostly only offsets the bloom penalty from the increased hull/turret traverse) as well.
Is the fire control system worth using? Seems like it's primarily aimed at autoloaders who can't fully aim before their intraclip reload.
Finally, when is the survival improvement suite worth using? I generally have hardening on all of my brawling heavies/mediums as well, and I do have a lot of German and Russian tanks that might benefit from it. What's the cutoff for when it's worth losing the benefit of a slotted hardening, vs a nebulous "I don't like getting shot in my transmission/ammo rack" feeling?
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>>2334424
AIS is very niche, there's a few tanks that use it I think but it's not really a priority.
Mobility is basically just an improvement on turbo, it loses out a bit on a bond turbo but how many of those do people have kicking around and 1kph isn't huge on most tanks. The dispersion bonuses are worth it on most tanks and especially TDs that can't run stabs, the only reason you don't run a T3 Mobility on every single tank you own over a turbo is cause you don't have *that* many components.
FCS is another really niche one that is used on a handful of things when you already have Vstab but need to further try to improve the gunhandling.
Survival is pretty solid, yes you lose a bit of HP (1% vs slotted hardening, 2% vs Bounty, 3.5% vs Bond) but having the improved durability on things that eat a ton of module damage regularly is very nice. This is, as you said, most of your Russian/German tanks. You don't lose THAT much HP over slotting hardening, this is another one that is really just held back by your limited amount of components.
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>>2334424
bond hardening is only worth it if you are 3 marking or playing high level onslaught where every bit of HP matters
all other times the QOL increase of survival improvement suite is a massive improvement for randoms over regular hardening
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>>2334534
>>2334543
Solid arguments, I am convinced. Gonna slap more experimental turbos/hardenings on my mediums and heavies. Also I have so many tanks and so few resources that I’m effectively comparing standard equipment vs t1 experimental with t2 experimental as a stretch goal, I don’t use bond or bounty anything yet.
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>T42 is on sale again for The Boys finale
>compare it to most of the other single shot US Med premiums
>mediocre DPM, not bad but nowhere near good
>mediocre alpha of 280, most of the competition has 320/360 for comparable DPM
>worst penetration of any of them at a pathetic 190, standard for US T8s is 208 with 230 being good
okay, so surely it has gun handling?
>best accuracy of them at 0.32
>but it gets horrendous 0.20 dispersion factors like it's a heavy tank
>10 degrees of depression is good but nothing special for a US med
Okay, so maybe it's mobile
>51.5 top speed is good, not exceptional but better than most of the competition
>but it has the worst P2W ratio despite being the lightest, so not only can it not ram it's also slower than everything else on soft terrain so it NEEDS off-road driving
Okay... maybe it has a really good turret like some American mediums do?
>turret is good against lower pen standard ammo but completely folds against gold or tanks with naturally high pen, no real autobounce or heavily angled 300mm sections
>HP pool isn't great (1350 vs 1400/1450)
>finally, the camo is mediocre at 12.25 where the IMT or AAT get 15-16ish
Does this thing have anything going for it? Mediocre survivability, mediocre gun handling, mediocre gun stats, mediocre mobility, it just looks like it's pretty much inferior to something like an Iron Arnie, IMT or AAT
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>>2336909
I mean the KR Patton is a dogshit tank that's been in the game forever but you think they'd at least try to make the T42 decent, it's not THAT old and it gets constantly sold so there's an incentive to maybe buff it a little until it's worth buying when compared to the AAT60 or even the TL-1 LPC (which could probably use a few tweaks as well)
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>>2337792
Nah I'm like 95% sure the 3D style is just a "bonus" thrown in for buying the pack, it's not a style-locked tank. You can put one of the Boys 2D styles on it if you wanted, or you can use regular camo and play it as a normal tank and not some collab tie-in.
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>590 and ST-66
Mildly tempted to get these soviet shitboxes, the 590 is less than I expected it to cost, but not sure either is actually worth it
Also holy shit this birthday event is fucking awful aside from the okayish tank sales, they couldn't even come up with a new low tier tank to toss at us
It's a fucking Gendron re-run and the most handed out T7 premium in the entire game, I can't imagine anyone who doesn't already have an Eagle 7
For a Big 15 I was unironically expecting a brand new T4 and then a nice T8 premium, like Lowe. Something old but not completely useless or frequently given out.
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>>2343827
I couldn't tell you but it goes on sale pretty often since it isn't overpowered, just good.
Last time it was available was LNY lootboxes as filler but there's an okayish chance it goes on sale for the next Frontlines or just randomly rotates into the shop.
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>>2345294
vert stabs is a safe first pick
personally, i found myself barely using the following bounty equips due to niche application or better alternatives in experiemental versions so you should probably avoid them
>improved aiming
>gun laying drive
>hardening
>turbocharger
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>>2347758
E65 zwilling is insanely strong and better off using than the prototipo 6 that people keep hyping themselves over a potential rerun
E65 also has the highest credit earning/min out of all the tier 8 premiums and that's with shooting gold, as seen from the ammo cost section
healthy playrate too so the stats aren't skewed to whales and unicums like the type 59 gold
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>>2348240
i love slapping grousers onto old russian tanks
they weren't balanced around improving terrain resists during their time so grousers make them accelerate pretty fast
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>>2351196
They need to remove stupid ass gold shells or make it cost like 50k credit for each. I remember when it was costing gold, people only used it in premades or clan war stuff, idk why they decided to made it credit.
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>>2352317
NTA, Returning player from the type59/Lowe/KV-5/T34 era. I’m not sure when skill shells for credits happened but it definitely feels like it made the state of the game worse, although not as bad as the power creeped premiums (which were originally intended to be “worse than a fully researched tech tree tank but better than stock”). Just sucks that gold is spammed by everyone at all tiers. Used to be the domain of a small number of whales spamming “IM FLINGING NICKELS” in all chat, now you regularly encounter players just spamming full gold. Even in tier 2/3/4 matches which just sucks. Players shrug and say “I’ve got 60 million credits, why wouldn’t I?” When I came back to the game I resisted but fuck it I load 25-50% gold on all my tanks because it’s just how the game is now.
I can see what I assume is your argument, that it helps to democratize access to high pen and gives the ability to compete for F2P players who otherwise couldn’t afford gold ammo, and to help counter high armor meta tanks which would otherwise be impenetrable, and I can see some logic to it. I just think it sucks it made gold ammo so common and widely spammed. Just the treadmill of power creeped. I miss the old feel of more or less realistic-esqe WW2 battles (really wish tiers were by year, and that we didn’t have 40s and 60s tanks at the same level)
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>>2352425
>I’m not sure when skill shells for credits happened
well... 2012. it's been 14 years, no point beating up the same old treaded arguments for or against gold ammo, especially when WG have been pushing 280mm+ armor profiles that negates all standard rounds and require gold to reliably pen
intuition change helped a lot of average players get used to gold spamming, including me. switch to gold rounds when you see a fat fuck supertank like JPE100 or taschenratte, gold spam until dead, intuition back to regular rounds.
https://worldoftanks.eu/en/news/general-news/81-premium-ammo-change/
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>>2352525
>well... 2012. it's been 14 years
Mfw. I think I quit playing in 2014, can't believe I didn't remember that, though I was drinking a lot. Wonder if I was playing WoT because I was drinking, or I was drinking because I was playing WoT
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>>2352317
Well i play both heavy and sniper medium at tier 10, i can tell you that without using any gold shell i can destroy heavies with my medium tank, while on my heavy tank, im getting butt raped without gold shells.
I think gold shells fucks heavies even more.
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waiting with baited breath to see if the PGZ-70 ends up in a Raumfalte box as a Vercingetorix analogue
this thing looks so fucking insanely toxic and busted that as much as I hate hugely expensive RNG tiered lootboxes I kinda hope it gets locked behind one because having to face them every match would be literal torture
(although ofc I still want it so I can be a piece of shit)
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They finally revealed the gimmicks
Gorilla's looks good but not overpowered - you get massively reduced alpha and pen if you fire early, 400/260 vs 800/310
Considering it takes like 8.8 seconds out of the 19.6~ second reload shown though it's a DPM increase and worth doing if you're fighting targets you can pen with the reduced penetration, but I mostly see it as a safety net that'll prevent people from pushing you. If you get hit by the Gorilla for 800 and drop to 398, are you really going to push this guy around the corner when he can oneshot you instead of being punishable on the full 20 second reload?
Fauteur is a passive alpha boost when you have downtime, which is pretty useful overall. Also has the ability to overcharge your heat at the cost of dispersion which might be useful while brawling but might end up being a shitty gimmick that needs to be buffed.
The mobility boost on the Executor is pretty basic but on the Concept 5 platform it's probably going to be pretty insane to be able to zoom around the map into positions and also to reverse so fast that people without laser shell velocities might miss perfectly aimed shots.
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Commander perks for a heavy tank? I blew all my books to max out a zero perk gimmick crew. I've got BIA, repairs, recon, three slots left. Probably gonna take camo for the last slot, so two perks to pick from. Seems like emergency and coordination are the more popular, with practicality in third place, others don't really seem that useful. In general, I prefer abilities that are always on, not situational or only activated under certain conditions.
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>>2356660
Camo is usually useless because it's percentile of base and heavies usually have camo in the single digits, and you're not going to take it on your high pressure crew like driver and loader.
Any kind of crappy gun means you're taking coordination. It also flashes on your hud when you spot something so it improves your awareness.
Emergency assists with trades which is the meta.
Last pick is to taste.
Could do sound detection if you play on na just for the stun reduction.
If the tank frequently has a specific crew die take mentor.
Practicality is a what you take if you don't know what to take.
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>>2356660
camo is pretty bad on heavies. you take up a skill slot across all crew members for camo % that isn't very relevant until end of the match
for my commander, i've been transitioning over to recon - coordination and practicality - stay sharp since they synergize very well with each other. emergency kind of sucks unless you are in an autoloader to take full advantage of the 15 secs when receiving damage
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>>2357492
I think Raumfalte tiered boxes are dogshit but be so real the PGZ-70 either can't see the light of day or it needs to be very rare/difficult/expensive to obtain. If there's dozens of these in every match it's going to be ACTUAL cancer. Insane pen, insane clip damage, it gets stupid module damage too so it'll shred your modules/ammo rack you stupidly often, it's going to be ridiculous to deal with
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>>2311185 (You)
>>2311224
thankfully, the fauteur seems to have retained the beast lower plate from the AMX M4 54
pretty good sides, tracks on the fauteur are bigger so gives more leeway against gold spammers while being honest enough to get pen by AP F2P shells
really excited for another heavy tank that actually has frontal armor and can aggro campers to death
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>>2364786
>actually has frontal armor
are we looking at the same tank?
it has that huge driver's port weakspot that's especially brutal from a flat angle on top of the not so great cupola that can't be hidden with gun depression.
So you have a weak unreliable turret and a weak unreliable hull, they don't need to shoot your lower plate when the armor flashlight shows them the big bright green weakspot at the top of your hull
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>>2364837
>getting shot at from flat angles in that french heavy line
>implying this tank wants to be a hulldown tank instead of fighting bitches on flat around
>>>>>>>>>weak turret
what are you smoking anon?
also, i'm asking for usable armor to frontally peek around corners, not the second coming of the canopener. have you actually played this tank line at all?
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>>2364851
Yes, I have the T9 (which is supposed to be the best in the line) and it's fucking ass
Fuck off huge cupola that everyone easily hits at any range and a tissue paper hull that might as well not even exist as well as an anemic gun that does the same alpha as the 105s on same tier mediums with horrible gun handling and piss poor DPM (or you can give up pen and even more accuracy and gun handling to do actual alpha)
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>>2365071
AMX M4 51 and M4 54 play way differently.
M4 54 frontal armor has way better sloping on both upper + lower plate to bounce T10 HT gold rounds, and actually has respectable damage to trade with.
AMX M4 51 hasn't been the best tank in the line at all ever since the first nerf the entire line received. if you got that "advice" from someone recently, they're out of touch with the modern meta and if you found that M4 51 shilling from redditors then lol lmao
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TVP is okay but it has no armor so it suffers a lot if it gets spotted. It has great DPM, sure, but that means having a lot of facetime to make the low alpha work. If you get caught out against an Ares there goes your entire HP pool, your DPM is not comparing to his. Same against a Squall or a Blesk. It's not a bad tank, it plays a lot like a medium though and is somewhat map and matchup dependent.
Renegade's pretty straight forward; you get good mobility, good firepower, and almost good armor in exchange for having a huge tumor on top of your tank that everyone can farm. If you can avoid getting hit in that tumor, or trade favorably, it works pretty well.
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>>2376758
They're going to have to walk back the bloom, I see them buffing the DPM a bit in general and making the overcharge bloom/gun handling nerf a lot less punishing
How long it takes for them to buff the Fauteur is another question (at least it'll probably mean sorely needed buffs to the AMX 65t and maybe even the AMX M4 45)
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Just started playing Onslaught.
I can't upgrade the skills on my rental tanks crews or change any of the modules.
I don't remember this bullshit happening before.
Also appears they took the Super Conqueror out of the mix.
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I've been using hardening/turbo/rammer as a general rule on all my heavies/mediums, and now I'm really debating swapping rammers out in favor of vstab. I have definitely noticed multiple instances of damage racing an opponent where having a marginally faster reload kept me alive and killed an enemy, however, I drive a lot of tanks with mediocre gun handling, and I've been reflecting on how I probably miss way more half-aimed snap shots than I find myself fully aimed in and waiting for a reload, ready to fire the instant every shell is loaded.
What are your thoughts and go-tos? What are rules of thumbs for when gun handling parameters are poor enough to warrant the ol' vstabbystab?
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>>2380148
Generally you drop either turbo or hardening to take a rammer.
Hardening if you're a second-line/support tank that isn't going to be taking a lot of hits, turbo if you're either already very fast and don't need the small boost to your speed or if you're a brawling tank that isn't going to need a turbo on a city map
In terms of gun handling... probably anything over 0.16 wants stabs. Your heavy with 0.22 wants stabs, your medium with 0.18 wants stabs, your medium was 0.14 can probably get away without running stabs especially if it has a decent aimtime.
A tank with 0.16 might want stabs, if it's going to be firing from decently far back while finding positions, but a brawling heavy with 0.16 (if such a thing exists) doesn't care nearly as much about having stabs and would rather have hardening/rammer/turbo most of the time
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>>2380148
You’re starting to exercise free thought and getting closer to breaking out of cookie cutter builds.
For me, I’d rather cut hardening or rammer for a vstab over turbo. Turbo speed limit improvements are way too strong and being able to drive fast enough into cover does a lot to improve survivability
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>>2384217
Yeah so T4/T5 are unplayable dogshit, it's just seal clubbers nowadays and people trying to farm battlepass points during extra chapters
that said you can usually get pretty good exp IF you don't get placed against a platoon and farm the bots/outplay the other human player
but you're mostly meant to just fxp to T6 or something, there's a reason returning players got 3 tech trees at T6 and they gave out all those T10s (3 branches?) for new players
They should just add a new gamemode at this point that's fighting entirely against bots and have it give reduced credit/exp payout, basically like WoWS' co-op mode. Human players on your team vs bots, maybe even do Warship's Asymmetric where it's like 5 human players in a co-op match vs 12 bots. An average match would award 300-600 exp depending on how much you farm, so it'd be more than enough to get through T1-5 but trying to grind out the 200k~ exp for a T10 by playing T9 in co-op would take fucking forever
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>>2384357
>but you're mostly meant to just fxp to T6 or something
I fucking wish I could reliably get a t6 match so I can actually scout in my ELC
unfortunately 9/10 of my matches are just pvefests on tundra and ensk
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>>2384416
idk I play on USC and it's not too bad at reasonable times of the day, I set up my Chaffee Camo during the Predatore pass and I was getting decent scouting matches in mixed T5/T6 matchmaking
hell you even get player-filled matches at T4 during peak hours, they're just smaller 7v7 matches because of the lack of people playing at that tier
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>giant orange markers telling you where to play on the map
>people STILL refuse to play the flank
hopefully next update the game will just take control of your tank at the start of the match and drive you into the correct flank before letting you take control of the vehicle again
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okay so my working theory is people think the zones are the random event danger zones that instantly kill you
none of my teams are playing maps properly now, they need to revert this battle route update IMMEDIATELY or they are going to actually kill the game, it's literally unplayable right now
people are just camping in base or going to random spots on the maps to avoid the "danger zones"
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>>2388150
>Do the different sub-classes of tank (versatile, sniper, etc) give mechanical benefits, or are they purely descriptive?
field mods, abilities for the onslaught mode and matchmaking roles since MM tries to balance mirroring roles on both teams
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File: 1776966933190339.webm (3.9 MB)
>start taking week long breaks, noticing my skills deteriorating over time
>try and play light tanks to get gud again
>pull off webmit's time to pass the mantle to the newer generation of players...
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I am not enjoying the VK 100.01 (P). Just feels like a fat XP pinata every match. Traditional angling, sidescraping, try to hide the cupola, no matter what, gold ammo just sails through. I play a lot of bad/old tanks for fun but this one feels like it's aged very poorly in nu-WoT.
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I'm not convinced the T-44 is playable even post 2.0 but I'm almost done grinding it
small prayer the T-54 is good and there's no more suffering on my way to the 140, might pick up the 430 branch if the buffs have helped it enough
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>>2392892
>I'm not convinced the T-44 is playable even post 2.0
Honestly I love mine, and am grinding it right now on the way to obj 140. Feels great to drive and I do okay in it. What don’t you like about it (besides that it’s just ‘good’ and not power creep OP meta)? Can explode a bit if you’re unlucky, try configuration/safe stowage/exp hardening?
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>>2392892
>>2392993
The problem with the T-44 is that it's just ok
No extreme to abuse, just a dependable, boring medium tank, which is why I keep mine for almost a decade
I never had fun with the T-54, doesn't have any gun depression and nothing bounces from it, but the 140 is absolutely worth it, it was good before the buffs, it is absolutely excellent now
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>>2393160
> The problem with the T-44 is that it's just ok, No extreme to abuse, just a dependable, boring medium tank
This, but the premium T-44-100
After the panther 8.8 buffs to 50 km/h top speed and HP increase I haven’t looked at the t-44 anymore for my historical tank fix
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So WG just dropped the CS-53/56 Wojtek with literally no warning. No CC videos on it, no fanfare, just dropped it in one of the weekly premium tank sales.
It looks okay. It has one degree more gun depression than the Lis which is nice, but it trades having a proper autobounce upper hull for it which isn't. It has a decently sized cupola (that can be hidden) and semi-weak turret cheeks much like the CS-52 Lis. Mobility is only slightly worse despite being much heavier - less HP/T and soft ground performance, but same 50kph top speed. 16 reverse vs 20 is a bit blech but 16 is okay.
The real issue I see with this tank that's going to make it frustrating mediocre to play is that it has horrible gun handling - 0.20 on moving/traverse. The 2.4s aim time and 0.36 dispersion are not that much worse than the Lis, but the 0.20/0.10 vs 0.14/0.8 is definitely going to make it a lot less enjoyable to play while repositioning.
Finally, it has slightly better camo but not really enough to justify a static playstyle to counter the heavy tank dispersion.
To sum it up;
Fat CS-52 Lis that gets better base pen and 390 alpha on 122, but trades some DPM for it. Has horrible gun handling, acceptable mobility, reasonable armor, and okay camo.
Is it worth buying? Honestly... maybe? It's probably slightly better than the Lis on brawling maps with great AP pen (good for your economy) and better trading alpha, but even if it's not bad in every other stat the gun handling is going to make it less enjoyable than the Lis.
But maybe worth buying for people who don't already have a Lis.
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>>2396474
Nobody is forcing you to buy it
I probably won't, unless the CCs prove to me I'm wrong and it's actually amazing somehow, but I'll probably get it eventually as a lootbox filler and decide it's alright and it'll maybe get played a few times a month
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>>2331253
A43, fast, good camo, nuts DPM with the 57mm (prints critical hits)
T34 & Siviet Heaviesive the best bang for branching tree buck (double barrel line for fun)
Jagd's fast with punchy 88mm, Nashorn's got a weak engine and the line's painful until Borsig (also slow)
Soviet lights don't get worthwhile until IX, but even then it's a marginally stealthier & dpm shitter T-54
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>>2352425
Trade in the Lowe/KV5 for Defender 252. Su-130 in the bond store. Counter spot lights and heavium roll medium flanks before your heavies get farmed on the brawl lane. Take high alpha TDs to brawl vulture so their trades come out even at least
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>>2387501
>smoke shells
>airburst for open top vehicles and lights
>spotting flares which strip camo from bushes, and lowers it slightly in AOE
>AP rounds you can skip at shallow angles (and cause nonzero spall damage on non-pens)
>stun only effects vents worth of crew performance, camo value, and track repair
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I have a IS and i need that second canon cuz i use the main canon and i started to loose so much that i cant even have fun in the game and the ping is wery high plus i remember how they put me in 2 tiers higher battle with the main canon u cant pen anything and ur armor is wery small for a heavy in that tier even B1 has better hull armor even tho its on tier 4 so wargaming has to buff the Is cuz its imposible due to u having no pen so is main canon can have 150 mm pen with AP and 175 with premium shells so to make it balanced it will deal 200 damage with AP and Premium shells so the reload will be 10 seconds and if your gunner is taken out it will be 17 seconds
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>>2406028
Skill issue (play T11 and get a T11 heavy match, play in the correct positions and create opportunities) + luck issue (get retards on both teams, your team should basically lose the flank so you can farm more but if they lose it too quickly you die and get no farm)
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>>2407686
https://docs.google.com/document/d/1au-7iJuzjSBsjhB6pLiAzMZNPxOOdrx_AF EGa6TU89Q
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If you have unused level 3 experimental turbos it is always better to use them on the tanks that you have standard turbos on if they are not in the mobility slot
I am in the process of replacing them on all HTs that have them, the soft stat for the gun is worth it
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>>2411071
For the most part, yeah
I mean, there's SOME value in a proper turbo but a standard turbo that doesn't have the slot bonus? 100% I'd replace it, it's just a straight upgrade. The only real reason you don't see people running T3 Exp Turbo on everything they own is that you're gated by components. If I was paying out for WoT+ with equipment dismounts I'd probably swap them around all the time though and only ever use experimental turbo.
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the accuracy stat is absolutely meaningless
I can't get shot twice across karelia by a fucking bzt 70, while I in my medium tank with its alleged 0.3 accuracy can't even land a hit on his full broadside with 5 shots
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Came back to the game after 11 years and what the fuck happened to this game?
>All my old tier X are clunkly tall shit compared to other flatter unpenetrable tier X
>WHY IS THERE TIER 11
>also why everyone play like a retard doing the dance around edges JUST WAIT UNTIL YOUR WEAPON IS RELOADED YOU IDIOT AAAAA
anyway, see you later next decade so i can be mad again
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>>2429604
It's more for credits, exp is okay in theory but everyone plays busted premiums and your tank is locked out once you die so trying to grind a mediocre tech tree tank in FL is a bit of a losing proposition
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>>2429604
No, it's proportional to performance and its even more polarizing on how op your shitbox is than randoms.
Getting to General then switching to your weak grind tank like its pokemon doesn't work.
Play it to clear the progression for your carrot and don't stick around.
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>>2432471
It wasn't obvious but that post was about the Zwilling that has a 5 second fucking reload on a two round magazine that it dumps with a 1.5s intraclip
like why even bother doubling when the charge time is so long you can just salvo fire them and avoid the lockout and have insane DPM
What are you going to do, try to push the guy and eat another 280 because he's already reloaded?
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I been thinking for a while how to balance shell types and came up with two ideas, making it expensive wont work, metafags paypigs will still use them anyway
>Limit premium shells to 10 rounds
This way you have to save it for when you actually need them
>Increase your ammo rack risk for every premium shell you carry
You can to go full pig, go ahead, but pay the price of exploding
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>>2433691
Doing anything with the shells is a lost cause
The entire game is balanced around the gold shells, there has to be a massive armor rework
A 15% damage nerf will do just fine to punish skill ammo players, but they are so used to not aiming that tanks like the maus and e100 will return to the top of the food chain
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>>2434009
>A 15% damage nerf will do just fine to punish skill ammo players
This is so simple. It works well for things like the Blesk and Squall whose gold AP shells have lower damage than normal in exchange for the pen.
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What are your thoughts on field mods? Which ones are must-haves on everything, and which ones are situationally worth it on certain builds only? It seems like many of them are meh sidegrades, offering a moderate benefit with an undesirable downside. Feels like half of them should be left unpicked.
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>>2434009
I’d just lower the shell velocity of all gold shells
Want 340 pen HEAT or 330 APCR? Sure, but drop the shell velocity of the respective shells to 400 m/s and 700 m/s so you can’t hitscan moving targets or momentary weakspots
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>>2434142
the ones that increase your view range and the ones that decrease the dispersion at the cost of reload for autoloaders, these are a must have on any tank
and maybe the ones that increase your reverse speed at the cost of negligible camo
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My experience on defense:
>my team slowly trickles out
>enemy team immediately rushes the cap in a giant blob and easily secures it
My experience on offense:
>my team farts around, 1/3 go up the left, 1/3 go up the right, 1/3 sits in spawn
>I rush the cap with between 0-1 allies and get blown up
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>be green 54% honest Bob
>sunday: lose the first match,see you tomorrow WG
>monday: lose the first match,see you tomorrow WG
>wednesday:lose the first match,see you tomorrow WG
>thursday: lose the first match,see you tomorrow WG
>friday: lose the first match,see you tomorrow WG
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>pull up the skillsite to see what people think about the M4-85
>1 star
>2 star community rating
>look at the stats
>6.71 fucking second reload for a whopping 1400 DPM
Why do they do this
The T4 T-34 has this problem too, 6.71s reload on a 110 alpha gun at T4.
Low tiers are way too DPM-race focused for these ridiculously slow firing low DPM guns, it's not higher tiers with static gameplay where tanks like the 122 TM can drag matches out long enough to work, you just die when someone all-ins you
The rest of the tank looks kinda mediocre too but I think it'd be playable if they buffed the reload to 5s, maybe slightly improve the gun handling too (0.41 so it's in line with its peers)
5s reload gives it slightly better DPM than the Sherman and slightly worse DPM than the KV-1/T-34, but that's probably enough to put in in a playable place. I might also give it a bit more HP so it has a usable P/W ratio but I don't know if a 160 alpha T5 medium with actually good DPM needs to be zipping around the map
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>>2441027
nearly all low tier premiums got fucked with the 2.0 balance patch because they didn't get the stat buffs the tech trees got
the only ones that got buffed up to par were the battlepass tier 6 and some of the GuP tanks that were clones of the tech tree equivalent
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>>2441123
I don't doubt that but 6.71 base reload/1400ish DPM was never good for a T5 medium and while pretty much all of the stats are kinda mid I think just buffing the DPM to be competitive while keeping the much nicer alpha than the competition would give it a niche, it would probably still only be a 3 star tank and very mediocre but at least it wouldn't be awful and all I really expect from a T4/T5 premium is that it isn't awful to grind out BP points on (the T-34 1941 is so fucking atrocious with its 900 DPM to the point I didn't even cap it during the bonus chapter)
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>playing Fjords in a HT
>sitting in the HT alley, nothing fucking happening, superheavy on our team but he's just jerking off and blocking any angle I could try to static trade from
>say FUCK IT and full send into a Contender and a T95
>Contender hits my track, doesn't break it, other shell goes wide
>T95 hits my armor and ricochets somehow
>rest of my team realizes it's free damage time
>push clean through the flank, through the city and into base
Feels so fucking good when you can actually force something instead of jerking off for 20 minutes, I was playing a hulldown heavy with dogshit hull armor too but sometimes karma smiles on you for actually deciding to play the game
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it's so fucking cute how you stand and aim at a borat only for your shell to go straight into that pixel that is not entirely covered by the reticle while the borat can just blast you twice while doing backflips
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>>2451315
this but you fire a fully aimed shot at a BZ-176 who's rocket boosting and it misses or ricochets and he clicks at you with maximum dispersion and hits you directly in the weakest part of your armor for 1000 damage
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>>2452601
I miss getting full on blueprints from daily missions
Nowadays getting fragments to craft them is mostly from stuff like the Battle Passes or other reward tracks, I think sometimes the daily missions will give a few national fragments too
They're a way to skip a grind for a specific vehicle, the more blueprints you get the higher the exp discount until eventually it's free (I fully blueprinted the Uedes so I can skip the Ikv 90 B at the cost of free exping the gun)
You could use it for something like the TVP tech tree too, the VTU is supposedly not so bad now that it has an autoloader but in the past you'd blueprint the Skoda T50 and then just not have to play the VTU
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>>2452601
Blueprints give you a percentage XP discount to researching tech tree tanks. You can assemble them by combining “universal fragments” with “national fragments” for that tanks nation. Seems like national fragments are battle pass rewards. As to how to get more universal fragments fucked if I know, I’m in the same boat as a returnee
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Just had one of the most rigged fucking matches I've ever played and I am so fucking sick of this dogshit game
One fucking shot to decide the match, fully aimed, and of course it just goes into fucking space
I'm glad this game is dying on my server, I hope they have to pull the plug soon
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>>2411279
>Now :)
I bought it and want to like it, but one really annoying thing is that it was apparently designed for its 3d skin, and so even without it, you get 0 degrees gun depression for a huge rear arc because of the imaginary spaceship engines that aren’t stuck on the back of your tank. Kinda a dick move by WG
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>Be the top player on your team by damage blocked 10 times
>Damage enemies for 2x the value of your hp 10 times!
I skipped doing missions for years because I didn't give a shit but now I want to do them and I hate every single one of them. Even something simple like ramming an enemy to death with a heavy that I've done countless times feels impossible since I started the mission. Enemies survive with 10 health. A random medium whips around the corner to get the finishing blow just before my ram. I drop from a ledge onto a heavily damaged enemy tank and I start flipping out, do a measly hundred damage and land sideways next to them. Fuck this stupid ass slot machine game.
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>>2456985
yeah i've done the 260 and 279e missions years ago when it was exponentially easier due to a weaker playerbase and the gameplay wasn't so twitch-shooty
the game has been around for so long that the skill level of the average pubbie player has gone up. even as a blue player that completed black rock at 1 month from sector 3 release, i don't think i have the consistency required for 279e missions if i had to start over again
for ram mission if you have the tier 8 e75 ts or e65 zwilling i'd use those. otherwise get a field-modded is-3 and ram some shitty su-130pm player
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>>2459001
Assuming it's like the previous last stand you want high rate of fire and dpm and preferably some armor.
Turtle is one of the better choices.
High dpm heavies/mediums with some armor like the zwilling or raumpanzer are good.
If you don't have a lot of premium tanks the KV4 set up to ram is pretty good.
Just take something with a high rate of fire, some armor, it will probably do well.
Avoid low rate of fire tanks like XM57, Grom, Defender, IS3, and so on.
Avoid paper tanks or autoloaders like borat, progetto.
Though if you are clever and can avoid bot aggro shitpacks pretty good because many enemies are HE pennable.
You get some special abilities, the heal is essential. On ram tanks you want the speed boost. The vampire shell is good for the aoe on dpm tanks.
Strategy will have to wait until the event is up because it appears to be a new map with new enemies.
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>>2459069
I have Zwilling and rampanzer and shitpack, will try those. Are there respawns/vehicle swaps or is it just random battles with just one life?
Any recommendations as far as equipment and consumables go? (Eg on frontlines I settled on small repair kit/medkit and food)
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>>2459352
all the previous times were, you get to respawn if the wave is complete, but you respawn with half health
Ammo doesn't cost anything, so go full gold, enemies can still set you on fire, but you get special consumables that replace the regular ones
vision is not important as the enemies always rush you, so maximize firepower and HP
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I'm not sure how I feel about these tiered lootboxes
On one hand it's sorta, maybe nice that they're moving stuff like the Chieftain down a tier? Hopefully next year it'll be in the base rewards tier.
On the other hand it's cringe as fuck they're pushing more tiered lootboxes through despite all the CC and R*ddit outrage
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>>2461001
I have the cringe take that lootboxes are okay if they provide good value
>every tank in the box should actually be worth owning, no shitty filler prems
>price per premium, if hitting pity every time, should still be cheaper than buying them outright
So if a box is full of $50 premiums, and the cost per premium from pity is like $35, that's fine in my opinion. You get a $15 discount with the caveat you don't get to pick what you get (or you do, if you spend enough)
Tiered lootboxes are fucked though because they heavily skew the value proposition
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>>2461050
well the crux here is do you think premium tanks in general are cringe, like have you ever bought a premium
if you have you've kinda lost the argument, if you're doing a scrubby babby F2P account where your only premiums are bond store/pity then I can respect your opinion
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>>2461052
the only actual premiums I have are the 130pm and 122tm from the bond store wargaming graciously presented me alongside my freebux for being a cold war veteran
you're a broken man for not only considering donating to w*rgaming as an entity but also actively doing so
premium tanks are very much cringe on account on being gimmicky fagwagens that won't ever get nerfed because boomers would throw a hissy fit over their investments getting fucked
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>>2462520
Yeah it's kind of a shitty pool too
Do I want the Yong Bing and the Konzept? Yes.
Am I okay gambling the MTC and Alby for the Bzyg? Also yes.
Do I want the Sentinelle or the WZ-120? Absolutely not lol
There's a part of me that wants the SFAC or the Chieftain, but not super hyped for the Ogar or Vercingtorix and I don't know if the Serpente or the Schwertwal are actually compelling enough to get me to buy into T3 boxes
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>>2462841
for tiered lootboxes i buy in 5 boxes until i get any tank, the discounts for 30 and 80 boxes are not worth it if you highroll a tank early
in this case, i got the grom for $22 USD buying 15 boxes. got lucky, i'll see how i feel about swiping for the chieftain mk6 later on this week
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>log in to grind this dogshit event
>absolutely retarded teammates playing all time classics like the Caern AX and 252U (WHY IS IT ALWAYS THE CAERN AX WHO BUYS THIS THING)
>realize I got auto-connected to the monkey favela server
why the fuck is WG like this
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Can we arrange some last stand plat times over the weekend? Like 10PM EST/7PM PST on Saturday/Sunday? I'm chat banned (lol) so I can't post anything in the chat channel for this mode but like fuck dude these 42% bots in 1200 DPM shitboxes are seriously draining my will to even play the gamemode
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I basically only come back to play pve shit and that's been the thing for several years. Typically just take my T32 in to these T8 things, should I just continue doing that? I imagine the weeb T8 that I got from the free T10 line isn't good.
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>>2464494
Honestly, the Obsidian is probably viable. Decent enough armor and good DPM (the best of all your turreted tanks)
The STA-1 and Pershing have okay DPM but lack the armor so they're kinda iffy choices, the Nergal and T26E4 lack the DPM you'd want (same for the Type 57 and T34)
The ISU-152 has pretty decent DPM but isn't very well armored, is a big boxy pinata for bots to farm, and requires good target selection.
If I had to pick from this list I'd take either the T32 or the Obsidian although imo tech tree wise the Caern is the best T8 for this gamemode - good turret armor, okayish hull armor, and very good DPM on a turreted platform. I wish they'd make it one of the rentals instead of the shitboxes they give people
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>>2464580
No, I haven't seen any sort of tech tree notices lately but it's not like Armored Patrol gets leaks anymore.
If you mean in general, like you're a returning player - we got a shit ton of T11 tanks, and the latest tech tree is the Ares autocannon one. Considering how recent Ares is and how it's still not going on discount with the rest of the tech trees, I wouldn't expect to hear anything about the next tech tree branch until August or even September
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Thoughts on last stand consumables?
Group heal seems basically required for everything
Vampiric shell seems nice
Stun shell seemed tempting for crowd control but hasn’t been as useful as I hoped
Turbocharger for ram build was funny the first time but hasn’t been as effective as I wanted since it’s hard to get more than one good ram out of it
I tried using the reload one with the IS-3A for mag dumping but seems too energy hungry to be sustainable
Thinking about a sneaky stealth heal build with the shitpack but may not work that well
Haven’t tried the direct damage one, any good? Suspicious about how little damage it may do
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>>2462855
i swiped
no chief but got the MTB-B, thank fuck for that since i don't care about serpente or schwertal
6000 gold, 1 month of prem, and grom/MBT-B for $90 USD is pretty highroll-y.
lorraine alby looks like a meme version of the vipera, not expecting much out of it
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>>2465116
holy fuck
the lorraine 120 alby is actually a downtiered tier 9 foch instead of slow hulldown style like vipera
it goes so fucking fast with grousers and i don't even have the terrain resist field mod yet
1600 damage burst in 9 seconds on a fast, semi turreted casemate platform is retarded lmao
fuck the grom it's alby time
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>>2465624
Yeah I wanted to shit on this thing, and I don't own it (yet) but it has a solid looking gun shield that's going to bounce rushed shots to the front of the vehicle every once in a while and then it has a 4rd 400 alpha autoloader which is a little insane at T8
They probably could've tweaked the soft stats and made it a T9 and I'm not sure why they didn't
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>>2470402
>people used to hard-focus the MBT and if I did that I'd be eating 2k and going back to the garage
just ego peek desu
if you are low hp that's a problem for future (you) a few minutes into the match
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>>2472658
I have found that for missions, there's a discrepancy between what is tracked in-game, and what your total is after the match is ended. I've had things not count for the in-game tracker and then complete the mission anyway after the match.
I've also gotten 0-damage kills before... not 1-damage kills, zero.
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Has anyone completed the last stage of Brutal difficulty? Killed zero in the last stage but I died spamming shots but had to kill the remaining tanks and the remaining teammates died. Now I'm keep getting matchmaked with complete buffoons who die instantly or are joining with tanks with no armour or dogshit DPM. I'm using the t-44-100 since it has the best balance of DPM, armour and speed and since I don't really have any other better tank for this event. I'm using the abilities fast reload, turbocharge and shadow heal. Need to complete it badly.
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I'm surprised that I got two tanks from the free objects. The sentinelle which has no armour and shit dpm plus an autoreloader with only 2 shells. Then I got the MBT-B which can be nice if you outflank your enemies and are in close range but has no armour and suck badly if you're shooting from afar.
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>>2480421
I think you need someone dedicated to hunt and shoot the power ups, because they damage multiple tanks at a time
But pubbies are retarded and chose the most retarded and useless tanks that die with 3k damage dealt
I've only gotten to the final stage, with the boss killed and 3 enemies remaining using the E-65 with the stealth heal, group heal and vampire shot
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>>2480421
I beat brutal last night for the first time in a platoon of randoms after many attempts, several very close. What I’ve learned:
Fast reload perk + a cyclic gun is the best power up. If you use it with an auto loader it only gives you one mag. With a cyclic you can absolutely shit out damage.
Next two perks should either be shadow heal or the invincibility bubble. Shadow heal is great for breaking aggro and sneaking around but it’s not foolproof, I’ve had enemies ram me and shoot me to break it right after I pop it. Also note that the corrupteds with a firepower “X” icon have a periodic AoE damage skill that will break your invis
Third perk should be group heal
I’ve tried turbocharger ram build memes and it’s funny when it works but too unreliable on brutal. Zero will instakill you if you ram it. My KV-5 rammed two alpha E50s and killed 1.9 of them and died in the process. Probably helps to have ramming skill and spall liner not just hardening
The zeros minions spawn in based on how much damage he takes. I think it may be increments of 3k dmg. On the normal waves, look at the HP bar at the top, the white line indicates threshold they will get reinforcements
Focus down the zeros minions, but be aware he reaches the atlas and ends the game at 1 min remaining. And I’ve seen several losses where clock ran out even after zero was dead.
Super clutch is to have a fast medium (kpz 07 RH, t-44-100. Shtpk too slow but good HE) dedicated to doing nothing but roaming and killing obelisks. Vital on brutal. Full time job.
High DPM TDs with armor should be most of team, Turtle and Grom
I really liked the Zwilling at first and it’s overall solid and can do high damage numbers but it suffers from being unable to use the reload skill. Only gets you a two shot “magazine” like an autoloader.
Also need luck and try to get into a platoon even if it’s just random pubbies. Solo queueing on brutal sucks
Doing about 20k dmg per game on brutal is a good metric
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>>2480421
no. i tried brutal on day 1 with all the tryhards still playing and the coordination required to beat the alpha E 50 spawn spam is too much
I'd get a competent obelisk killer dealing 50k damage and myself in grom at around 30k damage, but there are always some dipshit that dies early on boss wave 5 and puts too much pressure on killing the E50s on the other teammates
fuck people using the rental T-44 / ISU-152, and fuck turtle and zwilling players for always being deadweight fuckers in a high DPM tank somehow
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Just stack any combination of grom and turtle for 4 of your slots and have a shtpk/kpz07 in the 5th one to kill stragglers and snipe obelisks. Everyone should run shadow heal to deaggro when needed and fast reload for wave clear + killing zero. Obelisk sniper needs to sit away from the waves to not get killed but otherwise all you need to do is drive into each wave to wipe it before any other spawns get to flank you. Don't try to kill zero from right next to it, either, or the adds it spawns will be on top of you and instakill.
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>load into Brutal in a Shtpk
>entire fucking team is paper tanks like Shtpks/Kpz07/Charioteer
>load into next match in a slower less flexible DPM tank like Grom/Turtle/Caern
>entire team is slow heavy tanks with no fast flexible tanks
can't win
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>>2496013
warhammer KV-2 should be buffed to be the same as the tech tree version so it's alright
In terms of how KV-2 feels, a lot of mid tiers got their HP buffed so you aren't one shotting as often anymore
buy the tech tree KV-2 right now, play a session with it and if you think you'll play at least 200 games in it then it's good value. This is one of those things that you should trial for 900k credits before dropping $40 on it
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>>2497697
>In terms of how KV-2 feels, a lot of mid tiers got their HP buffed so you aren't one shotting as often anymore
What ruined it was the HE nerf years ago, not the more recent HP buffs. The magic of the KV-2 was that you could do solid damage to anything without penetrating, so it was still useful even against high tiers, and totally fuck things you could pen. Now the HE is garbage and you have to use the gold AP shells.
>t. still plays it out of nostalgia
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>>2503290
if you're not a frontlining tank you don't really need rammer
most of the time trying to use your rammer boosted DPM leads to trading shots before you or the target gets behind cover, or some autoloading scum dumps 3 shells into you before your rammer medium gets to reload their 6 seconds
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>>2502612
Drop vstab on anything with .1 or better turret dispersion.
Drop hardening if it has a bad dispersion factor gun and *some* armor.
For example you'd drop stab on IS7 because the turret dispersion is very low and it needs hardening and turbo, and rammer or grousers in the last slot.
You'd drop hardening on 60tp to try to get the gun under control and because it has workable armor.
Med optics you can just bundle into a spotting alt setup with cvs.
There's a line of thought that says optics=good because spotting is mark% so it's pseudodamage, but in reality if you load into berlin himmel etc you're not gonna care.
Some meds can drop stab. Brit wheelers for example because the dispersion factors are extremely low.
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>>2502612
For HT vstabs is cool for fast shooting tanks that you will often peek and shoot snaps. Makes it way more fun to play. If you however care about winning, you should always go for hardening. Simply because there will be games where you lost fully because the enemy tracked you in shitty spot.
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>>2522241
I got all ten free loot boxes (and bought three for a dollar, not expecting anything). From 13 loot boxes, I got I think one tier 2 box, and zero tanks in any of them.
There’s at least two or three tanks in the list that I would’ve bought straight up for 30 bucks a pop or whatever, but the problem is that I didn’t care about or want 75% of the list, so no fucking way am I going to spend 300 or 500 bucks or whatever to buy a bunch of shit I don’t care about. These things are an insanely poor value proposition unless you already own all the old tanks on the list (so that you can chase after only the new ones you don’t have)
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>>2524640
I don't understand why they made this game, we have years of heroslop flopping
They already have the ultimate dad game, they could have made 2.0 with all the feedback collected over the years
I guess the feedback folder ended up in Lesta
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>>2526044
World of tanks is pretty much on life support. Too much tech debt and not enough creative headroom left to work with thanks to the tech debt.
You're already seeing the signs of the acceptance of a death spiral because we've hit double xp weekends.
The obvious solution is a new game.
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>>2526044
I actually liked the first alpha. My feedback was to get rid of being too wacky and instead focus on what's good - damage model that's somewhere between WoT and WT since module hits sting like a bitch, cool cold war vehicles that can be balanced in interesting ways like the command Leopard getting a guided missile strike (hero shooter ability sure, but grounded in reality) to make it worth playing over a Leopard with a bigger gun, etc. There were years worth of feedback and people telling them basically the same thing.
Instead they went the other way, made it more like a hero shooter than ever, removed half the modules from vehicles, removed one life modes, removed 3/4ths of the content it had, turned the gameplay into a run and gun shooter disguised as tanks and shipped it in a state where it was genuinely unplayable due to crashes and game fucking itself up until you (manually) wiped it's cache.
If the first alpha got released to the public instead of what we actually got it would be touted as second coming of WoT. It would still have problems and be buggy but at least people would kid themselves that it'll get better for a while. I know I did.
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>>2526044
i think project CW got announced in 2023
there would be dev time allocated before the annoucement too... so let's just say the game concept started in 2020 for convenience's sake
even though a company sees heroslop flop you can't really cancel all that dev time without looking extremely bad. most companies would rather push out a product in its infancy so it would bomb and they could say 'it's not their fault'
this is why chasing trends is awful nowadays. if you ever play mobile games, you can see the new releases in that game copy genshin impact as they exit out of their dev phase into release in 2026... when genshin impact first came out in 2020
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post end of season onslaught results
last season i ended in silver E but because i went 8-2 in qualifications, ended up in bronze A which means i didn't have to grind too much
feels like a lot of weaker players in bronze this time around. banning out type 5 heavy leaves a lot of clueless people to farm.
dravec players are funny too... they slam it ASAP when it passes the ban phase on a brawl-y map then they get cockslapped by type 5 heavy / assault mediums / t110e4
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>>2533618
i only did it for the free 60tp since i never grinded the line but i don't think i'll be playing it
recent powerspikes in tier 10 lootbox tanks like BZT-70 and tier 11 just feels bad to play a not-recently buffed tier 10. next onslaught i'm ignoring the yearly reward
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the new team really has no idea what made wot good
>premium tanks overpeforming same tier
>light tanks outright breaking visibility system
>arty ignored leading to stagnant matches
>alpha powercreep so much most heavy loose 90% in one shoot
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>quit playing for 2 months
>come back for a few games as the fatigue has left me
>open the free lootboxes from playing
>get a lootbox within a lootbox
>get another lootbox within a lootbox
>Yong Bing out of nowhere
Just in case you were unaware, there is no way the contents of these boxes are random.
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>>2543812
>No sniper TDs
picrel is the 10 highest average profit t8 premiums, ignoring the ones that don't get played much. A sniper TD is the correct answer but take your pic of the losers.
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>>2543812
Gold cost is generally a good correlation to credit modifier
Because credit grinding is a vital part of your account economy, the question you should be asking instead of highest profits is
>what are the most simplest premium tanks to credit grind in?
And the answer to the above are high damage / autoloading heavies or TDs that doesn’t require food to function, or yolo scouting 3 light tank premiums for quick 2 minute games
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>>2549387
>BZ-176
i don't know if it's my bias from owning one, but how are you still annoyed with BZ-176 in 2026
that thing has two cupolas that it can't hide from gun depression, and the armor indictator means no one gets baited into shooting the strong lower plate anymore
there's so many more tier 8s that i dread seeing in my tier 7 tigers and tier 8 KV-4 KTTS / gonsalo than the BZ-176 nowadays, and they all hit you equally as hard while sporting better consistency or armor profile
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>>2552014
>playing catchup to 12 years worth of changes
shit, anon
tier 10+ is pretty punishing and you get clipped by autoloaders for making a mistake or daring to push into them so be mentally ready for that
i've been thinking about coming back to tier 7 and 8 more often, especially since the recent update 2.3 patch was supposed to reduce -2 downtiering and that tier is less burst heavy and closest to old WOT
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>>2551972
The Tornvagn pisses me the fuck off, I don't even know that it's actually broken but it getting this fucking invulnerable turret and then having insanely strong hull armor on top of that is bullshit
It should have a weak hull if you're going to give it a bullshit turret but no it's just a brick wall you have to flank or try to hit the small sliver of raised engine deck
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>>2552313
flanking the one shot AT-7 and shat my pants seeing the unspotted KV-2 pop up
it made for a fun moment though. it's been years since i last circled around someone like this
now we just need friendly fire and all chat back
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https://worldoftanks.com/en/news/specials/trade-in-june-2026/
some previous low tier lootbox tanks like the german kv-1 on sale for the first time with cash
trade-in is back and full of stinkers with new entries. remember to ask /wot/ first before commiting to any trade-ins
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What's our opinion on the Yong Bing? Seems fairly mid to me. Boosters but the tank is so fucking slow normally, double barrel but by the time you charge your shot the enemy has moved, armour is nothing special, gun handling is below average.
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>>2552353
>dogshit tier
A46
ISU-122S
ISU-152K
WZ-111 Alpine Tiger
VK 75.01
Strv 81
>I guess? tier
T-34-3
Obj 274a
Panzer 58
Lorraine 40t
FV1066 Senlac
56TP
None of these are lifechanging but the second tier are alright vehicles if you're trading in a bond store Alpine Tiger for them
I personally like my 274a (twitch token reward) but I'm not going to pretend like it's easy/comfortable to play
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>>2554096
Here's my shopping list of shitty tanks I'm thinking of getting
>Mauerbrecher (wish it was the plain ol' VK 168 instead)
>STG
Pz. 58
>M 41 90mm
>IS-2S
>IS-2
>Skoda T 40
>Pz IV S
Ones I'm on the fence about
>M46 KR (I don't like tanks with fixed skins, I like to put my own camo on)
>KV-4 KTTS (I dislike turretless TDs
>Steyr WT (this any good?)
>Tiger 131 (I want it, but will it be free from missions later this month?)
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>>2556398
>Mauerbrecher
Worse than the 168 in all aspects, XP piñata
>STG
Solid tank, nothing stands out any more due to the alpha creep
>Pz 58
Despite buffs, I'm still not seeing any of them
>M41 90
Niche LT hunter that can't hunt the EVEN, glass canon fast medium tank because it can't hide due to its size
High pen HE shells are fun, however
>IS-2/S
No reason to get them, identical to the tech tree tank
>T40
They should have a 3 shot 240 autoloader, but I've personally never seen any with over 500 damage in a game, armor works 0% of the time, every time
>pz4S
I play it out of nostalgia, but gun stats are identical to the VK32M with worse mobility, you get shot in the lower hull and it's curtains for the engine every time
>M46KR
XP piñata, zero usable armor, bad mobility, worse than the tech tree Pershing in every aspect
Forgotten to be buffed twice when all Pershings got buffed
>KTTS
Worse turtle, armor full of holes, absolutely pointless
>Steyr
Bad mobility with an okay gun, you get spotted, you are deleted
>Tiger
Thinking about it too, will definitely get it
Turret face is very strong
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>>2556398
>Mauerbrecher
Clone of 168, functionally identical, they both got raped by armor flashlight.
>STG
Mediocre but inoffensive
>PZ58
You're better off with STG, at least that's harder to hit.
>M 41 90
A relic of an older game, worst camo on a tier 8 LT makes it utterly useless in anti-scout roles if you're playing against a light with brain cells. Gun's fun though.
>IS-2S
Don't
>IS-2
Seriously, don't, the IS hasn't been playable in ages.
>Skoda T 40
A single shot downgrade from the tech tree autoloader, you'd be better off with nearly anything else
>PZ IV S
You're a pz iv that can and will fight tier 8s, suffering incarnate
>M46 KR
The tech tree pershing is still mediocre after its buffs, this is worse than that in nearly every way.
>KV-4 KTTS
It was bad before armor flashlight, now even shitters can see all the holes in it. Don't.
>Steyr WT
You're a tier 7 TD with a worse version of the jagdpanther 1 stock gun and no armor or mobility. Great camo though.
>Tiger 131
Completely middling tier 6 heavy. Entirely usable when not uptiered.
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>>2556398
scratch out all tier 7 and below tanks. they didn't get buffed like the tech trees in update 2.0 so you're actually paying to lose
they are also obtainable for free by watching twitch streams
>>2556453
>>2556617
>shitting on the KTTS when it trades better shot for shot than the turtle 1 and has 10 km/h more top speed
i'll fight you nerds
this is one of the only tanks that i can actually reliably bounce people sidescraping due to kv-4 hull sides. most other tanks can't even sidescrape anymore in 2.0 and its armor penetration functionality
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