Thread #2310130
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30s mobsters are known to be associated with made up cold war tanks
>World of Tanks 2.0
https://www.youtube.com/watch?v=FTEkzHeiafg
>Mafia BP
https://www.youtube.com/watch?v=eXh4_BnGMJQ
>What is World of Tanks
https://youtu.be/AxXqRjI1AlA?si=kbfInj2xMrdAKbQh
>Official site
https://worldoftanks.eu [EU]
https://worldoftanks.com [NA]
https://worldoftanks.asia [ASIA]
>Guides
1: Armor penetration:
https://www.youtube.com/watch?v=RqVfdeGCov4
2: Concealment:
Part 1: https://www.youtube.com/watch?v=rgEE7L7jXvI
Part 2: https://www.youtube.com/watch?v=pZVWmHQVuVI
3: Vehicle spotting:
https://youtu.be/En0pkMs41X8?si=MTZmmUT4LZ5SjOZ-
4: Damage blocking:
https://youtu.be/MdGD7w1_xOc?si=bDuamk--ZGY4KCsO
5: Introduction of Nations and Tank class:
https://www.youtube.com/playlist?list=PLLdX4uF0qNSfA6nXi3oH_QvkXyl2TJc eN
6: Crew guide for beginners:
https://youtu.be/7Epw9DvEKLA?si=OT9f5aFH4LYmfF2b
7: Game settings guide:
https://youtu.be/nbSS6WYfa94?si=6fVMe_Efg2JLWzoW
8: Bond tanks review
https://www.youtube.com/watch?v=yk6QFokQUjw
>Resources
1: Strategy planning tool, ideal for planning clan tactics:
https://stratsketch.com
2: Tank statistics and 3D armor models:
https://tanks.gg
3: Tanks and players' performance statistics:
https://tomato.gg
4: Tanks' rating and recommended pieces of equipment:
https://skill4ltu.eu
5: Unofficial game news sources, leaks:
https://thedailybounce.net [EN]
https://wotexpress.info [RU]
6: Official game mods portal approved by WG:
https://wgmods.net
7: Monitoring service for game servers, used for checking whether servers are down:
https://wgstatus.com
>FAQs
>How alive is the game?
The game still has a considerable playerbase, peaking during Christmas with over 1 million players.
>Is the game P2W?
You can rest assured that if you are good, you can beat other shitters reliably. Shitters can spend millions and still get owned by good players.
Previous: >>2225018
152 RepliesView Thread
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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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>>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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uh?
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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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13 year old meme still relevant
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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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What to get for fun? Already got german medium and light tanks, also i got usa mvy line.
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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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wow a free tier II
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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
canopener
next question
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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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>>2351206
>The KV in 2012
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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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>>2348240
I miss the speed governor consumable like you wouldn't believe.
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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