[MMO] World of Tanks

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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
they really need to limit arty, 17 arty total in the game just ruins any fun you may think you have.

It is the main reason why I hate playing my E-75. Which i consider a good tank but constantly having to hide from arty until a couple tanks comes to kill me is just not fun.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Just bought a T20. This might be in the running for shittiest stock tanks, especially b/c the MM in all it's fucking infinite wisdom puts me in tier10 matches. 5 games, 5 losses, fucking great. God, 16k exp to get tracks and then turret. This is going to suck.

MM needs to include modules. M1A2 in a battle with mostly tier9/10 tanks is RIDICULOUS. The game is no fucking fun if you can only damage 3 enemy tanks.

edit: wow a win! A fucking worthless POS win. Fuck Komarin. Enemy team didn't defend their cap AT ALL. What a waste of a daily double.

Once fully upgraded it is a good tank. Stick with it until you get it upgraded and you'll see it can shine. You cannot play it like a T-59 however. Be aware of that. You have to choose when best to hang back and when to rush in and flank attack. Much easier to hit a T-20 than a T-59. Think of it as a bigger Easy 8. And with a Pershing things get even better.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
I heard patch 7.1 releasing January 5th. Some people in game were talking about it last night. Can't seem to find any official mention of it yet though. Anyone know more about it? Links if you have them please.

Edit: Never mind. found it. January 5th. Confirmed.

http://forum.worldoftanks.com/index...__1252800__hl__71__fromsearch__1#entry1252800

Edit2:
Quote Storma:

Quote
"Type 59 in the 7.1 patch profitability will be increased by 5% to compensate for the increase levels of fighting.

It should be borne in mind that increasing the amount of money charged for the game. Already deducted from their shells and repair.
An increase of 5% charge for the battle is for the Chinese (given the current statistics on revenues), net profit increase by about 7.5% without premium, and by about 9.5% of premiums.

The 5%, we calculated the statistics based on the accrual basis of changes in the levels of change fighting for the other tanks.
That is, We want to make the net profitability of the tank after the release of patch 7.1 does not change.

If after the release of the patch would be that the profitability of the tank will be below the level of version 0.7.0, we thus increase the rate of return the machine to keep it (yield) at version 0.7.0.

Also note that the expansion of the levels fighting for the Chinese does not mean that he is, without exception, will hold fights in the top for a battle.
In the top fights he will get about a third of cases. In the remaining two-thirds of the battles he will fall into their old levels of fighting. "
 
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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Final Patch 7.1 Notes

- Added a base line of French tanks (18 vehicles): Renault FT, D1, D2, B1, BDR G1B, Arl 44, AMX M4 (1945), AMX 50 100, AMX 50 120, AMX 50 68t, Hotchkiss H35, AMX 38, AMX 40, AMX 12t, AMX 13 75, AMX 13 90, Lorraine 40t, Bat Chatillon 25t.
- Automatic and semiautomatic weapons transferred to the new system with cassette (oboymennym) diet.
- The maximum level of the tank battles "Type 59" is increased by 1. More information can be found here.
- The performance of the tank "Type 59" has been increased by 5%. More on this can also be found here.
- The maximum level of fighting ART-ACS 4 and 5 levels decreased by 1.

- Fixed tanks reservations: IS-3 (forehead top of the tower), EC-4 (aircraft hull and 122mm guns mask BL-9), T95 (enhanced booking ramps).
- Fixed or refined damage model tanks: StuG III, Pz II Luchs, Pz B2 740 (f), BT-SV, T95, M5 Stuart, M4 Sherman, Maus (irregular land-mines to be penetrated by a frontal sheet).
- PT-ACS ICS-152 moved to a new reservation system with 16 groups of armor and shields.
- Tank Churchill was transferred to a new reservation system with 16 groups of armor and shields.
- Fixed some bugs camouflage tanks: VK4502A, SW-220, Pz II, M26 Pershing, M3 Lee.
- Fixed some models of tanks: T1 Cunningham, T34, Maus, Pz III, T-46, Churchill, SW-1C, Object 212, Pz VI Tiger, T32, Grille, Pz II Luchs, VK3001P, Lowe.
- Fixed incorrect effects of the shot: JagdPz IV instrument with 7,5 cm StuK 42 L/70, PzVI Tiger with the gun 8,8 cm KwK 43 L/71, PzIV Ausf G with the gun 7,5 cm KwK 42 L/70.
- Fixed the same model guns and 7.5cm L/70 8.8cm L/56 in PT-ACS JagdPanther.
- Fixed some bugs in the effect of burning tanks destroyed.

- Fixed some bugs in the maps: Fjords, Slough, Stepney, robin.
- Fixed the minimap map "Fjords".

- Fixed appearance of out of sync client and server in the destruction of the tank battering ram.
- Fixed bug with restoration of ammunition "by default" after returning from a tank battle.
- Fixed keep healthbars from closing the windows of private chat channels.
- In service interface for all communications (chat, information about damage and destruction, etc.) after the player's name in parentheses added by the name of the tank (short version).
- The notice on the login queue now displays the name of the server.
- Fixed some bugs in the mechanism for automatically selecting a game server at login.
- Significantly reduced the conclusion of the session when switching from server to server.
- Fixed some bugs in the replays.
- Fixed a crash when client boot record long battle.
- From the records battles deleted contact list player.
- Added the interface in action (press "v").
- Fixed appearance of the red square that says "Texture not found" on the site of a clan logo when switching settings.
- For an alternate color scheme, added color change indicator marker armor penetration.
- Fixed bug with unmapped new invitations for an open channel invitations.
- Fixed blinking channel in the absence of active invitations invitations.
- Fixed a modifier disappearance of Commander in the tooltip when you hover over a crew member.
- Fixed a bug with a hit in pre-room ready but uncommitted players of the company.
- Corrected a system message in the calculation of an existing player's tank.
- Fixed hang hangar at the entrance to the game while holding the "Enter" at the login screen.
- Fixed "sticky" indicator recharge in some cases.
- Fixed the displacement of the tank level display in the list of different commands.
- Fixed non-voice chat in some cases.
- Fixed an animation display voice chat, which sometimes continued to operate after the termination of connection.
- The company commander interface restored designation of finding players in the company commander battle.
- The company commander interface Fixed inability to press "ready" if the company is in a battle.
- The company commander interface Fixed a rare unauthorized transfer of the player to "not ready".
- Fixed incorrect message when installing on existing stock consumable.
- Fixed a rare bug with the inability to close the pop-up modal message when you change graphics settings.
- Fixed display of signal 'attention to the square' located on the player's profile.
- Adapted vnutriboevoe menu, called by pressing "Esc".
- Added a "substrate" on a number of remaining rounds on the icon of the projectile in combat.
- Fixed incorrect display of the list of available permits the transition from full screen to windowed mode.
- Fixed a sharp change in the transparency of the trees moving in the sniper mode.
- Fixed a shorter name E-series tanks.
- From the voice alerts gets deleted the phrase "Yes" and "There is a hit."
- Fixed non-functional interface for switching between the tanks in the maintenance window.
- Fixed crash in some cases the client in the sale of units in stock.
- Notice of application to amend the text of camouflage that the current camouflage the replacement will be destroyed.

Changed the game parameters of the following tanks and guns:

German tanks:
Ferdinand: recharge time gun 8.8cm PaK 43 L/71 increased from 4.8 to 5.3 sec.

Jagdpanther: reload time gun 8.8cm PaK 43 L/71 increased from 4.8 to 5.3 sec.

Leichttraktor:
- Speed ​​of rotation for both chassis increased by 2 deg / sec.
- The spread of the movement and rotation to both the chassis is reduced by 5%.
- Speed ​​of rotation of the first tower is increased to 10 deg / sec.
- Speed ​​of rotation of the second tower is increased by 5 deg / sec.
- A review of the first tower is increased to 300 meters.
- A review of the second tower is increased to 350 meters.

PzKpfw 35 (t):
- A review of the first tower is increased to 330 meters.
- A review of the second tower is increased up to 370 meters.
- Changed the size of ammunition shells 3.cm KwK 34t L/40 and 3.7cm KwK 38t L/47.

PzKpfw 38 (t):
- Changed the size of ammunition gun 3.7cm KwK 38t L/47.
- Time information tools 4.7cm PaK 38t L/43 in the second tower is set to 1.5 seconds.

PzKpfw III: Review of the first tower is increased up to 380 meters.

Tools:
2.0cm KwK 30:
- An instrument is translated into a cassette type loader with 10 rounds in the magazine with a rate of up to 280 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: PzKpfw 35 (t), PzKpfw II.
- BB shell standard armor increased to 46 mm.

2.0cm Breda:
- An instrument is translated into a cassette type loader with 12 rounds in the magazine with a rate of up to 240 rounds per minute.
- Reconfigure the basic settings reload rate, velocity data and the scatter gun.
- Perenactroeny parameters gun on a tank Leichttraktor.
- BB shell standard armor increased to 30 mm.

2.0cm Flak 38 L/112:
- An instrument is translated into a cassette type loader with 10 rounds in the magazine with a rate of up to 450 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: PzKpfw 35 (t), PzKpfw 38 nA, PzKpfw II, PzKpfw 38 (t), PzKpfw III, PzKpfw III Ausf. A, PzKpfw II Luchs, VK 1602 Leopard.

2.0cm KwK 38 L/55:
- An instrument is translated into a cassette type loader with 10 rounds in the magazine with a rate of up to 450 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: Leichttraktor, PzKpfw II, PzKpfw III Ausf. A, PzKpfw II Luchs.
- BB shell standard armor increased to 46 mm.

3.7cm KwK 34t L/40:
- BB shell standard armor increased to 40 mm.
- Armor piercing projectile BP increased to 69 mm.

3.7cm KwK 38t L/47 and 3.7cm PaK 38t L/47:
- BB shell standard armor is increased to 41 mm.
- Armor piercing projectile BP increased to 74 mm.

3.7cm KwK L/46:
- BB shell standard armor increased to 40 mm.
- Armor piercing projectile BP increased to 74 mm.

4.7cm PaK 38t L/43:
- BB shell standard armor increased to 62 mm.
- Armor piercing projectile BP increased to 115 mm.

Shells:
- Damage to the projectile 3.7cm Pzgr36 increased to 36.
- Damage to the projectile 3.7cm Pzgr40 reduced to 36.
- Damage to the projectile 4.7cm Pzgr39t increased to 60.
- Damage to the projectile 4.7cm Pzgr40t increased to 60.
- Damage to the projectile 4.7cm Sprg.18t increased to 75.

Soviet tanks:
BT-2:
- A review of the second tower is increased to 320 meters.
- Changed the cooldown and time information for Hotchkiss guns 37mm and 37mm B-3.

BT-7: a review of the second tower is increased to 320 meters.

MC-1:
- Speed ​​of rotation of both the chassis is reduced by 5 deg / sec.
- Changed the cooldown, the time information and the size of 37mm ammunition for the guns and the Hotchkiss 37mm B-3.

T-26M:
- Speed ​​of rotation of first gear is reduced to 52 deg / sec.
- Radius of the review of the first tower is increased to 320 meters.
- Vision range increased to the second tower of 350 meters.

Tools:
20mm TNSh:
- An instrument is translated into a cassette type loader with 20 rounds in the magazine with a rate of up to 600 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is established that the MC-1, BT-2.
- BB shell standard armor increased to 28 mm.

23mm BR:
- An instrument is translated into a cassette type loader with 9 rounds in the magazine with a rate of up to 300 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: T-26M, MC-1, BT-7, BT-2.
- Armor standard BB shell is reduced to 30 mm.

37mm H-37:
- An instrument is translated into a cassette type loader with 5 rounds in the magazine with a rate of up to 170 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: T-46 T-50 T-52, A-20.

37mm B-3: armor piercing projectile BP increased to 40 mm.

37mm Hotchkiss: armor piercing projectile BP increased to 34 mm.

45mm 20K: armor piercing projectile BP increased to 88 mm.

45mm (1932):
- BB shell standard armor increased to 51mm.
- Armor piercing projectile BP increased to 88 mm.

American tanks:
M2 Light Tank: an overview of the first tower is reduced to 300 meters.

M5 Stuart: review of the first tower is increased up to 380 meters.

Tools:
12.7mm MG HB M2:
- An instrument is translated into a cassette type loader with 40 rounds in the magazine with a rate of up to 450 rounds per minute.
- Perenactroeny parameters gun on a tank M2 Light Tank.

20mm Hispano Suiza Birgikt gun:
- An instrument is translated into a cassette type loader with 15 rounds in the magazine with a rate of up to 600 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is established: T1 Cunningham, T2 Light Tank, T2 Medium Tank, M5 Stuart, M3 Stuart, M2 Light Tank.

37mm Gun M1916:
- Reconfigure the basic settings reload rate, velocity data and the scatter gun.
- Armor standard BB shell is reduced to 28 mm.
- Armor piercing projectile BP decreased to 45 mm.

37mm semiautomatic gun M1924:
- An instrument is translated into a cassette type loader with 5 rounds in the magazine with a rate of up to 120 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: T2 Medium Tank, T1 Cunningham.
- Armor standard BB shell is reduced to 33 mm.

37mm Browning semiautomatic gun:
- An instrument is translated into a cassette type loader with 5 rounds in the magazine with a rate of up to 120 rounds per minute.
- Perenactroeny parameters guns on the tanks where it is installed: T2 Medium Tank, T1 Cunningham.
- Armor standard BB shell is reduced to 39 mm.

37mm M-6 L/53 M2:
- Base spread decreased to 0.36.

37mm M-5:
- Changed the reload rate and rate information in tanks where it is installed: M3 Stuart, T2 Medium Tank.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
That isnt nice to hear about the T20

Well as Skott noted, I don't have the turret, 90mm, or engine yet. I've only played something like 20 games and I have tracks & I'm 1/3 way to the turret. I'll get the turret today and hopefully the 90mm will make this tank awesome.

After the first group of games it started to get less miserable--not constantly put on retarded teams, not constantly in tier10 matches, not constantly stuck on Komarin.

I've had reasonable success shadowing other mediums; e.g., following the Type-59s around. I stay in the back and don't engage immediately when we hit the enemy b/c this tank can't take a hit. Its armor is useless. But once others are fighting you can poke in, find someone's exposed flank, and open fire.

Edit: Also I'm coming form the Sherman E2, not the Easy8 so that probably didn't help. That said, if you don't have the 90mm from say the M6, god help you in the T20 grind, lol.
 
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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Well as Skott noted, I don't have the turret, 90mm, or engine yet. I've only played something like 20 games and I have tracks & I'm 1/3 way to the turret. I'll get the turret today and hopefully the 90mm will make this tank awesome.

After the first group of games it started to get less miserable--not constantly put on retarded teams, not constantly in tier10 matches, not constantly stuck on Komarin.

I've had reasonable success shadowing other mediums; e.g., following the Type-59s around. I stay in the back and don't engage immediately when we hit the enemy b/c this tank can't take a hit. Its armor is useless. But once others are fighting you can poke in, find someone's exposed flank, and open fire.

That is exactly how to use it. Once you get the 90mm you'll do better. Its just a big slow Easy 8 with more HPs basically. Bit more armor too but the big profile is easy to hit especially your rear. The line gets progressively better though from here on out.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
ehehehe I just got top gun w/5 kills XD

I may or may not have ammo racked a T-43 on our team :/ I was chasing a Panther in the T20, firing through bushes. I thought T43 was on Panther's other side... apparently he was on the side where my shells were going ><
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
damn i can pick up the E100 today, but the problem is i want to keep my E75. so should i just get a new crew for the E100 and 75&#37; them? LOL
or move the E75 crew over at 90%, then get a 75% crew for the E75?

since the E100 won't be used much, and the E75 will be used a lot still due to making $ @ tier 9. i should probably move their crew over
 
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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
If you plan to keep using the E75 and even use it more then keep crew. E-100 is top tank in line so plenty of time to train crew up. Plus its a dead end currently. At least that is what I would do if it were me. I may think differently though.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
i'm thinking more along the lines of clanwars, it would be better to have 100&#37; in the E100, as the E75 i would be "grinding" more so it would level up faster than a fresh crew in the E100.
i won't have enough free xp to get the big gun, so i'll be using the stock one for awhile
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
For Clan Wars, yeah, I hadn't thought about it since I'm more of the public mp player. Yeah, 100% crew would be a priority. I agree with you there.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
yea another thing i didnt think of, since the E75 is elite i can accelerate crew training
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
go figure, blazed thru my daily doubles today, and did this in the is-7

Victory!
Battle: Abbey Monday, January 02, 2012 7:57:25 PM
Vehicle: IS-7
Experience received: 2,982 (x2 for the first victory each day)
Credits received: 64,333
Battle Achievements: Master Gunner
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Played for a good 3 hours tonight. Mostly in the slugger. 90% of the fights were T6 & T7 fights which is good for the Slugger. One fight I managed to get 7 kills. Unfortunately the team lost but still it was fun. I wish I had more sessions like this. Off to do something different now. Play again tomorrow.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
That is exactly how to use it. Once you get the 90mm you'll do better. Its just a big slow Easy 8 with more HPs basically. Bit more armor too but the big profile is easy to hit especially your rear. The line gets progressively better though from here on out.

Unlocked the 90mm earlier this afternoon & played w/it for a bit. I don't have the top engine yet though.

But the T20 with 90mm is SO MUCH BETTER OMFG. To me, it's definitely more fun than the M4 Sherman... probably not beating out my Sherman E2 or VK3601 though. Still, 90mm packs a good punch & the T20 is mobile enough to hit flanks effectively. M1A2 can barely do shit in high tier matches & the 90mm makes me feel like I'm having an impact. And when I'm top tank, the T20 feels quite powerful. The paper armor is still troublesome at times but eh if it had good armor it'd be OP I guess.

It also helps that the MM has been nicer to me today (or I got better?). I'm now at 60&#37; win rate & 690 avg xp. Really not having games where I just feel like cannon fodder now.

Had an awesome game in my Tiger H earlier this afternoon too, on steppes. By the end, it was me + "object" TD vs T9x (95? 92? the arty), KT, TigerP, IS-7. IS-7 is at 2% health, others at full health. The KT attempts to approach us up the center while the IS-7 is peekaboo-ing with our TD. I try to get the IS-7 with HE but it bounces twice So I figure I need to deal with the KT. Luckily I land several shots on him and knock him down to like 30% health. Then the Tiger P surprises me, landing a hit/also allowing their arty to land a near-miss which destroyed my gun (woot repair kit!) & knocks me down to 10%. KT drives past me gunning for our TD but TD one-shots him. Then I move to join up with the TD and I maneuver around to reverse positions w/Tiger P, letting the TD kill him. Time is running out so my team wants me to go after the arty while TD fights IS-7; so I move out & run into the IS-7. I fire and bounce. He's moving too fast and passes me, exposing his rear... I'm desperately trying to turn and follow him keeping his ass in sight. Gun reloads, BOOM he's dead! Then the TD and I roll on the enemy arty... arty blows me away but 40sec reload time means our TD had no problems. 30 seconds left on the clock when we won... epic game.

edit: ahahaha this little bastard kept rubbing up against me and blocking me from retreating on arctic region (Me: M6, him: T40). He's bitching at me to "move out of his way." Riiight. So I gave up and let him go in front... and get right up behind him! XD He's exposed and dies & now I have a shield! Awesome! Stupid fucker.
 
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Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
WinRatio: 60.61&#37;, Avg. Exp: 980.42, Exp. Gained: 32354, Battles: 33, Kills/Game: 1.76, Dmg/Battle: 1929, Stats for date: yesterday

Man I love PlanetWoT (EU only so far I'm afraid lads) and my T32.
 
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eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
Hmm... currently have Tiger H (elited) & Tiger P (80k away from elite). I'm about to buy the Tiger II as well. That seems like a bit many tigers for my stable but they're so awesome.

I really like the Tiger H though... actually more than the Tiger P. Gotta decide which tank the KT's crew will come from. Will I never want to look back at the Tiger H once I get KT? Or are they both worth keeping?
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
Played for a good 3 hours tonight. Mostly in the slugger. 90% of the fights were T6 & T7 fights which is good for the Slugger. One fight I managed to get 7 kills. Unfortunately the team lost but still it was fun. I wish I had more sessions like this. Off to do something different now. Play again tomorrow.

how is the slugger? because i absolutely HATE the wolverine, that thing is such a huge pos, even with the derp. i have everything unlocked but i can't damage much in the battles it puts me in. i'm considering abandoning the US TD line entirely
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
Hmm... currently have Tiger H (elited) & Tiger P (80k away from elite). I'm about to buy the Tiger II as well. That seems like a bit many tigers for my stable but they're so awesome.

I really like the Tiger H though... actually more than the Tiger P. Gotta decide which tank the KT's crew will come from. Will I never want to look back at the Tiger H once I get KT? Or are they both worth keeping?

i also enjoyed the tiger H over the P.

here are my thoughts:
you will not care about the tiger H once you get the KT. BUT....... keep the tiger H for now and grind grind grind their skills up. start a new crew in the KT. when you get to the E75, you will want to keep it so move the KT crew into that. once you unlock the E100, move the tiger H crew that you've been grinding, into that.

i ran into this problem right now, and had to restart my E75 crew @ 75% and no secondaries since i moved my E75 crew into the E100.
 

novasatori

Diamond Member
Feb 27, 2003
3,851
1
0
how is the slugger? because i absolutely HATE the wolverine, that thing is such a huge pos, even with the derp. i have everything unlocked but i can't damage much in the battles it puts me in. i'm considering abandoning the US TD line entirely

the slugger is pretty awesome, its armor is basically comparable to the E8 from the front but it gets the 90mm.

if you are having problems leveling them just play T6 company battles, with the slugger you can easily carry your team if you get into good sniping positions
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
how is the slugger? because i absolutely HATE the wolverine, that thing is such a huge pos, even with the derp. i have everything unlocked but i can't damage much in the battles it puts me in. i'm considering abandoning the US TD line entirely

I really like it. Now, I'm not a TD person. Never played them except for the German Tier 1 I tried way back. I just cant stand not having a rotating turret. I'm one of those types of people. The Slugger however has the rotating turret so when the Wolverine and it came out I knew I had to try one some day. I crossed over from the M4 Easy 8. Unfortunately I didn't get to try the Wolverine. Okay, enough of the background.

I spoke to players and many liked the Slugger. Some didn't because of its weak armor. One thing I noticed fighting against them is that the little buggers can and did bounce 88mm shells a fair amount. They even bounced 100mm shells off my T-59 at times which would make me mad. So I knew they could at times deflect shots.

The first gun is not much to crow about. Weak IMO but the 90mm makes it truly deadly in the right circumstances. And yes, the Slugger can and does bounce shells from some pretty good size tanks front, side, and rear from time to time. Its biggest problem IMO is it is slow. Slow to get going and slow to turn. Even the turret rotates slowly. Its not made to dogfight that's for sure.

When you are in battles where the top tanks are T6 and T7 the Slugger performs very well. It is a Alpha tank killer in these types of battles. Even T8 tanks are vulnerable to its 90mm gun. If you get thrown in with T9 and T10 big boys though you just know you are going to die. Only thing you can do is choose a spot where you want to die or hang way way back and hope the enemy never makes it to you because you are only going to get off one or two shots. Usually its the mediums that kill me. T59s on up are difficult to deal with. They have speed and agility whereas the Slugger doesn't have any. And their guns are more than a match too. I did dogfight a T-59 last week and won. The guy was a fool and wasn't very good. I laughed my butt off though because I straight up dog fighted him(I had no choice since he cornered me) and won. Short story is, like all TDs, once discovered your life time is very short.

Short answer is, Get into proper tier matching and the Slugger shines. Get into big boy fights and its a short life. I love the tank though. It feeds my addiction to lay back and snipe. I'm keeping mine.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
hmm just gonna grind enough to unlock the slugger, then do something else for awhile, at least i can come back to it at anytime
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
i also enjoyed the tiger H over the P.

here are my thoughts:
you will not care about the tiger H once you get the KT. BUT....... keep the tiger H for now and grind grind grind their skills up. start a new crew in the KT. when you get to the E75, you will want to keep it so move the KT crew into that. once you unlock the E100, move the tiger H crew that you've been grinding, into that.

i ran into this problem right now, and had to restart my E75 crew @ 75&#37; and no secondaries since i moved my E75 crew into the E100.

Hmm interesting. E-100 feels SOO far away, haha. I don't even know if I'll bother getting a tier10 tank.

I was thinking to transfer Tiger H crew to KT & leave Tiger H empty for a time. After Tiger P is elited, I'll sell that & give its crew to Tiger H.

VK4502 A & B doesn't seem that exciting, lol. So I probably won't run those for a while after eliting Tiger P. So unless y'all can tell me that the VK4502 tanks are amazing, I won't train up an extra German heavy crew to explore those tanks for the time being.

edit: oh yeah, and FUCK the Slugger. That POS bounces frontal long88 shots pretty damn frequently. Turret, hull, doesn't matter. Bounce. Wolverine is similar but w/the long 75 & short 88. It's ridiculous b/c each gun has like 2x the pen of the M10/M36's armor.
 
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