[MMO] World of Tanks

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PlasmaBomb

Lifer
Nov 19, 2004
11,815
2
81
Victory!
Battle: Lakeville 21 July 2013 21:59:37
Vehicle: StuG III
Experience received: 1,308
Credits received: 32,986
Battle Achievements: Sniper, Master Gunner, Sharpshooter

Fun game

Even better due to the x2 crew xp weekend... skills more skills!
 

Craig234

Lifer
May 1, 2006
38,548
349
126
Victory!
Battle: Lakeville 21 July 2013 21:59:37
Vehicle: StuG III
Experience received: 1,308
Credits received: 32,986
Battle Achievements: Sniper, Master Gunner, Sharpshooter

Fun game

Even better due to the x2 crew xp weekend... skills more skills!

x3
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Dont feel bad. I havent bought the e50m yet, nor the Comet, and the Black Prince. They are all researched and ready to be bought. I bought the E100 back when it was on sale and its been sitting in my garage with no crew and waiting to be put into action since then. I keep getting side tracked. Too many tanks, too many tank lines, and WG keeps offering specials that leads me somewhere else. LOL
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
man, the flaws of this game are really pronounced. i may have said this before, but:

1. tons of BAD players, poor skills and very immature/poor sportsmanship
2. good players usually cannot succeed if shackled to a team of nitwits. the game is too slow and inflexible to allow a very good player to really shine. completely forget about turning the tide once a collapse is under way, FPS-style.
3. the transient team-making discourages teamwork, and strangely, the sense you are playing a game with other people at all.
4. as always, the game is structured around grinding, and paying cash to relieve some grind.
5. poor balancing, also directly reinforcing #4. for example, my tiger used to be a very potent tank however it is now outclassed in every way by a new tank in the same weight class. either suffer the disadvantage, or grind grind grind to a t29.
6. poor matchmaking, also directly reinforcing #4. the majority of players in a match are simply food. also, when i see 1 or 2 low level tanks on my team platooning with a higher level tank, i kill them immediately.

You're wrong on almost all the points, except for #4.
 

Craig234

Lifer
May 1, 2006
38,548
349
126
I have some unlocked, and am close to credits for a 10. Between the Jpgz100 - but I already have the e4 - and the t62a. Planning to get the t62a.

Some people don't like it, but they say the damage is very good.

Hopefully it's good.
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
The absolute best game I have had in my T95 was *almost* a loss...

It was on Live Oaks, I was platooned with a 122-54. We spawned in the south west. Using the superior tier 6 engine on a 100 ton tank, I sprinted to the hill above cap. I got there just in time to witness the complete destruction of our tanks in town. No matter, I am sitting on the hill along with my platoon-mate. Surely we have the tracks, 10 tanks went that way... all we have to do is hold the north, not get artied, and wait out the win.

Minutes pass. I begin to be invisi-tanked by 3 tigers. Ding, bong, zing, bong, blat (HE), zing, endlessly. I begin to return fire based on guesswork. Suddenly a wild T95 appears. He bounces on my front while I take my time to aim at his weakspots and hit him twice. He finally pens me before getting obliterated by arty.

Checking the minimap I realize something horrible has happened. Our tracks side has collapsed. The 122-54 has already begun to set up in a nice location. I dash south to get into a spot that I can cover him. A chaffee appears, a chaffee becomes one with a 155mm shell. We start an epic defense of the south *while* tigers keep bouncing off my rear. I can not do a 180 as that shows my rear to tanks that can actually hurt it.

The only fear we have at this point is the enemy conqueror and the enemy T30. Both of which can easily hurt our 122-54 and can also hurt me. Enemy arty has not been felt once yet, so we did not have any fear of it. The T30 gets lit proxy by the 122-54 from behind the building complex of our spawn. I tag it once, and my platoon-mate also hits it. He then face hugs the 122-54 and I ask him to go right or left as I reload. He does so and I annihilate it.

SUDDENLY I get tracked. The tigers have finally "damaged" me. I begin my slow 180 while my team mate cleans up the conqueror. I take aim and 2 shot two tigers. The third tiger retreats and lies in wait for me. The 122-54 goes arty hunting, it is end game. I decide to go left towards the northern town. The Tiger P must have thought that my engine was capable of more than 2 hamster power and thought I passed him already. He comes out with his gun pointed North while I was still South of him. He also pops out directly in front of me. I didn't have to even swivel my gun. I pressed the button and he was reduced to a drink made for Charlie Sheen.

The arty was left. The arty must die. The arty must pay a repair bill. That is what my platoon mate wanted. I just wanted the game to be over. So I began a leisurely tour of the countryside at 13kph heading to cap. Where was the arty? My friend went ALL the way to the cap, past the cap, around the buildings, checked the A line... nothing. He runs south by the tracks... nothing. I am still lumbering onward. The clock ticks.

I realize that there is a distinct possibility that I may not make it to the circle in enough time, and even if I do, one reset will draw the game out. I become worried. The search continues. I mention into the microphone that he could force a draw, and capping might not be possible. The clock ticks.

I lumber on to cap with 5 seconds to spare. I hope arty is either out of ammo or not aimed at the circle. At long last, at the very corner of the map (bottom right), the arty is located. My friend takes aim, and hits the arty... bounce. The arty aims at the TD... miss. *FINALLY* my friend obliterates him. A victory.

In the end, I took 9k damage (one penetrating hit), did 6k damage. The 122-54 was UNTOUCHED, never hit, and did 4k damage. Combined we did more damage than the other 13 members on our team. Our back hurt from carrying our team that hard.
 
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Ruptga

Lifer
Aug 3, 2006
10,247
207
106
You're wrong on almost all the points, except for #4.

I disagree, I have found everything he listed to be true to at least some degree. For example, good players can sometimes turn a collapse around, but only if the enemy is at least as terrible as their allies are. It's not at all like Halo where three amazing players can pull five complete dumbasses through most situations.

8.7 Update Notes said:
- Removed Assault game mode from the Westfield and Malinovka maps
- Improved the Assault mode on the Malinovka map

 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
I disagree, I have found everything he listed to be true to at least some degree. For example, good players can sometimes turn a collapse around, but only if the enemy is at least as terrible as their allies are. It's not at all like Halo where three amazing players can pull five complete dumbasses through most situations.

There are people that can manage 70% win ratios solo pubbing. 1 out of 15 players on a team can force win 20% more games than average. Platoons have gotten to 90%. Hell, I have platooned to 90% in a day before.

It is possible. Sadly most people are just plain average.
 

stag3

Diamond Member
Feb 7, 2005
3,624
0
76
amazingly average checking in.

semi good weekend, 40k away from centurion 1
60k away from M103
100k away from T30
and a whopping 120k away from the object 268
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
I disagree, I have found everything he listed to be true to at least some degree. For example, good players can sometimes turn a collapse around, but only if the enemy is at least as terrible as their allies are. It's not at all like Halo where three amazing players can pull five complete dumbasses through most situations.

well, like it's already been said, "good" players can carry hard. A platoon of great players will often times do 90% of the team's worth of damage. If that's not carrying hard I don't know what is.

Sure, you'll have the games where you carry hard and still lose. We all get those. But more often than not, if you're a good player most of those carries will be victories. There's a reason why most good players have a higher win rate than the average player, and I'm not even looking at wn7 or eff or whatever. Now that they've reduced arty effectiveness, being able to carry solo is even more true as orbital lasers are less effective.
 

Ruptga

Lifer
Aug 3, 2006
10,247
207
106
There are people that can manage 70% win ratios solo pubbing. 1 out of 15 players on a team can force win 20% more games than average. Platoons have gotten to 90%. Hell, I have platooned to 90% in a day before.

It is possible. Sadly most people are just plain average.

I hear what you're saying, but how often does that really happen? Those aren't things you can do if you're just above average, you have to be exceptional. I would really like to know what percentage of the player base can swing 60% or 70% solo win rates. I would guess about 5-10%, at the absolute most, with it probably being more like 2%.

Also, I feel like platoons shouldn't count for the purposes of this discussion. Platooned fighting is almost an entirely different game than soloing, and 3 solo 70%ers won't be able to carry nearly as often as 3 platooned 70%ers.
 
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PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
I hear what you're saying, but how often does that really happen? Those aren't things you can do if you're just above average, you have to be exceptional. I would really like to know what percentage of the player base can swing 60% or 70% solo win rates. I would guess about 5-10%, at the absolute most, with it probably being more like 2%.

Also, I feel like platoons shouldn't count for the purposes of this discussion. Platooned fighting is almost an entirely different game than soloing, and 3 solo 70%ers won't be able to carry nearly as often as 3 platooned 70%ers.

I'm not that good, but I'd say about 40-50%% of the games I'm in I can swing, or are a major component of the victory. You don't have to single handedly kill 7 tanks yourself or do 5000 damage to be "swinging" the game. Sometimes its as simple as leading a charge into a flank to disrupt and disorient a flank in the enemy team, or taking out that tank destroyer that was pounding your heavies and stalling your advance. Heck, tracking the lead tank in a column and getting it blown up could discourage lemmings enough that they'll sink into hiding mode and delay the advance long enough for your team to CapFast™.

Heck, a scout can "swing" a game by keeping the enemy team lit up and distracted like a fly.

edit: killing the "Ace" on the other team will oftentimes lead to victory as they can no longer do what I described above. A single good player is usually worth at least 2-3 average/bad tankers IMO.
 
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PlasmaBomb

Lifer
Nov 19, 2004
11,815
2
81
Victory!
Battle: El Halluf 22 July 2013 19:54:56
Vehicle: StuG III
Experience received: 1,548
Credits received: 32,730
Battle Achievements: Mastery Badge: "Ace Tanker"

Woot!
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
I hear what you're saying, but how often does that really happen? Those aren't things you can do if you're just above average, you have to be exceptional. I would really like to know what percentage of the player base can swing 60% or 70% solo win rates. I would guess about 5-10%, at the absolute most, with it probably being more like 2%.

Also, I feel like platoons shouldn't count for the purposes of this discussion. Platooned fighting is almost an entirely different game than soloing, and 3 solo 70%ers won't be able to carry nearly as often as 3 platooned 70%ers.

2% or less of the player base is probably about right, maybe less, assuming your talking about all active accounts (probably about 200k+) for NA. Most 57%+ w/r players could probably swing a 60% solo streak. On good days I can easily swing that, but I can still get a bad streak, where its pretty much impossible to win. Even with that said, doing 60%+ solo is really hard, there really is no room for error. Things you can get away with in a 3 man platoon, you can't do solo. You can't count on ANYONE to watch your back, flank, distract, rush; essentially all you can count on from your team mates is to light up tanks and get shot at. Solo really isn't a fun experience, since you have to try much much harder, as you can't rely on your team.

Sure I can say that my team mates in platoons "steal" some of my damage/stats. But honestly I'll easily take a very slight "hit" to my eff, wn7, dam/game for a better chance to win. Its really not like my stats are hurting anyway. The only thing platooning really hurts with is getting those "extraordinary" games where you essentially kill the whole team. In that way, platooning lowers my chances of winning the high xp competitions, as having compitant platoon mates lowers my chances of getting to be the only person that single-handedly wins the game.
 

stag3

Diamond Member
Feb 7, 2005
3,624
0
76
i always thought the is-4 and st-1 chasis were the same pretty much no?
my st-1 bounces WAY more than the is-4. also am i supposed to slightly angle it as the front is flat? i seem to do better straight on vs angled, unless my angling is way off.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
ST-I hull armor is thicker than IS-4's by like 20mm or so? IS-4's hull armor is actually weaker.

The problem with the armor in the IS-4 (never played STI but armor scheme is similar) is that it's 3-sided, so if you angle it too much it means you're going to get shot in the "shoulder", which has an ammo rack behind it. Any amount of angling really starts to reduce your shoulder armor.

So you can't really angle it much at all. Maybe 5-6 degrees, which is not enough to prevent tier 9 guns from ripping through your lower glacis from the front. Or to prevent the driver's hatch from being ripped apart, though that's a bit harder now.

Solution is to sell the IS-4 (if you have it) and get a real tank. Even the piece of crap IS-7 is better. My IS-4 crew is now trolling people in a KV-1. The only benefit to the IS-4 is that is has a lot of HP and you can screw up terribly in it and not really care too much because it has some good side armor.
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
I pulled 90% yesterday in 20 games. Lost my first and last game with 18 wins in a row. With the current mission, I got 6 fire extinguishers (woo?) and better yet sped up the training of my brand new ST-1 (261 crew). I was in a two man platoon, and we played some complete crap tanks (stock T54-Esomething, T95). It was a good night. 2 games in particular we forced wins out of complete losses. When I get defender for 85 points of reset and my platoon-mate gets 81 defense points you know we did all we could for the win.

Two nights ago I had this game happen: http://wotreplays.com/site/261112#abbey-frodotsolo-fv215b_183 sometimes you only get to shoot 6 times in a match, make them count.
 

Daverino

Platinum Member
Mar 15, 2007
2,004
1
0
Good players will have win rates above 50%, plain and simple. I tire of people claiming they're 'good' when they win 45% of the time. They blame matchmaking and their teams, never realizing that they're part of the losing team as well. This is about how I figure it.

1. Basic understanding of the game: 48% WR
2. Advanced understanding of the tank mechanics in the game +4% WR
3. Map knowledge: +2% WR
4. Situational awareness (awareness of the game's progression while still driving and shooting): +4% WR
5. Using premium ammo when appropriate: +1% WR
6. Using an overpowered-for-tier tank or a premium with preferential matchmaking: +1%
7. Meeting criteria 1-6 and platooning +10% WR
8. Platooning with 2 other people who also meet criteria 1-6 +10% WR

If you want to get to an 80% WR, start with step 1 and move up from there. If you're under 48%, you're below average and do not understand the fundamentals of the game. If you're sitting in the low 50s you need to learn to kill and survive better. You need to learn the weak points of enemy tanks and what angles will bounce your shots. You need how to maintain cover and camouflage. If you're in the mid 50s, you need to concentrate more on the game as a whole while playing instead of being focused on just yourself. If you're in the high 50s, you can eke out a few points by only playing good tanks and judicious use of premium ammo. And if you get through all those levels and find yourself with two other comparable players, you should win 75-80% of your games.
 

Craig234

Lifer
May 1, 2006
38,548
349
126
Good players will have win rates above 50%, plain and simple. I tire of people claiming they're 'good' when they win 45% of the time. They blame matchmaking and their teams, never realizing that they're part of the losing team as well. This is about how I figure it.

1. Basic understanding of the game: 48% WR
2. Advanced understanding of the tank mechanics in the game +4% WR
3. Map knowledge: +2% WR
4. Situational awareness (awareness of the game's progression while still driving and shooting): +4% WR
5. Using premium ammo when appropriate: +1% WR
6. Using an overpowered-for-tier tank or a premium with preferential matchmaking: +1%
7. Meeting criteria 1-6 and platooning +10% WR
8. Platooning with 2 other people who also meet criteria 1-6 +10% WR

If you want to get to an 80% WR, start with step 1 and move up from there. If you're under 48%, you're below average and do not understand the fundamentals of the game. If you're sitting in the low 50s you need to learn to kill and survive better. You need to learn the weak points of enemy tanks and what angles will bounce your shots. You need how to maintain cover and camouflage. If you're in the mid 50s, you need to concentrate more on the game as a whole while playing instead of being focused on just yourself. If you're in the high 50s, you can eke out a few points by only playing good tanks and judicious use of premium ammo. And if you get through all those levels and find yourself with two other comparable players, you should win 75-80% of your games.

And I disagree. But there's no point in the debate, which gets ugly and insulting. I will gree with some of your specific points, some are good tips, and platooning can help.

By the way, fact: 50%+ of people will have win rates under 50%.

Some tanks seem they can affect the battle more than others.

For example, this morning I played arty, 3 each side. In the first 2 minutes or so, their 3 arty were killed, none of ours were. Good start. I think I had 4 kills - we lost badly.

But in another match, that can swing things for a win.

In one match, playing a t-50-2 just seems unable to help the team win; in another it can clearly get a win for the team.

I disagree with your numbers, basically. And think it creates an ugly atmosphere to overstate and overblame people about things like win rate. We'll agree to disagree.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
Good players will have win rates above 50%, plain and simple. I tire of people claiming they're 'good' when they win 45% of the time. They blame matchmaking and their teams, never realizing that they're part of the losing team as well. This is about how I figure it.

1. Basic understanding of the game: 48% WR
2. Advanced understanding of the tank mechanics in the game +4% WR
3. Map knowledge: +2% WR
4. Situational awareness (awareness of the game's progression while still driving and shooting): +4% WR
5. Using premium ammo when appropriate: +1% WR
6. Using an overpowered-for-tier tank or a premium with preferential matchmaking: +1%
7. Meeting criteria 1-6 and platooning +10% WR
8. Platooning with 2 other people who also meet criteria 1-6 +10% WR

will disagree with you on #7. I play with a friend and he's terrible and he brings down my winrate because now I for SURE have to carry him on top of others. He does idiotic things like turning around to try to kill an IS3 head on at 200m in a T-21 after I manage to get him to retreat by yelling at him for a whole minute. Or sitting still in a bush for 3 minutes not shooting anything while our positions get overrun. Or rushing headalong into his death when I told him a T95 and a JT were watching our every move.

I gotta carry this moron. :awe:
 
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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
For those playing in pubs only, like myself, platooning really can increase win rate but the three players have to use tanks that complement each other. Just making a platoon isnt enough. I've seen platoons get their asses wiped quite easily in battles. Also get headsets and you can quickly share info back and forth. <-- this is where I need to improve. I dont use a headset and I should. I'm just lazy. Dont be lazy like me.
 
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