

World of Tanks
#276
Posted 17 November 2010 - 12:20
The M2 medium is just silly with the 75mm howie. One-shotting tanks never gets old (love doing it in my IS). At the M2's tier, the howitzer is one of the nastiest cannons available. It's also one of the largest cannons available to any tank at that tier. The only ones larger belong to td's and artillery.

#277
Posted 19 November 2010 - 08:43
IS-3 on the other hand is a pain. I hate how it's getting harder and harder to run a profit on that thing. KV with the 152 mm cannon on the other hand is making swimming pools of money. I just hauled in 40K (!!!) with my KV and only like 2K damage and 6K ammo; Epic returns are epic.
Damn, I love my KV.
#278
Posted 19 November 2010 - 09:11


#279
Posted 19 November 2010 - 12:30
Be patient with the IS-3 as it is worth the initial effort. If you haven't already, get the T-10 turret and make a bee line for the BL-9. After you get those items, and once your crew gets above 75% the IS-3 becomes a different animal. You'll be surprised how capable the IS-3 can be.

#280
Posted 21 November 2010 - 19:13

#281
Posted 21 November 2010 - 19:43
In other news, it seems that the sight range of any tank is worse now than it was pre-patch. Tanks that are supposed to be revealed after firing their cannon while in a bush are "supposed" to be visible, even if for a little bit. Quite the opposite happens.

#282
Posted 21 November 2010 - 21:12
#283
Posted 21 November 2010 - 22:42
Sure you might penetrate some heavies but remember that you are still a light tank and your role is still scouting (this is in regular matches im speaking of)

#284
Posted 22 November 2010 - 01:01

#285
Posted 22 November 2010 - 01:34
Amdrial, on 21 Nov 2010, 16:12, said:
The armor is really rather thin. Scouting really has a lot to do with luck. It all depends on who you meet on the way there and whether or not they were fast enough to hit/track/kill you. Once you see the arty you're mission is complete, but mundo bonus points for actually killing them and that's where your cannon comes in. Also, crew is important. My T-46 didn't get compitent until it got over 80% crew traning.
IIRC my last highest kill count was from that tank, where I wiped out the entire team's arty (3 of them), two light tanks, and a moderately damage T-28 (the boat) before they were able to finally kill me. Huge amount of luck, because I'm pretty sure I only got hit no more than 5 times with most shots missing my tracks during that entire encoursion. (once I got tracked I got dead).
Where as the Leopard is a fast little iron house running around, the T-46 wwith 76mm is more like a glass cannon. You can do a HUGE amount of damage with it given the right luck.
Edit: Always use HE with that cannon.
Edited by NergiZed, 22 November 2010 - 01:35.
#286
#287
Posted 30 November 2010 - 20:17
#288
Posted 30 November 2010 - 21:57
Having a look on Wikipedia though, and knowing how the devs like to limit a LOT of statistics (that are well known) on certain tanks, the AMX might be a bit underwhelming, though they are selling the tanks as "slow, but heavily armoured". If the AMX-50 even gets to keep 2/3 of its 51kph top speed, I'll be surprised.
Should be interesting to see the Frenchies in the mix. Will give my IS-3 something to munch on.


#289
Posted 01 December 2010 - 01:35
I also started down the German main tree, grabbing the Leopard and the PZ III working branch off into the VKs and aiming for the Panther. So far those tanks are meh, but I hope they get better with time.
Rumour has it that they're gonna do a soft wipe come mid-decmember. All the exp and credits will be returned to you along with a clean slate, but your experienced crew are gone. I have no idea on the situation for gold, but I hear that the amount of premium you have left on your account will be conserved.
Edited by NergiZed, 01 December 2010 - 01:36.
#290
Posted 01 December 2010 - 04:37
My Sherman is elite and my crew is 2-3% from 100%. I still can't get over the rate at which it makes money though. 105 shells are silly cheap and repairs are rarely above 3k. The 105 has performed admirably and I've been able to kill much larger tanks and higher tier than it has a right to (such as an IS-3, IS-4 and several Tigers).
The Pz III with the L/24 75mm stubby is a pretty good gun. I used to believe whole-heartedly in the L/60 50mm, but after using the 75mm with HE shells and nabbing kills that I really shouldn't have, I highly recommend the L/24. Reload rate is comparably slower than that of the L/60, but it deals so much more damage. Plus, in lower tier battles that the Pz III will get put into, the punch of the 75 combined with the high speed and maneuverability make the Pz III a deadly light tank. Two shots kill Marder II's and Wespes and will one shot lighter foes.
The Leopard just gets silly with upgrades. 585 horsepower. That's really all you need to know. Not to mention that it has sloped armour. The only thing I don't like about the tank is that it doesn't have a silly stubby 75mm or similar HE spammer. Minor drawback to an otherwise superb light tank. Not the fastest, but many see it as the "best".
Gold should be kept, like it was last soft-wipe. If that's the case, you'll get all the gold back you ever spent since the first soft-wipe, which includes spending it for any premium tanks or ammo.

#291
Posted 01 December 2010 - 05:43
I know the Leopard is pretty amazing once it's fully up'd, it's just that there's a mild grind right now with it. Not very a spectacular scout at the moment, even after the first engine upgrade.
I'm gonna go straight for the III/IV then the VKs, not gonna concentrate on the Pz III at all.
The Sherman is really nice, and I'm really rather excited to see how the Easy 8 will perform.
#292
Posted 01 December 2010 - 13:20
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Projected timeline - to be announced.
source
#293
Posted 01 December 2010 - 21:54
Kinda was hoping for the French tanks. Oh well, guess that might be after the big wipe.
#294
Posted 01 December 2010 - 23:24
On the other hand, there will be two new maps to try out. A little good with a lot of bad.


#295
Posted 02 December 2010 - 09:52
#296
Posted 02 December 2010 - 13:12
I've also heard good things about the StuG, the first one being that it was worth the grind through the Hetzer. So, if that's any indication as to how capable the StuG is, you might also enjoy it. The StuG also has a nice array of cannons to select from, including the L70 75mm, and the 105mm.

#297
Posted 02 December 2010 - 16:59
Stug is a great, solid, manuverable little TD, while the Sherman is a great Medium on low-tier matches and a decent scout on high tier matches. Both are good tanks, but I think the Stug is better for the following reasons: low profile, tough armor and good cannons. The Sherman has a pretty silly 105, and it's a monster at times, but it's too tall and it's armor is way too thin. Stug is easier to elite as well, thus you can make it into an ex farm faster.
Edit:
If anyone's just starting World of Tanks, just get the At-1 (it's a tier 2 Tank Destroyer). That thing is seriously OP. I got 6 kills on the first round, and I have been getting 2-3 kills per round in that thing. AT-1 is the destroyer of babby tanks. (I got 1000x2 exp on my first battle!!!)
Edited by NergiZed, 03 December 2010 - 04:33.
#299
Posted 04 December 2010 - 21:21

#300
Posted 05 December 2010 - 03:03





Some other pics.
I already knew about the other two tanks, but I'm very excited about the E-series Arty, and I may head down the Soviet TDs after the next softwipe.

Glad to see that there are even more
Edited by NergiZed, 05 December 2010 - 03:40.
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