Well, I'll have to see comp values of other tanks later. I'm pretty sure traverse rates are affected by driving skill, so it's more like a 28/21 traverse on live.
Re-normalizing the stats is going to cause a nuclear meltdown on the official forums. Can't wait for ten thousand threads complaining about imaginary nerfs.
Oh, it'll definitely be fun. The amount of people whining how the view rates on their favorite tank got nerfed is already pretty fun. Also, I apparently completely overestimated the speed of the T34, because the nerf only drops the turret speed down by 4. That's still significant, but not the worst.
It's the same as the IS-3s. Considering how much better the gun is in a lot of ways I'm not going to lament it.
I will, if only because this thing's going to need a GLD now in addition to the vert stab I already had on there. I always liked how American guns didn't need GLDs. I guess I'll ditch vents and keep the rammer.
Oh, it'll definitely be fun. The amount of people whining how the view rates on their favorite tank got nerfed is already pretty fun. Also, I apparently completely overestimated the speed of the T34, because the nerf only drops the turret speed down by 4. That's still significant, but not the worst.
A picture of the changes between Test 1 and Test 2 showed a 6 degrees/sec drop from 24 to 18.
I haven't played the test, so if this change sticks then going from a 31-ish(36 * .875) turret to an 18 one will take some getting used to.
Oh, it'll definitely be fun. The amount of people whining how the view rates on their favorite tank got nerfed is already pretty fun. Also, I apparently completely overestimated the speed of the T34, because the nerf only drops the turret speed down by 4. That's still significant, but not the worst.
A picture of the changes between Test 1 and Test 2 showed a 6 degrees/sec drop from 24 to 18.
I haven't played the test, so if this change sticks then going from a 31-ish(36 * .875) turret to an 18 one will take some getting used to.
Yeah, it's admittedly a pain. After going through the KV-2, E75 and E100 I've gotten pretty used to it, but I certainly died to it more than a few times in the KV. I should see what the KV-2's traverse is on test, it should be like 12 or 13.
What’s up with the critical hits for no damage? I’m getting very angry when I shoot a tank at <50hp and it crits him for 0 dmg and I end up dying because of it.
We are currently reworking that system. We will announce more details when testing starts
Yaaaaaay.
Also, there's a question about some of the new crew skills, and the answer makes it sound like the Hunch loader skill can actually allow instant loading of a shell:
4)Loader (Hunch)*this is a very big question* When reloading a shell of a different type, there is a chance the shell will be instantly loaded. Instant loading cannot occur more than once before a full reload cycle has completed. Can someone please clarify some specifics on how this works, there is currently a relatively large debate among players... Does it let you "sometimes" switch ammo from one type to another after you are already fully loaded without a delay? Or if you "queue" a different ammo type for your next load does it sometimes load instantly? If the latter is true it seems fairly game-breaking as far as perks go, as large-bore guns could theoretically "double-fire" AP followed by Gold/HE occasionally.
4) If you "queue" a different ammo type for your next load does it sometimes load instantly. Having two crew members trained with this perk is somehow more advantageous since you will have more chance for this perk to work. Also you cannot reload instantly two times in a row.
So it doesn't just save you from having to restart the reload timer while switching ammo types. If you have AP loaded and select HE to be loaded next, and the skill procs, you can get two shots off back-to-back with no reload. :?
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ArcticLancerBest served chilled.Registered Userregular
I honestly don't care if that's their official answer on Hunch, it makes absolutely no God-damn sense. As soon as I read the first definition, I had a pretty clear idea of how it should sensibly work. Ever since then people have been asking questions, and the answers coming back have just made less and less sense. Why the **** can't they just follow common sense on this one?
"When you switch shell types, there is a chance to load the new shell without resetting the load timer. This skill may not trigger more than once between shots."
How ****ing complicated is that? It doesn't introduce any bullshit magic ammo, the wording is a shitload more clear, and the skill, while not great, at least makes sense and could have its uses from time to time. Frankly, the loader doesn't have the best unique skills anyway, so it's foreseeable to take as a "eh, sure" kind of thing than a game-breaking "Oh, that worked. Well **** this game." kind of thing.
There should be a small chance that the loader gets it wrong and makes the load time 50% longer.
Like drops it on his foot and causes it to explode and damage the ammo rack?
Mose like he tried to guess which shell to load and guessed wrong, so he has to take out the wrong shell and load the right one.
Like if there is a 5% chance of him using Hunch, there would be a 0.1% chance of a failure.
or something...
Xbox Live: Keml0
Steam: Kemlo
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ArcticLancerBest served chilled.Registered Userregular
Iunno. I saw their SPGs shooting lighter targets, so of course they'll get more kills. I guess techincally you could have done more? But it didn't matter in the end ...
I guess it's easier for me to play devil's advocate because I don't want to play SPGs, and I find it easy to blame them for things that they really *could* have prevented. Plus, who of us hasn't said, "Ugh, you idiots failed so hard ..." only to have them still win? =P
Ultimately, well played. I was so happy for you when you shotgunned that IS finally.
I had a match recently on Sand River where I got up on the high middle dune in my Tiger and pretty much sniped to death an entire enemy push on our left flank, getting three kills including two higher-tier heavies. While I was doing this, a T-54 slid by on the other side of me and ran into our base, where he killed the only other tank on my team playing stay-at-home defense at about the same time the enemy arty finally pin-pointed and killed me up on the dune.
The guy who got killed by the T-54 then proceeded to berate me as a "useless Tiger" for letting the T-54 go by me, even though I was engaging and killing 3-4 other enemy vehicles at the time and even though the T-54 had ignored me completely to go around the other side which apparently nobody was covering but which was apparently supposed to be my responsibility also.
The point is, it's pretty common for people to lash out and blame somebody for what they perceive as an impending loss, especially if they've under-performed personally and are secretly feeling shitty about themselves. In that case, this Drizon guy was one of the top tanks on your team, and got one killed on a BDR, which is alright, but certainly not a great outing, could barely even be called pulling his weight. If your team had lost he would have been at least as responsible for it as you.
On an unrelated note, if I see one more person whose in-game handle is some variation of "Erwin Rommel," "Desert Fox," etc., I don't know what I'll do.
Gaslight on
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acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
edited March 2012
I mean, it's pretty clear from the replay I hit that IS once for 30%, then I hit again and the next time I see him he's at 50%, then I kill him from 18% later, so clearly I just watched him kill everyone without having fired a shot like Dirizon seems to imply I did. I think the only big mistake I made was when I continued to watch for that IS to pop out when I could have gone over to that T29 and fired a shot without any issue. The reason I didn't do it at the time was that's also easily one of those situations where the moment you move from aiming at the one target, the one you move to disappears before you get fully aimed and the one you move from pops out.
but yeah, I think an arty that has 0 kills but has done significant damage to the top 3 tanks on the other team is better than an arty having instakilled 4 or 5 mid to low tier tanks.
On an unrelated note, if I see one more person whose in-game handle is some variation of "Erwin Rommel," "Desert Fox," etc., I don't know what I'll do.
How on earth do I get a 14% win loss ratio in my A-20. I've only played 14 matches yet, but that should be enough to stabilize the ratio somewhat. Is me getting killed first too soon demoralizing the team? I have been rushing in a lot to get a feel for the thing and I always felt that it was a bad sign if someone else did that at the start of a match. Seems silly the effect can be that big. Probably coincidental.
I honestly don't care if that's their official answer on Hunch, it makes absolutely no God-damn sense. As soon as I read the first definition, I had a pretty clear idea of how it should sensibly work. Ever since then people have been asking questions, and the answers coming back have just made less and less sense. Why the **** can't they just follow common sense on this one?
"When you switch shell types, there is a chance to load the new shell without resetting the load timer. This skill may not trigger more than once between shots."
How ****ing complicated is that? It doesn't introduce any bullshit magic ammo, the wording is a shitload more clear, and the skill, while not great, at least makes sense and could have its uses from time to time. Frankly, the loader doesn't have the best unique skills anyway, so it's foreseeable to take as a "eh, sure" kind of thing than a game-breaking "Oh, that worked. Well **** this game." kind of thing.
Well, I later read a post on the SA forum by someone who's apparently been on the 7.2 test server who says it just allows you to change shell types without resetting the timer, which I agree is the only thing that makes sense. So I give up trying to understand it. I guess I should learn to mistrust anything WG says and not assume anything about any new feature until it actually shows up in the game. Especially when it looks like WG's info came over from Russia via Google Translate.
Supraluminal on
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ArcticLancerBest served chilled.Registered Userregular
How on earth do I get a 14% win loss ratio in my A-20. I've only played 14 matches yet, but that should be enough to stabilize the ratio somewhat. Is me getting killed first too soon demoralizing the team? I have been rushing in a lot to get a feel for the thing and I always felt that it was a bad sign if someone else did that at the start of a match. Seems silly the effect can be that big. Probably coincidental.
It's because the A-20 is, quite literally, one of the worst tanks in the game. My suggestion is to try to do an early scout without dying, wait, and then spot for people once shit gets settled. Or just die and get out of the tank. Either/or.
Well I gathered that much, but it's weird that it also has such an effect on my teammates it seems. I can't be making that much of a difference out of 15 tanks?
I'll probably sell the thing though, I've unsuccessfully played mid tier light tanks before, too situational for me.
So I played in some CW matches with tank freezing enabled in the last few days, and I really hate it.
Clans are pissing their pants and opting for draws because they're afraid of losing tanks. It makes for incredibly boring matches.
Landing territories have become toxic and it's pointless to hold them since every day you'll be attacked with fresh tanks while trying to hold on to your remaining ones.
Doesn't seem like it made the map or the matches in any way more dynamic. Sure, landing provinces will be exchanging hands a lot more often now, but other than that, defending clans are more likely to sit tight behind cover and just wait the match out, even more so than before. It's pretty lame. I hate it.
Posts
Negative - Vents.
I would go into detail, but that would be super-secret spoilers for the moment. I'll explain at a later date.
(I also prefer the T1, but it was inferior to the traktor for current purposes)
Perhaps I can interest you in my meager selection of pins?
Uh oh. How hard did they nerf the T34?
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Also, the 103 had a HP nerf. Because, you know, American tanks are hard mode.
So I should just pretend it doesn't have a turret.
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18 turret traverse? Wow, that's a little bit ridiculous, KV2 ridiculous.
It's the same as the IS-3s. Considering how much better the gun is in a lot of ways I'm not going to lament it.
Steam: Kemlo
A picture of the changes between Test 1 and Test 2 showed a 6 degrees/sec drop from 24 to 18.
I haven't played the test, so if this change sticks then going from a 31-ish(36 * .875) turret to an 18 one will take some getting used to.
Yeah, it's admittedly a pain. After going through the KV-2, E75 and E100 I've gotten pretty used to it, but I certainly died to it more than a few times in the KV. I should see what the KV-2's traverse is on test, it should be like 12 or 13.
Yaaaaaay.
Also, there's a question about some of the new crew skills, and the answer makes it sound like the Hunch loader skill can actually allow instant loading of a shell:
So it doesn't just save you from having to restart the reload timer while switching ammo types. If you have AP loaded and select HE to be loaded next, and the skill procs, you can get two shots off back-to-back with no reload. :?
"When you switch shell types, there is a chance to load the new shell without resetting the load timer. This skill may not trigger more than once between shots."
How ****ing complicated is that? It doesn't introduce any bullshit magic ammo, the wording is a shitload more clear, and the skill, while not great, at least makes sense and could have its uses from time to time. Frankly, the loader doesn't have the best unique skills anyway, so it's foreseeable to take as a "eh, sure" kind of thing than a game-breaking "Oh, that worked. Well **** this game." kind of thing.
Perhaps I can interest you in my meager selection of pins?
Steam: Kemlo
http://www.mediafire.com/?cpd8jzgwcj8n9e4
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It is absolutely your fault. How dare you not get 11 kills? Wtf man?
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Mose like he tried to guess which shell to load and guessed wrong, so he has to take out the wrong shell and load the right one.
Like if there is a 5% chance of him using Hunch, there would be a 0.1% chance of a failure.
or something...
Steam: Kemlo
Spoilers!
Iunno. I saw their SPGs shooting lighter targets, so of course they'll get more kills. I guess techincally you could have done more? But it didn't matter in the end ...
I guess it's easier for me to play devil's advocate because I don't want to play SPGs, and I find it easy to blame them for things that they really *could* have prevented. Plus, who of us hasn't said, "Ugh, you idiots failed so hard ..." only to have them still win? =P
Ultimately, well played. I was so happy for you when you shotgunned that IS finally.
Perhaps I can interest you in my meager selection of pins?
The guy who got killed by the T-54 then proceeded to berate me as a "useless Tiger" for letting the T-54 go by me, even though I was engaging and killing 3-4 other enemy vehicles at the time and even though the T-54 had ignored me completely to go around the other side which apparently nobody was covering but which was apparently supposed to be my responsibility also.
The point is, it's pretty common for people to lash out and blame somebody for what they perceive as an impending loss, especially if they've under-performed personally and are secretly feeling shitty about themselves. In that case, this Drizon guy was one of the top tanks on your team, and got one killed on a BDR, which is alright, but certainly not a great outing, could barely even be called pulling his weight. If your team had lost he would have been at least as responsible for it as you.
On an unrelated note, if I see one more person whose in-game handle is some variation of "Erwin Rommel," "Desert Fox," etc., I don't know what I'll do.
but yeah, I think an arty that has 0 kills but has done significant damage to the top 3 tanks on the other team is better than an arty having instakilled 4 or 5 mid to low tier tanks.
I see your Desert Fox and raise you a PattonErwin with added Guderian_N_Rommel
Perhaps I can interest you in my meager selection of pins?
Well, I later read a post on the SA forum by someone who's apparently been on the 7.2 test server who says it just allows you to change shell types without resetting the timer, which I agree is the only thing that makes sense. So I give up trying to understand it. I guess I should learn to mistrust anything WG says and not assume anything about any new feature until it actually shows up in the game. Especially when it looks like WG's info came over from Russia via Google Translate.
Perhaps I can interest you in my meager selection of pins?
It's because the A-20 is, quite literally, one of the worst tanks in the game. My suggestion is to try to do an early scout without dying, wait, and then spot for people once shit gets settled. Or just die and get out of the tank. Either/or.
I'll probably sell the thing though, I've unsuccessfully played mid tier light tanks before, too situational for me.
*THIS IS 1 HOUR FROM NOW*
Perhaps I can interest you in my meager selection of pins?
Clans are pissing their pants and opting for draws because they're afraid of losing tanks. It makes for incredibly boring matches.
Landing territories have become toxic and it's pointless to hold them since every day you'll be attacked with fresh tanks while trying to hold on to your remaining ones.
Doesn't seem like it made the map or the matches in any way more dynamic. Sure, landing provinces will be exchanging hands a lot more often now, but other than that, defending clans are more likely to sit tight behind cover and just wait the match out, even more so than before. It's pretty lame. I hate it.
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