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On May 24 2013 04:07 Crownlol wrote:Show nested quote +On May 24 2013 03:20 m4inbrain wrote:On May 24 2013 03:13 Crownlol wrote:On May 24 2013 03:08 m4inbrain wrote:On May 24 2013 03:01 Crownlol wrote:On May 24 2013 02:34 rd wrote:On May 24 2013 00:22 Crownlol wrote: Just downloaded. Kinda fun so far.
Is there any way to remove tanks from my garage to free up slots? I mean, I bought one new tank that I ended up hating, and now I have to pay for every single new tank I want? Or I can stay tier 1 forever and keep it f2p. Seems like a very pay2win game so far. The only thing paying gets you is to higher tiers/more tanks faster. You'll appreciate the extra playtime getting there for the added learning, as once you get to higher tiers wasting ammo and getting your tank destroyed become increasingly more costly. Ironically it's pretty pay to lose for most new players who jump into tier 8+ through paying and don't know what they're doing. Ah, thanks. I had no idea I could sell the tanks I wasn't using. I had considered just buying a sweet tank off the bat (free game, might as well spend SOME money eh?), but then realized I'd just be against seasoned players and probably ragequit. I've noticed that there are NO SPGs in lower-tier games, but SPGs at teir 2 DO exist. Is there a reason for this? Playing an artillery piece seemed pretty cool to me, not sure why no one else is doing it. Arties get seeded in tier3 matches and upward, since the highest arty at the moment is tier8 (equivalent to tier10 xp-wise). There is no arty on tier 2 iirc, they start on tier 3. Maybe they changed it, didn't check. Bison is 2, SU26 is 2 and the T57 is 2. You're right, my memory fooled me. Still, they get seeded into tier3 and higher (every tank/tier has a specific matchmaking). So you will never see an SPG on t1/t2 matches, since they won't get seeded in there. They would also be ridiculously op there. ^^ Just as a tip, check on the higher arties before you take one, since there are pretty huge differences between them. Thanks, looks like it'll take some theorycrafting. I was going to go down the American arty line, but I'm open to whatever. Will players in t3 battles spot appropriately? If you want to learn/get in to arty, I do recommend sticking with the American line for a bit, at least to learn. They are more mobile, as well as have shorter reloads, which makes them more forgiving. At least the T57 is.
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On May 24 2013 04:13 Duka08 wrote:Show nested quote +On May 24 2013 04:07 Crownlol wrote:On May 24 2013 03:20 m4inbrain wrote:On May 24 2013 03:13 Crownlol wrote:On May 24 2013 03:08 m4inbrain wrote:On May 24 2013 03:01 Crownlol wrote:On May 24 2013 02:34 rd wrote:On May 24 2013 00:22 Crownlol wrote: Just downloaded. Kinda fun so far.
Is there any way to remove tanks from my garage to free up slots? I mean, I bought one new tank that I ended up hating, and now I have to pay for every single new tank I want? Or I can stay tier 1 forever and keep it f2p. Seems like a very pay2win game so far. The only thing paying gets you is to higher tiers/more tanks faster. You'll appreciate the extra playtime getting there for the added learning, as once you get to higher tiers wasting ammo and getting your tank destroyed become increasingly more costly. Ironically it's pretty pay to lose for most new players who jump into tier 8+ through paying and don't know what they're doing. Ah, thanks. I had no idea I could sell the tanks I wasn't using. I had considered just buying a sweet tank off the bat (free game, might as well spend SOME money eh?), but then realized I'd just be against seasoned players and probably ragequit. I've noticed that there are NO SPGs in lower-tier games, but SPGs at teir 2 DO exist. Is there a reason for this? Playing an artillery piece seemed pretty cool to me, not sure why no one else is doing it. Arties get seeded in tier3 matches and upward, since the highest arty at the moment is tier8 (equivalent to tier10 xp-wise). There is no arty on tier 2 iirc, they start on tier 3. Maybe they changed it, didn't check. Bison is 2, SU26 is 2 and the T57 is 2. You're right, my memory fooled me. Still, they get seeded into tier3 and higher (every tank/tier has a specific matchmaking). So you will never see an SPG on t1/t2 matches, since they won't get seeded in there. They would also be ridiculously op there. ^^ Just as a tip, check on the higher arties before you take one, since there are pretty huge differences between them. Thanks, looks like it'll take some theorycrafting. I was going to go down the American arty line, but I'm open to whatever. Will players in t3 battles spot appropriately? If you want to learn/get in to arty, I do recommend sticking with the American line for a bit, at least to learn. They are more mobile, as well as have shorter reloads, which makes them more forgiving. At least the T57 is.
Cool man. Boom goes the dynamite.
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On May 24 2013 04:07 Crownlol wrote:Show nested quote +On May 24 2013 03:20 m4inbrain wrote:On May 24 2013 03:13 Crownlol wrote:On May 24 2013 03:08 m4inbrain wrote:On May 24 2013 03:01 Crownlol wrote:On May 24 2013 02:34 rd wrote:On May 24 2013 00:22 Crownlol wrote: Just downloaded. Kinda fun so far.
Is there any way to remove tanks from my garage to free up slots? I mean, I bought one new tank that I ended up hating, and now I have to pay for every single new tank I want? Or I can stay tier 1 forever and keep it f2p. Seems like a very pay2win game so far. The only thing paying gets you is to higher tiers/more tanks faster. You'll appreciate the extra playtime getting there for the added learning, as once you get to higher tiers wasting ammo and getting your tank destroyed become increasingly more costly. Ironically it's pretty pay to lose for most new players who jump into tier 8+ through paying and don't know what they're doing. Ah, thanks. I had no idea I could sell the tanks I wasn't using. I had considered just buying a sweet tank off the bat (free game, might as well spend SOME money eh?), but then realized I'd just be against seasoned players and probably ragequit. I've noticed that there are NO SPGs in lower-tier games, but SPGs at teir 2 DO exist. Is there a reason for this? Playing an artillery piece seemed pretty cool to me, not sure why no one else is doing it. Arties get seeded in tier3 matches and upward, since the highest arty at the moment is tier8 (equivalent to tier10 xp-wise). There is no arty on tier 2 iirc, they start on tier 3. Maybe they changed it, didn't check. Bison is 2, SU26 is 2 and the T57 is 2. You're right, my memory fooled me. Still, they get seeded into tier3 and higher (every tank/tier has a specific matchmaking). So you will never see an SPG on t1/t2 matches, since they won't get seeded in there. They would also be ridiculously op there. ^^ Just as a tip, check on the higher arties before you take one, since there are pretty huge differences between them. Thanks, looks like it'll take some theorycrafting. I was going to go down the American arty line, but I'm open to whatever. Will players in t3 battles spot appropriately?
No. From experience, real scouting occurs at tier7+, and even then just occasional. But you don't really need a dedicated scout for stuff, you can give firesupport as soon as a firefight starts between two tanks (scouts only have a slightly higher viewrange than other tanks, their advantage is just being fast and small/decent camo). But you can't shoot across the map until tier4 (i think), before that you can only shoot halfway across the map. Real gameplay starts with tier5, i'd say, when people start to realize what their tanks can do and what not. When you get the hummel/m41 etc, basically.
American arty line has the best t7 arty (M40/43), the highest one, the t8 T92 has the biggest punch in the game, capable of oneshotting even (a couple of) t10 heavy tanks. Drawbacks are hilariously long reload (round about 45 seconds) and pretty underwhelming accuracy. Which doesn't really matter, since it also has the hugest splashradius - but doesn't really work out in public games. If you manage to die after a long game, your repair/ammo bill will be more than 50k per battle, it's hard even with premium to sustain it (one shell comes for 2,5k). That's why i used mine mostly in CWs.
I had fun with the american arties (have/had all of them), but it can be a bit frustrating at times. For beginners, i would always recommend german arty, they are the "jack of all trades". Decent accuracy, decent damage, decent mobility, best T5/T6 arty with hummel and gw panther, the only real drawback is the t7 gw tiger which has an incredibly small angle to fire in, so you have to turn the tank alot to aim - which you have to learn anyway.
Edit: american arties are fast in a straight line mostly. German arties are more mobile, they turn faster on the move and accelerate alot faster. GW Panther is the most mobile arty ingame i'd say, except maybe the t8 french one which is basically a medium tank with a huge long range autoreloader.
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Do we have any form of TL channel or group in the game?
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Shamelessly stolen from the tastosis casts wot thread.
There's a bit of explanation as well by tastosis how stuff works (in a very general sense). Also it's fun, who doesn't like tastosis. =)
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Saw them casting WoT two weeks ago. They seem to lack knowledge of the game.
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On May 24 2013 03:01 Crownlol wrote: Ah, thanks tanks. I had no idea I could sell the tanks I wasn't using. I had considered just buying a sweet tank off the bat (free game, might as well spend SOME money eh?), but then realized I'd just be against seasoned players and probably ragequit.
I've noticed that there are NO SPGs in lower-tier games, but SPGs at teir 2 DO exist. Is there a reason for this? Playing an artillery piece seemed pretty cool to me, not sure why no one else is doing it.
On May 24 2013 04:07 Crownlol wrote:
Thanks Tanks, looks like it'll take some theorycrafting. I was going to go down the American arty line, but I'm open to whatever. Will players in t3 battles spot appropriately?
Let me fix that for you.
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On May 25 2013 23:20 Lucumo wrote: Saw them casting WoT two weeks ago. They seem to lack knowledge of the game.
True. But that will change over time, i guess/hope. I actually don't think koreans are strong in this game right now, compared to the russians.
Edit: rofl, 2nd video at ~9 minutes, a scout ramming an enemy scout (including damage) driving 10 meters behind it for like 25 seconds, a whole autoreloader cycle - and just when he got smashed to pieces he realises it. That's actually really bad. ^^
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On May 24 2013 04:23 m4inbrain wrote: No. From experience, real scouting occurs at tier7+, and even then just occasional. But you don't really need a dedicated scout for stuff, you can give firesupport as soon as a firefight starts between two tanks (scouts only have a slightly higher viewrange than other tanks, their advantage is just being fast and small/decent camo). But you can't shoot across the map until tier4 (i think), before that you can only shoot halfway across the map. Real gameplay starts with tier5, i'd say, when people start to realize what their tanks can do and what not. When you get the hummel/m41 etc, basically.
American arty line has the best t7 arty (M40/43), the highest one, the t8 T92 has the biggest punch in the game, capable of oneshotting even (a couple of) t10 heavy tanks. Drawbacks are hilariously long reload (round about 45 seconds) and pretty underwhelming accuracy. Which doesn't really matter, since it also has the hugest splashradius - but doesn't really work out in public games. If you manage to die after a long game, your repair/ammo bill will be more than 50k per battle, it's hard even with premium to sustain it (one shell comes for 2,5k). That's why i used mine mostly in CWs.
I had fun with the american arties (have/had all of them), but it can be a bit frustrating at times. For beginners, i would always recommend german arty, they are the "jack of all trades". Decent accuracy, decent damage, decent mobility, best T5/T6 arty with hummel and gw panther, the only real drawback is the t7 gw tiger which has an incredibly small angle to fire in, so you have to turn the tank alot to aim - which you have to learn anyway.
Edit: american arties are fast in a straight line mostly. German arties are more mobile, they turn faster on the move and accelerate alot faster. GW Panther is the most mobile arty infgame i'd say, except maybe the t8 french one which is basically a medium tank with a huge long range autoreloader. I have to pop in again due to another statement containing unreasonable superlatives.
I paste information from wiki.worldoftanks.eu. I highlighted all mobility values superior to the GW Panther ones.
AMX 13 F3 AM Mobility Speed Limit 60 km/h Traverse 24 deg/s Power/Wt Ratio 14.99 hp/t
Lorraine155 50 Mobility Speed Limit 60 km/h Traverse 28 deg/s Power/Wt Ratio 27.2 hp/t
Lorraine155 51 Mobility Speed Limit 60 km/h Traverse 27 deg/s Power/Wt Ratio 26.81 hp/t
Bat Chatillon 155 Mobility Speed Limit 62 km/h Traverse 29 deg/s Power/Wt Ratio 20.94 hp/t
Hummel Mobility Speed Limit 40 km/h Traverse 32 deg/s Power/Wt Ratio 24.19 hp/t
GW Panther Mobility Speed Limit 48 km/h Traverse 28 deg/s Power/Wt Ratio 16.16 hp/t
M41 Mobility Speed Limit 56 km/h Traverse 20 deg/s Power/Wt Ratio 15.77 hp/t
Both the Lorraine155 50 and the Bat Chatillon 155 are dominantly more mobile.
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On May 26 2013 00:42 Perscienter wrote:Show nested quote +On May 24 2013 04:23 m4inbrain wrote: No. From experience, real scouting occurs at tier7+, and even then just occasional. But you don't really need a dedicated scout for stuff, you can give firesupport as soon as a firefight starts between two tanks (scouts only have a slightly higher viewrange than other tanks, their advantage is just being fast and small/decent camo). But you can't shoot across the map until tier4 (i think), before that you can only shoot halfway across the map. Real gameplay starts with tier5, i'd say, when people start to realize what their tanks can do and what not. When you get the hummel/m41 etc, basically.
American arty line has the best t7 arty (M40/43), the highest one, the t8 T92 has the biggest punch in the game, capable of oneshotting even (a couple of) t10 heavy tanks. Drawbacks are hilariously long reload (round about 45 seconds) and pretty underwhelming accuracy. Which doesn't really matter, since it also has the hugest splashradius - but doesn't really work out in public games. If you manage to die after a long game, your repair/ammo bill will be more than 50k per battle, it's hard even with premium to sustain it (one shell comes for 2,5k). That's why i used mine mostly in CWs.
I had fun with the american arties (have/had all of them), but it can be a bit frustrating at times. For beginners, i would always recommend german arty, they are the "jack of all trades". Decent accuracy, decent damage, decent mobility, best T5/T6 arty with hummel and gw panther, the only real drawback is the t7 gw tiger which has an incredibly small angle to fire in, so you have to turn the tank alot to aim - which you have to learn anyway.
Edit: american arties are fast in a straight line mostly. German arties are more mobile, they turn faster on the move and accelerate alot faster. GW Panther is the most mobile arty infgame i'd say, except maybe the t8 french one which is basically a medium tank with a huge long range autoreloader. I have to pop in again due to another statement containing unreasonable superlatives. I paste information from wiki.worldoftanks.eu. I highlighted all mobility values superior to the GW Panther ones. AMX 13 F3 AM Mobility Speed Limit 60 km/hTraverse 24 deg/s Power/Wt Ratio 14.99 hp/t Lorraine155 50 Mobility Speed Limit 60 km/hTraverse 28 deg/sPower/Wt Ratio 27.2 hp/tLorraine155 51 Mobility Speed Limit 60 km/hTraverse 27 deg/s Power/Wt Ratio 26.81 hp/tBat Chatillon 155 Mobility Speed Limit 62 km/hTraverse 29 deg/sPower/Wt Ratio 20.94 hp/tHummel Mobility Speed Limit 40 km/h Traverse 32 deg/sPower/Wt Ratio 24.19 hp/tGW Panther Mobility Speed Limit 48 km/h Traverse 28 deg/s Power/Wt Ratio 16.16 hp/t M41 Mobility Speed Limit 56 km/hTraverse 20 deg/s Power/Wt Ratio 15.77 hp/t Both the Lorraine155 50 and the Bat Chatillon 155 are dominantly more mobile.
So basically you just confirmed what i said. Okay, i missed the T7 french arty, guess that does justify a huge posting from your side without making you look like a Klugscheißer. You're completely right. Let me rephrase my statement.
except maybe the t8 french one which is basically a medium tank with a huge long range autoreloader. And the t7 one.
Sadly, you missed the fact that not even half of these arties reach their respectives top speeds in a straight line, they have to go downhill to do that, but i guess, again, that would not look as awesome if you said "well i highlighted everything that is superior to the GW Panther except the fact that you need to fall down a hill to reach these topspeeds". Except, of course, the french ones. Which i pointed out beforehand, i just missed one of two.
Edit:
PS, feel free to argue about that btw, i will just briefly point out that i drive an elited AMX13 and M41 next to a Hummel, i know what they're capable of. I'm pretty sure i know which tanks of mine reach their topspeeds, and which don't. Small hint: one of these three does.
edit2: just because it's funny, i checked the GWP on their wiki as well, and guess what they say..
One of the fastest SPGs in the game Excels in counter-battery and relocation
Yep. Talk about selective quoting here.
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0-damage idiots are common in almost every match.
@m4inbrain: Well, I won't waste time on you. Your exaggerations are just unbearable.
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On May 26 2013 06:01 Perscienter wrote: 0-damage idiots are common in almost every match.
@m4inbrain: Well, I won't waste time on you. Your exaggerations are just unbearable.
Thank god for that.
@ Brötchenholer, get used to stuff like that. Although the two T1 heavies which play in a squad are pretty weird. Don't get how you can't do any damage with it, especially if you're two guys playing together. Never saw "platooned" scripter/bots before.
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How far can $10 get me in this game? I can't find the right info on the website about the cash to gold ratio
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On May 26 2013 08:33 Psyonic_Reaver wrote: How far can $10 get me in this game? I can't find the right info on the website about the cash to gold ratio
You need to log in with an free account to see the amounts.
3,000g $ 14.95 1,250g $ 6.95
3k is decent, more than enough for a month of premium and a bit of stuff, 1,2k is too little for a month.
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On May 26 2013 08:33 Psyonic_Reaver wrote: How far can $10 get me in this game? I can't find the right info on the website about the cash to gold ratio
It's important to know priorities in gold economy. There are things that are incredibly crucial and very cheap, and there are things that are very expensive but not needed and instead more of a premium.
I'll start off with the more important things, in my opinion:
1) Equipment Demounting.
- As you progress up the tiers, equipment gets very expensive, usually costing you 1 to 1.5 million credits for a high tier tank. It is important thus that you spend the 10 gold you need to demount complex equipment, so that you can bring it from a recently sold tank to a newly acquired one without having to bust out the credits. Selling (i.e. destroying) equipment will give you half its value, which is good if you want to get some quick cash but will end up hurting you.
2) Garage Slots.
- You pretty much cannot go hardcore without a fair share of Garage Slots. Of course, these are much more expensive than equipment demounting, being 300 gold each. Nevertheless, if you've dedicated more than 20 hours into this game, and are not prone to selling your tanks, you will need these.
3) Crew Training / Skill dropping.
- The game starts you off with 50% crews in your tanks. These guys are bronze league tankers and will give you more or less terrible performance, depending on the tank. So you definitely want to get training for your crew every time you can. The game offers you 75% skill for 20k credits which is affordable especially once you go over tier 4, but 75% tankers are still subpar. If you care about your stats (which i might elaborate on in another post), you want to get those 100% crews. This will elliminate some of the problems that stock tanks give - in that these kinds of tanks have very subpar performance for their tier. The rest of the problem is solved with using free experience to research modules, a topic that i will explore below.
And now, to the less important, "premium" features that gold can give. I will list them, again, in their order of importance.
4) Premium tanks.
- Credits aren't a problem in the first 6 or 7 tiers (maybe even 8 if you run premium account). Your tanks make enough money to keep themselves funded and, up to tier 7, can create banks big enough that you can buy the next tank right after selling the one you just elited. However, past these tiers, or if you shoot a lot of premium ammo, you will not be able to fund your endeavors solely on the tanks you're grinding experience with. This is when the need for a dedicated credit maker arises. If you don't want to spend the gold, a tier 5 or 6 tank (pick something with a gun that has cheap shells with good penetration and accuracy so that you can make every shot count) will make you credits at a reasonable pace. However, if you're hardcore into tanks and you need a bunch of credits fast, you will need a premium tank.
- The best premium tanks are super expensive (Tier 8 premiums all go for around 50 dollars each) and they make credits incredibly fast (average net gain per game, without premium, is around 20k credits). Then there is more affordable premiums such as the tier 7 through 5 ones that make reasonable credits. If you want a tier 5 premium however, be aware that some non-premium tier 5 tanks(1) are more profitable than tier 5 premiums. However, tier 5 premiums only cost around 1500 gold, which should be equivalent to 10 dollars, which make them a good choice if you don't want to spend much.
- The rule for credit making stays on premiums: cheap shells, high penetration, high accuracy. These parameters make the 8.8 cm JagdTiger the best credit maker in the game(1).
5) Premium Account
- 50% more credits and experience. These advantages are so glaring that there should be no reason not to take it right? Well, there is a downside to it, since it is temporary and you have to constantly pay for it. A month of premium goes for 2500 gold, which translates to about 15 dollars per month. Before you notice it, you'll have given wargaming a lot of money (i say this in experience).
- However, the benefits are worth it if you're hardcore in. It will make your standard tier 8s profitable, provided you have the skill to do enough damage per game. It will make your grinds faster, which is a relief when you stumble upon a terrible tank in a particular line. It will almost double the profitability of your premium tanks. These reasons make it a good choice to go to if you have committed yourself to the game.
6) Barracks Bunks
- These aren't that expensive for the gain that you get - 300 gold for 16 barracks bunks for your crews to sit in. However, they aren't among the important gold expenditures because you normally wouldn't need more than 16 additional bunks in the barracks.
And now, the last category: these kinds of gold inversions are very expensive and they provide the ultimate advantages that not many can get - because with these you're basically throwing money at the problems you face.
7) Free experience converting
You can convert 25 experience from an elite vehicle into free experience (to use in any vehicle) for 1 gold. This ratio means that you can skip entire tanks in a specific line, which is very handy for getting a specific tank on its release day, for example. However, the ratio is very expensive. As an example, the T-54's top gun, D-54; or its alternate, D-10T2C, both cost 59.300 experience, which would cost you 2372 gold. If you get the 15 dollar package, you can convert this much free experience and still have some more gold to spare.
In another example, let's say you want to skip the T-54 (i recommend you don't, it's the best tank in the game period). You will need the 59.300 to get the top gun, plus another 200.000 for the T-62A. So to the 2372 gold needed to free experience the gun module, you add 8000 gold to get the tank, for a total of 10372 gold. To get this much, you'll have to pay 50 dollars. So in theory you could only play a tank you love and use free experience to skip through to a bunch of tier 10s, but it is incredibly expensive. Hence why i discourage this practice. You accumulate free experience by just playing anyway.
8) Converting gold to credits
Why do this if you can make credits by actually playing the game?
In conclusion, any amount of gold will give you considerable advantages. However, diminishing returns come fast. This is why you shouldn't bust out the gold until you know you will be playing this game a lot.
I'll give some credentials about myself since this is my first post on TL:
1) My profile in worldoftanks.com: + Show Spoiler + 2) My profile in wotlabs.net: + Show Spoiler + Sources:
(1) Tank profitability: + Show Spoiler +
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energycore,
Thank you so much for that very detailed post and going into all the details on how to create the best tank/crew possible in the least amount of time. Again, thank you!
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About crew training- that seems soo expensive to me. I payed for some tank slots when it was half price, 1 increased facilities and running premium
Also, grats to your first post energycore! Also a good one at that
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Thanks! I read some of the Teamliquid "How to post" threads around and figured i'd put some detail into my first post. I don't follow SC2 much, but TL always struck me as a very orderly and peaceful community, so i went ahead and made an account.
I'll share a replay of a T-54 game that y'all might like here:
+ Show Spoiler +
On May 26 2013 20:02 Arevall wrote: About crew training- that seems soo expensive to me. I payed for some tank slots when it was half price, 1 increased facilities and running premium
Also, grats to your first post energycore! Also a good one at that
Some good news: new accounts will get 100% crews for their tier 1 tanks starting in 8.6.
I'd personally use gold for crew retraining rather than premium if i was in that situation, but it's your choice - you might want to get a tank over with faster so you don't even have to feel the bad crew.
Also important to note is that you can transfer your crew from one tank to another of the same nation - this allows you to build crews with thousands of battles worth of experience which means they have many secondary skills by the time you place them in a high tier tank. In these cases, if the former tank is the same type (e.g. heavy) as the new one, your crews can be retrained to 90% on their primary skill for 20k credits. This is most of the time good enough that you don't need to bust out the gold for the 100%.
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Lowe owner checking in.
The average net gain of 20k is sat really low. I make about 50-60k average, and have battles of 100k net gain regularly.
As a long time player with over 5000k games, This has been a really good investment. I have then used those excess credits to invest in consumables and gold ammo, when those where on sales, so now all my repair kits are half prices, and same with most of my gold ammo.
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