[MMO] World of Tanks

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stag3

Diamond Member
Feb 7, 2005
3,623
0
76
most i've had was 17 arty total on both sides
that was the quickest match for tanks ever, as we all died as soon as spotted.
im sure the other 13 minutes, arty had fun looking for eachother LOL
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
most i've had was 17 arty total on both sides
that was the quickest match for tanks ever, as we all died as soon as spotted.
im sure the other 13 minutes, arty had fun looking for eachother LOL

The most I've had was 6 arty on each side. I was unfortunately in my T32 and I was the first tank spotted. I pretty much died within seconds. I didn't even get to take a shot. I ended up getting like 80xp for the match and losing over 10k credits. Whenever I see that many arty it makes me wish I was in a light or medium tank.

By the way the S-51 with the 152 can't shoot corner to corner (might be able with the larger gun). Its short by about 15-25m or so. The only reason I know this is b/c I was all the way in one corner and thier arty was in the other. I had to scoot up some to take the shot.

They could leave arty just as they are and script it into the MM to only allow one or two arty per side per battle and I would be happy with that.

They need to script in balancing of high tier TDs. I played a map yesterday and my team had 2 tier 9 american TDs (T95 I think). They were platooned together. The other team didn't have a single TD and the highest tier was 9. It was the map with a railroad track on one side, field in the middle and then a somewhat wooded area on the other side. The TDs both went to the wooded area and had some light/mediums scouting for them. Needless to say we won that map pretty easily. I think only two tanks died on our team and they were like tier 6s.
 
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Genx87

Lifer
Apr 8, 2002
41,091
513
126
I think arty is fine as is but when grouped in 4-5 or more it becomes a nightmare.

A hard cap of 2-3 per side would go a long ways. They are an essential part of the game. Rather see caps than take away their damage.
 

stag3

Diamond Member
Feb 7, 2005
3,623
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76
S-51 with the big gun also can't shoot corner to corner, its pretty close but doesn't quite make it.
but i only knew that after trying by backing into a corner and trying to zoom into the opposite corner. you can hit everything on the map from anywhere, i've never had an issue (since you won't be in your corner, and the other arty probably wont be at their very edge of the corner either)
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
TDs are fine for the most part. T-95s are the only really scary ones but they're so slow and easily flanked that it's hard to try to say they're OP. I'm not that afraid of obj 704s or jagdtigers because you can at least brawl with them from the front. The only problem with having a whole bunch of them on one team is it becomes a huge campfest.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
TDs are fine for the most part. T-95s are the only really scary ones but they're so slow and easily flanked that it's hard to try to say they're OP. I'm not that afraid of obj 704s or jagdtigers because you can at least brawl with them from the front. The only problem with having a whole bunch of them on one team is it becomes a huge campfest.

The imbalances become more noticeable when TDs are the highest tiers and no arty is present on the map. Especially with 2 platooned that stick together that can obliterate any tank with thier alphas.

I wish they would release some news on 7.2. I need my T34 to be a premium. After buying my E-75 I"m pretty broke at the moment.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
yea waiting on 7.2 also, i never started the T34 grind, i would be starting from the lee.
i just got my tier 5 french heavy fully upgraded, now to start the 29k grind for the arl 44
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
That rarely happens. I'd be more afraid of 2 platooned IS-4s or E-75s than a pair of jagdtigers or obj704s.

No matter how good the players are, a pair of TDs are still subject to the rest of the 13 players supporting them. If they get good support from the mediums/scouts, they're just as likely to carry a game as a pair IS-4s. TDs can cover one flank very well but if you get a smart team, they'd just relocate or move out of the firing arc. Not to mention that's TWO tier 9s you're spending to cover one flank, and most maps have at least 3 points of entry.

Any tank that stays and tries to PAB with a jagdtiger/t95 deserves to be shot to pieces. Same with a pack of mediums that try to fight them head on.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
That rarely happens. I'd be more afraid of 2 platooned IS-4s or E-75s than a pair of jagdtigers or obj704s.

No matter how good the players are, a pair of TDs are still subject to the rest of the 13 players supporting them. If they get good support from the mediums/scouts, they're just as likely to carry a game as a pair IS-4s. TDs can cover one flank very well but if you get a smart team, they'd just relocate or move out of the firing arc. Not to mention that's TWO tier 9s you're spending to cover one flank, and most maps have at least 3 points of entry.

Any tank that stays and tries to PAB with a jagdtiger/t95 deserves to be shot to pieces. Same with a pack of mediums that try to fight them head on.

From my experience getting a smart team is rare. Unless you are platooned you're pretty much guarenteed to have at a minimum 10 idiots on your team. I'm also pretty amazed at how much impact my play and tank can have on weather my team wins or loses. Take for instance my T32. Prior to having the upgrades my W/L ratio was around 35-40% for the first 50-60 games. Now I'm above 50%. The same with my non-upgraded E-75. I think my W/L is hoving around 40%. I also find that when I platoon with my friends that I win significantly more often.
 

Genx87

Lifer
Apr 8, 2002
41,091
513
126
Coordination is a big thing in this game. Being able to coordinate with even one more person increases your collective firepower. When i platoon with a buddy of mine my win rate hovers around 70%. When I am forced to go solo it can vary anywhere from 30-60% depending on the MM. Company battles my win % is really high. I should do more of them but they take too long to get organized and I am still in grind mode. Maybe by the summer once I get the tanks I want company battles will be played more often.
 

Binky

Diamond Member
Oct 9, 1999
4,046
4
81
Sure. Make all arty like that and you got a deal. I'm willing to eat 100-400 indirect damage on my Is4 if I'm dumb enough to be out in the open.
So you want high tier arty to do 400 damage per shot, or less than 800 per minute? In this hypotheitcal scenario, your (tier8) IS4 could survive out in the open for a full 3 minutes, assuming 100% direct hits from a tier8 arty? LOL. What about lower arty like tier 6 that fights in tier 10 battles? Should a tier 6 arty take 5 minutes or more to kill somebody stupid enough to sit still in the open?

Tier6 M12 - typical damage 450, 2.8/min, 5 sec aim time
Tier7 M40 - typical damage 700 (?), 1.8/min, 6 sec aim time
Tier8 T92 - typical damage 800 (?), 1.5/min, 6.5 sec aim time

Obviously, I'm ignoring those wonderful (but rare) shots where you annihilate a tank with one 1,500-2,500 damage shot. I'm estimating on the damage since i only have the M12. It does 400-500 damage per direct hit, or 36% of stated damage of 1,250. I used the same 36% for the others, but it could be different. My estimates are most likely wildly inaccurate.

Better solution than nerfing damage is to limit the number of arty per game. Even the arty players hate when there are more than 2-3 per side. Without any arty, a significant strategic element is gone.
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
During the half price sale on ammo, I bought some gold rounds for my derp. Sadly I forgot that they are still subject to bouncing like AP rounds. I was platooned with a patton doing a countdown with other tier 9 clan mates so we could get in the same battle. Unfortunately, the other platoon was on the wrong side. No matter, I will get to derp them.

Suddenly a clan owned T-54 appeared. I smacked him for 900+ damage. He was on teamspeak and said, jeez that arty smacked me good. I said, not quite arty... 22 seconds later I nuked a clan owned T34 for an ungodly amount. Before I got overrun, I smacked a third tank for 800 damage.

Fun times!
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
Obviously, I'm ignoring those wonderful (but rare) shots where you annihilate a tank with one 1,500-2,500 damage shot. I'm estimating on the damage since i only have the M12. It does 400-500 damage per direct hit, or 36% of stated damage of 1,250. I used the same 36% for the others, but it could be different. My estimates are most likely wildly inaccurate.

Better solution than nerfing damage is to limit the number of arty per game. Even the arty players hate when there are more than 2-3 per side. Without any arty, a significant strategic element is gone.

I typically only deal 600 damage with my 261. Gold rounds are a joke on it as the splash radius is still pathetic. A near miss does nothing.

[edit]And do you guys really know how hard it is to aim properly with such a narrow turret traverse? You have to aim for 5 seconds to get the circle small, aim ahead of the target based on movement and let fly. Across map shots are just plain hard unless the opponent sits still for you like a moron.
 
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stag3

Diamond Member
Feb 7, 2005
3,623
0
76
During the half price sale on ammo, I bought some gold rounds for my derp. Sadly I forgot that they are still subject to bouncing like AP rounds. I was platooned with a patton doing a countdown with other tier 9 clan mates so we could get in the same battle. Unfortunately, the other platoon was on the wrong side. No matter, I will get to derp them.

Suddenly a clan owned T-54 appeared. I smacked him for 900+ damage. He was on teamspeak and said, jeez that arty smacked me good. I said, not quite arty... 22 seconds later I nuked a clan owned T34 for an ungodly amount. Before I got overrun, I smacked a third tank for 800 damage.

Fun times!

KV ?
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
So you want high tier arty to do 400 damage per shot, or less than 800 per minute? In this hypotheitcal scenario, your (tier8) IS4 could survive out in the open for a full 3 minutes, assuming 100% direct hits from a tier8 arty? LOL. What about lower arty like tier 6 that fights in tier 10 battles? Should a tier 6 arty take 5 minutes or more to kill somebody stupid enough to sit still in the open?


I think you missed my "increased ROF" part of my post.

For 400 damage indirect about 2-4 rounds a minute is probably appropriate (think m37 priest fire rate). So realistically probably 2 minutes considering no misses, or 1 minute if you have 2 arty hitting the same target. Nevermind the tracking that would probably happen.

This makes it about the same as a tank to tank encounter providing you don't sit there bouncing shells back and forth.
 

Binky

Diamond Member
Oct 9, 1999
4,046
4
81
Maybe you don't play arty, because "considering no misses" is 100% unrealistic.

Even if you wait for the 20-30 sec reload, then you wait for 4-6 sec to aim, and the target is 100% in the open and not moving, and your shot takes 1-3 sec to get there, you STILL only have a 30-50% chance of hitting (after waiting for up to 40 sec!). Its really frustrating.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
I used to in beta (after the arty nerf) and didn't have any of those problems you're talking about. Arty is just whack a mole.

High tier arties have huge splash zones that make near misses almost always do some sort of damage. If your gun takes 20-30 seconds to load.... the aim time is irrelevant since your aim time is way shorter. You have almost 45 seconds to move on the bigger arties. Admittedly if you don't have a 100% crew, playing arty sucks. But that applies to every tank.

Unless you spend 30 seconds pivoting and relocating after every shot the aim time is irrelevant. I usually just roll forward and to the side since the GW panther is a lot more nimble than their russian counterparts. Unless your arty has shit traverse where you keep losing your target... but that's more of a problem with the particular SPG. Shell travel time is independent of your whole reloading/aiming time, normal tanks have to lead too at long range.

Targeting reticule is admittedly huge, but I refer back to the whole big splashes causing damage. With shells doing almost 2k a hit on paper, it'd be ridiculous if they were pinpoint accurate like guns. In every game I've been in with tier 8 arties, they ALWAYS lead the kill board if they don't get counter-artied right at the beginning. Very few exceptions.

edit: "Misses" can still do damage in arty so that's not completely accurate.
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
High tier arties have huge splash zones that make near misses almost always do some sort of damage. If your gun takes 20-30 seconds to load.... the aim time is irrelevant since your aim time is way shorter. You have almost 45 seconds to move on the bigger arties. Admittedly if you don't have a 100% crew, playing arty sucks. But that applies to every tank.

HAH! That's what I say to you, HAH!
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
yea splash damage sucks now, however last night i got my 2nd ever 1shot kill on a king tiger again LOL
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
Splash damage is pathetic these days.

Pathetic like 600 damage on an E-75 damage from a near miss? Sorry you're not going to convince me when I regularly get smacked for 1/3 of my hp from explosions going off around me. Not to mention dual tracking constantly and possibly a broken gun/ammo rack. Prior to patch I'd lose almost HALF of my hp on an indirect hit.

You keep your opinions about arty and I'll keep mine. :)
 

Binky

Diamond Member
Oct 9, 1999
4,046
4
81
You keep your opinions about arty and I'll keep mine. :)
Since you don't currently play arty, I'm going to file your opinions with the other arty-hater opinions that are based on minimal if any facts. ;)

Sometimes, yes, an indirect hit causes good damage (i.e. maybe 300-400 on my M12). Its just very rare. Most indirect hits do 15%-50% of normal damage. I'm not jumping for joy when my first 2 shots miss for NO REASON, and the third shot hits with splash damage for 250 points. Whoop-de-doo! Getting a good shot with arty is too rare to miss that often and do no damage.

Typical arty game is firing 15-20 shots with 30%-40% hits, including splash. It sucks. I have 16 tanks in my garage and ONE is arty, because it sucks. I'm not at all afraid of arty when playing tanks because I realize when they will be focusing on me.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
... Not sure why you're talking about a m12, I was referring to tier 8 arties like T92, Obj 261, GW type E. I'm not going to argue about tier 6 arty damage numbers with you, its not really possible for them to hit for 600 on a tier 9 heavy unless its an extremely lucky shot.

Let me know when you have a T92 and then you can let me know the general damage you deal with the gun that does 2250 damage on paper. Also let me kill you since I'm missing a T-92 for my master tanker award, mediums always get to them first.