Evilviking
Senior member
Thanks for the insight and pointers. Will give it a try today
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!
I have almost 6 million creds waiting 🙂
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.
8.7 Update Notes said:- Removed Assault game mode from the Westfield and Malinovka maps
- Improved the Assault mode on the Malinovka map
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.
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.
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 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.
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.
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