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Lenticulas

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Everything posted by Lenticulas

  1. Arty! because you only need the one hand for pornhub :-)

  2. Killing vs. Capping ... what gets you most points? Because ... whoever scores the most points wins, right? Roy: "Very good Pris, now show him why." Points you get from Killing Tanks Killing a red tank scores 25 points. On average, the winning team kills about 15 more tanks than the losing team, let's be generous and say it's 20 so they get + 20x25 = +500 points +500 more points than the enemy, for the whole match. (remember this number) Points you get from Capping If you hold a cap zone, the enemy loses points, every 3 seconds. The more cap zones you hold, the more points they lose, per second. AND, as the game goes on, you get EVEN MORE more points per 3 seconds, in the 3 phases of the game. Something like this: 5 points per cap, every 3 seconds, in the first phase - caps change location - 7 points per cap, every 3 seconds, in the second phase - caps change location again - 9 points per cap, every 3 seconds, in the third and final phase NOTE: The numbers of points varies (I think), from map to map; as does the number of caps, so the figures are approximate. "Well how many points, in total is that? ", you ask If the map has 3 caps in each phase, & If we say it takes 1 minute to arrive at a cap zone, and capture it, therefore: all the caps are held for 4 minutes, in a 15 minute match. First phase: 3 caps x 4 minutes x 5 points x 1/3 seconds = 1200 points Second phase: 3 caps x 4 minutes x 7 points x 1/3 seconds = 1680 points Third phase: 3 caps x 4 minutes x 9 points x 1/3 seconds = 2160 points That's potentially 5040 points!! A more realistic scenario: is your team gets cap 1, the enemy gets cap 2, and you fight over number 3. so really you are only going to get +1 cap more than the enemy, if you see what I mean. So: if you hold +1 Cap more than the enemy, for all phases of the match, you get + 5040/3 more than the red team. = +1680 points. Kill: +500 pts <-- this number is small Cap: +1680 pts <-- this number is way bigger! Over 3x the points of killing, AND anyway, the team that caps most, ALSO usually gets the most kills! [tl:dr] Or to put it another way ... The points advantage you get, for killing all the tanks in the ENTIRE MATCH (+500), That 500pts can be wiped out, by just ONE guy, in an AFV, sneaking into ONE cap zone, and taking it, and no one bothering to get it back, for about 3 minutes. PS. If I've messed up the maths, please tell me and I'll sneakily change it, and then deny it was wrong in the first place :-)
  3. If you want to scam your way through this one, if you are 'lucky' enough to have a Challenger I (or a decent Merkava i would imagine)- this works every single time. Point Chally towards the enemy, get shot at. Try and find a BMP to shoot at you, and don't kill him. really easy on that mission on the runway/ghostfield. If you have an MBT with a crappy front plate (russian/french/whatever), wait until a low bot-vehicle is killed, park behind that, bounce your turret to victory. If you want to scam your way through this one, or just need one guaranteed success to complete it: quite often, a Glops game, especially at mid tiers, or at stupid times of the day, will ONLY have 10/ team - so that's not too difficult :-) Or if you pick Tier 1-2, PvP late at night, it will be you, a human, on one team + 14 bots, vs. one other human on the other team + 14 bots. Pretty much guaranteed succes, even if you are really drunk. And you don't even have to win. ------------------------------------------------------- ALSO: Since damage scales with tier, always take your highest Tier tank to do damage-related missions. Some damage-type mission are impossible at, say tier 2, but are guaranteed success every time at High tiers. Anything that involes support/tracking/damage/kills, Ramkas are really good.
  4. Hi SS - how are you? I hope you are well. Long time no see. So it's a cone? 150m long, if you have the upgraded module, and +/- 10 deg from gun axis? Anyway - is there an official patchnotes or something where i can look this up, do you know?
  5. Look at the Points Bar at the top of the screen, and when the bar goes less than about 5mm away from one of the little black lines, (where the caps change), abandon the present caps and make your way to the next ones. You have to be careful to time this right! Then, when the zones change you are already capping them, from the very first second. When the caps change, and you are fighting in an area where the caps have disappeared, stop fighting and just go away. If you stay there and kill some low-HP enemy, all you are doing is giving him a free ride back to the base, potentially being nearer to the new caps, and you are giving him back all his HP/ammo. If you have ever tried to cross Barren Divide in a Challenger I, it feels like about 3 frigging hours, and all that time you are out of the fight. If you drive into a cap circle at the start of the match make sure you take it - don't mostly take it, and then tanks start wandering off the cap and the timer goes up again, Make damn sure you get it, then leave. Don't worry about getting killed - this isn't PvP. Dying doing something useful, is totally worth it. Cap=Win p.s. thanks @Norse_Viking, @BumbaX really good tips :-)
  6. Thanks for the great guide, by the way. I just hope that down the end of this road, is not the same place that WoT ended up in. Ie about 2-3/15 per side using advantage-gaining cheat mods, in every match. For example, if can you mod the tanks' texture files, thereby enabling hitbox-skins? And if I've thought of it, I'll guarantee the cheats will have too... I hope this is not Pandora's box of shit .
  7. Does anyone know exactly how this works? I press and hold down the activation key, for what seems like a long time, and after a few seconds, tanks around me start getting designated, just like the afv designate ability, so far so good. It seems to take quite a long time to activate it. What I want to know is what gets designated?... Is it visible tanks? Only tanks I'm personally spotting? tanks I have a line of sight to? And it says in the description, it becomes inactive, if "the vehicle" moves faster than 10km/h IIRC. "The vehicle"... being me? Them? Does it cut out if I successfully designate them, and then start moving or just fail if I or they, move whilst I'm activating it?
  8. I forgot to say, I went with: Retrofits: Gun breech v2 (+13% RoF)/ Paint V2 (+8%camo)/ Filter system V2 (+Acceleration & engine HP) Ammo: AP & HESH Commander: Ioannis set up for camo/spotting/damage Crew: Driver: offroad driving/spin to win Gunner: quick draw/sharpshooter Loader: Rapid fire/Explosive shells Also it does have: a very accurate gun, good camo, and decent gun depression.
  9. I finished it via glops and some pve, and out of about 31 glops games I got about 58%. Pretty good for me, so I have no complaints. The strange thing is, I don't know why I got a decent result in it. Of course it might just be luck, but whatever: it's my 58% and I'm going to claim it was skill, so there. :-P ... It's not quick, it's not maneuverable, it doesn't have an autoloader or a clip-feed, it's not armoured, I kept forgetting it has the right-click auto-lead.... So why? Maybe just because it's such a no-frills, boring sniper td, that you have to use it as such, and it's pretty good at its intended role? Anyway, I did use the lead indicator, which I found to be useful seeing the lead on moving targets, especially when I switched ammo. Crazy Fun: 6.5/10 Success: 8.5/10
  10. I jumped in and put the Improved load Conveyor"/autoloader thing on it, and had a glops game.... ..... bang, bang, bang, bang, oh you're dead, sorry :-) That is absolutely a good decision. I'm not saying that the 6-round clip might also not have its advantages, but I think I'll stick with this one for now. Ammo: for glops I've been using AP, since reliability beats the lucky chance to get the position to ammorack them IMHO. AND very importantly, the higher speed of AP, means you hit much more often on distant, and moving targets, and that more than makes up for maybe a bit less theoretical damage per shot. _________________________ As for what @BumbaXt and @Haswell were saying re: tactics, I think of it, starting from the other end. By that I mean that if I set up the vehicles in a certain way, it enables certain tactics, rather than taking playstyle X and trying to fit everything around that. Although maybe I just have 3 preferred play styles, so I can set up quite a few tanks in different ways and still get something out of them... not sure. It probably ends up as the same thing anyway. OK, to the point: Having the Load Conveyor ie "super-duper clip you out in 10 seconds" upgrade, means I have the Rate of Fire to jump round the corner and take someone out, so that tactic becomes feasible. I like that tactic. You can do it in a centauro and it feels natural because I really like both Stingrays. And it's good for glops, because getting people out of an area, eg a cap, definitely improves your chances of winning.
  11. just FYI - :-) and anyway, narrows is annoying just on its own. Edit: you can see, there are 2 classes of maps. Roughneck, Ghost field, and Narrows (the maps that can have 10 vs. 10 matches) which take up about 80% of all games for me. The 4 remaining maps, that are 15 vs. 15 only, and take up the remaining 15% of games. Pity, because these are the best maps IMHO. Roughneck is good, Ghostfield is ok, but suffers a bit from constantly having to play it, and Narrows is a. Crap b. All the frigging time, and crap.
  12. what do you think the best final upgrade is (for glops/pve . .) either: the 6 round burst Ammo rack or increase burst speed "Improved load Conveyor"/autoloader thing Normally i'd just say the Autoloader - but i do actually run out of the 4 shots ... I like the thing, it has decent .. everything except initial acceleration (for an LT) where it's a bit slow. Apart from that, pretty damn good. - I like light vehicles anyway
  13. I don't mind being penalised the money and the xp for team killing, intentional or not, fair enough What I very much DO disagree with, is if I team kill someone accidentally, that I get kicked out of the match, unfairly penalising all the rest of my team, maybe causing the whole team to lose, because I had an accident and shot someone. That, is not fair. Penalise me, sure why not. Screw over my team, because of my mistake? No. That's Bullshit. By the way, I fully respect @BumbaX and others' stance regarding team killing, mine is somewhat different: ... as for deliberately shooting people who are being assholes on my team.. I don't have a single second of worry about it. If they didn't want to be team-killed they shouldn't be team-sabotaging assholes. Screw them. And if you want a culturally appropriate, historical justification for it (it is a Russian game, after all) : "In the Red Army of the RSFSR and the Soviet Union the concept of barrier troops first arose in August 1918 with the formation of the заградительные отряды (zagraditelnye otriady), translated as "blocking troops" or "anti-retreat detachments" That would machine-gun their own troops, if they so much as tried to retreat... From https://en.m.wikipedia.org/wiki/Barrier_troops ;-)

  14. Glops, why have they screwed it up AGAIN?

  15. Yup, gotta be careful about those unintentional genocide references... They... OK i must stop before I get banned from the entire Internet for beyond bad taste humour.
  16. These changes are idiotic. Let me give you an example A couple of days ago I was capping in glops and it was smoke-chaos in the final Cap zone we just about had a chance of winning. Suddenly I find myself back at the main game screen, as if I had quit the game?! We lost. Why? I found out later, that now if you team-kill in glops, you get kicked from the match. I must have shot someone? Do I get a chance to win that match? No, because of a fucktards game mechanic. AW you robbed me of a win. Imagine the following scenario: I accidently kill a guy in a 10 man glops game. I get kicked from the match. My team is now 9 vs. 10. Our team will now lose. Including the guy I accidentally killed. You made the guy who got team killed lose. Devs: you are fucktards. Imagine another scenario... There's an idiot on your team, he keeps deliberately parking behind people and getting them killed. You shoot him. You get kicked from the match. Your team is now 9 vs. 10. Your team will now lose. The idiot is still in play. Devs: you are fucktards Imagine another scenario There is a game mode where you can respawn. Imagine someone team-kills in this mode. It doesn't really matter too much, because in this mode you can respawn. Because it's a respawn mode. DUH Now imagine a bunch of devs that are so stupid that they don't even know the defining characteristic of their own mode. That you can respawn, in it. And another thing, if the devs were SO concerned about team damage in glops, why couldn't they... I don't know, oh actually yes I do Then turn OFF team damage, you morons. Did NONE OF YOU THINK OF THIS?
  17. FYI this was after about 2 minutes. The red team got both caps straight away. We were royally screwed as no one wanted to go near a cap, dooming us to unstoppable failure. Oh I'm not denying the sphinx wasn't probably having the occasional shot at someone, perhaps at red team trying to flank us up the middle. But the thing is, that kind of double-double-bluff only has meaning if you have a Cap in the first place, IMHO, otherwise it's not far from team sabotage...
  18. GLOPS: This has bothered me for some time. Don't do this people: Look: all the action is on the west/left of the map - our cap is being overrun - we are starting to lose! - and what is the idiot in the Sphinx doing? The battle has just started, it will be several minutes before there's a cap up there. Perhaps he's having a frigging picnic up there or something?!?!? I truly have no idea - no idea that is unless he intentionally intends to remove his gun from the match, make us 'one tank down', and try to make us lose. Don't let this be you!
  19. For me, arty is good, I liked playing arty generally, and I play glops preferably, so this should be great. The thing is, since the arty is effectively direct fire now, as far as regular shooting at Glops enemies is concerned, it's just a crappy TD. To hit someone in the refinery on Roughneck, you have to have direct line of sight, so that very much restricts where you can go, to get an effective shot in, or at a cap, since you can't shoot over anything ... except maybe 1 tank, directly between you and the target, if your target is 200m away. The WP rounds and smoke are a nice tool to use, I like these. Still no HERA shells tho :-( , so the arties i have because of HERA shells, (eg the Paladin), I should have traded them for arties with autoloaders
  20. the good thing is - here you can name and shame them as much as you like. And why not - if they did it, they did it. And if they get named, it's their own fault for being arseholes in the first place .... :-)
  21. The one and ONLY Glops tip you need: "Sit. in. the. fucking. circles." if you capture and hold more more cap-circles than the red team, you CANNOT lose.
  22. I must have sent about 15 confirmation mails to myself, none arrived in either my normal or spam folder. (so you have a problem with that, i think ...) but I'm in, so thx to whoever :-)
  23. Bout time AW had somewhere where people could discuss stuff with slightly more permanence than an ADHD twitter feed. Good for you Haswell!
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