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Lenticulas

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Posts posted by Lenticulas


    • 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 :-)


  1. 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

     

     

     


  2. 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? 

     


  3. 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.


  4. 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

     


  5. 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.


  6. 152-glopsmatches.png.f86913061cccfc229f3d9d7e16f8beae.png

    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.


  7. 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

     

     


  8. 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

    ;-)

     


  9. 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?

     


  10. 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...


  11. 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!

     

    narrow-dont-go-here.png


  12. 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

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