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Haswell

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Everything posted by Haswell

  1. Working as intended comrade, magic armor must have magic weakspots. /s
  2. Harimau, hairy meow. Go figure. I free-XP'd to the improved load conveyor right off the bat because I was impatient, my confirmation bias keeps telling me it's well worth it and my buyer's remorse should shut up. Who am I to argue against myself? First impression is that this is a Stingray all grown up. The extremely fast burst reload meant I could dump out ~2k damage within the span of less than 5 seconds, which is guaranteed to delete anything with 1800 hitpoints or lower. Superior Bradley bots at 1909 hitpoints can also be reliably deleted assuming I don't low roll. Keeping in mind that the tier 8 meta still faces a lot of BMPs and BMDs as well as fragile and normal bots, this makes the Harimau extremely capable at removing priority targets faster than everything at tier 8. The downside is that its DPM output drops off significantly once the RR is depleted, my 5.69s reload pales in comparison to the Dragun's 4.89s or the ST1's 3.67s. Even so, good positioning can easily compensate. Mobility-wise, it's extremely slow for a squishy. You're still faster than every MBT, but you won't be winning any races. Despite having a high top speed you'll still take forever (relatively) to go faster than 70km/h without using the Override ability. That being said, it's still fast enough for me to get to positions with plenty of time to spare, I just have to start moving slightly earlier than I'm used to. Vision control is nothing to write home about, though it does have marginally higher camo than other lights (38% vs 37%). Armor is nothing special either, not getting shot at is still the best defense. Overall a very fun vehicle to play, definitely less boring than conventional single-shot squishies. I only wish it has HEAT so I can dump out even more damage. This is also a hairy meow, but she's a whole lot prettier.
  3. Can't say I've noticed any difference, but my graphics are potato quality. Maybe the dirt overlay that nobody asked for added a mask over the existing textures?
  4. This doesn't really have any bearing on whether they are official staff or not, nor does it matter. Please don't be overly hostile towards any official staff. If you're unhappy with them, argue with reason instead.
  5. Disclaimer: everything in this guide is purely of my own opinion. I am not infallible, please don't take my word to be gospel but simply advice. Squishy: noun, singular. Anything with insufficient practical protection against being shot at. Plural: squishies. Non-squishy: noun, singular. Anything that isn't a squishy. I've always hated the game's vehicle classifications, because they encourage the belief that each vehicle class fulfill certain roles. The "classic" belief is that MBTs brawl, lights flank, AFVs scout and TDs snipe. This belief is entirely incorrect since any class can perform any of the above mentioned roles perfectly well, given the player is experienced enough to do so. There's no reason why AFVs and TDs can't flank or lights can't scout. A keen player will quickly realize that even though any class can perform any role, it doesn't necessarily mean they will excel at it. A PL-01 can certainly try push up against hordes of T-15s, it may even succeed given the ideal conditions but any MBT would be much more suited for that role. At the same time however, a K21 could maintain vision control almost as well as a Sphinx, but any advantages the Sphinx may have is purely due to its stats and not differences in vehicle class. Even though any class can perform any role, some of them simply perform said role better than others even within the same class (ie. T-15 vs Wilk). Who says a Sphinx is needed in heroic ch2? At the very core of the game, vehicles could be classified into two primary types: ones that could survive against being shot at, and ones that could not. The term "squishy" would apply to the latter, this includes practically all AFVs, most TDs and lights. Why would I wrap them all into one category, you ask? Because they all fundamentally similar to each other in terms of gameplay. They tend to survive by not being shot at, have high vision control capabilities, and have far higher tactical mobility than any non-squishy (some exceptions apply). Take the following vehicles for example: Bradley Dragun Sprut All 3 vehicles have similar vision control capabilities (view range + camo). They all have high effective DPM and relies on not being shot at to survive. Their mobility are similar as well, with the Bradley lagging behind in top speed. The Sprut and Dragun in particular are essentially siblings, with the Sprut trading DPM for slightly better vision control. There's no reason why the Bradley has to be the scout out of them all, or why the Sprut couldn't flank and skirmish just as the Dragun could. The classic belief falls apart when the differences between classes get blurred and they could all substitute for each other. Non-squishies are far easier to classify: almost all MBTs fall under this category, as well as hardy TDs such as the T-15 or Termi series. They have armor, they can afford to get shot at and still come out relatively intact. If you feel comfortable with getting shot at and staying alive longer than squishies, you're a non-squishy. Not much else to say about that. Note even with this simple dichotomy, the line between squishy and non-squishy can often blur depending on the situation. Certain squishies such as the PL-01 and Draco may sometimes become non-squishy if you are in hulldown positions, as their turrets are unmanned and could afford to take hits. Likewise, if an MBT doesn't have sufficient practical protection to survive being shot at, it should be relegated to being a squishy by virtue of having to avoid getting hit. Having enough hitpoints to afford trading damage doesn't mean you can afford to get shot at, it just means you can survive a little longer. The Cent 155 is very much a non-squishy if you can hide that hull. Surprise! Try to argue the Leo 1A5 isn't squishy. I tried, I couldn't. The takeaway from all this is that vehicles should be played according to their capabilities, not their arbitrary classifications. If you have good vision control, go exercise vision control. If you have mobility, run around to tag objectives or get flank shots on targets. If you have armor, go use that armor.
  6. The new UI don't allow you to scale the elements except for the minimap, sadly. It's truly a step backwards from the old UI.
  7. Interesting, is that in the My.games store? Wonder why they didn't advertise it for the money grab, it's not worth buying it at the slightest, but there will still be people suckered into it.
  8. Oh, I missed the part where they had to pay to get access. Yeah, looks pretty horrible now.
  9. https://aw.mail.ru/news/6046.html I guess free stuff for new players is always nice? A pity they don't benefit anyone silly enough to have played the game for years.
  10. Since the game is horrible and don't provide any numbers, I did some observations in the testing grounds. Note that the damage numbers are based on best guesses due to the ridiculous amount of RNG and damage bonus against "thin" armor (whatever that means). All ranges listed are only view ranges. *Tier* Sniper Mortar AT 10 500m 225m 275m, 250dmg, +35% (HEAT-MP) 9 500m 225m 275m, 250dmg, +35% (HEAT-MP) 8 450m 200m 260m, 200dmg, +35% 7 450m 200m 260m, 230dmg, +25% 6 450m 200m 260m, 225dmg, +25% 5 400m 200m 260m, 200dmg, +25% 4 400m 200m 260m, 185dmg, +25% 3 400m 200m 250m, 180dmg, +25% The reload times of AT infantry and mortar are 4s, this is consistent across all tiers. AT infantry will only fire at targets within their view range. Mortars have ranges of approximately 250-300 350m, this might be influenced by tier but I haven't been able to reliably test it yet.
  11. That would make too much sense, which isn't consistent with the rest of the game.
  12. Ievan Polkka is now stuck in my head... send help please.:partyhardseal:

  13. I would assume so. That would make the most sense given the info available, since 10 / 1.055 = 9.478... rounded up to 9.48. As an aside, RoF retrofits and modules buffs are additive and not multiplicative. T-14 for instance, base reload is 8s, with the module upgrade goes down to 7.11s, and goes further down to 6.4s with the retrofit. 8 / (1 + 0.125 + 0.125) = 6.4
  14. The 13% listed is actually 12.5% rounded up. Yes, it's sloppy. For your 10s reload example, 10 / 1.125 = 8.8888... which rounds up to 8.89.
  15. I'll just dump the module stats here, in case they go poof next week. Gunnery: Mobility: Miscellaneous crap: In its current form, I'm not impressed at all. Feels like not-a-Leclerc.
  16. The new Kpop star can be found in the Commander tab. First impressions: good fucking god... who thought putting even more RNG into the game is a good idea? His primary skill improves your terrain resistance and makes you a speed demon at the start. Looking closer though, his other skills seem to be a lot more useful. Most of them are module HP buffs, but they are also pretty high buffs for that matter. +21.9% wheels/tracks hitpoints, x3 +21.9% gun hitpoints, x3 +21.9% turret ring hitpoints, x2 +3.5% turret traverse speed, x3 +3.5% hull traverse speed, x3 +2.45% acceleration, x3 +4.4% terrain resistance, x3 His mobility skills attract me the most right now, having an extra 7.35% acceleration with 8.8% better terrain resistance (before the primary skill) will potentially make even the slowest MBTs somewhat speedy. I'm looking at you ATDU.
  17. A half-assed implementation of something that sounded good on paper, I can't say I'm all that surprised.
  18. I thought it was just me who noticed that. The UI no longer show expanded descriptions when using the mouse to hover over the icons, I got quite confused about all those new icons as well last week. I still haven't figured out what all the icons mean either.
  19. I uh... thanks, as long as it doesn't turn into a cult of deity worship.
  20. I manually approved your registration, please let me know if there are any issues on your account.
  21. Hurray for last minute patch notes. https://aw.my.games/en/news/general/maintenance-march-5 -RIP AT infantry memes -Griffin 120 got even more mediocre -UI might be less horrible -ATDU can't crush things as easily anymore -Disappearing shit issue with render resolution is finally fixed, I can play at 60FPS again
  22. Your effective view range will always be capped at 534m, but any extra view range you have beyond that point will help you negate more of your target's camo values. At least that's how WoT works, and I'm led to believe the mechanic is similar here.
  23. Original article in case people want to read the massive wall of text with way too much fluff:
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