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BumbaX

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Everything posted by BumbaX

  1. i have still to unlock the tank and from Alabino or looking at its modifications i can not see a thing that is very important for me. Is the autoloader of the "Draco type", allowing a faster partial reload, or "PL01 like", compelling you to wait the full reload time even if you have shot only a single shell? I think that this can make a lot of difference as from the math above it seems that the tank is only able to kill few tanks with a single clip, but knowing that you need let's say 5 shots to kill a certain tank, by math or experience, it is very different to shot only one or few times, wait for a relatively fast reload, and then unleash the full autoloader salvo or to have to unleash it at the beginning and then have to wait many seconds without any possibility to shot and defend yourself. And this is important in PvE, but maybe even more in PvP, when a good enemy can actually count your shots and know when he can attack you without you able to react. Autoloader + cyclic + capacity is the better choice for the higher long term sustained damage, but with partial reload allowed and a smart player it should allow a pretty decent burst rate, even if not good of the one allowed by the ammo rack, even when enemies that require somewhat between a single autoloader salvo and 2 of them are faced and mainly the 13 seconds long reload never happens during the engagement as long as the player reloads after every shot until he is sure that can kill with the loaded shots. While with a PL01 type autoloader going for that route if allows to fire more shells in a long span of time can be sometimes pretty risky. And i think that it can make a big difference in having the tank as a sub par one compared to the competitors of the same tier, or a valid, but not OP alternative to them as it seems to me from the stats that it does not shine in any department, no big alpha (and a big alpha and some kind of ammo really help in ammo racking and disabling components, is way more then it can seem at first sight), no special protection, no super high sustained damage and mediocre accuracy and penetration. Edit: I calculated the 4 and 5 shot time with auto loader + cyclic + capacity guessing that partial reload is allowed so to reload each shell needs 4.3 sec (13/3) and reloading after each shell until the moment that all the loader can be used, and it should be 9.6 sec and 14 sec that are very good values.
  2. Maybe in PvE the WP can be marginally useful also for spotting in some maps and certain situations, like on the second Starry Night cap, when you have only MBT snipers and squishies not able to go to spot, not only you can maybe decap but possibly make the tanks visible, even if that cap point seem to me somehow rigged, i often don't spot even tanks that i should spot at a certain distance, like the MBTs that lack of camo, then i suddenly spot, going only a little closer, each tank in the cap, not only the ones without camo, but also the ones that should have it, like the AFVs, TDs and LTs. But i still have to actually try the new arty in a real battle, also yesterday i had other more urgent things to do. Anyway the better aiming time is a big improvement.
  3. It has a big delay between the AGTM shots, much bigger then the one of the T9 Terminator or the T15. So there is plenty of time to shot an AGTM, swap to AC, fire some rounds, to keep the tank tracked, disable its gun or if possible damage it, then swap again to an other missile. Maybe a little training in Alabino is useful to make the thing work almost automatically, but to build that skill is really useful in all the 3 modes, both if you have to face an MBT, keeping it tracked and maybe disabling his gun is a big plus, or when you have to face a couple of Bradley, as in the time you could fire 4 agtms bringing them to low health but still dangerous if you use also the AC you can murder them. In PvE it is no more the super well armored tank that it was some times ago, as the bots used to not aim at its weak spots, but it is still a very powerful tank, well armored against AC. In general his unmanned turret takes reduced damage, if you manage to have the hull under a cover you can face almost all the enemies greatly out damaging them, use the AC to track the heavy ones so you can reliably shot the missiles at the weak spots. If to use red AGTMs or Thermobaric missiles is a player's choice, the green ones are very effective if coupled with some commanders like Sabina with her bonus damage at components and Sanna if configured to set fires easily, also Andrey if confugured to kill crews can be marginally interesting with them, but imo way less. The red AGTMs are more reliable and do more damage if the green ones does not set fires and ammo rack explosions, and are suited better for using other commanders, imo the best ones are Rasheed for marginally faster reload and greatly improved accuracy against some tanks with good aps, Philipp for fast repairing, as the turret takes reduced damage but they can disable your weapons, and Douglas for better fire rate, improved hp and more components health as well as for a better view rate, with him and a view enhancing retro or 2 the chance to outspot an mbt or avoid that a squishy spots you without you able to react are much higher. I would suggest you to use full AP load for the AC, sting like a bee as crew skill and the improved breach to have faster reload of missiles. the resto of retros and crew skills really depend on your play style, if you are more a brawler or prefer a longer distance of engagement. Anyway the AC seems to me enough accurate to don't need any retrofit or crew skill. If you want to use thermobaric missiles and Sabrina the skill for better module damage can be important, for a brawling style better acceleration off road and better hull and turret traverse is probably the way to go. Also the retro for better missile accuracy, that reduces the efficiency of enemy's aps is very important, without it the missiles fired against some tanks like the T15 often miss, with it an Rasheed it happens way less. With the AC you have to learn where to aim against some well armored tanks, and also with AGTMs, but with thermobaric is even more crucial, they are only as good as you are able to aim at the right components. In very few situations it can be useful to shot a missile and immediately reload, when you can not damage with the AC a certain enemy but can use it only to keep it pinned to the ground and hopefully with the weapon disabled to reload after each missile gives a better rate of fire as you completely cut off the time you have to wait between each missile in the salvo, and if you have no hope to kill with only 4 missiles is the way to go, you fire the first 4 a little slower, but not so much, but then you don't have to wait for a long 4 missiles relaod. Fire the first AGTMs this way, then when the enemy health is low enough that you are sure that a salvo will kill him fire normally, as you also continue to use the AC to track him.
  4. i have to test it, it seems quite useful when you aim at weak spots of other tanks that are very narrow, like the narrow strip at the side of an adtu at the side of the lfp when the lower part of the lfp is hidden by a cover or the weak spot on the chinese t10 mbt turret when it is slightly angled.
  5. When i first posted i was still downloading the patch, now i did try the new shells, at least in the Alabino ground, not yet in a real game as yesterday i had other things to focus on. From my Alabino testing i would say that the WP are mainly geared to decapping, or to avoid that a high camo squishy caps, as the MBTs usually don't have good camo any way so if are not spotted before WP it is unlikely that will be spotted after it. It will surely be more risky for a Sphinx or a PL01 to rush into a cap, while if you do it in a MBT i would say that nothing will be really changed. And i personally think that it is not an improvement for the GLOPS as it further reduces what a fast tank with good camo can achieve, and i am not talking only of the main caps, but also the ones that unlock bombing runs, the drones and the pill boxes, as it is easy to see on the mini map that something is capping them a WP round fired on them will only delay a little the capping by a MBT, that has the HP to survive to the puny damage, but for a Sphinx to be spotted in that cap loosing all the camo when he is still in a cap can be instant death. As i like very much the concept that the squishy and fast tanks that rely on camo to survive are very rewarding, but only if played by skilled players, i don't like the present implementation of arty in GLOPS, when i will have actually played some GLOPS i will have a more informed opinion about it, but from my Alabino test this is my present, not so informed, opinion.
  6. I have mixed feelings about what you tell. Surely noobs without the needed experience playing at high tiers can be somehow a problem, but i see a lot of very bad players playing T9-10 progression tanks, tanks that you can not buy paying real money for them or to buy crates with a chance to find them inside. We must accept that some players remain crap even after playing the game for years, as i suppose that progress a line up to T9 or 10 with the kind of reward they get on average, even spending a lot of real money to buy premium time, boosts and insigna, takes forever. The real problem is not 2 premium tanks offered as free rental for 2 weeks, is that a player can right from the start have a permanent high tier premium tank and that some players reach high tiers only spending a lot of time playing, as even if you rank at the last place in a PvE and do almost nothing useful you get roughly half of what an avverage good player gets in the same match. But is a problem we have to live with, and if this mean that we will loose some matches cause of them on average we, at least decent players, on average gain by having them playing as we get more kills, damage and spots, they share with us mainly only the objectives and win reward. Not being an unicorn i notice that on average i gain more when i play with randoms then when i platoon with 4 unicorns, as then i am often in the lower part of the ranking. I also think that the way the grind works in this game depends a lot on which part of the grind you are in. At now i have no more credit problems, i recently become billionaire, in the game, don't get me wrong , even at now i am again at less then one billion, as i bought yesterday 2 new T9 and got also the T8 seasonal reward so i had to spend even more to buy the retrofits. But credit for me are not an issue since a long time, if i want to spend 10M to retrofit a T2 tank i do it, even if that tank will never earn back the credits. But i remember so well when i was grinding my low and medium tier tanks, then the credits was my main problem, i had more then one tank unlocked that i did not have the money to buy, and when i started playing the cost of the retrofits was tier related, now is flat, to pay back the 3M that some retros cost with a low tier tank will probably never happen, so a player beginning to grind has to go with a less competitive tank and even later to use the low grade retrofits for his medium tier tanks. My suggestion for the newbies is to don't buy that Pack, but to buy high level premiums individually, how many and at what tier it depends on his pockets, but even a single good T7 premium can earn all the credits needed to progress through the low and medium tiers, even better if it is a higher tier credit printing machine like the Murder or the T40, that in only few games can pay the cost of a low tier tank, buying, upgrading and maybe also putting some really needed retrofits on, like at least a view enhancer on AFVs and the other tanks that have potentially a good camo to spot. Also a good T8 premium MBT is a good option, less rewarding, but more novice friendly somehow, a Marder or T40 only shines in the hands of a good player and gets destroyed fast in the hands of who has absolutely no clue on how to use it. And the reputation a good high tier premium gets is also very useful to speed the low tier grinding. This, and buying premium time on a regular basis, as now is no more so easy to get it for free, is what can really help a newbie to progress fast, not a bunch of low tier premiums that will become quite fast obsolete, grinding wise, as soon as the player reaches higher tiers. It would be better if the not yet experienced and skilled players would not play high tiers, but those that invest enough time playing, if not real money, reach anyway the high tiers, without the warranty that they become actually good players, But for those that are willing to learn and improve, but lack of the luxury to have hours each day to play, because they have also a work, maybe a family and kids that deserve more attention then the one a computer game deserves, and maybe have also some other hobby to dedicate their spare time, grinding in this game can be really long and i don't see anything wrong if they get in a T8 or T9 game with their premium to farm some credits and reputation, as already exist so many wallet tankers that crowd the high tiers with their very costly T10 premiums as well as players that somehow managed to reach high tier progression tanks without actually learning how to play the game.
  7. I think, but at now i had only very few battles in PvE with it, as yesterday I played mainly MBTs with a boost running to level up a commander not suited for AFVs, that your review is on spot, but... "To go along with being F A T it also has relatively poor base camo" depends on which commander you use, and the commander depends on the role you want to use the tank and somehow also on the map you are playing. With Erin and 2 stacked view retrofits has only slightly worst view range, but if not near to friendly tanks and maybe behind a bush or 2 can still easily out spot every bot that is not a lieutenant, in some optimal situations even them. "It's mobility is almost MBT-like, very slow, Poor armor, only somewhat resistant to autocannons and nothing beyond that" True, but if it would also be as fast as a Sphinx or Kornet it would had been truly OP, and to not be resistant to the big calibers is quite normal for a not MBT, at least as AFV , like the Marder or the T5 premium dakadaka we had in the last battle path it can survive the autocannon fire, thing that many other AFVs can not, as long as you attack a Bradley or even a T15 after he has fired the missiles, as he reloads, and maybe if you have some part of the hull behind a rock you can easily outdamage it, while with a CRAB, a Sphinx or a Kornet it would be a suicide. "Top Attack missiles are finicky, and deal less damage to vehicles with unmanned turrets" well... I think that it is not a problem of this tank alone, but of all the tanks that share that kind of missiles, you have to wait to lock the target, then to wait that the missile travels a long time, then, if the team mates don't have already killed the enemy firing against some tanks you have a big chance to get only a reduced damage or no damage at all, as you can not aim for weak spots. I would say that the missiles on this tank are, at least in PvE, a very situational weapon, and we have to learn on which tanks is worth to use them, as i found that against the T15 and some MBTs they hit often for full damage, that is certainly not impressive, but quite reliable and is possible to lock the aiming also in 3rd person view, while the enemy can not fire at you as you are behind an hill ridge. Yesterday i killed a lieutenant MBT that way. And as secondary weapon it is very good to have it, the problem is when this type of missiles is the primary one, like in the Shadow, or like in the other AFV released yesterday, that with the AC can pen only the Bradley back, has an AC that is almost only useful to kill infantry in Spec Ops, as there is no way to pen the sides or butts of most of the well armored tanks and even penetrate many AFVs from the front is not a real option. It seems to me that the AS21 is a very fun and powerful tank to play, without the cons you are talking about we would had an other OP abomination in need of nerfing, and we had way too much of them lately... For reference here is the result of my very first PvE game with it, as I did not knew how to use it, i had only a quick trip to Alabino to see what it can pen with both the weapon systems, i surely did not play it in the best possible way, also even if in PvE usually i get more blue stars then the times i rank lower i am far to be a very strong player, i know people that are 10 times better then me in every single mode, so see the result as the one of a semi noob not completely crap player, in a PvE crowded of crap players, like the one that yesterday on Raiding Party, that we lost as we cleared the final cap few seconds too late, was making fun of us, the 2 tanks that was in the cap and that did most of the work, while he camped all the game on a hill near the spawn point and did 600 damage only in the whole game, with a TD that has the potential of doing 30K on that map. As you see not only i got the share of the lion as kills, but i got good damage and good spotting damage, that is exactly what an AFV should do in PvE, a very good tank, perfectly suited to cover the role is supposed to have.
  8. let's see after the patch, that i am still downloading by the way. It is possible that with the smoke and illumination rounds introduced a single shot arty can have a good potential as for a high burst damage one to switch to HE, smoke and illumination rounds takes time, while the single shot one can better use all the 3 types. Maybe in the future, if the new arty will be confirmed after the test week, that we will see less results like the one showed by @Travlla, huge damage, but few spots and no spotting damage, to a situation where in some maps is the arty that gets most of the spots and spotting damage, that in PvE are well rewarded, the arty in the screenshot ranked only 4rth even if it was the better damage dealer.
  9. I think that we have really to adapt to the new arty to see how it works, i am not talking of a single player, that maybe can be enough good, smart and intelligent to do it in few battles, i am thinking of the whole players base, that on average has much more inertia, let's think about how long they took to adapt to the missile spam when in PvE missiles was introduced also for the bots, while the best ones almost immediately changed their play style so many continued for months to be destroyed by Swingfires and T15s and whine without instead changing their approach to the mode. If the new arty will make less productive the TD style i am personally happy, not for the reason that for me is really difficult to play in that way, for a combination of aging eyes and small monitor that make for me really hard to aim in over the shoulder, changing the view field angle (that is annoying as i have to go to the settings each time i want to play an arty that way) i could do it. But i think that a class that is intended to work for utility and long distance fire support should shine in that role and not as a short distance glass cannon with a burst of some high damage shells. Maybe the new arty implementation will give back the intended role, and i think that potentially can be a really interesting and useful class to play in both the modes. In PvE not only it can be useful to defend caps, but can protect party's tanks, thing that sadly is not very rewarded as credits and xp gain. But it can also spot for the other tanks, bringing in some maps potentially a lot of spots and spotting damage, that are well rewarded. In Glops it is almost the same, with the difference that here defending a cap is more rewarded and the human players are somehow less predictable then the bots, but are still very predictable. once an arty driver guesses where in some maps the enemy snipers are hidden behind bushes with an illumination shell, if the party mates are ready, he can spot them with the same consequence that to be spotted by an helicopter or drone has, instant death by receiving the fire of many tanks in a split second. With the difference that a situation aware sniper knows when an helicopter is approaching and will get a cover for the time he is been spotted, while the illumination rounds are not predictable, and this is a very relevant difference. But this all works only if both the arty players adapt to the new arty and if the parties also do it, as the illumination rounds can be devastating, but only if there are other players ready to use the spots. And I think that the single week of testing will give distorted results because the time on average the player base needs to adapt to something new is much longer, even more if the focus is also on 3 different high tier progression tanks introduced in the same patch.
  10. I also don't have any interest in new camo and skins, the format seems interesting and freebies are welcome, but if the missions are horrible I will play only the ones that actually are fun for me to play. And for me to play low or medium tiers in not an issue, I like to play them and actually do it even if i don't have any grinding reason to do it, because I find boring playing every time at the highest tiers only, there are a lot of good tanks also at low tiers and sometimes is fun also to play some horrible one just for the added challenge, at least in PvE. What i hate to do and I don't want to do to get some more camo or skin, or even some more boost, insignia or even premium time is to play missions that compel me to play in a not natural way, like refraining me to shoot until the enemies are at low health to steal and farm kills, I could do such things, but I really hate to do it, and the last battle path was filled with that kind of missions. As i played normally, trying to do the best i could for the victory of the team and not for my own greed it took me a longer time to get most of those missions, still i reached the final goal.
  11. Tastes are tastes, very personal things.... I would say that i am quite happy with that slowing of the new patches, as it gives to me more time to play with my fully upgraded tanks that i like the most instead of having to grind always new ones. Surely it depends much on how much a player can dedicate to play the game, some of us play each day many hours and others have a way shorter time window in their daily routine, and a player that begun to play at the game release has a lot less tanks and crews to grind then one that begun only more recently, also the personal skill matters a lot, i had the luck to platoon with some players that in random battle often get the gold medal and anyway always rank very good and that in PvE even in an arty very often get the blue star and outscore regularly tanks that on paper are much more capable. For those players to grind tanks is not an issue at all, but they are not average players, are only a very tiny percentage of the players base. I find myself so often in the situation of having to chose if to play the tanks that i like so much to play, like the Sphinx, and the commanders that i had spent so much time to bring to the higher rank or to play tanks and commanders that i still need to grind, and as soon that the things seem to be in good shape for me, that the grinding issues are less urgent, new tanks are introduced. This from the perspective of a player that has almost all the progression tanks in the game, i miss only a couple of low tier that i did not buy after the reset as i don't like them, i imagine how the situation is for someone that is still grinding hard, that maybe is at his first T9 or T10 tank... But anyway the delay is due to the world situation, at least this time is not a company fault, if they have to completely re organize their work flow to let the employees work from their homes it is perfectly understandable. And as the publisher so often introduced patches not properly tested, having numerous bugs that had to be fixed right after the patch and others that needed us to wait a much longer time to disappear i hope that the delay would be even longer, but with the new features properly tested. Just delaying a couple of weeks the previous patches and testing the final release on the test server instead of using it only for early testing and feedback then making last hour modifications would had saved us from so many bugs. I prefer quality of the new content over more new content not properly tested that compels us to live a continuous grind. But as i told tastes are tastes, and this is only my personal one.
  12. I think that the main problem with the PELE rounds is that is too easy to spam them as often there are situations where you just fire at a tank hoping that some of them will hit some weak spot and make damage while most of them are not effective. If properly used, fired in situations where il likely that most of them do damage and even better if they have a chance to do full damage and not a reduced one even the low number of them is not a problem. Not in PvE, where you can reload the ammo for free and then suicide 2 times to have more, so you have 4x the starting load, not in GLOPS where you can respawn or reload reaching some map points, and mostly not in Random Battle, as there are so few situations where a Rosomak has really to carry a game and can run out of ammo even if properly use the PELE rounds. But if many of us, me included, do this improper use of the PELE is somehow due to a bad game design, possibly the introduction of PELE, so the chance to do damage even in a situation where an AC should not do it, like frontally against a MBT, was not a wise decision. At least is the decision to spam ammo more likely to be taken instead of trying to relocate and fire from a position where an AC has chance to penetrate an heavy armored tank. So possibly us players are not the guilty ones about it, it is how the game is designed that leads us to spam the PELE and a higher round of PELE rounds on tanks like the Rosomak that too often run out of ammo would be welcome. Even if in PvE it is possible to suicide to reload it is at least annoying and in some situations, where you hare the only tank alive and have to carry the mission to the end it is simply not possible.
  13. I understand you decision and i invite every forum user to report every post that there are reasons to suspect comes from a bot to help you in the forums moderation.
  14. It is also one of my favorites, even if i did liked even more the old Crab, while i hate the present one. But i lack of the skill you have driving fast and rushing in the middle of the enemy tanks, and probably i will not improve much in it as i was not grown up eating video games, i actually started to play my first game where sharp reflexes are important, this one, when i was over 55 years old, and some skills are so difficult to build after a certain age... Still i have a lot of fun in it, even if my style is more based on using the camo and view range for spotting and when possible making good damage. But when i see players like you driving it, with a style that is only similar to the one of the many suicides with Sphinx+Ophelia that i see so often in GLOPS, but actually needs a lot of skill and reading the minimap and the battle situation, i admit that i feel a little envious.
  15. This reminds my last Tsushima chap 3 Spec OP, done yesterday with random players. I was in the T15, as i almost always do in that chapter with randoms so i am sure that at least one player does some actual damage. And i had in the party a PL01 and a platoon of 3 MBT players, i want to praise that platoon. After carrying the first part of the game i was killed on the airfield, while i has still some charges of the 3x rebuild kit available, my bad. Then i was killed twice after respawning because even if i had killed most of the pillboxes i did not kill them all, even more my bad, but then the platoon, the only 3 tanks surviving, managed to carry us to the victory, killing the tanks on the last cap and capping, even if some of them was at very low health, they did not give up and they prevailed. The fun part is that i got the blue star, even not playing the last part of the game, as not only i had done the most damage, but also a fair amount of spots and spotting damage, at the end the best MBT was only like 10k damage behind me. I got it , but i really think that they deserved it as a platoon.
  16. Great guide @TeyKey1 and what an outstanding playing in the videos, i salute you Sphinx master!
  17. thanks, my confirmation email was indeed in my spam, but at least i was able to find it knowing that i was waiting for it, but with email providers that don't even send it to you it would have a problem without solution. i hope that you will find a better way to solve the issue, as it is more manual work for you and a little inconvenience for the people as they have to wait that you are online and manually enable them.
  18. A beast that when you face some mbts can have some problems to penetrate. AP is much more reliable even if it does less damage. I really think that it should shine with Sabrina with all 4 the skills to swap ammo faster selected as well the crew one. In PvE i feel much more confident to load mainly HEAT, against human players sometimes i chose to go for the safer, even if less damaging AP. With Sabrina's 4 skills and the crew's one stacked you cut more then 50% of the swapping time and is possible to react fast to the situation having the proper ammo loaded in the rack, if also the minimap is used. But I have an other build for Sabrina so I am only guessing about it. (EDIT: still when my Sabrina will have enough xp surplus to remain colonel without using gold i am thinking of changing her skills in that direction sacrificing crew damage bonus, as she has already a huge component damage bonus END OF EDIT). I would not say that loading HEAT is always the better choice, it is my usual one in PvE, if you can not pen frontally that MBT you usually have other objectives to shoot at, and many boots sit still, while good human players always move, so to aim at weak spots from distance is not so easy, but in PvP i had faced a lot of situations where i had HEATH loaded and with some AP shells ready to go i would have been way more effective.
  19. No HEAT, decent mobility, but inferior to the one of some PvE competitors, probably is not the best LT at his tier, i would say that the Dragun is the best one. I still have to test it properly in Random Battle and there its burst capability probably make it way more interesting as the time windows an enemy tank is exposed are usually shorter, then he dies fast, pops out smoke or reaches some kind of cover, to pack massive damage in a short time is a real bonus to punish every error from the enemy. It has burst damage capability without the problem of being helpless as he reloads, like it happens on the PL01, and if an enemy counts your shots and pops out and attacks you as you are reloading with a PL you have a real problem as you can not react for many seconds. In Random Battle i would probably use the choice with more shots in the rack, in PvE i find better to use the other one as you tend to fire almost continuously if properly positioned and in most of the maps and with only 4 shells in the rack you have a better sustained damage. You loose 2 shots at the beginning but usually you catch up later reloading faster.
  20. Probably they eat the toilet paper i suppose... Even if i was born in the "civilized" half of the world that uses the toilet paper, and walks around with dirty butts (who would ever eat from a dish that was dirty with poop after only scrubbing it with some paper? water and soap is the proper way to clean poop) my parents thought me to wash myself instead of using the t.p. But yes, for some strange reason i can not understand toilet paper seems to be a real priority for most of the people, strange as it is. Here, in a little village in the italian alps, with only 3 food shops and no supermarket, for now there is no shortage of food. But yesterday i could not find my favorite brand of flour, with high protein content, good to make pizza. And i like to make pizza very often. It seems that in Italy in this quarantine days everybody is cooking pizza and I that do it almost on a regular basis, pay the consequences. Still i can make pizza with good results with a more ordinary flour, so i am not worried, the only thing is that in this local mountain shops everything is much more costly then in the supermarkets, i spend almost twice to buy the same things. I used to go to the nearest town roughly once in a week for the big shopping and to buy locally only few things, but at now it is no more possible as i can leave my village only in cases of proved necessity, and to get a better deal buying food is not so.
  21. In my country, Italy, everyone is compelled to stay at home unless he has very good reasons to do other way, like going out for buying food, and all the schools are closed as well as many not essential factories and shops, and it is so since a couple of weeks. I think that many countries had underestimated the problem, at least until it become evident with the contagion beginning to spread among the population. They thought that it was some one else problem while the virus ignores borders and citizenship and the earlier measures to limit or at least delay its spreading are adopted the better it is. Stay safe, avoid every not necessary contact with other people, do what you can to boost your immune system, maybe adopting an healthier diet. It seems that a person below 60 years that is not already suffering of some pathologies has a very little chance to die for that virus, but anyway he can be a vehicle for it even if he will survive. I hope that at least what is happening will make the humanity rethink about many things, like how the more globalized is the system the more the problems of one becomes also the problems of everybody else, that is time for humanity to see lately the human species as a whole going beyond nationalism and a too selfish and greedy attitude. But probably it is only a dream of mine and as soon as the emergency will be over everything will continue as in ever was...
  22. For the not squishy it is surely better to boost view range, on most of my MBTs i have at least one view range retrofit, but i would not use a slot for the "Camo Paint". Unless you build them as brawlers only and completely ignore their spotting function, then hope to not being perma tracked by some invisible tank, it can happens both in PvP and PvE... And some MBTs performs really well with a view retro or maybe even 2 and a commander that boosts the view range, K1A1 is a crazy good spotter with both the retros and Douglas, it will not outspot the AFVs that are not moving or firing, but will do it with many other (not lieutenant) ones, as well as will outspot many tanks in PvP. For the squishy ones imo they should have both camo and view capability, and camo is probably superior for the way that the things are implemented. Let's say that 2 enemy vehicles of the same model have both 200m view range and 50% camo, they both spot the other at 100m. Now add on one a retro that improves the view of 10m and to the other a retro that makes the camo 10% better, the first one is spots the other at 84m but is spotted at the same 100m as before. But as we have retros that greatly improve the view range and only a retro that gives a moderate camo boost and only if the vehicle is still i find that for me to use view range retros on the squishy ones works better, then i decide it the 3rd retro is the paint or something other, to improve the rate of fire, the accuracy, the aim time or the mobility depending on the tank. While for the squishy ones i tend to use the commanders that give a camo boost, mainly Erin, but also Sabrina for few tanks that benefit of her module damage, on Wilk T10 and Gau she can be very effective, i had the daily mission to set on fire 10 bots yesterday, with Gau and Sabrina i started 6 fires in a single PvE mission, without even caring too much about aiming at engines and racks, i bet that is possible, if someone really wants, to complete the mission in only 1 PvE game, with a little luck.
  23. Yes, imo the rosomak was an interesting tank when it was originally introduced as the PELE was much more powerful, in PvE at that time i had faced at close distance more then an MBT just going right in front of him, right after he shots to gain those precious seconds, then disabling permanently his gun while i was destroying him frontally. its main problem at that time was its not optimal accuracy, i got temporary banned more then once for friendly fire while "helping" the MBTs that was fighting close to the enemies, even if i was actually helpful as i was doing massive damage to the red ones and only some PELE did hit the friendly ones. I would not dare to do it any more now. and you can surely fire with the AC in small burst, then wait that your camo rises again, but as the PvE nature is somehow a competition with the other players about who farms more damage and kills it is really hard to shine with a Rosomak, you really have to be a way better player then the team mates to get a blue star. I am happy that its grind is for me complete, tank and crew, and nowadays i play it very seldom.
  24. I usually play the tanks that i am grinding, whatever tier, but giving the priority to the high tier tanks and the tanks that when completed make possible to buy a higher tier tank in the same line, so at now i give priority to the Harimau as completing it will make possible to buy the next tanks in the line when them will be introduced and later, if i have time, i play the Mephisto, that still does not have a lev 5 crew, as i already own the tanks that the Mephisto unlocks. Then, after playing the tanks i have to grind at least once for the first win multiplier i play the tanks i enjoy more to play as between grind and fun i value more the fun. Sometimes, alone or in a platoon, i decide to completely ignore the grind issues and i play almost every tier, even the very low ones. This is mainly true for PvE, in GLOPS i play mainly T8-10 as there i can find battles more easily and in Random battle I play more T5-8 even if sometimes i play T9-10.
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