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Griever

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  1. Griever liked a post in a topic by DeadlyPeanut in New Player Help Thread- Resources, tips and Q&A   
    I had this idea to start the thread because when I was starting, and I still do today, I researched this game on various wikis and countless other sites. The general idea of this thread is to help new players that have questions and catalog all the answers into a format so that if someone has a similar question they can read the old response. If the game is patched I will amend the original response and add any extra new details if needed.
    So quite literally if this is an active thread we may end up with pages upon pages of guides on various topics. I do not want to write a guide outright.. that's boring. I want to answer questions help new players and let that build the guide.
    To start I will be answering questions but if anyone wants to chime in that's fine. Or say that im wrong, or there's a better way... that's also fine.
    The Ultimate Goal is to help new players to this game, make the learning curve slightly easier, give em an edge up and make it so the game isn't as much of a grind. If you play decent your grind is substantially less then someone who doesn't. 100s if not 1000+ battle difference from grinding a line to tier 10 and the experience is much more enjoyable.
    Good questions to ask? -
    Whats a good tank line for me ? A good nation ? A good "destination" tank ? as WG would put it, IE a tank to keep forever and play for fun be it tier 4 or 10 
    Any question on various play styles? , map strategies? how to play specific tanks or tank lines? how to play when low tier and how to play when high?
    Any question I didn't think of? that isnt in the questions to avoid list
     
    Questions to avoid?
    Simple questions with simple answers. Whats the top speed of a M4 sherman ? Its 48. See the various resources I will provide at the bottom.
    Don't ask broad questions. How do I play? How do I get good? I can answer them but won't. I could write a 2 page+ response to these questions. I don't want to and you don't want to read it  
     
     
     
     
     
    A little about me- I started this game in beta, I have played on and off since, yes I do get bored and take some breaks for a little but I always come back its the only game I have ever played where I keep coming back no matter what and Its usually only after a short break. If your a stats person check my signature.
    I am not a pro or even competitive, I will never be. I like to play well but I like to have fun more... these are not always the same. The T49 with the derp or now Sheridan w/ derp... not optimal but damn are they stupid fun. Goomba-ing people, not optimal... but fun  
    I will say I am decent at this game and the only way I got there was playing more and more and analyzing how you play, making mistakes then trying to not make them again. In reality you will over and over just hopefully less and less. Screw up a match? Stop and think why and how do I not do that again. Adapt your play and keep adapting. You will slowly get better. The most important part is screwing up AND learning from it. Without the first you cant do the second, without the second... well you wont play long. It will not be enjoyable. Much like smashing your head into the same brick wall.
     
    And now awesome resources:
    http://Tanks.gg   - Your one stop stats paradise, also their armor viewer is AMAZING, ever shoot at a tank and nothing, load that sucker up. Think the Tiger P is some fortress from the front? like I did at once.... oh man those cheeks they want to be shot.
    http://wiki.wargaming.net/en/World_of_Tanks - Its ok but honestly out dated and inferior. Tanks.gg is much better and I would take any pros and cons listed on the wiki with all the grains of salt. Their how to play the tank with the same skepticism. It can be wrong, outdated, missing or just plain non-descriptive and confusing. 
    http://wotlabs.net/ or http://www.noobmeter.com/ or the Tank Analytics App Both stats sites + app, DO NOT use stats as some sort of symbol of how good you are, bragging rights or phallus measuring contest. DO use stats as a means to better yourself, friendly competition ? personal competition ? analyzing your play session ? Think you had an amazing night of 20 battles. Load it up those sites, they update fast, often when you exit the game. Did you really have a good night ? If you did play more of the same way in another session. I use WoTLabs and Tank Analytics ALL the time. I love the personal competition and challenging myself to be better.
    I will add to these list later*
  2. Griever liked a post in a topic by DeadlyPeanut in Tank Mini-Review German M41/90 GF **9.18 Updated**   
    Updated for Patch 9.18- 
    Side note, im still in the clan cause I really am a solo player at heart 99.5% of my 8200 battles, not joking, of my games are solo qued. But I would like to see the clan kinda be revived... its kinda dead and lonely  well not kinda it just is even with this newest patch im the only one on ive seen so far. No one has posted in these forums in for ever too. 
    Id love to help new players. I have absolutely zero interest in being competitive or uber pro, I play for fun and thats it. If I wanted a serious competitive clan I woulda moved on a long time ago.
    Ive tried to get some of my friends to play but this game is really rough to start it has a brutal learning curve and a lot of em just say screw it sadly.
    If anyone has any ideas on reviving this clan id love to help. Im usually playing when im not busy at work.. though some weeks that dosnt leave me much time to play.
  3. Griever liked a post in a topic by Dentz in Grind the Line: Cruisers   
    Grind the Line: Cruisers
    The Universal Weapon Platforms
    Sorry about the wait, A bit of a busy week kept me working. After several days of grinding around in my plethora of cruisers in my port, ranging from tiers II to X to refresh my memory on each nations flavor I can begin what is going to be a fairly long overview so lets get down to brass tacks shall we. 
    Gameplay: What defines the "Cruiser"
    In WoWs(World of Warships), the cruiser class serves as a general combat ship, with the inherit role of allied fire support. They are able to utilize every weapon system currently available in-game, with their powerful main battery, heavy Anti-aircraft suites(AA), and some designs sporting even torpedo tubes, they feature the largest variety in terms of play styles and designs as well, but there are several traits that defines the cruiser as a class. 

    USS St. Louis USN Tier 3 Cruiser, A early tier "Armored Cruiser", under fire
    Pros
    Main Armament: Carry a large number of medium caliber guns, ranging from the early tiers 127mm to 152mm (Universally know as Light Cruisers[CL]), with most lines investing in large caliber 203mm heavy cruisers(CA) as their tiers continue, these guns define the main punch of the class, a powerful broadside with a good rate of fire, able to put out 2-3 volleys between a Battleships(BB) reload and out damaging the smaller caliber guns of the Destroyers(DD) they are made to hunt. While reloads vary between Nations, as well as the damage, these ships are able to bring these guns to terrifying effect against their foes. AA Support: Cruisers are made to bring fire support to assist their allies as well as protect themselves, while carriers are at the moment a rare on the NA server, they can none the less be an extremely dangerous foe. Many Cruisers are able to utilize the consumable "Defensive AA Fire" to not only boost the damage and effectiveness of their AA suite, but also massively decreases the accuracy of their attacks, assisting your allies chances of dodging their attacks.  Support Consumables: The cruiser class has access to a massive range of consumables to help them respond to a large amount of threats, outfitting your cruiser with consumables before combat will define your in-game role. These consumables will have their own post to help understand each and everyone of them.  Jack of all trades: Nothing is beyond the Cruisers influence, as such the cruiser can pose a credible threat to all targets at all tiers. Several nations and lines not only invest in powerful main guns, but carry a knockout punch of torpedoes. Careful play and balancing attacking, defensive and supportive fire will bring positive results from this class.  These traits that many of the cruisers in all nations share emphasize the nature of the cruiser, a venerable swiss army knife, able to pull the tools necessary to answer the call of the team, respond to any situation, as well as being able to carry their own weight when alone. 

    USS Cleveland, USN Tier 6, meets her end.
    Cons
    With an emphasis on universal responses, a number of drawbacks are inherently earned and must be considered at all times while at the helm. The Cruiser class's inherit strengths requires that the ship be exposed to fire longer than other classes while engaging targets, and being far more susceptible to return fire while doing so. While each nation tries to curtail these drawbacks in unique ways, there are a few traits that cannot be lost. 
    Time to kill: While the class is able to effectively engage targets, the amount of time you are exposed leads to cruisers generally being one of the favorite targets of their larger cousins, which can quickly lead your back to your port from the long range fire brought down by their heavier guns. Which brings up the second point; Armour: the cruiser prefers to utilize maneuverability over the ability to take fire, choosing its engagements to the best of its ability. However with your long exposure time as you engage targets, BB captains often take a unhealthy infatuation with your well being, who's shells can tear apart a cruiser in short order. As all other aspects of the class, the cruiser is generally only armored enough to prevent small caliber shells from penetrating, and when fully broadside, this too is suspect.  While this list seems short, one must always consider these while at the helm, Cruisers have the unfortunate dubious distinction of being easy kills to their larger cousins large caliber guns, and while maneuverable, they are just as susceptible to sudden surprise torpedo attacks.
    To counteract these setbacks, these ships requires the captain to remain aware of targets active in their areas, constant course corrections to throw off aim of both main batteries and torpedo attacks, as well as working together in groups to minimize the amount of time they are exposed. 
    National Strengths
    The role of the cruisers design varies by each nation, as no single navy had a unified choice as to what the role of the cruiser was, and this shows in WoWs, Which can make it difficult to know where to take your first steps. The next section will give the general characteristics to each line and sum them up to their strengths.
    United States Navy(USN): Antiaircraft Fire Support

    Cleveland under way, bristling with guns and itching for a fight
    Pros
    Powerful Antiaircraft Suites, while these  able to single handily destroy air wings that stray into their fire arcs. Using these cruisers to provide escorts to less well defended allies. If an overwhelming force of aircraft begins to take a interest in your well being, the US cruisers tier 6 and above can invest in the "Defensive AA Fire" consumable to quickly decimate both the aircraft, and massively hinder their accuracy to drop their payload. While their main armament is very effective, it is offset by generally poor fire arcs and velocity, which arcs extremely high, while this makes long distance exchanges difficult, the arc of the shells can work well in your favor, allowing you to take cover behind islands and rain shells down on targets who generally will have difficulty returning shots. The US line's main armament shells will, at long ranges, often bypass the thick side armor, instead dropping from above and through the extremely thin deck armor. As the line advances in tier, their reload also is noticeable shorter than that of other nations, with the final Tier X Des Moines throwing a 8 inch shell from all 9 guns every 5.5 seconds.  Medium range strength, keep battleships at the higher end of your guns to pepper them with fire, using your cruiser manueverbility to avoid their guns or angle your armor to attempt to minimize the hits taken.  Extreme threat to DDs with the consumable "Surveilance Radar", while only active for a short time, their excellent detectability range compared to other nations means spotted targets for your team is a breeze. Coupled with fairly fast turret traverse, dealing with the nimble and tiny class, when approached corrctly, is a breeze.  Cons
    While armor is fairly thick for the class, the lack of armor angling will end with your ship sitting at the bottom in short order. Constant course corrections and retreating to keep the range in your favor is constantly needed.  The guns do not have an outstanding range, coupled with the poor velocity, closing the distance to targets can put you in extremely dangerous situations. later tiers have upgrades to extend the range, but in general the USN line must fight while treading a careful line between effective range and suicide range.  many of them lack torpedoes, which will make you want to keep other nations cruisers at a distance, as most lines carry the dangerous armament. The only exception being the tier 4 and 5 cruisers, Phoenix and Omaha, however these torpedoes lack range, requiring you to close to suicide ranges to bring them to bear.  Mediocre concealment, long in length and tall in stature, the USN cruisers are inviting targets. Unless you are using a island or an ally's smokescreen, these ships will be spotted for most of their engagements.  Overview and conclusion:
    A Destroyer division and team support cruiser that operates at its best when moving with their friendly fleet, providing withering fusillades from their main guns. The USN cruisers suffer a bit from the meta in the US Servers, as the general lack of Aircraft Carriers(CVs) means that their main strength in many games is never able to be brought to bear. Mixed with their suspect survivability, the line can be a bit of a tough grind, I will vouch that the high tier cruisers play fairly well, if only mediocre, but the Des Moines is still very powerful when played well, and is well worth the grind so long as you play to her strengths.
    Imperial Japanese Navy(IJN): Stealth based attacks

    Japanese Tier 10 Cruiser Zao selling at sunset
    Pros:
    Concealment is a weapon, with some of the best in class tier for tier versus most other nations, the Imperial Japanese Navy(IJN) utilizes this to compensate for their shortcomings. Focused heavily on remaining undetected while stalking targets, these ships maximize this by closing to ranges where they can guarantee several effective volleys before retreating and slipping back into hiding.  The hidden dagger comes in the form of a massive armament of torpedoes, with in general good range and extremely high damage. their placement on most ships in this line requires the ship to be turning around, as they are unable to traverse to cover towards the bow. Excellent to use to cover a retreat as you angle away from enemies. Extremely powerful High Explosive(HE), outperforming other nations by wide margins. As HE does not require penetration to do damage, with the added chance of fire, the IJN cruiser is a danger to any target no matter what angling they attempt.  Good shell velocity and grouping, allowing for medium to long range engagements while remaining accurate. Good Maneuverability, with good speed and a fairly tight turn radius, means this line does well at avoiding fire.  Cons:
    Similarly poor armor to their USN counterparts, with a large flat citadel in the center, being caught out of position can be a short trip back to port.  Low Hit points(HP) compared to counterparts, cannot resist any citadels.  Slow turret traverse, if caught out of position or with a target on the opposite side, their guns will not be able to be brought to bare in anything approaching the word "timely" Poor ability to detect DDs on their own, lack of radar limits her ability to sniff out smoke screened targets except for closing to suicide range with the "hydro acoustic search" consumable mounted.   Poor rate of fire on their main armament, unable to match other cruisers in slug outs. While HE shells are effective, they require fire to avoid the main armor belts of enemy warships to maximize damage, usually in the form of targeting the enemies superstructure. Which will outline two other mechanics; High explosive damage on targets with the "Repair Party Consumable" can repair a large amount of that damage back if you are unable to consistently engage them. Further more, the "Damage saturation" mechanic in play, you will begin to run out of areas on your target that will register damage if caught in a long term fight.  Overview and Conclusion:
    The IJN line is one of the most popular lines of cruisers, owing to their strength in concealment. Cruisers live and die by their concealment, having this ability gives them tremendous influence on engagements. Able to function well on their own, they excel at getting close to targets where their guns and torpedoes can both be brought to bear, unleashing a massive strike before slipping into the shadows to plan again. However in order to maximize your potential, you must be even more aware of the positions of not only battleships who will take great interesting in eliminating the "HE Spammer", but also the potential destroyer lurking inside of your detection range keeping you spotted. 
    Germany Kriegsmarine(KM): Long Range pocket battleships

    The KM Hinderburg sits at the top of the German cruiser class
    Pros:
    All armor piercing(AP) monster cruisers, with the some of the most powerful AP shells of the class, able to rip apart any target they happen by. Excellent velocity and fire arcs allowing long range fire to be sent accurately.  Carefully aiming for the deck armor or bows of enemies allows you to penetrate to inflict battleship sized damage numbers in a quarter of the reload time. Good AA suite for the class , with the ability to mount the "Defensive Fire consumable". While mid tiers sport only a mediocre rating, the high tiers perform admirably able to protect themselves and allies so long as they arm themselves with the consumable. Good armor layout in the late tier, while lacking in thickness, its design allows the ships of this line to avoid taking comparable damage from other cruisers. High Damage per minute(DPM)  due to second in class rate of fire.  Long Ranged main battery allows you to engage at near battleship ranges effectively. Short range torpedo armament that carries over from middle tiers to the final ships. While short range, they feature good fire arcs and are able to put an impressive amount of damage in short time on targets in short order.  Cons:
    Poor maneuverability and large size mix to make a easy target for all other classes in one form or another. Large size makes them a tempting target for BBs, while the poor turn radius leaves you susceptible to torpedo strikes from DDs. While their AP is the main draw to the class, angled targets make a tough nut to crack, leading to inconsistent damage to enemies who are maintaining map awareness and responding to your attacks. To compound the last point, the German line across the board suffers from lack luster HE shell damage, lower than all other counterparts.  Poor Concealment values means this line is spotted earlier than most of the class, leading to long range bombardments by BBs. Good AA is not great until late tiers, lower tier ships must scan the sky if they are targeted by a dedicated air strike.  While the armor layout maximizes its available, the actual thickness is generally lower than that of its counterparts, mid tiers have a vulnerable citadel located close to the rear of the ship, when turning avoid turning your stern to towards fire, as large caliber shells have no problems penetrating them. Overview and Conclusion
    The KM line is my favorite line of cruisers, and perform similar to fast firing battleships by the end of tier list, and can perform fairly well at medium to long ranges, any target caught unaware and broadside to your a fusillade of your fire will quickly find themselves scrambling to break engagement. While their firepower and range increases as you finish the line, they also begin to get more and more sluggish. While it can be tempting to engage targets at your long maximum range, as the dispersion on the guns increases your shells will begin straying from the center of your shot, resulting in inconsistent damage as shells hit either the main armor belt and bounce or miss. Like all cruisers, medium ranges perform very well and can be extremely rewarding.
    Russian navy(RU): Extreme range Cruiser hunting and Fire support

    Huge and menacing, the tier 10 Russian Moskva, Awaits
    Pros:
    Powerful main armaments, while having a large number of light Cruisers leading up to what is currently the largest cruiser guns in game. With their main armament fluctuating between 152mm and 180mm, capping at tier X with the might Moskva, which sports a dangerous 220mm broadside.  Excellent velocity and accuracy with a easy to aim fire arc, the RU cruisers are extremely dangerous gun platform. Able to snipe hostile cruisers at long range, acting very similar to a battleship in terms of playstyle.  Fast in a forward line, able to outpace other cruisers and keep in support of allied destroyers if need be.  Short range suicide torpedoes distributed along the line, a nasty surprise to ships the stray to close. Good rate of fire for even the larger guns, able to put out large amounts of damage.  Longest range guns in class, nearly matching equal tier battleships  Cons:
    Huge profiles, who's hulls reach high out of the water. If caught out of position and broadside, you will find yourself quickly decimated by torrents of AP into your exposed citadels. The final ship "Moskva" is actually as large as the tier X IJN BB "Yamato", with about a 1/3rd of the armor.  Horrible turn radius, similar to a BB's, unable to respond quickly to sudden threats at the flank.  Mediocre AA suite, mixed with the slow poor turn radius make you an inviting target to CVs. equipping the AA consumable alleviates this somewhat, but dedicated attacks can still quickly send you to the bottom. Poor Armor, while thick on some ships, is usually flat, minimizing its effectiveness. As range decreases their situation only gets worse if your unable to angle your bow to the enemy. Worst concealment rating in class, there are some battleships that will remain hidden after you have been detected Torpedoes have miserable range, and only come into play usually when things have gone terribly wrong. Overview and Conclusion  
    While their firepower is the greatest strength of this nation, outpacing all others, there are a number of drawbacks to this line that can make grinding it extremely tiresome. As stated before, a cruiser lives and dies by its concealment, this nation has next to none, however these ships perform very well in standoffs, providing a constant stream of high caliber support fire, while remaining only in reach of the main guns of enemy battleships. Staying with your bow on to enemy targets or disengaging and re positioning is key to staying afloat. HE and AP at all ranges is viable, but rushing lone BBs can yield surprising results. While not my favorite cruiser line by any stretch, I cannot deny their effectiveness. The final ship in the line "Moskva" is a extremely dangerous ship, and performs well when treated like a fast firing battleship.
    Royal Navy(RN): Super Destroyer Leads and DD hunters 

    The RN Fiji, tier 7 Cruiser, engages targets after sustaining damage
    Pros:
    Dangerous Line of light cruisers, equipped with light 152mm light cruiser guns, while lacking any HE in the non premium ships, are equipped with a special ammo type, the delayed fuse armor piercing(DFAP). These light shells deal are effective when aimed well against all targets.  Excellent maneuverability, able to reach their top speed in short order, and able to stop nearly as quick as a DD, and a unrivaled turning radius.  Access to the an advanced version of the BB "Repair Party Consumable", able to repair a massive amount of HPs in short order. The line from tier 6 and above is able to sport the "Smoke Generator" consumable, dramatically increasing survivability.  Excellent Concealment, with the tier X "Minotaur" sporting the best in class. Powerful radar effective at sniffing out DDs Powerful high tier AA suite, able to deter air attacks nearly on par with the USN. Powerful torpedo armament with excellent range, utilizing good fire arcs with numerous tubes to ambush and clear out enemy smoke screens. Cons:
    Next to no armor protection, while their citadels sit below the waterline, this does not protect them from the main guns of any other class for long. mixed with a relatively low HP pool, you can find yourself completely destroyed from a single well placed volley from a battleship or cruiser. No access to the "AA Defensive Fire", and unable to break off dedicated CV captains. No HE shells, while the specialty ammo can penetrate all targets if aimed well, angled enemies still pose a significant threat as your damage can become extremely inconsistent. Mediocre gun ranges, forcing the line to close to what can quickly lead to "suicide range", mixed with her low durability can lead you to situations where you are unable to escape from alive.  High fire arcs, although they allow for sending shots over islands, means long range engagements can be difficult to land your shots. Although the short reload helps to alleviate this somewhat,  Dubious Notoriety of being easy kills, even more so than other cruisers. You will often find yourself the center of attention for many, many ships.  Overview and Conclusion:
    The UK line of cruisers is the most recent addition to the cruiser family, and currently supports a very unique playstyle, mixing strengths and weaknesses of the cruiser and destroyer class, and a thorough understanding of the games mechanics is required to maximize your effectiveness. The line is defiantly a "High risk high reward", and one of the more difficult lines to dedicate to, requiring map knowledge and awareness to come out on top. I recommend having played both destroyers and cruisers and have a thorough understanding of both their game play styles. 
    Class Overview and Gameplay tips

    Teamplay is "Winplay" 
    The class carries the strengths of both its smaller brethren and its monstrous larger cousins, being that middle class brings an adaptability that the other classes lack, while bringing vulnerabilities of both that require quick responses and knowledge in game to understand. Constant assessments over the situation to figure out if aggression or defensive play is required for the events unfolding. They are a rewarding class for players who move carefully, taking in mind the positions of both enemies and allies, and exploiting openings to the best of your ability. As stated in many of the nations cons, being caught out of position can lead to quick trips back to the port. As you advance in down whatever line you choose, several game mechanics can work to your advantage, learning to utilize them earlier and actively practicing them will greatly affect your win rate, and your contribution to your team.
    Travel together often with allies, screening your BBs from torpedo attacks by spotting them in the water earlier than they otherwise would can ensure their assistance against larger targets. Providing extra fire power to your DDs against hostile DDs and turning it in your fleets favor. When supporting allied DDs, their smoke can be utilized by all allies to cover a retreat if need be, or support an invisible advance, but always remember, being in the smoke and not being detected does not mean that ships cannot still hit you.  Remember to constantly be adjusting your speed and heading when in the sights of BBs, avoid at all cost being completely broadside this is a mistake that can lead to the loss of your ship. When in need to turn away from targets minimize your exposure with any form of cover. Concealment upgrades greatly increase your life expectancy, More so for the IJN and RN, invest your captain skills and upgrades as your tier line increases, and dont forget your camouflage.  Being in range of targets does not always mean you must engage them, waiting until an optimal time where you have cover or the target is already engaged with other allies.  As cruiser you are often the first ships to take fire, and with the inability to repair that damage back, unless your in the RN line or higher tier, means that a single volley connecting with your citadel can effectively force you into a defensive role for the remainder of the game to try and preserve your firepower for your team. Study the maps to find effective positions to maximize your protection while being able to bring your firepower to bear. Be ready to use your consumables not only for yourself, but be ready to use them to assist your team as often as you can.  While it can seem that a stand off sort of gameplay surrounds cruisers, an aggressive cruiser can change to the tide of many fights, but as with all other aspects of the class, it comes down to timing and making sure you have support. When aggression is called for, cruisers have the speed and firepower to move around and push flanks while main line ship locked in extended gun duels. However more than any other class, cruisers but be extremely careful on when they choose aggression, and reading the situation can be difficult, but as you continue to play and read the mini map, these opportunities will become much more obvious, and you will still a notable rise in your post game score cards.
    Final Thoughts

    The RN Minotaur at tier 10, under way and sniffing out targets
    In the end the cruiser is a rewarding class, but can be more difficult to master without dedicated practice. Due to their nature and weaknesses, they are less forgiving than the other classes, and only through tenacity and careful play will they begin to fall into their own where you can begin more risky maneuvers that will yield profits. But once you learn their nuances, their strengths come through and are a dangerous platform to be feared. Carefully watching the flow of the battle is paramount to this classes success, and taking calculated risks can yield excellent results as the "jack of all trades" can respond to any threat. 
    For new players interested in the cruiser, I would recommend the IJN(Japanese) line or KM(German) line, they are fairly strong all rounders, the IJN ability to disengage with their high concealment allows you to pick and choose targets, excellent HE shell performance mans you can engage all targets without having to take into account of their armor and angling. The KM line is a powerful line of AP slinging, with mediocre maneuverability, at medium ranges they perform extremely well and can be a menace to all targets they come across. As you learn more and more of thee game and its mechanics and maps, invest time in the RU and US, while their main guns are excellent, their durability absolutely punishes being caught out, as they are easily dealt with due to their poor concealment.
    The final line to dedicate in if you have not played the DD class, is the RN, they require exploitation of the most game mechanics, high fire arcs to fire over cover, smoke coverage and armor profiles of the targets your aiming at. All generally require a intimate knowledge about where the best position is for this nation to perform at their best.
    ___________________________________________________________________________________________
    Thanks for you time everyone, hope this post has been helpful in some way or another. This is just the start of what I hope can become a more regular post on the forum, would love to see feedback and suggestions regarding this series. I'am working on a video of just this concept to see if this sort of video series would be popular and all feedback is appreciated.
    Would also love to see posts of any WoWs replays you feel shows the strengths of the class or gameplay that helped the cruiser succeed. I have a few of my own on my youtube channel, and if you fell inclined so you can check them out.
    Thanks again for your time and I will be adding more and updating as more lines are released (Incoming French Cruisers ^^) or major gameplay updates (*Cough* stealth fire mechanic RIP) 
    Good Sailing Captains and good luck out there.
  4. Dentz liked a post in a topic by Griever in Premium Spotlights   
    Aurora
     
     
    Atago
     
     
    Atlanta
     
     
    Tirpitz
     
    Fujin

  5. Dentz liked a post in a topic by Griever in Set sail with the Angry Armada!!!   
    Ready your ships the Angry Armada is here!
     
    Team battles are now in World of Warships with some minor restrictions. Team battles are only available between the hours of 6:00 pm EST and 2:00 am EST. You will need to have a level 12 account and have at least one ship that is either tier 5 or 6. Team battles are 7v7 and for now all ships will be welcome. Brofisticus will be leading our team battles starting around 6:00 pm EST and ending around 9:00 pm EST Monday Wednesday Friday on a weekly bases.
     
     
    Of course it takes people to make an armada and the Angry Armada needs you. The total team roster size is 10 with 7 people going into combat per match. Please post your IGN here or apply in game. Together we will rule the seas and send all who oppose us to see Davy Jones!  
  6. Griever liked a post in a topic by Kakashirevan in First Tier 10 warship   
    Hooray guys, I finally did it and got myself the Tier X Montana Battleship. Can't wait to take her out for a spin
     
     

  7. Griever liked a post in a topic by Dentz in Grind the Line: Where to begin?   
    I hope to create a in post which any new comers interested in joining World of Warships(WoWs) can have some questions answered. 
    If this is your first time in a game like this, approaching WoWs can be daunting at first, as the mechanics and the classes of the game are generally not known until a fairly good amount of time is dedicated to be able to decipher the nuances between each nations different flavors. 
    For the first part of this, since a considerable time investment is required to achieve high tier, I would like to go over the different classes available in game, going over such subjects as:
    The in general Pros and cons each nation shares for the classes What makes each nations version of the class stand out from its competition Mechanics that each class uses for its advantage or disadvantage Teamplay options based on class and Nation choice How to play the objective(PTO) using this knowledge How to avoid quick trips back to port (ie. getting sunk early) Since the games experience is the mechanic of advancement through the games many tiers, and the largest time commitment, I would like this post to be a place to where we can all give insight as to help new players avoid lines they may regret in the long run. 
    Hope this idea interests people who are looking for a jumping off point, and would love to see feedback regarding this. 
     
  8. Griever liked a post in a topic by SneakHayabusa in Training Divisons   
    Glad AJSA plays WoWS His video will hopefully bring in more players to enjoy the game. Would also be willing to help anyone in-game. Been playing it since CBT.
  9. Griever liked a post in a topic by Dentz in Training Divisons   
    Hello all, new AJSA member but long time warship capt. 
    With AJ's new video, if anyone is interested in giving the game a shot, and would like to learn more, throw me a In game message and we'll set up a division. If you have a mic its all the more welcome, we can use the AJ discord. 
    Send a message to Dentz or post the times that your generally are on here, for myself I usually play between 9am to 12pm on average. If anyone has any questions, leave em here and i respond as soon as I can
     
  10. DoctorEvil liked a post in a topic by Griever in WarHammer40K Eternal Crusade   
    With WH40KEC coming out Sept 23 this is a great time to pick up the game and start tearing up the battle field. If you are interested in playing this game here is my referral code
     EC-EUCVBRGH1N73A it will get you 4,000 Rogue Trader points that can be used on a growing assortment of bad ass cosmetics. 
     
    Also if you want to support the AJSA go Maghorn's forum post and join our battle brothers in glorious combat. 
     
  11. RuneX liked a post in a topic by Griever in SANDBOX SERVER   
    Vehicle Rebalance Goals
    The most important goal is to increase the importance of armor. Currently, armor is significantly less important than speed and firepower. We would like to make armor more important because it can affect so many aspects of gameplay, including: 
    Lowering the cost of player mistakes Encouraging more active play, because being spotted no longer means instant destruction Reducing combat distance so long-range clashes aren't the ultimate way to win battles Increasing gameplay variety by distinguishing the roles for different types of vehicles Increasing the quality and satisfaction of the game Let's drill this down. In order to achieve these balance goals, the game mechanics listed below will be changed:
    1. Distinguishing the Roles of Vehicles
    Right now, players might use similar tactics when driving vehicles that aren't too different from one another, which can make for monotonous gameplay. In order to change this behavior, we had to classify seven in-game archetypes, based on analysis:

    2. Changing the Shot Dispersion in the Aiming Circle
    This will decrease the effective firing distance, increase vehicle survivability at long distances, and require more careful aim. Here's a comparison between Update 9.15 and the Sandbox:

    Read the Update 9.6's article regarding accuracy changes for more information about shot dispersion.
    3. Decreasing Penetration at Long Distances and the Initial Distance of Penetration Loss
    This will increase the importance of armor at longer distances, reduce the chance of penetrating a vehicle from the front at long distances, and allow heavier tanks the ability to maneuver more effectively.

    4. Rebalancing Shell Damage and High-Caliber Guns
    The Sandbox has a new system that decreases the risk of being destroyed with one shot, and increases the importance of damage per minute (DPM).
    5. Changing Vehicle Maneuverability
    Fast, lightly-armored vehicles will also be improved by determining the relationship between suspension speed and turret traverse speed for each vehicle type within the class and role systems. As a result, fast vehicles will be able to use different maneuvers to outflank slow heavy-armored vehicles.
    6. Rebalancing Artillery
    Artillery in the Sandbox will take on more of a support role, as HE shells will deal reduced damage, but will have a larger area of effect. Additionally, artillery vehicles will receive some new features: 
    Explosive Blast: Targets in the initial shell's splash range will receive a temporary negative effect to their characteristics. Damage caused by Explosive Blast is considered "assisted damage." Allied Target Indicator: Artillery players can now better coordinate their shots with their teammates' actions. If an artillery vehicle isn't aimed at a specific enemy, pressing the "Attacking" button ("T" by default) will mark the approximate area the artillery vehicle is aiming towards. The indicator will be displayed on the minimap and the battlefield, and will also notify teammates of the artillery's status ("loading" or "ready to fire"). Alternative Aim: A new display (similar to sniper mode) makes aiming more convenient for players. 4. Development Q&A
    UPDATED ON JUL 4 AT 12:00 Sandbox questions from CIS region contributor Jove and answers by Anton Pankov (Executive Publishing Producer) and Daniil “Murazor” Parashchyn (Special Projects Expert)
     
    Why has stabilization been cut when shell distribution within the aiming circle is increased? Murazor:
    Not every tank has decreased stabilization – some vehicles received different changes. Stabilisation was done so that players could easily hit a target at close distances. I can’t say it’s perfect now, but that's why we need to collect data in order to decide how the game balance will be improved. Additionally, all heavy tanks have reduced turret and hull maneuverability, and now it’s possible to circle heavy tanks. All these changes are being tested as part of the new vehicle role system and game balance.
     
    Do you plan to add new players to Sandbox? Pankov:
    Each week we try to add new players of all skill levels – not just ones with good stats. Now it’s summer and many of those we invited aren't yet active, but we believe that interest in Sandbox will remain high.
     
    Artillery now has very good accuracy – but is it too much? Murazor:
    Artillery can no longer one-shot players, so we decided to increase its accuracy so it would be possible to make a predictable shot. The new "stun/ shellshock" feature was not in the game before and we haven't set in stone how it will function. There will be an opportunity to decrease the duration and strength of the stun. Yes, it can be annoying, but now you can easily go out and make a push on the enemy team, safe in the knowledge that you won't suddenly be destroyed by artillery.
    However, one of the new features that we plan to test is the prohibition or limitation of artillery when playing within a Platoon.
     
    And what about a bonus for tanking? Pankov:
    We're implementing it little by little. When we were originally ready to release it, we felt that it gave too large of a bonus and that we couldn’t make it right without making more changes. Almost the same thing can be said about the bonus for artillery assisting.
     
    Why does the Т110Е3 have a 120mm? Murazor:
    We are rebalancing tanks that are over-powered. There can't be any super-armor and super-alpha damage tanks, but I don't really like the current balance on the T110E3. It'll be upgraded later. We also need to take into account that the rebalance will limit the number of tier X tanks in each battle.
     
    Have you planned anything interesting for maps? Pankov:
    Some of the more "problematic" maps will be added to Sandbox. But for the moment, we want to focus on more technical aspects first.
    Murazor:
    Some of the problems with maps will be resolved with the new balance changes, as due to the new vehicle roles and changes to artillery, players should be behaving differently on the maps.
     
    Will Stun/Shellshock be the only feature artillery will have? Murazor:
    Yes. There won’t be any smoke shells, spotting shells, etc. We have discussed it more than once and don't plan to include them, because that that average teams may not be able to use them effectively. Smoke rounds risk interfering with the gameplay experience of allied players and could negatively impact gameplay.
     
    Why is it forbidden to livestream from Sandbox? Pankov:
    We're not ready to allow unlimited streams yet. Some changes are coarse and untested, and streams could worry players that are not aware of the purpose of Sandbox. It's a very important project for us. Later, there will be both official and unofficial Sandbox streams and videos.
     
    Because of the large splash range, artillery mainly causes damage to allies rather than opponents. Will you be doing something about this? Causing damage to allies will result in penalties. We feel this is the best way to discourage players from shooting near allies, but the system is currently in development.
     
    I read that balance changes will initially focus on tier X and after that, changes will be made to lower Tiers. However, there was an opinion that tiers VI and lower won’t be changed. Is that true? Murazor:
    It’s not true that there won’t be any changes at all, but there will be fewer changes for the lower Tiers. Our new role dynamics are for high-level vehicles. There will be changes for lower Tiers, so that they are more balanced and enjoyable to play, but no significant changes are currently planned.
     
    Platoons of tier VIII vehicles are always in the bottom of the matchmaker list – are you aware of this problem? Pankov:
    We're aware. Right now, the matchmaker tries to match Platoons with other Platoons, and when it doesn’t find any Platoons of tier VIII vehicles, it looks among tiers IX and X. We're trying to solve this with the new matchmaker. 
    We are also considering a system of 33/33/33, where ~33% of the time a player is on top, ~33% in the middle and ~33% on the bottom.
     
    Are there any plans to change the situation with the +/-25% RNG? Pankov:
    For now we think that it's OK. There are no serious problems with it, even in the eSports scene.
     
    For how long will you be testing Sandbox? Pankov:
    For us, this activity is new and very complex. Our team will be working until the moment Sandbox players say the game has become better and they like the vehicles more. If there is a situation we test and in the end the players say that the balance on the main server is better, then won't change or release anything… But we hope we won’t have such a situation.
     
    How do you plan to improve the role of light tanks, besides handling and view range? Murazor:
    The spotting role will be returned to them – that’s clear. We want them to be the best scouts, but the problem is that light tanks don’t cause a lot of damage, as it’s difficult for an LT-8 to play with Tier IX and X vehicles with the new balance. I won’t promise anything right now, but we're currently testing different solutions.
     
    Will you be adding new Perks to Balance 2.0? Murazor:
    Of course we will, though for now it’s at the concept stage. However, we understand the current Perks are not enough.
    Pankov:
    The topic of Perks was raised many times, but first we want to focus on the balance for the new vehicle-role dynamics, and then we will consider introducing Perks for the same roles.
     
    What do you plan to do about Gold ammo? Murazor:
    We want to decrease its impact. Our goal is to increase the lifespan of tanks within a battle and there are several ways this can be done; all of which we plan to test on the Sandbox.
     
    Will you be adjusting the matchmaker so that there won’t be one team with seven tank destroyers and another with none at all? Murazor:
    We're currently working hard on the matchmaker, and ideally, it would consider this a problem. What the matchmaker will do is ensure there are an equal number of vehicles at tier VII, IX and X on each team.
     
    Do you plan to remove the “15 m from the bush” feature? Pankov:
    Currently, this mechanic is OK with us. When we move to a more accurate state of balance, we will see how this aligns with the new state of gameplay, but for now, we don’t plan to remove it.
     
    Aren’t you afraid players will be confused with the new vehicle roles? Pankov:
    This is certainly a concern, and as such we will be working to make things as clear as possible through information in the client and on the the website. We will be moving to the new vehicle role model gradually, so that players have time to adjust. Our aim is to provide additional information to the players about their tanks' strengths and weaknesses.
     
    Why are you afraid of making the balance +/-1 like in World of Tanks Blitz? Pankov:
    We think it won’t work as things are at the moment. Currently, we're making balance changes for +/-2 and we don’t want to introduce any artificial limitations as in this case. We feel that it would be boring to battle with +/-1.
    5. Video: First Feedback from Sandbox
    UPDATED ON JUL 6 AT 13:34  
    6. Vehicle Roles
    UPDATED ON AUG 4 AT 17:23 The video above includes an update on the current Sandbox server status, upcoming changes, and outlines our long-term goals with Sandbox and the cooperation of our players. Take a look!
    The Sandbox is a special server used for testing a prototypical game balance model, "Balance 2.0." Multiple versions will be tested  to help us choose what will change for the "live" game.
    Background
    Today, World of Tanks has more than 400 vehicles divided into five classes: artillery (SPG), tank destroyers (TDs), light tanks, heavy tanks, and medium tanks. But within the same class could be vehicles with completely different play characteristics and effective roles in battle. 
    It can be difficult for players to sort out this diversity, choose a vehicle they're interested in, then understand how to play it. We're reviewing a new system of tactical roles in WoT that can solve this issue.
    The long-term goal is to make a balanced, dynamic system of tactical interaction between tank roles in battle. The short-term goal is to calibrate and adjust vehicle parameters to avoid an obvious over-powering or under-powering of tanks.
    Seven Roles Being Considered
    Cavalry Fire Support Ambush Scouts Assault Dreadnought Artillery Some "hybrid" roles are possible, but these will require additional balancing.
    Cavalry
    These are mobile and relatively armored vehicles -- mostly medium and some light tanks. They're maneuverable with good gun handling. Tactically used to achieve narrow and quick flanking breakthroughs.   Effective in close combat with more heavily armored vehicles by using speed to gain position and attack weak spots. Typical cavalry vehicles would be high-tier Soviet and Chinese medium tanks. 
    The best examples currently on the Sandbox server are the T-62A, E-50M, Object 140, Object 430, 121.
    Fire Support
    Vehicles with good view range, effective armament and decent mobility -- but not heavily armored; autoloaders are great examples. The main goal for these vehicles is to support by causing damage to opponents from the second line of a battle whilst protected by more heavily armored tanks. "Up close and personal" is not the best tactic. 
    Examples of fire support: MX 50B, M48A1, Leopard 1, T57 Heavy Tank, Bat.-Châtillon 25 t, AMX 30 B, FV4005 Stage II, Centurion Action X, TVP T 50/51, STB-1
    Ambush
    The most common role for TDs. The key component here is stealth, using camouflage and the terrain. These are more skill-based tanks and stand out thanks to high firepower and excellent armor penetration. Ambush vehicles are not meant for battles at close distance. 
    Examples would be the Object 268, Grille 15
    Scouts
    These vehicles have the highest view range and excellent maneuverability. Details for this particular role are still being discussed. 
    Scout vehicles on the Sandbox server: T-54 ltwt, RU 251, T49
    Assault Tanks
    The tried and true role for light tanks, due to outstanding view range and maneuverability.
    Examples: T110E5, IS-7, T110E4, 113
    Dreadnoughts
    Mobile heavy tanks with good frontal armor; the main strike force of a team. Normally for battles at close and medium distances thanks to good rate of fire, armor penetration and alpha damage, but they're not the most accurate. Their objective is to secure and hold key strategic areas.
    Examples: E100, T110E3, IS-4, Jagdpanzer E 100, Type 5 Heavy
    Artillery
    Totally rebalanced and redefined for long-range support, using the new Stun/shell shock) feature. This reduces an opponent’s combat effectiveness and makes them more vulnerable to other allied fire. 
    The introduction of tank roles aims to both clarify vehicle abilities and strengths and to create more gameplay variety and depth. 
    The Sandbox environment allows us to deploy and test these prototypes, then collate player feedback and data, allowing for rapid iteration and revision.
    7. Phase One Complete
    UPDATED ON JUL 21 AT 10:53 After four weeks of testing, we have completed the first phase of the Sandbox. We have an incredible amount of gameplay data and user feedback; now we analyze. Because of that, the Sandbox will be temporarily unavailable starting July 21.
    The development team thanks everyone who participated in the Sandbox testing, shared detailed feedback and asked critical questions. We couldn’t do it without you!
    We can say that in the second phase, we'll be adding tier VIII and IX vehicles. More details on that in the near future. See you in the Sandbox again soon!
  12. RuneX liked a post in a topic by Griever in SANDBOX SERVER   
    Vehicle Rebalance Goals
    The most important goal is to increase the importance of armor. Currently, armor is significantly less important than speed and firepower. We would like to make armor more important because it can affect so many aspects of gameplay, including: 
    Lowering the cost of player mistakes Encouraging more active play, because being spotted no longer means instant destruction Reducing combat distance so long-range clashes aren't the ultimate way to win battles Increasing gameplay variety by distinguishing the roles for different types of vehicles Increasing the quality and satisfaction of the game Let's drill this down. In order to achieve these balance goals, the game mechanics listed below will be changed:
    1. Distinguishing the Roles of Vehicles
    Right now, players might use similar tactics when driving vehicles that aren't too different from one another, which can make for monotonous gameplay. In order to change this behavior, we had to classify seven in-game archetypes, based on analysis:

    2. Changing the Shot Dispersion in the Aiming Circle
    This will decrease the effective firing distance, increase vehicle survivability at long distances, and require more careful aim. Here's a comparison between Update 9.15 and the Sandbox:

    Read the Update 9.6's article regarding accuracy changes for more information about shot dispersion.
    3. Decreasing Penetration at Long Distances and the Initial Distance of Penetration Loss
    This will increase the importance of armor at longer distances, reduce the chance of penetrating a vehicle from the front at long distances, and allow heavier tanks the ability to maneuver more effectively.

    4. Rebalancing Shell Damage and High-Caliber Guns
    The Sandbox has a new system that decreases the risk of being destroyed with one shot, and increases the importance of damage per minute (DPM).
    5. Changing Vehicle Maneuverability
    Fast, lightly-armored vehicles will also be improved by determining the relationship between suspension speed and turret traverse speed for each vehicle type within the class and role systems. As a result, fast vehicles will be able to use different maneuvers to outflank slow heavy-armored vehicles.
    6. Rebalancing Artillery
    Artillery in the Sandbox will take on more of a support role, as HE shells will deal reduced damage, but will have a larger area of effect. Additionally, artillery vehicles will receive some new features: 
    Explosive Blast: Targets in the initial shell's splash range will receive a temporary negative effect to their characteristics. Damage caused by Explosive Blast is considered "assisted damage." Allied Target Indicator: Artillery players can now better coordinate their shots with their teammates' actions. If an artillery vehicle isn't aimed at a specific enemy, pressing the "Attacking" button ("T" by default) will mark the approximate area the artillery vehicle is aiming towards. The indicator will be displayed on the minimap and the battlefield, and will also notify teammates of the artillery's status ("loading" or "ready to fire"). Alternative Aim: A new display (similar to sniper mode) makes aiming more convenient for players. 4. Development Q&A
    UPDATED ON JUL 4 AT 12:00 Sandbox questions from CIS region contributor Jove and answers by Anton Pankov (Executive Publishing Producer) and Daniil “Murazor” Parashchyn (Special Projects Expert)
     
    Why has stabilization been cut when shell distribution within the aiming circle is increased? Murazor:
    Not every tank has decreased stabilization – some vehicles received different changes. Stabilisation was done so that players could easily hit a target at close distances. I can’t say it’s perfect now, but that's why we need to collect data in order to decide how the game balance will be improved. Additionally, all heavy tanks have reduced turret and hull maneuverability, and now it’s possible to circle heavy tanks. All these changes are being tested as part of the new vehicle role system and game balance.
     
    Do you plan to add new players to Sandbox? Pankov:
    Each week we try to add new players of all skill levels – not just ones with good stats. Now it’s summer and many of those we invited aren't yet active, but we believe that interest in Sandbox will remain high.
     
    Artillery now has very good accuracy – but is it too much? Murazor:
    Artillery can no longer one-shot players, so we decided to increase its accuracy so it would be possible to make a predictable shot. The new "stun/ shellshock" feature was not in the game before and we haven't set in stone how it will function. There will be an opportunity to decrease the duration and strength of the stun. Yes, it can be annoying, but now you can easily go out and make a push on the enemy team, safe in the knowledge that you won't suddenly be destroyed by artillery.
    However, one of the new features that we plan to test is the prohibition or limitation of artillery when playing within a Platoon.
     
    And what about a bonus for tanking? Pankov:
    We're implementing it little by little. When we were originally ready to release it, we felt that it gave too large of a bonus and that we couldn’t make it right without making more changes. Almost the same thing can be said about the bonus for artillery assisting.
     
    Why does the Т110Е3 have a 120mm? Murazor:
    We are rebalancing tanks that are over-powered. There can't be any super-armor and super-alpha damage tanks, but I don't really like the current balance on the T110E3. It'll be upgraded later. We also need to take into account that the rebalance will limit the number of tier X tanks in each battle.
     
    Have you planned anything interesting for maps? Pankov:
    Some of the more "problematic" maps will be added to Sandbox. But for the moment, we want to focus on more technical aspects first.
    Murazor:
    Some of the problems with maps will be resolved with the new balance changes, as due to the new vehicle roles and changes to artillery, players should be behaving differently on the maps.
     
    Will Stun/Shellshock be the only feature artillery will have? Murazor:
    Yes. There won’t be any smoke shells, spotting shells, etc. We have discussed it more than once and don't plan to include them, because that that average teams may not be able to use them effectively. Smoke rounds risk interfering with the gameplay experience of allied players and could negatively impact gameplay.
     
    Why is it forbidden to livestream from Sandbox? Pankov:
    We're not ready to allow unlimited streams yet. Some changes are coarse and untested, and streams could worry players that are not aware of the purpose of Sandbox. It's a very important project for us. Later, there will be both official and unofficial Sandbox streams and videos.
     
    Because of the large splash range, artillery mainly causes damage to allies rather than opponents. Will you be doing something about this? Causing damage to allies will result in penalties. We feel this is the best way to discourage players from shooting near allies, but the system is currently in development.
     
    I read that balance changes will initially focus on tier X and after that, changes will be made to lower Tiers. However, there was an opinion that tiers VI and lower won’t be changed. Is that true? Murazor:
    It’s not true that there won’t be any changes at all, but there will be fewer changes for the lower Tiers. Our new role dynamics are for high-level vehicles. There will be changes for lower Tiers, so that they are more balanced and enjoyable to play, but no significant changes are currently planned.
     
    Platoons of tier VIII vehicles are always in the bottom of the matchmaker list – are you aware of this problem? Pankov:
    We're aware. Right now, the matchmaker tries to match Platoons with other Platoons, and when it doesn’t find any Platoons of tier VIII vehicles, it looks among tiers IX and X. We're trying to solve this with the new matchmaker. 
    We are also considering a system of 33/33/33, where ~33% of the time a player is on top, ~33% in the middle and ~33% on the bottom.
     
    Are there any plans to change the situation with the +/-25% RNG? Pankov:
    For now we think that it's OK. There are no serious problems with it, even in the eSports scene.
     
    For how long will you be testing Sandbox? Pankov:
    For us, this activity is new and very complex. Our team will be working until the moment Sandbox players say the game has become better and they like the vehicles more. If there is a situation we test and in the end the players say that the balance on the main server is better, then won't change or release anything… But we hope we won’t have such a situation.
     
    How do you plan to improve the role of light tanks, besides handling and view range? Murazor:
    The spotting role will be returned to them – that’s clear. We want them to be the best scouts, but the problem is that light tanks don’t cause a lot of damage, as it’s difficult for an LT-8 to play with Tier IX and X vehicles with the new balance. I won’t promise anything right now, but we're currently testing different solutions.
     
    Will you be adding new Perks to Balance 2.0? Murazor:
    Of course we will, though for now it’s at the concept stage. However, we understand the current Perks are not enough.
    Pankov:
    The topic of Perks was raised many times, but first we want to focus on the balance for the new vehicle-role dynamics, and then we will consider introducing Perks for the same roles.
     
    What do you plan to do about Gold ammo? Murazor:
    We want to decrease its impact. Our goal is to increase the lifespan of tanks within a battle and there are several ways this can be done; all of which we plan to test on the Sandbox.
     
    Will you be adjusting the matchmaker so that there won’t be one team with seven tank destroyers and another with none at all? Murazor:
    We're currently working hard on the matchmaker, and ideally, it would consider this a problem. What the matchmaker will do is ensure there are an equal number of vehicles at tier VII, IX and X on each team.
     
    Do you plan to remove the “15 m from the bush” feature? Pankov:
    Currently, this mechanic is OK with us. When we move to a more accurate state of balance, we will see how this aligns with the new state of gameplay, but for now, we don’t plan to remove it.
     
    Aren’t you afraid players will be confused with the new vehicle roles? Pankov:
    This is certainly a concern, and as such we will be working to make things as clear as possible through information in the client and on the the website. We will be moving to the new vehicle role model gradually, so that players have time to adjust. Our aim is to provide additional information to the players about their tanks' strengths and weaknesses.
     
    Why are you afraid of making the balance +/-1 like in World of Tanks Blitz? Pankov:
    We think it won’t work as things are at the moment. Currently, we're making balance changes for +/-2 and we don’t want to introduce any artificial limitations as in this case. We feel that it would be boring to battle with +/-1.
    5. Video: First Feedback from Sandbox
    UPDATED ON JUL 6 AT 13:34  
    6. Vehicle Roles
    UPDATED ON AUG 4 AT 17:23 The video above includes an update on the current Sandbox server status, upcoming changes, and outlines our long-term goals with Sandbox and the cooperation of our players. Take a look!
    The Sandbox is a special server used for testing a prototypical game balance model, "Balance 2.0." Multiple versions will be tested  to help us choose what will change for the "live" game.
    Background
    Today, World of Tanks has more than 400 vehicles divided into five classes: artillery (SPG), tank destroyers (TDs), light tanks, heavy tanks, and medium tanks. But within the same class could be vehicles with completely different play characteristics and effective roles in battle. 
    It can be difficult for players to sort out this diversity, choose a vehicle they're interested in, then understand how to play it. We're reviewing a new system of tactical roles in WoT that can solve this issue.
    The long-term goal is to make a balanced, dynamic system of tactical interaction between tank roles in battle. The short-term goal is to calibrate and adjust vehicle parameters to avoid an obvious over-powering or under-powering of tanks.
    Seven Roles Being Considered
    Cavalry Fire Support Ambush Scouts Assault Dreadnought Artillery Some "hybrid" roles are possible, but these will require additional balancing.
    Cavalry
    These are mobile and relatively armored vehicles -- mostly medium and some light tanks. They're maneuverable with good gun handling. Tactically used to achieve narrow and quick flanking breakthroughs.   Effective in close combat with more heavily armored vehicles by using speed to gain position and attack weak spots. Typical cavalry vehicles would be high-tier Soviet and Chinese medium tanks. 
    The best examples currently on the Sandbox server are the T-62A, E-50M, Object 140, Object 430, 121.
    Fire Support
    Vehicles with good view range, effective armament and decent mobility -- but not heavily armored; autoloaders are great examples. The main goal for these vehicles is to support by causing damage to opponents from the second line of a battle whilst protected by more heavily armored tanks. "Up close and personal" is not the best tactic. 
    Examples of fire support: MX 50B, M48A1, Leopard 1, T57 Heavy Tank, Bat.-Châtillon 25 t, AMX 30 B, FV4005 Stage II, Centurion Action X, TVP T 50/51, STB-1
    Ambush
    The most common role for TDs. The key component here is stealth, using camouflage and the terrain. These are more skill-based tanks and stand out thanks to high firepower and excellent armor penetration. Ambush vehicles are not meant for battles at close distance. 
    Examples would be the Object 268, Grille 15
    Scouts
    These vehicles have the highest view range and excellent maneuverability. Details for this particular role are still being discussed. 
    Scout vehicles on the Sandbox server: T-54 ltwt, RU 251, T49
    Assault Tanks
    The tried and true role for light tanks, due to outstanding view range and maneuverability.
    Examples: T110E5, IS-7, T110E4, 113
    Dreadnoughts
    Mobile heavy tanks with good frontal armor; the main strike force of a team. Normally for battles at close and medium distances thanks to good rate of fire, armor penetration and alpha damage, but they're not the most accurate. Their objective is to secure and hold key strategic areas.
    Examples: E100, T110E3, IS-4, Jagdpanzer E 100, Type 5 Heavy
    Artillery
    Totally rebalanced and redefined for long-range support, using the new Stun/shell shock) feature. This reduces an opponent’s combat effectiveness and makes them more vulnerable to other allied fire. 
    The introduction of tank roles aims to both clarify vehicle abilities and strengths and to create more gameplay variety and depth. 
    The Sandbox environment allows us to deploy and test these prototypes, then collate player feedback and data, allowing for rapid iteration and revision.
    7. Phase One Complete
    UPDATED ON JUL 21 AT 10:53 After four weeks of testing, we have completed the first phase of the Sandbox. We have an incredible amount of gameplay data and user feedback; now we analyze. Because of that, the Sandbox will be temporarily unavailable starting July 21.
    The development team thanks everyone who participated in the Sandbox testing, shared detailed feedback and asked critical questions. We couldn’t do it without you!
    We can say that in the second phase, we'll be adding tier VIII and IX vehicles. More details on that in the near future. See you in the Sandbox again soon!
  13. Ozzyman314 liked a post in a topic by Griever in The Griever update.   
    So this will be an update to the update. We had the baby July 1st and things are good. Now I am trying to get back to tanking. I have been making plans and coming up with projects that I am going to do for this forum and our clan. I am (as long as things keep working) going start streaming on Fridays. I am also working on tank overviews not to be confused with reviews due to all of the changes coming. These will be minor breakdowns of the strengths and weaknesses of each tank with some basic game play strategy starting at tier 1 and working all the way up to tier 10 for every tank line in every nation. I am also testing my ability to capture game footage in the hopes of adding game play to these break downs and posting highlights from clan events and general platooning. I am also toying around with making a how to play ______ tank but I might just add it to the break downs. That's all for now.
  14. Griever liked a post in a topic by Ozzyman314 in The Griever update.   
    Congrats on the new baby! 
    Also great to hear you finally started streaming. Wish I could have joined you but I was in Canada for the weekend for Conbravo. Also went back to SGC/RTX in Austin, TX this year at the beginning of the month. 
     
    So things have been a bit hectic for me too! Hopefully now everything will start settling down and we can get back to tanking. Would love to join you for your next stream. 
  15. Griever liked a post in a topic by DeadlyPeanut in Tank Mini-Review German M41/90 GF **9.18 Updated**   
    The German M41/90 GF "Grand Finals" - Tier 8 Premium Light Tank

    **Update** With new MM this tank can and will see tier 6s, This changes the game completely, You can now trade and bully tier 6s , Avoid your Kv2s and high alpha tiers 6 and 7s they can and will hurt. But you can trade with your 76mm armed and lower tanks now effectively. The REAL kicker... that high pen HE that was useful and kinda cool... is an absolute just OP son of a bitch now when your top tier. 102mm pen HE can pen many tier 6s heavies... frontally, side is easy-peasy, avoid the tracks. This tank and the amx 13 57 GF were two high tier light premiums both now are just Overpowered status, dare I say. Both were my most used premiums pre-patch now I actually feel dirty playing em. The absolute filth you can dispense on people in those tanks is wrong at times. The AMX 13 57 GF is limited by ammo, yes I do run out... often now. This tank caries enough, but I have run out once before. I suggest an ammo load in this thing of 18 AP 4-8 HEAT rest HE either 18 or 22 rounds... sounds stupid but I use far more HE then AP , I rarely use HEAT anymore.
    Be very smart with ammo choice, I love the added complexity ammo choice is key and its something im trying to nail down. All three round are usefull, AP is solid , Load HE and goto town when top tier, still amazing for side shots or removing tracks when middle/low, HEAT for those tough nuts to crack
    Play this tank as I described when low tier or even middle though you can be very aggressive even middle... but if you get top tier and your faced against T6s and T7s , just unleash the beast. And some video evidence  
     
     
    As you can tell I love this thing and the AMX 13 57 GF, but I fear wargamming will have to nerf bat these even if they are premium they are just wrong now, if they dont nerf em they will likely never sell them again, if they do you are unleashing a cancer that no one wants right now.
     
     
    _______________
    So I decided to write a little mini-review of this tank, and possibly future tanks if people like this review. The tank is available now to buy or even better to rent for free via in-game mission, which is an amazing idea and I hope Wargamming does it for future premium tank releases. The renting it via in-game missions is the main reason I bought the tank because I got to try it for free.
    This review is based solely on my own play with this tank and as a disclaimer I'm no unicum uber leet WoT pro. I would self describe myself as above average and I only got there just threw playing the game and watching some streams of good players. I just play the game to have fun and attempt to be half decent.
    So on to the tank and review. I will list pros and cons, how I like to play the tank, how to not play the tank and an overall what I think of it. Ill try and keep it short and sweet. Also feel free to ask questions in replies if its a good thoughtful question ill add it to the original post and try to answer it.
    Pros
    Its a fairly agile light tank, can easily flank and re-position
    Its got great DPM, 2,275 stock, This puts it well above the super pershing and even the FCM 50t, both are good 90mm armed Tier 8 Premiums
    Good penetration for a light tank, 182 AP, 250 HEAT. Stock AP round handles decently
    High penetration HE round at 102 Pen, Nasty surprise for light tanks and this tank will often be fighting other lights, also useful against lightly armored parts of tanks, namely the turret "shields" on the waffle line of TDs
    Decent Accuracy at 0.36 making it a capable sniper
    Decent on the move and turret rotation dispersion values making it capable at snap shots and moving shots 
    Good aim time
    Overall great gun handling
    Decent Gun depression at 8 degrees, thought it does lose 2 degrees from its counterpart, The M41 Walker Bulldog, 2 degrees that is missed and noticeable
    Premium tank credit boost per battle
    Lower real money cost ~31$ vs 52$ of other Tier 8 Premium heavies
    Cons
    Low HP- 1,100
    Matchmaking- Gets tier 8 light matchmaking, meaning you will never truly be top tier, this tank sees battle tier 9-11 games
    Fairly large size for a light tank
    Really poor camo values making it a very poor passive scout and limiting sniping ability
    Low-ish alpha the 90mm is good vs other lights and tier 8 mediums, but against tier 10 tanks, especially heavies, its kinda a tickle cannon
    AP round has limited use frontally verses tier 10 heavies and some mediums, has limited use on side flanking shots against heavily armored tanks , IS-7, E-100 to name a few, Even the heat round struggles frontally on heavily armored tanks
    Almost non existent armor, you may get a lucky auto bounce but that's about it, vulnerable to HE rounds , especially high pen HE, IE other opponents in this tank or British HESH rounds
    You cant stand toe to toe with most tanks, low hp, low alpha and often being out tiered make it a losing proposition most of the time
     
    This is obviously a flanking tank, a somewhat decent active scout, moderately decent support sniper. Sniping is limited though once spotting you go down fast and its a large tank with poor camo. If you can remain unspotted or not shot at and be able to use this tanks good DPM you will be rewarded.
    This tank also wolf packs with other Russian mediums or other agile tanks very well. You have the speed to keep up and even out run em. Let the Russian tanks take the shots and stay slightly behind em supporting em. Unfortunately this tank will not last long if its the target of Russian mediums they out class you in every way and will make short work of you. I have had good success and fun when being on the winning side of a medium rush. You may need to use HEAT vs Russian mediums though the AP round wont cut it vs the upper hull a lot of the time and the turret is just troll levels of annoying the HEAT wont make it threw that.
    You always want to be flanking or supporting with this tank. In the beginning of the battle I stay ahead, often with the high-pen HE loaded if there are other light tanks on the other team but don't go too far ahead of your team always make sure they can cover you, even a non-pen hit with HE often tracks leaving a nice juicy target for your team. From there you can wolf pack with the other mediums or find yourself a spot to support your team. Always keep an eye on the map and feel free to re-position when needed. Stay alive and get those shots in. This tank has limited HP and 95% of the time you get hit its going right threw the armor.
     
    How NOT to play this tank- Don't sui-scout, resist the urge to use the speed and rush far ahead of your team and just quickly get shredded in the first few minutes of the battle. Never try and "hold the line". If your flank is losing re-position. you have the speed to re-position quickly. Stay off the front lines unless your in a dominating position getting ready to pounce and get in the killing shots. Never go shot for shot with other tanks this tank "trades" very poorly
     
    Overall its a fun tank but its limited by its survivability, almost always being out tiered due to its scout MM. Its a great flanker but there are other mediums that are better at flanking. It can be played both aggressively and more defensively. Though WoT matches in general are usually dictated by aggressive play not defensive play. It has decent credit earning potential which is one of the main reason I play premium tanks but its not as high as the FCM 50t. You need a good amount of map awareness when playing this tank. It never wins alone or in strait up fights you got to play dirty. If you find yourself against other lights you can trade but this severely limits your HP for the rest of the match leaving you pretty much a 1 shot kill.
    Its scout MM is probably one of the more annoying aspects of the tank you feel really limited in battle tier 10-11 matches. You lack the alpha and pen to hurt the heavies, Russian mediums just eat you up and spit you out and often have just enough mobility to not let you escape. Most guns of that tier really hurt if not 1 shot you with the limited HP. This tank is kinda a glass cannon but its cannon is DPM and sustained fire not alpha, popping over the hill and sailing a shot threw another tank sure will hurt but its gonna just piss em off vs most T9 and T10 tanks. When you can get into a spot where you can punish tanks without receiving any fire back cause they are usually distracted with more immediate threats is when you really put the hurt on.
     
    Feel free to comment below this "Mini"-review ended up being a little longer then I intended but o well 
     
     
     
     
     
  16. RuneX liked a post in a topic by Griever in Victor Kislyi Talks Future of World of Tanks   
    Throughout the years, everyone at Wargaming has been working hard to make World of Tanks not only a great game, but one that evolves and grows. This dedication to improvement comes right from the top -- Victor Kislyi, the founder and CEO of Wargaming. Game Development has its challenges, but we're armed with the best ammunition possible -- the feedback of players like you.
    Paul Barnett, Director of Community in North America, recently sat down with Victor and some of our players to discuss what Wargaming has planned for World of Tanks now and into the future.
    Going in a New Direction
    Update 10.0 "Rubicon" served as a wake-up call for how we develop our games. While ambitious, it became clear that many of the features we planned were not going to be as successful as we had hoped. Afterward, the development team saw major changes, including a dramatic shift in leadership, in order to radically rethink how we viewed our development efforts, not to mention more intimately understand World of Tanks.
    The result: a refocused effort on development built on a foundation of community feedback. The seeds of this can be seen in our most recent update, 9.14, which adds more realistic physics and sound effects and a host of new features.
    The Next Update and Beyond
    Since its launch six years ago, development on World of Tanks has never stopped. As an "always live" game, making dramatic changes to the game a serious challenge. But, real change is necessary, and that change will be the result of intense analysis and testing to ensure that everything we change makes sense for the game and the players.
    The next update will see the first major changes to the game, most notably a major rebalancing of vehicles. While this will all happen over time, we're looking at all aspects of vehicle balance, including improvements to Premium vehicles and theremoval of Rampage Mode. And that's just the tip of the iceberg!
    Victor, the Tanker
    Victor is not only the CEO of Wargaming. He's a tanker just like you! 
    Watch the video above to hear more about Victor and our games!
  17. Griever liked a post in a topic by Shinigami9900 in The AJSA needs YOU!!!   
    Sure i've been waiting for a reason to keep playing this game 
    (IGN-Shinigami9900)
  18. Griever liked a post in a topic by hejien in Read this first! (Invite/join guide within)   
    Hi guys,
    I am newcomer and played not much WoT before because i hadn't anyone to play with! I would love to join the Clan and play some matches with yall :-)
    http://worldoftanks.eu/en/community/accounts/501318482-hejien/?utm_source=global-nav&utm_medium=link&utm_campaign=wgnp
  19. Ozzyman314 liked a post in a topic by Griever in Update 9.14: Are you ready? Because it's here.   
    9.14 Update Notes
    Improved Vehicle Movement Physics
    Now you can skid, slide, flip tanks upside down and perform maneuvers you never thought possible in World of Tanks! Moving around maps is more dynamic and lets you be more precise with your speed and movements using the control keys. See here for more details.
    Improved SoundWith the release of Update 9.14, you'll notice a huge difference in the way the game sounds. We've moved to the Audiokinetic WWise sound platform, making the sounds more informative and realistic. The sounds you hear will actually help you understand what's happening in battle without even seeing it!
    All the new sounds added in Update 9.14 were recorded using authentic vehicles at a real proving ground! You can now hear details like never before, including gearbox shifing, ricochets and shells passing by.
    See here for more details. Other Features
    Update 9.14 also brings some other features making aspects of the game more comprehensible for new and even veteran players. 
    Minimap
    We added the option to see your view range, maximum spotting range and draw circle on the minimap.
    Personal Reserves
    Personal Reserves are now available in all game modes, except for Battle Training, Tank Company Battles and Training rooms.
    Modules on Low-Tier Vehicles
    We've simplified the way low-tier vehicles and their modules are researched, helping new players understand how to move up through the tiers. 
    See here for more details.
     
    Improved Sound in Update 9.14
  20. Griever liked a post in a topic by DeadlyPeanut in Update 9.14: Are you ready? Because it's here.   
    The new sounds are just amazing. Everything sounds so meaty. The old sounds were good but everything is deeper and sounds like it has more power behind it. Also the variety and meaning of all the different sounds is great.
    As far as the improved movement it seems very situational, for slow tanks there is almost no change imo or at least i havent found a use for it and most tanks in this game are slow.. But I was driving my walker bulldog and could see how the hand break could prove to be pretty useful with practice, you kick that in full speed you can easily swing your tank into a 180 in almost no time and without needing much room and GTFO... a very useful ability for any light tank
    Time will tell to see how people use the new physics to their advantage its a pretty large change to how tank movement works. But the sounds... just awesome
  21. Ozzyman314 liked a post in a topic by Griever in Update 9.14: Are you ready? Because it's here.   
    9.14 Update Notes
    Improved Vehicle Movement Physics
    Now you can skid, slide, flip tanks upside down and perform maneuvers you never thought possible in World of Tanks! Moving around maps is more dynamic and lets you be more precise with your speed and movements using the control keys. See here for more details.
    Improved SoundWith the release of Update 9.14, you'll notice a huge difference in the way the game sounds. We've moved to the Audiokinetic WWise sound platform, making the sounds more informative and realistic. The sounds you hear will actually help you understand what's happening in battle without even seeing it!
    All the new sounds added in Update 9.14 were recorded using authentic vehicles at a real proving ground! You can now hear details like never before, including gearbox shifing, ricochets and shells passing by.
    See here for more details. Other Features
    Update 9.14 also brings some other features making aspects of the game more comprehensible for new and even veteran players. 
    Minimap
    We added the option to see your view range, maximum spotting range and draw circle on the minimap.
    Personal Reserves
    Personal Reserves are now available in all game modes, except for Battle Training, Tank Company Battles and Training rooms.
    Modules on Low-Tier Vehicles
    We've simplified the way low-tier vehicles and their modules are researched, helping new players understand how to move up through the tiers. 
    See here for more details.
     
    Improved Sound in Update 9.14
  22. Ozzyman314 liked a post in a topic by Griever in Update 9.14: Are you ready? Because it's here.   
    9.14 Update Notes
    Improved Vehicle Movement Physics
    Now you can skid, slide, flip tanks upside down and perform maneuvers you never thought possible in World of Tanks! Moving around maps is more dynamic and lets you be more precise with your speed and movements using the control keys. See here for more details.
    Improved SoundWith the release of Update 9.14, you'll notice a huge difference in the way the game sounds. We've moved to the Audiokinetic WWise sound platform, making the sounds more informative and realistic. The sounds you hear will actually help you understand what's happening in battle without even seeing it!
    All the new sounds added in Update 9.14 were recorded using authentic vehicles at a real proving ground! You can now hear details like never before, including gearbox shifing, ricochets and shells passing by.
    See here for more details. Other Features
    Update 9.14 also brings some other features making aspects of the game more comprehensible for new and even veteran players. 
    Minimap
    We added the option to see your view range, maximum spotting range and draw circle on the minimap.
    Personal Reserves
    Personal Reserves are now available in all game modes, except for Battle Training, Tank Company Battles and Training rooms.
    Modules on Low-Tier Vehicles
    We've simplified the way low-tier vehicles and their modules are researched, helping new players understand how to move up through the tiers. 
    See here for more details.
     
    Improved Sound in Update 9.14
  23. Griever liked a post in a topic by MizterJ in Set sail with the Angry Armada!!!   
    I'd be glad to join the Armada, of course im not playing alot of Warships at the moment, but i can still play when needed
  24. Griever liked a post in a topic by Tarbizzle in Set sail with the Angry Armada!!!   
    31 views and no replies? Nobody sent me a message to join the team either. Don't be shy, we aren't that scary. 
  25. QuickAlarm072 liked a post in a topic by Griever in Read this first! (Invite/join guide within)   
    We are the AJSA’s official NA World of Tanks, Planes, & Warships clan - A growing group of fun loving guys and gals who enjoy playing games, telling jokes, and blowing stuff up. If you are interested in joining, post your IGN here or go here http://na.wargaming....recruitstation/ to apply to the clan and put Banana Beer in your comment.
     
    I would also like to say that this can be a very competitive game and that we do require and encourage the use of voice chat when in platoons, team battles, clan wars, & stronghold battles. We do have our own TeamSpeak channel and expect everyone to use it. Along the same note, to be included in any team battles, strong hold battles, or clan wars you will need to be in TeamSpeak due to the competitive nature of the game modes. You don’t have to speak I know some people are shy but you will need to listen for verbal queues for where to go and what to shoot at.
     
    We are accepting anyone and everyone of all skill levels that want to come and show support for the AJSA in World of Tanks. We have certain days of the week where we run platoons and team battles to help members tier up and get better at the game. We also host a clan wide training session every other week on Wednesdays, where we go over map tactics and some of the more advanced game mechanics in more detail. We are also doing Stronghold battles every other Friday. This is where we battle other clans to earn industrial resource to build up our stronghold in the hopes of being able to activate various bonuses such as more credits, experience, and crew experience earned in battle.
     
    As the other games grow we will start hosting events for them as well. This clan is persistent over all of the Wargaming.net games.
     
    And, as always, we look forward to seeing you all out on the battlefield!