Showing posts with label wiggle. Show all posts
Showing posts with label wiggle. Show all posts

Sunday, May 5, 2013

World of Tanks: Arty Safe

So being 4:20 am I decided that I wanted to write another post right now about my views on being safe from artillery. I'll be expanding this post and working on some of the others later with pictures, but for now enjoy. While playing tanks you'll probably have gotten smacked by an artillery shell or two at an ill conceived time and you've problem sat up next to a building or mountain to block the rain. This simple act is what I like to call cowering next to some arty cover. Being "Arty Safe" is more then just sitting next to a tall object.

My definition of arty safe expands out quite a bit from just sitting next to a tall rock and gets into the lines of not so safe, but safe enough. Remember the key is to keep your presence in the battle and not just hide. You're doing no good for your team if you can't deal damage until your allies are dead and they come to mop you up.


Cover
High Cover
This includes mountains, houses destructible or not, cliffs, and pretty much anything that provides at least cover from 40 to 80 degree of angle protection (0 being a straight line to your face and 90 being dropped direction down on top of you). No matter what artillery can do they can only hope to splash you but offers zero or 1/100 chance of a direct hit. This is the easiest cover to spot and use such as the bridges on port to the houses in the city on Ruinberg. It is good to use, but keep in mind that you want to still have presence in the battle. You won't have access to this at all times, if you notice most of the heavy's brawling areas are centered around locations with high cover because it negates most of the artillery interference, especially when they sit relatively still (in the same spot) to wiggle.

Low Cover
This is generally barriers that offer a lot of protection from 0~10 degree attacks (tank to tank) but leaves your roof relatively open such as the walls in the city on Mines or being hull down in a dip in terrain. The cover you're receiving is mostly from the front of your tank and if the artillery lobs it short they'll likely do no damage. This is very bad cover from artillery shots but a lot of times you'll be more threatened by the other tanks and will require you to be where you can reliably trade shots then trying to peek-a-boom around a corner at a much slower pace. Generally your goal if artillery is on your mind is to not be the easiest target nor the juiciest.

No Cover
So there is no artillery cover, to better protect yourself you have to make shooting your tank a lower priority to the artillery by making it harder for them to hit you. If you are moving back and forth artillery is more likely to shoot the guy sitting still then you, likewise if you are on the far side of a hill from the artillery they'll have a harder time getting splash damage and will also be less likely to hurt you. However I'll go into those things as well later.

Not being spotted
And I think I should put this in as well that unless a more skilled artillery player is paying attention to tanks that are not lit on the field and purposely trying to kill you, you really don't have to worry. I've killed a few tanks by following tracers, and a few more artillery doing the same thing but it is not as common while easier targets abound.




 
Things you can do besides using cover!
So besides hiding behind a rock which can get you killed a lot more often then you think, mostly by flanking enemies that will either hit you in the bum, or force you to move out of arty cover to be safe from them. I've killed a good number of tanks that where being arty safe, until they pulled back a few meters because they didn't want to get shot by an allied tank.

Speed
Hitting a moving target is quite a bit harder then hitting a stationary one, especially when they are moving sideways to the arty's position and not just toward or away from them (it sucks having a target move outside of your arch and you have to turn the tank to continue following them). Now moving in a straight line at the same speed isn't that much harder to hit, especially if an allied tank doesn't track the bugger before my round lands but there are a lot more near misses from being a half second too soon / late on firing. The best way to use movement to avoid being hit is to weave a bit, turn slightly left / right and if you want to get fancy slow down or speed up. that 5 degree turn at full speed with a shell travel time of 2 seconds means my direct hit splashes no where near your tank.

Terrain
Besides cover, the best kind of terrain is being on the back / far side of a hill. A good example is the dunes on Sand River. Because of the angle of the terrain an artillery has to directly hit your tank to deal damage because a meter or two short or long means that shell is exploding at the top or bottom of that hill which is no where near your tank on the middle. Likewise if your tank is on the near side of a hill, that artillery shell cannot land anywhere further away then a meter (nice splash damage range) due to it falling short or long.


Being less juicy
You really need to play some rounds in an artillery to know about this which is pretty much priority and ease of hitting. If artillery is already looking at you, they'll be more likely to continue shooting at you then the easier guy to hit on the other side of the map because of the hassle of turning the tank and re-aiming. If you are sitting behind a rock and they have nothing really easy to hit but are already looking at your direction, expect a shell to come flying in if you decide to peek around the corner to shoot someone. It is hard to describe target priority based on all the factors but I'll just make a little list of things to help you base on how likely you'll be getting shot at. Many times I've seen artillery shells fall around me to the point of laughing because I was one of the few guys lit up, probably under the least amount of cover, and even though I was dancing they just wanted me to die already!
  •  Is anything blocking my accuracy ring?
  • Are they already in my firing arch? 
  • How likely are they to move before I hit them?
  • Are they about to stop to take the time to zoom in to shoot?
  • How much damage can I get off that shot?
  • Do I need to kill them?
  • Just die already!!!
  • Free Kill!
I don't so like the last section, but it can sit for now while I go to bed and think about it some more. However that is enough to get started with.

Saturday, April 20, 2013

World of Tanks: Maneuvering

As requested by a clan mate, I'm going to write a little post about moving around the map, especially in related too moving your little tank butt in relation to other tanks on your team. Now this might seem silly to devote a whole post too but way too many people don't seem to grasp how close is too close to an allied tank and will start hampering mobility. Generally in relation to team mates I follow two simple rules. The first is that you don't hamper back and forth movement by being directly behind a tank so they can retreat after taking a shot or pulling forward so they can take a shot. The second is to give enough side to side room so they can wiggle their tank.

Rule 1: Never be directly behind someone!
This is very important and covers a lot of situations, the first being is that if you are on a corner and three enemy tanks start pulling around it and you take your shot, you'll be backing up as fast as you can so they can't hit you back or lure them into your teams range of fire. If a tank is blocking you from pulling back then you're stuck with bullet holes in the side of your tank. Worst of all for the guy behind you is that if your tank isn't blocking the shot, your body pushing against theirs will sure make them more likely to miss making the damage you're about to take all the more pointless.

Another situation is you're driving to a position and the tank in front is going the same way, for whatever reason he decides to stop such as taking a shot or because he was hit by artillery the last place you'll want to be is sniffing his tail pipe. For one if he's lining up a shot you'll ruin his aim, and for two anyone shooting him has perfect shots on your stationary tank. (Also artillery is less likely to miss two targets)

Rule 2: Give tanks wiggle room!
I'm sure we've all been there where someone parked so close to your side that when you moved to angle your armor you've been blocked by doing so, or even when you turned your hull a little before pulling back and being stopped because your new angle caused you to grind up against the tank next to you. This is a bad situation to be in since you can't protect yourself as usefully as you'd want due to all the reasons listed in the last section, but also because side hugging an ally means that artillery will have an even easier time to hit one of you, and also the entire time you grind you'll be ruining accuracy. Generally I give about half a T-50's width or more depending on the tanks.

Taking that corner
Now with those two rules out of the way lets go into different situations and how to best move in them. To start that out lets talk about swinging around a corner to shoot someone or to push on them. Most tanks can just pull straight out, shoot, and then pull back but doing so will expose your weak side armor at a horrible angle meaning they'll more then likely deal damage to you or even track you in that very vulnerable state. This is why you always want to take a corner at an angle along the lines of 30~50 degrees so that more of your front is exposed then your side. This is especially true for tank destroyers, you want your barrel facing them as soon as possible so they should take a wider turn to compensate for not having a turret. (when you poke out you're barrel will be closer to the target compared to hugging the corner and turning after you expose yourself)

Driving past the Enemy
A lot of times when I am in a close up battle I tend to drive past the guy I'm brawling unless I can easily win in a face to face match. This is because not only do they have to turn their turret to hit me but unless they want to give me an easy shot into their side or rear armor they'll start angling their tank so their aim will be as disrupted as mine. Also if you have allies following your push either you or them will have beautiful shots on the side / rear of their tank or turret since they'll have to choose who to shoot at.

Being circled
Besides backing up to some wall / cover if a tank is moving fast around you, you'll probably have to turn your tank along with your turret to hit them. The best way to get their tank in front of your barrel if they insist on circling you is to imagine their path as a circle and your goal is to make that circle as big as possible so they have to travel a longer distance. If they are driving past me I go forward and turn so they have to make a sharper turn to get away from my gun while. Mix it up with whatever makes your barrel turn toward them the fastest like standing still or moving forward / backwards. Just make sure your barrel is NEVER rotating in the opposite direction of your tank, it will crawl slowly and take way longer then it should. A hellcat turning left and rotating its barrel right will actually make the gun slowly turn left because the turn speed is faster then the turret rotation speed.

If artillery can see you
First of all, do not sit still unless you have enough vertical cover to block artillery shots, like a 100 story mountain or hugging a 3 story house. The next thing is to move and don't do it in a straight line. As an artillery player the only thing easier to hit then a stationary target is one that is moving in a straight line. All I have to do is guess where your tank will be in 1~2 seconds (based on range) and BOOM splash or direct hit most of the time. If you veer slightly to the left then right, then right again artillery is much more likely to miss since just a few degrees of a turn can mean you're a whole tank length away from where the artillery is aimed at. Also being on the opposite side of a hill is good since there is less are for the artillery shell to splash near you since a little bit low means its hitting the top of the hill while a little bit high means it is hitting the bottom of the hill and no where near your tank on the middle of the slope.

TL;DR
  • Give people room to back up
  • Give people room to rotate their tank
  • If you think you're spotted, don't stand still and don't move in a straight line
  • Use hills for cover and to make it harder for artillery to splash you
  • Turn your tank while something is circling you
  • Drive forward / backwards to try and make the tank circling you take longer
  • Don't turn your barrel and your tank in different directions.
  • Finally, don't touch allied tanks, especially if the are shooting something.