Showing posts with label gold. Show all posts
Showing posts with label gold. Show all posts

Thursday, July 25, 2013

World of Tanks: Ammunition

So after some changes to how your ammo works in world of tanks and through playing about 6,000 more battles since I wrote the Gold rounds and You! post, I've decided to rewrite my post about ammo.

Please note that using gold rounds is not cheating or being cheap. They've been part of the game for a long while and since APCR and HEAT has recently been nerfed a bit. I can't see why people would complain about someone using gold, to me it's as silly as someone complaining about someone using a repair kit or a fire extinguisher.

Types of Rounds

  • AP is the standard ammo and has a normalization of 5 degrees. Normalization by the way means that angling is just that bit less effective.
  • APCR is generally a premium ammo that has a normalization of 3 degrees. It has a greater penetration value of AP however it loses more penetration the further it flies. You'll only really notice this with across the map shots or when that piece of armor you hit is really angled.
  • HE is a standard ammo that explodes when its penetration value hits zero causing splash damage. It is most useful for artillery, resetting a base when you need to not bounce (aim for tracks), and dealing that last 1% of a tanks health that is hard to penetrate. (hull down T34)
  • HEAT is a premium ammo that has greater penetration then AP but automatically bounces off 80 degree or greater and has no normalization. It also loses a lot of penetration when it hits spaced armor so in certain cases it is more advantageous to use AP shells due to armor layouts.

General Ammo Layout

Standard Tanks

For my standard tanks I generally go with 60~80% AP, 20~40% Gold, and 0~2% HE. Some times I'm very lazy or a tank has a low penetration value for its tier so I equip more gold shells to better support it vs +2 tiering or those tanks I can't penetrate otherwise if I can't get along side them. Depending on how many rounds my tank carries I'll have a handful of HE shells loaded for last second base resets or dealing that last 20/1500 health on a tank I can't easily pen without exposing myself to too much enemy fire. As an example I carry about 10% gold in my ISU-152 just for some awkward shots vs Tier 10's and 2 HE shells because I never run out of AP and I might need them for a side scraping E-100 that is capping.

Derps

For those tank guns that uses only HE and HEAT shells like the KV-2's short barrel the standard loadout is about 50/50 HE and HEAT. In most cases vs lower tier tanks HE is enough to deal respectable damage but it falls very short vs same or higher tier tanks. Lets say your potential damage is 300 HEAT and 400 HE. You'll probably do 600 damage in 2 shots with HEAT while you'll probably only do 200~350 damage with HE for those two shots. This is mostly why I never play derp tanks anymore, and for the fact that my ISU-152's tier 10 gun is much more satisfying with AP.

Artillery

  For artillery I generally load 70~90% HE and 30~10% Gold HE / HEAT and 0~3 shells of AP. For artillery AP and HEAT shells are rarely worth the chances of bounces / misses. Gold HE is great for when you have a lot of tanks clumped together so you are more likely to deal decent damage to all of them but your bread and butter is always HE.

Very small guns

And we can't forget them little tanks like a T-50 in a tier 9 match, pretty much you're not trying to shoot tanks unless they're other scouts but a good idea is enough AP / APCR to deal with other scouts and to harrass big tanks in the bum or some HE to peck at cappers / maybe dealing 0.1% of a big tanks health but generally I find myself equipping more HE then usual on these small tanks because what else can you do with them but tickle with those little guns.

Friday, June 14, 2013

World of Tanks: Getting started on World of Tanks

Welcome tankers to the wonderful world of tanks! Most of you are probably new to the game, while some of you are extremely new. Through my experiences in battle I've learned a lot of things about tanks and tanking that a lot of newer players should know.


Go for a KV-1 with the 85-mm
My first advice is to go for the KV-1, it is only around 20,000 exp to get from tier 1 and with an average of about 500 experience a battle you'll get it researched in around 40 games. The reason why is that it is arguably one of the very best tanks at tier 5 and you'll be able to learn a lot of key things in this tank. The first being how to angle your armor to minimize damage taken along with how to brawl. You'll see where the heavies normally go every time in maps, join them and play along with the others, and if you aren't in the top tier then hang back behind them and wait / move around to get damaging shots.

Also this is a good time to talk about equipment and consumables on your tanks. Get yourself Ventilation (+5% to crew effectiveness), Rammer (+10% to reload), Toolbox (+25% repair). This is so your can shoot faster and when you get tracked you can repair it faster and get back into the battle. For consumables ALWAYS First aid kit (4,4 to heal driver), repair kit (5,5 to repair tracks), fire extinguisher (reassign to the space bar or an unused mouse button). 3,000 credits might look like a lot but the amount of experience and credits you could get that match can pay for it so many times over.
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Crews
Your crews are very important, never run a tank above tier 3 with a crew below 75%. That 20,000 credits per crew member means so much I can't describe how useful that 25% training is, that 23,000 experience needed to get from 50% to 75% means your crew could have been 86%. That little bit faster reload rate, turn speed, acceleration, accuracy, etc means the difference from having an average game to a good or great game. Imagine all of the scenarios where if that one shot hit or you reloaded half a second faster and killed that guy capping / killing you.

Also when you get 100% on a crew go for Brothers in Arms on every single crew member (it only works if all crew members has Brothers in Arms trained to 100%) or go for all camouflage (scouts / tank destroyers). For your second skill if you don't have Brothers in arms already I suggest all repair. The number of times I've had to waste a repair kit on my tracks so I wouldn't be instantly killed by half the enemy team and the number of times I've lost a brawl because I couldn't turn my turret fast enough when tracked is too numerous to count in those 9,000+ battles. Also don't sell any crew that is above 75%, just move them to the next tank or keep them in the barracks for another tank.


Ammo
Now it doesn't matter so much in lower tiers but once you get to around tier 4 where armor values start to matter your general ammo layout should be 50~90% AP, 10~50% Gold, 0~0.5% HE rounds. Tanks with HE rounds as their primary (artillery and derps) are special cases and can be covered later, just remember that.
  • AP rounds are your bread and butter, aim for weak spots sides, ass, lower plate on chassis, driver and machine gun ports, and hatches on the top of the turret. Also if you get a good shot at the roof of the tank chassis that is generally has a very low armor value.
  • Gold (HEAT / APCR) always buy for credits and live within your means, these are just for those tanks you can't damage with regular AP in your current situation or for those tanks that need to die and you can't risk non-damaging shots.
  • HE reserve it for those shots where you need to reset the cap by shooting someone where it can splash their tracks.

 Those invisible tanks
So because of the spotting and camouflage mechanics you'll encounter situations where you can't see the tanks that shoot you. This is either because their really camo'ed up or so far away you can't spot them. If you can't spot them and they are shooting you, just pull back behind some cover and reposition. And remember that you have to be behind bushes for them to really take effect, not inside. Also all bushes in 15 meters (when they go from see through to not see through) will stop providing you camo bonus when you fire.


Join a Clan
One of the best things you can do is join a clan, that way you'll have people to platoon with and learn with like -JLA-. World of tanks is a team game, so get some friends and platoon or tank company with them. So many of the people who has joined my clan has told me how much better their win rate and efficiency (a generic metric that says about how well a player is) because of the tips they've learned by playing with and learning from each other.


Always Strive for Better
Besides setting goals like get X tank you should set more interesting goals for yourself that don't require just sitting at spawn in every battle without firing a shot. Generally I shoot for damage and experience. Currently my average damage per battle in tier 8 is around 2,000 so my goal is about 3,000 for me to call it a great game. Another good metric to go by is average experience (my current is around 700 but I've been shooting for about 1,000+ every game).

Generally try to do your health worth in damage every game, so if you have 1,500 health and you do about 300 damage a shot try to get a minimum of 5 damaging shots in every battle (not including kill shots where the tank only had 50ish health). If you do that, you'll find yourself in the top half of your teams score almost every game.


Going down the lines
So after you've played enough battles in your KV-1 to get some experience under your belt and you've read guides, wiki, forum, and stuff to learn about spotting, camo, angling, etc where should you go from here unless you want to only play a KV-1 for the rest of your tanking career. My advice is to play different tank lines like a tank destroyer, artillery, medium, and light and see what kind of play style you like most. I do say focus on only three separate lines of tanks at a time. Generally I'd say something like two heavies and one medium line (IS-3, T110E5, T-62A or M48 Patton) but it really depends on you after you get a grip of how the game plays. Just don't try to grind 5+ tank lines at once, you'll always be strapped for credits due to all the tanks you'll be buying


Using Gold
So lets say you get your hands on some gold from maybe a promotion, an event, or you just bought a few dollars worth of it. If it is your first gold I suggest getting about 2~10 tank slots (so you can have more tanks to play with and you don't have to give up tanks you love to continue grinding). I also suggest getting some premium days whenever they go on sale or a premium tank like an IS-6 or T-127. It really depends on you but never use gold for anything but tank slots, convertible exp, or premium days.

Thursday, April 4, 2013

World of Tanks : Simple Basics and Tips

So there are some basic tips and information that some newer people would definitely benefit from learning. Hopefully I can contain myself without delving too much into the what and how so people won't get confused by too much techno-babble.

Consumables
These include things like ammunition, repair kits, fire extinguishers, and chocolate. They are one time use items that you have to either manually purchase or set up to automatically reload after you have use them on your tank (My suggestion is to always turn on automatic resupply). In essence for ammunition I suggest a split of 60~90% regular (default), 10~30% gold (switch it to "buy with credits"), and 0~5 rounds of HE (if it isn't the default).

For the other fancy consumables (4,5,6 keys) I suggest the first aid kit (4), repair kit (5), and a fire extinguisher(6) on every single tank. Believe me that this load out is worth it even on a tier one. The amount of exp and credits you'll lose compared to that 3,000 credit cost for an extinguisher is silly. The first aid on the 4 key to fix your driver fast is great for fast tanks where mobility is life, and the repair kit on the 5 key to fix your tracks fast is also a life saver.

Please note to always turn on automatic resupply, you don't want to enter battle with just 1 HE round loaded.

Your First Gold
So my recommendations on how to use it...
  1. Get about 5~10 tank slots to start with (you'll use them all up fast) 
  2. Get a premium tank
  3. Train a crew to 100% on a tank you use a LOT (preferably one you won't sell for a long while and is higher tier like 4~6)
Converting gold to exterior effects like camo or converting gold to exp / credits is not worth it when you are new. The tank slots will be used and since you can hold more tanks you can grind more different lines while keeping your favorites. For a premium tank it all depends on what you are willing to put into it. A T-127 is a good tier 3 premium since it can bounce pretty much anything auto-loader it will see.If you want something larger an IS-6 or a T34 are great tier 8's while a Ram II is a decent Tier 5. Anyway the reason I say you should get a premium tank is that due to having a credit bonus and cheaper repair costs you will be able to make a lot more credits then with a regular tank. As a note tier 8's generally see 40,000 to 80,000 credit profit per battle with a premium account (50% bonus to credits and exp if your account is premium)

Staying Alive
So you want to stay alive longer so you can deal more damage and earn more exp and credits. My biggest advice is hang back for the first minute or two of the game. Don't just hide in a corner but slightly back from the front lines with a place to hide behind so you can deal damage to enemy tanks while you figure out where to go to deal more damage safely. Never rush straight at the enemy without an advantage like across the field on Malinovka.

One of the easiest ways to stay alive is to not be seen in the first place. If you are shooting in some bushes please remember that all bushes within 15 meters will not hide your tank when you shoot. So if you want to snipe at someone without them seeing you the bush in front of you has to be 100% non-see through. So as long as you can't see through the bush, it will pretty much always grant you a cover / camouflage bonus.

Also when you are spotted and there isn't much physical cover such as buildings you'll probably want to start moving. Unless you know you are not spotted constantly moving is one of the best ways of making sure you don't suffer the shell end of an artillery. I can't count the times I see people just stand still to shoot a tank 2~5 times giving my artillery enough time to zoom all the way in for that perfect shot on their engine block. Rocking back and forth a bit, maybe turning a little to the side as you rock so you're not going into the exact same place every time and keep in mind that artillery might be focusing on you can keep you alive a lot longer.

Angling your tank
Since you have the most armor on the front of your tank you'll want that end facing the guy shooting you. You'll want your tank facing almost directly at the guy shooting you, not directly facing since a 5 to 10 degree angle will increase your effective armor making you slightly harder to kill. If they have a good angle on your rear / side your best bet is to move as you rotate since they'll have to turn their turret as they aim at you giving you a little bit more wiggle room since they'll be just that much more likely to miss.

Some one off tips
  • If someone is moving around you fast, remember that you can turn your tank and your turret at the same time.
  • Remap the fire extinguisher to an easy to reach button like on the mouse so when you are set on fire you can put it out FAST
  • Remap your shift button to an easier one, you'll use to zoom in/out feature a lot and scroll lock sucks.
  • Never run anything under a 75% major qualification crew, the performance difference is just too large.
  • Equipment (vents, rammer, etc) is worth the few million credits, especially on tanks tier 6 and up since you'll be keeping them longer then an hour.
  • If you are camping, do it where you can get shots in. It isn't worth sitting somewhere that won't see action until the battle is over.