Wow, that commentator looks like she belongs on nakednews…

terrain modeling is my number 2 biggest issue with the game and fixing it would be great, however, looking at that video and it makes me realize all the real hurdles they need to overcome…tipping, jumping, etc…I’d hate to be that bt there that didn’t really hit anything and just started cartwheeling. Not to mention stealth, underwater, leopards and things…ya, maybe they should just work on the sighting system instead…

Oh, and with the upcoming nerf to the Lowe pricing, everyone and his brother now has one, and I’m seeing matches with nine or so Lowes in them. Ugh.

Of all the maps, advancing on the Prokhorovka wooded side has got to be one of the most difficult things to do successfully. It’s very problematic because it is so heavily wooded that the standard “TDs are exposed after firing” rule does not apply. The bushes around a TD hiding in the woods temporarily no longer count, but there are so many other bushes that the TD is still practically invisible until you are on top of them.

My general preference is not to advance on that side at all, because there is such a strong benefit to the defense. The only exception would be if it was very clear from tracking enemy tanks on the mini-map that the enemy was almost all engaged on the farside of the RRT, and we had overwhelming force on the forest side.

I’m still trying to determine what the best way to tackle this tough nut is. I think if advance must occur, ideally you want 1 or 2 fast, but solid mediums like T-44 or T-54 to advance on the center side (i.e. the field-side) of the road. There they can dip into the shallow depression on the center-side of the road where they will be sheltered from at least some of the enemy fire. You then want the rest of your team to hold position and fire on any targets that are presented. You could try the same strategy with light scout tanks, but I don’t think they’ll hold up well enough and last long enough for this strategy to be effective.

If you don’t have a fast and very sturdy medium, I suppose the next step would be a broad based push up the front. The idea being you want to get all your tanks close enough to spot the enemy. So even if one tank gets knocked off the others are already close enough to negate the enemies’ camouflage advantage.

In general though, IMO in most situations, although not this one, sending 1-2 tanks forward while the others sit back is a very sound strategy. Most tanks shoot very badly on the move, and even high-tier tanks with stabilizers don’t hit that well when moving unless they are very close to their targets.

For example, as I mentioned in a previous post sending 1-2 mediums on Malinovka going North-to-South to shelter behind one of the buildings by the enemy base wins probably wins the match straight out about 75% of the time. The mediums need to be fast enough and hard enough to cross the field with at least 1/2 to 1/3rd of their health left. The other friendly tanks should sit stationary across the field and blast targets. This strategy is much more successful than a general rush.

Similarly on Komarin, fast sturdy mediums rushing through their base to shelter on the farside of the field can break the game wide open. Again other tanks should sit and blast at targets across the field rather than engaging in a general rush behavior. The enemy tanks will usually focus on the fast mediums, who concentrate on staying alive, rather than on the tanks shooting across the field.

In both these situations you need to notify your team in advance on what your behavior will be. If you don’t have sufficient shooters backing up your scout rush, these strategies will not work well.

A general rush into the unknown where you know someone is shooting at you is IMO a bad idea. Better to send a scout out, and lacking a sturdy fast Tier VII or above medium, a Heavy like the T29 is a better choice than a relatively fragile middle tier medium. You need whoever you send out to stay alive long enough for your shooters to whittle down the enemy tanks. Something like a Sherman is simply not going to last more than 1-2 seconds once it gets out in the field.

So while I agree that sending a lone T29 down the forest in Prokhorovka was a bad idea, I think Provkharovka is an unusual situation. In general a policy of sending 1-2 tanks forward while maintaining the remainder of your tanks as a base of fire is a good plan. Sending one section forward, while a second section covers it is a standard military tactic “Fire and Movement” which works well within WoT just as in real life.

This bothers me less than 3 GW Tigers and an Object 212 on the other side…repeatedly. Trying to grind out the parts for my IS-4 is making me become what I hate most…a hiding heavy.

But if I’m spotted…insta-dead. They don’t even have to come marginally close to hitting. Starting to get on my last nerve.

you sir, need to get out of the high-tiers, buy a garage slot and start up the american tank destroyer tree. that my friend is huge pewpew fun up until tier 6

I don’t have any real issues with arty, actually. I enjoy playing arty, though I’m limiting myself to my M41 grind right now in that regard, and arty is really necessary for breaking logjams like that Prochorovka wooded advance scenario discussed above. Arty prevents powerful heavies from ignoring sound tactics and disregarding terrain by threatening them in ways a lot of other tanks can’t.

True, the heavy arty can be very deadly, but I’ve been in many, many matches where GW Panthers and GW Tigers and Obj. 212s and the US equivalents have sat there…with zero kills, and frankly very little impact. Yeah, if you get a good arty driver in a high-tier vehicle, who knows where to position (which is half the battle in arty), and who gets some scouting, yes, you will die a lot. But it’s not that common that all of those things come together at the same time, in my experience.

Besides, without that arty, the lowbies on the ladder won’t have anything to shoot at! At least they can kill the arty sometimes…

A very thoughtful post about arty. And the last sentence gave me my first laugh today. Thanks!

Picked up the Panther. Stock Panther? Oh my goodness. I’ve already got all the engines unlocked and all the guns unlocked via other tanks. I can’t use any of them because the suspension can’t handle it.

Stock it’s quite slow. But the most shocking thing is, you have to drop back to using the best Pzkw IV gun. That stays the gun you use while you unlock both the suspension and the second turret. While the 7,5cm L/70 was great for a Tier V tank, it’s pretty weaksauce for a Tier VIII tank.

[Edit] That 7,5cm L/70 actually is doing better than I expected. Last match, it was punching holes into a VK4502§ and a Lowe pretty reliably – mostly from the side though – but it did much better than I expected.

I feel your pain, I recently unlocked and bought a Panther and was very disappointed that the only module/equipment the suspension could handle was the radio; really that camo net just overloads a 45ton tank? I’ve decided to just leave the thing in the garage and wait for next patch at the end of the month that will give me the Panther 2, I have other tanks I would rather play where the grind isn’t as bad as the Panther.

That’s not that different than the DB, it’s stuck with the L/70 as well for stock, until you upgrade the turret. It probably wouldn’t be so bad of a gun if WoT didn’t use a hitpoint system. The whole german medium line has been painful to try to work through, since every time you hit stock, you’re taking two steps back, and the 8.8 still remains the best gun even though you could get it back at tier 6. (And i went through two tier 6 tanks, the 3001H and P)

Heavies hide for good reasons in this game, and arty is definitely at the top of the list. Though it’s supposedly an anti-camping mechanism, it promotes it above all other factors.

That said, you might want to play arty some to get a better idea of where it can and cannot hit easily. I currently have both an S-51 and a maxed out IS-4, for example. By playing the S-51, I’ve found spots that seem like they would be simple for arty to hit that are actually difficult or impossible from normal deployment areas–the bottom of some gentle slopes on the Steppes map, for example, is usually unhittable for me, and I now drive there in my IS-4 and am perfectly safe from the eye in the sky.

Best I have is a Hummel, it’s just the splash from the huge mega arty that gets on my nerves. No worries, I’m sure I’ll get better at hiding and camping like I’m supposed to, it’s just not how I want to play.

And there is still the occasional no-arty or just one arty game in there. I am terribly close to the GW Panther though, I’m thinking I might pick that up and when frustration mounts on my side, turn the tables for a while. Or re-buy my Easy 8 and run around like a maniac hunting arty. There are plenty of options.

It’s just a bummer to finally break T9 and become the primary target. Especially when you need so much xp to unlock anything.

No doubt, and I’m the first to say that the game would, on average, be more fun without artillery despite the fact that I have one of the better ones sitting in my garage. I’d applaud its deletion so long as everyone else lost theirs at the same time.

I don’t really agree, because I think dodging arty adds a desperately needed tactical dimension to the game. It makes a lot of the more vertical terrain–rocks, cliffs, ridges–that much more useful, and it forces you to think in multiple dimensions. You can’t just set up on a ridge and blast away if there are Hummels and such looking to plaster you. And given the matchmaking problems, without arty a lot of matchups would be impossible for one or the other of the sides probably. And it’s fun to play–it’s a great break from what becomes an often stale slugfest.

I think too that once they get the freaking tracers back in you’ll see arty recede to being much less dominant in a lot of matches. The fear of counterbattery is pretty much non-existent now, as you can’t be killed by arty as an arty usually unless someone 1) gets a live spotter near you, or 2) gets really lucky and knows all of the good arty spots where you might be hiding. With tracers, arty spends more time watching for arty, and less time exploding random tanks simply because they can.

But I like blasting away from ridges, so there you go :-). Your point about tracers is well taken, however–in my S-51, I spend exactly zero time trying to do counterbattery these days, and only die from enemy arty if I’m spotted.

Yeah, I like blasting from ridges too. I just think there needs to be some tactical variety. Sure, you can flank a ridge, but arty is a pretty straight-forward way of making people nervous.

Of course, the spotting system doesn’t help.

i wish counterbattery was back in. not just for the arty problems, but also hidden TD’s are harder to catch without tracers to trace. so yea we’re all praying for a swift return of tracers for all.

a nice loud whistle indicating an incoming arty grenade would be nice too. fweeEEEE impending DOOM!

i wouldnt vote for the removal of arty though. as others have said, it adds (tactical) dignity to what otherwise be a vulgar brawl.

speaking of flanking, one of my favourite things to do with a tank destroyer such as a su-100 or T40 is to creep up on the flank of a likely avenue of aproach and when the heavies start slugging to add some nice confusing side or even rear shots to the equation. much fun when it works. the su-152 rocks at this with its derp gun.

I would actually play again if arty was removed. Nothing is worse then being one shot while on the move by arty.

And this is better somehow than being one-shotted by a heavy or a TD, which you can’t see? In armored combat, in general, one shotting is the rule, not the exception. This game simply substitutes a health system for the brutal reality of ballistics and physics to make a game of what is generally a slaughter.

Arty on the other side of the map one shotting me when I am at full speed is far worse to me then a tank or TD I could actually see or shoot at. One is an acceptable part of a tank based game, one is utter and complete BS.