Last Ditch Attempt - Perk

When your vehicle is destroyed, but the radio operator is not killed, he continues to transmit the coordinates of enemy vehicles for a short time. Only the highest trained level of this perk will be in effect if multiple crewmen have the perk trained. This perk will only be active once it has been trained to 100%.

Let the whining begin!

lol my suicide scout tank will love that :)

Nemesis - Perk

Increases the duration in which an enemy vehicle is detected in a small sector in front of the gun. Only the highest trained level of this perk will be in effect if multiple crewmen have the perk trained. This perk will only be active once it has been trained to 100%.

Huh? WTF does this mean?

I don’t like this new skill system. As I mentioned before, my main problem with the game atm is how random it becomes. Spotting, penetration, damage, one-shoting, etc. depend on so many factors now, it feels like it’s completely random. I didn’t penetrate M4 on my E-100 yesterday. My friend didn’t penetrate T20 on his Lowe 4 times in a row. It’s getting ridiculous.

These new skills will only increase the randomness. You won’t know if the arty still sees you 10 seconds after you kill the enemy. Enemies will get miracle insta reloads all of a sudden (thus some duels’ outcome will be completely random based on whose perk “procced”). Wild view ranges (currently you know what your scout is supposed to detect where, with new skills, it will be all over the place). Increased crticial chance for some magical reason. Increased number of stupid suicidal scouts (“I have the perk!”).

I don’t like it. The game becomes more of a “spray and pray” instead of being skill-based. Months ago I used to be able to plan - go around the corner, shoot that tank in the side, kill it, move on. Now you never know, you shoot him in the side, game registers penetration without damage, he turns and kills you. It’s especially painfully obvious when driving French tanks since their entire gameplay is based on careful planning but all planning goes out of the window when randomly 3 out 4 shots in the side don’t do any damage and the next time all 4 hit just fine.

Yes, these new skills give you an illusion of customization and something to think about. But the harsh reality will be the increased randomness during the fights.

Nemesis sounds like while you are pointing your gun at a tank it will remain lit up for longer even after you can no longer normally see him (eg moved behind a house, stopped moving in a bush, etc).

I don’t like the new skills because now my noob IS will be at an even greater disadvantage to a veteran IS :(

While it’s hard to tell what the impact of the new skills will be until we see them in action, I share some of Stridergg’s concerns. A lot of the new abilities sound gimicky and feel like potentially very unbalancing developments. We’ll have to see.

You are right, I haven’t thought about this aspect. Currently, matchmaker doesn’t take into consideration 3 major differences between the tanks: meds vs. heavies (T-54 being matched by IS-4 at the top, not really fair, even if somewhere at the bottom the compensation is T-28 vs. M3 Lee), upgrades (top tank is a very different beast comparing to stock) and players’ skill (someone with 30% win ratio gets matched by someone with 70% or whatever).

Now there will be another layer added - crew skills. Some dude with 90% in the main skill will be matched by someone with 3 perks unlocked for every crewman.

Which, again, will add more randomness to the outcome. And more 15:1 matches.

Tank Sale - February 24-27

100 gold for 100% crew training. 50% off the cost of increasing the size of your crew Barracks (150 gold instead of 300 gold).

I ended up spending over 3,000 gold for crew training and around 4,500,000 credits for a T-50-2, T-34-85, S-51, SU-14, and an M12. At least the T-34-85 was on sale for half price.

Lol.

Curious what time this is in your region? Use this handy [COLOR=#810081]Time Zone Converter[/COLOR] to help you out!

How about using EST or PST or something in your North American announcements?

Well the meds vs heavies thing is considered, its just they bumped up Tier9 meds to make them equal to tier9 heavies back in the heyday of the T-54. Normally Heavies are considered a tier higher than they are.

Is that only for Tier 9 mediums? What about Tier 8 mediums? Maybe that’s why my Pershing and T-44 track records are so much better than my T-54 track record (which alas is running at 47% over 243 matches).

Only for Tier9 meds. Though MM often goes stupid and decides thata Tier9 med = a Tier8 hvy.

If I have time, I will try to validate this, there were vehicles’ weights posted somewhere on the Russian forum.

But that’s not what I am talking about. I am talking about situations when a T-44 on one team is matched by a Tiger II on another. In this cases, matchmaker usually gives the first team a “compensation”. For example, the first team would get a T-29, while the second would get a T-20.

The problem is T-44 paired with T-29 is still inferior to Tiger 2 paired with T-20 (ignoring tactical options and stuff).

\o/ love the 5x. finaly got the big turret on my IS-4. Proper tank now :D. God tank is God tank. all it needs now is the Finger of God, the S70 big gun™

Speaking of stupidly big guns, i got the tier IX one on my T29. sweetness ensued. put that baby hull down and shit just keeps dying and dinging.

Starting on March 1, 2012 at 11:30 UTC (3:30AM PST) and ending on March 5, 2012 at 11:00 UTC (3:00AM PST) the following discounts will be active.

Up to 58% discount on premium shells
50% off the following vehicles:
    KV-3 - 539,100 (normally 1,078,200)
    IS - 712,000 (normally 1,424,000)
    PzKpfw VI Tiger - 628,350 (normally 1,256,700)
    PzKpfw VI Tiger (P) - 638,250 (normally 1,276,500)
    M6 - 320,150 (normally 640,300)
    T29 - 725,100 (normally 1,450,300)
    ARL 44 - 381,500 (normally 763,000)
    AMX M4 (1945) - 647,750 (normally 1,295,500)
    Churchill - 750 (normally 1,500)

SWEET! I might be getting 3 new tanks!

I didn’t thnk the IS would go on sale twice right after I bought it. Wish I were anywhere close to unlocking the M6.

Hmm, I might need to make a run on getting enough XP for the IS, or maybe I’ll by a M6 for old times sake, definitely enjoyed my time in it, which rather surprised me since it looks like a tub.

Can someone help me understand the guns on the KV-3? I have been conditioned by the U.S. Heavy line to always take the gun upgrades, but the 107 ZIS from the KV seems better than either of the (fairly expensive) upgrade guns. What am I missing?

I appreciate the incredible importance of high alpha, but the 122 seems to demand a few too many sacrifices in accuracy and rate of fire. (Especially on such a slow and armored chassis.) And what’s with the 100mm? It seems to trade a lot of damage away in exchange for very little penetration.

on the KV3 you will want the 122. alpha is king and you need to learn to shoot well with this gun because only at the end of your time in the IS3 will you get a different one.

The 100 is a good medium gun; the follow-on 100 for T-44/55 is even better. But, I agree, they’re not so hot for a heavy. I think schurem is correct; you’ll want the 122 because the 107, while killer in T5 matches, starts to lose steam as you move up in tiers, and you just have to get used to low accuracy/high damage/low RoF if you’re going in the Russian heavy line. A 100% crew and a rammer/vents makes it a lot better, though I only did that for the IS-4 and IS-7.