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Improved Equipment, which is best?


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_Anarchistic_ #1 Posted 14 June 2017 - 04:16 AM

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Been trying to figure out the order I might buy improved equipment as and when I earn enough bonds and I am frankly not too sure

 

I assumed rammer be my first choice, on my E50M as its my favourite tank but it will make little real difference , if I fire continuously and instantly on reload I think I might get to fire my 24th/25th shot when a standard tank is firing its 23rd/24th, hardly a game breaker and  its very rare I fire instantly on reload, and as I cannot imagine a game where I fire 24 times continuously and immediately on reload it seems pojntless.

 

Vents likewise give such a small tank boost anyway I doubt I would be interested in improved vents, I have tried standard vents over optics and on some tanks vstabs but ultimately went back to optics/rammer/vstabs pretty much across the board.

 

So, to date I am feeling improved optics only really worthwhile purchase, only an extra 10m or so but it is always active, always useful.

 

I have not thought about the single game  improvement items/consumables yet and stacking them

 

So anyone else had any thoughts yet on what they might prefer as their first improved equipment purchase?


Edited by Stewie2ie, 14 June 2017 - 06:24 AM.


cro001 #2 Posted 14 June 2017 - 06:14 AM

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Depends on the tank really. You want to go with either maxing out strength of the tank or minimizing the flaw. For E-50m, your best bet would be improved rammer, I'd say. For Batchat I would go improved V.Stabs, etc. etc.

_Anarchistic_ #3 Posted 14 June 2017 - 06:23 AM

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View Postcro001, on 14 June 2017 - 06:14 AM, said:

Depends on the tank really. You want to go with either maxing out strength of the tank or minimizing the flaw. For E-50m, your best bet would be improved rammer, I'd say. For Batchat I would go improved V.Stabs, etc. etc.

 

​so on a 430 you really want vstabs and vents and rammer lol, minimise the gun and maximise dpm:teethhappy:

Maauru #4 Posted 14 June 2017 - 06:47 AM

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I would go with equipment which help with certain (tank you love and use often) biggest weakness.



Enforcer1975 #5 Posted 14 June 2017 - 08:52 AM

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Just think about it this way....what gives more benefits? Buff good stats ( more bonus due to high base stats ) or buff bad stats ( low bonus due to low base stats )...? Trying to improve stats that are very low to begin with is a waste of equipment space.


Edited by Enforcer1975, 14 June 2017 - 08:52 AM.


brumbarr #6 Posted 14 June 2017 - 08:56 AM

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View PostEnforcer1975, on 14 June 2017 - 08:52 AM, said:

Just think about it this way....what gives more benefits? Buff good stats ( more bonus due to high base stats ) or buff bad stats ( low bonus due to low base stats )...? Trying to improve stats that are very low to begin with is a waste of equipment space.

Bad stats arent always low stats, aiming time for example. And  reload time aswell. The lower your reload, the smaller rhe bonus.



Enforcer1975 #7 Posted 14 June 2017 - 09:48 AM

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View Postbrumbarr, on 14 June 2017 - 08:56 AM, said:

Bad stats arent always low stats, aiming time for example. And  reload time aswell. The lower your reload, the smaller rhe bonus.

Which would be....a high stat right? 



brumbarr #8 Posted 14 June 2017 - 09:55 AM

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View PostEnforcer1975, on 14 June 2017 - 09:48 AM, said:

Which would be....a high stat right? 

 

What?  yes, giving high stats always gives  a bigger bonus, but high stats are not equal to the strenghts of the tank( good stats)

Jack_Sparroxx #9 Posted 14 June 2017 - 09:55 AM

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Simple.

 

rammer for tanks with long reload timer

Stabs for tanks with bad dispertion

vents, see above. 

 

But I really dont think they will make much of a difference in high tier games at all, in particular tier 10 meds. Slap some of them on a tier 6 seal clubber on the other hand, that will boost your baby seal killing potential. Thats what I'll be doing with what ever improved mods I get. 



Laatikkomafia #10 Posted 14 June 2017 - 10:14 AM

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Rammer for the singe-shot tanks, Vstab/Vents for autoloaders.

IncandescentGerbil #11 Posted 14 June 2017 - 10:32 AM

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i like the extra smooth self-respect badge. You get it for free by not playing this mode.

Enforcer1975 #12 Posted 14 June 2017 - 10:38 AM

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View Postbrumbarr, on 14 June 2017 - 09:55 AM, said:

 

What?  yes, giving high stats always gives  a bigger bonus, but high stats are not equal to the strenghts of the tank( good stats)

Low reload time = "fast reload"



brumbarr #13 Posted 14 June 2017 - 10:41 AM

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View PostEnforcer1975, on 14 June 2017 - 10:38 AM, said:

Low reload time = "fast reload"

 

I am afraid I  dont know what your point is. 

AvalancheZ257 #14 Posted 14 June 2017 - 02:44 PM

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View PostStewie2ie, on 14 June 2017 - 04:16 AM, said:

Been trying to figure out the order I might buy improved equipment as and when I earn enough bonds and I am frankly not too sure

 

I assumed rammer be my first choice, on my E50M as its my favourite tank but it will make little real difference , if I fire continuously and instantly on reload I think I might get to fire my 24th/25th shot when a standard tank is firing its 23rd/24th, hardly a game breaker and  its very rare I fire instantly on reload, and as I cannot imagine a game where I fire 24 times continuously and immediately on reload it seems pojntless.

 

Vents likewise give such a small tank boost anyway I doubt I would be interested in improved vents, I have tried standard vents over optics and on some tanks vstabs but ultimately went back to optics/rammer/vstabs pretty much across the board.

 

So, to date I am feeling improved optics only really worthwhile purchase, only an extra 10m or so but it is always active, always useful.

 

I have not thought about the single game  improvement items/consumables yet and stacking them

 

So anyone else had any thoughts yet on what they might prefer as their first improved equipment purchase?

 

I'm going to be different here and say toolbox. Its the only one you can move around tanks (without gold demounting), and +40% to repair speed right off the bat when you get a new tank is a huge plus. 

 

That said, if your not grinding new lines anymore, all the equipment pieces are viable and really depend on the tank your looking to put them on. 



Xenonraz #15 Posted 14 June 2017 - 02:51 PM

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View PostAvalancheZ257, on 14 June 2017 - 02:44 PM, said:

 

I'm going to be different here and say toolbox. Its the only one you can move around tanks (without gold demounting), and +40% to repair speed right off the bat when you get a new tank is a huge plus. 

 

That said, if your not grinding new lines anymore, all the equipment pieces are viable and really depend on the tank your looking to put them on. 

 

I didn't even think of that, this could be gamechanging for grinding out new lines. Now you made me think of choosing between that and vstabs for my bat.

fighting_falcon93 #16 Posted 14 June 2017 - 03:02 PM

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View Postbrumbarr, on 14 June 2017 - 10:41 AM, said:

I am afraid I  dont know what your point is. 

 

I think Enforcer1975 is refering to that you gain more by applying a percentual bonus to a large value than a small value. So for instance, putting a rammer on a tank with super low reload will yield a very small bonus compared to a tank with a very high reload. For instance, a rammer on a T-62A gives it a 0.66 seconds faster reload, while putting it on an IS-7 gives it a 1.37 seconds faster reload. Not sure if I can agree with it though, atleast if we talk about tier 10, because even Obj.430 with shortest reload on that tier does benefit enough to make a rammer worth it.



StinkyStonky #17 Posted 14 June 2017 - 03:11 PM

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View PostStewie2ie, on 14 June 2017 - 03:16 AM, said:

I assumed rammer be my first choice, on my E50M as its my favourite tank but it will make little real difference , if I fire continuously and instantly on reload I think I might get to fire my 24th/25th shot when a standard tank is firing its 23rd/24th, hardly a game breaker and  its very rare I fire instantly on reload, and as I cannot imagine a game where I fire 24 times continuously and immediately on reload it seems pojntless.

 

For a player with such high stats it's interesting that you don't seem to appreciate the value of the rammer (faster reload).

 

Imagine you are a 2 shot in a push situation and you come face to face with another E50M who is also a 2 shot.  You both fire at the same time, you both pen, you both take damage, you're both now 1 shots, you both reload, you fire first and he dies.

 

All this 23rd/24th is irrelevant.



Dr_Oolen #18 Posted 14 June 2017 - 03:23 PM

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View PostAvalancheZ257, on 14 June 2017 - 02:44 PM, said:

 

I'm going to be different here and say toolbox. Its the only one you can move around tanks (without gold demounting), and +40% to repair speed right off the bat when you get a new tank is a huge plus. 

 

That said, if your not grinding new lines anymore, all the equipment pieces are viable and really depend on the tank your looking to put them on. 

 

Funnily enough before the actual stats were "leaked" i was joking about "improved toolbox" + repair crew + "toolbox/repair skill consumable" + large repair kit as being the best combination, basically repairing tracks in 1-2 seconds, slamming all that on maus and truly just RRR into enemy base never stopping. But then again i thought the toolbox would be 50% and the toolbox/repair skill consumable would increase the effectiveness of those by 50%. Turns out toolbox is 40 and the toolbox consumable is 10%.

 

So rather than the joke setup i thought of:

12s repair time default -6s repairs, -3s toolkit, -1.5 consumable, -0.15 repkit = 1.35s repair (the bonuses having diminishing returns)

 

it actually should "only" be:

12s repair time default -6s repairs, -2.4s toolkit, -0.24 consumable, -0.024 repkit = 3.34s repair

 

So if my math is correct its possible to get track repair down to 3.34 s on most tonks, while some tanks have 10s and 8s repairs, those being able to get it down to 2.73 and 2.23s. Which, i guess, can be worth it on some tanks.



ZlatanArKung #19 Posted 14 June 2017 - 04:36 PM

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I would go rammer on pretty much every tank.

AvalancheZ257 #20 Posted 14 June 2017 - 06:27 PM

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View PostDr_Oolen, on 14 June 2017 - 03:23 PM, said:

 

Funnily enough before the actual stats were "leaked" i was joking about "improved toolbox" + repair crew + "toolbox/repair skill consumable" + large repair kit as being the best combination, basically repairing tracks in 1-2 seconds, slamming all that on maus and truly just RRR into enemy base never stopping. But then again i thought the toolbox would be 50% and the toolbox/repair skill consumable would increase the effectiveness of those by 50%. Turns out toolbox is 40 and the toolbox consumable is 10%.

 

So rather than the joke setup i thought of:

12s repair time default -6s repairs, -3s toolkit, -1.5 consumable, -0.15 repkit = 1.35s repair (the bonuses having diminishing returns)

 

it actually should "only" be:

12s repair time default -6s repairs, -2.4s toolkit, -0.24 consumable, -0.024 repkit = 3.34s repair

 

So if my math is correct its possible to get track repair down to 3.34 s on most tonks, while some tanks have 10s and 8s repairs, those being able to get it down to 2.73 and 2.23s. Which, i guess, can be worth it on some tanks.

 

A 2-3 second repair speed on tracks is gamechanging. Even the fastest firing, non-autoloader guns can't go below a 3 second reload (I believe the E25 is the only exception with a minimum reload time of about 2.5 seconds, and thats already the most extreme example). 

 

Imagine a Maus/Type 5 heavy that literally cannot be permatracked... and if you do track it, it can move again before you've even turned your turret halfway round. 


Edited by AvalancheZ257, 14 June 2017 - 06:28 PM.





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