Jump to content


A day in a T8 grind


  • Please log in to reply
6 replies to this topic

snuble #1 Posted 09 July 2018 - 04:18 PM

    Corporal

  • Player
  • 31782 battles
  • 196
  • Member since:
    04-08-2011

So after first day of Pantera, I had 70% winrate over 70 games. Yeah started to feel that this was a good tank, and that I had recovered from my month long break from the game.

Second day, MM hell, multiple 30/40% games, ended up at 36% winrate over 22 games, one of those days where only carried games are won ([edited]surprising when there is 14 other players that can do the same...)

Third day, 6 losses one win. After the 4th loss I started taking down notes.

1. 47% should be a close game. Karelia standard east spawn. T10 game. Both teams attack south (this is when I will try to balance by going north). 3 deaths in 1 minute, game is a 36% downhill slide from there.

2. 49% so should be close game. Himmelsdorf, T9 game. North spawn. 12 tanks vs 2 on hill after 2 did not commit and died trying to trade turret on slope. Now our team lemming trained down the other flank and instead of an easy cap-win died trying to push up hill from south side.

 

This is probably all random and crap, but so far not a single game today where I feel anything I would do would make a difference. 

 

3. 37% Westfield vs T6 tanks. 0-6 after 2:30. Ends 4-15. (yes I went uphill to support heavies). There was never any chance of carrying this game.

4. 53%, Normandie. T10. Despite half team going beach its a win. 3k game, so first of the day where I feel my contribution mattered. Tank must be played to death 1.1k base exp is still class 2...

5. 53%,  El Halluf vs T6 tanks. Only green player, carried like I should. 2k damage - 5 kills , Good synergy with a KV2 and ISU. 

 

3-7 and start to breath a bit.

 

6. 55% Redshire T10. T54 carried game, none of the T10 threw, enemy grille did nothing, two other T10 did decent.1.6k game, 3rd on xp, so a decent game.

7. 46%. Province vs t6. 1 minute 1-4... 3 minutes 5-5. At end 4 vs 1. Full health WZ 131, me at about 500 hp, cap started, WZ yoloed me and italian guns do what italian guns do best, bounce that critical shot on paper armor. In end WZ had out t6 VK down to one shot, but then got double tapped by arty and VK for a win. This one I feel like I nearly gave away at end. 3.5k dmg and damange to 10 tanks. 

 

5-7 and confindence returning.

 

8. 51%, Mountain Pass t9 5/10 template. Their skill in T9 obj 257, our in T8. Italian guns. Bounce/miss a cdc multiple times from under 50 meters. Enemy plays aggresive and win because of it. First game where I feel I could have done more, but with 8 tanks enemy alive at end with 6 of them in our base it would only matter for wn8.

9. 40% Paris T10. Ends with cap duel where our get interrupted at 3 seconds. Afk Strv1 in close game. Again, dont really feel there was more I could do.

 

5-9 and the bad start keep its dead hand on my mood.

 

10. 39% Murovanka T9 3/5/7. 2:30 0-6...game over in less then 5 minutes.

11. 57%, Live Oaks, T10.Enough tanks go dip, then stop supporting. Enemy have a lemming train down the same flank and push the dip too. at 5 minutes match divided north south with 8-8 count. Problem is our HT does not understand cover and go in the open losing all their HP. T49 and Obj 263 are so scared of a RU they let enemy team cap, stop cap at 1s left... By a miracle it ends in a win. Guess RNG payback for Paris.Want to congratulate our T49 and Obj 263, but chat server is down. (FFS FIX YOUR crap WARGAMING!)

12. Cliff vs T6, emergency afk when back 7-0 and just proves the point of "most of the time team win or lose without you) (2 kills while mopping up).

 

6-11 or 6-10 now, 6-6 since taking notes. Taking notes help.

 

13. 40% Tundra T10 0-3 1 minute, and team never recover from that.

14. 47% Glacier T10. Win. One of the maps where I got a good support position. Second on XP, but to be honest I was carried.

15. 46% Airfield T8 5/10 template. Team just melted away little at the time.2.5k damage and more XP then half the enemy team. Other 14 do whatever they do.

16. 35% Live Oaks T10. Again it turned N/S, but N abandoned attack so everyone pushed into NW corner and melted. Never close.

17. 50% Sand River T9 5/10. Team went north and melted.top on xp. Game was never close.

18. 42% Overlord. T9 5/10. Beach party by T9 HT. Team melted in 3 minutes.

 

7-15. This is another 35% day.

19. 57% lakeville t9 3/5/7. Way to close for comfort (T10 managed to dominate town by going yolo and bouncing). But a Win.

20. 49% Phrokorovka vs T6. Easy win 4 kills 2k damage.

21. 55% Mines T9 3/5/7 Easy win bad game (too aggresive)

22. 41% Karelia Offense, T6 matchup. Got caught out after North flank broke, but our south flank also broke trough. ISU and KV4 pretty much did their top tier part, and capped at just the right moment.

23. Sand river T9 5/10. Cant remember %, pretty much autowin. Top on XP

24. 52% Murovanka T10. Both fllanks broke, 7-15. There just where not enough time to shoot enough to make a difference.

25. 54% Mannerheim T9 5/10. Get into position, then "where is my team". Busy dying all over.

26. 45% Karelia offense T9 5/10 ends 15-1. Top on XP and Standard B unlocked.

 

Thank god I had that first day with so many wins. Ended 53%.

 



Sfinski #2 Posted 09 July 2018 - 04:19 PM

    Captain

  • Player
  • 30958 battles
  • 2,378
  • [-PJ-] -PJ-
  • Member since:
    09-26-2013
Remove XVM, have more fun.

lampround #3 Posted 09 July 2018 - 04:31 PM

    Staff Sergeant

  • Player
  • 13011 battles
  • 373
  • Member since:
    09-02-2011

After tearing it up with the Progetto 46, the Pantera was a real let-down for me personally. The hidden stats for the gun just seem to make it so less enjoyable than the Prog. I rushed through my grind, using a chunk of free XP to end it early as the 45% WR was really depressing.

 

As for XVM, i wish i could remove it, but my competitive side wants a good WR and WN8.


Edited by lampround, 09 July 2018 - 04:34 PM.


Search_Warrant #4 Posted 09 July 2018 - 05:15 PM

    Major General

  • Player
  • 26690 battles
  • 5,887
  • [LEWD] LEWD
  • Member since:
    02-08-2011

If it makes you feel any better. a heat spamming 907 got outplayed by my Cent5/1 and he wouldent rush me in my tier 8 medium with crap DPM and no alpha...untill his 5 team mates rushed me ofc. i fired standard AP and penned him 9/10 times.

 

apparently you cant pen a tier 8 medium without pressing the 2 key in a tier 10 OP medium. (and still got outplayed)


Edited by Search_Warrant, 09 July 2018 - 05:15 PM.


Procjon #5 Posted 10 July 2018 - 02:39 AM

    Staff Sergeant

  • Player
  • 54267 battles
  • 459
  • Member since:
    09-08-2011

View PostSfinski, on 09 July 2018 - 03:19 PM, said:

Remove XVM, have more fun.

 

After 50k battles i don't need XVM to smell rape loss. It's enough to look at team mates movements in the 1st minute of battle.

 

HF

 

 

HF

 



snuble #6 Posted 10 July 2018 - 09:07 AM

    Corporal

  • Player
  • 31782 battles
  • 196
  • Member since:
    04-08-2011

XVM is a way to get feedback on RNG. For most players (including me) it enhances gameplay and keep us interested during loss streaks. With 30 players it is highly unlikely you can carry every game. In a T8 support tank (maybe say even in a), and at my skill level, I know I can influence T6 games pretty much every time. At the same time you still need your other 14 tanks to not give away all their HP too early. 

 

So my two cents on XVM is that it should not go away, if anything Wargaming should implement it into the game client.



KasparStavro #7 Posted 10 July 2018 - 09:39 AM

    Corporal

  • Player
  • 30653 battles
  • 114
  • [APAZ] APAZ
  • Member since:
    07-08-2011

View Postsnuble, on 10 July 2018 - 08:07 AM, said:

XVM is a way to get feedback on RNG. For most players (including me) it enhances gameplay and keep us interested during loss streaks. With 30 players it is highly unlikely you can carry every game. In a T8 support tank (maybe say even in a), and at my skill level, I know I can influence T6 games pretty much every time. At the same time you still need your other 14 tanks to not give away all their HP too early. 

 

So my two cents on XVM is that it should not go away, if anything Wargaming should implement it into the game client.

 

Amen




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users