Posit1ve_, on 18 April 2019 - 03:35 PM, said:
I think you're underestimating the impact of a dead commander, and dead crew in general.
do I need to agree with what you wrote ?
yes. Most of it is correct bad well supported.
do I need to mitigate ? Yes if u allow me.
Of course, just like you wrote to me but also to all the lurker, I will adress you in the hope that everyone might benefit some small bit.
what your wrote is only valid for extremely performance oriented player. For the casualist, it not useable nor advisable.
ill explain why below.
crews are harder to hit and damage.
- most of them are in the turret, which most of the time isn’t a weak spot regardless which angle you are coming at a tank.
- They are smaller hitbox
- their position vary from tank to tank
until 3 years ago, I would never use a kit on a commander.
- What is -50% viewrange when you don’t know what viewrange is and u playing a blind tank and you always die before your teammates anyways ? With the double optics then, the entire map was covered most of the time.
- was playing mostly Russian heavies, which are blind and only playable at point blank range. Viewrange was really something I couldn’t experience.
- the performances didn’t appear to make any difference. I mean you Help the loader but it’s mitigated by the ammorack. So that 10% becomes 5%. What Are those few % to the reload reload time when you only shoot once per minute or 2/3 times per game ? Just like double rations it only starts to make sense when you reached your limits of your tank capabilities. If you yolo or wait until being submerged and fight 1v4 for 30s, 5% faster won’t make u live longer or he’ll to shoot once more. Same if you have an opportunity once in a while, which is most people case.
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I was brawling so bad that in the next 20s I was sure to use a repair kit anyways.
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Compared to a dead gunner or loader, or driver which made your tank basically inoperable, the dead commander really wasn’t noticeable.
This above I think is the case for 90% of the players if not more. Even several of those points should still apply to good players driving heavies.
i only started to notice the role of the commander once I started playing light tanks, and when I mean light tanks, I mean specifically 2 crews tanks like the spic or the AMX line. why ?
- you entirely rely on anticipateion. If u lose viewrange, u basically play blind,
- If you are blind, then those Russian heavies in your team also become blind, and though a lesser degree than #1, your team is at risk or won’t be able to assist you out in time.
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And I speak specifically for the AMX light line and similar tanks, each crew member fills several role. Might be driver and gunner, etc... So when you lose one member half of ur tank functions are affected. Basically it’s rare if u can even do anything anymore.
Therefore if you play light tanks and especially if you play them properly, yes a dead crew member including the commander is absolutely needed. You should resurrect him immediately.
But those arent even the main point. It’s not about how much having a dead commander or crew really affects you. As OP formulated it, It’s how possible or easy it is to increase damage to the enemy by targeting modules.
In which case I stand by my post:
for most people, to get the easiest and best result, I think you should improve HE skills, and target
- tracks
- engine
- everything else
I am afraid of being redundant but I will detail once more why trying to get the engine before any crew member:
- it’s big, difficult to miss even without aiming much
- the location is very obvious on most tanks, nothing to learn.
- takes fire 20% of any hit, and that’s regardless of your caliber or alpha.
- Autoloaders multiple shots means serious chances of fire. With 3 shots well placed that’s already 60% chance of fire per clip.
- if u manage to damage it down to 50%, it’s like a dead driver.
- its usually in a very weakly armored place
- its usually possible to reach with a good HE
In short, engine make a lot of damage , very visible, very reliably, very often, and if u manage a fire, people will always blow their multi-kit right away, and if they can’t you can easily reach 600 damage.
I usually ignite several tanks per session, if I play my amx13-57, perhaps as often as every other game.