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General Tactics

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ats1080 #1 Posted 09 December 2014 - 02:30 PM

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General Tactics

 

Keep in mind there are many exceptions to what is listed here.  I tried to list as many as possible, but there are far too many to get in to the fine details.  This is mainly for tiers 5-10, as low tiers are very awkward (for instance, the Valentine II is a light but should be played very much like a heavy).

 

1: The goal to victory

This guide is all about giving your team an advantage to win, but at the basics the main goal of this game is to cause more damage, or enable your allies to cause more damage, than your own hit point pool.  To be blunt, if you are not doing this, you have not helped the team win. 

 

Ways of doing this include:

angle armor to bounce shells while you deal damage to enemy tanks

take out enemy tanks to eliminate them from doing damage

spot enemies from bushes to enable your allies to hit them while remaining in camo yourself, or quickly retreating back in to cover

track enemies in the open to allow team mates to cause damage before they return to cover

take shots for allies so they can continue dealing damage

If you are outnumbered and have no support, retreat - ALWAYS keep an eye on the mini-map

 

The rest of the guide goes in to more details on each of these topics and covers some other ways to give an advantage to your team

 

2: Support the team.

Lemming trains are very effective with only 7 people per team.  If the scrubs decide they want to disregard all strategy and yolo the worst possible spot, go support them.  It is NEVER a good idea to go somewhere by yourself.  Even if you have DPM and armor advantage, 2 tanks will always win against one (unless the RNG gods are with you or they are extremely bad).  Don't send 2 tank groups all around the map either, make sure you have support from at least half your team no matter where you engage.  Note: embracing the lemming train does not mean taking part in the bad play style generally stereotyped with it.  Use your tanks strengths to help them or have them help you (see the rest of the guide)

 

3: Never be the first one lit.

I’m mainly talking about driving across open fields screaming LOL YOLO here.  There is always someone in the game that is just there for fun.  Let them take the shots and support them.  Obvious exceptions to this are mediums and lights, but even then all you want to do is get early lights to see what the enemy team is doing then get out of there. This also does not apply to mid/late game or if you are down tanks.  Another exception is taking a spot and holding it until your heavies get there to support you.  A perfect example of this is the hill in mines.  ONLY take a spot to hold for heavies if there is plenty of non-destructible cover and you are not heavily outnumbered.

 

4: Share the damage.

If someone on your team is a one shot and you are close to them, pull in front of them to shield them.  The more cannons you have the more damage your team will do.  A tank at 1 hit point still does full DPM, a dead tank does nothing.  Since there is practically no team chat in this game, this will be extremely hard, but try your best. If you are low hit points, cycle out, let someone else take point.

 

5: How the classes should work together

The main force needs to take a critical map point.  In some maps with critical high ground (ex. Mines and Malinovka) the mediums should be the first there to take the spot then get out or take advantage of the position when the heavies get there to hold.  Mediums should keep an eye out for tanks by themselves and swarm when the opportunity is right.  They should also keep an eye out for other mediums and try to counter them doing the same to your team.  TD's should be behind the heavies and mediums, but not so far back that they cannot see what is in front of the heavies and mediums and should be hitting what the team is lighting up.

 

6: Main Force (heavy)

The main force consists of all heavily armored tanks.  They are mainly heavy tanks but some TD's like the E3/T95 should be used in this role.  You should pick a spot based on your tanks strengths and control points on the map (I'm working on a map tactic thread, I will link here when it is back in progress).  If you have good side armor you want to take a spot in a town area with buildings to side scrape on.  If your tank has good turret armor, find some ground cover and get hulled down.  The main goal is to distract the enemy team and draw fire while your mediums swarm enemy lone wolves and go for flanks.  It is best wait for the enemy to push, exposing themselves.  Never push up if the score board is even.  There are 3 situations when you need to push: your main force has beaten their main force down and they are retreating, your mediums have flanked and are distracting them, or there is no one in sight.  As with any advance, proceed with caution and always move between hard cover.  Patience is very important as long as it is a close game or you are losing. 

 

7: Support role (heavy/TD)

I don't like calling Heavies a support role but in some cases when mediums are spotting for them, they are support.  In most cases they are the main force and their goal is to take a spot and secure it while mediums flank.  Anyway... ALWAYS be able to see what your mediums and lights can see.  The reason camping gets a bad name from people on your team is because once the first engagement is won, they stay right where they are.  Example: on mines 2 TDs are camping north and mediums/heavies are taking the hill.  Your team wins the hill but each team loses 2 tanks in the process.  The 3 remaining tanks on the hill get proxy lit from tanks below and get heavily damaged by TD’s in the enemy spawn; they pull back to the north side to keep safe.  The remaining tanks on the enemy team take the hill unspotted and take out the remaining tanks on the hill from cover.  Meanwhile, your TD’s are still in the same spawn location being completely useless.  They should have moved up to the heavy spot on the hill to get shots on the base.  After the hill is taken the TD’s are outnumbered and their long reloads and poor view range render them pretty useless, GG.  The reason camping gets a bad name from the enemy team is because it is so effective.  Example: someone on the enemy team is engaging 1v1 a friendly tank. The friendly pulls back in to cover with TD support.  The enemy tank is unaware of what is behind the tank it is engaging (or gets tunnel vision) and engages the friendly tank.  The enemy is now outnumbered and badly hurt from the TD alpha.  In the above example if the TD’s took the heavy spot on the hill they could have taken out the enemy TD’s, allowing the tanks on the hill to drop down and flank everyone else.  Granted, these examples are based on extreme situations, but the general idea fits with all situations.

 

8: Flanker/Scout role (medium/light)

Your job is to stay alive while keeping enemy tanks out of cover and lit for your TD’s and Heavies.  Lights: unless you are top tier you should not shoot your gun, with the exception of distracting enemies and late game if you can flank and get shots on the back of tanks.  Stay behind cover and pop out from time to time to keep the enemy lit and aiming at you.  Hull down is the best for this, since all you ever expose is a bit of your turret and it is very hard to hit.  You don’t ever want to peek around a corner, because you will get wrecked.  Mediums: your guns can actually do something.  Hull down is also the best option for mediums, for the same reasons stated above.  Some mediums have excellent turret armor and some don’t.  If you are in a medium that has good turret armor, exploit that.  Peeking around corners is a bad idea for mediums too, but usually will not end as badly as lights.  You should keep an eye out for tanks by themselves and swarm when the opportunity is right.  You don’t want to be on the front lines with these tanks, with the exception of maps that have key points to be taken (mines for example).  Mid to late game you want to be beside or behind the heavies always watching the minimap for flankers and engaging them as quickly as possible.  If there are no flankers stay as safe from damage as possible and get off as much damage as you can.  jensen215_ has a good thread about mediums here that is worth reading.  It goes in to some more details about flanking and what to do and not do with your medium.

 

9: Trying to turn a loss in to a win.

Use your strengths.  Mediums and lights have good view range, speed, maneuverability, and ROF.  Get to a bush with cover nearby and wait for them to be spotted.  Take 1 shot then retreat to cover, rinse, repeat.  When they get in close (as long as it is a single enemy) go for the circle of death and try to keep ahead of the enemies barrel.  Even if there are multiple enemies circling them is most likely going to be your best option.  Heavies have good armor.  If there is still plenty of time, sit still and hope they come looking for you.  Use cover as much as possible and use your armor strong points.  Heavies usually have really good frontal armor or really good side armor and mediocre front armor.  If you have good side armor, find cover and side scrape.  If you have good front armor find some ground cover and hide the lower glacis plate.  If you are facing more than one enemy always keep your strongest armor faced at the tank that is loaded.  Keep memory of who has shot and who will be shooting next and you can bounce more shots.  If you are in a TD, good luck :playing: Your lack of turret, vision, speed and maneuverability means you will not last long against most tanks.

 

10: Focus fire.

If your team mates are shooting a tank, you need to be shooting it as well.  This is how you get cannons out of the game and secure the victory (see #3, the inverse).  There is no such thing as kill stealing (assuming you are not purposely holding your shots), if you are loaded and there is a low heath tank you better be killing it.

 

11: Weak spots

This isn't too important since Blitz basically tells you where weak spots are, but I figured I would include it anyway just so you can know where you need to aim in quick situations or if you are aiming through bushes/trees.  The main weak spots for tanks are: commanders hatches (the bubbles on top of turrets), machine gun ports, drivers hatches (doors on the front of the hull), the sides and rears of the turret and hull, and the lower frontal glacis plate (the plate that slopes back to the center of the tank on the under side of the front hull).  All tanks have their unique weak spots in addition to these and for some tanks these general weak spots are actually strong points so take these general weak spots as suggestions only.  For instance the VK4502B has a stronger lower frontal plate than an upper frontal plate.  An interactive full list of tanks and their weak spots can be seen here (a PC and PC version of world of tanks required. Note: There may be armor differences since this is for the PC version) or by going to youtube and searching for tank name+weak spots

 

12: Calculated risks

Study and memorize reload times for all the most popular tanks (and eventually all tanks).  You 100% need to know your own tanks.  If you can out DPM another tank without losing many hit points, it is well worth it to take (receive) a shot so long as that tank does not have any backup.  Say you are half health in your T62A and sitting around the corner from an IS7 with 500 hit points left.  There are 4 tanks left on each side and no one supporting you or the IS7.  This is the point in time you load APCR (IS7's tend to eat HEAT quite often), keep your cool, and take your shots very carefully.  The following is all dependent on a 100% crew with no additional modifiers (crew skills, consumables).  When you come around the corner he will hit you for around 460 (average damage) to leave you with around 440 hit points and you will hit him for around 300 (average damage) to leave him with around 200 hit points.  You will then be able to get off another shot well before he is loaded (a little over half way through his reload) to finish him off without taking any additional damage.  If you hit your adrenaline you will be able to get off 3 shots before he can get off 2.  You can then advance and flank the remaining 3 tanks on the other team assuming your team mates were able to hold them off.  If the tank in question DOES have support, you never want to engage.  Let that tank come around to engage you and out DPM him that way.  Try to track them while they are retreating in such a way you still have shots on their front but they do not have shots on you (this is very hard to do and relies on quite a few factors but is very effective).

 

13: Exposing yourself (no not that way)

When facing enemies expose the strongest part and the least amount of your tank as possible (see #6).  In lights and mediums this for the most part means being hulled down in mid to long range engagements.  In close range, you have no real options.  Just circle as fast as you can and try to keep ahead of the enemy’s turret while firing at side and rear armor.  In heavy tanks, it depends on your armor layout.  If you have a flat front (tank looks like a box) you can side scrape and angle with the best results.  If you have a pike nose (triangle like is7) you want to face straight on to your enemies without angling.  You can still side scrape with tanks like the IS7, you just have to wait for the enemy to fire at your side armor before pulling out to fire back.  When you angle your armor while side scraping with a pike nose tank you are actually presenting your front at an angle that is much easier to penetrate.  Also be aware of your surroundings.  With 7 people per team it is pretty easy to keep track of enemy locations (see #9).  You never want to just drive across an open field without knowing what is there.  Advance between cover and leave yourself exposed to camoed tanks as little as possible.  Mediums and lights should be doing this, but if you are the last one left on a flank, you know what is in front of you, and the other side is at a stalemate, you have to do what you can in a heavy or TD.

 

14: Situational Awareness.

Situational awareness is knowing what is going on around you at all times.  Tunnel vision, on the other hand, is the exact opposite of this, which is focusing on one thing and letting everything else get out of control.  In tanks, situation awareness refers to knowing where the enemies are, which tanks are not yet accounted for, what tanks they are in, what direction they are facing, who they are currently engaging, who they can engage, and if possible what modules they have installed (turret and cannon).  You will use this info to predict what they will do next.  Example: the map is Copperfield.  The main engagement is over and both teams have descended into fog of war.   Each team is left with 3 tanks.  Your team has a tier 7 TD, tier 7 heavy, and a tier 8 medium all about half health.  The enemy team has 3 heavies (2 tier 7 and a tier 8) all around half health as well.  Your team spawned on the west side and won the north (water tower, across from cap side) and took out all tanks in the north.  The enemy team took out all tanks in the south (by the crane).  You were smart enough to realize that the tier 8 split off by himself back towards their spawn and the other 2 continued to your spawn before they went in to fog of war.  Your 3 tanks are in the north east corner.  At this point you have to decide what will make the most sense, tanking on 2 mid-tier tanks in the west, taking on 1 top tier tank in the east, or capping.  My personal opinion would be to push the medium to their spawn to light the tier 8 heavy with the td and heavy staying in the north east supporting, then, depending on your remaining health, have the medium go back to the north east corner and then to the north middle by the water tower and do the same thing to take out the remaining 2 7’s (cap as last resort).  If you were to engage the 7’s first it would take you longer to take them both out, letting the 8 come in and flank you.  This inevitably causes lack of focus fire, and now you are seriously screwed.  In this case, situational awareness gave you the ability to know what tier tanks are where, and what they will be doing so you can appropriately counter them.  This is admittedly my biggest weak spot in this game even after 21,000 battles.  It is not an easy thing to master, and seems that if you don’t pick it up instantly you will have problems with it for most of your tanking career.  It’s one of those things that you either have it or you are constantly working on it, and sets the unicums apart from the scrubs.

 

15: Pre-battle communication (suggested by diagonalorange)

Try to get a game plan about what you want to do based on 3 factors: what map you are on, team composition (heavy/medium/TD), and enemy team composition.  See my map tactics thread for this (currently on hold due to image restrictions in 1 post).  Since the countdown is only 5 seconds after everyone loads, you don’t have much time to type.  Things like “left” and “right” refer to position spawned in the game, or, you can refer to mini map directions as “north”, “east”, “south”, or “west.”  Some maps also have distinct landmarks, such as Mines “hill” or Copperfield “crane.”  If no one goes your direction and you are going to a critical map control location, issue a “help” command and if still no one responds, just get in the lemming train line.  You can set up shortcuts to make this easier by typing in just a few letters and having your keyboard fill in a whole sentence for you.  Here are instructions on setting it up on iOS and Android: http://www.pcworld.com/article/2847469/too-much-tapping-create-your-own-android-and-ios-keyboard-shortcuts.html

You can use any shortcuts but I would suggest using the first letter of each word to make it easy to remember.  Here is a list of shortcuts from DrWylde:

lwt -->> Let's win this!

tgl -->> Top tier going left...

tgr -->> Top tier going right...

mlhr -->> Mediums left, heavies right.

mrhl -->> Mediums right, heavies left.

gjt -->> Good job team!

 

16: Platoons (slightly unrelated but still very important)

Always platoon with someone that compliments your play style.  If someone is just not working with you, explain to them what they need to do to support or contribute to secure the victory, or even point them to this thread.  If they argue just explain to them that it’s not working and move on.  Along with this, always use tanks that complement each other.  Good matchups include: 2 heavies; 1 heavy, 1 medium; 1 Heavy, 1 TD; 1 medium, 1 TD.  2TD’s is never smart, but can also work.  The goal with a platoon is to be self-sufficient, therefore, 2 heavies is generally the best combo very closely followed by 1 heavy and 1 medium.  An extremely important aspect of a platoon is communication.  TeamSpeak3 and Ventrillo are the most common VoIP apps for gaming, mainly because they are low bandwidth and work great.  Teamspeak can be purchased from the AppStore or Google Play for $2.  Since I only use TS, I’m not sure about Ventrillo.  I seriously recommend getting a gaming headset to make everything easier on yourself.  Here is my current headset: http://www.amazon.com/Logitech-G230-Stereo-Gaming-Headset/dp/B00BFOEY4I/ref=sr_1_1?ie=UTF8&qid=1419005213&sr=8-1&keywords=logitech+gaming+headset&pebp=1419005183737 I bought this for my gaming PC, but luckily most (if not all) phones and tablets have a combination headphone/mic 1/8” audio port.  This is the adaptor I use: http://www.amazon.com/StarTech-com-headsets-separate-headphone-microphone/dp/B004SP0WAQ/ref=sr_1_1?ie=UTF8&qid=1419005345&sr=8-1&keywords=startech+headphone+and+mic+adaptor&pebp=1419005312801  After you find a good platoon mate, get your tanks decided on, and have communication covered, it’s time to go steam roll some noobs. 

 

The following assumes you are either top-tier or mid-tier and not bottom-tier (ex. a game has tier 8, 7 and 6 – 8 is top tier, 7 mid-tier, 6 bottom-tier). 

 

If you are platooning with 2 heavies, you can pretty much do your own thing independent from the team, but I would recommend at least being in support range of the others.  You need to stick together like glue and take a spot to support the mediums or make sure others are not being flanked (see heavy play style above).

 

If you are playing 1 heavy and 1 medium, it’s pretty much the same as 2 heavies, but this time you do need team support.  You need to get the medium to a spot it can hold for the heavy to come up and support.  Once the main area is secured, the medium either continues to push for the flank or falls back to support another area (use your situational awareness to assess what the medium needs to do). 

 

If you are playing 1 TD and 1 heavy/medium (generally same play), the heavy needs to move up to a critical area on the map and the TD needs to support.  If you are outnumbered or have little to no support from the team hold the area and let the enemy peek around into the TD’s fire.  At this point the heavy can try to keep the tank tracked in the line of fire from the TD.  After the main engagement is over, move up or fall back depending on battle results.  The TD should always be quite a ways back, hopefully far enough that the first time the enemy peeks they don’t even know it is there to give you the element of surprise.  Note: I don’t like platooning with TD’s because they cannot swing games nearly as easy as the other tank types.  Without speed (top speed and traverse), turret, and high ROF, they are fairly useless in a 1v1 situation.

 

Playing 2 mediums requires quite a bit of fast reactions and a very high level of situational awareness.  Early game one should scout and one snipe (preferably based on tank – ex. Panther is better sniper than T-43)  After you light people up and know what tanks are where, it’s time to decide if you can wolf pack what is near you or relocate somewhere else.  The strength of playing 2 mediums is speed and ROF.  Mid game try to find lone wolf tanks that ventured off on their own and take them out together by flanking and circling (circle of death).  Always stay near the team so you can fall back if need be, but don’t be afraid to look at the score board and see that the enemy is down tanks and wolf pack into the unknown.  Always be looking at enemy positions and health and react to it.  You are not a front line brawler, and ditching the heavies to take out two or 3 low health tanks (as long as they can hold until you get back) on another flank is a good move.  Late game just clean up low health tanks.

 

TL;DR See you on the field :justwait:


Edited by ats1080, 22 July 2015 - 10:29 PM.


tcamp48 #2 Posted 09 December 2014 - 02:56 PM

    Artista pazzo

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You must have had some PC experience because it sounds like you have far more than 386 battles under your belt. ;) Thanks for the info!

ats1080 #3 Posted 09 December 2014 - 03:02 PM

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I have almost 21,000 battles on PC

tcamp48 #4 Posted 09 December 2014 - 03:05 PM

    Artista pazzo

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I thought as much. :)

concep #5 Posted 09 December 2014 - 03:06 PM

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Nicely done. Every point is spot on +1


Tier Xs (in order of unlocking): T110E5, M48 Patton, T-62A, IS-7, E50M, IS-4, FV4202, T110E3, FV215b, Obj. 268, T110E4, Leopard 1, Obj. 140, STB-1, Obj. 263, T57 Heavy, AMX 50B, Bat Chat 25t

                                                                                         Most played tank: T-62A (3,100 battles)

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DrWylde #6 Posted 09 December 2014 - 03:32 PM

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[ Grammar Nazi ]  Well done, no complaints... amazing.

IS-7, IS-4, IS-8, ST-I, IS-3, IS-6, KV-4

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E 100, E 75, Tiger II

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ats1080 #7 Posted 09 December 2014 - 04:04 PM

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If anyone has any additions or changes just post them and I'll update with your name.  I'm trying to get as much info about good playing as I can to combat these fail teams (I know - you can lead a horse to water but cant make it drink).  Keep an eye on my maps thread too, I'm going to try to get at least 3 maps done per week.

My_Dixie_Wrecked_ #8 Posted 09 December 2014 - 04:15 PM

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Nicely done +1, wish more people would do number 3, it really does make a difference

 
 

Asiaticus #9 Posted 09 December 2014 - 04:23 PM

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View Postats1080, on 09 December 2014 - 10:02 AM, said:

I have almost 21,000 battles on PC

 

And PC games are longer than Blitz games. Wow.

 

Nice summary. Thanks.



johndd1 #10 Posted 09 December 2014 - 04:37 PM

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Excellent. I especially endorse your opinion regarding sniping positions. If enemy tanks are lit, and you can't hit them, then your sniping location sucks. That's the bottom line. With these small map sizes and generally open engagement lanes, if you can't shoot at a red tank, you need to displace...period.

 

If you want to win more battles, then damage more red tanks. Generally speaking, you do far more damage up front than any sniping position in the game.


You're just a bag of particles obeying the laws of physics

 

 

 

 


ats1080 #11 Posted 09 December 2014 - 04:42 PM

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Added #7... Can't believe I forgot that :facepalm:

ats1080 #12 Posted 09 December 2014 - 05:20 PM

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Added #8 but no time to finish right now - I'll put that up later tonight.

Katman #13 Posted 09 December 2014 - 05:54 PM

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From the observations I have made about blitz, it is a very active sniping game. Meaning in a TD you snipe, get a kill and move to another forward or  rear position. When I played PC it was the same with the good players. The worse players were (like what we are seeing now, even at higher tiers) it was like Oasis palms, no movemen, a stand still. 

Aren't you hot stuff?

 


johndd1 #14 Posted 09 December 2014 - 06:11 PM

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#8. Manage your health, don't horde it. Be willing to take a hit, even a big one, in order to make a big play. Got that JPE100 alone in your T8 medium? Don't try to play peekaboo...zoom out of your cover, risk taking his alpha in order to get behind him. Removing his big gun at the risk of your little one helps the team far more than you bouncing off the front of the enemy from that rear sniping spot.

You're just a bag of particles obeying the laws of physics

 

 

 

 


_NUCLEOTIDE #15 Posted 09 December 2014 - 06:18 PM

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My tips are to find yourself a hide, wait till the game developes and then come out guns a blazing. Always plan your next move forward and back. Always have an escape route and plan if your position becomes untenable. Theses mostly work for TDs and mediums but can apply to all tanks. 

 


edp33 #16 Posted 09 December 2014 - 06:35 PM

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Good tips, I would add viewing types of teams in start screen and planning strategy around that, I.e desert sands if your team has mainly heavy and enemy has mostly mediums then rush their base before they flank you, likewise on mines, team with fast meds will take the hill

Unfortunately pub matches will always have random team mixes so even following the tips above if the rest of the team doesn't you will still lose, nothing more annoying than stating your going for hill on mines and the team all go in different directions 



that_f_in_guy #17 Posted 09 December 2014 - 06:54 PM

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How my teams normally are. Spumoni = SOS 

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concep #18 Posted 09 December 2014 - 07:02 PM

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View Postjohndd1, on 09 December 2014 - 01:11 PM, said:

#8. Manage your health, don't horde it. Be willing to take a hit, even a big one, in order to make a big play. Got that JPE100 alone in your T8 medium? Don't try to play peekaboo...zoom out of your cover, risk taking his alpha in order to get behind him. Removing his big gun at the risk of your little one helps the team far more than you bouncing off the front of the enemy from that rear sniping spot.

 

I love doing this. They think their big gun will scare you off.

 

Until you get one shotted. I remember I tried to do this to an E3 and I got ammo racked from the front in my T-62.


Tier Xs (in order of unlocking): T110E5, M48 Patton, T-62A, IS-7, E50M, IS-4, FV4202, T110E3, FV215b, Obj. 268, T110E4, Leopard 1, Obj. 140, STB-1, Obj. 263, T57 Heavy, AMX 50B, Bat Chat 25t

                                                                                         Most played tank: T-62A (3,100 battles)

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ats1080 #19 Posted 09 December 2014 - 07:06 PM

    Senior Sergeant

  • Players
  • 1453 battles
  • 683
  • Member since:
    08-20-2011

View Postjohndd1, on 09 December 2014 - 01:11 PM, said:

#8. Manage your health, don't horde it. Be willing to take a hit, even a big one, in order to make a big play. Got that JPE100 alone in your T8 medium? Don't try to play peekaboo...zoom out of your cover, risk taking his alpha in order to get behind him. Removing his big gun at the risk of your little one helps the team far more than you bouncing off the front of the enemy from that rear sniping spot.

 

The health part is already in there (#3), the rest of it will be part of the calculated risks section

koop123 #20 Posted 09 December 2014 - 07:17 PM

    First Sergeant

  • Players
  • 8350 battles
  • 1,090
  • Member since:
    11-07-2014

 

Thanks for this. I am struggling. I don't believe in blaming anyone but myself and my limitations, but it seems like since the update, the game is very choppy. I just got my KV-1 and would play a few games, then come here and study or watch gameplay on YouTube. But being in Tier VII battles, the game seemingly choppy and hard to play, it just feels like I have taken two steps back. It is hard enough playing fluid chess with grandmasters when the chessboard disappears and the pieces suddenly shift places. But how can I blame ping or slow FPS when I see that other KV-1 perform effortlessly? Often times we blame outside factors and fail to look inward and fix what we can. I got a T2 Light, but the speed is pointless when the lag makes gameplay disconcerting. Again, thanks to every veteran on here who bothers trying to share the knowledge they have gleaned playing this addictive game. Any doubts I was hooked were shattered because despite the lag, I still thrust myself into battle and try to help as much as I can before being obliterated by a veritable Olympian tanker.

 


   WR~0.23% Damage Ratio~.0009  WN9~ 35.  Avg Tier~1.10






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