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Re: tank discussion

Postby Dr_Badthur » 28 Nov 2018 18:02

first of all I'd wait until Christmas dank discounts come, then I'd buy Superebolaer.
for loader, reset, train safe stowage, BIA, repairs.
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Re: tank discussion

Postby TheGamingLion » 28 Nov 2018 18:09

> Safe Stowage

LUL

It's effectively irrelevant

Ofc I don't have proof, maybe Pere can help :-)
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Re: tank discussion

Postby peregrine » 28 Nov 2018 21:19

I would take safe stowage, sconq has 260 ammo rack hp, ru meds have 135 module damage, with the 292.5 hp after safe stowage you likely survive one shot to the ammo rack without it turning yellow. Next skill would be situational awareness.

Also, smooth ride is fairly useless. Especially on the sconq with 0.12 dispersion the effect becomes entirely negligible. Clutch braking or even offroad driving is more useful.

edit:
To elaborate, safe stowage gives you 12.5% more module hp for the ammo rack. If the hp hits zero it explodes. The probability to take damage to the ammorack is 27% or roughly one i three shots. Afaik the conqueror has an ammo rack on the lower left behind the lfp, so it will get hit.

In the ru med/sconq comparison:
If you don't have safe stowage you will get a yellow ammorack after 3.56 shots, with it takes 4.01. And 7.13 vs 8.02 to get ammo racked. So you survive roughly one more shot.
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Re: tank discussion

Postby NoSkillJustLuck_ » 29 Nov 2018 17:02

Thanks guys. I went for safe storage and clutch braking instead of smooth ride now and at christmas I might buy that S. Conq :sealdier:
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Re: tank discussion

Postby TheDrownedApe » 29 Nov 2018 18:47

OK if we think Safe stowage is pointless (ish), im retraining my Conway loader (just added sit aware). i have BIA and Camo and Sit aware and one further slot. what is the 4th skill then? repairs?
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Re: tank discussion

Postby peregrine » 29 Nov 2018 19:26

Safe stowage is not pointless. You get 12.5% more module hp. In tanks that have huge ammo racks it's a life saver. Especially in tanks that get penned by everything including 75 mm guns and their insane module damage.

Yes, repairs/camo/bia are more useful in general and so is fire fighting if you have no FE/directives.

But on the Conway and the FV4005 with it's two loaders you run out of skills quick. As the FV4005 has zero use for camo skill.

My 5 skill FV crew:
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On the Conway i ran BIA, Safe Stowage, Camo, repairs, FF. In that order. Repair is debatable imho in a tank you don't want to get shot at in the first place and have reusable rep kits.
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Re: tank discussion

Postby TheDrownedApe » 29 Nov 2018 19:30

On phone, is that intuition skill?

edit: git dat fooking candy camo off it
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Re: tank discussion

Postby peregrine » 29 Nov 2018 19:53

First loader: bia, adrenaline rush, intuition, repair, ff
Second loader: bia, safe stowage, intuition, repair, ff

Adrenaline rush & safe stowage are only useful on one loader, so camo would be next, but the base camo is shit and camo skill multiplies the base camo.

The eagle eye on the cmdr is just there for the lulz, was ff before.
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Re: tank discussion

Postby TheDrownedApe » 29 Nov 2018 20:39

ive never tried intuition, nor looked into the chance (%) of it activating. how have you found it?
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Re: tank discussion

Postby Dr_Badthur » 29 Nov 2018 20:44

never taken intuition, can see it potentially triggering me.
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Re: tank discussion

Postby TheDrownedApe » 29 Nov 2018 20:51

Dr_Badthur wrote:never taken intuition, can see it potentially triggering me.


now it's a must
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Re: tank discussion

Postby peregrine » 29 Nov 2018 21:19

I have it on the gwe. One loader gives 1/6 chance, two give 1/3. In general it's pointless back in the day with ap it was kinda nice to get some reload bonus. If I had anything useful to pick i would have done that. Would have picked it last if not for it being a perk and me fully reskilling the old arty crew. It might be useful on the italian tanks.
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Re: tank discussion

Postby Mettkrieger » 29 Nov 2018 22:03

I have Intuition on my FV as well (the only tank I have it on, except maybe arta). Haven't noticed it trigger once. And I always forget to press 1 if I see something that I wouldn't Pen with hesh
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Re: tank discussion

Postby TheDrownedApe » 29 Nov 2018 22:44

Stuck it on my Conway loader. Activated on 2nd game from ap to he. Rip waffle 4
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Re: tank discussion

Postby TheGamingLion » 12 Dec 2018 19:18

http://forum.worldoftanks.eu/index.php? ... ry16437667

Meme of the day :upside_down:

Thread is about the IS-3A btw.
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Re: tank discussion

Postby NoSkillJustLuck_ » 08 Jan 2019 14:21

Can someone please tell me whether the WZ 5A is as bad as the tier 9 one? Should I actually buy it after grinding through that piece of shit 1-4?
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Re: tank discussion

Postby Dr_Mokka » 08 Jan 2019 14:35

1-4 is a great t9, though not because of the armor. the 5A is more of the same, just better in every regard. But if you dont enjoy the 1-4 you wont enjoy the 5A i guess
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Re: tank discussion

Postby NoSkillJustLuck_ » 08 Jan 2019 14:59

The problem is not the playstyle. I really like it, that's why I enjoyed T10 and now 277 so much, which have a similar playstyle as the 1-4. BUT I've never played a tank which looses it's ammorack, gun and crewmembers with literally every shot it takes (and that is with safe storage). And on top of that, whenever I play it, the gun can't hit a barn from the inside, which is especially annoying with that 11sec reload that feels like forever. And fires are also quite common in my 1-4...
So what i would like to know is, if the 5A has the same issues as it's predecessor.
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Re: tank discussion

Postby Dr_Mokka » 08 Jan 2019 15:02

Gun behaves better, especially the additional gundepression and higher dpm help masking the flaws. I cant say how often it gets set on fire or ammoracked though
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Re: tank discussion

Postby TheGamingLion » 08 Jan 2019 16:25

I heard aiming fully increases your chances of hitting Kappa

No, seriously. A fully aimed aim circle has pre-accuracy-nerf shell distribution, whereas a non-fully aimed circle at any point suffers from the worse shell distribution chances within the circle.

With the long aim time of the 1-4, you might be tempted to fire just before being fully aimed. Using the serversided crosshair also helps with finding out the timings.

This might also explain why the T-100 for example is a pretty reliable sniper - It is aimed fully very quickly, negating the 0.4 accuracy (when maxed out).

This might also explain why the Grille and similar feel so shit - The aim circle is temptingly small yet not fully aimed when firing, hence suffering from "worse" RNG.

Or tanks at this point now have hidden hidden stats for this, which wouldn't surprise me given recent findings. :upside_down:
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