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Posted

Frankly when I look at XVM stats I don't really make a big difference between a 1400 and 1500 rated player. I basically lump them into "worthless" (that would be sub-600), "good enough for meatshield" (700-1000), "competent" (up to say 1300), "very good" (1300-1600), above that is basically "worth more than half the team combined".

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Posted

Dragons and Serene Coast will indeed be taken out of rotation.

 

Personally I didn't mind Dragons (though it is hard to play properly), but Serene is too restrictive fr my taste - generally one big bottleneck and who moves first, loses...

Posted

The problem with those badges is they're awarded for outliers and only calculated over a small window of time (1-2 weeks is what I've read).

 

Saw a guy today with a 40% overall win rate who had an M in his t110 (also 40%) win rate. His best win rate was in lol traktor at 54%. I only noticed him because I was going through the post battle screen looking at the top and bottom 5 players sorted by XP earned on each team. What I noticed over the games I did this for is that people with 51+ percent win rates were about twice as likely to be in the top 5 xp earners as they were in the bottom 5 and the teams with more of their 51+ folks in the top 5 tended to be the winners more often. I only tracked 3 games though so that may or may not hold up. Since I don't use XVM all I use win rate for is to confirm my bias that people who spend a lot of time typing in a match tend to not be very good at driving their tanks.

Posted

 

See, even window-breathers learn. Not that 40 battles are significant. But still. :)

 

What the hell have you been doing? :blink: defender in every game?

 

revise the E-100 to be a true tier 10 armored monster (measured by the fact that it would actually be desired in CW) that both the Maus and E-75 research into.

 

Problem with that is the E-100 is already violating the laws of physics as it is. It has turret side armour buffed to two or three times the thickness it was designed to be, and yet weighs the same as with 80mm thick turret sides. The gun, even with low pen for a TX, is capable of waay more than it was IRL also - without giving it credit APDS there's not much they can do without making it as realistic as the E-90.

 

hopefully they will replace the two maps with two new maps. Some more rolling hills or desert -- non-urban'ish -- maps would be nice.

 

The ones confirmed to be in development look fairly non-urban

http://wot-news.com/main/post/10152011/1

 

 

 

 

http://wot-news.com/main/post/02172012/2

 

 

http://wot-news.com/main/post/10262011/1

 

 

Posted

Correct. I know because that's me. Or at least it was me before it occurred to me to think about why my very high avg xp (currently something like 800th place on the NA server) doesn't correlate to very high win ratio. I've been working on my teamwork since then and I'm doing better.

 

That's really funny, because I am essentially programmed to be a total team player (firefighter), so I've been trying to emulate your play style a bit and be more of an individual contributor.

Posted

I try to be a team player, but find that every time I stick my neck out..as in go where I think I should to help the team...I look around and am suddenly unsupported (especially as the top list tank). I mean who lets their to tier tank be taken out 3 to 1. Only option is to sit and wait and hope for support (or threaten) while the other team gets the key terrain.

 

Im not talking about rushing ahead of everyone else (which I am accused of) Im talking about advancing while other teammates advance and then hesitate.

 

When I see a friendly involved in a shoot out, I rush to help, wehereas I typically get into a detail fight and find my friendlies sitting back watching rather than assisting.

 

Frustrating and makes me want to play very conservation minded.

Posted

Personally I dont view win rate as a measure of individual skill. Too many other factors involved, like performance of the other players. Win rate is affected by team kills, AFKs, ect, so the spread is typically 45% to 55%.

 

Average Exp is a better measure IMO. Interesting to see if it correlates directly with win rate.

 

The problem with average experience it depends on the tiers that you play most and the type of tank (light, medium or heavy) due to the potential damage output of their respective guns. For example, my first 8,000 battles were fought mainly on low tiers (average 3-to-4) with light and medium tanks because of my average fps (10-15). Now that I have my new computer and get 50-to-60 fps, I am playing more in the big boy leagues (tiers 6 and up; having just started tier IX) with mediums and heavies. That means that my experience was running at just under 300 and is now on the climb up.

Posted

Correct. I know because that's me. Or at least it was me before it occurred to me to think about why my very high avg xp (currently something like 800th place on the NA server) doesn't correlate to very high win ratio. I've been working on my teamwork since then and I'm doing better.

 

That's really funny, because I am essentially programmed to be a total team player (firefighter), so I've been trying to emulate your play style a bit and be more of an individual contributor.

 

The truth is of course in the middle. The amount and type of teamwork required from you depends on the teams you roll. This is where XVM is invaluable.

If you roll a horrible team in a high tier game vs a good enemy team, you should just try to maximize your xp/cash revenue from the battle. Chances are there is nothing you can do to bring victory so just make sure you gain the most of it. Sure, every once in a while a high rated team can make a series of stupid errors while its low rated enemy team gets simultaneously very lucky but just don't rely on this.

In low tier games you will most likely roll horrible teams on both sides. In this case it's really important to roll with the biggest blob so you can keep them alive as long as possible. Now, often they will get sneaky and run off in ones and twos in ALL directions, then there's really no saving them.

If you get teams that are fairly well balanced in skill you should try to roll with the next best player on your team and support them / work around them if your tank allows for that.

And you CAN turn average players into lions if you show some leadership, just be as aggressive as possible (without being suicidal of course) and that will encourage them to push.

Posted

My take is that a high win-rate necessary does not mean that the player will be good/great, but most of the time I look up the "noob-criers", they have a less than good win-rate.

 

EDIT: as Jeff, I also find the Ace-tanker badges interesting when checking a players' stats.

 

I have noticed that too. The biggest "noob/failed team" shouters are the ones with less than 50% w/r.

Posted (edited)

Bad players could also be dangerous for own team. Case in point: How to ruin the game of Tank Destroyers. You could often find suboptimal players (with heavy/med tanks, some lights even) camping behind a TD concealed in a bush, even exposing part of their tank, so they get detected (even without the usual no-penetration, shot spamming typical of that breed), and when enemy tries to hit them, they take cover BEHIND the TD that was there first.

 

After some instances of that behavior, I found a good SOP is for the TD to refuse the concealmente, go for cover, wait for the noobs to die, then take cover behind their dead carcasses.

 

Bushes in West side of Cliffs, adjoining the rock spurs, are the prime example of this kind of bad behavior.

Edited by sunday
Posted

Speaking of a game where your team lets you down, I just had Mountain Pass. Lots of arty per side. I end up covering bridge. Looks like only one enemy TD on the other side and I have an E-75 behind me. North starts to make a push so I move up to take out that TD and hopefully get in some flank shots on their northern team. I move across, thinking I have coverage. Guess what happens? That E-75 left once I started moving. That TD kills me along with the enemy arty that shifted to the bridge.

 

The moron moved to another part of the map only to hang back behind friendlies. He played passive, hung back when high tier, and shock surprise we lose the game.

 

A guy like that earns his poor w/r. :glare:

Posted

Just had a fun series of 3 historical battles with Czech players - we tried to do Korea, Imjin river - with purely US force ( no time to think up configs for UK tanks). Was fun.In the end though UN forces succumbed to Chinese steamroller... Happened in 1st battle as well, but our sole survivor (M26) managed to destroy 4 tanks, 2 of them IS, before being destroyed by last enemy T-34/85.

Posted

Just had a fun series of 3 historical battles with Czech players - we tried to do Korea, Imjin river - with purely US force ( no time to think up configs for UK tanks). Was fun.In the end though UN forces succumbed to Chinese steamroller... Happened in 1st battle as well, but our sole survivor (M26) managed to destroy 4 tanks, 2 of them IS, before being destroyed by last enemy T-34/85.

 

Comet and Centurion Mk 1.

Posted

And Cromwell, but in Chinese team. :P

  • 5 months later...
Posted

Himmelsdorf, Tier II, Encounter battle, T-18 (40mm gun, improved ventilation, bino optics, cammo net, 116% gunner).

 

I start by typing: "Take hill or lose game" (which IME is almost always true on that map - the base is essentially indefensible and rushing there will leave you surrounded by enemies with good firing positions).

Someone types: "Hill is waste of time, go base"

About half the team attack via the hill and after an intense fight kill everyone on there (I went around the front and shot a T-18 from behind to clear the way). We work our way down killing everything on the way to the base and finally find a cluster of enemy vehicles there which are easily taken out. So I type "Our hill strategy worked"

Matey (killed early on in the game) types "Hill is CRAP!!!! Should have gone base!!!!!"

 

By the way, despite usually being in the top three players in a game and being top player at least once every three games, I simply cannot get my win rate beyond 56%. I don't platoon or use gold ammo. Is that win rate OK?

Posted

OK? You've got a very excellent win rate there. Without platooning, 56%-57% is about as high as you can get playing solo.

Posted

I thought this topic was closed when the Part 2 started because its length. Some people may be in trouble. :P

Posted

 

And Cromwell, but in Chinese team. :P

Id buy that if it was a premium machine. :)

 

Churchill VII also served in Korea. It was as I recall the flamer version, but they never used them as such as it turned out, only as gun tanks. That would have been a bit later in the war though if I remember right, post Imjin. All we had there at the time would have been Centurion Mk3 and Cromwell in the recce troop, though I think that may have been replaced by Comet later.

 

An Imjin map for World of tanks would be a great idea I think....

 

Canada started out in Korea with M10's (17pdr armed I think) and then quickly changed to M4A2E8's (I think that was the version, 76mm armed at any rate)

  • 2 months later...
Posted

Just started playing around with it.

 

Gripes are the usual arcade features (highlighted enemies, damage % and all the other stuff that hovers over spotted enemies) and no coax.

 

From the two tanks I've chosen to play around with (till I get the tanks I want); the M2 Medium with the 75mm short HE thrower and Panzer II with the long 20mm, I seem to do better with the former. Finding a good hull down position and nailing movers in the flank with the 75mm HE does a good job. I don't seem to do that well with the autocannon armed Panzer II (I too).

 

I'm aiming for the M4 Sherman and Panzer IV.

Posted

Figures that just when I get Tiger II, team loses 2 first battles where I did 2000 damage to enemies in both..and then win 3rd where I die from first volley from 3 enemy heavies... Exp gain with x2 was not impressive. :angry2:

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