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HerbertNimble

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Everything posted by HerbertNimble

  1. There seems to be an issue with the KV2(R) as whenever I set the camo up for that tank and switch away, it keeps returning the special camo (pack) that comes with it, overwriting my selected camo. Not sure if that happens with any other tank so it might be an oversight from the mod-creator. I'll post in his official thread as well about it. EDIT: As I read the official thread, there seems to be several other issues with this mod as of late so I will disable it for now. http://forum.worldoftanks.eu/index.php?/topic/596487-mod-auxilium-autoequip-autocrew-autocamo-autohandbrake-region-changer-and-more/page__st__400__pid__17551487#entry17551487 Aslains_WoT_Logs.zip
  2. Hiya, First of all, thanks for the great modpack, been using it for a long time now. There's just one thing that I'd love to get and that's the ability to expand or shrink the different sections in the mod-list. It would significantly improve the ease of navigation in the (quite long) list of mods in the pack. Thanks!
  3. I'ce been kicked to the login-screen after every match the last few days (haven't been playing a lot though) but I'll get back to you once I've tried playing without mods a few times.
  4. I see, too bad, those are the only contour-icons I really like. Bugger... Drugs are bad, MKAY!
  5. How does a set of contour-icons interfere with the HP-bar displayed? Doesn't it just show ?unkown? for the tanks that hasn't been updated?
  6. The damage-panel is not showing current HP, see image. At first I thought it was the damage-panel with angles that was messed up so I downloaded the latest installer and deselected that mod but it's still doing the same thing. Aslains_WoT_Logs.zip
  7. If you just click "no" and continue installing, the modpack works just fine.
  8. Yeah, I mean the whole concept of that line of argument is quite frankly mind-numbingly stupid.
  9. In fact, I can link you to a post where some guy claims that arty actually gets more and more annoying the better you get at the game because apparantly, it prevents yo from using your skill... http://forum.worldoftanks.eu/index.php?/topic/621015-update-918-public-test-spg-changes/page__st__460__pid__14110923#entry14110923
  10. Nah, I'll just ask for peanuts that still have their shell.. Point is, a peanut by any other name still smells like a rose..
  11. Technically, it's an Arachis hypogaea, also known as peanut.. Monkey Nut is just a nickname for peanut. http://www.kgbanswers.co.uk/why-are-monkey-nuts-called-monkey-nuts/18035677 https://en.wikipedia.org/wiki/Peanut https://www.google.rs/search?q=Arachis+hypogaea&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiE2p_e8pvTAhWDQBQKHaZjCNUQ_AUICCgB&biw=1366&bih=638
  12. So... ...you're saying that Aslain is really..... ...a peanut-eating chipmunk..!!?? Thanks anyway, Aslain, keep up the good work!
  13. Well, that's obviously not going to happen..
  14. So, I've been reading and posting on the WG-forums and I thought I'd post it here as well to see what you guys think. Someone mentioned that arty could get siege- and travel-modes so I thought about that for a while.. Travel-mode mechanics are already in the game as of the introduction of the Swedish TD-line so it should just be a matter of deciding what stats should be tweaked by it if introduced into the artillery-category. In my opinion, using siege-mode mechanics on artillery would mitigate some issues that has been brought up. Suggested changes between siege-mode and travel-modes: * Lock gun elevation and turret rotation while in travel-mode. This would essentially be a nerf to their ability to defend themselves and might seem contradictory at first, seeing as how the complaint is that they are now essentially defenseless in close quarter situations. But in conjunction with the other suggestions below I think it balances out in the end. * Increase penetration while in travel-mode and remove the stun effect. Basically, increasing the penetration while preventing them from actually aiming properly will ensure that they are somewhat capable of defending themselves if the enemy is dumb enough to drive straight into their firing arc (basically right in front of them). * Increase/decrease hull traverse and/or speed Increase the hull traverse while in siege-mode and drastically decreasing the movement-speed would make sure that once in siege-mode, you're basically a sitting duck, forcing you to switch into travel-mode if you want to stand any chance of defending yourself in close quarters.
  15. I honestly don't look much at the expected winrate. I've had enough games that were a predicted wr of less than 30% that we've won to not create about that. I don't really play any different in a game that has a low wr predicted than I do in a high wr game. I selected the games I posted (except the 2nd) because of the crappy matchmaking in regards to (mainly) the classes. The only time I really use xvm is whenever I'm up against a really good player. If I'm alone I might play slightly more careful than I would vs a tomato. The only reason I brought xvm and winratio up is because Central brought it up earlier.
  16. Below are a few examples of stupid matchmaking.. First one: 2 vs 3 HT 2 vs 6 MT 3 vs 2 LT 7 vs 3 TD 1 v 1 SPG The defending team has a clear advantage in mobility when it comes to the HT/MT. Centurion, Cromwell and the Strv 42-57 are all decently mobile. The light tanks are clearly more mobile and agile on the defending team. Out of the 7 TDs in my team, 5 does not have a turret. While both the AT-15A and the M56 Scorpion has quite wide turret-traverse, neither are very suited to take on mobile, turreted opponents. The defending team are all turreted and quite mobile ones. I see these kind of matchups quite frequently. I'm not saying it's impossible to play these teams but the team with a majority of TDs tend to resort to camping and, in this case, on an assault-map, that's just not going to be very helpful. This game was lost. Second one: 2 vs 4 HT 4 vs 1 MT 4 vs 4 LT 3 vs 4 TD 2 vs 2 SPG The class-distribution in this match is more equal but it was a devastating loss at 1-15! Mostly due to the opposing team being a lot more experienced players. Third one: 2 vs 8 HT 5 vs 4 MT 1 vs 1 LT 7 vs 2 TD Again a very boring and unbalanced matchmaking when it comes to TDs. The first half of the game was mostly spent in the north-east corner camping for most of the team. Only myself (in the M56 Scorpion) and two others went down to the coastal town and guess what we met up with? Yep, most of their heavy line. Sure, I could've gone to the camp-site in the corner as well but I find that to be rather boring and uninteresting if I'm in a rather mobile TD. I think we managed to win that last one somehow but yeah, not a very fun matchmaking anyway. Fourth one: 3 vs 3 HT 2 vs 4 MT 1 vs 1 LT 6 vs 3 TD 3 vs 4 SPG This last one was, not surprisingly, a clear victory for the defenders with only two of their SPGs and one TD left when the time ran out.
  17. Still happening to me, despite latest update.. Aslains_WoT_Logs.zip
  18. I don't mind having no heavies, they're really not that vital. However, having a good mix of tanks is far more fun and interesting than just random tanks with no regards to class and/or role of a vehicle.
  19. I agree that you should win some and that you definitely should loose some. However, I don't think it's right that the outcome of a match should be due to the composition of the team in regards to which tanks are in your team but that it should rather depend on the skill of the players in the teams. Those two aspects aren't (necessarily) related. The weighing of tanks should be based on the tanks alone and nothing else.
  20. Well, I did specify that they needed to be fast lights/mediums and the emphasis was more on fast than on light/medium. Either way, in general, TDs are a long way from normal tanks. To be honest, I don't like the classification in WoT at all when I think of it. How is it fair to match a T67 with an AT2? Or an Scorpion G with an T28? Classification, or at least matchmaking, should be weighed on the role of the vehicle rather than just the classification.
  21. Well, I'm not saying it's commonplace but how about a team with 8+ tds and the opponents mostly fast lights/mediums.. The TDs should've had the same treatment as arties from the start in my opinion. Not because they are too strong but rather because too many of them on one side unbalances the teams, not necessarily in that teams favour.
  22. Fair enough, I shall not bring it up again.
  23. Already did one.. It's a lot better than when I just tried to fix Windows..
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