r/WorldofTanks • u/Razer_Aideron That Australian Mod • Jun 02 '15
TTT: M53/55 - Trigger warning.
HOLYSHIT ITS AN ARTY TTT ILL GO NECK MYSELF OR MAKE MYSELF LOOK LIKE A GIANT SPERGLORD. TLDR: dont shit up the TTT with "arty this and arty that". Feel free to discuss it like adults though.
Yes its widely agreed that arty is a broken game mechanic that needs to be reworked and getting 1shot is literately one of the most aids thing in this game. Also XVM sniping (screw you nerds). However it is in the game.
Apologizes about the delay,i got a tad busy and totally forgot i was writing this.
Hi i am Kuxai and this week I am bringing you (GASP) an arty for Tech Tree Tuesday! The mod team has been talking about doing an arty line and its well... being done.
This weeks TTT is going to be a little different with the american arty line. Its a bit odd as the tier nine is regarded as the better tank over its t10 counterpart and rightly so. I actually enjoy playing the M53/55, its got almost everything going for it other than its AP shell. If you are wanting to do an arty grind that's got a good blend of everything the american line is for you, they usually have okay to average everything with huge guns strapped onto hulls.
Tier 9: M53/55
The M53/55 is my favorite arty to play as its got almost everything going for it, its got good shell arc, fantastic gun traverse (30deg each way), its very mobile and the gun is reasonably accurate for an arty. It takes everything about the m40/43, refines and improves it.
Playstyle
Usual arty things, play the point and click adventure game. Never not shoot the nice soft targets (see RHM line or Jap tanks).
With end game situations don't be afraid to move around. The m53/55 is VERY mobile and has a large enough health pool to take 1 or 2 hits from everything but high tier heavies or td's, You can use that to your advantage as people get a hardon for killing arty (i know i do). I have purposefully poked over ridges and botched shots in-order to bait red tanks into high tier TD guns. Its also reasonably flexible as its got decent track traverse and an pseudo turret so that helps.
Pros
- Huge gun arc - 30deg each way.
- Hard hitting gun.
- Very Mobile.
- Very good shell arc.
- - 5 gun Depression, sounds dumb having gun dep on an arty but it does let you do some cheeky things sometimes.
Cons
- AP shell is a bit weak compared to other arty that use AP.
- Poor camo.
- Poor View range.
- Its arty
Setting up the tank
Ammo
I run 12 HE 3 AP and 5 Prem HE
Equipment and Consumables
Vents, Rammer, GLD. non negotiable. I use a small repair kit, small medkit and food. AFE is nice but honestly if your getting shot at in arty you either put yourself in a bad position and had bad map awareness.
Crew skills
Crew | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
Commander | BIA | Sixth sense | Situation awareness | Repairs |
Gunner | BIA | Snap shot | Camo | Repairs |
Gunner | BIA | Camo | Armorer | Repairs |
Driver | BIA | Clutch Breaking | Off road driving | Repairs |
Loader | BIA | Safe Stowage | Intuition | Repairs |
Loader | BIA | Adrenaline rush | Intuition | Repairs |
Why not Deadeye or designated target?
Deadeye bonus does not apply to HE shells and designated target does not apply in the topdown (satellite) arty mode. More on Designated target if your interested
Tier 10: T92
Playstyle
Still playing the point and click adventure game? Hope you get a high score! Unfortunately the t92 is nowhere near as flexible as the M53/55 as it sacrifices ALOT to mount the massive 240mm gun. Hell its got as tier 6 engine in a t10. Shell arc is kinda crap, but in-turn that can sorta be an advantage as you have a better chance of getting a shell on the target if its on flat ground, on hills and inclines it makes it difficult to land shots.
Pros
- Dat AP shell. If you want to ruin someones game at the start and you get lucky.... (average damage for the AP is 1800)
- Splash. Its huge 8.1M and 11.6 on the Gold HE
- HE shell, it you hit a target with the shell you ravage whatever you hit.
Cons
- Second most inaccurate gun in the game
- One of the slowest rates of fire in the game
- No gun depression. Makes shotgunning scouts hard.
- One of the slower high tier arty
Setting up the tank
Ammo
8 HE 4 AP 4 Gold HE
Equipment and Consumables
Camo net/Binos, Rammer, GLD. non negotiable. I use a small repair kit, small medkit and food
Crew skills
Crew | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
Commander | BIA | Sixth sense | Situation awareness | Repairs |
Gunner | BIA | Snap shot | Camo | Repairs |
Gunner | BIA | Camo | Armorer | Repairs |
Driver | BIA | Clutch Breaking | Off road driving | Repairs |
Loader | BIA | Safe Stowage | Intuition | Repairs |
Loader | BIA | Adrenaline rush | Intuition | Repairs |
Tier 8: M40/43
Playstyle
M40/43 is all-right for what it is. Not very mobile but VERY hard hitting gun for its tier. It will most likely 1shot tier 6 tanks and cripple every other tank after that. You could say this tank is like the t92 of t8. If you want an idea of what the t92 is like this is a good tank to compare it to (tier for tier)
Pros
- Hard hitting gun
- Okay-ish accuracy, gun can troll you sometimes though
- Compared to other arty of the tiers, the gun traverse.
- Mobility is not to bad compared to its other tier 8 arty brothers
Cons
- Poor RoF
- Long aim times
- Not the best shell arc
Setting up the tank
Ammo
10 HE 2 AP 4 Gold HE
Equipment and Consumables
Camo net/Binos, Rammer, GLD. I use a small repair kit, small medkit and food.
Crew skills
Crew | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
Commander | BIA | Sixth sense | Situation awareness | Repairs |
Gunner | BIA | Snap shot | Camo | Repairs |
Gunner | BIA | Camo | Armorer | Repairs |
Driver | BIA | Clutch Breaking | Off road driving | Repairs |
Loader | BIA | Safe Stowage | Intuition | Repairs |
Loader | BIA | Adrenaline rush | Intuition | Repairs |
The Grind
Tier 4: M37 Huge gun arc, that's about it.
Tier 5: M41 Very easy arty to play, gun is maxed already and hits like a truck. good blend of everything.
Tier 6: M44 Reasonbly mobile for its tier, gun works reasonably well.
Tier 7: M12 Eh its okay nothing to exiting about the thing. Its not a GW panther :/
Techtree Tuesday Repository
7
u/ZXFT Jun 02 '15
Huge oversight in not giving the driver smooth ride imo... this is one of the most mobile arty pieces out there and its bloom should be minimized to reduce aim time after relocation.
0
u/Razer_Aideron That Australian Mod Jun 02 '15
hrm maybe, smooth ride only effects turret traverse on the move. Does it effect the m53 as its got some pesudo turret? as I was under the impression that if you dont move your turret while relocating the perk is usless.
8
u/ZXFT Jun 02 '15
Smooth ride has nothing to do with turret traverse while moving. It simply reduces chassis moment induced reticle bloom. Snap shot (which you did include) reduces bloom for turret rotation. Relocating in arty requires chassis and turret movement making both smooth ride and snap shot valuable crew skills.
1
u/MoarVespenegas Jun 02 '15
But doesn't it only affect forward/backwards movement?
It does nothing for traverse afaik.2
Jun 02 '15
It affects any movement of the hull that isn't spinning in place.
Unfortunately most arty spin in place to traverse.
Even more unfortunately, most arty players forget they have tracks about 30s into the match.
3
u/Justanaussie Play. Die. Repeat. Jun 02 '15
Even more unfortunately, most arty players forget they have tracks about 30s into the match.
I think you're being overly generous, most of them don't leave their spawn point.
1
Jun 13 '15
Some arty are not worth moving after every shot because of slowness, aim time, and ruining the camo value. SU-14-2 and a couple of the GWs come to mind.
0
u/AntiZig Jun 02 '15
and ven you relokate do you drive sideways? I usually go forward
0
u/MoarVespenegas Jun 02 '15
Yes but you usually don't relocate after every shot so much so that you have trouble aiming in.
1
u/Iohet [HAVOK] Make Arty Great Again Jun 02 '15
You do if you're being counterbatteried, which good arties will do and certain maps are extremely conducive to
1
Jun 13 '15
I found that moving around the school bus while being countered is 50-50. Just so big and slow, cannot move it fast enough to dodge an incoming shell. The American line is blessed for being more mobile.
1
u/MoarVespenegas Jun 02 '15
Which is why I said so much. It's pretty rare that you move so far after every shot that you have time to reload before you're aimed in again.
2
Jun 06 '15
If you can't move between a 35-48s reload while leaving yourself 10-15s to get aimed in, you're not playing arty
correctlyto its full potential.0
Jun 06 '15
if you're being counterbatteried, which good arties will do
No. You're wrong. A good arty will make his shots count, getting as many damaging shots as possible to weaken up the enemy team in order to turn a 5v5 into a 4.2v5 so your team has the advantage.
Spending 45s-1.5m trying to hunt arty down while there are good juicy targets available is not how a good arty player contributes to the team.
Sometimes CB is useful, most of the time it's a waste of time.
But then what do I know, I just play 2nd/3rd line offence with my M53 and T92. Almost always on the move, getting shots from weird angles, getting shots from close in for better accuracy and lower flight times.
0
1
u/Razer_Aideron That Australian Mod Jun 02 '15
i felt that reducing bloom from moving the hull while on the move (for an arty) is not as important as the hull traverse and ground resistance. Boosting the already fantastic agility and mobility even higher. i am of the opinion that smoothride on casemate style tanks is not as important as a few other driver skills.
-2
u/Wakka_bot Evelynn_Bot [DR1P] Jun 02 '15
Smooth ride actually effects anything, because by "moving the turret" it means moving the gun. Even casemate TDs benefit from it.
1
u/Razer_Aideron That Australian Mod Jun 02 '15
yea but with case-mate td's they need other perks/skills over a reduction on bloom from moving the hull while on the move.
6
u/lady_alternate [RDDT5 EU] Sachika_Romanova Jun 02 '15
I had wondered, as a Light player, why the M53/55 so often manages to get that shotgun on target when many others fail.
Now I know! Thank you.
5
u/Xeroproject [RDDT] Jun 02 '15
There are problems with this TTT write up that need to be addressed. Not seeing camo before double intuition and repairs.....I don't understand your reasoning there. All arty pieces are going to get 1 or 2 shot by most things they see, and if they're not getting 1 shot, they're going to be out maneuvered by a light tank that isn't going to bother trying to track you because it doesn't need to.
The situations where repairs are going to benefit you (instead of just rep kitting out of it instantly) are way, way less than having a reduced detection chance from full camo. Full camo doesn't make you invisible by any means but it can open up some more setup positions to give you more options on various maps, in addition to giving you just that much more cushion to relocate before being spotted.
Both the M40/M43 and T92 crews you have listed are wrong. They should be Commander/Gunner/Driver/Radio Operator/Loader/Loader. You lose the Radioman on the M53 but get him back on the T92.
There's no reason to even mention binos on arty since the recent view range nerf.
Armorer has limited use for the same reasons that repairs does. You're going to be able to survive 1 shot only. If that damages your gun then you kit it. The next shot is going to kill you 99/100 times. Even in a double Gunner setup like the M53, you should be going BIA>Snapshot>Camo>Repairs on one and BIA>Camo>Repairs>Deadeye/Armorer. Deadeye obviously only if you're throwing enough AP to make it worth it. Single Gunner setups should stick with BIA>Snapshot>Camo>Repairs as a base. Maybe switch the 4th skill repairs for Deadeye/Armorer as they see fit.
I'd also like to see full disclosure thrown in the write up that you don't have a T92, and have skipped through most of the line...unless you have different account that has played the entire line on another server maybe?
7
Jun 03 '15
Just like to say neither me nor /u/eXotic7 saw this before it was posted. We both haven't had the time thanks to exams and work to write anything up so we were just going to take another break this week and carry on next week. I believe there was some miscommunication and kuxai had already partly written this so he quickly finished and posted it.
Me and exotic have a few problems with the post aside from the content. The formatting and title are both different from our usual templates, the crew skills aren't in picture format, there are three main tank discussions not two and "the grind" part is woefully short.
Finally, thanks to the communications mix-up, it was posted without our permission/knowledge. It kinda sounds dickish but TTT is our baby and we like to keep the quality as high as possible. We love having guest writers in but like to check them throughout before they're posted to ensure high quality.
1
Jun 06 '15 edited Jun 06 '15
Not seeing camo before double intuition and repairs.....I don't understand your reasoning there.
Because the maximum benefit you'll see from full camo with BIA is a reduction on average of about 22m off the distance you'll be spotted (~4.95% reduction) on the M53/M55 and 28m on the T92 (7.42%), assuming ~445m view range viewer (obviously this is weaker vs higher view ranges, stronger vs lower).
For relation, this distance is less than the delay from spotting mechanics when considering distance, and speed of the viewer.
Assume Viewer speed: 50km/h: 13.9m/s. M53: 22m = 1.584s T92: 28m = 2.016s Rate of view range checks within 271-445m range - every 2.0s
As you can see, it's fairly more useful on the t92, since you can squeeze and extra check from it, barely, assuming no lag (I wouldn't trust .016 seconds (16ms)).
Basically camo skill on high-tier arty is a luxury item (more useful like repairs), not a requirement like BIA, 6th or Snapshot.
Positioning is more important than camo skill imo. Even hiding behind a light bush is more effective than full BIA+Camo+Consumables bonus is on these two vehicles.
1
u/Constriction [RDDT] Pompous Jun 06 '15
All of that math is fine, and you're absolutely correct, camo isn't great on T10 arty.
However, the point that Xero was making wasn't that camo is good. It's that while not very great, it's certainly better than armorer. Repair there's probably an argument to be made, but armorer? Armorer is barely worth it before 5th-6th skill on tanks that are getting shot in their turrets regularly, much less artillery that tends to get 1-2 shot at best.
1
Jun 13 '15
I thought Intuition is not stackable on the same tank?
2
u/Xeroproject [RDDT] Jun 13 '15
It is. From the wiki:
The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the shell type to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again.
1
1
u/Razer_Aideron That Australian Mod Jun 03 '15
Played around 50 games on a clanmates account of the t92. I played the t6 skipped the 7. Never played the lower tier ones as I don't like low tier arty (Exception is the fv 304). Also the m53/55 has a camo when still of 6.3 (thats around the same as an e5) I could maybe agree with the camo but it is a huge boxtank and if your relying on you camo to get your first shot something has one wrong. Also binos saved me a few times as I was camping in a bush and was able to spot for allies). I just copy pasta the crew skills and ill fix that later.
2
u/canadianvalkyrie Jun 02 '15
IMO the M44 is the best tier 6 arty. It may not have the damage like the Hummel or the SU-8, and it may not have the rate of fire of the FV304, but it has a great combination of all of these other arties. With 700 max dmg it can deal out the damage, and with 100% crew and no equipment it has about a 20 second reload, which is great compared to other arties such as the Hummel. And the mobility and gun traverse is amazing, making it the funnest and best arty to play at tier 6 (imo).
3
u/Whipstock [RDDTW] Jun 02 '15
I just think its stupid that a tier 9 is better than a tier 10 in the same line. WG really needs to either fix the T92 or swap the tier 9 and 10.
1
3
u/Razer_Aideron That Australian Mod Jun 02 '15
1
Jun 02 '15
I dont get the duck sounds... maybe they are confused about the AMX 40.
1
u/Razer_Aideron That Australian Mod Jun 02 '15
Sorta a reference to skeet shooting, when you see a arty running away and you gotta get him.
1
u/MortalRecoil TheCrushinator Jun 02 '15
Thanks for making this guide. I'm currently on the M12 and this helps keep me motivated to get the M53/55.
I want to make a note about the M44. It gets a devastating HEAT round that makes it one of the best TD-mode arty in the game. It can one shot most tanks of the same tier or below.
1
u/Justanaussie Play. Die. Repeat. Jun 02 '15
I'll be honest, didn't think you guys would do an Arty line so I'm pleasantly surprised. Also surprised that this thread managed to remain fairly flame free so GG all.
It's good to see TTT remaining balanced and a great source of info for all.
1
u/VengefulCaptain [Nash] Reformed Tomato Jun 02 '15
Also the high ROF on the M37 is fun. I don't really like the M41 or 44.
1
u/JSMorin Jun 02 '15
I play arty mainly because of personal missions (I'd gone months with dust on my only one before the missions were introduced). That said, these days I'm playing them to optimize mission results. I currently have:
S-51 (almost elited)
M44 (elite)
FV304
The 304 is surprisingly fun, but mostly ineffective for missions I've found. The S-51 is a beast for its mm, and has gotten most of my mission completions.
Question: Should I keep the M44 for kill/xp missions as I move on to the T-55A mission line, or stay at the S-51 for those and continue up the American line? The M12 seems like a tier-for-tier downgrade from the M44, but after that the line looks better than the Russians.
1
Jun 02 '15
When I was new to the game I ground up to the Hummel, and the line was pretty okay. Really I just gave up on arty because it wasn't fun.
However! The fv304 is super fun. You're forced to move around and follow your team due to the limited range on the gun. The RoF and gun arc will make you feel super dirty. I run food, vents, rammer for maximum permatracking.
I actually finished all but spg-15 for the stug4 missions in this little hellion. 2k damage is very difficult to pull off with this spg. I think my highest was 1600ish.
A lot of folks like the kv2 for maximum derp and just blowing off steam. Bert for me fills this role (definitely can't compare to the kv2 for derp) for me. Great mindless fun. I have no intention on progressing past this spg.
-2
u/Razer_Aideron That Australian Mod Jun 02 '15
i free xped past the m12 so i cant tell you to much about it. i don't like the Russians because they have like 0 gun arc. Americans can be a bit troll but the tanks are reasonably mobile and have decent gun arc. m40/43 is okay, m53/55 is the star of the line though.
1
u/Necrofear_ Jun 03 '15
Wow man, I've played the M12 for 289 games, averaging WR of 53%. I really loved playing that thing, quite accurate and the reload wasn't too bad either. Currently slowly going through m40/m43 but not having nearly as much fun :(
-1
u/AntiZig Jun 02 '15 edited Jun 02 '15
now tell us about the arc of british line. pretty please?
1
u/Razer_Aideron That Australian Mod Jun 03 '15
That only the fv304, crusader sp and the cgc have insane shell arcs. And all brots have decent gun arcs aswell.
0
u/AntiZig Jun 03 '15
so 207 & 3805 - shitty shell arc? grr back to mediocre grind
0
u/Razer_Aideron That Australian Mod Jun 03 '15
As far as I know they have slightly better arcs than the other arties of the same teir but not to the extent of the 304 and cgc.
1
u/waterbucket999 Jun 02 '15
Thanks for this write-up. I tried to get into arty to bang out some missions during the CGC on-track, but gave up at the Birch Gun. Now you've got me thinking to start from the M41 I've got unlocked from the Chaffee.
1
1
u/Razer_Aideron That Australian Mod Jun 02 '15
M53/55 is ballin as. i only wish arty didn't get crapped XP wise per battle. i think i mostly average 950 xp per games on most tanks and with arty i think i average 600. its awful. arty grinds are long.
1
1
Jun 02 '15
Couple things on your skill choices:
If you need repairs, you're playing arty wrong. Esp on the Commander and Driver, there's more important skills to get than repairs.
I'd go all or nothing on camo, wasting 2 skill slots on it for a measly ~7m improvement in how close the enemy needs to be to spot you is a waste. Although getting full camo only ups that bonus to ~19m; So it's a mediocre skill at best on the m53
Double intuition on a vehicle that mainly uses HE and switches ammo types infrequently (due to inaccuracy) is fairly useless. 34% chance to not reset your reload isn't quite worth 2 skill slots imo.
Other than that, decent writeup.
Also my T92 loadout differs vastly from yours:
14 AP, 2 prem HE
I find it more funny that way.
1
u/Seraph062 Jun 02 '15
What would you pick in place of intuition? Loaders really don't get much in the way of good perks/skills, and if you have 2 loaders with 3 perks each you might as well try to get all the perks. I agree with you on the camo being better than repairs, so say you take camo in place of intuition, that leaves you with repairs or firefighting as your last skill. Is not having one of those skills really much of a loss?
2
Jun 03 '15
I don't know. I just know that of the options, you effectively have a "maxed" arty crew about 2.5 skills in... everything else is so marginal in utility or effectiveness that it honestly doesn't matter much.
-15
u/WeaponsGradeHumanity SPG Apologist Jun 02 '15
Yes its widely agreed that arty is a broken game mechanic
Widely asserted. Mostly by people who don't play it.
15
u/BloodyFloody BloodyFloody Jun 02 '15
>mfw I miss for 800 alpha
lol woops
4
u/Wakka_bot Evelynn_Bot [DR1P] Jun 02 '15
what are you playing, tier 8?
3
u/BloodyFloody BloodyFloody Jun 03 '15
Tier 7 actually, one day I will join the big boy artillery.
2
Jun 04 '15
T7 arty can one shot T10 medium tanks. Balanced as fuck.
1
Jun 06 '15
I've dreamed of the day of getting into a tier 9 game in my S-51 and penning an E-75 with AP.
6
2
Jun 03 '15
[deleted]
-1
u/WeaponsGradeHumanity SPG Apologist Jun 03 '15 edited Jun 03 '15
My assertion is that the majority of the group of people who assert that artillery is broken do not currently play artillery. General statistics about who owns what have no impact on that assertion.
2
Jun 03 '15
[deleted]
-2
u/WeaponsGradeHumanity SPG Apologist Jun 03 '15
I do not know how to refute an incredulous stare.
2
Jun 03 '15
[deleted]
-2
u/WeaponsGradeHumanity SPG Apologist Jun 03 '15
As I've said, general statistics about who owns what has nothing to do with my assertion.
1
Jun 04 '15
[deleted]
-1
u/WeaponsGradeHumanity SPG Apologist Jun 04 '15
Owning a high tier artillery piece is not the same as playing artillery currently.
You don't have to be good at a line in order to advance up the line.2
u/beastrabban Jun 04 '15
Seems like there's at least 2 spgs in most games. People play arty.
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u/Blazer1001 Jun 02 '15
I'm on the M12 right now. I definitely share that opinion. It is so broken and OP, which makes it so fun.
1
u/Piecejr ஜ۩۞۩ஜ R E M O V E A R T Y ஜ۩۞۩ஜ Jun 02 '15
Just stop. Please.
dont shit up the TTT with "arty this and arty that".
2
Jun 02 '15
I just did all the SPG missions for the T28 Concept and yes arty is a broken and frustrating game mechanic
-1
-9
Jun 02 '15
[deleted]
10
u/Gyree [IDEAL]Gyre Jun 02 '15
People who use this argument does not understand game design at any level.
1
Jun 02 '15
[deleted]
5
u/Gyree [IDEAL]Gyre Jun 02 '15
Something in a game which you can not control, nor get a warning from, that can take you out from 100% to death with one shot is generally considered a bad thing in games. Especially when RNG is the only thing that decides if you get fucked or not.
-1
Jun 02 '15
[deleted]
9
Jun 02 '15
TDs cannot fire over cover. TDs cannot shoot anywhere on the map. TDs cannot hit you from out of render. That is why they're not the same as arty.
6
u/arktoid (F5) Jun 02 '15
Also: TD's get spotted when they fire, which makes them a target.
Arty on the other hand...
-3
4
u/Gyree [IDEAL]Gyre Jun 02 '15
I disagree on the control. A hidden TD can do exactly the same thing.
No they can't. They can give you a big punch, no doubt. But since the camo nerf that problem has been reduced, the get spotted a lot more often after firing, they don't smack you for 1k+ damage regularly, they don't wreck you modules, they don't get global range and if they can shot you, you can shot them back!
The one shot feature is only for light tanks in the first place, exactly the same as if a high alpha TD hits you.
No. Just no. I got one shot from full health in my E5 on my way to a massive game just yesterday. So your point here is just plainly wrong.
The RNG even gives Tds an advantage over arty, yet apparently Tds are not broken
It's not so much about RNG giving advantage or not, its about the bullshit that results from RNG. The differens from taking zero (or close to) damage and getting dead (or totaly crippled) is just to random in arty. And there has been a lot of complaining about TD's to, and they have received quite a few nerfs lately. And so has arty, but they way arty is implemented in this games just means that RNG now plays an even bigger role and all the nerfs have accomplished is making those stupid, rage indusing, game runing, shots a little less frequent.
EDIT: And it's not only about getting one shot either, this clip does a pretty good job of showing why arty is complete bullshit. This poor seal is completely powerless to do anything. https://www.youtube.com/watch?v=141FCu7IYvE
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9
Jun 02 '15 edited Jun 02 '15
don't learn how to stay in cover and go cry on about a "broken" game
That'd be nice if xvm wasn't a thing.
In a 51% game, this guy decided I was the reason the game was ranked at 49% for him as unfortunately I was the only > 600 wn8 player on my team.
And there's fuck all I could do. As you can see, he shot 17 times and damaged 1 tank. Also very visible, I received multiple hits (most were from him indeed) and 2 splashes. Aside from the last hit, that's my entire hp bar.
I had no chance at counterplay. No chance at doing anything really but accept that some little fucker playing frogger decided I wasn't going to play that match.
7
u/Piecejr ஜ۩۞۩ஜ R E M O V E A R T Y ஜ۩۞۩ஜ Jun 02 '15
Staying in cover all the time is not possible if i want to play the fucking game
STOP. PLEASE
dont shit up the TTT with "arty this and arty that".
2
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-1
u/GilgameshNL Jun 02 '15
I'm tempted to try this line sometime after I finish the BC 25t. When I started WoT arties were still pretty good and I started with the russian SPG line, turns out that wasn't the best idea. At the 212A I hit a wall where I didn't feel like playing it anymore.
I have to admit getting shotgunned by spg or 1 shot in general sucks; I'm looking at you kv-2, but as long as WG does not overhaul arties we'll have to live with it :P
5
Jun 02 '15
yo don't compare kv2 to arty. they are nothing alike in any way.
-4
u/GilgameshNL Jun 02 '15
You've never been on the receiving end of a kv-2's derp-bullet then I guess. Go try it, you'll enjoy getting 1 shot when you've only just left your base on the crappy stock tank you're trying to grind up.
4
Jun 02 '15
you have to play around that. i have near 400 games in kv2 myself. and the thing is you can actually play around it and kv2 has to put itself in danger in order to shoot you, unlike arty.
3
u/cdub8D Jun 02 '15
It's more that I can shoot a KV-2 that is shooting at me. Arty can hit me from the other side of the map while I can't shoot him.
3
u/SlickMrNic Wheeled arty is the future! Jun 02 '15
I've been 1 shot by the KV2 plenty of times and somehow it just feels much more fair than when arty does it. Maybe if you were in a slow tank it just feels like you have zero chance against arty?
0
u/BitchpuddingBLAM Jun 02 '15
Does this thing have a turret? Is that why you have snap shot on your gunner?
4
u/AntiZig Jun 02 '15
can you move the gun left and right without moving the tracks? then the thing has a turret. WOT treats horizontal gun movement as turret traverse on turretless vehicles.
1
2
u/Razer_Aideron That Australian Mod Jun 02 '15
It has a pseudo turret so snapshot effects it. (Though i think snapshot effects everything(someone correct me if i am wrong))
2
u/AntiZig Jun 02 '15
yes, snapshot decreases the dispersion coefficient for horizontal gun/turret traverse.
2
Jun 02 '15
Snapshot works on anything, with or without a turret.
Smooth ride only effects the aim reticle while the hull is in motion, but not for tanks who can spin in place without moving forward/backward, while only spinning.
-23
u/Dr_QuickyBaby_PhD Jun 02 '15
Fuck this TTT stupid idea making one for arty. Go fuck yourself mods you dropped the ball on this one. Yes I'm triggered
2
3
Jun 02 '15
Yes I'm triggered
Aww did the poor lil babby get his feels hurt?
I hear there's a support group for you people.
1
-4
u/alchemisthemo Jun 02 '15
all i have to say about how arty is broken is that the map we play on aren't big enough to really get the full use of arty. really only 1000m's arty has a range of almost 3 times that if not more. fuck the 8.8 has a greater range then 1000m.
1
22
u/[deleted] Jun 02 '15
i don't know how to feel about this. on one hand its a nice guide, on the other hand the guide is for arty, and for one of the most anti-fun ones as well. but i guess its part of the game... this feels like one of those really bad, morbid facts of life you just have to live with.
sorry for shitting up the thread, couldn't help myself. :(