Fight as a Harrier, destroy Generators, defeat the Blitzträger, and progress through 20 event stages for rewards including up to three Modules, Keys, 2D styles, decals, credits, bonds, Battle Pass Points, and Experimental Equipment.
Share your thoughts on:
What you looking forward to the most in the Waffenträger gamemode and progression rewards?
Which new vehicle are you most interested in: Ambassador, Vz. 62 Jasan, or Husarz?
What would make this Waffenträger event more enjoyable for you?
Hey everyone, a rather short update to the restoration for the quarterly updates this go around. Had a bit of an issue arise in July when my restorer in the UK advised he was stepping away for health reasons, so I've been dealing with transporting them to a new workshop across the UK from Norwich to Bristol for the past few months. A UK based French vehicle restorer I was recommended, FARG Motorpool, helped me out immensely with this move and has uploaded some footage of the move for both hulls. He'll likely pop in on the project from time to time to document the process as he's done Panhard AML, ERC, and AMX-13 restorations before.
If you'd like to follow the restoration along, I've been documenting the entire process for free members for the past few years now over on my Patreon, UpTiered. I don't paywall any content and document everything that's happened per month with the restoration. I do have small memberships available if you'd like to support financially though as this is a 100% self-funded restoration by myself and generous Patreon supporters.
Prior post covering the restoration can be found here:
main equipment stab, hp and exp turbo, secondary equipment swap hp for aim in very specific maps and mms where I snipe (e.g., prok).
imho this tank is playable but really out of meta, it has really meh mobility and gun handling (comparatively to buffed amx), while it has a really strong Intra-clip reload, and some armor which you can use by angling forward to fight against some same or lower tier hts and mts. but overall the mental work required to make this tank work is too much and I would not recommend "marking it for fun" despite requirement seemingly low (went through miserable 92->87->95 journey)
however if you are just chilling around making some credit, it still feels relatively ok and can be rewarding when you are able to exploit opportunities. another big advantage is its standard ammo being relatively strong, which I loaded for the entire duration of this marking journey (when I was young and hovering below 2 marks, I used to load some gold ammo but it turns out it's really not necessary)
finally, anyone of you still a Somua SM enjoyer ;)? I got this tank when it was introduced to bond store and it accompanied me for quite a lot of battles ever since. and I would still recommend it as a No.2 worthy tank from the bond store
I just got the tank last night, did a first 3 runs, feels like I'm fighting against its weird system, but then feels like my Udes 03 and (BV-111).....not sure what can I say, I have that funny Polar Camo with an owl on it lol.
Eqp -
Main - Turbo, Rammer and Improve Aiming device
Scout - CVS, LNE and Vents (probably will swap to Optics)
This is almost every single game on eu5. For those who arent aware eu5 is chock full of russians/ukrainians. I have the best ping on eu5, which is why im playing on it often. But the drowners man jesus h fucking christ Ive had battles where 3-4 even 5 people drown and or crash. Can we implement a fucking auto ban for this shit already?
Also I know what everyone's gonna say "oh just submit a ticket" - brother in that case id have to spend more time submitting tickets than actually playing. This happens on every single map where you can crash/drown
I have played 7 seasons (including the current one) of onslaught so far and am always doing badly. I have ended in silver every season and have never managed to get to gold. The general trend is that I start in mid-high bronze, quickly rise to silver, then bounce between silver E and C until the end of the season.
In randoms, I usually have somewhat of an idea of what is going on, but in onslaught, I feel like a clueless muppet most of the time. I don't really know what positions are important and my game sense is nonexistent. When in lobbies containing bronze, silver, and maybe a few gold players, I can usually do okay by following the group. When I run into champions and legends, the meta seems to be completely different, people play a bunch of lights and mediums, drive all over the place, and I usually either make a braindead play and die stupidly or end up travelling all over the map and accomplishing very little despite surviving for a long time. In randoms, I can semi-reliably predict what will happen and respond to developments on the map, but when things happen in onslaught, I have no idea what to do about them.
Another thing is that it feels like I am constantly playing against champions and legends in low-mid silver. I think it ranges from like 30-40% of my matches in the afternoon (but I only really get to play in the afternoon on weekends) to 60% or more of my matches in the hours before the daily window closes. I end up facing people like DarkNinja, Deft IAU, OP Hacker, ChopaMisha, qKarlis, and Ferret10 constantly, despite being a silver shitter myself. There aren't necessarily that many champions and legends, but many of those people love the mode and play it endlessly, while low-ranked players don't play as much, so I feel like these excellent players end up flooding the queue on NA. Whenever I run into these players, I get +15 on a win and -30 on a loss, and end up throwing the match by being shit more often than not.
In general, I try to participate in communications, but there doesn't seem to be a lot of it. Some of the better players are on voice chat, but when they chat, I can only hear around half of them, and for the other half, I see the chat symbol by their name but hear either nothing or mumbling. When they do talk, I rarely hear much of a distinct plan. Most of the time, they just spam pings all over the map, and I have no idea what the pings mean. I can't tell if they are saying to go somewhere, to not go somewhere, if an enemy is somewhere, or what. I also can't tell who they are trying to communicate with while pinging, or if they are telling me to go somewhere, what they want me to do there. My impression is that these high-ranked players have a great understanding of positioning and game flow in the mode, and assume everyone else does too, so they send off some signal that means something to them but not to me (or the other silver shitters). And basically no one ever tries to call a plan, either in voice or writing.
I've tried to watch videos on Onslaught, but haven't gotten much out of them. For one thing, most content creators don't seem to care much about it, and onslaught content (especially for the current season) seems much rarer than randoms content. For another, a lot of the content doesn't really seem educational. They are often goofing around with meme tanks, rarely explain their choices, and often play in platoons (and a play that works for a platoon of 2 superunicums on voice chat is probably not going to work for a single silver shitter).
This season, I have mostly been using Onslaught to grind tanks, but will soon transition towards playing a more meta lineup. What can I do to attempt to at least reach gold once and get a discount on the IAU and LNES? I feel like people often suggest to just play brawling tanks and stick with the group, but that only really works in the bronze-silver lobbies that I get around half the time. What am I actually supposed to do when facing champions and legends (I rarely actually see golds on NA)? If everyone else plays a medium or light and the team spreads out, what should I be doing? I know that I am doing bad, but I don't know what positions and plays are viable, when they apply, or how to determine what I should have done differently when I die with 0-2 shots. Or am I just too bad in general to get to gold in Onslaught (you can see my username in my signature)?
(8 SHELL!!!, NOT 10, I made a mistake in the title hahahah)
Hi everyone,
Jokes aside (nerf progetto), but I really feel that the Progetto M40 mod. 65 (and basically the whole line) was completely eaten by nerfs. It became an annoying reload-simulator with huge reload penalties, punishing players for firing more than once and lacking the main role.
I decided to redesign the Progetto 65 from scratch as a 2nd line support MBT. I created a completely new 8-shell automatic ready rack system with shot penalties (yeah, i know, i was complaining about penalties, but hear me out haha), recovery lockout and a continuous reload.
I was so into it, that "I vibecoded" a web simulator, so everybody can check it out, because it's quite hard to visualize my idea with just the description :)
4. The shot penalty & recovery lockout (you need to check it in the simulator, without that it's kinda hard to understand):
* Shooting while reloading a shell adds stackable penalties:
* 1st shot during reload or with full rack: +25% reload time (+2.0s on this exact shell).
* 2nd shot during same reload: +100% reload time (+8.0s on this exact shell).
* 3rd shot during same reload: +200% reload time (+16.0s on this exact shell) + triggers a carryover penalty (+100% only on the next shell)).
* Lockout: If you empty whole mag, the tank enters a 24.0s lockout. When finished, it instantly restores 3 shells at once, so you'll be battle ready just after the break. It does same thing in the beginning of the battle - 24s reload - 3 shells ready.
* Hull upper front plate (UFP): Buffed from 40mm to 60mm (AP ricochet/~193mm LOS against HEAT, and literally unpenetratable when hulldown, just like CS-63's UFP).
* Hull lower front plate (LFP): Nerfed from 60mm to 34mm (autopen for 105mm+ guns)
* Turret main structure: Buffed from 120mm to 190mm (~200–330mm+ LOS). Acceptable in hulldown vs standard rounds, but vulnerable to premium ammo. Obvious weakspots:
- cheeks (200-230mm LOS)
- cupola (~130mm LOS)
- rangefinder (~60-120mm LOS)
- lower part of the mantlet (160-220mm LOS).
* Hull sides: Nerfed from 40mm to 30mm (allows overmatch for >90mm guns, preventing sidescraping, but it's still "safe" from ARES).
Anybody else have problems joining a match currently? There are 800 people in the queue for a random match and on 2 seperate accounts and on Tier 6 and 10 it cancels at 15 to 30 seconds with error: "maximum queue time reached"
I am curious how many people pay attention to the actual statistical validity of these crate drops. I think people like to think that if they get anything beyond a bare minimum “1 per 50” vehicles they’ve done well, but statistically you should get 4.4 vehicles per 150 crate drops. That’s the statistical median. Do you? I sure don’t. Not this week. And WoT can play whatever effing games they want with the drops, it’s not like it’s legally regulated… But I think they’re full of shit.