Vacation, Holiday, (insert your native language’s term for it here)

My family and I are about to embark on a 17 day tour of the Eastern US of A.  I will post all the pending scores for the Hall of Fame before we leave tomorrow but YouTubes will not update for awhile after tonight.  When we go on vacation, it is strictly family time – no gaming  involved.

Keep submitting Hall of Fame entries but I will not post any scores after tonight until we get back.

 

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Bots in World of Tank Destroyers

Hey Wargaming – it’s long past time you ‘fess up and admit there is a HUGE problem with bots in World of Tank Destroyers.  It is hard to go more than a few games in a row without being handicapped by bots on your team.  Bots are a constant player complaint and your flippant responses to the player base shows a complete lack of customer service skills on your part.  Addressing players’ complaints about bots by saying:

“People believe in a lot of things. You are free to continue to believe what you wish.”

demonstrates nothing but an unwillingness to admit you have a problem – a problem that repeatedly detracts from the WOTD experience for many players. I suggest you log in and play some soccer games on the NA server – you will quickly find out how prolific bots have become.  It becomes real apparent when its 3 on 3 and bots stick out like a sore thumb.

You guys are avaricious so it boggles the mind why you do not act more aggressively to weed out bots.  They cause players to quit playing. They drive players to other games.  They cost you money.

Ignore problems with a game and eventually, it will kill the game.   Bots ARE a problem.  Step up to the plate and admit it, Wargaming – then fix it.

 

 

 

 

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World’s Best Hockey Game!

If you play it on a soccer field and use a soccer ball and goal, it must be soccer, right?  WRONG!

9.1 gives us a fun, little gem of a game called the Himmelsdorf Championship, which Wargaming meant to be a nod to FIFA and the World Cup.  Instead, the result is more an homage to Lord Stanley.  I guess that isn’t exactly surprising when you ask Russian developers to create a game where the object is to put something into a net.  This is a hockey game folks!

You got cross checks, boarding, and bounce passes of the wall.  There is more contact in 1 minute than in all of the World Cup combined – and no one will be faking an injury to try for a yellow card. Don’t expect Pele and The Beautiful Game or the outstanding passing and ball handling of Lionel Messi or Cristianio Ronaldo.  Look more for the hulking presence of Phil Esposito outside the crease and Cam Janssen delivering a crushing fore check.

It is an extremely fun and addicting game and if you haven’t tried it out, do yourself a favor and do it.

(By the way – to all you pool players out there: this game is for you.  Play it like hockey and use angles and English like pool and you’re golden.)

 

 

 

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Warning to VK 28.01 Cougar Drivers

9.1 brings some nice buffs to the VK 28.01 Cougar.  But beware:  it also brings an increased danger.  Those of you who have gotten used to creeping along at 60 km/h are already finding out the hard way – bumpy terrain you can safely traverse at 60 km/h can track you at 68 km/h. I am sure most drivers will adjust fairly quickly but keep it in mind as you happily zip around at almost Scout-like speed (yes, I wanted my old 72 km/h back!).

Overall, 9.1 seems a good patch.  A new map, is always good even if it isn’t all that Scout friendly.  MT-25s and VK28.01s get buffs; again, always good when Scouts get love.  Hopefully the buffs spread to many other scouts in the next few updates. The rumored removal of Sand River Assault mode did not occur; another good thing as it is one of the most Scout-friendly map modes in the game.

I’ve driven a few battles in my MT-25 and its buffs seem a bit meh to me.  It has become a bit more agile, but it certainly has not been turned back into the T-50-2.  Let me take time to thank all you people on the NA server who are driving the MT-25 as if it is a T-50-2; you are helping my Free XP and Credit accounts climb steadily.

As far as the 28.01 goes, those 8 additional km/h top end help a lot when crossing open areas and trying to beat a turret rotation on the way.  It lets you be a bit more aggressive offensively and react faster defensively; both extremely good things.  Mobility-wise, the reduced terrain resistance is nice but not game changing in any way.  Still, the current rendition of the VK 28.01 is the most agile the tank has ever been so enjoy it while it lasts.

Just remember, the extra speed and the bit of extra mobility mean more tracking issues if you are an aggressive driver.  Even without tracking yourself, you will now drift in some places you never drifted before.  That isn’t always a bad thing but it can prove devastating if unexpected.

Tier+3?   GAG!  I really wanted to keep Tier+4.  Lower tiers mean lower amounts of XP and credits available – and fewer Orliks up for grabs on the table.   I think Tier+3 should be reserved for Tier IV Scouts.  Taking new drivers from the Tier+2 match-ups in the low levels and smashing their heads against the learning curve wall of Tier+4 in the Tier IV Scouts was too brutal even for a war game.   So make Tier IV  MM Tier+3 then step them up to the big boys and Tier+4 for Tier 5 and above.

Overall?  Good job Wargaming!  I can’t wait for the new physics models to come out – and – keep those Scout buffs coming!

 

 

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9.1 MM Revealed

From the Asian forums:  http://forum.worldoftanks.asia/index.php?/topic/40273-matchmaker-cac-dong-tank-trong-phien-b%E1%BA%A3n-91/

MM9.1

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9.1 Patch Notes

With the release of the 9.1 Patch Notes, we can now see with some degree of certainty how Scouts are impacted by 9.1

ALL SCOUTS:

Upper limit on battles reduced for Light tanks Tier IV-VII.  In effect, Scout MM becomes Tier+3 instead of the current Tier+4.

VK 28.01

(stock suspension)

“Crossing capacity on 2801 suspension on solid terrain increased by 20%

Crossing capacity on 2801 suspension on medum terrain increased by 18%

Crossing capacity on 2801 suspension on soft terrain increased by 10%”

(upgraded suspension)

“Crossing capacity on verstarkteketten suspension on solid terrain increased by 22%

Crossing capacity on verstarkteketten suspension on medum terrain increased by 20%

Crossing capacity on verstarkteketten suspension on soft terrain increased by 11%”

(top speed)

“Maximum forward speed changed from 60 km/h to 68 km/h.”

MT-25

(stock suspension)

“Crossing capacity on MT-25 suspension on solid terrain increased by 12%

Crossing capacity on MT-25 suspension on medium terrain increased by 11%

Crossing capacity on MT-25 suspension on soft terrain increased by 6%”

(upgraded suspension)

“Crossing capacity on MT-25 reinforced suspension on solid terrain increased by 14%

Crossing capacity on MT-25 reinforced suspension on medium terrain increased by 12%

Crossing capacity onMT-25 reinforced suspension on soft terrain increased by 6%”

(new engine)

“V-16 engine (600 h.p.) replaced with V-16M engine (700 h.p.)”

A-20

Goes back to tier+2, meaning its brief stint as a scout is over; it is just a Light again.

 

WHAT DOES IT MEANS?

For starters it means all those old T-50-2 drivers who kept their MT-25 in their garages all this time will be breaking them out to see how close to the T-50-2 the MT-25 become.  Don’t be surprised to see a bunch of Suicide Scouts in Mt-25 for awhile after 9,1 is released.

Additionally, The old T-50-2 was a light tank weight-wise.  But the MT-25 is somewhat hefty for a Scout, tipping the scales at around 26 tons and with better armor than the T-50-2.  With its rapid fire gun, weight, speed and acceleration, it could become a great anti-scout; a skill at which the T-50-2 was only average.

The VK 28.01 is about to become more agile than it has ever been before.  I don’t play on the test server but I am guessing it will be able to play more aggressively now, as the combination of better speed and agility let it step up its game in terms of crossing exposed areas and performing flanking moves.

The A-20 returns to where it rightfully belongs: a non-scout light whose drivers will no doubt still try haplessly to suicide with it.

Overall, the move to Tier+3 is bittersweet.  Yes, Scouts will get much better MM and we will see the Mt-25 and VK 28.01 bandwagon begin to fill again.  But I LIKED the challenge of Tier +4.  yes, such battles could be brutal but it made driving Tier VI Scouts extremely rewarding, as well.

Worse, as Wargaming continues their buffs to various Scouts over the course of the summer, I think it will all be short-lived.  Enjoy the buffs now because when more Scouts than the MT-25 and VK 28.01 start reaping the benefits of buffs PLUS Tier+3, the cries of “OP SCOUTS” won’t be far behind.  I give it til Fall til the pendulum starts to swing back the other way.

As I said, enjoy it while it lasts, cause I don’t think it will last long.

 

 

 

M

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George Patton, The Art of War, and WNx

Gen George Patton once stated,

“War is an art and as such is not susceptible of explanation by fixed formula”

The WNx crowd needs to all read that about 1,000 times and understand its implications.  Besides the fact WNx does not include many variables it needs to include to be close to being viable, it can not come close to measuring the “art” of war.

Sabermetrics works fairly well in baseball.  It is pretty easy to assign weight to one’s actions in a team sport when only one person is batting at a time.  But sabermetrics evaluating overall player skill has never caught hold in football.  Why?  Because there are too many murky issues. Was that big run the result of a great block or a great cut?  Was the QB awesome because he had great receivers who always had large amounts of separation or were the receivers awesome because the QB was able to always deliver the ball in the perfect position to catch?  Football does not provide the data needed to create a 1 size fits all index.

Football has displayed a degree of intellectual honesty which is non-existent in WOT.  It has not pursued such a comprehensive metric because it knows it would not be accurate.  If only the WNx (and other eff ratings) devs would be so honest!

Was it the skill of the damage dealer which won the game or the skill of the spotter who won the game?  What about the guy who recognized the need to create a distraction who went off by himself and agitated the enemy rear, forcing the enemy to send 3 tanks to go deal with him, thereby changing the balance of the game and allowing free damage when those tanks retreated from the front?  He did nothing measurable – yet his action won the game.

What WNx wants us to believe is that all tanks in WOT contribute to victory in the same manner.  They have advanced their formula to acknowledge individual tanks must be measured separately but beyond tank-specific “expected values”, keep their head fairly in the sand on every other objection.  We players are led to believe all tanks should do the same thing; obviously WNx feels this way because every tank type is measured exactly the same way.

Apparently in the minds of the WNx geniuses  (and they DO think they are geniuses, incapable of being understood by mere players; just look at their condescending responses to dissenters), every tank should perform the same role.  Because, fellow tankers, if they felt tanks had distinct roles, they would use different formulas for each tank type.  It’s like they measure the skill of the Offensive Lineman using the same formula as they do for the Tight End; the same formula used for the Safety as the formula used for the Halfback.

You might laugh at the thought of using one formula to measure such varied positions in American football, but stop and think for a moment – why is it any different n WOT?  Alight tank DOES NOT DO the same things as a Heavy.  A TD DOES NOT DO the same things as an Arty.  A Medium DOES NOT PLAY like a Heavy.  So why in hell are we pretending we can measure them all in the same exact fashion?

The honest answer is – we can’t.

That is precisely the reason we are told that a player with a WNx rating of 2400 is twice as skilled as one with a rating of 1200 but that relationship appears to break down at high ratings.   The fact is among players with the highest WNx ratings, WNx displays almost 0 correlation to Win Rate.  Why is that do you wonder…

We are told WNx is a great tool, capable of discerning skilled players from poor players, yet among the supposedly most skilled players, it can’t get the job done?  The reason isn’t all that mysterious,

WNx measures how much damage and how many kills a players gets.  Little more.  But much more contributes to wins.  The result is the index lumps all players with high damage and kill totals into one group at the top of the pile – but can’t differentiate between those players because WNx lacks the precision needed to measure SKILL. Even more than the ability to differentiate between tank types and the ability to adapt for changes in tank performance due to nerfs and buffs  It can’t measure actual skill.

Because of this limited measurement WNx can’t really do what it says it can.  In fact, it is IMPOSSIBLE for WNX to do what it says it can because the entire concept of WNx is flawed.  It attempts to measure and quantify something which can not be measured or quantified: the Art of WOT.

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