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Old 10-30-2012, 05:53 AM   #3076
Switchblade315
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I got Ace Tanker on my Hummel last night. 5 kills, 7 damages, and one spot.

game came down to a Hummel and a Priest on both sides we invaded and killed them. Highway was the map. I even went TD on 2 of them.

and i like fighting big slow tanks better. lights scare me.
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Old 10-30-2012, 05:57 AM   #3077
UngaWunga
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The T25/2 with the big gun is entertaining. Seems to be able to penetrate anything. Just follow the heavies in and help clean up. Having a turret is a huge plus.
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Old 10-30-2012, 06:23 AM   #3078
Mambo Dave
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I had the mother of all TK'ers last night... It was a tier 9 battle and I was in my T28 Proto when a smart guy on my team named HeyBeerMan (I nevr, ever remember people's names ... not sure how I remember his, but I will try to) in a M103 takes out all three of our arty.

So now we're at -3 from the get-go, have to arty support, and have a blue M103 at our base that seemingly half the team is racing towards, and half the enemy is on the charge toward, too.

That was one of those battles that I just decided to come out of cover and address whatever I could to get some points, fast, before the loss. Best to get in a few quick shots for some XP, die early and move on to my premium tier 8 while the T28's battle winds down.

Quote:
Originally Posted by SkidMarx View Post
Well crap. Now you've gone and done it. I've had that thing researched for ages but have avoided it because it's so slow. Now I might have to get one.
I need to save up some silver and free exp, but I think I'll move my Hellcat crew up to it when I get it. I've been sucking in that thing lately anyway.
Man, I feel ya. I just thought it abhorable that I'd have to go from the fully mobile platform of the T25/2 to something so slow. Instead... I found that while I did give up speed, in certain circumstances I gained a juggernaut that, after finally having made it to my team's other tier 8's that are shooting from one end of the low road on Arctic Region, I pass up the hiding tier 8 heavies and just keep going with all of them following me as I push the enemies back around their corner and, somewhat slower, up their hill.

I also took on a 100% JagTIger (a tier 9 TD) face to face in the middle of a city... and I came out far and above the winner on that one (I may have taken one shot out of all he shot at me), but then he may not have had the Jag's biggest gun?

My research path was the engine first (because it's cheap and it really does help a little), then I saved up 20-some thousand XP while using the 105 gun I already had researched (it is a viable gun - with the amount of armor thr Proto has I had the time to take aim with it and place shots where they counted), and combined that with nearly 30,000 Free XP (you know, that free XP I'm always telling the new guys here to save up and to never, ever use to research to the next tank, lol ) to get the 120mm gun. It's a cool platform since it isn't a tank that requires us to spend XP on tracks first - I still don't have the better tracks.

Unlike almost every other tank I've ever played, though, it takes more consideration and changes in tactics from the get-go. Using the data from XVM, the general tanks my team has vs. theirs, and the directions each go from the start, these determine if I wait at base for the inevitable fail of one or both flanks (if that base is on some type of plateau, I won't leave it since climbing any hill is so slow), center myself (for example the rare standard battle at Erlenburg with the bases in the middle), or choose a side - or even the middle of a field - and push (you know, because most other pubs are scared and just won't push for a victory). Pushes always require teammates either with you, or at least behind you sniping what you light up as you cross the middle of the Maliknovka field to light up what is on the other side.

So you may recognize these play styles to be similar to the choices a T95 driver has to make... it is a little similar in the speed and armor, except it has less armor than a T95, and seems even more susceptible to side shots. And, yet, even with me working so many medium tanks at the moment, the Proto's speed thing isn't frustrating me at all for some reason. I still generally get just as many shots no matter where I place it. It's strange, but in over 120 battles with it (since... four days ago?) I haven't yet had one of those teams who owned the battlefield so well that I didn't get action yet. I can see it happening, but not while the kiddies are out of school from the Sandy storm up north like they were yesterday.

I don't know why, but I'm getting far more cap points with it than I should be getting considering the tank is so slow. In 123 battles I have one Invader award (even one is crazy in a tank so slow), six Sniper awards, one Confederate, two Top Guns, and I'm averaging 1508 damage per battle with it.

Mambo Dave screwed with this post 10-30-2012 at 06:38 AM
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Old 10-30-2012, 06:25 AM   #3079
papalobster
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Sounds like I should go up the American Td line, I got the Slugger researched, but never followed though.

I can sell the Matilda Black Prince to open a slot. That thing is bad. Doesn't play, doesn't pay, slow, weak gun, just doesn't do it for me. I'll go back to one premium only I guess.
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Old 10-30-2012, 07:38 AM   #3080
SkidMarx
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Quote:
Originally Posted by Mambo Dave View Post
My research path was the engine first (because it's cheap and it really does help a little), then I saved up 20-some thousand XP while using the 105 gun I already had researched (it is a viable gun - with the amount of armor thr Proto has I had the time to take aim with it and place shots where they counted), and combined that with nearly 30,000 Free XP (you know, that free XP I'm always telling the new guys here to save up and to never, ever use to research to the next tank, lol ) to get the 120mm gun. It's a cool platform since it isn't a tank that requires us to spend XP on tracks first - I still don't have the better tracks.

Unlike almost every other tank I've ever played, though, it takes more consideration and changes in tactics from the get-go. Using the data from XVM, the general tanks my team has vs. theirs, and the directions each go from the start, these determine if I wait at base for the inevitable fail of one or both flanks (if that base is on some type of plateau, I won't leave it since climbing any hill is so slow), center myself (for example the rare standard battle at Erlenburg with the bases in the middle), or choose a side - or even the middle of a field - and push (you know, because most other pubs are scared and just won't push for a victory). Pushes always require teammates either with you, or at least behind you sniping what you light up as you cross the middle of the Maliknovka field to light up what is on the other side.

So you may recognize these play styles to be similar to the choices a T95 driver has to make... it is a little similar in the speed and armor, except it has less armor than a T95, and seems even more susceptible to side shots. And, yet, even with me working so many medium tanks at the moment, the Proto's speed thing isn't frustrating me at all for some reason. I still generally get just as many shots no matter where I place it. It's strange, but in over 120 battles with it (since... four days ago?) I haven't yet had one of those teams who owned the battlefield so well that I didn't get action yet. I can see it happening, but not while the kiddies are out of school from the Sandy storm up north like they were yesterday.

I don't know why, but I'm getting far more cap points with it than I should be getting considering the tank is so slow. In 123 battles I have one Invader award (even one is crazy in a tank so slow), six Sniper awards, one Confederate, two Top Guns, and I'm averaging 1508 damage per battle with it.
Thanks for the tips. Glad I don't have to get the tracks first. I'm pretty sure I can swing the engine now or very soon with free XP. I don't think I have the 105 though so I'll just wait to run it until I can get it.
Guess I had better run the Premium tank for a bit to build up that silver. Hopefully, I can get it this weekend so I can take advantage of the crew retraining sale
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Old 10-30-2012, 12:22 PM   #3081
UngaWunga
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These are the battles you hate to lose...

Last one left, got the TigerP down to 14% before he got me. After that, it would've been a march over to find the artillery. And a ton of points...

one
two
three
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Old 10-30-2012, 02:31 PM   #3082
UngaWunga
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love games like this... while your own team spends the game damaging each other...

pic
pic
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Old 10-30-2012, 08:22 PM   #3083
Czechsix
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sooo......we up for this? 6 grand each! Buy another bike! Farkle your old bikes! Other tiers too, but they don't make as much.....




Veteran's Challenge, Tier 8

Tier Limits

With maximum number of 5 players per battle, a team (up to a maximum of 6 players per team) must field a selection of tanks based on the below tier limits. Teams are also limited to a maximum total of 32 tier points.
  • Heavy: 8
  • Medium: 8
  • Light: 8
  • TD: 8
  • SPG: 8
Victory Conditions

Only 1 battle will be played for each qualifier round. A Victory will award 3 points. A Draw will award 1 points. A loss will award 0 points.
Draws at the end of the qualifier round will be resolved based on the following criteria (and in the following order):
  1. Number of Victories
  2. Number of Losses
  3. Head to Head
  4. Tiebreaker (TBD by judges)
The winner of each playoff round will be determined as the first to 3 victories, out of 9 battles. If, after 9 battles neither team has achieved 3 victories, both teams will be subject to disqualification. If a draw occurs at the quarter-final stage or later, the judges reserve the right to hold a tiebreaker between the two teams.
Each battle will last 10 minutes.
The encounter battle mode will be used for this tournament.
Schedule

Note that no more than 640 teams may participate in the Veteran's Challenge Tier 8. Teams will be accepted on a first come, first serve basis, see Registration for details.
The full schedule will be provided at the close of registration (round number will depend on the amount of teams, please be prepared for the rounds to go until at least 09:00 PM PDT on the 16th), once the final team count has been determined. Curious what times these are in your region? Use this handy Time Zone Converter to help you out!
  • Round-robin Qualifier Rounds: November 16th
    • Round 1: 6:00PM PST (9PM EST, 01:00AM UTC the following day)
    • Round 2: 6:20 PM PST (9PM EST, 01:20AM UTC the following day)
    • Final number of rounds TBA at close of registration, up to a maximum of 9 rounds
  • Playoffs & Tiebreakers: November 17th
    • Tiebreakers Rounds: 1:00-3:00PM PST (4:00-6:00PM EST, 07:00-9:00PM UTC)
    • Round 1: 3:30PM PST (6:30PM EST, 09:30PM UTC)
    • Round 2: 5:30PM PST (8:30PM EST, 11:30PM UTC)
    • Round 3: 7:30PM PST (10:30PM EST, 01:30AM UTC the following day)
  • Playoffs & Finals: November 18th
    • Round 4 (Quarter-finals): 2:00PM PST (5:00PM EST, 08:00PM UTC)
    • Round 5 (Semi-finals): 4:00PM PST (7:00PM EST, 10:00PM UTC)
    • Round 6 (Finals & Third Place): 6:00PM PST (9:00PM EST, 12:00AM UTC the following day)
There will be a 10 minute break between qualifier rounds.
There will be a 2 minute break between playoff battles.
There will be a 10 minute break between playoff rounds.
Prizes

The following prizes are the minimum, this tournament will receive 80% of the overall prize pool. The prize pool will increase based on the peak concurrent users, plus the number of tournament participants (for example: if the peak concurrent users reaches 35,000, and there are 5,000 people participating in all 3 tournaments, the total prize pool for all 3 tournaments will equal $40,000).
Current Total Prize Pool (updated weekly): $30,000
Current Tournament Prize Pool (updated weekly): $24,000
Each team will receive the following:
  • First place: $12,000
  • Second place: $6,000
  • Third place: $4,000
  • Fourth place: $2,000
  • Fifth-Eighth place: 100,000
  • Ninth-Sixteenth place: 50,000
Maps

The following maps will be used during the Veteran's Challenge:
  • Round-robin Qualifier Rounds: November 16th - Ruinberg
  • Playoffs & Tiebreakers: November 17th - Ensk
  • Playoffs: November 18th - Siegfried Line



Registration

Registration Terms

Registration begins on October 30, 2012 and ends on November 14, 2012 at 3PM PDT (6PM EST, 22:00 UTC).


A team must have at least 5 members to be eligible for participation in the tournament, with a maximum allowed 6 members.

Teams may only include existing clan names/tags in their team name if they are directly affiliated with that clan.
Teams below the minimum or above the maximum will not be accepted into the tournament.
Teams will be accepted on a first come first serve basis. Teams which apply first will be accepted first (note that applying your team for the tournament is different than creating your team). You can find instructions on applying here

Please keep all team names alpha-numeric. Characters such as "?, %, @, ^, etc" may cause issues with your team, and prevent you from being able to participate in the tournament.
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Old 10-30-2012, 09:06 PM   #3084
Cat0020
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Anyone playing the French TD line?

I'm looking to designate another line of vehicle to reasearch to the top.
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Old 10-30-2012, 11:14 PM   #3085
vwboomer
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as one of the last remaining on the port map in my GWPanther, I was hiding around a corner hoping to get one of the bastards. 3 come around, I hit one and pushed another into the water

I think I shoulda gotten points for that
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Old 10-31-2012, 08:16 AM   #3086
papalobster
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I sold the Matilda BP last night. Picked up the M36 and will work my way up the American TD line. So far it makes more money than the BP and kills stuff easier. It fools you into thinking that you have a tank with the rotating turret. But the armor reminds you that you should hide and snipe.

I'm running the middle gun, need the tracks so I can get the 90mm. I did add the rammer and run binocs and a net.

No Veterans Challenge for me. That's opening weekend of deer hunting in WI. I will be a bit busy.
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Old 10-31-2012, 10:10 AM   #3087
Geek
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Wow... buying a gold Lvl8 to play with has turned into a good way to make money faster.. it'd take 5 or 10 rounds for me to make this much with the lower tiers and I haven't figured out how to play this thing yet!

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Old 10-31-2012, 10:12 AM   #3088
papalobster
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I was eyeballing that with the sale coming up. That one or the SU-122 which is supposed to come out with 8.1 (or so I hear)
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Old 10-31-2012, 11:02 AM   #3089
vwboomer
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3 fucking times today I have been pushed out of concealment. 2 fucking times today I have been tk'd.

what a joke. there's nothing you can even do about it
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Old 10-31-2012, 11:13 AM   #3090
papalobster
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Quote:
Originally Posted by vwboomer View Post
3 fucking times today I have been pushed out of concealment. 2 fucking times today I have been tk'd.

what a joke. there's nothing you can even do about it
Set up with your gun facing backwards.
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