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11-15-2012, 09:22 AM
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#3271 |
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Buffoon
Joined: Feb 2008
Location: WI
Oddometer: 7,996
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on the + side, I saw a T95 one shot a tank with 1500hp this morning
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It's important to own a great adventure bike, and leave it in the garage because there's no time to adventure ![]() |
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11-15-2012, 09:46 AM
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#3272 |
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oot & aboot
Joined: Jun 2003
Location: Colorado
Oddometer: 25,735
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I love my M7 Priest.
Surely they are going to tame it down a bit.. it feels like cheating. Played 3 rounds last night with it - killed 4 each in two of the two rounds and 6 in other. My M41 on the other hand... I can't stand. Too slow at reloading and aiming. Trying to decide if it is worth grinding 100,000 research +1.7 million coin to get the M12 teir 6 arti? I suspect I'd end up using my M7 like I do now just because it is more fun but I did watch another player get 4 kills in a round with one.
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11-15-2012, 09:55 AM
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#3273 | |
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With Gusto!
Joined: Jul 2001
Location: FDL, WI
Oddometer: 9,847
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Quote:
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11-15-2012, 12:11 PM
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#3274 | |
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Beastly Adventurer
Joined: Nov 2010
Location: Oxford, MI
Oddometer: 1,398
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Quote:
![]() I've come within 39 hit points of one shotting a full health 4502A with my S-51......
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'09 Kawi Versys |
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11-15-2012, 09:12 PM
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#3275 |
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Sith
Joined: Sep 2004
Location: PUItopia
Oddometer: 19,942
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gwpanther is like a long range TD
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11-16-2012, 04:19 AM
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#3276 |
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Beastly Adventurer
Joined: Oct 2006
Location: Kingsville MO
Oddometer: 3,953
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Remember tho arty is hard to play....is not a finger of god....or "laser".
I am not sure why but I seem to be killing more arty now that I have hit tier 8. And in a Pershing without the top gun as well. Don't know how, but in every match I live in I end up with killing or at least hurting real bad every arty unit on the enemy team. Tracked and just pound them in the side about every time.....wonder why that does not work on the lower tier arty...I hit them in the same place. Poor arty....in one of the few games I played last night I left the circle to hunt down the last arty unit....in that slow ass pershing again. Yup still hate it and think arty is the worst thing in this game.
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[FONT='Arial','sans-serif']Calling an illegal alien an 'undocumented immigrant' is like calling a drug dealer an 'unlicensed pharmacist[/FONT] |
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11-16-2012, 04:54 AM
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#3277 |
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With Gusto!
Joined: Jul 2001
Location: FDL, WI
Oddometer: 9,847
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The Patton makes on even better arty hunter. I got 2 obj 212's and an S-51 in Mines. I just rammed the S-51 to kill him.
Nice thing about playing arty too, is you get to know the hiding/shooting spots. Makes counter battery even easier. I think in tier 8 and up matches you tend to get either no arty or a lot of arty. We had 6 on each side in Wide Park. I killed a Gw Panther right off the bat, and then a T62 that was hunting for me. Played Dragon Ridge last night in the M12. Knocked an IS-8 and M26E4 down to around 10% hp left so the rest of the team could kill. Then started working on the T95 (they really should paint a big red n white target on the top of those things ) when a E75 went past me and started capping. Peek over the rise, direct fire, shoot him to reset the cap, back up. The doofus just stayed in the same place while I reloaded, peek over again, shoot him again. Our AMX50/120 finally comes back and shoots him. Wish I woulda had a HEAT round then
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11-16-2012, 05:43 AM
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#3278 |
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Beastly Adventurer
Joined: Oct 2009
Location: Ethel, Ms
Oddometer: 3,233
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I arty hunt in the Tiger II on some maps.
the E-75 as well sometimes. i just got the 1200hp motor last night in it so not it stays on the speed limiter every where but up hill. Off road driving helps as well. Now I can start playing it more like I do my Tiger II. this might get interesting.
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When i die bury me upside down so the whole world can kiss my ass. |
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11-16-2012, 05:51 AM
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#3279 |
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oot & aboot
Joined: Jun 2003
Location: Colorado
Oddometer: 25,735
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I'm going to grind on my E8 today and try and unlock the Tier 7 T-20.
I'll be in teamspeak if anyone's bored. ![]() cheers, Ed
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11-16-2012, 05:52 AM
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#3280 | |
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Beastly Adventurer
Joined: Oct 2006
Location: Kingsville MO
Oddometer: 3,953
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Quote:
On a subject change. Can someone explain the transfer of crew from a prem tank to a regular tank. My churchill (soviet) just got their first perk and I would like to move them to the JS....I guess heavy to heavy...do they take a experence hit when I move them....do they lose the perk...you know the little light pop on. I was thinking you did not take the 20% hit or whatever when moving crews out of a prem. tank if they stayed in the same class...heavy to heavy. thanks.
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[FONT='Arial','sans-serif']Calling an illegal alien an 'undocumented immigrant' is like calling a drug dealer an 'unlicensed pharmacist[/FONT] |
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11-16-2012, 06:04 AM
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#3281 | |
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oot & aboot
Joined: Jun 2003
Location: Colorado
Oddometer: 25,735
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Quote:
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11-16-2012, 06:10 AM
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#3282 |
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With Gusto!
Joined: Jul 2001
Location: FDL, WI
Oddometer: 9,847
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11-16-2012, 06:32 AM
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#3283 | |
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Beastly Adventurer
Joined: Oct 2011
Location: 33064
Oddometer: 2,471
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Quote:
The thing is that once they are retrained, you can still transfer them back into the Churchill to use for money making and to up their skills and perks. I used my tier 9 M103 crew in my tier 8 T34 sometimes just to get their perks higher. You probably already knew that part though. As an aside, what some of us do, sometimes, is before transferring... "DROP" the perks for a crew member. What this gives you is a "pool" of experience points from which to draw for that crew member. Now, with those experience points pooled up, when you pay the 20k that would have made a crew member either 90% for a sequential tank movement, or 80% for a non-sequential movement, it will draw from that pool of 'experience points' up until the point at which the crew member is at 100% for the new tank. At that point whatever experience points are left in that 'pool' can be assigned to whatever perk, or perks, you want for that crew member. For some newly-bought tanks just keeping the perks a crew member has earned, and starting the climb back up from 80% or 90% is fine. At some tiers, though, you or I may feel losing some of the perks in order to have a crew member at 100% is far more important (in my case the most important crew member to often keep at 100% is the gunner - and this is especially so with an arty gunner). If it's a close-quarters battle tank I may up the gunner and the loader to 100% this way for a move up to the next tank, while being perfectly content with a commander, driver and radio man who are at 90% and who keep their perks where they were. With a sniper tank I may not upgrade the loader to 100%, instead just upgrading the gunner this way. Yes, there is a minor penalty for "dropping" perks, but it's really pretty small in the scheme of things considering you can have an important crew member right at 100% when starting to grind a new tank, and considering that he picks up training his perks right away upon using the new tank since he is at 100%. Mambo Dave screwed with this post 11-16-2012 at 06:56 AM |
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11-16-2012, 07:00 AM
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#3284 | |
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Beastly Adventurer
Joined: Oct 2009
Location: Ethel, Ms
Oddometer: 3,233
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Quote:
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When i die bury me upside down so the whole world can kiss my ass. |
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11-16-2012, 07:05 AM
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#3285 | |
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Beastly Adventurer
Joined: Nov 2010
Location: Oxford, MI
Oddometer: 1,398
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Quote:
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