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In World of Tanks, a class system has been in place since the beginning to keep tanks of various abilities matched up properly in battle with their respective opponents. However, this has a few drawbacks as you go down in tier.

Before tier 5, there are no truly robust heavy tanks- they arrive... more
Maklarr4000 Sep 22 '16 · Rate: 5 · Comments: 1 · Tags: wot, world of tanks, tanks, heavy, techincal heavy tank, list, guide, opinion, soviet, french, clone
So, I've decided that, on top of my other fascinations, I'd write a little about my experiences with World of Tanks, and moreover, the tanks therein. The game itself is great, but there are a lot of things I wish I'd known back when I started that I know now. So, in an effort to both collect my thoughts, and provide insight to others, here goes my new blog set on TANK REVIEWS!

Today's subject is the first tank I ever played, the Tier-1 "Leichtractor" from Germany. What is the Leichtraktor? Well, here's a photo:

The Rheinmetall VK31 "Leichtraktor" was a ... more
So, a long time ago I wished for a Mauerbrecher, the tier 8 "mini maus" that could. I eventually wound up getting one not long before the IS-3A fiasco struck, and I quit playing WOT in solidarity with guys like 4Tankers and others. Ultimately Wargaming has amended enough things with enough people I've tentatively come back to playing after a long time away. So, where does that leave me with the "mighty" Mauerbrecher? Well...

The Mauerbrecher (meaning "wall breaker" in German, shortened to "MB" in most chat) is a tier 8 German premium heavy tank, offering super heavy tank aesthetics and similar performance, with an added boost to crew training and credit farming. That's where the good ends really. The MB is a slow, ponderous XP pinata not unlike the TOG II*, but without the DPM. The MB was declared one of the worst tier 8 premium tanks by community wizard QuickyBaby, and I wholly agree with him. This tank is no good. In fact, it may just be terrible. why do I play it so much?

Perhaps it's just my bizarre personality, or my love/hate relationship with the game, but I've come to realize two very important things about the MB. The first, is that with it's giant cannon it is a lot of fun to shoot at overly confident tanks and royally mess them up with it's huge alpha damage. The second, it is incredibly fun to shoot AT the MB. Granted, I don't get that chance too often (as nobody plays this slab of gray garbage much anymore), but when you can shoot at something like the MB and farm one for huge damage, that's an immense credit and XP payout for whoever ultimately bags the tank.

With that in mind, the meta has also shifted considerably- the MB is too slow to lead any charge, so as an MB player I'm allowed much more flexibility to serve as a second-line fighter, or to fill in the gaps in the battle at close quarters as needed- and no one complains. Unlike some more "influential" tanks, I don't feel any stress or pressure while playing the MB- if we win or lose, it's very doubtful it was due to anything I did or didn't do in the thing, especially when it sees tier 10 tanks most battles.

So, I head out there, load my standard rounds, and set a course for my "spot" on the map, usually the heavy tank brawling spot, and I fight there until my team either wins or loses. If we win, fantastic- if we lose, it's fine- I know for sure someone else had a whale of a game taking down my MB, and while it's hard to call that a charitable act, that's kinda how I see it. As a premium tank, unless I fire premium rounds (something I never have to do with a cannon that big), I make credits no matter what, so I'm never losing anything in the exchange.

That, and while it isn't a good tank- it has glaring weak points, a problematic at best armor profile, a slow-firing gun, and a plodding pace- it is still fun to play in a weird sort of way. Landing a shot on all but the heaviest of tanks is almost a guaranteed penetrating shot for big damage- making every pull of the trigger immensely satisfying. The MB is twice as tall as most other tanks, and it has a neat trick for when Soviet tanks decide to move in close- angle that giant gun right down onto the top of their turrets- where oddly enough there isn't nearly as much armor. Almost like the Soviet engineers that cooked them up never expected them to fight against an entirely fictional German tank that would be shooting at them from above. It's the sum of the little things that make the MB an enjoyable thing for me that I play pretty regularly now.

Anyway, that's my excuse for playing this terribad tank, posted in such a way I can link it out to those that ask me what is so terribly wrong with me when I say that I play it on purpose. Many thanks for reading!

Maklarr4000 Dec 30 '19 · Rate: 5 · Comments: 1 · Tags: tank, germany, world of tanks, tanks, mauerbrecher

Something interesting I've seen among World of Tanks players is that most have a very intense distaste for the Matilda Black Prince tank. It's not terribly uncommon to hear the Matilda BP ranked among the worst tanks in the game, which always surprises me, as I rather like it.

This leads me to my key question... am I the 'only' World of Tanks player that likes the Matilda BP?

I understand it's detractors- it's speed is poor at tier 5, and it's armor on the (rather large) turret is unreliable against most guns it'll cross. There are, undeniably, better tanks at tier 5 to play in.

However, the tank has some merits as well, it's gun chief among them. High penetration and fire rate, coupled with a good loader means that the tank can pour damage out into it's foes- while a small aim circle and low speed means it excels at fighting on the move, or brawling with light tanks keen on circling it. The turret provides ample protection against German auto-cannons and most light tanks, while offering enough depression and elevation to keep it workable on shallow hills and ridges.

Now, it's no Sherman, and I understand completely if there isn't another soul out there that would ever play with this tank, but... all the same, is there anyone else out there that does like the Matilda BP besides me?

Thanks in advance for any feedback on this one.

In World of Tanks, there are a number of "grinder" tanks. These vehicles are characterized by large volumes of modules or points needed to advance to the next vehicle, or have a feature that makes playing them a chore rather than fun. Tanks like the maligned AMX 40 for example.

One tank that I see gets called a "grinder" tank more often than not is the Tier 3 American M2 Medium tank.

The M2 Medium is a historical oddity. It was one of the largest tanks ... more
Maklarr4000 Oct 24 '16 · Rate: 2 · Tags: tank, tanks, world of tanks, wot, m2 medium, rating, america
Artillery. Self Propelled Gun. Metal Rain. Hand of God. Clickers. Marshmallow cookers. Dead Meat. Slowpokes. Arty.

Just a sampling of names for the unusual "fifth class" of vehicles in World of Tanks, and the subject of my ire. In the game, there are 3 classes of tank, each with it's own unique attributes. Beyond them, are the <!--more-->tank destroyers, the slower, but usually more powerful "heavy hitters" to crack tougher vehicles. Then there is the artillery...

Artillery finds a cozy spot at the back of the map, and fires (rather inaccurately) at targets on the map, hoping to hit them. This is what they see:

It's almost as if we aren't playing the same game. But, this is really only the surface of what I've come to see is really an artillery problem. In order for artillery players to play well, they must destroy targets with their massive cannons. Targets that must be illuminated by other vehicles for them to even see. This means that, especially at the low tiers, Artillery is at a serious disadvantage- scouts are hardly as effective at tiers 3-5 as they are higher up. But, you still have to grind your way through them to get the SPG you want.

Then there's the teams. Artillery battles come in two flavors I've found. Thanks to WOT's matchmaking algorithms, fights seem more and more one-sided than ever, so an artillery piece is either stuck trying to keep pace with a rapidly advancing team (being largely unable to hit any targets), or conversely, left to defend themselves when the team in front of them crumbles to nothing. This brings me to my key argument- Artillery is at best, useless to a team.

For the sake of argument, all further examples will surround the tier 5 German Grille (pictured above), which is a favorite among artillery players and is generally seen as one of the best artillery pieces in terms of mobility, firepower, accuracy, etc. It's also the piece I have the most experience playing alongside and against.

In a "good" game, in which the team does not immediately disintegrate, and the enemy are fighting in a manner that allows the artillery to make good use of it, you'll average 2-3 kills, with maybe 6-8 hits in total.

In a "bad" game, you may not have any opportunities to shoot. Say the team all goes one way, and a sneaky scout or two (Panzer 1c for instance) will dart in and blast you to bits before the battle is even underway.

In a "normal" game, it'll be as I said before, either you'll have limited options to destroy the enemy as your allies rack up all the points, or you'll be the last vehicle standing against whatever angry miscreants managed to wipe out the rest of your team.

Which, 99 times out of 100, will result in the artillery getting wrecked by whatever comes to fight it because the SPG's cannot fight effectively at close range.

Now, this problem is exacerbated as more and more people play artillery, and as matchmaking algorithms deteriorate, teams can be saddled with 3, 4, even 5 artillery pieces per side- each one only plinking away at tanks that tarry too long. It's frustrating to no end. As a scout, I can light up targets that the artillery fails to hit either through inaccurate guns or control, or they're constantly ordering "attention" to areas no one can get to, well away from where their attention is needed.

As a medium or heavy, it's frustrating to know that while trading blows at the firing line, up to 5 possible vehicles on the team are used up by vehicles that likely won't contribute to the struggle at all. It's times like those where I'd trade them, regardless of tier, in for T1 Cunninghams, the American tier 1 light tanks. At least then they could serve as a distraction, or take a hit for a vehicle that mattered.

So, here's my thoughts on the matter- a solution of sorts, if you will. What if, maybe, the Artillery were given a second view mode. Give them the same firing controls as a tank destroyer. The guns are bigger, sure. The reload speeds are tedious, yes. Their armor is, usually, pretty weak. However, this would upset the notion that only "specialty" artillery (Bishop, T-18 HMC, FV304) can keep pace with the battle if needed. It would also give them some means to defend themselves when the end comes- give them a fighting chance so to speak.

My alternative solution is this- what if, for players who are sick of artillery ruining their armored combat, and players like me sick of artillery that don't pull their weight, have an "artillery free" zone. I suspect this notion would be rejected outright- I am confident that once such a thing existed, where tanks could race about without fear of artillery- exploiting hard to reach places and enacting cool maneuvers across open spaces. Better still, there would always be more tanks and tank destroyers on each team. I wouldn't ever have to wonder "would things have gone better if we'd had one more real tank with us?"

I realize not all players can be experts right out the gate. Artillery is no exception, and as it takes ages to upgrade any artillery piece, but it seems wholly unfair to them and to the rest of us that they must be in this terrible limbo where they can't fight for themselves, and the rest of us resent them for it.

What do you think? What's the solution to the artillery problem?
Maklarr4000 Nov 1 '16 · Rate: 1 · Tags: world of tanks, artillery, spg, rant