Well, now it's on to this blog...
Argh... been gone for 2 months, and not even a peep. Well, no excuses this time, though... as I haven't really been playing World Of Tanks since September.
Felt burned-out, especially since playing the Tier IX and X French Heavy Tanks... not to mention the Caenarvon Action X marathon. Seems like I get tired/bored of playing the game after a few rounds, even when I had good matches.
Motivation is at all-time low... dammit. Maybe I need to try something else for a change? Perhaps that'll make things better; keep my mind off WoT and have something else to do instead.
Question is, what should I post here?
Metal Saga is still on-hold, as that requires a ton of time set aside to be able to work out... so that's a 'No' on that part. Armored Warfare might be nice... it's been too long since my last post on anything AW related.
I'll figure something out. Just need to get these busy periods outta the way, then I'll have some time to myself... hopefully. So it looks like we'll just have to keep our heads down till the next post... so until then, just chill... for now.
-Panzer Fist-
Friday, November 30, 2018
Sunday, September 30, 2018
Long Gone...?
And now I'm here...
Just done placing an update over on the other blog, and there's an explanation as to what I was doing during September. Lemme just place it here....
Now, I had nothing to post about for this blog during August; was pretty much just me playing the AMX M4 51 to get the Tier X tank. Finally got em', but I still have some ways to go to unlock the bigger gun.
The only free time I had during September was from the 14th to the 30th, and we all know how that went...
Was supposed to spend that time making a bunch of DF2 videos. There's still nothing much over at World Of Tanks, just still grinding as per usual. There was that 'British Challenge' that went on, but that's not too significant to post about; just pretty much play as per normal and you get to complete each stage as you go along.
Now the busy period's back, not to mention the upcoming exams. We'll see how this goes... hopefully I have some stuff to post once in a while.
Well, that's all there is to it. Unlocking that second gun for the Tier X will take some time, so only time will tell... so don't hold your breath for the next post to come around...
-Panzer Fist-
Just done placing an update over on the other blog, and there's an explanation as to what I was doing during September. Lemme just place it here....
"And now, the explanations...
So what took me +3 weeks to get just one video out? Well, turns out I ran into some "technical difficulties" when I finally had some free time to do the video edits/processing; the damn software ran into some errors that took me quite a handful of work to get it fixed.
See, I'm no longer using Windows Movie Maker for my edits... it's great, and provided me with the basics that I needed. But it also has a major drawback: constant crashing/lags and a significant drop in video quality once processed, no matter how much you adjust.
Been using another software, it's been a pleasure to use thus far.
It does hang/crash occasionally, but it at least it's not like... for every 30 minutes or so. Plus, I can do plenty of other stuff that I can't do over at WMM... it's just a massive upgrade for me.
Anyways, the problem that I ran into prevents me from even launching the software... so figuring out the problem is much more tougher there. Too many days spent doing nothing but searching for solutions online, making sure they're legit and not outdated.
I could just use WMM back again for video processing, but I'd rather not suffer through the pain I had from previous uses just for that.
Found the solution at last, but it requires adjusting some other software that the video editing software uses. No problem there...
...except that it broke plenty of other things instead. *sigh*
Well then, now we got a multitude of other software problems to handle. Plenty of re-installs and restarts later, everything seems to be working as intended. But that's not the end of it...
Nvidia decided to fuck up for some reason, preventing me from using it's 'record current game/program' feature. Then we got the computer's fan 'software problem' to fix as well...
These past two weeks has been a pain. I felt like a damn tech support, except I have questions, but I had to find the solutions myself and also fix them. At least everything's back to normal again... I hope.
Aaannd by then, it's already the 29th of September. Took about 3-4 hours to get this video processed, and was already late in the night [or early in the morning?] at 4 AM. Time to hold off the post till tomorrow, then..."
Now, I had nothing to post about for this blog during August; was pretty much just me playing the AMX M4 51 to get the Tier X tank. Finally got em', but I still have some ways to go to unlock the bigger gun.
The only free time I had during September was from the 14th to the 30th, and we all know how that went...
Was supposed to spend that time making a bunch of DF2 videos. There's still nothing much over at World Of Tanks, just still grinding as per usual. There was that 'British Challenge' that went on, but that's not too significant to post about; just pretty much play as per normal and you get to complete each stage as you go along.
Now the busy period's back, not to mention the upcoming exams. We'll see how this goes... hopefully I have some stuff to post once in a while.
Well, that's all there is to it. Unlocking that second gun for the Tier X will take some time, so only time will tell... so don't hold your breath for the next post to come around...
-Panzer Fist-
Friday, August 3, 2018
'Frontline Mode'
Ah... finally, some free time...
It's good to be back... and the videos have been uploaded as well to YouTube!
And now... Frontline Mode. It's probably the most successful [and favored] mode since. Too bad it's only available for a limited amount of time before it was pulled off the shelves.
So what's so great about this mode? Well... for starters, it's player count on the map is massively improved; 30 versus 30 players. The map's huge, too; the size is equivalent of 9 regular sized map in World Of Tanks added together.
It's starting to sound like Grand Battles mode, but there's quite a lot of factors which makes the Frontline Mode leagues better...
So to start things off; there's 9 sections on the map, called 'zones'... and these zones are roughly the size of a regular map in the game. Those zones start off with 10 players on each side, to even out the teams.
The teams are the Attacking team and the Defending team, and they both have their own roles and objectives in this game mode. Starting to sound familiar? Well, that's because we had something like that before; the '100 Years of Tanks' event.
Except this time you're not defending/destroying the Mark I tanks, but instead these giant mountain guns called 'pillboxes' in the game, and there's about 5 of them.
Both teams start out on the edge of the map; the attackers will try to capture a zone's flagpoint to advance to the next one above it. It's the defender's best interest to prevent the areas from being captured, as not only the areas cannot be re-captured by the defending teams, but the attackers will get bonus match time when that happens... and that's valuable.
Oh, and there's 6 zones available for capture for extra time and advancement. The last 3 is where the gun emplacements are located.
Now, you can probably see how this goes; the attacking team's objective is to the destroy these guns. Not all of them, though... just 3 will do. The guns are also spread out on the map, but on the other side of the map, away from the attacking team. So they'll have to work their way there...
The defending team? They'll have to protect these gun placements from being destroyed until the time runs out. These are the only way either teams can win/lose.
But that's not all!
Each of the zones comes with a respawn zone, and also a resupply point. The first one is only available to the attackers when the zone is successfully captured, and will be disabled for the defending team. The second one functions the same way in terms of capture, but serve a different purpose; it restores a vehicle in the circled area, refilling lost health... ammo, and also restores all damaged/broken components and injured/killed crew members.
You'll have to wait about 2 minutes after accessing the resupply point, though... but it only affects that specific point that you went to, so you can travel to another resupply point in another part of the map to use them again.
But what's this respawn thing I hear you say? Well, that's because you CAN respawn in this game mode... indefinitely, at that too.
Although there's a 'respawn token' system in place to prevent abuse; each player is given one extra respawn at the start of the game, and you're given another respawn token in five minutes. You can collect them up, save them for those riskier moves... but only up to 2.
There's also another thing that prevents abuse; if there's a large amount of players in one zone of the map, it'll immediately be blocked off for others, this is for obvious reasons.
Oh, I'm not done yet...
There's also this 'combat reserves' system in place which works similarly to the clan war 'powers and abilities'. There's a variety of them to choose from...
There's just waaay too much to list here, and I bet I'm not even 100% accurate with all this... so here's the Frontline Mode regulations link, for more precise information.
I urge you to go read up on it, otherwise it'll be confusing in later parts of this post.
Frontline Mode: Regulations
And with the rules and systems outta the way, it's time for the replays! Unfortunately, there's only the 'Defending Team' type of replays saved...
Chaotic as hell, pretty bummed out about not receiving the General rank...
But what the heck... we've even lost the match. I wasn't even aware that I had risen through the ranks rather quickly.
A rather decent battle; nearly failed to defend a zone there, near the end.
The game mode was a blast to play... not only is it fun, but also rewarding as well. Getting prestige is one of the rewards in Frontline Mode.
The prestige were not difficult to do as all you need is any rank above Private to get some points. The higher the rank, the more you get... so if you managed to reach Major/General almost all of time, then it'll be a breeze for you.
Getting the first prestige was good, and you get some nice rewards out of it, too.
And when I say 'badge', I meant the ones you can place beside your name; the ones that are visible in battle...
You can prestige about 4 times in the game; ranging from Bronze [1], Silver [2], Gold [3] and Maximum [4].
The 4th prestige gives you a large amount of bonds; 1000 to be exact. Seems too tryhard for my taste...
It was a really busy period for me though, when the event dropped. Exams were approaching, and plenty of other issues kinda bring down the time I can spend playing this awesome mode. Managed to land a 2nd prestige though... just before the event ends.
Too bad I didn't have time for another prestige...
Overall, it was a good event/mode. Wished it'll come back again sometime in the future, and probably a different map to go along with it, too. A refreshing change for World Of Tanks; and I fully accept it.
Wheew.... that was quite a post... wasn't expecting this much to be written! I'm also aware that there's another event going down, but it looks like I won't be able to participate in it fully... maybe I'll poke in a few times to see what's going down when I have the time to spare.
And that's all for now! Not sure when I'll be able to put up another post, so it's best to lay low; it's less likely to be soon... so see y'all next time...
-Panzer Fist-
It's good to be back... and the videos have been uploaded as well to YouTube!
And now... Frontline Mode. It's probably the most successful [and favored] mode since. Too bad it's only available for a limited amount of time before it was pulled off the shelves.
![]() |
Like an actual war going on... |
So what's so great about this mode? Well... for starters, it's player count on the map is massively improved; 30 versus 30 players. The map's huge, too; the size is equivalent of 9 regular sized map in World Of Tanks added together.
It's starting to sound like Grand Battles mode, but there's quite a lot of factors which makes the Frontline Mode leagues better...
So to start things off; there's 9 sections on the map, called 'zones'... and these zones are roughly the size of a regular map in the game. Those zones start off with 10 players on each side, to even out the teams.
The teams are the Attacking team and the Defending team, and they both have their own roles and objectives in this game mode. Starting to sound familiar? Well, that's because we had something like that before; the '100 Years of Tanks' event.
![]() |
Pure madness this game mode provides... was immensely fun, too. |
Except this time you're not defending/destroying the Mark I tanks, but instead these giant mountain guns called 'pillboxes' in the game, and there's about 5 of them.
Both teams start out on the edge of the map; the attackers will try to capture a zone's flagpoint to advance to the next one above it. It's the defender's best interest to prevent the areas from being captured, as not only the areas cannot be re-captured by the defending teams, but the attackers will get bonus match time when that happens... and that's valuable.
Oh, and there's 6 zones available for capture for extra time and advancement. The last 3 is where the gun emplacements are located.
Now, you can probably see how this goes; the attacking team's objective is to the destroy these guns. Not all of them, though... just 3 will do. The guns are also spread out on the map, but on the other side of the map, away from the attacking team. So they'll have to work their way there...
The defending team? They'll have to protect these gun placements from being destroyed until the time runs out. These are the only way either teams can win/lose.
But that's not all!
Each of the zones comes with a respawn zone, and also a resupply point. The first one is only available to the attackers when the zone is successfully captured, and will be disabled for the defending team. The second one functions the same way in terms of capture, but serve a different purpose; it restores a vehicle in the circled area, refilling lost health... ammo, and also restores all damaged/broken components and injured/killed crew members.
You'll have to wait about 2 minutes after accessing the resupply point, though... but it only affects that specific point that you went to, so you can travel to another resupply point in another part of the map to use them again.
But what's this respawn thing I hear you say? Well, that's because you CAN respawn in this game mode... indefinitely, at that too.
Although there's a 'respawn token' system in place to prevent abuse; each player is given one extra respawn at the start of the game, and you're given another respawn token in five minutes. You can collect them up, save them for those riskier moves... but only up to 2.
There's also another thing that prevents abuse; if there's a large amount of players in one zone of the map, it'll immediately be blocked off for others, this is for obvious reasons.
Oh, I'm not done yet...
There's also this 'combat reserves' system in place which works similarly to the clan war 'powers and abilities'. There's a variety of them to choose from...
There's just waaay too much to list here, and I bet I'm not even 100% accurate with all this... so here's the Frontline Mode regulations link, for more precise information.
I urge you to go read up on it, otherwise it'll be confusing in later parts of this post.
Frontline Mode: Regulations
And with the rules and systems outta the way, it's time for the replays! Unfortunately, there's only the 'Defending Team' type of replays saved...
Chaotic as hell, pretty bummed out about not receiving the General rank...
But what the heck... we've even lost the match. I wasn't even aware that I had risen through the ranks rather quickly.
A rather decent battle; nearly failed to defend a zone there, near the end.
The game mode was a blast to play... not only is it fun, but also rewarding as well. Getting prestige is one of the rewards in Frontline Mode.
![]() |
How it looks like when you've reached maximum tier. |
The prestige were not difficult to do as all you need is any rank above Private to get some points. The higher the rank, the more you get... so if you managed to reach Major/General almost all of time, then it'll be a breeze for you.
Getting the first prestige was good, and you get some nice rewards out of it, too.
![]() |
Prestige rewards screen. |
![]() |
Unique camouflage, but it's actually a preset. |
![]() |
Frontline badge, bronze. |
And when I say 'badge', I meant the ones you can place beside your name; the ones that are visible in battle...
![]() |
Frontline badge, selected. |
You can prestige about 4 times in the game; ranging from Bronze [1], Silver [2], Gold [3] and Maximum [4].
![]() |
Prestige tier page. |
The 4th prestige gives you a large amount of bonds; 1000 to be exact. Seems too tryhard for my taste...
It was a really busy period for me though, when the event dropped. Exams were approaching, and plenty of other issues kinda bring down the time I can spend playing this awesome mode. Managed to land a 2nd prestige though... just before the event ends.
![]() |
Maximum tier for prestige level 1. |
![]() |
Updated badge, new set of camo presets and 100 bonds... |
Too bad I didn't have time for another prestige...
Overall, it was a good event/mode. Wished it'll come back again sometime in the future, and probably a different map to go along with it, too. A refreshing change for World Of Tanks; and I fully accept it.
Wheew.... that was quite a post... wasn't expecting this much to be written! I'm also aware that there's another event going down, but it looks like I won't be able to participate in it fully... maybe I'll poke in a few times to see what's going down when I have the time to spare.
And that's all for now! Not sure when I'll be able to put up another post, so it's best to lay low; it's less likely to be soon... so see y'all next time...
-Panzer Fist-
Tuesday, July 31, 2018
Late July Update
And here we are again...
Busy with IRL shizz; school projects' been piling up and work isn't helping much, either. Whatever free time I have I spend it on Reddit.
Yep, that's where I go to now in my spare time... can't even remember the last time I've actually played any games.
But it's not all bad news, though! I managed to get the World Of Tanks replays recorded, at least. Already had one up on YouTube, and the other will have to wait till tomorrow as I'm freakin' tired already right now...
It's 4AM here, I have classes the next day and here I am...
Anyways, this is just a late update to before the month ends. Definitely gonna get the next post done ASAP, when I have the time. So until then, stay tuned.
-Panzer Fist-
Saturday, June 30, 2018
Late June Update
Figured I should put this out there...
About nearly a month already, and no posts? Well, there's actually not much of an excuse... rather than I'm just trying to enjoy my vacation while I still have it.
And even then I still have work to do during my relaxation time... some vacation, huh?
All the videos are still sitting in storage, with the exception of the Frontline Mode replays; I will need to personally record those before I can even play World Of Tanks again... the usual game update shenanigans.
This obviously means my version of WOT is stuck in the update with Frontline Mode still ongoing, not post-Frontline Mode update. [if that makes any sense]
That means it's outdated; last 'latest' update was during the Frontline Mode games, and updating said game will prevent me from getting Frontline Mode replays as they'll be "corrupted."
So it means the '2018 Football' [or soccer] minigames were not played even once... a real shame, but it just happens...
As to when I'll be able put an actual post here? Well, hopefully soon... I just hope that I don't forget all about it! Just stay low until another post rolls out...
-Panzer Fist-
About nearly a month already, and no posts? Well, there's actually not much of an excuse... rather than I'm just trying to enjoy my vacation while I still have it.
And even then I still have work to do during my relaxation time... some vacation, huh?
All the videos are still sitting in storage, with the exception of the Frontline Mode replays; I will need to personally record those before I can even play World Of Tanks again... the usual game update shenanigans.
This obviously means my version of WOT is stuck in the update with Frontline Mode still ongoing, not post-Frontline Mode update. [if that makes any sense]
That means it's outdated; last 'latest' update was during the Frontline Mode games, and updating said game will prevent me from getting Frontline Mode replays as they'll be "corrupted."
So it means the '2018 Football' [or soccer] minigames were not played even once... a real shame, but it just happens...
As to when I'll be able put an actual post here? Well, hopefully soon... I just hope that I don't forget all about it! Just stay low until another post rolls out...
-Panzer Fist-
Wednesday, May 30, 2018
France's TRUE Heavy Tank: "The Iron Wall"
And it's finally done! A bit late, though...
Yep. This was supposed to be up yesterday, but I had other things to take care of...
Anyways, today's post should come as no surprise as to what it is... and it's the Tier IX French Heavy Tank; the AMX M4 51.
So finally we get to the actual good parts of this new mini-line, and away from that horrible mess known as the AMX 65 t. *shudders*
Ugh... that was surely hell for me...
As you can see from the picture above, it starts out with the previous tank's upgraded turret. Getting the Tier IX's upgraded turret [the TCB turret] is probably a good thing to do as it's massively improved over the other one.
Aaaannnd without anymore delays, it's time for some videos! For the first batch, it'll be using the 120mm gun. The upgraded turret was researched back then, and there isn't any replays with stock turret as you can't mount the 127mm gun with it.
Plus, this tank doesn't feel complete if it doesn't have it's TCB turret...
Not sure if rushing in was the best strategy here, but oh well!
The tank's 120mm is similar to the AMX 50 120 or AMX 50B's gun, but single-loaded. It's quite accurate, and with 257 penetration at Tier IX really helps out a lot. Using it was a breeze...
Obviously this tank has those god-awful cupolas at the top, which are immensely weak... there's two of them, by the way. Many players only notice the one with the "searchlights" on them. This means moving around is a must to avoid getting hit there, or you could use your gun to block one of the cupolas... I find it extremely useful at certain times.
All of the armor is at the front, so the sides and rear [both hull and turret] are absolutely thin. Getting hit with High Explosive there will really do a number on this tank.
Typical choke-point city map battle; things got pretty clumsy at the end there...
Even though it has armor of a typical heavy tank, it's still vulnerable to High Explosive... even more if it gets hit on its sides and rear. The 120mm fast rate of fire makes engaging enemies more comfortable as you can put out shots quickly...
...and accurately, I might add. Though not the most accurate gun, but at least it's not derp levels of accuracy... or the ARL 44's level of "stop and shoot" type of accuracy.
And now we move on to update 1.0 replays! Hence why the previous post was about the Encore engine tests.
An epic game, with up to 4K+ damage! They didn't stand a chance...
The reload time for the 120mm gun can be reduced to 10 seconds, just shy of entering 9 seconds if you've got the right equipment and skills. Feels like an AMX 50B's gun slapped onto the tank, just without the autoloader capabilities... and it's great!
The speed of this tank is not as horrendous as the AMX 65 t... in fact, it can shift really well... and can even get to it's top speed with little problems. Useful to know if you like ramming vehicles, like the E 50 M.
And now we switch over to the 127mm gun. Supposedly a naval gun, and it's the 'derp' or 'higher damage' alternative to the 120mm. Where the 120mm shines in high penetration, the 127mm has high alpha damage to back it up.
Time for some 127mm gun replays...
Another battle where we steamrolled the entire enemy team... it's rare to encounter such matches nowadays.
Now, the damage increase isn't massive... just 470 instead of the 120mm's 400. But still, it can roll up to 500+ damage... if it ever does, that is.
The reload time on this gun is surprisingly not that long, only a few seconds more compared to the other gun. It does has the worst Premium Rounds ever: Armor Piercing with a minimal increase in penetration.
Another surprising thing is that the HE rounds aren't that good... you would think a derp/high damage gun would have enormous HE shell damage, but it's not that much.
How many Himmelsdorf replays has it been? lol
And now one of it's biggest drawbacks shows itself: the piss-poor penetration. If I was using the 120mm gun, I would've been able to damage the last enemy tank in the lower plate. Instead, I have to resort to other methods of elimination...
And because it's a derp gun, it also has horrible shell velocity. Easy to dodge in long ranges, and you'll have to give quite some lead to distant moving targets.
The 127mm gun also has another plus up it's sleeve: it has a larger caliber value. That means you can overmatch more armor than the 120mm gun... it can overmatch 40mm armor whereas the 120mm cannot.
So that means if an enemy tank's turret/hull roof is about 40mm [or even their engine deck/side armor] then you can just shoot it, and it'll go through instead of bouncing off.
I feel like the premium rounds are semi-useless: only brought some as standby for armored targets with no other option of engaging the enemy... like let's say, a well-dug in tank destroyer.
But even then, it might not even be enough to go through their armor...
So there's two different play styles as from before; the fast-firing and high penetration gun for snipers, and the highly damaging and larger caliber gun for close-range brawlers.
A nice diversity in guns, but since this is Tier IX it's okay to use either guns. The Tier X tank on the other hand is a different story...
But that's a story for another day, as I'm still stuck in Tier IX at the moment. Was supposed to have about 40K+ experience, but it was used to get the 127mm gun.
And so now... to recap everything so far!
The Pros: Decent frontal armor, up to 180mm thick... which is about 200+ effective. The 120mm gun is a beast in all regards with great rate-of-fire, reload time and accuracy. Turret armor is also good, too. The 127mm gun can be a hard hitting weapon that can overmatch 40mm armor plates, which can be useful when dealing with certain tanks. It's reload time isn't that bad, either.
It's also a pretty mobile tank, for it's size. Useful for ramming lighter targets, much like the AMX 50B but with slightly lower speed. The turret also doesn't lose turning speed when mounting the 127mm gun, so it can be a nasty surprise to enemies.
The Cons? Well, It has horrible side and rear armor for both the hull and turret, so all the fighting has to be at the front... nowhere else. The massive cupolas are thinly armored, so constant movement is required to avoid damage there. The turret "ears" can be shot with HE ammo to deal some damage as well, much like the Emil II/Kranvagn tanks.
The 127mm's gun has atrocious accuracy, aim time and also penetration, which can limit the amount of things you can shoot at. The tank's massive size makes it an easy target for artillery, as anywhere except the front is weak.
And there's the infamous frontal hull "shoulders"... 150mm and any bit of angling can turn it into a weakness for others to shoot at.
Overall, it's a tank with equally great strengths and also equally great weaknesses. Although it seems to have more weakness than strengths at this moment. I won't talk about them here, but some of my old posts have covered it before... so I'm saving the bitching for another time.
And that's all for this tank! It's a joy to finally get to play a true French Heavy Tank. Has multiple drawbacks, but hey... at least it ain't an overpowered piece with barely any weaknesses.
The next post will most likely be of one of two things: The Fronline Mode or either the Tier X French Heavy Tank. Don't know when they'll be up, hopefully it doesn't take a millennia for them to be made... so see ya'll then!
-Panzer Fist-
Yep. This was supposed to be up yesterday, but I had other things to take care of...
Anyways, today's post should come as no surprise as to what it is... and it's the Tier IX French Heavy Tank; the AMX M4 51.
![]() |
That's the stock turret the picture has; the TCA turret. |
So finally we get to the actual good parts of this new mini-line, and away from that horrible mess known as the AMX 65 t. *shudders*
Ugh... that was surely hell for me...
As you can see from the picture above, it starts out with the previous tank's upgraded turret. Getting the Tier IX's upgraded turret [the TCB turret] is probably a good thing to do as it's massively improved over the other one.
Aaaannnd without anymore delays, it's time for some videos! For the first batch, it'll be using the 120mm gun. The upgraded turret was researched back then, and there isn't any replays with stock turret as you can't mount the 127mm gun with it.
Plus, this tank doesn't feel complete if it doesn't have it's TCB turret...
Not sure if rushing in was the best strategy here, but oh well!
The tank's 120mm is similar to the AMX 50 120 or AMX 50B's gun, but single-loaded. It's quite accurate, and with 257 penetration at Tier IX really helps out a lot. Using it was a breeze...
Obviously this tank has those god-awful cupolas at the top, which are immensely weak... there's two of them, by the way. Many players only notice the one with the "searchlights" on them. This means moving around is a must to avoid getting hit there, or you could use your gun to block one of the cupolas... I find it extremely useful at certain times.
All of the armor is at the front, so the sides and rear [both hull and turret] are absolutely thin. Getting hit with High Explosive there will really do a number on this tank.
Typical choke-point city map battle; things got pretty clumsy at the end there...
Even though it has armor of a typical heavy tank, it's still vulnerable to High Explosive... even more if it gets hit on its sides and rear. The 120mm fast rate of fire makes engaging enemies more comfortable as you can put out shots quickly...
...and accurately, I might add. Though not the most accurate gun, but at least it's not derp levels of accuracy... or the ARL 44's level of "stop and shoot" type of accuracy.
And now we move on to update 1.0 replays! Hence why the previous post was about the Encore engine tests.
An epic game, with up to 4K+ damage! They didn't stand a chance...
The reload time for the 120mm gun can be reduced to 10 seconds, just shy of entering 9 seconds if you've got the right equipment and skills. Feels like an AMX 50B's gun slapped onto the tank, just without the autoloader capabilities... and it's great!
The speed of this tank is not as horrendous as the AMX 65 t... in fact, it can shift really well... and can even get to it's top speed with little problems. Useful to know if you like ramming vehicles, like the E 50 M.
![]() |
I have yet to get this tank... |
And now we switch over to the 127mm gun. Supposedly a naval gun, and it's the 'derp' or 'higher damage' alternative to the 120mm. Where the 120mm shines in high penetration, the 127mm has high alpha damage to back it up.
Time for some 127mm gun replays...
Another battle where we steamrolled the entire enemy team... it's rare to encounter such matches nowadays.
Now, the damage increase isn't massive... just 470 instead of the 120mm's 400. But still, it can roll up to 500+ damage... if it ever does, that is.
The reload time on this gun is surprisingly not that long, only a few seconds more compared to the other gun. It does has the worst Premium Rounds ever: Armor Piercing with a minimal increase in penetration.
Another surprising thing is that the HE rounds aren't that good... you would think a derp/high damage gun would have enormous HE shell damage, but it's not that much.
How many Himmelsdorf replays has it been? lol
And now one of it's biggest drawbacks shows itself: the piss-poor penetration. If I was using the 120mm gun, I would've been able to damage the last enemy tank in the lower plate. Instead, I have to resort to other methods of elimination...
And because it's a derp gun, it also has horrible shell velocity. Easy to dodge in long ranges, and you'll have to give quite some lead to distant moving targets.
The 127mm gun also has another plus up it's sleeve: it has a larger caliber value. That means you can overmatch more armor than the 120mm gun... it can overmatch 40mm armor whereas the 120mm cannot.
So that means if an enemy tank's turret/hull roof is about 40mm [or even their engine deck/side armor] then you can just shoot it, and it'll go through instead of bouncing off.
I feel like the premium rounds are semi-useless: only brought some as standby for armored targets with no other option of engaging the enemy... like let's say, a well-dug in tank destroyer.
But even then, it might not even be enough to go through their armor...
So there's two different play styles as from before; the fast-firing and high penetration gun for snipers, and the highly damaging and larger caliber gun for close-range brawlers.
A nice diversity in guns, but since this is Tier IX it's okay to use either guns. The Tier X tank on the other hand is a different story...
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It won't be long till I get my hands on you... |
But that's a story for another day, as I'm still stuck in Tier IX at the moment. Was supposed to have about 40K+ experience, but it was used to get the 127mm gun.
And so now... to recap everything so far!
The Pros: Decent frontal armor, up to 180mm thick... which is about 200+ effective. The 120mm gun is a beast in all regards with great rate-of-fire, reload time and accuracy. Turret armor is also good, too. The 127mm gun can be a hard hitting weapon that can overmatch 40mm armor plates, which can be useful when dealing with certain tanks. It's reload time isn't that bad, either.
It's also a pretty mobile tank, for it's size. Useful for ramming lighter targets, much like the AMX 50B but with slightly lower speed. The turret also doesn't lose turning speed when mounting the 127mm gun, so it can be a nasty surprise to enemies.
The Cons? Well, It has horrible side and rear armor for both the hull and turret, so all the fighting has to be at the front... nowhere else. The massive cupolas are thinly armored, so constant movement is required to avoid damage there. The turret "ears" can be shot with HE ammo to deal some damage as well, much like the Emil II/Kranvagn tanks.
The 127mm's gun has atrocious accuracy, aim time and also penetration, which can limit the amount of things you can shoot at. The tank's massive size makes it an easy target for artillery, as anywhere except the front is weak.
And there's the infamous frontal hull "shoulders"... 150mm and any bit of angling can turn it into a weakness for others to shoot at.
Overall, it's a tank with equally great strengths and also equally great weaknesses. Although it seems to have more weakness than strengths at this moment. I won't talk about them here, but some of my old posts have covered it before... so I'm saving the bitching for another time.
And that's all for this tank! It's a joy to finally get to play a true French Heavy Tank. Has multiple drawbacks, but hey... at least it ain't an overpowered piece with barely any weaknesses.
The next post will most likely be of one of two things: The Fronline Mode or either the Tier X French Heavy Tank. Don't know when they'll be up, hopefully it doesn't take a millennia for them to be made... so see ya'll then!
-Panzer Fist-
Sunday, May 27, 2018
Long Gone, But Back!
Maaan, it's been too long.
Finally back... and yes, I know... it's been over a month since the last post.
Part of it is because of busy IRL stuff: work, school... all that stuff. Exams are coming up soon, so there's that as well.
On the other hand, I've been busy playing World Of Tanks Frontline mode; a massive 30 versus 30 battle on a map 9 times the size of a regular map! It's like Grand Battles plus objective mode, with respawns/on-field repairs and supply and also off-screen assistance like Airstrikes.
Still playing it, as I wanna get at least a Silver Prestige. Just a few more levels to go...
Anyways, enough of that. Today's post will NOT be about the next French Heavy Tank in line, but instead an old video from many months back.
It's the World Of Tanks Encore tests, that little test program they'll let you try out before WOT 1.0 rolls out. It's long due, and I figured I might as well do it before we dive into the next tank post.
This is because the said next tank post has a mix of pre 1.0 and post 1.0 replays.
So without any more delays, here's the Encore test I did.
I can only do 'Medium' settings as 'High/Ultra' is too much for this computer, won't get 60 FPS if I used that.
Overall, it's good. I did adjust mine manually when 1.0 rolled out, though. Needs that 'personal adjustment' to it.
The next post should be arriving soon... once I'm done with them, that is. Though 'soon' may take up to a day or two, lol. But nevertheless, it will be done. I need to clear out these old videos as they're taking up too much space... need to make room for the Frontline replays I'm planning to record.
And now I'm off to do some more editing... stay tuned!
-Panzer Fist-
Finally back... and yes, I know... it's been over a month since the last post.
Part of it is because of busy IRL stuff: work, school... all that stuff. Exams are coming up soon, so there's that as well.
On the other hand, I've been busy playing World Of Tanks Frontline mode; a massive 30 versus 30 battle on a map 9 times the size of a regular map! It's like Grand Battles plus objective mode, with respawns/on-field repairs and supply and also off-screen assistance like Airstrikes.
Still playing it, as I wanna get at least a Silver Prestige. Just a few more levels to go...
Anyways, enough of that. Today's post will NOT be about the next French Heavy Tank in line, but instead an old video from many months back.
It's the World Of Tanks Encore tests, that little test program they'll let you try out before WOT 1.0 rolls out. It's long due, and I figured I might as well do it before we dive into the next tank post.
This is because the said next tank post has a mix of pre 1.0 and post 1.0 replays.
So without any more delays, here's the Encore test I did.
I can only do 'Medium' settings as 'High/Ultra' is too much for this computer, won't get 60 FPS if I used that.
Overall, it's good. I did adjust mine manually when 1.0 rolled out, though. Needs that 'personal adjustment' to it.
The next post should be arriving soon... once I'm done with them, that is. Though 'soon' may take up to a day or two, lol. But nevertheless, it will be done. I need to clear out these old videos as they're taking up too much space... need to make room for the Frontline replays I'm planning to record.
And now I'm off to do some more editing... stay tuned!
-Panzer Fist-
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