WoT: Focus T-50: Armored Sprint Car

For god's sake stop fucking posting things.
Do you have a tanks blog or youtube channel or something? At this point I'm honestly a little curious what you consider a good tank. Watching you post is like watching an angry Pacman frog being pissed at the world.
148 games in a T-50, and one semi decent replay where ultimately your opponents couldn't shoot for shit, warranted THREE WALLS OF TEXT?!?!?!?!People, this guy seems to have the ability to write utter, utter walls of garbage about a game he quite literally knows nothing about. Look him up, see how bad he is, watch his terrible replays, and realise that if you take anything of what he says onboard, you've wasted your time. He has more games in his top two tanks, Tier III and IV, than VI, VII & VIII combined, without any tanks above VIII. He clubs seals (and badly) and therefore that gives him the right to write this utter nonsense and slate any criticism that comes his way?http://www.noobmeter.com/playe...Stop.Writing.Period.
Sounds like you got some haters.Being relatively new to WoT, these articles give me some good perspective to plan out the future of the tech tree. Looks like a fun lil tank to use to screw around in.
It is damned fun. There are some horsepower issues if the crew is under 100% though. My first T-50 I had a crew from a T-127 transferred in and it was boss. After transferring that crew to the T-50-2 I restarted the T-50 with a 75% crew and immediately noticed I had issues accessing certain map areas I got into with ease before.Also, as an addendum to the Off Road crew skill I noticed that without it I slid a lot less, but the reduced ground resistance it gives does make rough terrain mountain climbs easier so it's a mixed bag.
I do have more battles in the T-28 and SU-26 than most because the SU-26 used to be loltastic and the T-28 still IS loltastic. I have some tier 9's unlocked but saving the credits and then spending more credits to run them isn't my endgame. I play the tanks I have fun playing. How is that wrong?Also, interesting link. It appears that I am (Good) amongst newbmeter users. I didn't realize I was a noobmeter user. Perhaps I forgot.
The whole article is filled with nonsense and bullshit. A three page article about a scout, that does not talk how one scouts.If you want to learn about scouting, there's only one guide:http://tazilon.net/That guy has played well over 25,000 games as a scout alone. He is widely recognized as an expert on all things scouting by the community.However, I suppose this article nicely serves its own purpose, by showing people what matters least, and how not to play a scout.
I'm not sure how details about the feel of the T-50 won't help but to each their own.Tazilon is a fantastic scout and his page is an excellent resource on scouting in general, but this isn't an article on how to scout, it's about the T-50. Tazilon himself recommends people watch others replays and notes that each player has something to teach you so I've included 4 replays.Perhaps most importantly though, Tazilon isn't on staff here, and I am.( If Tazilon DID want to write for themittani.com we'd love to have him! :) )Incidentally, if only the best tank commander in the world ever commanded a tank, the battlefields would be empty. Not much fun.
Proving his point pretty much.These ratings say absolutely nothing about how well you play.
You don't need gold to do just fine at T7 and higher. You just need to fight people other than newbies trying to figure out how to drive their tanks, which is something Saiphas up there apparently has quite a bit of trouble with.
Allright, DIsqus has eaten two posts on me already so I'll keep this short.Thank you, finally some constructive criticism.I fear advising people who haven't played the T-50 to carousel and get close will get them killed a lot and discourage them. Tazilon is awesome but not everyone has the time to play 30,000 matches and be expert. If you have you're not reading my articles you're writing your own. If things are light, sure, ram away, but remember the RNG is the biggest hater of all. I've seen people ram and carousel expertly and I've done it myself on occasion, but I've seen people mangled just as many times. The difference between 54% win rate and 55% is expert knowledge of the tanks and game and if you can devote the ~10,000 hours needed for mastery then awesome on you. I don't have that much free time. My articles are for the rest of us that want to hit Battle and go but not have a 48% win rate. When tanks becomes a science to me I'll have to quit.
Then maybe you should stop writing about tanks you don't really know how to play, and stick to news/patch updates and events/competition reporting. At least then you won't need to write three pages of poor advice.... hopefully? Tanks will never be a science to you, because you are (putting it politely) as thick as two shits.Ramming has sod all to do with RNG ~ RNG only really kicks in when determining the success, penetration values, and final damage calculations of a shot. In fact if anything, ramming is one of the more easily predictable outcomes compared to whether or not your shot will a) hit, b) penetrate c) actually damage the tank, and then d) roll high or low. If you get shot while circling, that has NOTHING TO DO WITH RNG, and if you get shot in the first place, you fucked up.The difference between 54% and 55% is NOT expert knowledge of the game, nor do better win rates and performance require countless hours to achieve; it's about understanding basic mechanics, learning from your mistakes, knowing the strengths and pitfalls of the tank you are playing, and getting better through fighting better quality opponents (generally speaking the quality of players goes up with the tiers). Better win rates and efficiency can be achieved by anyone, dependent on their intelligence and capacity to learn basic fundamental mechanics and tank roles ~ not time spent playing.Your "waaa this is for the people that don't play so much" is just retarded. Tanks is a competitive game where only winning counts. On that basis, you are implying that "the rest of us" wouldn't want to win more than lose? Seriously just hang up the towel.
World of Tanks retweeted this article.I rest my case.
Maybe what Saiphas ment to say was, fck mechanics and math, if you want the truth on the difference between 54% and 55%, arm your MS-1 to the teeth.
Yeah, I really don't know why he thinks ramming has anything to do with the RNG.
Y'all don't read the rules too well. Ramming damage is simulated in game as a high exclusive round. The weight and relative speed of both tanks calculates the damage potential, but all damage is subject to a +-25% range. That's where the RNG comes into play.

While I mentioned the T-50 in my article about the Auto Aim feature, both it and the ELC AMX will be handled in their own features focusing on their individual play styles. Attempts to treat them the same will result in ending up as the ubiquitous flaming wreckage I keep writing about.

Everyone has had their life touched by a T-50

The T-50 is a slightly different vehicle from the T-50-2 in several respects including matchmaking, weapon selection, and durability. The T-50-2 is a logical conclusion to the T-50’s evolution, but we’ll be focusing on the T-50 here. Recent patches have made a number of new and exciting scout tanks available in World of Tanks, but the T-50 still captures a special place of dread in our hearts, due to its uncanny ability to evade fire, spot, and kill artillery and tank destroyers.

While many people favor the mass murder factor in their tank selection, the T-50 fits its role as a scout tank by helping others do the murdering, and is fairly tame versus other tanks on its own. That being said, you can top the XP charts even with Tier 9 tanks around if you do your spotting well, and you should always make money.

Speed and Agility

The T-50 has a speed limit of 60 km/h and like most tanks can exceed this slightly on downhills. Compared to most opponents this is maddeningly fast, and while some tanks can match its speed, with the upgraded engine other tanks will have to pull out all the stops to match its acceleration and agility. Prior to the physics patch the T-50 operated a lot like a slotcar and stuck to the ground. It was notable for having cornering that defied Newtonian physics, and in the hands of a canny driver it was nearly impossible to hit at any range. With the addition of physics simulation the tank becomes much more reasonable, sliding about like a sprint car on tight turns. It is now much easier to hit due to the predictability of these slides, and it forces drivers to plan their routes very carefully by performing drifts only where shielded from fire. Due to this sliding action, the tank doesn’t oversteer and slam into walls as much as it used to, taking a far wider path around corners, though it is easier to slide off a ridge in a turn if the ground resistance on the edge is lower than expected.

The T-50 has a very low ground resistance and seems to drift more than it drives, but thankfully the suspension isn’t dealt any damage unless you actually impact something. You can slide sideways under full power at every opportunity that presents itself and nothing bad will happen unless you slide into a rock or off a bump. Driving at full speed does require a great deal of concentration to avoid launching the tank into low orbit. Even small airborne maneuvers can destroy the tank's suspension if it lands at an odd angle, so when you're about to go airborne, always turn the tank to face the direction you're travelling before you leave the ground. If you don't do this quickly enough, you're likely to land at a very bad angle and break the torsion bars. Landing flat, straight, and with forward momentum will minimize track damage. Remember that tracks aren't boots, and tanks don't slide downhill sideways as elegantly as people. The suspension on the T-50 is unusually high slung and bouncy and is intended for offroad driving. Whereas the Pz1C has serious issues getting over even the tiniest rubble pile, the T-50 will smash and slide through most obstacles with minimal loss of speed, though you may catch more air than intended.

The ability of this machine to thread through a warzone is slightly diminished by the physics patch, but in some ways it is improved, and anyone who has played driving games featuring driftable cars will feel right at home. Be wary of high speed corners in cities though, as roads offer very little friction and feel like driving on black ice most of the time. With the initial engine, the tank is sluggish as expected, but the first upgraded engine with a removed speed governor and 100 Octane gasoline consumables feels exactly like driving with the fully upgraded engine.

The most important element of playing the T-50 is driving and scouting, and these are difficult elements to put into text in a way people will understand. Only sweeping generalizations can be communicated without watching replays, so four have been included on the last page. The few driving tips I can articulate here are:

  • Never drive straight toward or away from your target. You're not intimidating anyone in a T-50.
  • Turning back and forth quickly isn't as effective as it used to be before the physics patch. With all the sliding you'll do, you're going to end up going more or less in a straight line.
  • Never drive in a straight line for more than two seconds or so.
  • Watch the WoT scouting guide.
  • Never carousel a target unless you have to. The WoT guides love to tell you to carousel your target but the fact is WoT is not a simulation, it's an arcade game and has some ludicrously fast turret traverses, especially on heavy tanks. When combined with crew skills and other gear, there are only a handful of tanks you can drive around forever without being caught, and this is assuming you're not driving over rough terrain or up and down hills which worsen your situation. To silence any arguments on this prematurely, according to the wiki entry for the Tiger I a full turret traverse took about a minute. 360' in 60 seconds is 6' per second. WoT Tiger I? 23' per second before bonuses. That's not a turret, it's an 11 ton armored dreidel with a cannon. Go up against this and you will likely die, painfully.
  • Avoid cliffs.
  • Seriously, Wargaming has a love affair with angling ridgelines down and coating them in butter, avoid cliffs.
  • Don't hit anything or anyone intentionally unless you're feeling suicidal. About the only thing you're going to win a ramming match with is an ELC AMX, and god help you if it's head on and they have a shell loaded.
  • Feel free to hang back a bit at the beginning to watch the team deployments and see where your scouting is most needed. Also, feel free to place yourself to intercept enemy scouts heading for your artillery, but once you start moving anywhere you might be seen, do not stop for any reason. Speed is your armor.
  • In most cases you want to maintain maximum speed, but practice letting off the accelerator just a little when cresting hills or preparing to drive down cliffs. While jumps look fantastic, they make you an easy target since you can't change direction in mid-air, and the greater the impact the more mangled your suspension will be upon landing.

Saiphas Cain
Where am I? What Plane/Mech/Tank/Ship am I in?