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SlyGambit last won the day on January 18 2018

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About SlyGambit

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  1. This isn't correct. You can use either code NAWINS or EUWINS. The winner of the battle on Saturday night between MAHOU (NA) and FAME (EU) will get the best rewards and the loser will get the rewards listed here. If you are looking for the best chance for rewards you should use EUWINS rather than NAWINS as FAME has significantly better results as a clan at high level competitions. MAHOU for as good as they are in NA have never faced competition at this level and are significant long shots.
  2. Completely normal. It would be better but I played a few LT games where I didn't do much damage but had a ton of spotting.
  3. Really not about gold league. Just the level of competition. FAME sees constant battles against full unicum teams of pro players from different nationalities on a nightly basis due to the continued competitiveness of EU CW/Advance scene. On top of that they have played and beat the top Russian teams who generally have as much if not more competitive advantages over EU. Only real advantage NA has is that our TX pub scene is arguably more competitive than EU/RU but that doesn't translate at all in competitive play. Plus MAHOU doesn't care. This is almost certainly going to be an embarrassing slaughter for NA. But I still bet on them because 'Murica!
  4. It's not. You're just incapable of playing heavies. Also I was in my T92 and Holsy magically appeared in his Hype5 on the other side of Lakeville. At one point I said "I guess you forgot to buy the spall liner." So maybe not his favorite match of the night. 🙂
  5. Typically my best wn8 nights are my worst win rate nights. I have spells where I"m over 4k wn8 and have a sub-25% win rate. Eventually it normalizes but it is generally harder to get damage/kills in wins and easier in losses assuming you're able to use your HP effectively. When you're one of the last tanks left the other team gets really dumb and doesn't mind you shooting them for a chance to get another shot of damage in on you.
  6. Technically if he'd just scored 52 in regulation during game 1 they would have won. 80 would have been overkill. It could be worse. He could be playing pickup games right now.
  7. How does one get those three circle things on their Batchat? Asking for a friend.
  8. Story missions will advance the overall timeline which leads to larger tonnage opponents (including Assaults). IIRC you aren't going to see assault mechs in side-missions until you see one in a story mission. Also just as a friendly reminder make sure during story missions you save frequently. There is a later story mission that is a 'multipart' mission where you do a battle, return to a ship, do another battle. However if your game crashes while on the ship your last autosave will be at the very beginning of the story mission - not on the ship. FYI - F10 is the quicksave button.
  9. It's a fantastic game. I've already logged like 30 hours and I keep getting hooked on the 'One more mission' that lasts another hour. Definitely has the same feel as mechcommander which I played when I was a kid so no idea how much extra love I'm giving it due to nostalgia. But the game itself is pretty smooth and the few problems it has are manageable. There are a few known bugs like reinforcements on missions appearing magically on the first or second turn right on top of your lance but considering how long it was in development I'm amazed how good its running. There are a lot of options you will want to turn off to speed up the game. Those 'over the shoulder' repetitive views can be turned off. Also turning on the UI when attacking is helpful because you can see what you're hitting as rounds hit. There is a lot of information in game that isn't clear via the tutorial or anything else for that matter. But it's kinda fun to learn by failing. I lost a pilot the first or second mission because I was an idiot. But I have not been saving/restoring just because I fail and that's made it really challenging. Managing the economics, the ship resources, etc. and making decisions on whether or not it's worth not having a mech for a few days just so you refit it with better weapons makes every mission a little different. I find that I'm often using lance configurations that I wouldn't consider effective but have to in order to pay the bills. I have been reading some information on mech configs that tend to break the game a little bit so I'm trying not to use those. I think it'll get a bit less fun if you use some of the more broken mechanics (aka. LRM salvos that knock down any mech) I haven't gotten any assault mechs yet and only got my third heavy. I still keep going back to some of my tried and true mediums. I only use lights now with pilots I don't care that much about...
  10. You know you're in the wrong thread to post upcoming CW, right?
  11. You won't. I played it before Type5s, 263v4s, and SuperConq and I played it better than most. It's still effective as long as you're firing HEAT. Being able to shoot down on the v4 and pen the flat of the Type5s and Maus turrets with HEAT means a lot of damage. But it's reliant on bad players not firing premium rounds to be able to be really effective and a tank like the SuperConq is going to be able to just outdamage in almost any scenario short of a city corner. I'm not sure it'll get buffed either. They should have given the gun some love the last time they touched it (they just upped the pen on the AP round so it can start penning some T8s with it) but unless they just flat buff the armor a lot the very shape of the tank makes improving it a question.
  12. Here's a sample of how to play the v4 https://www.twitch.tv/videos/249742244 Note how I simply drive headfirst into an opposing V4 and just sorta sit there. Then I sit on a ridge in full view of a number of TX heavy tanks and just sit there and let them shoot at me. etc., etc., etc. It's like that in pubs too. Also I outspotted a Batchat at the start of the match.
  13. FOXEY alum? I had a fun stint there for the civil war. If that's you it looks like we even overlapped for at least a few days. I'll probably be on sometime tonight.
  14. Cool Canuckeh. Thanks for the heads up. Whenever the mood hits jump back in. Legionaire life is a good life. :)
  15. New Raid! So new post. This post is to catalog teams that are viable in the Sith Triumverant Raid. I will likely spell Triumvarent at least 6 different ways in this post but I refuse to spell check. Here is a generic strategy guide on day 1 of the release. Likely will be updated. T6 Teams Phase 1 (6s Toons Required, 150m HP Teams capable of 2mil+ on P1: JTR, R2, BB8, OG Rey, RTr/GK - This is a team capable of doing 11mil in P1 on the first day of the raid and may make it over 10% of P1. Thrawn, MagmaTrooper, Death Trooper, Shore Trooper, zVeers - This team is based on two things. First DeathMark from DT does 45k per hit in T6. Second Magma gets TM from resisting. Under a THrawn lead and modified for high tenacity Magma chains attacks. With Death mark on DN that enables Magma, even at low gear, to do a signficant amount of damage. Gar Saxon, DT, ShT, Raid Han, Thrawn: This team is based on applying DeathMark and then counter attacking. No screenshots yet. Teams capable of 1mil+ on p1 Chief Nebit, JE, Jawa Scavenger, +2 Boba, Jawa Engineer, Zam, Greedo, GM Yoda - This is mainly a thermal detonator team with Yoda providing tenacity up. May work with other tenacity up toons as well. DN, EP, Vader, +2 attacking Sith (Savage, Sid, Dooku, Sith Assasin) - these toons utilize Nihilius lead health steal to prevent death and can make it to enrage. CLS, Raid Han, Thrawn, GK, R2 - Leia can be subbed in as well and Chaze may help with health restoration.
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