Wargaming's official statement regarding overmatching: "This is a rare situation that occurs because the autocannon mechanics are configured differently from the classic guns to not overload game server. We will make some tweaks for the 1.26 release and such situations won't arise."
Probably intended. During testing they probably saw that too many shots hit various funky angles which with normal mechanics too many shots would bounce and richochet, making a 100-200m engagement where you burst out, make it perform very poorly. They could then buff the gun tremendously but then it would obviously shred everything apart in 50m or cqb engagements, making it broken again. So I think it's intended to balance out the performance over various distances. You're bursting out a clip at a T-100 or TVP or STB at 75m, you'd expect to do a certain amount of damage. With these machanics, it probably works better. You'll still bounce shots that hit the strongest part of the armor but much fewer will get ricochets.
Should remove it and increase the pen slightly, so lightly armoured tanks dont suffer exponentially from that tank and it is somewhat more even between lightly armoured tanks and more heavily armored tanks
If I had to give it a lore explanation it would be the repetitive concussive force would be my rational for the bleed effect of the damage. like a body shot to a boxer if you get hit once you might be prepared. But hit repetitively you start to feel the stresses.
@@alfgoodman2378 Getting hit repetitively in the same spot would severely diminish a tanks armor too. But that has so far not been a part of the mechanics.
Tanksgg lists a new 'Ricochet angle' stat in the weaponry category between shell velocity and max range. This stat is only found on these new tanks and is set to 90°. So if this is a stat explicitly stated in the game files, then I am faily confident in saying that it is an intentional mechanic of these tanks and not a bug.
Let's hope it's a new system that will replace outdated overmatch mechanics for all vehicles eventually (which WG was planning to do) and not just special mechanic for vehicles with autocannons. Overmatch makes sense and it adds to the game but it's stupid how big of an advantage you get if your tank has 122 mm gun instead 120 mm or 152 mm instead 150 mm...
So they've simply given these guns an caveat to the ricochet angle, an set their auto ricochet to 90°?. Seems ridiculously shallow. Small caliber rounds at low velocity like tha AP should bounce more.
You know why? The barrels will melt ! One either has to change out the barrels like the mg42 or liquid cool them. With larger cannon this is a absolute requirement !
I just looked it up, and to be honest the t8 premium is not that much better than the tech tree version. And in some aspects its worse. Its even bigger that the tech tree version and that will make it an EASY HE pen and even easier to aim at since it huge.
Hey QB you also convinced me to give the char mle 75 another chance when you gave it a shout out recently, man what a great tank! (Extremely fun and efficient)
One thing I didn't see QB doing was burst fire to improve accuracy. Against slow moving target (FV 4005)in exposed position, use bursts of fire to increase number of hits.
i think this tank can be a good counter to fast tanks like the ebr. With autoloader you often have the problem to miss all your shots because of rng or just bad aiming. WIth the vz. 71 its much easier to hit a ebr because you can just hold fire for 4 seconds and some shells will hit.
Until it realizes that you can't hit it with this thing. Based on the shell velocity, the amount of lead that you would have to give an EBR rolling at full speed would be insane.
the only thing that makes sense in allowing the Autocannons to pen at those angles are to ensure that they can do at least SOMETHING if they end up alone against the likes of a Maus or other well armored vehicles without being forced to load gold.
@@zerrierslizer1 nah wargaming is retarded they will give it 90 degrees in live server, i expect more people complaining about his mechanic than they did with EBR
@@Eppeltsy I'm not sure you're right there. Wikipedia says - An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large-caliber (20 mm/0.79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles (bullets) fired by a machine gun. The Pz.1C's 2cm Flak 38 seems to just about qualify. There maybe many more qualifying guns on different tanks.
@@neilwilliams4684in WoT “autocannon” isn’t a type of cannon, it’s a game mechanic. By technicality yes other tanks may have autocannons, but this is a game and they don’t have to abide by Wikipedia definitiosn
Thanks much for the review, and for following up with the statement from WG letting us know that they will try to correct the "overmatch" situation before it goes live. It'll be interesting to see if they make some of the adjustments you recommend when they tweak the tank.
Feels like a tank that requires you to understand game mechanics, situation and context to play well. In other words, a unique, high skill cap tank. Well done, WG
Auto cannons? Are designed to Pierce and Bounce inside or Shatter, or cause Spalling. They are NOT LEAD rounds. Tungsten on the Penetrator part. The small part on the nose. The REST is the WEIGHT to Slam it into the tank.
It's gonna change open maps at start by peppering random at starting point just to harrase ennemies. Same goes for reset open cap easily at random. Or bush where you suspect light... It's going to have more then an impact then wheel tanks I believe.
This tank seems pretty noob friendly because it's scout role is secondary and you have enough firepower to fend yourself off. The turret traverse speed allows you to just autoaim at targets at close range.
Looking at how this tank works, Honestly pair with a dedicated scout and use it as area denile for lite armored tanks, burst down opposing scouts and work out onto the flanks as often as possible
Given that the ammo stats suggests an intentional 90⁰ ricochet angle, WG likely wanted some way to offset the shotgun like accuracy. However, even a 120mm DU APFDS penetrator will deflect above about 82⁰ and this thing is supposed to have regular AP slugs and APCR. They should probbaly drop the assured ricochet angle closer to 80⁰ to prevent some of the more ludicrous penetrations.
7:20 the shells dont go through slopped armor. Its just that the new mechanic guarantees damage even if the shells don’t penetrate. Usefull for decaping
This tank will be shot through walls, through hills, and through buildings , and die in 30 -60 seconds just like everything else. If they can make a better game , maybe make some more tanks. Games pointless.
Yeah, not remotely true. You should be able to shoot the side of a Maus at 85 degrees and still damage it with some of your shells, but that never happens. It *does* overmatch every plate and ignore ricochet angles. It deals full damage for each shot when they pen those highly angled plates. Seriously, you don't need to test this yourself in game, just watch the video closely. Slow it down if you need to in order to see each shell is doing regular amounts of damage, but do bear in mind that the damage spread is +- 25 %, so don't try and pull some "Oh, it did less than 12 damage" sort of Bull poo.
One way or another, I’d say it makes playing more enjoyable. Otherwise, I would struggle with most tanks due to the 2 Calibre rule. It must be intentional.
i'd figure they are allowing some to penetrate taking in consideration the latches, sights etc figuring some shells will enter. If thats the case pretty smart thinking on their part.
I see this tank as the next FV4005. You see them everywhere on the test server but rarely on the live server. In regards to spotting its just painfull. I enjoy derping the Sheridan on the test server for the memes and I easly outspot those Tesaks. In one battle the enemy Tesak was only able to spot my Sheridan, cause he came to close to me and proxyspotted. So yea its a hard hitting light tank, but nearly useless spotter.
This is just a theory, but since the bullets are being shot so fast and hiting the same target so fast, maybe the server is misscalculating a few of the rounds and having them ignore some of the statics for a pen, making it a bug due to bullet over-spam (Also, if HE reduces the damage due to armor by %, it still should do a good damage but if the damage is reduced by a set number, he will be pretty much useless as it wont even do 1 damage by colateral explosions)
I feel like rather than being 75 round magazines they should have been implemented without having a magazine but instead have a “barrel overheat mechanic” where let’s say if your fired for 4 consecutive seconds you’d suffer a 20 sec cooldown or something similar. But it would let you maybe fire for a couple seconds in bursts every few seconds mostly uninterrupted. Would let you dump out a bunch if you needed to while being rushed, but also let you peak out, dump out a few, pull back and repeat every few seconds without waiting out a reload after a couple times
All the autocannon tanks are perfect for EBR haters, you shred them and with the stream of shells you are spewing its impossible to miss (hitting the bloody things with a single shot is so frustrating).
I have a feeling the inability for these autocannons to deal internal module crits is an intentional choice, to prevent you from critting somebody's whole crew and instantly killing them. If you play the ELC or Manticore, with 2 crew; very rarely both will be damaged in one penetrating shot and you will be instantly killed (despite having loads of HP left most of the time). Imagine being a T 10 medium or light player and eating a center mass burst to the side, lose ~450 hp but instantly die. Would probably be un-fun as heck to fight against.
Interesting, would also like to see tests conducted using the two different ammo types at different ranges / against different armor thickness & slopes too!
I would buff the view range of this tank to 400 and maybe buff the shell velocity a little bit so it can be a bit better at its weak points while not overbuffing its strength, and maybe buff the HP a little bit yes. Keep the rest of stats for now until we have more data from live server.
I would hope they leave it alone cause you have to shoot them for like 4 seconds to get 900 damage. That means you have to be vulnerable for that long as a light tank. Least they can do is give some weird angles to make there a reward to the risk
"Special" shells in Overwhelming fire event do guaranteed damage even when they dont penetrate. It says so in the tooltip. Maybe this is something similar?
Tier 10 looks great, but... To reduce server load they need to abstract down the ROF for some tiers, no 3000 RPM please! And then they can make damage per shot a little more consistent with lower tiers!
Love the K-91 asking for no cap since its "Test Server". They must not have been around when WG introduced a bug with a patch that only one tank's cap points counted towards the capture. You gotta test everything with these guys.
I think ultimately it’ll be a problem for about a few weeks or months, then the skill ceiling will come into play and people will understand how to counter this tank
Feels like this tank overall is WG just testing, what can be done with ammunition. AP and APCR not having 3x caliber rule, HE always doing damage, special ammo has more pen but less damage. The only thing not changed is HEAT.
The Tesák might go trough an incredibly angled armor because the game is unable to calculate that amount of fast moving projectiles in such a short period of time correctly...Possibly they are using some kind of simplified system for calculations on those rounds hence the discrepancy/unreliability.
Don't know about others but I do feel that this will become THE go-to LT in the game on par with how it was like with the EBR 3 years ago. Currently, WG needs to make 1 change to balance this thing - make the gun a close quarters gun - the spread at long distance should be so shit that tye player needs to let out controlled bursts instead of pressing the mouse button and managing 400 dmg at 400m. Real autocannons have to be fired in controlled bursts - esp ones having this high R.O.F
Wargaming's official statement regarding overmatching:
"This is a rare situation that occurs because the autocannon mechanics are configured differently from the classic guns to not overload game server. We will make some tweaks for the 1.26 release and such situations won't arise."
Definitly a bug, makes no sense
Probably intended. During testing they probably saw that too many shots hit various funky angles which with normal mechanics too many shots would bounce and richochet, making a 100-200m engagement where you burst out, make it perform very poorly. They could then buff the gun tremendously but then it would obviously shred everything apart in 50m or cqb engagements, making it broken again. So I think it's intended to balance out the performance over various distances. You're bursting out a clip at a T-100 or TVP or STB at 75m, you'd expect to do a certain amount of damage. With these machanics, it probably works better. You'll still bounce shots that hit the strongest part of the armor but much fewer will get ricochets.
Should remove it and increase the pen slightly, so lightly armoured tanks dont suffer exponentially from that tank and it is somewhat more even between lightly armoured tanks and more heavily armored tanks
If I had to give it a lore explanation it would be the repetitive concussive force would be my rational for the bleed effect of the damage. like a body shot to a boxer if you get hit once you might be prepared. But hit repetitively you start to feel the stresses.
@@alfgoodman2378
Getting hit repetitively in the same spot would severely diminish a tanks armor too. But that has so far not been a part of the mechanics.
I can't wait to do the classic FPS move of reloading a 200 ammo clip after firing two shots
I already do it with auto-loaders 😊
It’s a Pz 1 c at tier 10
pretty much yeah. the old pz 1 c
All FV4005s tremble in its presence until they landed a shot on the Tesak
Fr
Fv4005: *spots tesak* SHIT SHIT SHIT FUCK *yeets a 183mm hesh at it* oh. Anyway
The thing is pretty big, seeing it next to the 279e. It
Might be an easy shot.
Reduced to dust instantly
Reduced to atoms
Tanksgg lists a new 'Ricochet angle' stat in the weaponry category between shell velocity and max range. This stat is only found on these new tanks and is set to 90°. So if this is a stat explicitly stated in the game files, then I am faily confident in saying that it is an intentional mechanic of these tanks and not a bug.
Let's hope it's a new system that will replace outdated overmatch mechanics for all vehicles eventually (which WG was planning to do) and not just special mechanic for vehicles with autocannons.
Overmatch makes sense and it adds to the game but it's stupid how big of an advantage you get if your tank has 122 mm gun instead 120 mm or 152 mm instead 150 mm...
@@antinotice sure sure, make it even more easier for brainlets autopen everything they snap at.
@@antinotice
Almost like Russian guns get a stupid advantage, right?
@@Dutchman-2002 No, it would mostly stay the same but guns with similar caliber would be in the same "overmatch category" to make things more uniform.
So they've simply given these guns an caveat to the ricochet angle, an set their auto ricochet to 90°?. Seems ridiculously shallow. Small caliber rounds at low velocity like tha AP should bounce more.
That "tapping" short-burst technique is how you fire autocannons in the real world.
Its called manual bursting in full auto 😅
Every Normal user* 😂
America: Hold! its a Machine Gun! bang,bang,bang,bang,bang,bang,bang,bang,.
You know why? The barrels will melt ! One either has to change out the barrels like the mg42 or liquid cool them. With larger cannon this is a absolute requirement !
I suppose you could fire them very slowly on open maps and wait to find maps with water to dunk your tank in to cool them. 😂
@@brealistic3542 Exactly. Hence why they soldiers change barrels on LMGs frequently
The HE against low armor tanks is so incredibly satisfying
I can’t wait to meet a tesak on Prokhorovka or malinovka with T-100 or Manti
Thanks for the review so quickly qb!
My guess is that if there is a Premium Tank of that kind is coming it's gonna be OP
They actually have one , Vz 64
I just looked it up, and to be honest the t8 premium is not that much better than the tech tree version. And in some aspects its worse. Its even bigger that the tech tree version and that will make it an EASY HE pen and even easier to aim at since it huge.
Considering British wheeled mediums as a benchmark, yeah no...better than tech tree maybe, good vs all other t8 lights...definitely nope
LOL, "Auto-Mac-Canon"... OK Lord QB, that's what I'm gonna call them from now on!
Halo Starfleet fans have entered the chat.
Hey QB you also convinced me to give the char mle 75 another chance when you gave it a shout out recently, man what a great tank! (Extremely fun and efficient)
One thing I didn't see QB doing was burst fire to improve accuracy. Against slow moving target (FV 4005)in exposed position, use bursts of fire to increase number of hits.
Was really fun testing these:) and also the tier 8 and tier 9 czech light can overmmatch the same way
was glad to be there help testing this new boy in the field, looking forward to getting tesak in wot
i think this tank can be a good counter to fast tanks like the ebr. With autoloader you often have the problem to miss all your shots because of rng or just bad aiming. WIth the vz. 71 its much easier to hit a ebr because you can just hold fire for 4 seconds and some shells will hit.
"Auto McCannon" - Quickybaby 0:38
Ebr is shaking in it’s wheels
Until it realizes that you can't hit it with this thing. Based on the shell velocity, the amount of lead that you would have to give an EBR rolling at full speed would be insane.
the only thing that makes sense in allowing the Autocannons to pen at those angles are to ensure that they can do at least SOMETHING if they end up alone against the likes of a Maus or other well armored vehicles without being forced to load gold.
nah because in that situation you can just flank it and pen the side or back
@@RichardSiegers fair enough. question is tho, do Wargaming see it that way as well?
@@zerrierslizer1 nah wargaming is retarded they will give it 90 degrees in live server, i expect more people complaining about his mechanic than they did with EBR
that's literally the exact opposite of why this is the way it is lol
@@12733s then please explain. i only stated what COULD be a reason, not that it WAS a reason.
i feel like the need a "test map" for tanks, like before buying as they have done in war thunder
Honestly the overmatch should be a unique mechanic to this tanks.
no it shouldnt its too OP, i mean should all tier 3 tanks with autocannon also get this mechanic?
@@RichardSiegers no tier 3 tanks have autocannon
From my point of view it shouldn't. And not because it's OP, but because it's more of the stupid or buglike.
@@Eppeltsy I'm not sure you're right there. Wikipedia says - An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large-caliber (20 mm/0.79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles (bullets) fired by a machine gun. The Pz.1C's 2cm Flak 38 seems to just about qualify. There maybe many more qualifying guns on different tanks.
@@neilwilliams4684in WoT “autocannon” isn’t a type of cannon, it’s a game mechanic. By technicality yes other tanks may have autocannons, but this is a game and they don’t have to abide by Wikipedia definitiosn
1,200 max ammo with 75 shell mag is only 16 fully salvos. So you really do need to think before shooting. Looks to be a high skill floor tank.
Lol, thinking is high skill?
@@Paciat For most players, yes
Im just glad that they are adding tanks that are fun and also not OP
i cant lie the amount of time you have to expose yourself to do any real damage is a real problem for me in this tank
7:38 i'd say 90% of players dont even know this armor mechanic even exists lol
Thanks much for the review, and for following up with the statement from WG letting us know that they will try to correct the "overmatch" situation before it goes live. It'll be interesting to see if they make some of the adjustments you recommend when they tweak the tank.
I know what my new favourite target will be in my arty.
The only thing that doesn't die 30-60 seconds into the game ! Go arty.
Feels like a tank that requires you to understand game mechanics, situation and context to play well. In other words, a unique, high skill cap tank. Well done, WG
are you a bot
How ridiculous is it that the smallest and lightest kinetic round at tier 10 loses the least penetration over distance
having 247 pen with this round compared to large calibers is bs anyway. Another 2 minute-battle addition
Auto cannons? Are designed to Pierce and Bounce inside or Shatter, or cause Spalling. They are NOT LEAD rounds. Tungsten on the Penetrator part. The small part on the nose. The REST is the WEIGHT to Slam it into the tank.
It's gonna change open maps at start by peppering random at starting point just to harrase ennemies. Same goes for reset open cap easily at random. Or bush where you suspect light... It's going to have more then an impact then wheel tanks I believe.
Tesak seems like it could become a finisher, not an opener, if it manages to survive that long in a match.
I genuinely think the pen angles should be a mechanic for these unless the devs want to increase pen drastically and change the magazine/damage ratio
So basically vz 71 is tier 10 version of pre nerf pz1c only without shells indicator?
Stabilizer bonus and Rotation Device bonus are combined MULTIPLICATIVE rather than ADDITIVE. So the result is lower than the added bonus.
This tank seems pretty noob friendly because it's scout role is secondary and you have enough firepower to fend yourself off. The turret traverse speed allows you to just autoaim at targets at close range.
Looking at how this tank works, Honestly pair with a dedicated scout and use it as area denile for lite armored tanks, burst down opposing scouts and work out onto the flanks as often as possible
I appreciate the sandbox testing to show off the guns.
Given that the ammo stats suggests an intentional 90⁰ ricochet angle, WG likely wanted some way to offset the shotgun like accuracy. However, even a 120mm DU APFDS penetrator will deflect above about 82⁰ and this thing is supposed to have regular AP slugs and APCR. They should probbaly drop the assured ricochet angle closer to 80⁰ to prevent some of the more ludicrous penetrations.
I think the tank most close to this is the Char Mile 75. I think this will have a difficult skill cap overall.
7:20 the shells dont go through slopped armor. Its just that the new mechanic guarantees damage even if the shells don’t penetrate. Usefull for decaping
how many times you gonna comment this
This tank will be shot through walls, through hills, and through buildings , and die in 30 -60 seconds just like everything else. If they can make a better game , maybe make some more tanks. Games pointless.
Yeah, not remotely true. You should be able to shoot the side of a Maus at 85 degrees and still damage it with some of your shells, but that never happens. It *does* overmatch every plate and ignore ricochet angles. It deals full damage for each shot when they pen those highly angled plates. Seriously, you don't need to test this yourself in game, just watch the video closely. Slow it down if you need to in order to see each shell is doing regular amounts of damage, but do bear in mind that the damage spread is +- 25 %, so don't try and pull some "Oh, it did less than 12 damage" sort of Bull poo.
Another improvement would be that Shell Velocity- I think improving that would also help this tank
First new tank I've been interested in a long while.
The real nightmare for this tank will be a platoon of them. Nothing will survive a coordinated attack.
given that it's a light tank it can't have more than 1 of them in platoon, LTs are limited to 1 in a platoon only at T7+
New update "Fixed the issue of autocannon shells behaving incorrectly when hitting armor at ricochet angles."
Thank you for the extra testing.
One way or another, I’d say it makes playing more enjoyable. Otherwise, I would struggle with most tanks due to the 2 Calibre rule. It must be intentional.
Can't believe they added my covenanter to tier 10. Im gonna have some fun.
i'd figure they are allowing some to penetrate taking in consideration the latches, sights etc figuring some shells will enter. If thats the case pretty smart thinking on their part.
I see this tank as the next FV4005. You see them everywhere on the test server but rarely on the live server. In regards to spotting its just painfull. I enjoy derping the Sheridan on the test server for the memes and I easly outspot those Tesaks. In one battle the enemy Tesak was only able to spot my Sheridan, cause he came to close to me and proxyspotted. So yea its a hard hitting light tank, but nearly useless spotter.
This is just a theory, but since the bullets are being shot so fast and hiting the same target so fast, maybe the server is misscalculating a few of the rounds and having them ignore some of the statics for a pen, making it a bug due to bullet over-spam
(Also, if HE reduces the damage due to armor by %, it still should do a good damage but if the damage is reduced by a set number, he will be pretty much useless as it wont even do 1 damage by colateral explosions)
He will do 1 damage regardless if it hits the armor. For the Tesak at least. Special mechanic.
Fair enough @@azi2g
Cannot wait for this tank. This tank is going to be fun.
Now I wonder when the premium tier 8 will be released?
my first thought: best counterpart vor Borat, Char etc. But i hope it wont spoil the match before balancing is well done like EBRs did.
No ricochet makes it seem like 1 of its best uses may just be anti EBR since funky angles are no issue(Still wheels but hey its something!)
I feel like rather than being 75 round magazines they should have been implemented without having a magazine but instead have a “barrel overheat mechanic” where let’s say if your fired for 4 consecutive seconds you’d suffer a 20 sec cooldown or something similar. But it would let you maybe fire for a couple seconds in bursts every few seconds mostly uninterrupted.
Would let you dump out a bunch if you needed to while being rushed, but also let you peak out, dump out a few, pull back and repeat every few seconds without waiting out a reload after a couple times
All the autocannon tanks are perfect for EBR haters, you shred them and with the stream of shells you are spewing its impossible to miss (hitting the bloody things with a single shot is so frustrating).
yeah if this angled pen BS is gona be put in live server than no one hates the EBR anymore because these autocannon tanks are far worse
I think the high pen rounds could just be called high pen, since they aren't really premium as they lose damage.
That was a lot of fun watching you play, great vid.
I have a feeling the inability for these autocannons to deal internal module crits is an intentional choice, to prevent you from critting somebody's whole crew and instantly killing them. If you play the ELC or Manticore, with 2 crew; very rarely both will be damaged in one penetrating shot and you will be instantly killed (despite having loads of HP left most of the time). Imagine being a T 10 medium or light player and eating a center mass burst to the side, lose ~450 hp but instantly die. Would probably be un-fun as heck to fight against.
this bank might actually fall into random battles without too much fuss, apart from the overmatching it seems relatively balanced
this tank seems super fun and one of those tanks which are rly good in long games.
Interesting, would also like to see tests conducted using the two different ammo types at different ranges / against different armor thickness & slopes too!
Armored Warfare has had auto cannons in the game since it was released in 2015. They r actually fun in that game
Wot has had them too on low tiers for ages. Not sure why he said they were new.
I would buff the view range of this tank to 400 and maybe buff the shell velocity a little bit so it can be a bit better at its weak points while not overbuffing its strength, and maybe buff the HP a little bit yes. Keep the rest of stats for now until we have more data from live server.
I would hope they leave it alone cause you have to shoot them for like 4 seconds to get 900 damage. That means you have to be vulnerable for that long as a light tank. Least they can do is give some weird angles to make there a reward to the risk
Consider that we won’t really snipe in this tank, I honestly think we should at least make our first equipment setup towards scouting.
platoons of 3 of these will be nuts
Can't have more than one LT in platoon unfortunately
When is the next patch update in the US? These tanks look fun and frustrating at the same time! GGs QB!
Cant wait to go "BRRRRRRRRRRR" on some tank ass.
imagine the early game autocannons use the same mechanics as they should
If you look much more you see a Bmpt t72, the hull is very similar to the t72 hull
The tan, should have more pen, better camo and more hp. Than it would be great. Like this it is not the best tank, but probably ok.
7:25 ..... PEAK RNG 😂
At least it's something NEW 👏👏👏........🤘😎 Tankers
Seems like this one will be super powerful late game, but not very strong until then.
might have to come out of retirement for this branch
The Vstab is going to be way more useful on the move
I always wanted a TX Luchs. Now I can basically get one.
"Special" shells in Overwhelming fire event do guaranteed damage even when they dont penetrate.
It says so in the tooltip. Maybe this is something similar?
I’m gonna bounce so so many shots when I try shoot at these now you’ve said it’ll be overmatched by pretty much anything
Tier 10 looks great, but... To reduce server load they need to abstract down the ROF for some tiers, no 3000 RPM please!
And then they can make damage per shot a little more consistent with lower tiers!
Dead eye will be great on this to set those fires
E4 was the teammate from the Mouse. No teamdmg
Did rex really have a clear line of sight to the tanks. Looks like some shells went into the tanks in front of it
Love the K-91 asking for no cap since its "Test Server". They must not have been around when WG introduced a bug with a patch that only one tank's cap points counted towards the capture. You gotta test everything with these guys.
imo, for crit module... is no. its okay, like if you have crit dmg module like 13 57 with tesak it will be broken.......... if all shell pen.
the overmatching stats on the tier 8 same angle all the way to tier ten so tier 8 going to rather nuts to have this is this goes all the way to live
I don't like playing T10 that much so I'm really hoping the 7-8-9 are fun tanks too.
Something tells me within two years WG will do the same to this tank as they did to the T71 and Bulldog.
looking forward to the tier 8 prem review when it comes out, 800 clip on tier 8 is crazy
I think T3 Fire control system, vert stabs and rotation device work even better
Thanks QB
tap, Tap, Tap, is how to properly fire a machine gun in the military.
great testing and Review!
I think ultimately it’ll be a problem for about a few weeks or months, then the skill ceiling will come into play and people will understand how to counter this tank
Tesak go BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT
Feels like this tank overall is WG just testing, what can be done with ammunition. AP and APCR not having 3x caliber rule, HE always doing damage, special ammo has more pen but less damage. The only thing not changed is HEAT.
QB needs to play Counter Strike and master the art of using the AK spray patterns
The Tesák might go trough an incredibly angled armor because the game is unable to calculate that amount of fast moving projectiles in such a short period of time correctly...Possibly they are using some kind of simplified system for calculations on those rounds hence the discrepancy/unreliability.
Don't know about others but I do feel that this will become THE go-to LT in the game on par with how it was like with the EBR 3 years ago.
Currently, WG needs to make 1 change to balance this thing - make the gun a close quarters gun - the spread at long distance should be so shit that tye player needs to let out controlled bursts instead of pressing the mouse button and managing 400 dmg at 400m.
Real autocannons have to be fired in controlled bursts - esp ones having this high R.O.F
Question: Is this Wargaming's counter to wheeled vehicles.