Call911

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About Call911

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  1. forget everything you know, nothing works the same anymore
  2. Call911

    M8 Greyhound Camoflauge

    the question is not about how bad the M8 greyhound is compared to competitors (which it is though) but if you would have bought the camo, would you equip it or leave it on default?
  3. Call911

    Matchmaker broken

    more matchmaker works:
  4. Call911

    MP40 or Tiger II?

    none of the two => you are still grinding => you are short on credits ==> buy another soldier and start leveling him up (infantry assault, physical fitness, driver, chauffeur, medic, tactical etc) ==> wait untill a sale comes along, buy then
  5. Call911

    Basics to being a Tank Destroyer?

    please rate the 6 TD's we have in game from best to worst cause mine would be: hellcat > stug > hetzer > wolverine > su-85 > su76 a tank is not 'good' because it plays well as an ambusher, lol every tank should do well when you ambush and sniping just doesn't work when you can't pen a tank because your cannon lacks power
  6. Call911

    Basics to being a Tank Destroyer?

    haha LOL su-85 very good tank? against what? MG tanks? - the gun depression is horrible, can't reach crouching enemies in front of your tank, you have to ride all the way up the hill, can't kill tanks from a higher level etc.. - the armor is horrible, light tanks can pen your front easily, better tanks don't even try to aim at weakspots - you are big and bulky, turning is horrible, fixed gun etc - you have bad shell penetration - no mg against infantry hellcat has at least speed (and they still have proper mediums), stug and hetzer have mg's, good armor etc real tips: - always remember you are on the battlefield to support your infantry to cap the objective - td's are meant to hunt tanks, no enemy tanks = no need for TD - use your high power shells good against light tanks - flanking is nice, but against weaker opponents you can just camp it out - when defending: use tank to hold crossings against vehicles - watch for mines and infantry - if you are killed by infantry guns, they can capture your tank and use it against you, warn teammates in chat for that - wolverine is good as hellcat backup, when you are wasting much tanks in staged (cheaper) or when you need some extra armor against ptrd/OHK H3 (infantry first badge) - the wolverine armor doesn't do much, use the angles on it though - your cannon is your weapon, not speed or armor - equip a wrench and proper badges - learn weakspots of enemy tanks, learn tank spawn zones etc
  7. Call911

    Fastest way to level up ribbon exp, War or depot?

    first thing: get ribbon booster second: pick up BA rifles or assoult rifles they give more points and are imo a bit easier to use third: if you are pro with good combat badges (HS), good sniper skills etc go staged, if you kinda suck: go war, find a camping recon, kill and steal rifle, sit back and camp while picking off targets from safe distance with 1 shot lastly: try to always grind something when playing, if you unlock the carbine but you don't have enough money (or you are short on cash): grind another soldier till some sale is coming
  8. Call911

    Tanks guide/performance/weakspots

    unfortunately, a lot of intel is missing, escpecially crucial info about the tiger1 and tiger 2 (and stug) also it's from the perspective off US tankers, while they have better guns then SU but I'm mostly looking for pics like this; and this:
  9. Call911

    Tanks guide/performance/weakspots

    1. doesn't work when you use a russian tank (tiger 2 is also not penetrable from the side) 2. stuart needs at least 4 hits against any other light, which kind of noobs do you face that doesn't gets his tank turned after the first shot? so we assume that tanks turn around, even when flanked, so what are the weakpoints?
  10. Call911

    Matchmaker broken

    yet another staggering performance of matchmaker, the battle didn't even last a full 9 minutes, because we had only one infantry guy to cap against 4 of them (and even that guy went tanking as seen in chat). and then we had 5 tankers against 6 of them with better tanks. since SU tanks are inferior to the german ones (we don't even have double zoom) (even panther > KV-85) and the fact that german soldiers unlock the H3 sooner, there was nothing we could do, it's in the DNA of the game! (that's why one tanker already left the match) so while we are at it: buff kv-85
  11. Call911

    Tanks guide/performance/weakspots

    bump, can the original files with the weakspots get restored? they aren't visible anymore secondly: can the new tanks be fit in as well?
  12. I don't really think the 9 meters really matter, smartass, but the metric system has some advantages: you never need these odd numbers, just multiply or divide by 10. besides that: this post is about the question to buff current aa guns, since you admit that stationary aa's are not powerfull and easy targets, you support the need although you say the opposite (we can't expect 5 guys to take the aa gun for 1 enemy pilot) the fact that it's stationary is because the mobile aa guns: - are more expensive - need apc spawns - need a driver (otherwise you are static as well) - it's difficult to hit while moving -are spawned far away from a known location, and they can always see IF one spawned the badges &MG guns: you cannot effectively down a fast medium fighter that makes bomb dives; it goes to fast, but it repeats it killing diving patterns around the spawn smart people flank around big time, stupid people just rush and die you can't expect everyone to be smart, especially because that leaves the cap unattended
  13. first of all, let's convert that to non-restarted units so the normal rest of the world understands too => 1.6 km secondly: which maximum distance would still be in the threat zone for you? thirdly, a skilled pilot can take out a fixed aa gunner from a long distance, since you know where it's gonna be.. and lastly: if you only try to take out enemies when they are a threat to you, the game will become a whole lot more difficult ^^
  14. so you finally understand what you didn't understood the first time: planes are too difficult to take down?
  15. spawncamping could be prevented with AI bots that wander (guard) the spawn (especially the a1 vehicle spawn if the fight is around a4 f.e.) and also with AI bots helping you guard the tank (AT hunters would then need to kill the ai guard then kill tank..) nobody wants to sit in a1spawn the whole match for a potential enemy that lays down mines