@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
I always wished spall liner would add a few milimeters of extra armor ( 5-10mm at most) everywhere on the tank, since you know, its an extra layer of steel. It would also justify its weight. And for the camo net, i think your camo bonus should gradually decrease the faster you are going, and not instantly disappear when you start moving.
Only the real difference is that damage comes in discrete amounts, so This literally means "occasionally you can take an extra shot". That could mean 0 extra time (you get overkilled anyway), or potentially infinite (up to game duration). On average this is half a game, so quite important.
15:17 Here’s an interesting fact WG themselves stated in an official video: “If two lights are equipped with this piece of equipment, it would be like nothing has changed.” So yeah. Useless.
But lights mostly don't want to spot other lights, you want to spot mediums, heavies, arty, etc. If they're lit for +2 seconds, they can be shot for 2 extra seconds. I still think it's not great but I have used it before to... some effect.
@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
I said bond equipment was not worth it long before Wargaming planned to introduce wot plus, and I will continue to say bond equipment is not worth it long after they canceled the free demounting from wot plus. The gains you get going from bounty to bond is not worth the insane bond price tag, especially since bounty can be demounted for far cheaper.
exactly, + just like having a macbook won't make you a programmer if you have nothing in your head, bond equipment won't make you a 5k player if you aren't already playing for 4.8k
What did we learn? 1. in a minmax enviornment a thing that boosts mediocre amount of every stat gets outweighed by a thing that buffs a certain stat significantly. 2. Artys should be removed from the game. 3. Even in a minmax enviornment, bonds are rare and basically not worth the effort unless you are a sweaty vet who likes every stat to be maxed out. 4. experimental equipments are stupid and OP. 5. Remove arty from the game
I noted some things that I think are important to mention: - many players are still crawling around with standard equipment, so I think that is the base measurement of equipments (since they are also the ones you can easily get without much effort and money put in the game as well) - binoculars and ventillation work wonders when your crew is less developed - I'm talking about 1-2 skill crewsets - many vehicles do significantly better with improved aiming - an equipment I'd place into A tier myself - this goes for players without maxed out perks/equipments/consumables as well Great video nonetheless. Still waiting for camo net to be a useful item.
The new experimental mobility equipment has been amazing on my T30 and E4. It frees up a slot for either Improved aiming or improved mechanism. With improved aiming on first slot, the tank has felt really good
experimental turbo/irm is nice on tanks where you would normally use a turbo but also the gun could use a little more help, and especially autoloaders, like the vz 55 or skoda t56.
You are right about vents being so useless, however, in 1.20.1, they buffed vents a lot, because the vents will make all those crew skill quite a bit better.
Bond Vents are worth it. Especially if you have a lot of skills. If you have a favorite tank and want to max it out, I would always go for bond equipment and in many cases vents (since with max skills you often only need a tiny bit of view range). Unless you are a collector and want to collect bond tanks...
Alright chems consider this: Food is immediately S Tier, because it boosts nearly everything. BOND Vents give you 8,5% which means 4,25% increase of stats that are effected by crew skills. It's almost half percentage you get from food. Vents should be at least C tier. But the most important thing you didn't mention is the possibility of combining equipment. Vents therefore decrease the need for optics, stab, and improved aiming. Basic example: You don't need optics and stab on Leo 1 cause it has very good values from the start. Instead you take BOND Vents and you will get a noticeable improvement in overall performance. Stab or Optic would be a wasted slot. You can't compare the DPM increase when using vents, cause it's minor. It's the overall effect it has in combination with other equipment. In my Leo I use Rammer, Hardening and Vents (all Bond) + Food Non-bond-vents are useless, that's true.
Tbh when I first time play WoT and I saw vents. I tought it'll help your crew to reach 100% faster XD. Also basic vents kinda useful for new player to find it's playstyle. Because the more they play, the more they know the strength and weakness of the tanks without spending so much credits. (This just my opinion)
I agree bond vents definitely have a place. Bond vents + food takes my Borat to just over max view range, so I don't need optics, and the vents will boost other stats which it makes better use of. Bloom after firing, camo, reload etc. Same on the Char futur.
to be fair...vents is a piece of equipment...and there are better options for equipment food on the other side is a consumable...and you can easily replace the extinguisher (which...tbh when was the last time you used it compared to a repair and med kit) with food I personally have a reserve of 1k normal extinguishers and 500 premium extinguishers....and the numbers are still growing maybe you'll need a extinguisher once every 15 games....that is 1 consumable slot wasted for 14 games on the other hand...you can feel the effects of the equipment you use in every game you play and imho, in agreement with chems...spending bonds on equipment is just not worth it...there are simply better things to get with bonds...not to mention you can only "farm" bonds from tier 10 games... I personally dropped vents on my bourrasque for a turbo - turbo + rot device/vert stab + optics (all normal equipment and no food cause i'm cheap) and I am having better games than when I was using vents
Chems is wrong on vents. A 5% increase to skill crew gives 2.5% increase to every skill-based stat. This means a standard vent is 1/4 of a rammer (2.5% vs 10% faster reloading), 1/2 of an improved aiming (2.5% vs 10% smaller dispersion vs), 1/4 a rotation device (2.5% lower dispersion and 2.5% faster traverse vs 10% and 10%), 1/4 of an improved optics (2.5% vs 10% more view range), 1/4 of a gun laying drive (2.5% vs 10% shorter aiming time), ~1/4 of an additional grouser (2.5% better traverse and ground resistances vs 10% and 15%), >1/3 a low noise muffler (2.5% more concealment vs 6%). Bonds vents is even better because unlike most other bond equipment it is a 70% (4.25%/2.5%=1.7) improvement over the standard. Compare that to a bond gun rammer which is only a 35% improvement (13.5/10%=1.35). Vents is at least B tier. The only tanks that shouldn't use it are tanks that are so bad at some crucial stat that they need to invest in another equipment get maximum improvement.
but then why waste bonds on vents when there's bond rammer and bond hardening to be purchased. comparing vents to the stuff of its same type/color, it is still very much D tier equipment, simply because it's a bad investment
You could have the scout setup (LNES+CVS+Optics) as secondary in the Bourrasque for situations and maps where you can be basically a light tank. (46 stationary and 36 moving camo)
UDES 15/16, Char Futur 4, Bourrassque - all have CVS in their secondary set-up ... thanks to their MASSIVE camo, they can pretend to be LTs for the end game and even for games where there is no LTs at all. Believe me, there is replays I could send that prove QB right so much. Just depends on your playstyle.
this video was alright, but i was watching a claus kellerman video and he talked about how old itallian people walk slowly outside after dinner and its called a passeggiata now that's some real and useful knowledge. You could learn a thing or two from him.
I think you forgot that improved rotation mechanism actually decreases the bloom while turning so you are faster at target with the same bloom which imo is a clear advantage. Also on the double barrel tanks i think it has its use cause they turn the turret very slow and, as you rightfully stated, verstabs isnt needed on them. Overall solid Tier List 👍
He explained that bloom is correlated with rotation speed. So u turn faster, it probably offsets the accuracy u gain from rotation mechanism. If not hurts it even more than it helps
I think both@@SuperMorganator and @chems are correct. The IRM description specifically says it reduces disperson by 10% during movement, traverse and after firing. So this will provide a 10% improvement to dispersion (relative to not having IRM) when simply moving and firing (whch is good - and I think overlooked by @chems) but will be offset by the 10% greater dispersion caused during the faster rotation (which was @chems' point). So don't get IRM for better accuracy during rotation - get it for better accuracy during movement and after firing, and for faster rotation with normal (but not worse) rotation inaccuracy.
iam using exhaust system and cvs on bourassque, just for moment when there is no light, or there is a good map for spotting, 42% camo while moving is brutal
I think Quicky is a really good source for people who are just coming into the game, as bad of a time as it may be to get into WOT now. But you and others like you are fantastic at more in depth looks and fine tuning when it comes to gameplay. Thank you so much for your content, whether meme or informational. :)
I think it's because QB is in the game since the beginning - it's difficult to keep yourself fresh and focused for so many years in one game. It simply is not as exciting as it was during your first few years in the game. Moreover, life changes you, all the time :P He's simply becoming an old grouch :D (like we all "older" players ;p).
I agree with the vents statement, i also do not really use it but it might change due to the changes in the crew system as it will boost every crew skill
i think vents is will be much higher on the list next patch honestly. The fact that it boosts your crews skills just makes it so worth it. I doubt WG will change that bit.
Camo Net and Binos is still a ton of fun for American Tier 5-7 TDs. I get a ton of work out of them and I can outspot opponents to hit them and stay hidden. Hellcat and Jackson feast with them.
Bro, your informations about the game are way more useful, than a 90% of a Official World of Tanks channel videos. You should make videos like this one more often :P
The downfall of the experimental Fire Control-thingie is that it can only be used by tanks that can equip a vert stab, so you can't put it on a TD. And if you use it, then you can't use a vert stab. And the vert stab, even the regular one, is IMO still better than the tier 3 fire control thing. So pretty much F-tier.
@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
13:01 "and it also makes you turn quicker" 😄😄😄 i would say that's the MORE VALUABLE thing compared to speed. Like "Grousers makes you turn much much quicker ... and it also increases your Effective top speed more than Turbocharger"
As for the other experimental equipment: fire control system is game changing on autoloaders with poor gun handling. You mentioned the Foch B and how it needs 2 pieces of equipment to reach a sensible bloom in between its shots. With fcs, it only needs 1. Would also recommend on bourrasque. Mobility whatever system I would say is mostly useful on tanks with poor gun handling that you want to use turbo on. Tanks that come to mind are BZ-75, BZ-176 and 60TP. Hope that helps :) PS. Spall liner is F tier Edit: Foch B cant use FCS bc its a TD, but if it was allowed it would work very well
Bind vents give a 4.5% increase to almost every stat of the tank, you bundle that with good crew skills and you have a tank that is just outright 4.5% better. It’s similar to experimental equipment being a mix of two other types of equipment basically nullifying the other two completely when at t3. Using vents with good crew skill and a few other pieces of equipment can get something like the 60tp down to a dispersion of .33 , aim time of 2.49 (can be improved with different field mods down to 2.24), view range of 449 , dispersion during tank traverse of .19, dispersion during movement of .18, dispersion during turret rotation of .08, and a 15.24 second reload. If you drop the experiential fire control system and vents and replace them with hardening and very stabs the results are very interesting. You end up with a .6 second longer reload, .32 second longer aim time, .02 worst dispersion while stationary, .03 better while doing anything except turret traverse which is .1 better you’re just as fast on hard and med terrain but 1 slower on soft, you healthier by 330 which is big however I find that when I die in a 60tp it’s usually because my team died by just running at the enemy and it goes from a 5v5 to a 5v1 so I’m not sure how much better that is I have to do testing, your view rant is almost 20 meters less as well. The only benefits for not running bond vents is dispersion values during movement and hp everything else is worse. I find with my 60tp I typically don’t fire on the move and I make micro adjustments where my aim time counteracts any added dispersion from the movement by the time I fire. Overall the benefits from vents on something like a 60tp outweighs using any other type of equipment and if I wanted better dispersion while moving I could swap out my fire control with very stabs and trade sometime for better dispersion while moving and that’s the only difference. In doing so I still have .1 better aim time with the same dispersion values as running without vents except I have vents and I get all the same increase to view range, aim time, ground resistances, and reload speed. You could run another piece of equipment instead of hardening except you’re now wasting the bonus slot and therefore not using the full potential of the build. Theoretically you could get on par with vents in terms of aiming with a gun laying drive but you’d still be down on everything else and on par with health. You turn your only benefit into moving dispersion and that’s it. Worst loading speeds, view range, dispersion, ground resistances, repair speed, traverse speed, and yes even camo if you have that perk. They aren’t minuscule amounts of disparities either, we’re talking .25 faster repairs, a degree a second in both turret and track travers, 20 meters less view, 1 kmh slower (this is the low one), .02 more dispersion, .6 slower reload. I mean you’re just worse across the board without vents especially in vehicles with so bad statistics on reload, gun handling and mobility. Really don’t see why you think vents are so bad when they can do this much.
Two points. Vents increase also all perks, so it is much more useful when you have crew with 4+ perks. Second, VStab not only directly decreases loading time but also indirectly increases your DPM, since you can waste less time on aiming and start to load new shell faster. Regarding bond equipment, you still may use it if you do not have enough bounty equipment for all you tanks that you want be available in Onslaught regimen.
I wish all the external equipment was visible. It'd look cool as heck for your tank to pull a binocular telescope when standing still, have a camo net, or have a visible change made to its tracks due to grousers equipped.
Man, this Video opened my eyes to so ,many things.... Thanks for the video and explaining all this stuff, even long time players can learn new things :D
i have a pasive light build, where i go and sit in a bush..., then move after 10 sec... it's often enough to just outspot a enemy light, get it removed and then spot more aggressive...
I have a question now that vents works a lot more on crew skills. Would vents go up in tiers if you have a 6-skill crew? Since it will help almostg every skill (slightly)?
13:00 i think what is more important is whether the extra horsepower enables you to reach that top speed faster than the reduced terrain resistance of grousers.
I think vents are good when they are bond vents, especially for the reloaders. But also discussed with my friend with a conclusion that vents are always the lowest priority equipment to use unless you dont want to use all other equipments.
The experimental turbo (T3) together with turning mechanism and vert stabs can give you in the neighbourhood of 40% reduced dispersion. This is AFTER FIRING, too. Sickly strong on BC 25t and other autoloaders that struggle with aiming time vs intraclip
The problem has always been that eqipmeant should be used to diverse the builds making some interesting uses to get the game more interesting but with WOT only have a few % almost every tank use the same so it takes out the use all in all.The same goes for commander skills/perks it have to little impact to really make a difference 30-40 % and a rework for some to really stand out would make a more interesting game.
6:25 It's Holiday Ops 2023/2024. You're in your trusty Batignolles-Châtillon Bourrasque. The map you draw is Prokhorovka. You notice that neither team has been blessed with a light tank. The gremlins that run things at Wargaming are mocking you. "gg draw" says l33t_azz_rammer. Maybe not, you think. Against the advice of chems and the ghost of lordsheen, your Batignolles-Châtillon Bourrasque is equipped with a full spotting setup. CVS, Bounty Optics and Bounty Low Noise. Are you about to have: a) the worst game of the night b) the best game of the night c) an erection lasting more than four hours that you need to seek immediate medical attention for?
I put the Mobility Improvement System T1 on the Tortoise, I did have a standard turbo, but as the Tortoise does not have a mobility slot, the experimental equipment is just better, giving extra traverse and less dispersion.
I feel like experimental turbo is direct upgrade to all tanks that don't need more enginepower but need more accuracy or traverse speed, turtle 1 for example, with mediocre gun handling really appreciates the small increase, also really benefitting from faster turn speed, making it harder for people to out turn you.
I wouldn't put the aim device on a Leopard, but it works REALLY well on the Grille and many other tanks which usually engage over long range that are not mediums imo, because mediums have better other options.
The mobility improvement device (experimental equipment) is super broken. It's as good as the turbo and also combines rotation mechanism, meaning reduces traverse dispersion. I have a tier 3 one on my VZ.55 for example, it makes it really good I still don't play the game much because it sucks
The new turbo is fucking great 😃 its better than standard equipment, because most people even slightly better players mostly have little access to good bond equipment in large amounts
I remember back in the day spall liner was amazing on the E3. Uncountable times I received 0 dmg from batchat 58's and 261's and this was before the stun mechanic. But that was the only use I've ever gotten out of it
The camo net is actually kinda useful on swede tds because you can do a full 360 but the camo net will stay on. Agreed, it is kinda useless on anything else tho
Nope. They need, absolutely, a turbo to go MUCH faster in siege mode (10→15 or even 5→10 on udes), rammer because everything needs a rammer, and something to spot, either optics or binocs depending on your playstyle
I could argue that bounty equipment is quite expensive when you get more than one of them and being constantly broke. Sure it could mean a “skill issue”, but not every tanker has bought every tech tree tanks (even for future tech tree tanks as well). But, bond equipment is basically there for min maxing anyways.
I found that the new comboturbo at tier 3 is really good on the minotauro. also the turbos boost of horsepower is multiplied by the rocket boosts. so its formula is like this (baseHP*turbo)*rocket.
Thank you for encouraging us to save our bonds for special tanks. I think some of the equipment can go up or down based upon the situation (tank stats and/or crew available). Vents are more significant for a crew with all the skills for example? Or camo for tanks with very decent camo ratings (esp low tiers where this might help you earn that ace?) . Example take a M3 Lee and try to earn its ace without hiding behind bushes with a 100% camo crew and maybe a net? Some tanks just can't be trusted anywhere but behind a bush. lol. Ok extreme example but it literally was the only way I found myself winning with a M3 Lee. Sorry to everyone who lost the games with me in them before I played the M3 Lee like a Ninja (behind BIG bushes no less). Overall though I really thought your comments were very helpful. I think you managed to review them without over using the term "Meta" so thanks for that too. That said you did mention that the top 3 were used most frequently but didn't apply to every situation. Perfect! That said I do think your specific goal matters. Sometimes you have to think about what you are trying to accomplish, what map you are assigned to play in and learn to make adjustments that can leverage your situation. For example there may be missions (daily or campaign) that are more or less achievable with a different gear load out. You may have to think about your equipment to be able to complete these missions and then swap back to the normal advice after you get your mission.
The fact that generalized tier lists for equipment in WoT exist is a great indicator as to how bland the equipment system is. "XYZ is generally S tier" so it's baseline. Wow, such choice, much fun. Good video tho!
Rammer makes little difference if you fired backed up and have to wait out the light bulb and would be loaded in that time anyways. Yeah in a knife fight it might help. But that's usually an uncontrolled circumstance and other things (Spg, another tank, ramming etc) will override it.
There's 1 thing to mention about vents, idk if they rework it or not for now, i mean: they're still planning to rework perks, and so on they told that thinks like food and even vents will boost not only statistics slightly, but also boost ALL of ur perks (with few exceptions), meaning went's will lead to give lots of more bonuses than ever before, the more perks u get, the more beneficts vents will give for vehicle, if they give those perks as are planning for now, i would've give it to B/A tier, but more B, cuz hp will still be a better option overall, or turbo
I think it would have been relevant to do a separated tier list for each tank class. So we don't fall into the trap of ranking a "specified" piece of equipment for light tank amidst ranking equipment for meds and heavies
I literally had a game yesterday where bond hardening won the game in my t95. I was on 18 hp for around 70% of the battle but managed 7500 damage because the armour worked out in the end.
Config is super good on the IS-4 in my experience, because the ammo rack is right behind the angled cheek armour in the front, which is the easiest place for enemies to pen you when you're trying to brawl or sidescrape (assuming there isn't time to reverse sidescrape).
Jo chems, finally a new video! Just wanted to say that I love your videos (and calm voice, wholesome chems). Also fuck UA-cam algorithm, the video got recommended now instead of instantly, should turn on the bell tbh.
I think the Mobility Improvement System is a great choice for many TDs, at least the ones that play more actively and aggressively, like the T30 and E4 in particular. Basically the full Turbo boost plus a portion of Vstabs (which isn't available to TDs ofc) is a nice deal.
Vstabs decreases the size of your reticle too which often gets ignored. Very important for tanks with large reticles, less chance your shot flys off into space. Tanks like the Bourrasque can benefit greatly from light tank equipment, vstabs/LNES/CVS is a viable setup. The whole argument for hardening is assuming a 1v1 scenario and you won't just get killed in the same amount of shots. Say you have a 2,000hp med which can be increased to 2,200. That can still be 3 shot killed by most high alpha TDs. Spall liner can be useful for crew protection if you want to run without a medkit. Vents is actually a 2.7% increase, but I'm nitpicking here. Food instead of vents is far more impactful with a 5.4% boost to all tank performance.
hardening and rammer do not give you +20% DPM, it gives you you 0% DPM from your -20% DPM, cause enemy team has them already
not when qb is promoting vent usage
@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
@@hunterfabio super tester account was banned, searching for another
@@chems rip. i was really hoping for another review since yours are done very well
@@chems Oh damn, you got to get into the supertest? Sadge tho that it's banned
no way
The best light tank player
Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
LORDSHEEN
Way!
bruj
I always wished spall liner would add a few milimeters of extra armor ( 5-10mm at most) everywhere on the tank, since you know, its an extra layer of steel. It would also justify its weight.
And for the camo net, i think your camo bonus should gradually decrease the faster you are going, and not instantly disappear when you start moving.
You have great ideas man you need to be developer
Liked the idea very much.
that would break a lot of the overmatch mechanics and would instantly make certain tanks OP
@@TJP777RPG I'm certain that with enough effort that issue could be mitigated.
@@TJP777RPG especially strv 103b
I love how the FV4005 is constantly mentioned
Got the 183 last auction. 😁
He has a love hate relationship with it
@@seeer3240 Got the 183 when it was still in the tech tree ;-)
Now is time for the perks tier list
10:24 A better way to say it could be: A 10% increase of time to kill your vehicle
Only the real difference is that damage comes in discrete amounts, so This literally means "occasionally you can take an extra shot". That could mean 0 extra time (you get overkilled anyway), or potentially infinite (up to game duration). On average this is half a game, so quite important.
Well, it's not really 10% because of different gun alpha.
anti dpm
Kajzoo is my favorite teacher of uniscum secrets. He has taught me the joys of the AMX M4 54. Also enjoy speed boosting heavies like the IS-7.
I pretty much learned light tanks thanks to Kajzoo.
15:17
Here’s an interesting fact WG themselves stated in an official video:
“If two lights are equipped with this piece of equipment, it would be like nothing has changed.”
So yeah. Useless.
But lights mostly don't want to spot other lights, you want to spot mediums, heavies, arty, etc. If they're lit for +2 seconds, they can be shot for 2 extra seconds.
I still think it's not great but I have used it before to... some effect.
@@DarkFruitsAnimation friendly lights MUST spot the enemy lights and have them killed if they stand any chance of scouting the rest of the enemy team
@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
@@chems I see. The Lord has spoken.
@@hunterfabio Bro you posted teh same comment 3 times...
I said bond equipment was not worth it long before Wargaming planned to introduce wot plus, and I will continue to say bond equipment is not worth it long after they canceled the free demounting from wot plus. The gains you get going from bounty to bond is not worth the insane bond price tag, especially since bounty can be demounted for far cheaper.
huh
exactly, + just like having a macbook won't make you a programmer if you have nothing in your head, bond equipment won't make you a 5k player if you aren't already playing for 4.8k
Now, WOT Plus no longer allows players to demount bond equipment.
What did we learn?
1. in a minmax enviornment a thing that boosts mediocre amount of every stat gets outweighed by a thing that buffs a certain stat significantly.
2. Artys should be removed from the game.
3. Even in a minmax enviornment, bonds are rare and basically not worth the effort unless you are a sweaty vet who likes every stat to be maxed out.
4. experimental equipments are stupid and OP.
5. Remove arty from the game
chems is becoming a straight youtuber
Would prefer him gay
@@Artur-mq1em Lmao 🗿
I noted some things that I think are important to mention:
- many players are still crawling around with standard equipment, so I think that is the base measurement of equipments (since they are also the ones you can easily get without much effort and money put in the game as well)
- binoculars and ventillation work wonders when your crew is less developed - I'm talking about 1-2 skill crewsets
- many vehicles do significantly better with improved aiming - an equipment I'd place into A tier myself - this goes for players without maxed out perks/equipments/consumables as well
Great video nonetheless. Still waiting for camo net to be a useful item.
The new experimental mobility equipment has been amazing on my T30 and E4. It frees up a slot for either Improved aiming or improved mechanism. With improved aiming on first slot, the tank has felt really good
experimental turbo/irm is nice on tanks where you would normally use a turbo but also the gun could use a little more help, and especially autoloaders, like the vz 55 or skoda t56.
Yup. The experimental turbo/IRM is at least as good as turbo, cos it gives you all the turbo plus a little bit more gun handling /traverse
I'm currently working on getting that one maxed out.
@@astanisystems I just maxed mine out today with the equipment they gave us for Xmas, put it on my Skoda T56
You are right about vents being so useless, however, in 1.20.1, they buffed vents a lot, because the vents will make all those crew skill quite a bit better.
Vents has never been useless lol
1.20.1 is not there and that change probably will be set back, idk why all talk like it would already have been introduced
@@santepaulus it is bound to happen.
Bond Vents are worth it. Especially if you have a lot of skills. If you have a favorite tank and want to max it out, I would always go for bond equipment and in many cases vents (since with max skills you often only need a tiny bit of view range).
Unless you are a collector and want to collect bond tanks...
Alright chems consider this: Food is immediately S Tier, because it boosts nearly everything. BOND Vents give you 8,5% which means 4,25% increase of stats that are effected by crew skills. It's almost half percentage you get from food. Vents should be at least C tier.
But the most important thing you didn't mention is the possibility of combining equipment. Vents therefore decrease the need for optics, stab, and improved aiming. Basic example: You don't need optics and stab on Leo 1 cause it has very good values from the start. Instead you take BOND Vents and you will get a noticeable improvement in overall performance. Stab or Optic would be a wasted slot.
You can't compare the DPM increase when using vents, cause it's minor. It's the overall effect it has in combination with other equipment. In my Leo I use Rammer, Hardening and Vents (all Bond) + Food
Non-bond-vents are useless, that's true.
Tbh when I first time play WoT and I saw vents. I tought it'll help your crew to reach 100% faster XD.
Also basic vents kinda useful for new player to find it's playstyle. Because the more they play, the more they know the strength and weakness of the tanks without spending so much credits. (This just my opinion)
I agree bond vents definitely have a place. Bond vents + food takes my Borat to just over max view range, so I don't need optics, and the vents will boost other stats which it makes better use of. Bloom after firing, camo, reload etc.
Same on the Char futur.
to be fair...vents is a piece of equipment...and there are better options for equipment
food on the other side is a consumable...and you can easily replace the extinguisher (which...tbh when was the last time you used it compared to a repair and med kit) with food
I personally have a reserve of 1k normal extinguishers and 500 premium extinguishers....and the numbers are still growing
maybe you'll need a extinguisher once every 15 games....that is 1 consumable slot wasted for 14 games
on the other hand...you can feel the effects of the equipment you use in every game you play
and imho, in agreement with chems...spending bonds on equipment is just not worth it...there are simply better things to get with bonds...not to mention you can only "farm" bonds from tier 10 games...
I personally dropped vents on my bourrasque for a turbo - turbo + rot device/vert stab + optics (all normal equipment and no food cause i'm cheap) and I am having better games than when I was using vents
Chems is wrong on vents. A 5% increase to skill crew gives 2.5% increase to every skill-based stat. This means a standard vent is 1/4 of a rammer (2.5% vs 10% faster reloading), 1/2 of an improved aiming (2.5% vs 10% smaller dispersion vs), 1/4 a rotation device (2.5% lower dispersion and 2.5% faster traverse vs 10% and 10%), 1/4 of an improved optics (2.5% vs 10% more view range), 1/4 of a gun laying drive (2.5% vs 10% shorter aiming time), ~1/4 of an additional grouser (2.5% better traverse and ground resistances vs 10% and 15%), >1/3 a low noise muffler (2.5% more concealment vs 6%). Bonds vents is even better because unlike most other bond equipment it is a 70% (4.25%/2.5%=1.7) improvement over the standard. Compare that to a bond gun rammer which is only a 35% improvement (13.5/10%=1.35). Vents is at least B tier. The only tanks that shouldn't use it are tanks that are so bad at some crucial stat that they need to invest in another equipment get maximum improvement.
but then why waste bonds on vents when there's bond rammer and bond hardening to be purchased. comparing vents to the stuff of its same type/color, it is still very much D tier equipment, simply because it's a bad investment
You could have the scout setup (LNES+CVS+Optics) as secondary in the Bourrasque for situations and maps where you can be basically a light tank. (46 stationary and 36 moving camo)
UDES 15/16, Char Futur 4, Bourrassque - all have CVS in their secondary set-up ... thanks to their MASSIVE camo, they can pretend to be LTs for the end game and even for games where there is no LTs at all. Believe me, there is replays I could send that prove QB right so much. Just depends on your playstyle.
qb puts them in a lot more medium tanks that don’t even have good camo🗿
yes CVS on meds is useful when you get a scouting map with no lights
Gun laying drive is acceptable on arta, since aim times are so long it makes a difference, and you don't really need 3 equipment slots
Who play arta anyway
As would be a camo net I would have thought. Your arty might be in a bush, but a camo net will make it even harder to spot.
grousers are a very strong module for tournaments 1v1 when someone is playing e3 or minotauro
The hero we needed! Thank you my dude, I know this is a huge help to me!
this video was alright, but i was watching a claus kellerman video and he talked about how old itallian people walk slowly outside after dinner and its called a passeggiata now that's some real and useful knowledge. You could learn a thing or two from him.
Truly one of the UA-camrs of all time
I think you forgot that improved rotation mechanism actually decreases the bloom while turning so you are faster at target with the same bloom which imo is a clear advantage. Also on the double barrel tanks i think it has its use cause they turn the turret very slow and, as you rightfully stated, verstabs isnt needed on them. Overall solid Tier List 👍
He explained that bloom is correlated with rotation speed. So u turn faster, it probably offsets the accuracy u gain from rotation mechanism. If not hurts it even more than it helps
@@lukebedros674 if thats the case then wg is really dumb (as we all know) but i wanna see that tested ingame
I think both@@SuperMorganator and @chems are correct. The IRM description specifically says it reduces disperson by 10% during movement, traverse and after firing. So this will provide a 10% improvement to dispersion (relative to not having IRM) when simply moving and firing (whch is good - and I think overlooked by @chems) but will be offset by the 10% greater dispersion caused during the faster rotation (which was @chems' point). So don't get IRM for better accuracy during rotation - get it for better accuracy during movement and after firing, and for faster rotation with normal (but not worse) rotation inaccuracy.
iam using exhaust system and cvs on bourassque, just for moment when there is no light, or there is a good map for spotting, 42% camo while moving is brutal
I think Quicky is a really good source for people who are just coming into the game, as bad of a time as it may be to get into WOT now. But you and others like you are fantastic at more in depth looks and fine tuning when it comes to gameplay. Thank you so much for your content, whether meme or informational. :)
I think it's because QB is in the game since the beginning - it's difficult to keep yourself fresh and focused for so many years in one game. It simply is not as exciting as it was during your first few years in the game. Moreover, life changes you, all the time :P He's simply becoming an old grouch :D (like we all "older" players ;p).
I agree with the vents statement, i also do not really use it but it might change due to the changes in the crew system as it will boost every crew skill
i think vents is will be much higher on the list next patch honestly. The fact that it boosts your crews skills just makes it so worth it. I doubt WG will change that bit.
That "World of tanks will die on November 30th 2023",kinda scary but at this point... not even doubting
hunh?
they way you said "i got it for free i just saved my bonds" sounded like a toddler flexing
Man I wish you would do more 30 - 40 min videos like this
You can also use the rotation mechanism on tanks like the M10 or Wolverine since their turret rotation its atrocious
vents blew my mind honestly, since i remember i was brain deadly putting vents stabs and rammer on nearly every tank that is not light
Camo Net and Binos is still a ton of fun for American Tier 5-7 TDs. I get a ton of work out of them and I can outspot opponents to hit them and stay hidden. Hellcat and Jackson feast with them.
Bro, your informations about the game are way more useful, than a 90% of a Official World of Tanks channel videos. You should make videos like this one more often :P
Thank you very much for this! Your guides are the best
The downfall of the experimental Fire Control-thingie is that it can only be used by tanks that can equip a vert stab, so you can't put it on a TD.
And if you use it, then you can't use a vert stab. And the vert stab, even the regular one, is IMO still better than the tier 3 fire control thing.
So pretty much F-tier.
You can use fire control thingy with V-stab bro
I put these two on my bourat
QB just did a video about the Spall liner and who good it is. 😂
The only time when its okay to use is in ramming events.
only reason he used it was to skip the medkit for a octan fuel
so if your driver gets jammed its over :3
He’s ramming without hardening (using vents of course) so he’s prob getting his tracks blown off every time he tries to go for a ram
@@chems ventlover
also huh, did ramming also gave you track damage? didnt know that.
even on blitz it'd be a useful info
@@chems Hey, where are your missing Test Tanks video? You promised quite a few more than just Udarniy, TS-54 and TL-7, where are WZ-113-II and WZ-111 model 6?
Thank you chems for showing some examples with your explanations
13:01 "and it also makes you turn quicker" 😄😄😄
i would say that's the MORE VALUABLE thing compared to speed. Like "Grousers makes you turn much much quicker ... and it also increases your Effective top speed more than Turbocharger"
As for the other experimental equipment:
fire control system is game changing on autoloaders with poor gun handling. You mentioned the Foch B and how it needs 2 pieces of equipment to reach a sensible bloom in between its shots. With fcs, it only needs 1. Would also recommend on bourrasque.
Mobility whatever system I would say is mostly useful on tanks with poor gun handling that you want to use turbo on. Tanks that come to mind are BZ-75, BZ-176 and 60TP.
Hope that helps :)
PS. Spall liner is F tier
Edit: Foch B cant use FCS bc its a TD, but if it was allowed it would work very well
Bind vents give a 4.5% increase to almost every stat of the tank, you bundle that with good crew skills and you have a tank that is just outright 4.5% better. It’s similar to experimental equipment being a mix of two other types of equipment basically nullifying the other two completely when at t3. Using vents with good crew skill and a few other pieces of equipment can get something like the 60tp down to a dispersion of .33 , aim time of 2.49 (can be improved with different field mods down to 2.24), view range of 449 , dispersion during tank traverse of .19, dispersion during movement of .18, dispersion during turret rotation of .08, and a 15.24 second reload. If you drop the experiential fire control system and vents and replace them with hardening and very stabs the results are very interesting. You end up with a .6 second longer reload, .32 second longer aim time, .02 worst dispersion while stationary, .03 better while doing anything except turret traverse which is .1 better you’re just as fast on hard and med terrain but 1 slower on soft, you healthier by 330 which is big however I find that when I die in a 60tp it’s usually because my team died by just running at the enemy and it goes from a 5v5 to a 5v1 so I’m not sure how much better that is I have to do testing, your view rant is almost 20 meters less as well. The only benefits for not running bond vents is dispersion values during movement and hp everything else is worse. I find with my 60tp I typically don’t fire on the move and I make micro adjustments where my aim time counteracts any added dispersion from the movement by the time I fire. Overall the benefits from vents on something like a 60tp outweighs using any other type of equipment and if I wanted better dispersion while moving I could swap out my fire control with very stabs and trade sometime for better dispersion while moving and that’s the only difference. In doing so I still have .1 better aim time with the same dispersion values as running without vents except I have vents and I get all the same increase to view range, aim time, ground resistances, and reload speed. You could run another piece of equipment instead of hardening except you’re now wasting the bonus slot and therefore not using the full potential of the build. Theoretically you could get on par with vents in terms of aiming with a gun laying drive but you’d still be down on everything else and on par with health. You turn your only benefit into moving dispersion and that’s it. Worst loading speeds, view range, dispersion, ground resistances, repair speed, traverse speed, and yes even camo if you have that perk. They aren’t minuscule amounts of disparities either, we’re talking .25 faster repairs, a degree a second in both turret and track travers, 20 meters less view, 1 kmh slower (this is the low one), .02 more dispersion, .6 slower reload. I mean you’re just worse across the board without vents especially in vehicles with so bad statistics on reload, gun handling and mobility. Really don’t see why you think vents are so bad when they can do this much.
Two points. Vents increase also all perks, so it is much more useful when you have crew with 4+ perks. Second, VStab not only directly decreases loading time but also indirectly increases your DPM, since you can waste less time on aiming and start to load new shell faster. Regarding bond equipment, you still may use it if you do not have enough bounty equipment for all you tanks that you want be available in Onslaught regimen.
can we have Equipment Tier List for artillery?
I wish all the external equipment was visible. It'd look cool as heck for your tank to pull a binocular telescope when standing still, have a camo net, or have a visible change made to its tracks due to grousers equipped.
i would deffinetly like to see a vid where u talk and maybe rate the equipment setups and how well they perform on specific tank classes
Man, this Video opened my eyes to so ,many things.... Thanks for the video and explaining all this stuff, even long time players can learn new things :D
i have a pasive light build, where i go and sit in a bush..., then move after 10 sec... it's often enough to just outspot a enemy light, get it removed and then spot more aggressive...
great vid daddy chems keep it up
I have a question now that vents works a lot more on crew skills. Would vents go up in tiers if you have a 6-skill crew? Since it will help almostg every skill (slightly)?
Sorry but CVS on Meds works for an alternate build. Maybe not all meds, but certainly on some depending on map and lineup, it makes a huge difference.
Also if you already have 445 view range, then CVS is better than optics for med.
The one use for the spal liner is to combine it with grousers and turbo on a KV-5. Drop the medkit and put on a speed governor. Go HAM ramming.
13:00 i think what is more important is whether the extra horsepower enables you to reach that top speed faster than the reduced terrain resistance of grousers.
I think vents are good when they are bond vents, especially for the reloaders.
But also discussed with my friend with a conclusion that vents are always the lowest priority equipment to use unless you dont want to use all other equipments.
You might still consider using a CVS on a Bourasque...or any medium that can double as a spotter.
The experimental turbo (T3) together with turning mechanism and vert stabs can give you in the neighbourhood of 40% reduced dispersion. This is AFTER FIRING, too. Sickly strong on BC 25t and other autoloaders that struggle with aiming time vs intraclip
Thanks for this. I've got some choices coming up on equipment coming from BP and this is really helpful.
Keep in mind for spall liner it only lowers damage if HE hits you directly. For arty splash though it doesn’t help.
The problem has always been that eqipmeant should be used to diverse the builds making some interesting uses to get the game more interesting but with WOT only have a few % almost every tank use the same so it takes out the use all in all.The same goes for commander skills/perks it have to little impact to really make a difference 30-40 % and a rework for some to really stand out would make a more interesting game.
What if the flamthrowers replaces the arties instead of HE? I don't think they made them an SPG just for the testing.
6:25 It's Holiday Ops 2023/2024. You're in your trusty Batignolles-Châtillon Bourrasque. The map you draw is Prokhorovka. You notice that neither team has been blessed with a light tank. The gremlins that run things at Wargaming are mocking you. "gg draw" says l33t_azz_rammer. Maybe not, you think. Against the advice of chems and the ghost of lordsheen, your Batignolles-Châtillon Bourrasque is equipped with a full spotting setup. CVS, Bounty Optics and Bounty Low Noise. Are you about to have: a) the worst game of the night b) the best game of the night c) an erection lasting more than four hours that you need to seek immediate medical attention for?
I put the Mobility Improvement System T1 on the Tortoise, I did have a standard turbo, but as the Tortoise does not have a mobility slot, the experimental equipment is just better, giving extra traverse and less dispersion.
I feel like experimental turbo is direct upgrade to all tanks that don't need more enginepower but need more accuracy or traverse speed, turtle 1 for example, with mediocre gun handling really appreciates the small increase, also really benefitting from faster turn speed, making it harder for people to out turn you.
The thing about only needing 1 set of bond equipment is now out of date, cos now WOT+ doesn't include bond demount anymore
I wouldn't put the aim device on a Leopard, but it works REALLY well on the Grille and many other tanks which usually engage over long range that are not mediums imo, because mediums have better other options.
Dude, I appreciate such videos. Got into light tanks and this helps much. ✊🏻🖤
This should be attached to the equipment selection screen inside the game...
The mobility improvement device (experimental equipment) is super broken. It's as good as the turbo and also combines rotation mechanism, meaning reduces traverse dispersion. I have a tier 3 one on my VZ.55 for example, it makes it really good
I still don't play the game much because it sucks
I think the aiming device increases accuracy at ALL POINTS, making it good at firing on the move or aiming less.
that spall liner had a pretty hard R
The new turbo is fucking great 😃 its better than standard equipment, because most people even slightly better players mostly have little access to good bond equipment in large amounts
Even though I don’t play anymore, thank ya Chems. :)
cvs is good for when you need an extra light and you have a moderately fast and stealthy med
I remember back in the day spall liner was amazing on the E3. Uncountable times I received 0 dmg from batchat 58's and 261's and this was before the stun mechanic. But that was the only use I've ever gotten out of it
no, it was even worse back then, it never blocked anything significant, due to calculations made on splash dmg received
@@santepaulus talking about direct hits
@@gaatjeniksaan336 direct hits also utilised splash back then
The camo net is actually kinda useful on swede tds because you can do a full 360 but the camo net will stay on. Agreed, it is kinda useless on anything else tho
like they dont have enough camo already
Nope. They need, absolutely, a turbo to go MUCH faster in siege mode (10→15 or even 5→10 on udes), rammer because everything needs a rammer, and something to spot, either optics or binocs depending on your playstyle
I could argue that bounty equipment is quite expensive when you get more than one of them and being constantly broke. Sure it could mean a “skill issue”, but not every tanker has bought every tech tree tanks (even for future tech tree tanks as well).
But, bond equipment is basically there for min maxing anyways.
I found that the new comboturbo at tier 3 is really good on the minotauro.
also the turbos boost of horsepower is multiplied by the rocket boosts. so its formula is like this (baseHP*turbo)*rocket.
Finally another video🙂
i always thought spall liner could somehow improve armor of the tank since the HE changes, or at least if there was bounty and bond version of it
Very interesting. I've got some rearranging to do. Thanks for your efforts.
8:35 use that on arty so when you sell it you get an additional 300k credits
Thank you for encouraging us to save our bonds for special tanks. I think some of the equipment can go up or down based upon the situation (tank stats and/or crew available). Vents are more significant for a crew with all the skills for example? Or camo for tanks with very decent camo ratings (esp low tiers where this might help you earn that ace?) . Example take a M3 Lee and try to earn its ace without hiding behind bushes with a 100% camo crew and maybe a net? Some tanks just can't be trusted anywhere but behind a bush. lol. Ok extreme example but it literally was the only way I found myself winning with a M3 Lee. Sorry to everyone who lost the games with me in them before I played the M3 Lee like a Ninja (behind BIG bushes no less). Overall though I really thought your comments were very helpful. I think you managed to review them without over using the term "Meta" so thanks for that too. That said you did mention that the top 3 were used most frequently but didn't apply to every situation. Perfect! That said I do think your specific goal matters. Sometimes you have to think about what you are trying to accomplish, what map you are assigned to play in and learn to make adjustments that can leverage your situation. For example there may be missions (daily or campaign) that are more or less achievable with a different gear load out. You may have to think about your equipment to be able to complete these missions and then swap back to the normal advice after you get your mission.
Really important. Thanks.
The fact that generalized tier lists for equipment in WoT exist is a great indicator as to how bland the equipment system is.
"XYZ is generally S tier" so it's baseline. Wow, such choice, much fun.
Good video tho!
Rammer makes little difference if you fired backed up and have to wait out the light bulb and would be loaded in that time anyways. Yeah in a knife fight it might help. But that's usually an uncontrolled circumstance and other things (Spg, another tank, ramming etc) will override it.
Excellent review. Are you going to update after Crew Perks 2.0
There's 1 thing to mention about vents, idk if they rework it or not for now, i mean: they're still planning to rework perks, and so on they told that thinks like food and even vents will boost not only statistics slightly, but also boost ALL of ur perks (with few exceptions), meaning went's will lead to give lots of more bonuses than ever before, the more perks u get, the more beneficts vents will give for vehicle, if they give those perks as are planning for now, i would've give it to B/A tier, but more B, cuz hp will still be a better option overall, or turbo
I think it would have been relevant to do a separated tier list for each tank class. So we don't fall into the trap of ranking a "specified" piece of equipment for light tank amidst ranking equipment for meds and heavies
Being an average player this was a great help...thanks! I'm also an FTP player so every little bit helps
chems deserves more tbh wg dont need to ban u they just hate how honest u are in the game
I literally had a game yesterday where bond hardening won the game in my t95. I was on 18 hp for around 70% of the battle but managed 7500 damage because the armour worked out in the end.
What equipment do you use on your shitbarn then? Turbo? Rotation mechanism?
Finnaly ur back ;D
I agree with the rating, only thing left to see is if vents can climb to C tier from the next patch as any major % attributes to Crew skills as well
November 30th '23 is a bit exaggerated, but lots of points I agree with.
Config is super good on the IS-4 in my experience, because the ammo rack is right behind the angled cheek armour in the front, which is the easiest place for enemies to pen you when you're trying to brawl or sidescrape (assuming there isn't time to reverse sidescrape).
The man's back! Just so anyone doesn't realise, bond hardening is available in the bond shop for 6k bonds.
Jo chems, finally a new video! Just wanted to say that I love your videos (and calm voice, wholesome chems).
Also fuck UA-cam algorithm, the video got recommended now instead of instantly, should turn on the bell tbh.
I think the Mobility Improvement System is a great choice for many TDs, at least the ones that play more actively and aggressively, like the T30 and E4 in particular. Basically the full Turbo boost plus a portion of Vstabs (which isn't available to TDs ofc) is a nice deal.
Vstabs decreases the size of your reticle too which often gets ignored. Very important for tanks with large reticles, less chance your shot flys off into space. Tanks like the Bourrasque can benefit greatly from light tank equipment, vstabs/LNES/CVS is a viable setup. The whole argument for hardening is assuming a 1v1 scenario and you won't just get killed in the same amount of shots. Say you have a 2,000hp med which can be increased to 2,200. That can still be 3 shot killed by most high alpha TDs. Spall liner can be useful for crew protection if you want to run without a medkit. Vents is actually a 2.7% increase, but I'm nitpicking here. Food instead of vents is far more impactful with a 5.4% boost to all tank performance.