According to the Wiki it is 5-10 seconds. WG loves RNG so much they even added it to the spotting mechanics. ==== Spotting Duration ==== Once spotted, a vehicle stays lit up for a minimum duration of 5 seconds which can extend up to 10 seconds after the spotter moves out of spotting range or gets destroyed. The exact duration seems to be random. Tanks spotted right next to each other may stay lit up for different durations. The 'Designated Target' perk for the Gunner extends this duration further.
I usually give it 15 seconds after a kill just to be safe. To many variables in play to try and cut it any closer than that safely. One thing I always wanted to know is how to do determine the repair track repair speed for each individual tank? I swear that some tanks have a faster track repair than others or am I just loco?
Hi Lemmingrush and thank you for your work. From my experience playing the game, the lit up time last 10 seconds after last contact. (I think I also read it somewhere...) So, I built this habit to count ten seconds in my mind, whenever I want to be save poking out... Enjoy
How the maps have evolved! This was an oldie but goodie. What hasn’t changed are the methods used to survive. That’s a constant. The obvious point is to keep moving because unless you’ve got sixth sense on your commander you’re going to be toast if you don’t stay fluid. Just as true today as then.
General play over the hill if you haven't made yourself known is 3+ heavies or meds come over aiming at your position, not the middle of the map. At least on EU. Middle is the gravy, the real battle is hill v hill. Think you'd have been toast in 20 secs in most games or had to make a fancy retreat into the river/pond under the hill
Most of the time it's 5-10 sec to get unlit from the last time you were spotted. However, if the tank spotting you has Designated Target trained, it can be as long as 12 seconds. Normally you are safe after 10 seconds, but if you want to be 110% sure you are unlit, wait 12 seconds. From everything I understand, 12 seconds is the absolute longest duration you can be lit after you break spotting. But unfortunately its random every time within that 5-12 second window.
Spotting duration is 10 seconds, Call for Vengeance perk makes it 12. But there's a good chance that the T25 Pilot was hull down keeping you spotted from the bushes around J4/H5 area.
The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in arcade view or sniper view and not in SPG strategic view. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative. Primarily helpful for snipers and in some cases for scouts.
Wauw, that was incredible. You literally just solo carried an entire flank :o :o Things could have gone very differently on hill , and I would have loved to see how you would have handled that situation then, but I reckon 8/10 you would have still been able to turn that situation to your hand.
At 6:40 I'd like to point something out. Although it is sensible to turn the tank around for a quick retreat, I think that it it would be better if you went over the hill forwards. This because tanks has the same hp/ton ratio forwards and backwards, meaning that by the time the t54 ltw accelerates to 23 km/h backwards, the tank would be already safe, and not require turning the tank. This also increases the chances of a lucky bounce if the E5 had snapped a shot.
Lem, Spotted count for 10 sec, plus two or three more sec incase someone has the crew skill for spotting that extra two seconds. Therefore count out about twelve seconds u should be unspotted by then. Keep up the great vids, take care! :-)
I've been tkd for playing this the same way you did lol. They said it was because I didn't spot the 1 line. I told them don't support the 1 line because it's a bad play to go there in my opinion.
10s is the time it takes to get unspotted. You can also use the minimap to tell, when tanks you spotted disappear, that means you're unspotted too (unless of course something keeps spotting you from some bush, lol)
What I've learned from playing this map is that the hill is a death trap and if you just take a stealthy tank and sit in the bushes at the top you can light shit all day and it will all die unless the rest of the team is particularly incompetent, or everyone is on the 1 line.
Its 10 seconds, if he has the skill he spots you for 2 more seconds, you where in the 13th second when you got hit so he did blind fire just at the end
If I'm only light tank on my team and I go hill, my 1 line will consistently get torn to shreds by the vision from the enemy light and the guns of their TDs. I'm surprised you didn't lose 7 tanks on the other flank while you were winning hill. That would have happened to me.
its is written in the game guides on wg site, its 10 seconds, +2 if the crew is trained for that...(10 seconds from your dissapearing not from spotting)
Hello. Could you do a light tank per map video? Your the best light player I've seen and I struggle on some maps where the best spot is. Grinding that bat chat tier 8 so it would be very helpful.
I understand the "Unspot" time to be as others say, I have noticed though that this does not seem to apply to Jagtigers, this may seem tinfoil hat territory but they seem to have an uncanny ability to see and shoot things other tanks can not.
In my fast Lights i usually go to F9. From your First spawn. Works great in Tier 6, 7 and here and there in 8 :) Shooting the slow ones while they are crossing. Like if its encounter.
I heard that 10 seconds is the max time it takes to become unspotted, and it seems to work when I actively count out... If you're in the moment counting fast, count to 13 as to allow your quick counts to add up to 10 real seconds...
You can switch the order of the ammo types. I.e. gold can be first and normal ammo can be second... He'd have paid much more if he shot so many gold ammo lol
Up to 10 seconds after the LAST tank has you in view, doubt other tanks had you in view though. I use a mod (yes I'll admit it in public) that keeps my 6th sense alarm on for 10 seconds, not perfect but helps. Enemy crew skills can extend the duration you stay lit but don't think it can go past 10 secs. If you think only 1 tank has spotted you just wait till they become unspotted, again not perfect but helps
Using the time from the video, it was 14 seconds from when the 110 died to when you got shot. You could not have been lit at that point unless something else was spotting you. Could have been the TD in back with binocs or something from the Pilot in the middle of the map.
110 died at 7:02 game time and you got shot at 6:50 game time. Maximum spotting duration is 10 seconds + the radio operator skill Call for Vengeance which gives a dead tank 2 seconds of spotting. Also you were basically on a straight line for the last 3 or so seconds so blindshotting is also a possibility.
Probably repeating things said earlier. I believe a tank will spot for 10 seconds after being killed. If You are in view range of the dead tank at the 10 second mark, you will be lit for another 10 seconds. So I think the answer you are looking for is 20 seconds being the longest you will be lit after killing a tank. I think the perk allows another 2 seconds.Truly, how many players get that perk?
Nice movie but in my opinion (I'm avrage player) Prohorovka is quite easy and simply map to know hot to play properly and take same godd results. Can you do some movies like this for more closed maps I mean city maps especially? As I said for me is no problemo open maps, open more or less, but city maps are very difficult to me and my lights :) I drive only meds to be perecisely. Ths
I saw this video, and fouth great I will do the same next time I get this map. Got this map went to same spot remained unspotted at 12:40 3 mediums came over the ridge and yoloed me and I did not have enough TD support to punish the aggresive play. They just went and killed the TD that was helping after they got me trying to run for my life. ( this comment is not to say that this play is wrong or anything just sharing a "fun" experience).
Hey Lemming, thanks for the informative replay cast - wouldn't have thought to let the enemies get comfortable on the hill before poking for spots tbh. Had the pleasure of playing against you the other day on Malinovka while you were in the same tank, so I can only assume you're grinding the line, but GL either way. : ]
Spotting, 10-12 seconds depending on crew skills. Maximum of 14 seconds if someone has a Down syndrome crew with call for vengeance and someone aiming at you has designated target.
When I play arty I love it when people go and sit in that little hollow thinking they are relatively safe. If you are in arty and sitting on the far corner you have clear shots on that entire flank. I would be laying waste on your ass in the position you were taking.
I've been toying with this for some of my Tier 9 / 10 light tanks... my view range is already 450+... how high is high enough? That said, given the camo capabilities (my 54ltwt, RU251, 1390, and T-100LT are all above 30%, more view range makes sense. A view range of 450m means that I'll be able to see a tank with 30% camo at 315m. Adding another 10% (coated optics) increases view range to 495m, which means I can spot them at about 345m. I'd have to play with adding Binos on top of that, to find out if I really can spot tanks at a longer range (450m + 25% = 562.5m, *.7 for 30% camo = 394m) So much depends on the camo rating of the tank you are facing, which is why having full camo on the move is such a huge power of LT.
Because an extra 40 meters view range doesn't make or break it for a tier 9 light tank. The camo extends your view range because you can get closer to the enemy without them spotting you in return. Damage is more important in this game. Rarely do you need an extra 40 meters with the way maps and terrain are in this game.
Lemming, great job with all the videos! Keep it up! Feature request: When you start a video could you just display somewhere your tank's equipment and your crew skills. No need to comment on them - just show them. Thanks!
I might be totally wrong about this, and I'm sorry if I'm out on thin ice, but isn't there a 2-3 sec delay before sixth sense goes off? A second or two just after you've been hit by the JagdTiger the Pilot peeks up from behind the crest, could it be him that spotted you before sixth sense alerted you?
Maybe this is just me as a bad player, but do you notice a difference in your ability to get wins during x5 weekends or any of the x3 weekends that WG likes to do occasionally? I feel like I lose a lot more often during these weekends. And as always, thank you for making these videos. It is helping me a ton!
For every loss you take someone gets a win. Weekends always painful with a lot of idiots in the mix. Try and adjust your play to take advantage of what your team is doing. Make it more about doing damage, winning is secondary but when you start improving your damage contribution it should effect your winrate positively. Don't be afraid to back away from a fight you cant win and get in better positions where you can. In the end don't get mad as that just makes you play worse.
All of these tactics are great in a squashed T54 ltwt. Tanks with a taller profile or worse power to weight ratio...not so much. Tanks with taller profile cannot avoid fire from the middle of the map like you did in a T54 ltwt. This video is a "perfect storm" scenario. I'm not trying to take anything away from you here, you're a great player and I learn from your content. However, I do want it known that this result is difficult to duplicate in other light tanks imo. I'm speaking specifically to the performance ON the hill. Gameplay after the hill anyone in any light tank could achieve using the tricks/tactics you used, well played.
Have to disagree with your opening spotting move, especially with no arty in game. I would say you have to spot enemy scouts before they can take f1 bush or your whole team gets stuck on road side. your team got fortunate that it looked like the wz fired from cover and was spotted otherwise that game could have been far more likely a loss. If you had arty in game i'd say your opening spotting run would have been ok, then thye could assist your damage.
I disagree, It's an information game, by running to that spot you can catch most of the tanks going over the rails with little to no risk to yourself. There you can find what tanks are going to decide to play hill and what is to fear on the other side on what you don't see. I jump the rail and run down the middle of the village and if no one counter spots me I find a nifty bush in the village that allows me to keep them spotted. Being a light tank isn't always getting the assistance with your spotting but allowing your team to know what is going on and make better choices.
u can scout the rail cross from a nearby hill position too. thats what i like to do. i love his opening as a medium or heavy, but for scouts i prefer an other one. but everybody has his own opinion :)
I absolutely agree info is key, even if your team doesn't use it:), I just think scout other side of map to deter their scout from gettin to that bush in f1 is the first move to make, then go to rails...takes the meds and hvys longer to get to the rails so it gives you time to scout both sides.
Am in my OP gull down tier ten meds shooting through the cover of bushes and am pretty sure am at least over 15 meters behind the bush and I keep getting spotted every time I shoot when am in that side of the hill. Can someone explain to me what’s going on
OK so lets imagine the guy that's spotting you is in a 140 with 450 view range (for example). And lets say you are in a 140 as well because why not and you have to a pretty good crew which means that you have got 25% camo. Then you are hiding behind a bush which gives you an extra 10% camo so lets say you have 35% camo (all numbers are made up by the way, but that's not important). So you fire your gun so the camo of your tank goes to 0% so you only have the 10% of the bush, assuming you really are hiding behind it and you don't have a bit of your tank sticking out, and you aren't a bit too close or there is a hole in the bush or someone is spotting you from somewhere you don't expect. So the 140 that is spotting you has got 450 viewrange, but this is reduced by 10% due to the bush so he has got an effective view range of 405. If this is bigger than his distance to you, then he's going to spot you. I think that each bush you are behind reduces the viewrange again, so you want to try to line them up like lemming does, that way you can get more effective camo. Also, make sure you don't fire when you are too close to any of the bushes you are using or that bush goes to 0. Finally, if you get within 50 meters of any tank, then he will spot you no matter what due to proximity.
Hey, there is no problem controlling the hill from the north spawn, but how about the south spawn? thats the tricky starting location. Make a guide on that side also
I always count to 10 at least, to know I'm not spotted anymore. Clearly you were still spotted when the jagdtiger fired at you. I think, probably because you were on open terrain, but it was only 5 seconds after you destroyed the 110. People will still be aimed in your direction. Same goes for the situation earlier on the hill. I would expect people to be aiming for me as long as they are not lit. If they are not lit, I assume that my allies in the middle will not be spotted as well, unless I've seen a scout make a run in the middle. The time you stay lit, also depends on your camo skills I think, as (light) tanks with good camo tend to disappear very quickly.
"I ran out of standard so I ended out shooting golds" - LR 2017 I am not a "you spammed gold you sux ass" type of guy, but what you said is factually incorrect. Your Standard-Gold round composition is almost 1:1, and you practically used gold for almost all of your shots until you ran out of your entire 18 gold rounds. So yeah, you only earned 6k in premium account only because you spammed gold, not because of "such is the life of lights" or WG economy system. In fact lights are one of the easiest class to avoid losing credits since it has a mobility good enough to get flanking shots most of the time (and spotting is free). I do use golds when I'm forced to, but otherwise re-position and flanking is a much more cheaper solution. That said with your playstyle (LT forced as a pseudo medium) shooting more golds than normal is unavoidable, I guess.
The gold shell on the lt costs 4,400 credits. If indeed I'd shot 18 gold shells, id've been down 79,200 credits just on those 18 shells. Yet my ammo costs for this game were about 47,000.
According to the Wiki it is 5-10 seconds. WG loves RNG so much they even added it to the spotting mechanics.
==== Spotting Duration ====
Once spotted, a vehicle stays lit up for a minimum duration of 5 seconds which can extend up to 10 seconds after the spotter moves out of spotting range or gets destroyed. The exact duration seems to be random. Tanks spotted right next to each other may stay lit up for different durations. The 'Designated Target' perk for the Gunner extends this duration further.
This information should be in the game.
yes but if you watch the video lemming was shot by the jagitger 16 seconds after he killed 110.
And doesn't a destroyed tank light you for 5 more seconds? I'm almost sure I read that somewhere...
Jan Hogstrom a destroyed tank will continue to light tanks for three seconds after death. There is also a person that extends this as well.
I usually give it 15 seconds after a kill just to be safe. To many variables in play to try and cut it any closer than that safely. One thing I always wanted to know is how to do determine the repair track repair speed for each individual tank? I swear that some tanks have a faster track repair than others or am I just loco?
Wow, what a nice example of playing with your brain switched ON. Not sarcastic, brilliantly played, tx for sharing
How to win Hill on Prok.
Step 1: spawn north
Stopped playing this game, but I keep watching your videos. Idk why I like analytics.
2pumpedupforu
This is more of a crap talk than actual analysis of the situation ;)
Hahhah same, I haven't played WoT in a while but I like listening to LR's analytical approach to the game, I just find it really interesting!
Man, I love watching these replays even though I know I'm never gonna be able to pull off these moves and desicions.
"Im not gonna stick around brawling a t10, ooh 110" "so what im gonna do from here, is im basically brawling with the 110" hhhh love ur vids Lemming
"I'm a professional youtuber" But professional UA-camrs think leopard 1 is a sniping tank.
Me: Faceplam
I play on console and have the chieftain and I think that tank have really good accuracy but I never snipe because u miss like heck
Actually now after the buff Leopard 1 IS a sniping tank.
Hi Lemmingrush and thank you for your work.
From my experience playing the game, the lit up time last 10 seconds after last contact. (I think I also read it somewhere...)
So, I built this habit to count ten seconds in my mind, whenever I want to be save poking out...
Enjoy
How the maps have evolved! This was an oldie but goodie. What hasn’t changed are the methods used to survive. That’s a constant. The obvious point is to keep moving because unless you’ve got sixth sense on your commander you’re going to be toast if you don’t stay fluid. Just as true today as then.
General play over the hill if you haven't made yourself known is 3+ heavies or meds come over aiming at your position, not the middle of the map. At least on EU. Middle is the gravy, the real battle is hill v hill. Think you'd have been toast in 20 secs in most games or had to make a fancy retreat into the river/pond under the hill
Most of the time it's 5-10 sec to get unlit from the last time you were spotted. However, if the tank spotting you has Designated Target trained, it can be as long as 12 seconds. Normally you are safe after 10 seconds, but if you want to be 110% sure you are unlit, wait 12 seconds. From everything I understand, 12 seconds is the absolute longest duration you can be lit after you break spotting. But unfortunately its random every time within that 5-12 second window.
Spotting duration is 10 seconds, Call for Vengeance perk makes it 12. But there's a good chance that the T25 Pilot was hull down keeping you spotted from the bushes around J4/H5 area.
The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in arcade view or sniper view and not in SPG strategic view. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.
Primarily helpful for snipers and in some cases for scouts.
Love your play style. Thank you for posting these.
Wauw, that was incredible. You literally just solo carried an entire flank :o :o Things could have gone very differently on hill , and I would have loved to see how you would have handled that situation then, but I reckon 8/10 you would have still been able to turn that situation to your hand.
At 6:40 I'd like to point something out. Although it is sensible to turn the tank around for a quick retreat, I think that it it would be better if you went over the hill forwards. This because tanks has the same hp/ton ratio forwards and backwards, meaning that by the time the t54 ltw accelerates to 23 km/h backwards, the tank would be already safe, and not require turning the tank. This also increases the chances of a lucky bounce if the E5 had snapped a shot.
Lem,
Spotted count for 10 sec, plus two or three more sec incase someone has the crew skill for spotting that extra two seconds. Therefore count out about twelve seconds u should be unspotted by then. Keep up the great vids, take care! :-)
I've been tkd for playing this the same way you did lol. They said it was because I didn't spot the 1 line. I told them don't support the 1 line because it's a bad play to go there in my opinion.
Brandon Whaley Even if they don’t think you’re being helpful what help do they get if you’re dead 😂😂.
I find the other side of the rail where the hill is on a great spot for a hull down tank during end game.
10s is the time it takes to get unspotted. You can also use the minimap to tell, when tanks you spotted disappear, that means you're unspotted too (unless of course something keeps spotting you from some bush, lol)
What I've learned from playing this map is that the hill is a death trap and if you just take a stealthy tank and sit in the bushes at the top you can light shit all day and it will all die unless the rest of the team is particularly incompetent, or everyone is on the 1 line.
Its 10 seconds, if he has the skill he spots you for 2 more seconds, you where in the 13th second when you got hit so he did blind fire just at the end
Blagoy John Terziev I guess no one took into account that the 110 might have the call for vengeance radio operator perk.
Doosh Bagg even so is just 2 seconds affter getting unspoted so why not taking blind fire, is not too hard is it!
If I'm only light tank on my team and I go hill, my 1 line will consistently get torn to shreds by the vision from the enemy light and the guns of their TDs. I'm surprised you didn't lose 7 tanks on the other flank while you were winning hill. That would have happened to me.
because the enemy tank (most likely) made the mistake of firing his gun from the bush on the 1 line.
Otherwise this would have ended differently.
4:49 I don't think he fired his gun. I think the T 55A spotted him from the middle.
I think you remain spotted for 10 seconds?
After you drop out of sight, it's at least 8 seconds before you go dark again.
Thanks for explaining tactics; very helpful.
good tactics, thnx for the informations, buen trabajo
You're the best 👍
its is written in the game guides on wg site, its 10 seconds, +2 if the crew is trained for that...(10 seconds from your dissapearing not from spotting)
the ending sentences are epic
you are spotted for 10 seconds regardless of tank type. This can be increased by 2 additional seconds with the Designated target perk.
I know you're not a mod person but you can get a 10 second timer for sixth sense.
5-10 seconds but with the designated target Perk you can add +2 seconds so if you wait like 12 seconds you are 100% sure
Hello. Could you do a light tank per map video? Your the best light player I've seen and I struggle on some maps where the best spot is. Grinding that bat chat tier 8 so it would be very helpful.
I understand the "Unspot" time to be as others say, I have noticed though that this does not seem to apply to Jagtigers, this may seem tinfoil hat territory but they seem to have an uncanny ability to see and shoot things other tanks can not.
Outro was A++
Great light skills demo, thanks a lot for teaching us ;-)
Awesome video! 4tankeranddog made a video about sixth sense and how much you stay lit after
In my fast Lights i usually go to F9. From your First spawn.
Works great in Tier 6, 7 and here and there in 8 :) Shooting the slow ones while they are crossing. Like if its encounter.
I heard that 10 seconds is the max time it takes to become unspotted, and it seems to work when I actively count out... If you're in the moment counting fast, count to 13 as to allow your quick counts to add up to 10 real seconds...
"I ran out of standard ammo.." No. U ran out of gold ammo :D
You can switch the order of the ammo types. I.e. gold can be first and normal ammo can be second... He'd have paid much more if he shot so many gold ammo lol
Corpse is right, Lemming is a habitual gold spammer and often sets premium as primary.
Up to 10 seconds after the LAST tank has you in view, doubt other tanks had you in view though. I use a mod (yes I'll admit it in public) that keeps my 6th sense alarm on for 10 seconds, not perfect but helps. Enemy crew skills can extend the duration you stay lit but don't think it can go past 10 secs. If you think only 1 tank has spotted you just wait till they become unspotted, again not perfect but helps
highly skilled players trade the spotting for dmg to get the wn8. not handy for "all" others. Nice vid - good job dude keep going,
I think there are 2 crew skills that you can get to keep you lit longer
its always 10 sec, there were 9 between killing the 110 so you were still spotted, more if they have the crewskill
Hasel Nutcracker it's not always 10 seconds. It's random between 5 and 10 or 12 seconds depending on enemy crew skills.
nope its always 10 sec, crew skills dont matter, if you dont believe me pls test it out
10 seconds to go unlit
10 seconds maximum. I always use the 10 second rule, to be safe.
10 seconds +2 for the crew skill
When I die, I still get xtra points for spotting a couple of seconds and sometimes it is more than two seconds. Don't know why. Kind RGRDS! :)
Using the time from the video, it was 14 seconds from when the 110 died to when you got shot. You could not have been lit at that point unless something else was spotting you. Could have been the TD in back with binocs or something from the Pilot in the middle of the map.
josh nickels or maybe the 110 had the radio operator perk call for vengeance.
110 died at 7:02 game time and you got shot at 6:50 game time. Maximum spotting duration is 10 seconds + the radio operator skill Call for Vengeance which gives a dead tank 2 seconds of spotting. Also you were basically on a straight line for the last 3 or so seconds so blindshotting is also a possibility.
Pretty sure the time to be unspotted is 10 seconds, 12 if they have that crew skill
Can you do the same video for Fiery Salient. Thanks!
Nice
Probably repeating things said earlier. I believe a tank will spot for 10 seconds after being killed. If You are in view range of the dead tank at the 10 second mark, you will be lit for another 10 seconds. So I think the answer you are looking for is 20 seconds being the longest you will be lit after killing a tank. I think the perk allows another 2 seconds.Truly, how many players get that perk?
``Profesionnal UA-camr''
ROFLMAO... love the pragmatism of Canucks...
Nice movie but in my opinion (I'm avrage player) Prohorovka is quite easy and simply map to know hot to play properly and take same godd results. Can you do some movies like this for more closed maps I mean city maps especially? As I said for me is no problemo open maps, open more or less, but city maps are very difficult to me and my lights :) I drive only meds to be perecisely. Ths
I saw this video, and fouth great I will do the same next time I get this map.
Got this map went to same spot remained unspotted at 12:40 3 mediums came over the ridge and yoloed me and I did not have enough TD support to punish the aggresive play. They just went and killed the TD that was helping after they got me trying to run for my life. ( this comment is not to say that this play is wrong or anything just sharing a "fun" experience).
5-10 seconds which I assume includes the perk.
yep, call for vengeance
What do you mean by "being yellowed"? It is the same as being spotted?
Do you ever do any videos on heavy tanks? All I run is my E75 with 3million exp. I did have an E50m but I am re grinding to get the Leopard 1.
4tankersanddog did a good video on spotting mechanics... where he actually tests the timers... max is about 9 to 10 seconds low is 5 or 6
Hey Lemming, thanks for the informative replay cast - wouldn't have thought to let the enemies get comfortable on the hill before poking for spots tbh. Had the pleasure of playing against you the other day on Malinovka while you were in the same tank, so I can only assume you're grinding the line, but GL either way. : ]
Spotting, 10-12 seconds depending on crew skills. Maximum of 14 seconds if someone has a Down syndrome crew with call for vengeance and someone aiming at you has designated target.
When I play arty I love it when people go and sit in that little hollow thinking they are relatively safe. If you are in arty and sitting on the far corner you have clear shots on that entire flank. I would be laying waste on your ass in the position you were taking.
"Like and subscribe...ah, fuck that shit..."
Uses a LT, doesnt use optics lol
I've been toying with this for some of my Tier 9 / 10 light tanks... my view range is already 450+... how high is high enough?
That said, given the camo capabilities (my 54ltwt, RU251, 1390, and T-100LT are all above 30%, more view range makes sense. A view range of 450m means that I'll be able to see a tank with 30% camo at 315m. Adding another 10% (coated optics) increases view range to 495m, which means I can spot them at about 345m.
I'd have to play with adding Binos on top of that, to find out if I really can spot tanks at a longer range (450m + 25% = 562.5m, *.7 for 30% camo = 394m) So much depends on the camo rating of the tank you are facing, which is why having full camo on the move is such a huge power of LT.
Because an extra 40 meters view range doesn't make or break it for a tier 9 light tank. The camo extends your view range because you can get closer to the enemy without them spotting you in return. Damage is more important in this game. Rarely do you need an extra 40 meters with the way maps and terrain are in this game.
Genius !!
10 seconds after being spotted, i believe
Lemming, great job with all the videos! Keep it up!
Feature request: When you start a video could you just display somewhere your tank's equipment and your crew skills. No need to comment on them - just show them.
Thanks!
I might be totally wrong about this, and I'm sorry if I'm out on thin ice, but isn't there a 2-3 sec delay before sixth sense goes off? A second or two just after you've been hit by the JagdTiger the Pilot peeks up from behind the crest, could it be him that spotted you before sixth sense alerted you?
To be safe use 10 seconds always!!!
Maybe this is just me as a bad player, but do you notice a difference in your ability to get wins during x5 weekends or any of the x3 weekends that WG likes to do occasionally?
I feel like I lose a lot more often during these weekends.
And as always, thank you for making these videos. It is helping me a ton!
For every loss you take someone gets a win. Weekends always painful with a lot of idiots in the mix. Try and adjust your play to take advantage of what your team is doing. Make it more about doing damage, winning is secondary but when you start improving your damage contribution it should effect your winrate positively. Don't be afraid to back away from a fight you cant win and get in better positions where you can. In the end don't get mad as that just makes you play worse.
Every tank is lit for 10s. Enemy tanks that die spot for an additional second or two.
5-10 seconds.
All of these tactics are great in a squashed T54 ltwt. Tanks with a taller profile or worse power to weight ratio...not so much. Tanks with taller profile cannot avoid fire from the middle of the map like you did in a T54 ltwt. This video is a "perfect storm" scenario. I'm not trying to take anything away from you here, you're a great player and I learn from your content. However, I do want it known that this result is difficult to duplicate in other light tanks imo. I'm speaking specifically to the performance ON the hill. Gameplay after the hill anyone in any light tank could achieve using the tricks/tactics you used, well played.
Anthony Gianettino also the 2 TDs on the hill weren't playing unicum level, shall we say
Have to disagree with your opening spotting move, especially with no arty in game. I would say you have to spot enemy scouts before they can take f1 bush or your whole team gets stuck on road side. your team got fortunate that it looked like the wz fired from cover and was spotted otherwise that game could have been far more likely a loss. If you had arty in game i'd say your opening spotting run would have been ok, then thye could assist your damage.
KZBay agree with u. I like other openings more too
I disagree, It's an information game, by running to that spot you can catch most of the tanks going over the rails with little to no risk to yourself. There you can find what tanks are going to decide to play hill and what is to fear on the other side on what you don't see. I jump the rail and run down the middle of the village and if no one counter spots me I find a nifty bush in the village that allows me to keep them spotted. Being a light tank isn't always getting the assistance with your spotting but allowing your team to know what is going on and make better choices.
u can scout the rail cross from a nearby hill position too. thats what i like to do. i love his opening as a medium or heavy, but for scouts i prefer an other one. but everybody has his own opinion :)
I absolutely agree info is key, even if your team doesn't use it:), I just think scout other side of map to deter their scout from gettin to that bush in f1 is the first move to make, then go to rails...takes the meds and hvys longer to get to the rails so it gives you time to scout both sides.
I tend to do OK playing the hill from the north spawn but not nearly as well from the south. Any pointers for winning the hill from the south?
Did what take away preferential match making from the sta-2 on PC? I play on Xbox and the sta-2 currently plays up to tier 9
A brilliant game, as always....
WTF even spotting duration is varied. Everytime I come to know something is RNG based in this game, I feel FML
Am in my OP gull down tier ten meds shooting through the cover of bushes and am pretty sure am at least over 15 meters behind the bush and I keep getting spotted every time I shoot when am in that side of the hill. Can someone explain to me what’s going on
OK so lets imagine the guy that's spotting you is in a 140 with 450 view range (for example). And lets say you are in a 140 as well because why not and you have to a pretty good crew which means that you have got 25% camo. Then you are hiding behind a bush which gives you an extra 10% camo so lets say you have 35% camo (all numbers are made up by the way, but that's not important).
So you fire your gun so the camo of your tank goes to 0% so you only have the 10% of the bush, assuming you really are hiding behind it and you don't have a bit of your tank sticking out, and you aren't a bit too close or there is a hole in the bush or someone is spotting you from somewhere you don't expect.
So the 140 that is spotting you has got 450 viewrange, but this is reduced by 10% due to the bush so he has got an effective view range of 405. If this is bigger than his distance to you, then he's going to spot you.
I think that each bush you are behind reduces the viewrange again, so you want to try to line them up like lemming does, that way you can get more effective camo. Also, make sure you don't fire when you are too close to any of the bushes you are using or that bush goes to 0.
Finally, if you get within 50 meters of any tank, then he will spot you no matter what due to proximity.
Hey, there is no problem controlling the hill from the north spawn, but how about the south spawn? thats the tricky starting location. Make a guide on that side also
I always wait 10 seconds before i progress
Can you make videoa from 2 different views, you showed the play from a light, can you also show a med/ heavy
10 seconds for unspotted if I'm not mistaken.
yer spotted for 7 to 8 seconds after you've moved out of sight.
Wow, nice tactical thinking
can you teach me micro positions to farm??
roughly 10 seconds to get un-lit
10 seconds and 2 extra seconds if the enemy tanks has crew skill
Today I was playing my 13 75
Was thrown on Prokhorovka
1 of 3 top tiers
Went E6
RIP enemies
I always count to 10 at least, to know I'm not spotted anymore. Clearly you were still spotted when the jagdtiger fired at you. I think, probably because you were on open terrain, but it was only 5 seconds after you destroyed the 110. People will still be aimed in your direction. Same goes for the situation earlier on the hill. I would expect people to be aiming for me as long as they are not lit. If they are not lit, I assume that my allies in the middle will not be spotted as well, unless I've seen a scout make a run in the middle. The time you stay lit, also depends on your camo skills I think, as (light) tanks with good camo tend to disappear very quickly.
All good in the hood, but what about south spawn?
its 10 seconds till your unspotted
"I ran out of standard so I ended out shooting golds" - LR 2017
I am not a "you spammed gold you sux ass" type of guy, but what you said is factually incorrect. Your Standard-Gold round composition is almost 1:1, and you practically used gold for almost all of your shots until you ran out of your entire 18 gold rounds.
So yeah, you only earned 6k in premium account only because you spammed gold, not because of "such is the life of lights" or WG economy system. In fact lights are one of the easiest class to avoid losing credits since it has a mobility good enough to get flanking shots most of the time (and spotting is free). I do use golds when I'm forced to, but otherwise re-position and flanking is a much more cheaper solution.
That said with your playstyle (LT forced as a pseudo medium) shooting more golds than normal is unavoidable, I guess.
The gold shell on the lt costs 4,400 credits.
If indeed I'd shot 18 gold shells, id've been down 79,200 credits just on those 18 shells. Yet my ammo costs for this game were about 47,000.
I quess he has switched gold round to 1key. might be the cause of the misunderstanding
LemmingRush Welp, then I'll correct myself. Switching the same ammo type like that makes it so misleading lol
woot!
someone should be spotting hill, agreed. but seriously LR, a Tier9 Light below 445m view range is BS
all players seem to talk 30 seconds to be unspotted and "safe"...