this also just shows ones of the biggest issues, heavy tanks and armored TDs having speeds that are just ridiculous. Not just forward speeds but traverse speeds. remember when LTs and Mediums could actually circle heavies? Can't do that anymore.
and im out there, with my JPZ E100 that is outdated and probably the less fun tank to play at tier 10 ... (and yea im a no-gold user so i can tell you playing this tank sometimes hurts real bad)
I think you overestimate people buying gold to get a tank early. Most people I play with already have the free Xp, the crew and the equipment to go straight to the tier 10.
The Minotauro is working as intended. It's stats are what you'd expect from a vehicle intended to maximize the premium ammo spam as well as the number of premium tanks sold. The more straightforward part is to make the Minotauro strong to sell more Italian premium TD's. The defensive stats of the Minotauro then seeks to maximize the amount of credits spent by other players, primarily by them wastefully bouncing shots even when they use premium ammo. As a bonus the somewhat weak penetration and lacking accuracy will also cause players using the Minotauro to spend more credits as they will more often have to use premium ammo and miss a fair amount of shots.
May I add that the Italian Heavy tanks have had a lasting “crappy” feel to them for nearly two years. They can’t go for two and repeat that “yeeesh” release again, so they must come out strong. I also agree this is working as intended.
Also, the Kran wasn’t nerfed because it was too OP, it was nerfed in order to remove the spotlight status from it. There’s a new kid on the block now and WG wants everyone to turn their attention to the Minatauro, spend their time, their free exp, gold to convert exp, etc. Then, in a month or two, after the grind is over, they’ll “rebalance” it and everyone will agree bc it’s too OP. It makes perfect logical sense to nerf an OP tank . . . like the Kran! It’s a mind trick to get us to spend more time and cash. After this Frontline season, I’m going back to Rdr2 lol.
but the wt auf pz e100 doesnt have any armor, the 8s would just make the tank trash. Every time the tank try to take a shot, the enemy will also be loaded and shoot back, and the wt auf pz e100 doesnt have any armor to help.
I think they way power creep has went they could probably add the original wt e100 and it wouldn't even be that much of a problem, arty spam and intuition changes plus all the armour buffs, it would just be an fv4005 that has to sit out for longer to do the damage where the fv can do 2k in one shot then retreat
I Agree ! Its not an OP broken meta ! The meta is already way too broken ! WT Should enter the game again... and If Wargaming sells it...oh man they will do a ton of money
WG: we heard community's opinion so we are nerfing KRV; Also WG: we add Minotauro to take the role of KRV. I promise you the reason why WG didn't nerf KRV earlier is that Minotauro was not finished until this patch.
@@braedynhoward3644 the kran was nerfed in the same public test server that releases the minotauro, its speed is lowered to 45, gun handling is all nerfed so as to make it less accurate, and reload was nerfed to lower its DPM; as to whether or not it makes it to live servers we'll have to see
The issue with TD matchmaking is actually already here. In tier 8-9-10 match on city map, if your team gets grille 15 and enemy gets E3, you know it's a loss.
Slight error in calculating that "burst DPM". Its actually 3975, since 8 sec = 7.5 ROF X 530. The way you calculated 4900 takes into the equation the theoretical first shot of the first clip and the first shot of the second clip comes out without the intraclip,,,aka instantly after the first clip goes empty.
Yes so what QB did is correct because he calculated the burst dpm during the 32 second window of 5 shells the reason why the dpm is actually 4900 is because the first shell you fire has no intraclip so instead of taking 40 seconds for 5 shells it only takes 32. So the ROF during the burst window is actually 9.375 not 7.5.
@@relic9905 The thing is even for other tanks, the DPM formula doesnt take into account that you are already loaded for the first shot. If it did a Badger with 6 s reload would have 5280 DPM.
@@relic9905 So when the timer starts, then the tanks starts loading the first shell, even if in this theoretical situation we take the Minotauros 8s intraclip which doesnt exist before the first shot, but we just wanted to find out whether it has a burst fast enough to live up to the Badgers raw DPM.
The Yo tanks aren't egregious in any way, I think they float 49%-50% WR. Think WG put too much expectation on the reserve tracks being super powerful when they're just not bad.
Well, it’s not that stupid. Once it comes that OP to the main server, people spends tons of free exp, gold and money to get them. And once when all of the hype goes off they nerf it. Win win situation?
This tank might be used in CW as an unkillable anchor. Kind of how you could dig in a 279 somewhere to just be annoying and hold. It cannot and will not replace the chief except for in shitcamps. And I honestly dont look forward to breaking minautoro shit camps. Serves the same purpose as a chief except with badger dpm (during the clip) if they are camping
You can't pen this thing even with premium ammo and it has no weak spots. This will not make people spam premium ammo. This will make 10 minute staredowns until one of them lose patience. Imagine two of these both hull down looking at each other. They cannot do anything...
@@xxstephxx1005 Just like you can flank chieftains... The maps are built in a way that it is not possible most of the time. You try to go around you get spanked to death by the time you get there. And it has quite a bit of side turret armour so it can bounce easily. If it is hull down it's like a concrete bunker. So the only thing you can do is wait until they go out of those positions.
@@marcoscuervo2002 I agree, they are better, but this thing isn't a jp e100 either. It has amaizing dpm, good alpha dmg, it's turret is impenetrable and it is relatively mobile for that. You can track it but it will still spank you unless you can completely get behind it. So it is by no means a slow fat turtle which you can get by easily. It's a fricking wall that will punch you hard if you try to go face to face with it. It's good against heavies, td-s, okay against mediums and relatively bad against lights. It doesn't really have any weaknesses close up.
Finally someone mentions the possibility that WG might put very strong tanks into the game on purpose to get people to grind them, knowing they are hurting the game and that they will eventually nerv them. I really hope this is just one that slipped the balancing department and not WG doing this intentionally. Let’s wait how it gets released on the live server before complaining. I hope they rebalance the minotauro before releasing it. Thx for the great video QB!
Yeah theres a trend of course, T110E5, 430U, 268/4, Kranvagn, VZ 55 now Minotauro is there any doubts ? Its one of the ways to keep players involved (at tier 10 at least) Thats why I barely dont play Tier 10. Its an " OP's tanks online fiesta" Every single tank I mentioned was nerfed a few months after... Guess what its a company tactic OBVIOUSLY !
6:05 - Why do turrets always turn slower when the hull is being turned at the same time? Does this happen on real tanks too? It really bugs me in game sometimes.
It shouldn't happen in game, but if it does, then that would emulate real life really well. The problem is with inertia. Objects in motion want to stay in motion, and objects at rest want to stay at rest. A turret on a tank is at rest. When it starts to turn, it uses a lot of power to turn the turret, because it weighs a lot. Let's say it turns 30 degrees in a second. That means that from a rest, the motors that turn the turret need to start moving, work against the turrets natural tendency to stay still, and get it up to a rotational speed of 30 degrees per second. But now, let's turn the tank (which for the purpose of simplicity we will also make 30 degrees per second). At the same time, we will turn the turret. Now, the motors that rotate the turret are essentially now attempting to turn the turret at 60 degrees per second. Obviously I'm no engineer, and I realize that it's not fully doubling the amount of force required, but the amount of force that needs to be applied to the turret is going to increase. Pick up a 20 pound weight and hold it out to the side. Without moving anything but your shoulder, bring the weight in front of you. You can feel the force in your muscles that is required. Now, do the same exercise, but as you start to pull your arm forward, turn your body as well. The force in your shoulder will go up. Additionally, the amount of actual distance you moved the weight will also increase. That's a basic explanation of the physics behind it. Don't know if that applies in game or not.
I'm at least glad that this tank is as weak in a rush as it's strong in a corridor fight. Seeing QB and all his friends gang up on one Minotauro, and seeing how quickly it wilted cements it for me. Simply put, this tank can't react quickly or repel anything quickly. The intraclip reload is too slow for it to properly defend itself against an organized charge, and the weak side armor means that as soon as it gets ganged up on, it's toast. This tank is simply an important tank to gang up on, or escort. Keep its sides safe if it's on your team, or rush it with at least another friend if it's alone.
The Clan Wars Meta at present is basically T95/FV4201 Chieftain, Obj 279e, CS-63, EBR 105, and Obj 907. For the heavies, Chiefs basically replaced fast heavies when turbos were introduced and 279es work as anchors for protecting hold positions. For the mediums, CS-63s are commonly used for their speed mode and taking early positions while the 907s bring their DPM and troll armor angling. Other tanks that are sometimes used include the Manticore, Strv 103B, AMX 50 B, T110E3, E100, Maus, and Obj 268 V4. Replacement tanks such as Obj 140, Obj 277, and VZ 55 can also be seen when not enough meta tanks can be sourced or when the strategy specifically requires them.
On this tank, it seems the autoloader only means that there is a pause in the rate of fire, like it was a td without a magazine, but with a slight dpm pause.
Nice to see I DON'T need to come back to WoT anytime soon. I don't care how much it sucks for one game arty is needed to help take down a beast like this. I know some like the Hull Down meta that's been in the game for a while, I don't. I want a more dynamic game that moves around and rewards plays rather than punishing mistakes
20:30 I recall a game, a few months after the Grail Gun (Grille 15) came out (so 2015ish?) on Stalingrad, where our team had like 6x of em vs like 5x Roombas/Frying Pans (T28Prot). I was playing my T49, back at tier 8, and had like 9,000 Spotting dmg on the 1-2 line. The grilles were 2-3 shorting everything. Back when 1000m/s+ Non APCR was both really rare and considered fast. Ahhh good times.
Drunkenstein here. For Malinovka, our clan has a strategy that uses bobjects (268-4) to shove through hill. The bobject is fast, has high penetration, and god tier armor that can't easily be penetrated when it's charging full speed at you
That long 8 second reload between rounds can be used to an advantage. Combined with the Minotauro's mobility, you have enough time to dodge and hide from your enemies counter for a short while before returning and firing another round. This is possible on a ridge or if there's a place to hide close to you. The intra-clip reload of the Foch 155 is the worst kind. That 5 second intra-clip reload is too long for the vehicle to empty the magazine while staying at the same spot making you vulnerable to counter attacks but still too short for the vehicle to be able to hide and shoot without wasting its DPM.
Obj 268 v4 take 2... You had 13 or 14 of those per team in Clan wars for a while due to them being fast, almost impenetrable frontally with a punchy gun. You now have this thing that is fast, almost impenetrable frontally, punchy gun, auto loader, a turret and gun depression. The only reason there won't be 13-14 of these things per team as the top end meta will be because they're autoloaders and having a full autoloader team can be risky, although with the size of the clip damage and short reload you could still probably get away with it. To think there are people out there who unironically think this thing is balanced and not bad for the game because it has a "poor gun by TD standards" God I'm glad I gave this game up
I wanna try it with full focus on the gun, sniping from the 2nd line, not 3rd(hidden). You got the armor to tank some shots for your frontline. That intraclip is perfect for opportunity shots. The low reload on the full clip gives it alot of opportunity to farm damage.
@Quickybaby not to throw a wrench in your math, but 5 rounds, 8 seconds interclip, and the reload makes 5.5 rpm (stock) or 5.9375 (w/equip/crew/FMods), maxing it's potential DPM to 3146, not 4900 as stated incorrectly.
This looks like a perfect tank for sweaty players. And that's the reason why it will have a high winrate. It will be only played by players with 53%> wr.
False, the reason it will have a high win rate after everyone has a chance to grind it is because the bad players will also be able to do well in it. It doesn’t require thinking. The good players will do well in every tank. It’s the bad players that determine and prop up or drag down the win ratios
I saw Japanese destroyers are coming to the game soon, so if they get the same extreme pen treatment like Blitz, aka, 400mm AP pen minimum... Yea, solid armor thicknesses are going to be useless in the eyes of a Ho-Ri
Shit gun for mid/long range(from what i played), basically a heavy under destroyer skin, I only play in heavy lines, at close range, and hulldown (ofc cringe meta), and average to useless gold and AP pen(but u get op HE) for a TD, very weird Tank
Tank is very OP. Quickybaby is afraid to say it. Burst damage is huge, best of any tank. Armor has 0 weakpoints Mobility is better than any juggernaut. Has best mobility, burst and armor of any TD or Heavy-tank. 24 seconds reload for 6th shell isn't a big punishment. You unload your 5 shells in 32 seconds. That's 2650 dmg. Reload 24 seconds and then after 32 seconds another 2650 dmg. So from start of game you have already preloaded 5 shells, you unload them in 32 seconds, load next 5 in 24 + 32 to unload so 88 seconds for non stop firing is 3620 DPM. Or lets do it like this. in 32 seconds while you are loaded you deal 3975 DPM. reload 24 seconds = 0 DPM and then another 3975 dpm in 32 seconds. On average in 32 seconds from start, 24 reload and another 32 is. 88 seconds, you deal 10 shells of damage aka 5300 dmg in 88 seconds. 3613 DPM if we ignore staring clip reload. That's pretty good. OP when you take into account everything else. Badger can out-DPM this tank in 90 seconds of continous fire. This tank can afford 24 seconds downtime and also can survive longer due to superior armor and mobility. 90 seconds of continnous fire by badger vs 64 of continonous fire and then some 24 seconds downtime. Pretty much both tanks have same DPM in that period. Ofc minotauro has 0 dmg periods and BIGGER spikes of DPM. Somebody who knows what's he is doing uses better DPM spike against you and outtrades you. In my opinion this tank would be "okay" if it had same DPM as badger in unloading period. Maybe give it 11 seconds intraclip reload. Then it has same firepower and some vulnerabilities with 0 damage. Right now you are pretty much dead. You can't trade with it cause it has bigger DPM in firing stage. You can't push it unless it's alone, somebody will shoot you in that time. If you push it good luck surviving long enough to pen your shots and kill it before it starts firing again. This is worse than kranvagn. It's so much worse. has better heat pen and better alpha. Well i thought world of tanks was going in good direction but we will be forced to grind this tank in order to be competetive. I think in clanwars this tank could be viable in some comps for sure.
After playing the test server i think stats have to change a bit on the td. Give it bigger weak spots less gun depression or armor. Hell i was staying close to a vz 55 speed wise and thats not a slow heavy. I felt like as long as was in front of somebody and using a little of my gun depression i could sit there all day long without the fear of getting penetrated. It just has all the stats you would want maybe except for big alpha but 530’s plenty good enough and you got 5.
heavily armored tank with mobility due to big engine or good ground traverse figures. remember 268 v4 ?? other superheavies not getting the big engines.. hmmm .
NA Server Clan Wars TD Meta is the E3 for city maps and the strv 103 for basically any sort of open/medium distance map. I don’t think this tank will really replace anything as it’s too slow, bad intraclip and bad gun handling. I’d say most callers would opt in for another Chieftain still.
Nah, I think this thing will replace T110E3s since it has the same armor, but is much faster. However, you could still argue that the E3 has higher pen and that you want to keep it for that reason, maybe. But ofc it won't replace the Chieftain, since you do need fast tanks to contest key locations.
We need some tech tree tanks that will be able to counter T95/FV4201 (that most active CW players are able to use), and Minotauro is pretty close to be able to do that - so I would say no, it should NOT be nerfed. We should have some decent tanks in the tech tree, too.
These things will still struggle against chiefs. Sure, if you just need to hold a position, it can be invincible hull-down, but chiefs are much more mobile and reliable overall. The mino will be like an e3: good dpm, ridiculous frontal armor, but terrible mobility. It will ruin mm in random battles, but it will still struggle to pen chiefs and it cannot survive alone in most situations.
They are doing same thing as with 268v4, relesing OP tank for couple of weaks so everyone will grind for it and probably spend some gold or free xp and then hard nerf
But you expose your turret roof by doing that, which is only 30mm and thus an autopen for everything. The Defender has 55mm turret roof, it can do that, the Minotauro can't. Not that you need to do it in the Minotauro though... it is basically the child of a badger and a 279e. It is the ultimate tank to grind out the enemy in city fights, since they basically can't do anything to you when you hide the lower plate behind a pile of rubble...
I wish PC has Japanese Tank Destroyer. And it’s not hard to do, we had those in World Of Tanks Blitz. The Ho-Ri, who will be the real competitor to JpzE100 interms of penetration with 310mm of AP pen. While we can treat the vehicle with 150mm gun instead of 149. The armor is flat and not very impressive but it fast like 263. And yes, it use Chi-Ri as a base design.
In DezGames video for the nerf of the Kranwagen, you can see, that the nerf is just a joke. You can still snipe and do your damage without punishment. Kranwagen will be still a toxic tank
If they just nerf the alpha, nerf every single mobility stat, and nerf the camo, then I'd be fine with it. But as it is right now, jeez. 279e looks downright lackluster.
Its completely overpowered, i played 39 games in the client test, only got taken down when the team completley failed... otherwise in 1 vs 1 scenariuns its almost allways a win vs oher tanks, unless its a minotauro in that case it becomes a very boring situation specialy when we are both hull down i used aiming device, turbo and bond vents (this was my setup) i think the side armor despite on paper is 75mm is too good, you can ricochet very easily in corners, you can sidescrape pretty with this... you can peak out of a corner from outside with this thing and still bounce shots because the enemies will be baited to hit rhe outside of the lower plate and bounce from it... the gun is not that bad, wit hthe aiming device and super strong crew, it can go as far as 0.35 accuracy, which is madness... this thing if remained unchanged will be more annoying than the 268v4 was on its release.... in good hands it will be god like, people will turn games pretty easily, specialy vs tier VIII's... what will tier VIII heavy do vs this thing? nothing, it will be dead in 20 seconds... WG lost their mind!
So they Nerf one machine that is intended to suck up as much gold ammunition as possible and replace it with a different machine that you have to pay for and sucks up as much gold ammunition as possible. There are many reasons I stopped playing world of tanks this would add to those reasons.
It would still be a decent tank if they shave the speed and upper hull armor quite a bit -- gun is fine, let it be. Also, to make it more vulnerable and feel more 'TD' what they really need to nerf (other than speed) is its turret + hull traverse. If they make it turn sluggish it would be much easier to flank.
They removed wt e100 but released this heavy tank in td role with similar gun with less intro clip reload lol :D Why was WT e100 op again? Anyone remembers?
Playing in the test server I haven’t honestly found them to be an issue, yes statistically it’s incredibly strong.. has insane armour and mobility for that armour (it’s still slow tho) But I think the 8 second shot delay along with it being kind of slow and limited turret traverse make it vulnerable to being caught out very easily. If there’s no momentum and it’s allowed to hold a corner or ridge etc then yes it’s absolutely grim, basically unkillable, but other than that if it’s driving along it’s lower plate it super easy to hit and pen and if you have decent enough armour it’s poor accuracy means it can bounce off you quite a lot. All that being said it’s weird the games in a state where this isn’t absolutely outrageous to be up against… hell they might aswell add the waffle E100 back in for a laugh. There’s enough death stars roaming to basically one shot them
My question is this okay all these tds that are op ok by y remove the waffle tractor e100 when it has no armor like the popo barn but now this I say bring it back now it makes sense in the game to have it back or am I wrong?
I didn't play for few months and logged in to check what's going on and someone hacked my 10 years old account, sold most of the premium and normal tanks. sold all reserve. And not sure what they did with silver as its all gone. Hopefully Wargaming can recover it :(
Rhinoceronte MKII.Absolutely killer in common test, people grinf away,convert comnvert XP, and then WG nerf it to irrelevance, Won't fall for that one again.
What are the odds that the Kran nerf coinciding with the Mino being introduced is not a coincidence? WG isn't interested in balancing the game, it's only interested in people spending cash to get to the next meta vehicle as quickly as possible. WoT is essentially a hugely successful scam, and I don't get why people keep giving WG money to get screwed over.
Remember a good time when jgpz E100 was that scary well armoured TD that was feared. well How about that. I will also point out that Minotauro makes no sense in aspects of Tank which would be used/developed by Italians. I also wont coment that both from tier 7 up Italian TDS are stupid but yeah. Also was it nerfed or no?
This is an op tank that everyone can have. I just had a game in a 121 on glacier against 2 279e's didn't even have the nerve to cover his 300+ mm "weak point". Didn't even bother to tilt the thing, just stood there flat. Not once did me and my 277 companion pen with our 340 heat and we knew where to shoot. That thing was just magic. Id be glad to have this be a counter for those ridiculous 279e's.
@@viscounttudon68 I don't think this is even op bruh. As you can see from the gameplay it can be killed. Just because it has impenetrable spots on its front don't make it op.
@@rustedniddleslinger9475 I just think it follows the bad precedent set by other tanks, and that it would be easy to make weakspots. The fact that the JPE100 can’t really pen it anywhere from the front with heat if it’s using its gun depression is pretty insane, and is exactly the problem the Kranvagn had, except even more so due to being able to hide its top weakspots
QB I think you did the "burst damage DPM" calculation wrong. Wouldn't it be (60/8) * 530 = 3975? Or 2120 * 60 / 32 = 3975 (since you're taking into account the first shell without intraclip reload).