World of Tanks Progression

March 18, 2014

Progression in World of Tanks gets a lot slower as you buy more tanks, as you spread your playtime across multiple vehicles. As the tiers go up, the amount of XP also greatly increases to the point where several hundred battles are required to unlock the next design.  Even though I am only concentrating on one tech tree (Russia) the grind through Tiers VIII and IX has become very slow.  Its also painful when a tech tree branches into multiple tanks, and you have to keep playing until both are researched.  I am still enjoying play of the H-35, UE-57, KV-1, KV-2 and KV-5 (my favourite tank for ramming), and playing one game on each of those is usually an hour of good times.

Object 704

This is the tier IX Russian Tank Destroyer (TD).  Sadly after 100 battles I am only averaging a 47% win ratio, and looking at all my tier IX tanks the victory rations are all sub-50%.  So while on paper its a decent vehicle, its often running into Tier X vehicles with players who know a TD’s weaknesses. I have a lot of days where I wish I was back in the ISU-152.  The 704 is fairly educational around why turretless tanks largely vanish from the OB post-WWII, anything that is fast and gets close will flank me, track me, and laugh at me.  One of the biggest issues I run into in high tier public matches, is a refusal to scout.  If no one spots for the team, I’m useless.  If the enemy team has a competent scout, once I’m spotted my survival time is about 5-10 seconds – unless the enemy shells bounce off my gun plate the TDs HP get stripped fast. In this Pearl River battle I was the brave one to be first around the corner that an M40/41 SPG was hiding behind (with a loaded round), and got the last kill needed for the Expert USA badge.shot_017

SU-14-2

This is the tier VIII Russian SPG Artillery, and like most high tier vehicles, its not a lot of fun to play.  While it can fire about every 45 seconds, and it does a lot of damage when it hits, its a big if around the hitting.  I can fire 12 shells in a long battle and miss every time.  I’ll have to wait for the Tier X SPG before I get significant improvement in the accuracy.  Even more so than the TD the SPG is utterly reliant on a team that can spot, block scouts, and not manage to lose an entire flank in the first three minutes.  Its not without reason that the player most likely to bitch about “noob teams” is in a SPG along the back line. I’m not sure how my team won this match, because they let the enemy scouts crawl all over the cap, which made it a short match for me.shot_018

ST-1

This is the tier IX tank in one of the Russian heavy tank trees, and progression leads to the IS-4, which is not as popular a Tier-X tank as the IS-7.  Once fully researched, its a lot of fun, reasonably fast on the flat (but not uphill) it has a decent gun and armour.  Like a lot of Russian tanks, its good for fast moving brawls.  Of all the tier VIII+ tanks I am progressing, its the most fun.  I did well in this Himmelsdorf map, climbing the hill, flanking the enemy behind the Castle, and then hunting a medium down in the south town, before the enemy arty killed me coming around a corner (the T-44 right behind me then hunted the arty down after a long game of at and mouse on the train tracks).shot_019

SU-101

This Tier-VIII Tank Destroyer is a piece of shit.  While it is fast and can redeploy quickly, both its armour and gun are crap.  The crap gun is really noticeable when you draw Tier X opponents. I only play this if I am feeling masochistic, as if I am going to have to grind TD pain, I’d rather do it on the 704 and get a bit closer to the Object 268 Tier X TD.  Just to remind myself what it was like I took it out for a spin.  Got Mines map and 350 ms latency, which is awful, but as it was a Tier VI-VIII battle I was able to penetrate and do a bit of damage.  A chunk of my XP came from spotting damage when I did a favour for the other TDs on my team by sprinting over to the shadow of a ridge line for proximity spotting.  One hit from an IS took away half my HP which just reinforced its vulnerability.

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T-44

This is a Russian Tier VIII medium tank … and the research grind is long. As well as tracks and turret, there are three engines and five guns to research.  The default Tier VII gun is underwhelming for a tank that will face Tier X monsters on the field.  I’m suffering through progression so that one day I can wolfpack at tier X.  In play its a hybrid, not fast enough to be a light, not grunty enough to be a heavy.  While a medium should be trying to flank and disrupt, the basic T-44 is just too slow and too puny to be scary. It pains me to say this, but I just keep playing and hoping for a decent team to carry me to the double XP win of the day, then I swap the crew to the Matilda Tier V premium for some crew training.  On the outing pictured below, sadly the latency hit me and I drove into the water and drowned.shot_024

Clan Wars

I have done about 20 Clan War battles with PANZR (Panzac Raiders) and it has been a lot of fun.  The IS-7 is much more fun in a team unit than in solo play.  The new rules for locking tanks out of Clan Wars, however, means I will only get to play Clanwars about three times every two weeks (if you click on the picture below you should get a clear view of the hour countdown in the tank strip at the bottom of the image).  As much as the company may talk about strategy, it looks pretty clear to me that this is intended as huge silver sink (about 6,000,000 a pop, or a couple of months grinding on a premium account) as people buy additional tier Xs to support their clan.  It is a lot of work, 15 minutes prep for each battle, and many battles are uneven fights, no shows, or ten minute sitzkriegs. Still, its a good feeling to have a competent company commander, be given clear orders, and just do my best to execute them.  In my last battle I sacrificed my tank by turning 90 degrees away from the enemy, allowing the rest of my team to take cover behind me as they converted the cap for the win.

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Too Many Maps?

Every patch another new map.  There are new maps that I have played once or twice since the last patch, which is really not enough to have a good chance of learning the map for different types of tank.  So its nice to see new skins of old maps (with snow or fire added).


How I quit raiding and learned to enjoy playing World of Warcraft again

January 22, 2013

On my mother’s deathbed I promised her that I would learn to drive, buy my own house, and be happy.

Before Christmas I started adding up the hours required to achieve all the things I wanted to do in 2013.  It became obvious that my weekly World of Warcraft rotation was taking way too much time.  A rough tabulation of activities:

  • Mobile app AH play for 5-10 minutes each workday morning
  • On getting home, relist expired auctions and use daily cooldowns for Alchemy, Enchanting, Inscription, and Tailoring
  • Make buckles, BOE blue weapons and other plate gear/shields for AH sale
  • Sigh in frustration as no one buys my raw gems, cut gems, or metagems
  • Run through the Tillers farm on three-four alts, with Tillers quests on whichever toon just hit 90
  • Run a scenario for VP, run a 5 man if the tank bag appears
  • Bang out the required dailies on my raiding main, getting some mining in en route
  • Hit the AH again
  • Start running LFR for the week, continue running LFR, keep running LFR until I hit VP cap
  • Two three hour sessions of raiding, plus half hour+ of raid prep
  • Hit the AH again
  • Maybe … spend a couple of hours at the weekend levelling an alt
  • Maybe … heal a random Battleground
  • Maybe … do a xmog run of old content with guildies.

So World of Warcraft was easily eating three hours a night of my time, plus more in the weekends.  For what its worth I currently have 1.927 million gold, despite spending over 250,000 gold after the expansion launched.

I was feeling frustrated with guild progression in the current tier (6/6 MV, 3/6 HOF, nothing in TOES).  I was personally finding the fights difficult to execute, every boss was just more fucking mechanics layered on top of new fucking mechanics.  I read a blog where an experienced tank was cackling with glee over how hard and refreshing Vaults was to run.  I hated it.  Almost every damn fight, but especially the first one. I couldn’t believe that was an introductory fight in an introductory tier of raiding.  Watch energy build up, while kiting out of bad stuff, but not so far as to break the chains … hated it.  Will of the Emperor, I’m supposed to know which way to dodge based on how the boss is standing. This is a case where martial arts experience was useless, as I dodged into the blow every single fucking time.  In the end I just gave up, stood still and mitigated the damage as best I could.

Healing was less fun than it used to be. Holy Paladin healing is now based around free heals. The moment you start to use heals that cost mana, the mana bar collapses. I found that using my Guardian required me to keep 40-50% of my mana bar, or else it was a waste of time dropping the guardian because I would go OOM before the 4th or 5th heal went off.  This makes the healing rotation easy, but boring. Holy Shock on cooldown, Holy Light in between  then Word of Glory or Light of Dawn as a finisher.  Repeat, for 6+ minutes.  Through 5.0 and 5.1 I was decidedly behind the Monk and Priest healer on all the metrics that count.  While my raid position was in no danger, I no longer felt awesome as a healer … for progression kills with two healers, it felt like I was healing mainly because I was the worst tank available.

So one morning at work I decided to stop.  After work I still felt good about that call.  Posted to the guild forums. Went on a last raid.

The last thing I expected to happen when I stopped raiding was that I would actually really enjoy playing World of Warcraft again in short one hour bursts.  I no longer log in every day, but when I do I have a good time.  I run one LFR each week, and then play either my Fire Mage, Healer Monk, or Warrior Tank for an hour.  Its fun, and the moment it feels grindy, I stop and log out of the game. When I play the AH, I just do belt buckles, plus junk I found while questing.  One thing I foresee for 5.2, having a legendary metagem will further depress prices in a market saturated with sellers and few buyers.

One bonus of stopping raiding is more time for content creation.  So I am looking forward to more time spent on roleplaying games, boardgames, and the Grand Strategy game for Buckets of Dice.  Plus a few more blog posts here from time to time.

In World of Tanks news, I reached Tier X in the Soviet Tree with an IS-7, which immediately proved frustrating in play. After 50+ matches I’m on a 20% win rate.  Despite being a fast tank, the armour is pitiful and the reload time on the gun is agonizingly slow.  So I am back to concentrating on Soviet TDs, with both the SU-100M1 and SU-152 in play each evening. Of the two I find the SU-152 more fun, the higher mobility of the SU-100M1 does not influence play very often, but its weaker armour and gun does.  The SU-122-44 also gets a run each night, often resulting in a blitz in assault destroyer mode as the game enters endgame – damn its fun sneaking up behind a heavy and one shotting them in the engine.

At the lower tiers the main regular tanks I play with are the H35, which I play like a TD with the Sixth Sense skill, the Renault UE57, KV-1 and last of all, the KV-2 loaded with “electrum rounds” (gold rounds purchased with silver).  I did exceptionally well with the KV-2 in a Tier VI-VIII match last night, managing to get three kills on Tier VIII tanks with the 152mm Howitzer over medium ranges in Redridge by sneaking up through the village and pumping 700+ damage in through side armour or engine covers.  Two weeks back I took the Hetzer out for a rare spin, and drew Highway map and three artillery per side.  Myself and two medium tanks went to town, while seven enemy tanks went to town.  Things looked bad when my two medium escorts were destroyed.  Then three enemy tanks come around the corner one at a time, and I destroyed them one at a time.  I drove up to the corner, spotted an enemy TD around the corner.  I looked at the strategic map – the rest of my team was almost on the enemy flag, having swept the open field clear.  So I hooned around the corner, lost half my health, but was not tracked.  Turned, killed the TD, BOOM, reload, BOUNCE, target medium tank, BOOM, reload, BOUNCE, BOUNCE, target medium tank BOOM, reload, BOUNCE, target medium tank BOOM!  So I ended up with a seven run Reaper Award which was nice.

I am also mucking around in Skyrim again, restarting from the beginning and following the Imperial and Mage story lines.  Same principle as WoW, play in one hour bursts then do something else with my time.  Its pretty, but I miss the MMO aspect of MMO games, no matter how well down the RPG is.

 


Beer with the Chieftain

June 24, 2012

Last Wednesday I had a few beers with The Chieftain, a US community rep for Wargaming.Net, who was in New Zealand to present a cheque to the RSA for $30,000.  There was some media coverage of this:

http://www.stuff.co.nz/technology/7139244/Gamers-donate-30-000-to-RSA/

http://tvnz.co.nz/national-news/rsa-donation-concerns-peace-advocate-4939435

There were about eight people at the Wellington meetup, Auckland had a larger turnout.  Most of the conversation was about wargaming.net’s various games.

World of Planes

This is going to require a joystick to play, and the gameplay is significantly harder than in World of Tanks.  Unlike WoT, commands are executed server side, not client side.  This means that NZ connections kill planes as lag causes you fly into hills.  People do need to remember that an Alpha is not a finished game, but the people at the meetup who had playtested it were skeptical that WoP would be as popular as WoT.

World of Battleships

Don’t expect anything before 2013.

World of Tanks

English tanks are perhaps two patches away.  We said it would be nice to have a Bren Gun Carrier option, and someone mentioned the Bren Gun Carrier at Tobruk that had an Italian fighter plane’s 20mm cannon attached to it.

There was quite a bit of discussion of Clan wars.  This is not something I do but I was struck by how much like WoW Raiding it is.  Its endgame content – i.e. must have Tier X tank to take part, must have VOIP, must pay for consumable gold ammo, must have minimum performance (500 xp/battle average), and must make time commitment.  ANZAC clans need unemployed people and students to compete effectively against other clans overseas.  It would be nice to have a bit more social interaction with the game, but I can’t really commit to a clan, not while I’m still raiding in WoW.

Other bits and pieces:

  • we got a bonus card for some gold and the Tier II T2 Light Tank (which hits 70 kph at top speed)
  • don’t expect the T-50-2 to stick around
  • hacks: don’t really happen, the system is pretty secure
  • screenshots/fraps, yes they really help when dealing with abusive behaviour (pity the poor person charged with looking up what the words mean)
  • Team Killer system, has to be automated.

A difference between WoT and most MMOs, is hardcore realism (to a point), e.g. critical hits, players don’t understand the physics of how module damage does not always lead to big HP losses.  But they whine because games like WoW have conditioned them to expect BIG numbers when they score a critical hit, rather than just equipment degradation.  As well as being a US Army Captain, the Chieftain comes from an old school gaming background full of charts and tables.

Hearing that the next Tank Destroyer up from the JgpzIV is fun to play was good, not so much that the Ferdinand is a long grind to get its good gun.

The training tip I learned: if you buy a premium tank, you can swap similar crew (i.e. heavy tank crew in a heavy premium) to take advantage of the accelerated experience gain for crew in premium tanks.  A related tip: don’t train perks first, as they require 100% skill.  Train something of immediate use, like Repair.  After mastering Repair to 100%, then drop and retrain the Perk.

Patch 7.4

I am really enjoying the new assault and encounter scenarios.  They liven up the old maps.  Assault is significantly harder than defence, but not impossible.

I am really enjoying the Renault UE 57 Tank Destroyer (pictured above).  Its tiny!  It can travel forward reasonably fast (30 kph) but it turns very slowly.  The small size is an advantage in some encounter maps, like El Halluf, where it can nestle under the big rock next to the flag, safe from most enemy fire while scoring flag capture points.  The exception is if a clever artillery goes all the way down the east/middle side for a flanking shot, or the enemy hold the western hill.  Fragile, but packs a big bang that reloads quickly.  Already had one player in a Tier IV tank call BS on my killing him…

I also treated myself this weekend by buying the IS-3.  I sold the IS and transferred the crew across, paying gold for immediate 100% skill proficiency.  Then I installed Gun Rammer (10% loading speed bonus), Vertical Stabiliser (faster aiming when moving) and Improved Ventilation (5% bonus to all crew skills).  Its a lot of fun, faster than the KV line, a nice low profile and sloped armour turret.  Like the IS, a good urban brawler.  Even without the upgraded 122mm BL-9 gun its doing a lot of damage.  Like all high tier tanks, a bad game sucks for repair bills.


World of Tanks: Soviet Rejig

May 22, 2012

Patch 7.3 introduced a few changes to the USSR tech tree, mainly to the heavy tanks.  This post is where I forever leave behind my self-image of not being the kind of gamer who talks about gun barrel diameters…

Prior to the patch I had researched:

  • Tier V: KV
  • Tier VI: KV-3 and KV-1S
  • Tier VII: IS

After the patch there were now two full streams of heavy tanks, I think one line is emphasising armour, the other speed.

  •  Tier V: KV-1 and KV-2
  • Tier VI: T-150 and KV-1S
  • Tier VII: KV-3 and IS

The KV-3 now leads to the KV-4, and the IS leads to the IS-3.

The T-150 was a surprise to me, but it came with a free garage slot, hull and 100% trained crew.  It was only partially researched (lacking gun, turret and engine upgrades) but still had the upgrade tank researched.  My first few matches with it were pretty disappointing, leading me to wonder if it should be classed as puppy chow or dog meat.  A few comments in game chat supported the idea that the only good thing about the T-150 was selling it for credits.  As far as I know the T-150 was a planned KV-1 upgrade, with only one prototype being completed before production/testing was interrupted by the German invasion in 1941.  Eventually it was redesigned to become the KV-3.

Ruinberg – Invader Achievement Day!

Prior to 7.3 I had been playing the peek-a-boo game with the KV equipped with a 152mm howitzer (a variant nicknamed the Dreadnought by original Soviet crews if Wikipedia is right).  Because this weapon has a 45 second reload time, compared to the 12 seconds or so for most high-end weapons on similar tier tanks, you have to be quite careful in its use.  Tactically, you run towards a cluster of buildings and hide behind them, peeking out to fire a shot, then rapidly reversing before someone knocks your tracks off.  The worst that can happen when tracked, is having the front part of the vehicle exposed, but the gun unable to align on a target due to the corner of the building.

The distinctive “stub” of the 152mm strikes fear into the hearts of all enemies.

So now there was a KV-1 and a KV-2.  First thing I noticed was that only the KV-2 had the big cube turret, second thing I noticed was that the KV-1 no longer had the 152mm available to it.  Then I noticed that the crew had decided to stay with the KV-1, so the Dreadnought crew were back to zero training for their skills.  I could have swapped the crews around, but its not a big deal.  As I only tend to play each tank until I get a x2 experience victory with it each day, the grind to 100% skill is a very long one.  The KV-2 feels a bit harder to play, as its a tier higher than the old KV it runs into much more heavily armoured/gunned tanks that it struggles to hurt.  I have also just had a long stretch of bad RNG, with the 152mm once bouncing three times in a row off another tank in a Siegfried Lines match.  I also need to keep playing the KV-2 to finish researching the S-51 artillery SPG.  The KV-1 has also been made easier because its match-making range has been compressed one tier down from the top (i.e. its much less likely to run into some of the big nasty late-war/fantasy blueprint tanks).

My team complained that I was hanging back. So I went and got 4 kills.

In theory with the KV-2 and T-150 I should be using the 107mm Zis-6, which is their overall best gun in terms of penetration and damage.  I have, however, been having a lot of fun with the 57mm on both the T-150 and KV-1, primarily because it can fire 26 rounds a minute and the penetration is reasonable.  This leads to quite a different play style to the 152mm, much closer to that of a medium tank than a heavy, which I have mentally dubbed ‘cavalry’.  With 170+ rounds of ammo, you can feel free to take long range pot shots at scouts, to fire when on the move and accuracy is low, or to lay down suppressing fire in gaps.  What I have been trying to do, is to move forward with the goal of either running into a group of medium/light tanks, or rapidly flanking a heavy tank – the goal being to get behind it and pump a round every 2.2 seconds into its engine compartment.

I was not playing the Tier VI KV-3 much before the patch, concentrating on the Tier VII IS, but now the KV-3 is Tier-VII and needs to be played to reach the KV-4 Tier VIII tank.  Oddly enough, while it was not a favourite, it still had a personal best of 8 kills (in an Arctic match my team lost). It has been rebalanced for Tier VIII, so its weapons do a lot more damage to the high tier tanks than I remember.  Because I have tended to win my first match of the day with it since patch 7.3, I have no reason to mess with the “zombie” tactic of simply heading towards where I know I will run into enemy heavy tanks. I had an odd match this evening, facing off against three AMX scout tanks, where they hid behind buildings and acted like heavies rather than flanking me and using their six round rapid fire guns, so I slowly picked them off one by one.

Ready to roll in the Mountain Pass.

Prior to patch 7.3, the IS (Iosif Stalin, named after “Uncle Joe”) was my highest tier tank in play.  I was not enjoying it very much, rarely getting more than one kill even in winning matches.  Compared to the Tier VII German Tiger its gun was less accurate/damaging and compared to the US T-29 its armour was underwhelming.  What it does have is a slight edge in speed, making it good in urban brawls. The trick is to not go head to head with the enemy, but to back off and head down a side street – hopefully while your team mates keep its attention fixed.  Since the patch I seem to have been doing a bit better with the IS, but I’m not thinking of keeping it once I research the Tier VIII IS-3, as that tank will do what the IS does, only better.

Yes, its a Russian tank in the desert.

Now I am wondering if I should give the KV-1S a go, as it is a faster, less armoured version of the KV.  While I researched it months ago, I never bothered to get the hull.  Given how much fun I have with charging in with the 57mm doing it on a faster tank has some appeal.  I don’t see the KV-1S all that often in matches though, which suggests its not a player favourite in World of Tanks. Looking at its weapon options though, there is nothing quie as quick firing as the 57mm, although quite a few options in the once every 5-6 seconds band.

I might post something about Tank Destroyers next.


A week without computer games

May 13, 2012

Day 6, my fingers twitch, but as much as I’d like to play some computer games I’m going to be good and follow my GPs advice on dealing with the tennis elbow in my left arm.  I did log into World of Tanks to take advantage of the VE day specials, and to take a look at how my Soviet heavy tanks had been rejigged, but I successfully resisted the x5 experience bonus and logged out of the game afterwards.  For a right hander, getting tennis elbow in the left hand is rare, I suspect its the dominance of WASD keys in modern gaming that has done it to me (that and playing computer games 4+ hours a night).

Grand Strategy

This does leave me with a lot of time for reading and thinking, so a good chunk of today was spent working on the Sun & Starship rules for Buckets of Dice 2012.  Most of this was spent trying to nail down control of tokens, so people will always know who controls what in the game, or how control changes between players.  I’m deliberately forcing players to keep ships concentrated in no more than three stacks, so as to encourage raiding tactics and to make it difficult to build solid defence lines.

The Senate Bills have also been fleshed out.  Each of the five committees gets one to four Bills each turn. The exact number is determined by the Treasury Committee, which can increase or reduce the Bills other committees get.  After the first draft I did a second pass for balance, prompted by realising that one committee had a power worth +/- 10 victory points, so I made sure the other committees had something comparable.  I then did a second pass to increase the horse trading options so that most bills gave out boosts to more than one player at a time.

Planning ahead for 2013 I would like to design a railway building game.  This would include options I wish were included in most published railway building games, to whit, the option to say “Screw this, mobilise the army” when someone else pips you to the next rail hub.

Roleplaying Games

I am following the development of the next edition of Dungeons & Dragons over at http://community.wizards.com/dndnext without a lot of enthusiasm.  While I purchased the core 4th edition books, I found that the game had gone too much towards a fully blown miniatures wargame and away from the narrative combat (“theatre of the mind”) that I use in resolving a lot of tabletop conflict.  As a GM I simply couldn’t fit the options available to the players into my own mind, making the game too complicated for me to design scenarios for.  That said, the actual written advice on running/designing campaigns was solid.

I am much more looking forward to The Design Mechanism’s sixth edition of Runequest, especially after the PDF preview was put up at: http://www.thedesignmechanism.com/resources/RQ%20Preview%201.pdf.  I like the clean, uncluttered layout, and the style of artwork.  I’m intrigued by the inclusion of cultural passions (e.g. loyalty, love, hate) and how they might influence the mechanics.  It’s also good to see that mysticism will be a valid magic system in the main rules.

In part because of the upcoming RQVI I took a look at the Stafford Library’s Arcane Lore, which is essentially a 129 pages of GM/design notes on hero questing. One of the big frustrations of RQ was that there never seemed to be enough information about the hero quests of Glorantha to actually run players through, unless you were willing to hunt through obscure mail order fanzines.  I suspect my next campaign game will use Runequest rules, although it may not be a Glorantha setting – there are hints that a new edition of roleplaying rules for the Artesia setting will be a D20/RQ ruelset.

Grabbing a few other PDF’s to read this week, I was disappointed by Monte Cook’s Ruins of Intrigue. While its only 98 pages long, I was hoping for a bit more in the way of interesting crumbled ruins and a lot less overland/wilderness terrain.  While the alternate secrets for major NPCs and foes was nice, with competing explorer factions for Casablanca intrigue, it would have been nice for a range of lost artefacts and other lootable stuff to have been detailed rather than leaving the GM to make up all the loot themselves.

In an old school kick again, I picked up the D&D 3.5 edition of Blackmoor, in part because I read that the map in the 4th edition version was less than helpful. That’s next on the reading list.

Gaming Recap

Skyrim – still have not resumed play of this.

World of Warcraft – 3/8 hard modes, expansion is definitely winding down, have BETA invite not using it yet as I have no interest in the levelling content (I do want to see how the Paladin heals 5 mans and raids).  Guild finished the Rogue legendary dagger two weeks back, so we may go back and finish the Firelands legendary staff next.  Have been trying to clear off some grindy achievements in the down time – still have not found a useful BOE in archeaology.

TERA MMORPG – not going to touch this one, can we please have real armour for females in games?

Secret World MMORPG – looks interesting, modern day occult horror, but dear god where would I find the time!

World of Tanks – upgraded to a premium account, changed play away from acquiring new tanks to focusing on the ones I have that are fun to play – trying to get crew skills to 100%. So while I have researched the SU-14 for example, I’m still happy playing the SU-8 as my artillery piece.  Patch 7.3 has rejigged the Soviet tree, so I’m going to have to relearn how to play the KVs – the 152mm “derp” howitzer has been shifted from the KV 1 to the KV2.

Guild Wars 2 – still looking forward to this after reading more beta info, as a non-subscription MMORPG its one that will be easy to play for just a few hours every now and then.

SWTOR – got bounty hunter healer to L40, enjoying healing much more than tanking, deep down I still prefer WoW.