Quote Originally Posted by Jeffrey Uy View Post
Any tip for a beginner?
Get scouting and factory slots opened up as soon as you're able. Don't spend on the wheel of fortune, it's bad.

Try not to swap out any four star tanks you get early on for new tanks. You don't want your commander level growing beyond your tank level.
Some tanks remain useful longer than others. Cromwell and any of the three star artillery tanks are worth keeping about as they age pretty well.

Don't bother upgrading emblems with poor sub-modifiers. Modifier values are slightly subjective, but generally -

> GOOD
Critical Rate + Critical Multiplier - It's best when you get these together as a primary/secondary attribute pair. Crits are the best damage booster.
Evasion - Better on tanks that start with high evasion, but not taking a hit means a lot more than armor.
Damage - Raw damage increases on emblems are great on tanks with a high rate of fire.

> OKAY
Rate of fire / % Damage Bonus - Universally worse than raw damage increases, but better than nothing. RoF is a good attribute on lights for armor shred.
Range - Useful for nudging a tank outside the blast range of that artillery that will be slamming your front line.
HP - Keeping tanks alive is good and this helps, but it'll also jack up your repair costs. Save it for your high evasion lights and high armor heavies.
% Damage Reduction - Beats armor in most cases where armor is relevant. Best when stacked high with HP.
Armor - Not great, but better than nothing.

> POOR
Piercing - Armor isn't much of a defense to invest in penetrating it.
Accuracy - For some artillery this can work against some light tank swarms. Still mostly unnecessary.
Move speed - Bad.
Rotation - No. Stop. What are you even doing.