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Developers posts on forum

In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com

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ARGO
Germany vs. USA - 1v1 slugging match, 1944
arrow
14.11.2010 02:04:07
 
Subject: Archives\Junkyard\Germany vs. USA - 1v1 slugging match, 1944
Link on message: #227183

ARGO: To be honest here,
They all had very very good planes/fighters/ships/equipment....All of them. The air war was won by the pilots and in the case of Axis loosing the war, it wasn't that their planes where not good or their guns or pilots for that matter. It was because by the ending days of the war they didn't have enough of any of them to keep up. In the end, it's the numbers that really mattered and not the quality. :Smile_honoring:


ARGO
What if Nazis Lost
arrow
14.11.2010 01:53:36
 
Subject: Archives\Junkyard\What if Nazis Lost
Link on message: #227161

ARGO: Maybe it's just me. I know this is "Alternate History" section but I have read through this entire thread not once.....BUT TWICE!!!!!
and I still don't get it!!!!!!
I am now dizzy, confused, and have a headache... :blink:
Where's my alka seltzer....


ARGO
Sherman v Tiger
arrow
14.11.2010 01:44:30
 
Subject: Off-Topic Discussion\Historical Discussion\Sherman v Tiger
Link on message: #227146

ARGO: [color="#8B0000"] [b][/b]Needless to say and sadly this thread has kind of gone astray from a very intelectual debate reagarding tanks to a bit of unreasonable name calling which is off-topic and not I believe the original writers intent here but before I close it, I will answer the question of which tanks are better.
The tank that got it's crew home....
Topic closed.....
Argo66[/color]


ARGO
Small Icon at Players List?
arrow
14.11.2010 01:32:05
 
Subject: Archives\Junkyard\Small Icon at Players List?
Link on message: #227125

ARGO: There's your answer Pille and welcome to WoT, I hope you enjoy it as much as I do! :Smile_honoring:
This topic is offically closed.
Argo_66


ARGO
"Matchmaking" System
arrow
14.11.2010 01:15:24
 
Subject: Archives\Junkyard\"Matchmaking" System
Link on message: #227103

View Postnandeee94, on 13 November 2010 - 11:43 PM, said: Hy! I like the idea of this game and it was grat at the begging! But after i got my hetzer it was a ..... i thought that's ok because it's slow and severely armored.(but i still don't know why was i put against Tigers, Tiger IIs) But now with the Stug III it's better, i can use it i can damage a Tiger I but still i can't damage the Tiger II it would be okay, but sometimes i got Tier IX (you know that thing before the maus) and i can't do anything(BTW i never saw a stug III with me against tiger IIs or those strong tanks but a bunch of JagdTigers,Ferdinands,JagdPZIV). And then i want to play with my T46. And i got 3 STUG III against me. So why i can't go against T46 if i see them against me? So pls do something i don't want to hunt tigers with hetzer or STUG.
I know that you may think i'm whining but c'mon! there should be battles between the TierI-II Tier II-III Tier III-IV Tier IV-V(and the some light tanks like leopards) and so on and so on I hope that in the full game this problem will be solved!

ARGO: Don't give up just yet Nandee, stick with it! As your tank and crew improve, so does your survivability chances too. We all have been where you are and I can say If you like what you drive, make it the best it can be. If you don't, move up the ladder to a better one until you find what suits you. Talk to other players, make friends to play with in a platoon or stick with other heavier tanks/TDs as support for them or protect arty at the base until your a little better suited to go on your own. Remember that this Beta game is under many changes so keep reporting any bugs or issues to the "Technical" section of the forum and help out the Devs do their thing.
Good hunting and nice to meet you
Argo


Overlord
American tanks Engines
arrow
13.11.2010 22:35:29
 
Subject: American tanks Engines
Link on message: #226894

Overlord: Thanks will fix this one shortly.


Tanitha
Why the heck the tank turns when it gets tracked?
arrow
13.11.2010 16:24:06
 
Subject: Archives\Beta\Why the heck the tank turns when it gets tracked?
Link on message: #226346

View PostBigBadVuk, on 06 November 2010 - 11:42 PM, said: It is simple:
Damaged track will stop moving due to tracks being jammed between wheels or simply by wheel starting to sink into ground without support of tracks.
Other undamaged track will move at same speed for a while --> tank pivots around slower track like in real life when driver slows 1 and accelerate other track..
It is a really nice add to reality.

Tanitha: IMO the question in nicely answered here. So i dont see the need to leave this in the dev's section, the devs time is short.
So I'll move this to the closed beta discussion section.


Tanitha
Stronger measures against offensive players
arrow
13.11.2010 14:16:40
 
Subject: Archives\Beta\Stronger measures against offensive players
Link on message: #226196

Tanitha: I don't think stronger measures are needed. Just ask the 10 or so people that have been banned from garage chat in the last hour for 1-3 days. The problem more is, there's 150 games going at a time, they cant have in game mod coverage in the games like you can in garage chat.
But there is a reporting system. Just screen cap things. And email them in.
There's also a few months until release (1st Q 2011). I'm sure things will be easier and streamlined more before then.
Personally id like to see games continue after the game for a few minutes. People are still free to exit if they wish, but they dont have to be forced out like it is at the moment. Where you get full stats instead of just kills. Exp, credits, kills, shots, hits, damage done. etc Time to discuss the above after game. And reporting features you can click for team damage, AFK, macroing, abuse, etc.
Sending in emails is a pain, but it is what it is at the moment, beta and still under construction.


Tanitha
Bad player behavior
arrow
13.11.2010 11:06:07
 
Subject: Archives\Beta\Bad player behavior
Link on message: #225931

View PostBCTiger, on 09 November 2010 - 06:07 PM, said: @whoever said that saying "u mad" ingame is bannable, is that seriously true? seems a bit much.

Tanitha: Fad statements like IBLT are chat/forum banable.
There's no way id apply that rule to "Umad?" though. But i am only one mod of many so I cant speak for "mods" in general.


Tanitha
ppl calling you a camper
arrow
13.11.2010 10:52:35
 
Subject: Archives\Beta\ppl calling you a camper
Link on message: #225924

Tanitha: Defending, Camping, its the same thing.
If someone says you are camping they are just pointing out the obvious.
I wouldn't let it get to you. Defending is a good option for a lot of tanks.


Tanitha
Refill Balance Gold Interface
arrow
13.11.2010 10:47:05
 
Subject: Archives\Junkyard\Refill Balance Gold Interface
Link on message: #225917

Tanitha: You can buy gold on release, release is about 1st quarter 2011 so a way away.
This is in many many topics throughout the forum, no need to start another.
Thread lock and moved.


Tanitha
Indication for 1st game of the day.
arrow
13.11.2010 10:42:38
 
Subject: Archives\Beta\Suggestions\Indication for 1st game of the day.
Link on message: #225914

View PostEvisicator, on 12 November 2010 - 10:42 PM, said: First off I would like to ask a Mod/Admin to move this thread to the suggestions thread. I can not start a new topic there, why I do not know.
With the addition of the first game of the day giving out double exp. I think it would be nice to have some kind of indication as to when that time is.
Something like a timer in the garage frame when you select a tank.
Also, I think that the double exp. should be changed to first win of the day. I played a game last night with one of my tanks and got knocked out due to lucky artillery fire within a few seconds of the match starting. Our team lost, and I got a whooping 78 exp after it being doubled. So that means I earned a whooping 39 exp for the game, that is a pretty craptastic number to have be your one doubled exp game.

Tanitha: Sure i'll move it..
And on topic, I agree, id like tanks who's next game will be "double exp" to have a little * exp icon on their top left in the garage.
When you play the tank, it disappears, When the day ticks over, it comes back..
It should be easy to program, and would make it a bit nicer IMO..


Tanitha
T-23 stats and comparison with Panther an T-44
arrow
13.11.2010 10:31:19
 
Subject: In-Game Vehicles\American Vehicles\Medium Tanks\T-23 stats and comparison with Panther an T-44
Link on message: #225901

Tanitha: Ive played a fair few T44 v's T23's 1v1 in the training room.
They appear to be very similar.
Speed. T23
Acceleration. T23
Turning. T44 but not by much and its probably balanced out with the extra speed the T23 has.
Looks. T44 ^^
Gun. Not much difference between the T44's 100mm and the T23's 90mm
The T23 has a quicker rate of fire, does more damage, and penetrates less.
T23 v's T44 slugout, the T23 usually wins.
T23 & T44 V's IS7. the T44 would probably out damage the T23 and land more hits due to having a higer penetration value. But i've not tested this yet.
All in all, I think the T23 replaces the T44 as the clan wars scout vehicle. It equals it at least.
The T23 also has a smaller 21 rounds/min gun too, which is fun.


Tanitha
EXP nerf
arrow
13.11.2010 09:04:03
 
Subject: Archives\Beta\EXP nerf
Link on message: #225827

Tanitha: Merged two threads on the same topic.


Tanitha
Prem broken
arrow
13.11.2010 08:26:35
 
Subject: Archives\Junkyard\Prem broken
Link on message: #225792

View PostAthrin, on 13 November 2010 - 01:50 AM, said: plz fix this bug or that u aglodge this bug or something devs.......

Tanitha: There is 8 Posts in this thread, 4 (Half) of them are yours.
You have already been warned once today for swearing, You seemed to have ignored the warning to behave.
Reading through your 31 posts that you have made since joining the forums.
All 31 of them were posted today In a 12 hour period. Most of them on the same topic "not getting enough EXP", All in 4 different threads.
1/4 of the posts are on "My premium is broken so I don't get exp"
1/4 of the posts are on "The patch nerfed EXP so I don't gain much exp since the patch"
1/4 of the posts are on "I have trouble hitting anything now since the patch"
1/4 of the posts are just one liners whining, swearing, abusing, insulting the devs, threatening, etc..
"Read Only' Ro ban Placed for 28 days.
14 days for flooding the forums + 14 days for insulting devs and swearing.
And continuance after a warning earlier today.
Thread locked, there is other threads on this topic already.
Please continue the topic in the open threads..


Tanitha
Does what you do in the Closed Beta carry on into the full game?
arrow
12.11.2010 23:32:04
 
Subject: Archives\Beta\Does what you do in the Closed Beta carry on into the full game?
Link on message: #225178

View PostWaRRi0R_FarseeR, on 24 September 2010 - 09:56 PM, said: Are you guys sure beta testers are going to get a free tank?

Tanitha: There's nothing confirmed at this stage, no. Release is still a while away.


merig00
[FAQ] Match-making system
arrow
12.11.2010 23:28:34
 
Subject: Game Discussion\Game Guides and Tutorials\[FAQ] Match-making system
Link on message: #225172

merig00: A lot of people are asking how the match-making system functions. So here is the general info based on the devs answers.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.

Posted Image
This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.


merig00
[FAQ] Match-making system
arrow
12.11.2010 23:28:34
 
Subject: [FAQ] Match-making system
Link on message: #225172

merig00: A lot of people are asking how the match-making system functions. So here is the general info based on the devs answers.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.
                    
Posted Image
This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.


Tanitha
Why was auto-aim (Lead computation) taken out in yesterdays patch?
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12.11.2010 23:23:48
 
Subject: Archives\Beta\Why was auto-aim (Lead computation) taken out in yesterdays patch?
Link on message: #225165

View PostThaTrip, on 12 November 2010 - 10:02 PM, said: No offense there are many topics of Auto-Aim already. Only different names, but they all mean the same. Can you next time post in there.
For auto-aim being changed. It takes more skills now to shoot at a tank. So work on that. And you love it.
Here are the topics that have been already created about discussing about Auto-Aim.
New aiming system, good or bad?
They Need to fix Auto-Aim quickly

Tanitha: Correct, +1'ed the neg rep you had.
In future though if you press report, or pm me, I'll get to it quicker : )
I'll merge these three threads.


Tanitha
EXP nerf
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12.11.2010 22:52:00
 
Subject: Archives\Beta\EXP nerf
Link on message: #225107

View PostHomer_J, on 12 November 2010 - 10:20 PM, said: So do you think it could be a bug.... or some people are having a hard time adjusting to the changes?
Played some more today, don't see any difference to before the patch.

Tanitha: A few things that will effect the exp.
1. 20% shell speed reduction, and a apparent alteration in the auto aim.
I usually rely pretty heavily on auto aim. My excuse is I'm from Australia and I'm normally on about 350+ ping. So when I first logged in, I was missing a lot!. Playing the dog fighting tanks wasn't much different, but playing the long range snipers and trying to auto aim snipe moving tanks that are 400m away. yeah big difference.
2. New usa tanks has effected the team balance, I'm finding a lot more lower tanks (usa) in the games and shooting tanks lower than your tier pays less exp.
Please mention what tanks you are in, maybe add some screenshots too to show what tiers you were up against.. etc..
Exp is based on the tanks you are shooting, And atm there is lots of low tier USA tanks in the game. Id guess this is the problem.


Tanitha
Achievement Medals?
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12.11.2010 21:58:09
 
Subject: Archives\Beta\Achievement Medals?
Link on message: #224998

View PostThaTrip, on 12 November 2010 - 09:53 PM, said: Little earlier I was in a battle. I was being owned hard, by 6 tanks shooting me for at least 1min+. I got hit more then 20 times at least. And I didn't get the Steel Wall medal.
Yesterday a friend of mine in his IS-3 also was complaining about he didn't get a medal for sniper. Is it changed or is it bugged for him and me?

Tanitha: Its changed.
1. Steel wall now needs you to survive and live.
2. Sniper now needs you to shoot more than 10times, and hit 85% of the time.
So 9/10 for a example.


ARGO
super heavys = crap ?
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12.11.2010 21:57:33
 
Subject: In-Game Vehicles\Soviet Vehicles\Heavy Tanks\super heavys = crap ?
Link on message: #224995

ARGO: Good way to find out and at least have fun doing it is to set up a training room and have a buddie whos equally good in a IS4 and you in your IS7 go best of ten rounds and see how both tanks fair vs. the specs.....Then post your findings. I would love to see which one wins.
Yes I am a IS4 driver.......


Tanitha
when us European will be able to play us?
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12.11.2010 20:35:15
 
Subject: Archives\Junkyard\when us European will be able to play us?
Link on message: #224829

Tanitha: Problems solved. Moving thread then..


Tanitha
Why was auto-aim (Lead computation) taken out in yesterdays patch?
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12.11.2010 20:20:03
 
Subject: Archives\Beta\Why was auto-aim (Lead computation) taken out in yesterdays patch?
Link on message: #224789

View PostPhazuka, on 12 November 2010 - 08:00 PM, said: ETA: Should I post this under Gameplay? Please reply with intelligent responses, not anonymous negative reputation dings.

Tanitha: All posts on the closed beta should be in the closed beta section, this was not..
I'll move it.


Tanitha
aim
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12.11.2010 18:48:31
 
Subject: Archives\Junkyard\aim
Link on message: #224577

Tanitha: Pointless rage thread that is barely understandable and containing too much bad language.
No Ro issued at this time. but locking..


ARGO
Where are the patch notes?
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12.11.2010 18:00:12
 
Subject: Archives\Beta\Where are the patch notes?
Link on message: #224443

ARGO: Check out "Notifications section" of the forum for all pertinent information and rules.


Tanitha
AA clan recruiting
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12.11.2010 16:19:26
 
Subject: Archives\Junkyard\AA clan recruiting
Link on message: #224202

Tanitha: Closing this duplicate recruiting post as requested.
Have fun and good luck with your clan.


Overlord
beta 0.6.1.5 update - full list of tank specs changes
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12.11.2010 14:32:04
 
Subject: beta 0.6.1.5 update - full list of tank specs changes
Link on message: #223968

Overlord: Nothing is hidden anymore.

All vehicles and all modules changes that affect balance are as follows:

Engines:
Porsche_Typ_180_2: type petrol->diesel, horsepower 740->840, chance of fire 20%->15%.

Guns:
37mm_KwK_38t_L47: dispersion 0.4->0.36
37mm_PaK_38t_L47: aiming time 1.0->1.5, dispersion 0.38->0.35
47mm_PaK_38t_L43: aiming time 1.0->1.6, dispersion 0.4->0.34, 50% reduction of dispersion during movement and turret rotation.
105mm_leFH16_L22: dispersion 0.4->0.44
105mm_leFH18_L28: dispersion 0.36->0.4
150mm_sFH13_L17: dispersion 0.4->0.44
150mm_sFH18_L30: dispersion 0.36->0.4
150mm_sIG33L11: reloading time 9.8->8, aiming time 3.0->4.0, dispersion 0.4->0.46, 150mm_Sprg_L.erz. penetration 60->75

76mm_cannon_mod_1927: dispersion 0.39->0.43
76mm_cannon_mod_1905_30: dispersion 0.38->0.42
122mm_cannon_mod_1930: dispersion 0.4->0.44
122mm_howitzer_A-19: dispersion 0.4->0.44
152mm_mortar_NM_mod1931: reloading time 7.79->8, aiming time 3.0->2.0, dispersion 0.4->0.41
152mm_BR-2: dispersion 0.36->0.4, HE shells set on default.
152mm_ML-20_mod_1937: reloading time 14.58->15.5
152mm_howitzer_ML-20_mod_1931: dispersion 0.44->0.48
152mm_ML-20C: reloading time 15.98->15
203mm_B-4: dispersion 0.44->0.48

Shells:
152mm_53OF500: damage 330->290
152mm_53BP520: damage 330->290

Vehicles:
The speed of ammo rack fire decreased for all tanks.
Bison_I: traverse speed -3 deg/sec.
Ferdinand: repair costs +10%.
Hummel: repair costs +15%.
JagdTiger: repair costs +20%.
Pz38t: traverse speed -5 deg/sec, 10% reduction of dispersion during movement, cross-country ability for top suspension increased by 10%.
Panther: added ability to pivot turn on a spot, traverse speed decreased by 1 deg/sec.
Tiger: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.
TigerII: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec, load limit for top suspension icreased by 170 kg.
VK1602: gun depression increased by 3 deg, tracks repair time decreased by 20%.
VK3601H: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.

BT-7: urgrade costs for 23mm VJa gun decreased from 360 to 180 exp points.
SU-85B: gun depression decreased by 3 deg.
IS: repair costs +15%.
IS-3: urgrade costs for 10 RK radio decreased from 5650 tp 5600 exp points.
S-51: repair costs +20%.
SU-152: repair costs +20%.
ISU-152: repair costs +20%.
SU-5: for both suspensions: cross-country ability increased by 5%, traverse speed increased by 8 deg/sec.
SU-8: repair costs +5%.
Т-43: repair costs +10%.
Т-44: ammo rack hit points +7%.


Overlord
Penetration, bounce, ricochet
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12.11.2010 12:47:56
 
Subject: Penetration, bounce, ricochet
Link on message: #223773

View PostGrimvirus, on Nov 10 2010 - 08:46, said: Overlord,
Would there be an easy explanation for these disappearing rounds?

Overlord: This issue should be fixed in 0.6.1.5. Mostly.


MrVic
T20 or the Pershing
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12.11.2010 07:31:53
 
Subject: In-Game Vehicles\American Vehicles\Heavy Tanks\T20 or the Pershing
Link on message: #223226

MrVic: T20 was one of the programs that lead to the pershing design. Similiar but very different tanks


MrVic
T20 or the Pershing
arrow
12.11.2010 07:31:53
 
Subject: T20 or the Pershing
Link on message: #223226

MrVic: T20 was one of the programs that lead to the pershing design.  Similiar but very different tanks


MrVic
T20 or the Pershing
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12.11.2010 07:31:53
 
Subject: T20 or the Pershing
Link on message: #223226

MrVic: T20 was one of the programs that lead to the pershing design.  Similiar but very different tanks


MrVic
This Patch Rocks
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12.11.2010 07:23:31
 
Subject: Archives\Beta\This Patch Rocks
Link on message: #223211

MrVic: Yeah I have been enjoying the US tanks, new features. Maps are always great :) Learning to adjust lead distances and fun matches for sure :)


MrVic
Hasn't Been as much fun as it used to
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12.11.2010 07:20:59
 
Subject: Archives\Junkyard\Hasn't Been as much fun as it used to
Link on message: #223206

MrVic: Closing this thread. Poll makes little sense. Also this is being covered elsewhere.


Tanitha
EXP nerf
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12.11.2010 02:06:43
 
Subject: Archives\Beta\EXP nerf
Link on message: #222733

View PostAthrin, on 12 November 2010 - 02:00 AM, said: Why was our EXP gain nerfed?????

Tanitha: I haven't noticed much difference really.
If anything i was wondering if it went up.
Posted Image
45k credits on a vk4502 is a bit more than usual. (And no it wasn't a double exp game)


merig00
Memory Leak?
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11.11.2010 22:06:37
 
Subject: Archives\Beta\Memory Leak?
Link on message: #222180

merig00: Could you attach your dxdiag so devs could know what specs you have and also what map you were playing on at that moment.


ARGO
Video abilities for new guy
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11.11.2010 20:18:49
 
Subject: Archives\Beta\Video abilities for new guy
Link on message: #221950

ARGO: Hi,
Welcome to WoT Forums!!
Since you are unfamiliar with the forum, you may want to review the forum rules and also the thread located at the top of this newcomers section marked "Where do I post". As far as technical issues you would need to post in the technical section of this forum. I will place your thread there so it can be viewed.
Argo66


Tanitha
Auto aim even worse now !
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11.11.2010 19:29:33
 
Subject: Archives\Beta\Auto aim even worse now !
Link on message: #221817

Tanitha: I agree auto aim is worse now. But its the same for everyone, So, There's no problem. Its just incentive to use manual aim more which isn't a bad thing.


MrVic
6.1.5 Tech Tree Exp/Credit Costs (Updated US Tree)
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11.11.2010 18:49:13
 
Subject: Archives\Beta\6.1.5 Tech Tree Exp/Credit Costs (Updated US Tree)
Link on message: #221714

MrVic: They were minorly adjusted. Tho I think the cost for the panzer iv to Hummel is not updated.
I have not done a full recalc since before 5.5
:(


ARGO
How to drive light tanks
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11.11.2010 16:52:59
 
Subject: Archives\Beta\How to drive light tanks
Link on message: #221355

View Postyifanwang99, on 30 October 2010 - 01:44 PM, said: I searched around a bit but havent seen this posted anywhere, so there we go:
How to drive light tanks:
http://www.youtube.c...player_embedded

ARGO: It reminds me of Leos entering the enemy base.... :D


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