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
Subject:
Contests & Competitions\Special Events\Kill the Mod\KtM3: Results
Link on message: #539896
rhynos15, on 11 May 2011 - 03:52 PM, said: Please fix my nickname. it is not L it is 1. rhynos15!!!

Link on message: #539896

Vallter: fixed
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #539757
Jamezdin, on 11 May 2011 - 11:53 AM, said: I have a question regarding the finalized patch notes, specifically
this line:
- Increased match-making value for tier 9 medium tanks.
How does this affect the gameplay mechanics exactly with regards to how they used to get placed in battle?
Am I right in assuming that this means that Tier9 medium tanks will feature less as top-dogs in matches and will be placed in tougher games in general? (In other words Tier8 and lower vehicles will see them less often or not at all??)
Szalona, on 11 May 2011 - 12:42 PM, said: Are you happy with changes in 0.6.4? I mean, there is always QQ
during patches (I got used to it in WoW, and I love the /popcorn
yes, I'm evil). Maybe you would do
something differnt way now, but there is no time for example?
I met you playing VK3601(H) once - Prohorovka map I think - I was on my T-29 at that time. Are you going for Tiger on EU, or just stopped on VK3601(H)? And if I may ask - but don;t feel mandatory to aswear if you tink it would bring big QQ - do you use gold ammo a lot, a bit, or at all?
Btw. nice win factor on that VK
Thor_Hammerschlag, on 11 May 2011 - 08:06 AM, said: Hi there, are the "micky mouse" ears of the T29 being fixed in
0.6.4.? I mean for example if they are no more hitable or something
like that. Because atm the turret upgrade is a downgrade 
Kleist_, on 11 May 2011 - 12:49 PM, said: Care to explain that one about KV-3, please? 
Fimp3n, on 11 May 2011 - 01:05 PM, said: In the finalized patch notes it says:
Jagdtiger:
- Hit points by 200.
Increase or decrease?
Szalona, on 11 May 2011 - 01:29 PM, said: Hi again 
I have question: are you planing are maybe you would consider it, to allow to load few same consumables? For example 2 repair kit's and something else, or if someone would like, even tree same consumables? This would be in many cases very usefull
I wander how M6A2E1 will fight compering to Lowe nad KV-5
T34 - when it comes premium are you going to nerf it somehow? It will be only T9 premium tank I think. Is it going to be also nice money-making machine?
Thanks.
Kaap, on 11 May 2011 - 01:56 PM, said: Overlord,
I was under the impression that the upcoming patch would also bring in the clan management tools. I failed to find those in the patchnotes. Any news on that because except for inviting and kicking people, not much we can manage at the moment.
meuhbat, on 11 May 2011 - 02:26 PM, said: PzVIB Tiger II:
- Thickness of the lower front hull changed from 150 to 120 mm.
I guess it's a mistake ? because the lower front hull is currently 100mm, no ? so it will be buffed to 120mm, right ?
and if the mistake was not the "150" but "lower" and you mean the upper frontplate will be nerfed from 150 to 120, what is the reason to that, I grinded a KT because it has a strong upper frontplate and nothing else...
Stubentiger, on 11 May 2011 - 02:52 PM, said: Will you be able to buy the US T34 for gold as soon as it will be
converted to a premium tank with 0.6.5?
B051LjKo, on 11 May 2011 - 02:37 PM, said: Historical reasons for gun depression reduction do not exist,
because all t7-10 US Heavies ingame had a historical gun depression
of -10 (minus ten) degrees.
Source: Firepower: A History Of The American Heavy Tank

Gaz550, on 11 May 2011 - 02:29 PM, said: What was wrong with performance of object 704 and is-3? Since they
got bit of buff also. I personally haven't seen much complaints
about those tanks.
And for how long the tanks looses its bushes camo bonus after firing? I mean if visibility check is at interval of 2 seconds at larger distances and the camo bonus decrease lasts 0,5 seconds, it does nothing in most cases.

Link on message: #539757

- Increased match-making value for tier 9 medium tanks.
How does this affect the gameplay mechanics exactly with regards to how they used to get placed in battle?
Am I right in assuming that this means that Tier9 medium tanks will feature less as top-dogs in matches and will be placed in tougher games in general? (In other words Tier8 and lower vehicles will see them less often or not at all??)
Overlord: Tier 9 mediums will get more powerful opponents in each battle.


I met you playing VK3601(H) once - Prohorovka map I think - I was on my T-29 at that time. Are you going for Tiger on EU, or just stopped on VK3601(H)? And if I may ask - but don;t feel mandatory to aswear if you tink it would bring big QQ - do you use gold ammo a lot, a bit, or at all?
Btw. nice win factor on that VK

Overlord: 1. The main problem is that it took us too long to finish it
(deploy smaller updates in future). Overall the update seems to be
decent.
2. Was waiting for Tiger to be fixed in v.0.6.4, now I can move on. I have gold ammo on each tank, usually 25-30% of all rounds.
2. Was waiting for Tiger to be fixed in v.0.6.4, now I can move on. I have gold ammo on each tank, usually 25-30% of all rounds.


Overlord: Fixed.


Overlord: Its shift to tier 7 is a reasonable decison. A bit too strong for
tier 6.

Jagdtiger:
- Hit points by 200.
Increase or decrease?
Overlord: Increased. Fixing it.


I have question: are you planing are maybe you would consider it, to allow to load few same consumables? For example 2 repair kit's and something else, or if someone would like, even tree same consumables? This would be in many cases very usefull

I wander how M6A2E1 will fight compering to Lowe nad KV-5

T34 - when it comes premium are you going to nerf it somehow? It will be only T9 premium tank I think. Is it going to be also nice money-making machine?
Thanks.
Overlord: 1. You can put both repair/first aid kits on the same tank together
in 0.6.4.
2. It will be pushed to tier 8. 99%.
2. It will be pushed to tier 8. 99%.

I was under the impression that the upcoming patch would also bring in the clan management tools. I failed to find those in the patchnotes. Any news on that because except for inviting and kicking people, not much we can manage at the moment.
Overlord: Yes, there are many but they are deeply in the game and need
website update as well, since CW are web-based.

- Thickness of the lower front hull changed from 150 to 120 mm.
I guess it's a mistake ? because the lower front hull is currently 100mm, no ? so it will be buffed to 120mm, right ?
and if the mistake was not the "150" but "lower" and you mean the upper frontplate will be nerfed from 150 to 120, what is the reason to that, I grinded a KT because it has a strong upper frontplate and nothing else...
Overlord: Lower front plate for KT is 150mm at present, while JT has 120mm.
We wasn't able to make it 120mm earlier, since there were not
enough armor groups per tank. Now their number doubled.
It won't affect KT's performance much (upper plate and turret are hit far more often), overall 0.6.4 update boosted it.
It won't affect KT's performance much (upper plate and turret are hit far more often), overall 0.6.4 update boosted it.

Overlord: It will be purchasable, but not in 0.6.5. Most likely in 0.7.

Source: Firepower: A History Of The American Heavy Tank

Overlord: This change is under consideration currently, might be rolled back.

And for how long the tanks looses its bushes camo bonus after firing? I mean if visibility check is at interval of 2 seconds at larger distances and the camo bonus decrease lasts 0,5 seconds, it does nothing in most cases.
Overlord: 1. IS-3 was underperforming a bit.
As for Object 704, it was boosted to make it more useful in CWs and companies, JT was treated the same way and it is any worse than the Soviet counterpart now.
2. For 10 sec.
As for Object 704, it was boosted to make it more useful in CWs and companies, JT was treated the same way and it is any worse than the Soviet counterpart now.
2. For 10 sec.
Subject:
Contests & Competitions\Special Events\Kill the Mod\KtM3: Results
Link on message: #539728

Link on message: #539728
Vallter: The following players have been added to the list.
Drokz[3DC]
Tang78
ringdingelding[3DC]
Azorot [3DC]
Dulli01 [3DC]
Rommel_74 [3DC]
sven3005 [3DC]
Maoams [3DC]
Stauberle [3DC]
Gotlander [3DC]
Raible
Tommycat
MajorJ [3DC]
BeetleatWar1977 [3DC]
We beg our pardon for the technical inconvenience.
Drokz[3DC]
Tang78
ringdingelding[3DC]
Azorot [3DC]
Dulli01 [3DC]
Rommel_74 [3DC]
sven3005 [3DC]
Maoams [3DC]
Stauberle [3DC]
Gotlander [3DC]
Raible
Tommycat
MajorJ [3DC]
BeetleatWar1977 [3DC]
We beg our pardon for the technical inconvenience.
Subject:
Contests & Competitions\Contests\Design your tank skin
Link on message: #539467
Dedicated_, on 10 May 2011 - 11:20 PM, said: WOT Team.. please it is "Leichttraktor", no leichtetraktor and no
leicht(e)tracktor or something else.
simply Leichttraktor
i see that fault again and again...

Link on message: #539467

simply Leichttraktor

i see that fault again and again...
Cheeka: well spotted! thanks!

Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #539176
Nosferat1, on 11 May 2011 - 07:26 AM, said: How about instead of making polls and so on, add the option for
players,especially those who payed to be able to select what maps
they want shuffled.
Maybe you are arty and do not want to go in urban warfare in the Himmelsdorf map.
Maybe you do not like camping that much and do not want Malinovka in your map cycle. Would this be too hard or too much to ask from the game designers? Since some of us pay, we would like to see some improvement. You know, a better overall balance, a system that selects those that payed from those who did not pay and offer them better overall matches.
I want more hair on my head, not less from the constant frustration that this game gives me. From the noobs(by that I do not mean newb, newbie and noob are 2 very different things),flamers,leavers, people who are afk all game. A more balanced matchmaking, more maps, the option to choose your own map cycle.
After people select the maps they like, you can make an in game poll by viewing the statistics, what maps are played the most. Let us choose, and then improve or balance even more the maps that are played the most, leave or delete the rest and add new ones, let us chose again, then decide again and so on.
eviljezza, on 11 May 2011 - 08:21 AM, said: When is the earliest we can expect the stats for the E-series?
Stubentiger, on 11 May 2011 - 08:27 AM, said: Did you increase the accuracy of most 8.8 and 10.5 german guns
compared to 0.6.3.11 in the release version of 0.6.4? If not, why
did you nerf the ROF of these guns (e.g the ROF of the 8.8/L56 of
JgdPz IV)?
At least in the test versions of 0.6.4, the accuracy of most 8.8's has been raised a little.
blilov, on 11 May 2011 - 08:38 AM, said: I have a question. Let's say I have T34 with mounted rammer and
etc. When we get the M103 will it have the same equipment as well?
And will the premium T34 have them?
Haineko, on 11 May 2011 - 09:14 AM, said: I have noticed on the revised Tech Trees that the link from Easy 8
to M10 has been removed, and I am guessing that it was due to poor
balancing options for it at such a high tier, but I want to know,
is there any way to get that from M4 planned?
Considering my only reason for playing the american medium line was to actually go from E8 to M10 my entire gameplan and all time I put into it is completly wasted as of now.
EDIT: How come the 76mm M1A1 ,in-game, is vastly superior to the 75mm KwK 40 L/48, while during the war the M1A1 performed worse than the KwK 40 due to using non-capped rounds?
Also, was the M1A1 balanced with the 75mm KwK 42 L/70 in mind, or is this a simple screw up from your side?
At last but not least, the undergunning problem of the M4A3E8. I have not got it yet, but at tier 6 we should not have to go with a gun that performs the same as the prior (M4 Sherman) tank, but simply with a higher ROF. Are there any plans to change this incredibly, exscuse me for my choice of words, stupid decision?
Kaap, on 11 May 2011 - 10:39 AM, said: Overlord,
Having just checked the patchnotes. The developers stated that German tanks were not quite on par with their Russian and American counterparts. It was promised the team would look into that. Quite some buffs were done on the test servers and things looked good.
Suddenly most buffs were reverted and the German tanks received a ROF nerf across the board.
If it was admitted the German tanks needed help, why were they nerfed instead?
Regards,
Szalona, on 11 May 2011 - 12:29 PM, said: Hmm... if that option would be implemented ,then maybe you can give
it to premium users, and thanks to this platoons could be free?

This would allow to increase population, and premium users would get really nice feture, which completly is not effecting other players (at least not so much as platoons).
StanislavKus, on 11 May 2011 - 12:30 PM, said: Was the lower front plate on KT as it is now really 150mm
thick?
And why was it nerfed to 120mm?
Szalona, on 11 May 2011 - 11:17 AM, said: You will live longer to waste more ammo on bounces. In order you
not to became bancrut the ROF is lowed so you will not loose so
much money.
Edit. forgot question. KW-3 performance compered to all other T6 tanks is OK?
Keulz, on 11 May 2011 - 11:26 AM, said: 1 - does :
- Углы склонения орудий уменьшены на 4 град
means that we won't be able to lower the gun as much as before ? Why ? Is it for historical reasons or balancing ones ?
Because this is the main difference in gameplay between US and the others. Without that, there isn't much difference...
2 - don't you think the nerf of the 105mm US won't be compensate by the little buff in rof on the T34, and make its average stats even worse ?

Link on message: #539176

Maybe you are arty and do not want to go in urban warfare in the Himmelsdorf map.
Maybe you do not like camping that much and do not want Malinovka in your map cycle. Would this be too hard or too much to ask from the game designers? Since some of us pay, we would like to see some improvement. You know, a better overall balance, a system that selects those that payed from those who did not pay and offer them better overall matches.
I want more hair on my head, not less from the constant frustration that this game gives me. From the noobs(by that I do not mean newb, newbie and noob are 2 very different things),flamers,leavers, people who are afk all game. A more balanced matchmaking, more maps, the option to choose your own map cycle.
After people select the maps they like, you can make an in game poll by viewing the statistics, what maps are played the most. Let us choose, and then improve or balance even more the maps that are played the most, leave or delete the rest and add new ones, let us chose again, then decide again and so on.
Overlord: We will consider this option, but I can't pormise anything at this
stage.

Overlord: In summer.

At least in the test versions of 0.6.4, the accuracy of most 8.8's has been raised a little.
Overlord: See the finalized patch notes of v.0.6.4.

Overlord: Installed equipment and modules in depot for the vehicles affected
by the revisions will be sold at their buying price.

Considering my only reason for playing the american medium line was to actually go from E8 to M10 my entire gameplan and all time I put into it is completly wasted as of now.
EDIT: How come the 76mm M1A1 ,in-game, is vastly superior to the 75mm KwK 40 L/48, while during the war the M1A1 performed worse than the KwK 40 due to using non-capped rounds?
Also, was the M1A1 balanced with the 75mm KwK 42 L/70 in mind, or is this a simple screw up from your side?
At last but not least, the undergunning problem of the M4A3E8. I have not got it yet, but at tier 6 we should not have to go with a gun that performs the same as the prior (M4 Sherman) tank, but simply with a higher ROF. Are there any plans to change this incredibly, exscuse me for my choice of words, stupid decision?
Overlord: 1. There is a link to M36 instead.
2. Perhaps if the question were put in a more tactful manner, there would be an answer.
2. Perhaps if the question were put in a more tactful manner, there would be an answer.

Having just checked the patchnotes. The developers stated that German tanks were not quite on par with their Russian and American counterparts. It was promised the team would look into that. Quite some buffs were done on the test servers and things looked good.
Suddenly most buffs were reverted and the German tanks received a ROF nerf across the board.
If it was admitted the German tanks needed help, why were they nerfed instead?
Regards,
Overlord: Inernal testing and ST stage showed with reworked hitboxes most of
the German tanks gained the necessary performance impact. Wait for
the release of the update to check it yourself.


This would allow to increase population, and premium users would get really nice feture, which completly is not effecting other players (at least not so much as platoons).
Overlord: Who knows, who knows ... 


And why was it nerfed to 120mm?
Overlord: Yes, correct. The change was made according to reference data.

Edit. forgot question. KW-3 performance compered to all other T6 tanks is OK?
Overlord: Not exacty, could be better actually.

- Углы склонения орудий уменьшены на 4 град
means that we won't be able to lower the gun as much as before ? Why ? Is it for historical reasons or balancing ones ?
Because this is the main difference in gameplay between US and the others. Without that, there isn't much difference...
2 - don't you think the nerf of the 105mm US won't be compensate by the little buff in rof on the T34, and make its average stats even worse ?
Overlord: 1. For both reasons, including balance sake.
2. Only maximized setups have real impact on overall performance. So the adjustment of 105mm gun won't affect it much.
2. Only maximized setups have real impact on overall performance. So the adjustment of 105mm gun won't affect it much.
Subject:
Important Information\Updates & Patch Notes\v.0.6.4 update
Link on message: #538684

Link on message: #538684
Overlord: Finalized
World of Tanks v.0.6.3.11 – 0.6.4 patch notes:
Vehicles and balance. General:
- Added new vehicles: premium heavy Lowe and KV-5, KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
- Fixed hitboxes for the following tanks: IS-7, Jagdpanther, Tiger, Tiger II, VK4502, Ferdinand, Jagdtiger, Panther II, M41, T2 Med.
- Fixed minor inaccuracies in hitboxes of several tanks.
- Fixed a number of model and texture bugs.
- Added new gun 3d models to the following tanks: VK4502, Ferdinand, Tiger II, Jagdtiger.
- Readjusted visibility parameters of all vehicles while standing still and on the move.
- Readjusted visibility of all guns when firing.
- Readjusted maximum range of fire for all shells.
- Readjusted shell velocity for all shells: fixed errors, improved gameplay balance.
- Introduced detailed damage mechanics for tracks. Reworked durability of tracks and repair time for all vehicles.
- Increased match-making value for tier 9 medium tanks.
Combat mechanics:
- Added extra checkpoints on tank models for more accurate visibility checks.
- Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle.
- Engine now catches fire, if is has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. It can’t be put on fire after a regular hit.
- Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank.
- Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out.
- Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed hitboxes of several open top SPGs during a minor contact (ramming) with other vehicles
- Fixed the condition of getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition of getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the condition of getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the discrepancy between arcade and sniper reticle, when the tank is positioned on a slope.
Non-combat mechanics:
- Added the possibility of dismounting nondemountable equipment ("Rammer", "Coated Optics" and other) for 10 gold. To dismount it, click the module and choose “dismount equipment” option at the end of the dropdown list.
- Now when leveling the crew (on an elite tank with marked “Rapid crew training”) – bonus experience received for the crew is given to the least experienced crew member. The estimation is based on the general experience (not on the basis of skills percentage); if several crew members have equal values, the first one is chosen.
- Added the automated ban system for teamkillers.
Content:
- Added new maps: Mountain Pass and Prairies.
- Visually redesigned Pagorki map, map name changed to Mines.
- Komarin map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Corrected borders and skyboxes’ junctions on some maps.
- Fixed full-screen effects on Abbey map.
- For most of the maps the red line marking the edges of the map removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hitboxes for a large number of small objects.
- Fixed missing objects on Ensk map when rotating the camera.
- Optimized texture sizes for some objects and buildings.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
Garage Interface:
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added extra statuses displayed while loading.
- Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
- Fixed the bug with client’s hangup when joining platoon or tank company when voice chat ports are blocked.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added Clan section with its members to the Contacts window.
- Corrected and updated tips displayed when map is loading.
- Corrected the message when changing the engine with installed consumable of a different type (e.g. diesel engine and “105 octane gasoline” consumable).
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterix” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Fixed vehicle overlapping by the elements of a premium hangar (balcony, ladder).
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has reclogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Added the display of already researched modules for unresearched vehicle.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
- Fixed incorrect resolution of Ensk map at loading screen.
Combat interface:
- Minimap reworked in flash, as well as the rest of UI. Added the display of different tank classes.
- The icon of the player’s tank who has killed several allies turns blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- Added pop-up panel with possible actions when player’s vehicle is destroyed.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
System/graphics:
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Reworked post-effect displayed when player’s vehicle is destroyed.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Changed the display of the track prints. For different types of terain the prints are different.
- Added the protection against client-side changing the colour, brightness and the time of tracer effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
Full list of balance adjustments:
Changes to German vehicles:
PzKpfw 38H735(f) (Hotchkiss): increased match-making value.
PzKpfw B2 740(f) (B-1bis): hit points decreased by 15.
Bison:
- Hit points increased by 10.
- Rate of fire for 150mm_sIG33L11 gun set to 4.4 rounds per minute.
- Dispersion during movement and traverse increased by 10%.
Grille: hit points decreased by 20.
Hummel:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 150mm_sFH13_L17 gun set to 4 rounds per minute.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
Gw-Panther:
- Hit points decreased by 60.
- Dispersion during movement and traverse for top suspension increased by 10%.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
- Rate of fire for 150mm_sFH36_L43 gun set to 2.92 rounds per minute.
- Damage for 150mm_sFH36_L43 shells increased to 1200/900/1200.
Gw-Tiger:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Dispersion for 210mm_Morser_21 gun decreased to 0.51.
- Added AP shells for 210mm_Morser_21 gun.
Hetzer:
- Rate of fire for 75mm_PaK_39_L48 and 75mm_PaK_39_L48 un set to 17.14 rounds per minute.
- Added ventilation equipment.
StuG III:
- Rate of fire for 75mm_StuK40_L43 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK40_L48 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 15.38 rounds per minute.
JagdPanzer IV:
- Rate of fire for 75mm_PaK_39_L48 gun set to 19.35 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 17.14 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 11.7 rounds per minute.
Jagdpanther:
- Reworked hitbox: significantly decreased the size of transmission, fixed wrong elements at the rear part, reworked gun mantles.
- Rate of fire for 75mm_StuK42_L70 gun set to 18.2 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Aiming time for 88mm_PaK_43_L71 gun set to 2 sec.
- Rate of fire for 105mm_K18_L52 gun set to 8.57 rounds per minute.
- Aiming time for 105mm_K18_L52 gun set to 1.5 sec.
Ferdinand:
- Reworked gun mantles
- Side hull armor decreased from 85 to 80mm.
- Aiming time for 88mm_PaK_43_L71 gun reduced to 2 sec.
- Reloading time 105mm_K18_L52 gun increased to 7 sec.
- Aiming time for 105mm_K18_L52 gun reduced to 1.5 sec.
Jagdtiger:
- Hit points increased by 200.
- Dispersion during movement and traverse decreased by 15%.
- Reworked gun mantles.
- Rate of fire for 128mm_PaK44_L55 gun set to 6.32 rounds per minute.
- Rate of fire for 128mm_PaK44_2_L61 gun set to 6 rounds per minute.
- Aiming time for 128mm_PaK44_2_L61 gun set to 2 sec, accuracy set to 0.29.
- Changed model for 128mm_PaK44_2_L61 gun.
Pz38t: research branch to Hetzer replaced by a branch to Pz38 NA.
PzII Luchs: turret traverse for the PzIIL Luchstrum turret increased from 30 to 45 degrees per second.
PzIII: increased passability for stock suspension.
PzIII/IV:
- Changed the thickness for front hull armor from 80 to 60 mm.
- Weight of the vehicle hull decreased from 14570 to 13570 kg.
- Increased the front armor for the PzIV ausfH turret from 65 to 80 mm.
- Weight of the PzIV ausfH turret increased from 3500 to 4000 kg.
- Traverse speed increased for the PzIV ausfH turret from 50 to 60 degrees per second.
- Hit points of the PzIV ausfH turret decreased by 10.
- Maximum speed increased from 43 to 55 km/h.
- Hit points of the tank hull increased by 30.
PzIV:
- Rate of fire for 75mm_KwK_37_L24 gun with top turret set to 17 rounds per minute.
- Rate of fire for 50mm_KwK_39_L60 gun with top turret set to 30 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3001H:
- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
VK3001P:
- Traverse speed for stock suspension increased to 28 deg/sec.
- Traverse speed for top suspension decreased to 28 deg/sec.
- Rate of fire for 75mm_KwK_40_L48 gun with both turrets set to 17 rounds per minute.
VK3002 DB:
- Rate of fire for 75mm_KwK_40_L48 gun with stock turret set to 16 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3601H:
- Rate of fire for 105mm_StuH42_L28 gun with stock turret set to 8 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
PzV Panther:
- Increased the front hull armor thickness from 80 mm (upper) and 60 mm (lower) to 82 and 62 mm, also the armor plating over the tracks from 30 to 41 mm, bottom and roof plating from 16 to 17 mm.
- Front plating for the PV-V_Standardturm turret changed from 110 to 100 mm, shielding for view ports from 16 to 30 mm.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun set to 9.84 rounds per minute.
Armoring of Pz V/IV and Pz V/IV alpha changed in accordance with the tank Pz V Panther.
Panther II:
- Changed the model of the stock turret.
- Reworked gun mantels.
- Weight limit of the stock suspension now allows mounting the 8.8cm L/71 gun.
- Reworked the tank research tree: 8.8cm L/71 gun is now moved to the first turret.
PzVI Tiger:
- Rate of fire for 88mm_KwK_36_L56 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 8.82 rounds per minute.
- Significantly decreased the size of the transmission and engine in the hitbox model.
PzVIB Tiger II:
- Reworked gun mantels for both turrets.
- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm.
- Rate of fire for 88mm_KwK_36_ L71 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 88mm_KwK_36_ L71 gun with top turret set to 9.83 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 6 rounds per minute.
VK4502P:
- Detailed armoring for VK4502P_Standardturm turret.
- Detailed armoring for VK4502P_Eliteturm turret.
- Reworked gun mantels for both turrets.
- Rate of fire for 88mm_KwK_43_L71 gun with stock turret set to 9.84 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with stock turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 6.67 rounds per minute..
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 7.69 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 7.5 rounds per minute.
- Rate of fire for 128mm_KwK44_L55 set to 4.38 rounds per minute.
Maus:
- Reworked hull armoring taking into account armor shielding.
- Reworked gun mantel.
- Ammunition set to 68 rounds.
Changes to German shells:
- 128mm_PzGr39: damage increased from 470 to 490
- 128mm_PzGr40: damage increased from 470 to 490
- 128mm_SprG18: damage increased from 620 to 630
- 150mm_Sprg: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L: explosion radius decreased from 4.06 to 3.57
- 150mm_SprgG: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L.erz.: explosion radius decreased from 4.06 to 3.57
- 128mm_PzGr39L: damage increased from 540 to 560
- 128mm_PzGr43: damage increased from 540 to 560
- 170mm_Sprg18: explosion radius decreased from 4.81 to 4.59
- 170mm_Sprg18_Ausf_G: explosion radius decreased from 6.95 to 6.57
- 210mm_Sprg18: explosion radius decreased from 7.35 to 7.0
- 210mm_Sprg18_Ausf_G: explosion radius increased from 10.0 to 10.02
- 150mm_SprgG36:
- cost of a shell increased from 12 to 13 gold
- explosion radius decreased from 5.38 to 5.11
- damage increased from 950 to 1200
Changes to American vehicles:
T1 Cunningham: added 20mm Hispano Suiza gun.
T2 med:
- Added 20mm Hispano Suiza gun.
- Reworked gun mantel.
M7 Priest:
- Hit pints decreased by 30.
- Rate of fire for 105mm_Howitzer_M3 gun set to 5.22 rounds per minute.
- Rate of fire for 105mm_Howitzer_M2A1 gun set to 7.41 rounds per minute.
M41:
- Hit points decreased by 60.
- Rate of fire for 155mm_Gun_M1918M1 gun set to 3.3 rounds per minute.
M12: rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
M40/M43:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
- Rate of fire for 203mm_Howitzer_M1 gun set to 1.78 rounds per minute.
T1 hvy: gun depression decreased by 3 degrees.
M6: gun depression decreased by 4 degrees.
T29: rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6 rounds per minute.
Т32:
- View range of stock turret decreased to 430 meters.
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6.32 rounds per minute.
Т34:
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun for both turrets set to 7.5 rounds per minute.
M26 Pershing: dispersion during movement decreased by 10%.
Changes to American shells:
- 12.7mm_AP_M2: damage to modules increased from 16 to 20
- 76mm_HE_M42B1: explosion radius decreased from 0.96 to 0.92
- 105mm_HE_M1: explosion radius decreased from 1.84 to 1.75
- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320
- 105mm_HE_M11: damage decreased from 450 to 420
- 155mm_HE_M101: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M102: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M101M2: explosion radius decreased from 5.38 to 5.34
- 203mm_HE_M106: explosion radius decreased from 6.87 to 6.54
- 203mm_HE_A1M1: explosion radius decreased from 9.81 to 9.54
Changes to Soviet vehicles:
IS-3:
- Maximum speed forward and reverse set from 36 and 16 to 38 and 17 km/h respectively.
- Increased passability for top tracks by 5%.
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 40.
IS-7:
- Reworked armoring on the turret around external machine guns.
- Decreased the size of the turret rotation mechanism.
KV-1S:
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 10.
- Increased passability for medium terrain by 10%.
KV-220:
- Front hull armoring decreased from 120 to 100 mm.
- Battle tier decreased by 1.
S-51:
- Hit points decreased by 30.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3 rounds a minute.
- Rate of fire for 203mm_B-4 gun set to 1.58 rounds a minute.
SU-14:
- Hit points decreased by 90.
- Traverse increased by 2 deg/sec.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds per minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds per minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 212:
- Hit points decreased by 90.
- Reworked gun mantel.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds a minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 704:
- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h.
- Dispersion during movement and traverse decreased by 10%.
- Horizontal traverse angle for the gun is set to 11 degrees in each direction.
- Hit points increased by 250.
- Dispersion decreased to 0.34.
- Aim time decreased to 2.5 seconds.
SU-18: rate of fire for 76mm_cannon_mod_1927 gun set to 9.84 rounds per minute.
SU-26: rate of fire for 76mm_cannon_mod_1927 gun set to 10 rounds per minute.
SU-5:
- Hit points decreased by 30.
- Rate of fire for 76mm_cannon_mod_1905_30 gun set to 11.54 rounds per minute.
- Rate of fire for 122mm_cannon_mod_1930 gun set to 8 rounds per minute.
SU-8:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Accuracy for 152mm Howitzer ML-20 mod. 1931 gun set to 0.5.
T-34-85: hit points of the T-34-85 turret decreased by 20.
T-54:
- Weight of the top turret increased by 500 kg.
- Power of the top engine increased to 700 h.p.
- Price of the top engine increased to 82300 credits.
Changes to Soviet shells:
- 76mm_UOF-354K: explosion radius decreased from 0.96 to 0.92
- 122mm_UOF-471: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SO: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SOMSH: explosion radius decreased from 2.68 to 2.36
- 152mm_53OF500:
- explosion radius decreased from 3.85 to 3.67
- damage increased from 290 to 330
- 152mm_53-OF-530: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551BM: explosion radius decreased from 5.39 to 5.13
- 203mm_F-625D: explosion radius decreased from 6.87 to 6.54
- 203mm_F-625DBM: explosion radius decreased from 9.62 to 9.16
ETA - May.
Some minor corrections were added (marked with red color)/ Mediahead
Topic for discussion.
World of Tanks v.0.6.3.11 – 0.6.4 patch notes:
Vehicles and balance. General:
- Added new vehicles: premium heavy Lowe and KV-5, KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
- Fixed hitboxes for the following tanks: IS-7, Jagdpanther, Tiger, Tiger II, VK4502, Ferdinand, Jagdtiger, Panther II, M41, T2 Med.
- Fixed minor inaccuracies in hitboxes of several tanks.
- Fixed a number of model and texture bugs.
- Added new gun 3d models to the following tanks: VK4502, Ferdinand, Tiger II, Jagdtiger.
- Readjusted visibility parameters of all vehicles while standing still and on the move.
- Readjusted visibility of all guns when firing.
- Readjusted maximum range of fire for all shells.
- Readjusted shell velocity for all shells: fixed errors, improved gameplay balance.
- Introduced detailed damage mechanics for tracks. Reworked durability of tracks and repair time for all vehicles.
- Increased match-making value for tier 9 medium tanks.
Combat mechanics:
- Added extra checkpoints on tank models for more accurate visibility checks.
- Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle.
- Engine now catches fire, if is has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. It can’t be put on fire after a regular hit.
- Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank.
- Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out.
- Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed hitboxes of several open top SPGs during a minor contact (ramming) with other vehicles
- Fixed the condition of getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition of getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the condition of getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the discrepancy between arcade and sniper reticle, when the tank is positioned on a slope.
Non-combat mechanics:
- Added the possibility of dismounting nondemountable equipment ("Rammer", "Coated Optics" and other) for 10 gold. To dismount it, click the module and choose “dismount equipment” option at the end of the dropdown list.
- Now when leveling the crew (on an elite tank with marked “Rapid crew training”) – bonus experience received for the crew is given to the least experienced crew member. The estimation is based on the general experience (not on the basis of skills percentage); if several crew members have equal values, the first one is chosen.
- Added the automated ban system for teamkillers.
Content:
- Added new maps: Mountain Pass and Prairies.
- Visually redesigned Pagorki map, map name changed to Mines.
- Komarin map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Corrected borders and skyboxes’ junctions on some maps.
- Fixed full-screen effects on Abbey map.
- For most of the maps the red line marking the edges of the map removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hitboxes for a large number of small objects.
- Fixed missing objects on Ensk map when rotating the camera.
- Optimized texture sizes for some objects and buildings.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
Garage Interface:
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added extra statuses displayed while loading.
- Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
- Fixed the bug with client’s hangup when joining platoon or tank company when voice chat ports are blocked.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added Clan section with its members to the Contacts window.
- Corrected and updated tips displayed when map is loading.
- Corrected the message when changing the engine with installed consumable of a different type (e.g. diesel engine and “105 octane gasoline” consumable).
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterix” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Fixed vehicle overlapping by the elements of a premium hangar (balcony, ladder).
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has reclogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Added the display of already researched modules for unresearched vehicle.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
- Fixed incorrect resolution of Ensk map at loading screen.
Combat interface:
- Minimap reworked in flash, as well as the rest of UI. Added the display of different tank classes.
- The icon of the player’s tank who has killed several allies turns blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- Added pop-up panel with possible actions when player’s vehicle is destroyed.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
System/graphics:
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Reworked post-effect displayed when player’s vehicle is destroyed.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Changed the display of the track prints. For different types of terain the prints are different.
- Added the protection against client-side changing the colour, brightness and the time of tracer effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
Full list of balance adjustments:
Changes to German vehicles:
PzKpfw 38H735(f) (Hotchkiss): increased match-making value.
PzKpfw B2 740(f) (B-1bis): hit points decreased by 15.
Bison:
- Hit points increased by 10.
- Rate of fire for 150mm_sIG33L11 gun set to 4.4 rounds per minute.
- Dispersion during movement and traverse increased by 10%.
Grille: hit points decreased by 20.
Hummel:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 150mm_sFH13_L17 gun set to 4 rounds per minute.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
Gw-Panther:
- Hit points decreased by 60.
- Dispersion during movement and traverse for top suspension increased by 10%.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
- Rate of fire for 150mm_sFH36_L43 gun set to 2.92 rounds per minute.
- Damage for 150mm_sFH36_L43 shells increased to 1200/900/1200.
Gw-Tiger:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Dispersion for 210mm_Morser_21 gun decreased to 0.51.
- Added AP shells for 210mm_Morser_21 gun.
Hetzer:
- Rate of fire for 75mm_PaK_39_L48 and 75mm_PaK_39_L48 un set to 17.14 rounds per minute.
- Added ventilation equipment.
StuG III:
- Rate of fire for 75mm_StuK40_L43 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK40_L48 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 15.38 rounds per minute.
JagdPanzer IV:
- Rate of fire for 75mm_PaK_39_L48 gun set to 19.35 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 17.14 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 11.7 rounds per minute.
Jagdpanther:
- Reworked hitbox: significantly decreased the size of transmission, fixed wrong elements at the rear part, reworked gun mantles.
- Rate of fire for 75mm_StuK42_L70 gun set to 18.2 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Aiming time for 88mm_PaK_43_L71 gun set to 2 sec.
- Rate of fire for 105mm_K18_L52 gun set to 8.57 rounds per minute.
- Aiming time for 105mm_K18_L52 gun set to 1.5 sec.
Ferdinand:
- Reworked gun mantles
- Side hull armor decreased from 85 to 80mm.
- Aiming time for 88mm_PaK_43_L71 gun reduced to 2 sec.
- Reloading time 105mm_K18_L52 gun increased to 7 sec.
- Aiming time for 105mm_K18_L52 gun reduced to 1.5 sec.
Jagdtiger:
- Hit points increased by 200.
- Dispersion during movement and traverse decreased by 15%.
- Reworked gun mantles.
- Rate of fire for 128mm_PaK44_L55 gun set to 6.32 rounds per minute.
- Rate of fire for 128mm_PaK44_2_L61 gun set to 6 rounds per minute.
- Aiming time for 128mm_PaK44_2_L61 gun set to 2 sec, accuracy set to 0.29.
- Changed model for 128mm_PaK44_2_L61 gun.
Pz38t: research branch to Hetzer replaced by a branch to Pz38 NA.
PzII Luchs: turret traverse for the PzIIL Luchstrum turret increased from 30 to 45 degrees per second.
PzIII: increased passability for stock suspension.
PzIII/IV:
- Changed the thickness for front hull armor from 80 to 60 mm.
- Weight of the vehicle hull decreased from 14570 to 13570 kg.
- Increased the front armor for the PzIV ausfH turret from 65 to 80 mm.
- Weight of the PzIV ausfH turret increased from 3500 to 4000 kg.
- Traverse speed increased for the PzIV ausfH turret from 50 to 60 degrees per second.
- Hit points of the PzIV ausfH turret decreased by 10.
- Maximum speed increased from 43 to 55 km/h.
- Hit points of the tank hull increased by 30.
PzIV:
- Rate of fire for 75mm_KwK_37_L24 gun with top turret set to 17 rounds per minute.
- Rate of fire for 50mm_KwK_39_L60 gun with top turret set to 30 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3001H:
- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
VK3001P:
- Traverse speed for stock suspension increased to 28 deg/sec.
- Traverse speed for top suspension decreased to 28 deg/sec.
- Rate of fire for 75mm_KwK_40_L48 gun with both turrets set to 17 rounds per minute.
VK3002 DB:
- Rate of fire for 75mm_KwK_40_L48 gun with stock turret set to 16 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3601H:
- Rate of fire for 105mm_StuH42_L28 gun with stock turret set to 8 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
PzV Panther:
- Increased the front hull armor thickness from 80 mm (upper) and 60 mm (lower) to 82 and 62 mm, also the armor plating over the tracks from 30 to 41 mm, bottom and roof plating from 16 to 17 mm.
- Front plating for the PV-V_Standardturm turret changed from 110 to 100 mm, shielding for view ports from 16 to 30 mm.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun set to 9.84 rounds per minute.
Armoring of Pz V/IV and Pz V/IV alpha changed in accordance with the tank Pz V Panther.
Panther II:
- Changed the model of the stock turret.
- Reworked gun mantels.
- Weight limit of the stock suspension now allows mounting the 8.8cm L/71 gun.
- Reworked the tank research tree: 8.8cm L/71 gun is now moved to the first turret.
PzVI Tiger:
- Rate of fire for 88mm_KwK_36_L56 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 8.82 rounds per minute.
- Significantly decreased the size of the transmission and engine in the hitbox model.
PzVIB Tiger II:
- Reworked gun mantels for both turrets.
- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm.
- Rate of fire for 88mm_KwK_36_ L71 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 88mm_KwK_36_ L71 gun with top turret set to 9.83 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 6 rounds per minute.
VK4502P:
- Detailed armoring for VK4502P_Standardturm turret.
- Detailed armoring for VK4502P_Eliteturm turret.
- Reworked gun mantels for both turrets.
- Rate of fire for 88mm_KwK_43_L71 gun with stock turret set to 9.84 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with stock turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 6.67 rounds per minute..
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 7.69 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 7.5 rounds per minute.
- Rate of fire for 128mm_KwK44_L55 set to 4.38 rounds per minute.
Maus:
- Reworked hull armoring taking into account armor shielding.
- Reworked gun mantel.
- Ammunition set to 68 rounds.
Changes to German shells:
- 128mm_PzGr39: damage increased from 470 to 490
- 128mm_PzGr40: damage increased from 470 to 490
- 128mm_SprG18: damage increased from 620 to 630
- 150mm_Sprg: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L: explosion radius decreased from 4.06 to 3.57
- 150mm_SprgG: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L.erz.: explosion radius decreased from 4.06 to 3.57
- 128mm_PzGr39L: damage increased from 540 to 560
- 128mm_PzGr43: damage increased from 540 to 560
- 170mm_Sprg18: explosion radius decreased from 4.81 to 4.59
- 170mm_Sprg18_Ausf_G: explosion radius decreased from 6.95 to 6.57
- 210mm_Sprg18: explosion radius decreased from 7.35 to 7.0
- 210mm_Sprg18_Ausf_G: explosion radius increased from 10.0 to 10.02
- 150mm_SprgG36:
- cost of a shell increased from 12 to 13 gold
- explosion radius decreased from 5.38 to 5.11
- damage increased from 950 to 1200
Changes to American vehicles:
T1 Cunningham: added 20mm Hispano Suiza gun.
T2 med:
- Added 20mm Hispano Suiza gun.
- Reworked gun mantel.
M7 Priest:
- Hit pints decreased by 30.
- Rate of fire for 105mm_Howitzer_M3 gun set to 5.22 rounds per minute.
- Rate of fire for 105mm_Howitzer_M2A1 gun set to 7.41 rounds per minute.
M41:
- Hit points decreased by 60.
- Rate of fire for 155mm_Gun_M1918M1 gun set to 3.3 rounds per minute.
M12: rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
M40/M43:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
- Rate of fire for 203mm_Howitzer_M1 gun set to 1.78 rounds per minute.
T1 hvy: gun depression decreased by 3 degrees.
M6: gun depression decreased by 4 degrees.
T29: rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6 rounds per minute.
Т32:
- View range of stock turret decreased to 430 meters.
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6.32 rounds per minute.
Т34:
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun for both turrets set to 7.5 rounds per minute.
M26 Pershing: dispersion during movement decreased by 10%.
Changes to American shells:
- 12.7mm_AP_M2: damage to modules increased from 16 to 20
- 76mm_HE_M42B1: explosion radius decreased from 0.96 to 0.92
- 105mm_HE_M1: explosion radius decreased from 1.84 to 1.75
- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320
- 105mm_HE_M11: damage decreased from 450 to 420
- 155mm_HE_M101: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M102: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M101M2: explosion radius decreased from 5.38 to 5.34
- 203mm_HE_M106: explosion radius decreased from 6.87 to 6.54
- 203mm_HE_A1M1: explosion radius decreased from 9.81 to 9.54
Changes to Soviet vehicles:
IS-3:
- Maximum speed forward and reverse set from 36 and 16 to 38 and 17 km/h respectively.
- Increased passability for top tracks by 5%.
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 40.
IS-7:
- Reworked armoring on the turret around external machine guns.
- Decreased the size of the turret rotation mechanism.
KV-1S:
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 10.
- Increased passability for medium terrain by 10%.
KV-220:
- Front hull armoring decreased from 120 to 100 mm.
- Battle tier decreased by 1.
S-51:
- Hit points decreased by 30.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3 rounds a minute.
- Rate of fire for 203mm_B-4 gun set to 1.58 rounds a minute.
SU-14:
- Hit points decreased by 90.
- Traverse increased by 2 deg/sec.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds per minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds per minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 212:
- Hit points decreased by 90.
- Reworked gun mantel.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds a minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 704:
- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h.
- Dispersion during movement and traverse decreased by 10%.
- Horizontal traverse angle for the gun is set to 11 degrees in each direction.
- Hit points increased by 250.
- Dispersion decreased to 0.34.
- Aim time decreased to 2.5 seconds.
SU-18: rate of fire for 76mm_cannon_mod_1927 gun set to 9.84 rounds per minute.
SU-26: rate of fire for 76mm_cannon_mod_1927 gun set to 10 rounds per minute.
SU-5:
- Hit points decreased by 30.
- Rate of fire for 76mm_cannon_mod_1905_30 gun set to 11.54 rounds per minute.
- Rate of fire for 122mm_cannon_mod_1930 gun set to 8 rounds per minute.
SU-8:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Accuracy for 152mm Howitzer ML-20 mod. 1931 gun set to 0.5.
T-34-85: hit points of the T-34-85 turret decreased by 20.
T-54:
- Weight of the top turret increased by 500 kg.
- Power of the top engine increased to 700 h.p.
- Price of the top engine increased to 82300 credits.
Changes to Soviet shells:
- 76mm_UOF-354K: explosion radius decreased from 0.96 to 0.92
- 122mm_UOF-471: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SO: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SOMSH: explosion radius decreased from 2.68 to 2.36
- 152mm_53OF500:
- explosion radius decreased from 3.85 to 3.67
- damage increased from 290 to 330
- 152mm_53-OF-530: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551BM: explosion radius decreased from 5.39 to 5.13
- 203mm_F-625D: explosion radius decreased from 6.87 to 6.54
- 203mm_F-625DBM: explosion radius decreased from 9.62 to 9.16
ETA - May.
Some minor corrections were added (marked with red color)/ Mediahead
Topic for discussion.
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #538015
caprera, on 10 May 2011 - 10:39 AM, said: Overlord you have repeated many times in this thread that WoT is
more an arcade game but still German tanks are kneecapped by the
frontal transmission. Will you eliminate this handicap in a future
patch ?
One more question: since the next patch is likely to be a stable version of the game, is there any hope that in the future, the game could be patched more often for balance purposes without waiting months for big updates ?
I ask because someone already whined about the vehicle shaking to be a client side hack and if true, i'd like to have smaller corrections more frequently.
StrEagle, on 09 May 2011 - 10:33 PM, said: Do you plan to fix the mantlet on other tanks, not only German?
M6A2 could use that much too!
posthumecaver, on 10 May 2011 - 08:32 AM, said: Is this speculation true?
http://forum.worldof...ts/page__st__20
Until now I heard from no developers the confirmation that there is "Vanishing Shot" effect in this game but I experienced so many times and so many other people reporting also. So if there is smoke there is also fire, can somebody please say clearly this problem exists or not?
I am having this problem never in third person view but always in sniper mode and if I am not fully zoomed it happens much less.
Dandy, on 10 May 2011 - 09:25 AM, said: When are you going to change the view range info to display the
real values?
As it is, it's very misleading, and also poorly documented. I have been playing this game since september, I'm very actively following all spotting mechanics threads, and still I hear about this for the first time just now.
Nikola_Bathory, on 10 May 2011 - 01:36 PM, said: Can you confirm that you'll launch Clan Wars shortly after 0.6.4?
VeRDAMMT, on 10 May 2011 - 02:31 PM, said: I know maybe you already said it 1000 times but i really can't find
any official info about that.
How the germans 88 L56 and 88 L/70 are going to be modified in the next patch?
Szalona, on 10 May 2011 - 04:27 PM, said: I have a crew, that was from T-29. I moved it to M6A2E1, without
changing specialization, later I changed it to be T-34(amer.) but
it still stays on M6A2E1 since I still need to get credits for new
tank. However I cannot change it to be T-30 yet. Will I be able to
change it to be T-30 crew when I research the tank only, not
before, or it is some kind of bug?
StrEagle, on 10 May 2011 - 04:30 PM, said: Do you have any info on the incoming change towards mounting both
binoculars and coated optics on the same tank?
SgianDubh, on 10 May 2011 - 07:45 PM, said: Overlord, I'm curious to know what is the process of adding a tank
to the game and what are the steps involved before it ends up in my
garage. Thanks.
StrEagle, on 10 May 2011 - 08:33 PM, said: http://www.youtube.c...h?v=P4DerM2Kd0I
In this video I show how the 192mm mantle of the M6A2E1 is penetrated by JgPz4's 88mm L/51 gun with 132mm AP penetration.

Link on message: #538015

One more question: since the next patch is likely to be a stable version of the game, is there any hope that in the future, the game could be patched more often for balance purposes without waiting months for big updates ?
I ask because someone already whined about the vehicle shaking to be a client side hack and if true, i'd like to have smaller corrections more frequently.
Overlord: Yes, we do understand that patching should be obviously faster.

Overlord: The mantlet of M6A2E1 is ok. For now fixing only German stuff.

http://forum.worldof...ts/page__st__20
Until now I heard from no developers the confirmation that there is "Vanishing Shot" effect in this game but I experienced so many times and so many other people reporting also. So if there is smoke there is also fire, can somebody please say clearly this problem exists or not?
I am having this problem never in third person view but always in sniper mode and if I am not fully zoomed it happens much less.
Overlord: Shots do vanich on long distances for some guns (different
distances for different guns), this is will be fixed in 0.6.4
update.

As it is, it's very misleading, and also poorly documented. I have been playing this game since september, I'm very actively following all spotting mechanics threads, and still I hear about this for the first time just now.
Overlord: Planning to do so, but this is only in plans at present.

Overlord: Yes, under any circumstances.

How the germans 88 L56 and 88 L/70 are going to be modified in the next patch?

Overlord: Please wait for the finalized patch notes. They are to appear
shortly.

Overlord: You will be able to change the crew to T30, as soon as you reseach
the tank.

Overlord: No changes are planned here.

Overlord: Basically the following steps are to be made:
1) searching for and examining historical data (reference material), which includes work with archives
2) making technical drawings featuring inernal and external layout etc
3) 3d modelling, including hitboxes
4) testing finished 3d models (both "technical" and "historical" testing) -> fixing bugs and errors if needed
5) assigning rough specs
6) internal testing -> supertesting
7) assigning precise specs
Takes 3-4 months all in all.
1) searching for and examining historical data (reference material), which includes work with archives
2) making technical drawings featuring inernal and external layout etc
3) 3d modelling, including hitboxes
4) testing finished 3d models (both "technical" and "historical" testing) -> fixing bugs and errors if needed
5) assigning rough specs
6) internal testing -> supertesting
7) assigning precise specs
Takes 3-4 months all in all.

In this video I show how the 192mm mantle of the M6A2E1 is penetrated by JgPz4's 88mm L/51 gun with 132mm AP penetration.
Overlord: You have managed to take away 1% out of how many shots? You were
aiming at the gun most of the time. The gun can be penetrated even
with antitank rifle.
Subject:
News from the Front\Discussion of News Articles\“Vintage” View on History
Link on message: #536974

Link on message: #536974
Cheeka: “Vintage” View on History
Azakiel got the highest marks for his work. Adiyahu occupied the second place. His work was also assessed highly. The work by mossin rounds out the top three of the Elbe Day contest entries. The winners will be rewarded with 12 500, 8 500 and 5 000 gold accordingly. The prizes will be credited to their accounts within a week.
Back to article
Azakiel got the highest marks for his work. Adiyahu occupied the second place. His work was also assessed highly. The work by mossin rounds out the top three of the Elbe Day contest entries. The winners will be rewarded with 12 500, 8 500 and 5 000 gold accordingly. The prizes will be credited to their accounts within a week.
Back to article
Subject:
Contests & Competitions\Special Events\Kill the Mod\KtM3: Results
Link on message: #536890

Link on message: #536890
Vallter: he event has ended, now it's time to give away some gold.
The following players managed to defeat us and will receive 1 000 Gold within two weeks:
Allisone[JNA]
AppLeNaToR[IDI]
attack4u[HOD]
Bill81[HOD]
ChiefZ[HOD]
CyBeRsToRm[lDI]
David_Vidic[JNA]
dijabolaboy[JNA]
DraganDzajic[JNA]
dzilija[JNA]
Gavranche[JNA]
IrresRentier[HOD]
isard[HOD]
Jay2k3
Leon24[HOD]
McManiac[HOD]
mohican[JNA]
Nelle[JNA]
pilauda[JNA]
PRAGA[JNA]
rasty[205TH]
RemataKlan[IDI]
Serbia_Russia[JNA]
Soric[205RD]
tubo[JNA]
Though the next users were not so lucky to defeat us, they showed both valour and skill. They will receive 500 Gold in two weeks:
4MR0D[IIBII]
Addrodoc[SG]
Advocad[ODV]
agusmil[D250A]
Alaster
alfris[1STLT]
anbaskor[D250C]
Archie_Hicox[1RMS]
aurizz[1STLT]
B103[41NL]
B4ckstab[SHINY]
babkanas[1STLT]
Banko20[PMHC]
baron_topper[1PDD]
Beliarus
Big_Sister[32PPP]
Bodasz[1RG]
bomtobewild
Broda666[2RMS]
BuffBuff[IDI]
Buster90[2RMS]
baala[1CAV]
cedars[SHINY]
Chaks[32PPP]
Chaplainl990[RAGE]
Chivalry[FAIL]
Costarring[DD]
covac123
D4V1Z[D250A]
dadek358[1RMS]
dakili90[IIBII]
Dammonar[SG]
Daniel3586[IDI]
danishlegion[SHINY]
Dantrag[1RMS]
Darkphuck
darksamurai
Darkstar100
darthavernus[PMHC]
Dartonka4[205TH]
Daveed[1RMS]
Deamonblade
DFA
Dominator90[2RMS]
duck301
Duffnico
Duxs[CSA-3]
Dzejks
dzikikot[1RMS]
Eclipse[PMHq
eixxxo[1STLT]
End12[DD2]
ErichR[205TH]
ExpertPL[PMHC]
Fajki[RAGE]
farrek22
Fatum[CSA-3]
fender[IIBII]
Finsrok[PVE]
Fuump[205RD]
FViper[205TH]
G0dzila[1STLT]
galb
gilthanas[DD]
gingemeister[FAIL]
gorichan[BE]
Gorro[CSA-3]
Gr8_Danibal[PZGR8]
Grongo[PVE]
hammerrr[RAGE]
haz111PL[POLFD]
HCC[ODV]
Hesusso_pl[2RMS]
Hispano[D250A]
Hoxx[SHINY]
huliganidorcola86[BE]
hurricanejoe[ST]
idamien[SG]
Imcrazy
IronC[IIBII]
jagdpanther_master
JoAnCoCe[D250A]
Jokero[SHINY]
judgejim21[SG]
Jurskjeld[FAIL]
ka0z[PVE]
Kablys[1STLT]
kacperlapsa[PMHC]
Kapy[D250A]
Katiusz[1RMS]
Kilabi[FAIL]
Kill_Kill[FAIL]
KillerH[1STLT]
komara[IIBII]
Koozer
korsakof[DD]
KosiGumki[1RMS]
ku81k[CSA-3]
KurtSteiner[VKS]
Kyznar[SG]
laudano[D250B]
lawson[SHINY]
Lemi_O2[RAGE]
lePari[CSA-3]
lestat481[DD]
lioncz[CSA-3]
lmplo[1RMS]
lolekibolek[BE]
lomach[IIBII]
Lukasz[PMHC]
Lun[IIBII]
LustedCemendur[ FAIL]
M0rt3_d3_Ang3l1s[SG]
MagisterTigurius[PVE]
margargola[D250A]
MatriXPLX[1RMS]
mdsej9[205TH]
medlc[RAGE]
Mephisto696[IIBII]
MetalRaver[DD2]
mgxmantis5[1STLT]
Mig47[1STLT]
MiracleMan[1STLT]
mirijevac86[BE]
mobo
Motoxxx
MwBoyAI3x[ODV]
Mykel[IIBII]
NamroN[PVE]
NanMin[-UL2-]
Nebuloso[SUITE]
Nefteus[DD]
NEXT08[D250A]
Nietoperz
Nitr0[LS]
nizidramaniiyt[ODV]
NoFear_Furian[ODV]
Nunki
olosh[IIBII]
OPA_DJURDJO[BE]
Opopanax[205RD]
ori2[CSA-3]
Oxider
Papik_von_Tetschen
PigCoP[RAGE]
pirula[TG0]
PLAYER777[PDA]
Pomi[1STLT]
PoWa
Predator_MKD[MKD]
Prospektor[CSA-2]
prozor[PMHC]
psycous
pwnyyy[205TH]
raizzo[1RMS]
RamboDutch[DD2]
randalph
Ravazul
Reiska
Reisman[ODV]
rhynos15[1RMS]
Rikerri[DD]
RNG[TG0]
Robbyie
RP1[SG]
Rutger_NL
RuubZ
saf79[ODV]
salasis[PMHC]
Saraki[PVE]
Sarki[HPRC]
Satsuma
Scilentor[SG]
Scrappers[SG]
Scratch[FAIL]
SD_MarkoCro[SHINY]
Seppl[IDI]
seteka[205TH]
Sfumato[STFU]
Shaikan[1STLT]
Shradi[PVE]
Sigall_PL[PMHC]
silencer81
silni
Silny[2RMS]
sincronic[BE]
Slatkus[1STLT]
Snicelsneider
Snyder187[DD]
SOLID_ICE[D250A]
sony90
Spirit1998
Sponsie
Stalker_PL_[2RMS]
Steunte[PVE]
storming[SHINY]
Stratti
Strela1[ODV]
Staalfaagel
szkraft[HPRC]
Tahrngarth[DD]
taior3[POA]
Tashira[PVE]
Tek[ODV]
Terror007[1STLT]
Teutonic_Therror[ODV]
Th3GoodSon[FAIL]
ThatWunderwaffe[SG]
tholi3[PVE]
thorhal[FAIL]
tigertruppen[D250A]
tiritas[D250A]
TrivialDeath[SG]
Trotil[RIPS]
TrustyJam[SG]
Tuntz[PZGR8]
udotroll666[205TH]
vader000[1RMS]
Viktoriya
Vojo
Volkwin[PVE]
vtr100[TG0]
WarChariot[SHINY]
Weber_Gr_8[PZGR8]
WhiteLion2Proud[SHINY]
WildHamster[RAGE]
WillRiker[PVE]
Wortak[PVE]
xBS3x
Xkillerz
xNoSolution
Xoff[205RD]
xxaxx[CSA-3]
xxonexx
Yarrick_RO[ODV]
Yden[SHINY]
ZackaryeI[SHINY]
Zc_[BE]
Zgred_pl[PMHC]
ZIELARCZYK[2RMS]
zl0miarz[1RMS]
Zlikowski[P4P]
ZriMo[RAGE]
ZullgorefRAGE]
Drokz[3DC]
Tang78
ringdingelding[3DC]
Azorot [3DC]
Dulli01 [3DC]
Rommel_74 [3DC]
sven3005 [3DC]
Maoams [3DC]
Stauberle [3DC]
Gotlander [3DC]
Raible
Tommycat
MajorJ [3DC]
BeetleatWar1977 [3DC]
The following players managed to defeat us and will receive 1 000 Gold within two weeks:
Allisone[JNA]
AppLeNaToR[IDI]
attack4u[HOD]
Bill81[HOD]
ChiefZ[HOD]
CyBeRsToRm[lDI]
David_Vidic[JNA]
dijabolaboy[JNA]
DraganDzajic[JNA]
dzilija[JNA]
Gavranche[JNA]
IrresRentier[HOD]
isard[HOD]
Jay2k3
Leon24[HOD]
McManiac[HOD]
mohican[JNA]
Nelle[JNA]
pilauda[JNA]
PRAGA[JNA]
rasty[205TH]
RemataKlan[IDI]
Serbia_Russia[JNA]
Soric[205RD]
tubo[JNA]
Though the next users were not so lucky to defeat us, they showed both valour and skill. They will receive 500 Gold in two weeks:
4MR0D[IIBII]
Addrodoc[SG]
Advocad[ODV]
agusmil[D250A]
Alaster
alfris[1STLT]
anbaskor[D250C]
Archie_Hicox[1RMS]
aurizz[1STLT]
B103[41NL]
B4ckstab[SHINY]
babkanas[1STLT]
Banko20[PMHC]
baron_topper[1PDD]
Beliarus
Big_Sister[32PPP]
Bodasz[1RG]
bomtobewild
Broda666[2RMS]
BuffBuff[IDI]
Buster90[2RMS]
baala[1CAV]
cedars[SHINY]
Chaks[32PPP]
Chaplainl990[RAGE]
Chivalry[FAIL]
Costarring[DD]
covac123
D4V1Z[D250A]
dadek358[1RMS]
dakili90[IIBII]
Dammonar[SG]
Daniel3586[IDI]
danishlegion[SHINY]
Dantrag[1RMS]
Darkphuck
darksamurai
Darkstar100
darthavernus[PMHC]
Dartonka4[205TH]
Daveed[1RMS]
Deamonblade
DFA
Dominator90[2RMS]
duck301
Duffnico
Duxs[CSA-3]
Dzejks
dzikikot[1RMS]
Eclipse[PMHq
eixxxo[1STLT]
End12[DD2]
ErichR[205TH]
ExpertPL[PMHC]
Fajki[RAGE]
farrek22
Fatum[CSA-3]
fender[IIBII]
Finsrok[PVE]
Fuump[205RD]
FViper[205TH]
G0dzila[1STLT]
galb
gilthanas[DD]
gingemeister[FAIL]
gorichan[BE]
Gorro[CSA-3]
Gr8_Danibal[PZGR8]
Grongo[PVE]
hammerrr[RAGE]
haz111PL[POLFD]
HCC[ODV]
Hesusso_pl[2RMS]
Hispano[D250A]
Hoxx[SHINY]
huliganidorcola86[BE]
hurricanejoe[ST]
idamien[SG]
Imcrazy
IronC[IIBII]
jagdpanther_master
JoAnCoCe[D250A]
Jokero[SHINY]
judgejim21[SG]
Jurskjeld[FAIL]
ka0z[PVE]
Kablys[1STLT]
kacperlapsa[PMHC]
Kapy[D250A]
Katiusz[1RMS]
Kilabi[FAIL]
Kill_Kill[FAIL]
KillerH[1STLT]
komara[IIBII]
Koozer
korsakof[DD]
KosiGumki[1RMS]
ku81k[CSA-3]
KurtSteiner[VKS]
Kyznar[SG]
laudano[D250B]
lawson[SHINY]
Lemi_O2[RAGE]
lePari[CSA-3]
lestat481[DD]
lioncz[CSA-3]
lmplo[1RMS]
lolekibolek[BE]
lomach[IIBII]
Lukasz[PMHC]
Lun[IIBII]
LustedCemendur[ FAIL]
M0rt3_d3_Ang3l1s[SG]
MagisterTigurius[PVE]
margargola[D250A]
MatriXPLX[1RMS]
mdsej9[205TH]
medlc[RAGE]
Mephisto696[IIBII]
MetalRaver[DD2]
mgxmantis5[1STLT]
Mig47[1STLT]
MiracleMan[1STLT]
mirijevac86[BE]
mobo
Motoxxx
MwBoyAI3x[ODV]
Mykel[IIBII]
NamroN[PVE]
NanMin[-UL2-]
Nebuloso[SUITE]
Nefteus[DD]
NEXT08[D250A]
Nietoperz
Nitr0[LS]
nizidramaniiyt[ODV]
NoFear_Furian[ODV]
Nunki
olosh[IIBII]
OPA_DJURDJO[BE]
Opopanax[205RD]
ori2[CSA-3]
Oxider
Papik_von_Tetschen
PigCoP[RAGE]
pirula[TG0]
PLAYER777[PDA]
Pomi[1STLT]
PoWa
Predator_MKD[MKD]
Prospektor[CSA-2]
prozor[PMHC]
psycous
pwnyyy[205TH]
raizzo[1RMS]
RamboDutch[DD2]
randalph
Ravazul
Reiska
Reisman[ODV]
rhynos15[1RMS]
Rikerri[DD]
RNG[TG0]
Robbyie
RP1[SG]
Rutger_NL
RuubZ
saf79[ODV]
salasis[PMHC]
Saraki[PVE]
Sarki[HPRC]
Satsuma
Scilentor[SG]
Scrappers[SG]
Scratch[FAIL]
SD_MarkoCro[SHINY]
Seppl[IDI]
seteka[205TH]
Sfumato[STFU]
Shaikan[1STLT]
Shradi[PVE]
Sigall_PL[PMHC]
silencer81
silni
Silny[2RMS]
sincronic[BE]
Slatkus[1STLT]
Snicelsneider
Snyder187[DD]
SOLID_ICE[D250A]
sony90
Spirit1998
Sponsie
Stalker_PL_[2RMS]
Steunte[PVE]
storming[SHINY]
Stratti
Strela1[ODV]
Staalfaagel
szkraft[HPRC]
Tahrngarth[DD]
taior3[POA]
Tashira[PVE]
Tek[ODV]
Terror007[1STLT]
Teutonic_Therror[ODV]
Th3GoodSon[FAIL]
ThatWunderwaffe[SG]
tholi3[PVE]
thorhal[FAIL]
tigertruppen[D250A]
tiritas[D250A]
TrivialDeath[SG]
Trotil[RIPS]
TrustyJam[SG]
Tuntz[PZGR8]
udotroll666[205TH]
vader000[1RMS]
Viktoriya
Vojo
Volkwin[PVE]
vtr100[TG0]
WarChariot[SHINY]
Weber_Gr_8[PZGR8]
WhiteLion2Proud[SHINY]
WildHamster[RAGE]
WillRiker[PVE]
Wortak[PVE]
xBS3x
Xkillerz
xNoSolution
Xoff[205RD]
xxaxx[CSA-3]
xxonexx
Yarrick_RO[ODV]
Yden[SHINY]
ZackaryeI[SHINY]
Zc_[BE]
Zgred_pl[PMHC]
ZIELARCZYK[2RMS]
zl0miarz[1RMS]
Zlikowski[P4P]
ZriMo[RAGE]
ZullgorefRAGE]
Drokz[3DC]
Tang78
ringdingelding[3DC]
Azorot [3DC]
Dulli01 [3DC]
Rommel_74 [3DC]
sven3005 [3DC]
Maoams [3DC]
Stauberle [3DC]
Gotlander [3DC]
Raible
Tommycat
MajorJ [3DC]
BeetleatWar1977 [3DC]
Subject:
Contests & Competitions\Contests\Design your tank skin
Link on message: #536806

Link on message: #536806
Vallter: We are proud to present the “Design your tank skin” contest
(you can learn more
here).
The contest starts immediately and will end on the 31th of May 23:59 UTC.
Important requirements and notes about creating skins for the contest:
• Every user can take part in the contest;
• Players should make skins for one of the following tanks: MS-1, Leichtetracktor and T-1 Cunningham;
• Each user may only submit one skin per tank;
• The skin should be done so that it can be downloaded;
• A user has to post screenshots of the tank with the skin in this topic;
• Each tank will be judged separately;
• The image should not violate moral, ethic, juridical norms and the EULA.
The winner in each category will receive 6000 gold, second place will be awarded 5000 gold and third place will enjoy 4000 gold.
According to Chapter 3 Section D. of WN Terms of Service: if you upload any photograph, video, or audio file to or through any WN Communication Feature, you grant to WN the non-exclusive, worldwide right to use, post, publish and display such material, without royalty or compensation of any kind, expressly waive any and all rights of privacy, moral rights or rights of attribution and integrity.
Attention! The Administration reserves the right to cancel or prolong the event without announcing their reasons.
The contest starts immediately and will end on the 31th of May 23:59 UTC.
Important requirements and notes about creating skins for the contest:
• Every user can take part in the contest;
• Players should make skins for one of the following tanks: MS-1, Leichtetracktor and T-1 Cunningham;
• Each user may only submit one skin per tank;
• The skin should be done so that it can be downloaded;
• A user has to post screenshots of the tank with the skin in this topic;
• Each tank will be judged separately;
• The image should not violate moral, ethic, juridical norms and the EULA.
The winner in each category will receive 6000 gold, second place will be awarded 5000 gold and third place will enjoy 4000 gold.
According to Chapter 3 Section D. of WN Terms of Service: if you upload any photograph, video, or audio file to or through any WN Communication Feature, you grant to WN the non-exclusive, worldwide right to use, post, publish and display such material, without royalty or compensation of any kind, expressly waive any and all rights of privacy, moral rights or rights of attribution and integrity.
Attention! The Administration reserves the right to cancel or prolong the event without announcing their reasons.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536683
shieldheart, on 10 May 2011 - 01:29 PM, said: so you mean the tiger which i played last week was the modified to
a better one?
then why i can't believe you?
Every single game i have ever played with tiger i got module dmg and most of them ammo rack-engine(i don't count gun knock out's as a module dmg or track dmg's that happens 2-3 time's each of them every single game when you are playing german's) and 30-40% 's of my tiger play's i got fire...

Link on message: #536683

then why i can't believe you?
Every single game i have ever played with tiger i got module dmg and most of them ammo rack-engine(i don't count gun knock out's as a module dmg or track dmg's that happens 2-3 time's each of them every single game when you are playing german's) and 30-40% 's of my tiger play's i got fire...
Overlord: Tiger v.0.6.4.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536492
seahawk, on 10 May 2011 - 12:33 PM, said: While I support these changes you mentioned, I must remind you,
that Tiger is not the tank, who suffers most from the 88/56, but
JPzIV.

Link on message: #536492

Overlord: The only weak points of JadgPz are relatively low penetration and
low alpha strike. Yet it has its own advatnages including better
RoF, better specific power, better camo. Thus overall it's not
bad.
The biggest issue might be penetration, but you don't always have to shoot enemies from the front, do you? 132mm is enough to penetrate most of the tanks from side and rear, and performance data confirms that.
Just don't use Jpanzer the way you are using SU-100. They are different.
Buff for 8.8 L/56 wasn't cancelled, it was delayed.
The biggest issue might be penetration, but you don't always have to shoot enemies from the front, do you? 132mm is enough to penetrate most of the tanks from side and rear, and performance data confirms that.
Just don't use Jpanzer the way you are using SU-100. They are different.
Buff for 8.8 L/56 wasn't cancelled, it was delayed.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536376
Fredziosz, on 09 May 2011 - 10:20 PM, said: I just wanna know why DEVS want to nerf 88 ?
People complain already that its too weak as for its tier...
Overlord - WHY?

Link on message: #536376

People complain already that its too weak as for its tier...
Overlord - WHY?
Overlord: It's a minor adjustment everybody noticed, but no one knows that we
practically removed 50% of internal modules from Tiger's hitbox,
reducing module damage by 30-45%. Additional ammo rack has been
removed, transmission and engine size has been decreased, plus some
other changes. This will give a substantial and positive impact to
Tiger's performance.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536342
StanislavKus, on 10 May 2011 - 11:36 AM, said: Sooo, this week or next week? 

Link on message: #536342


Overlord: Forgot it was already Monday yesterday. Victory Day and side stuff,
you know 
This week on Russian server, next week for Europe. Most likely.

This week on Russian server, next week for Europe. Most likely.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536284
Sictirus, on 09 May 2011 - 05:58 PM, said: Seriously ? That's whay russian tanks have best guns , best armor ,
best speed , best pen/damage ? Balance ? SF history from your
imagination ? U are pathetic , u and your company . I am from a
former communist country and i recognize a person with brain washed
becausese of the former regime .
Personal Insults are a violation of Section 2.1 of the Forum Rules.
14 Day RO Forum Ban.
Naeron66

Link on message: #536284

Personal Insults are a violation of Section 2.1 of the Forum Rules.
14 Day RO Forum Ban.
Naeron66
Overlord: I do respect your opinion and political views, but they both have
nothing to do with balancing.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #536280
ZingFreelancer, on 09 May 2011 - 05:11 PM, said: Overlord my dear, when, oh when can we expect this goddess of a
patch to finally grace us with her divine presence?

Link on message: #536280

Overlord: Thou shall not abandon all hope.
Releasing it on Russian server this week, them will be able to fix the date for Europe.
Releasing it on Russian server this week, them will be able to fix the date for Europe.
Subject:
News from the Front\Discussion of News Articles\Armchair General: WOT’s Nearly Perfect
Link on message: #536273

Link on message: #536273
Cheeka: Armchair General: WOT’s Nearly Perfect
Back to article
Back to article
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #536239
tabal5000, on 08 May 2011 - 08:19 PM, said: Are you planning to encourage people to play more Tank Companies
other than this Kill the Mod event? I would suggest a 15% exp
bonus,or dinar bonus.
It's annoying having to wait 5 minutes to play since there are only 4 companies playing at a time...
Taturo, on 08 May 2011 - 02:05 PM, said: I want to have the Maus in the future, but to do so i have to
currently go through the Kingtiger to the VK4502(P) Ausf. B, but in
the revised Tech Tree it is shown that this link is going to be
taken away once the second heavy line is implemented. And my
problem is that I will probably only reach the Kingtiger before
this happen, and my path to the Maus will be blocked.
Also seeing that the Russian tank drivers will get three Tanks for free (if they have them), US Tank drivers two Tanks for free (again, if they have them) and then German Tank drivers only one (if they went the medium line).
So my question is, do i have to wait and sit on my PzIV/ go for the 3001P and sit there and wait for the separated Heavy line, or do you already have something planned, to still give me the possibility to get to the Maus?
For Example giving King Tiger owners the VK4502(P) Ausf. A or the Porsche Tiger for Tiger owners, so that we still have a chance to get the Maus if we don't manage to get the VK4502(P) Ausf. B before the separation. (It would be fair in my opinion, looking at the US and Soviet tank drivers.)
I know that suggestion aren't allowed, but i need to know, so that I won't waste my time on the King Tiger.
Thanks for your time and Happy Victory Day.
nebsif, on 08 May 2011 - 02:08 PM, said: If in the stats window it says that max view range of X turret is
420m, is that the max I can get with 100% crew + binos + optics, or
just 100% crew?
Are panther camo values gonna be changed? Its not 2x bigger than say VK3002 to have 2x less camo value..
Action_IHOP7, on 08 May 2011 - 03:39 PM, said: So you do not mind playing maps you dont like? (Honest question,
would like an honest answer)
Two more things if I may.
One, are you considering puting in the option to choose in the begining of a battle if you want to use the daily bonus or not? (Being matched with tier 9 in a t5 tank wastes the bonus)
And two, is the gun supposed to aim for where the gun thinks the shot will land (the circle that follows the crosshair around) rather than aim where you have the crosshair pointed?
Niaro, on 09 May 2011 - 04:08 PM, said: @Overlord
http://forum.worldof...post__p__524397
Yes, No, Maybe?
please?
posthumecaver, on 09 May 2011 - 10:56 AM, said: I have a question about Premium Vehicle, I know that they got %50
more XP and credits output with a standard account....
But if I have a Premium Account does that stack with Premium Vehicle?
Thx for the answers...
chromedome, on 09 May 2011 - 11:03 AM, said: Could a dev give me a timeline for french and british tank
trees,from posts it seems as french will be here sometime in next 6
months and british after all other tree are complete, so we looking
at over 12 months for brits?which is 12 months to long for me tbh.
rough dates would be preferable to the general sometime soon
answer.
Raketensegler, on 09 May 2011 - 04:49 PM, said: For clarification: With a 100% crew you only need +20% bonus for
maximum view range of each turret?
So binos are only needed (for maximum effect of 25%) when you have a crew with less than 100%?
Action_IHOP7, on 08 May 2011 - 03:39 PM, said: So you do not mind playing maps you dont like? (Honest question,
would like an honest answer)
Grimmblut, on 09 May 2011 - 08:39 PM, said: Please correct me if i'm wrong but from my understanding of the
game mechanics and the technical terms used in the game settings,
there are:
View Range: The distance at which you can detect an enemy by yourself. It's a circle which is capped at 500 meters.Draw Distance: The distance at which you can see objects ingame. It's a rectangular which is capped at 500 meters at the x- and y-axis, thus having a maximum at 707 meters along the diagonal.Spotting Distance: Also known as the "visibility coefficient". It depends on the (effective) view range of a tank A and the (effective) camouflage score of a tank B. The spotting distance is the distance at which tank A detects tank B. Since it is capped by the View Range, it's a circle which is capped at 500 meters.Regarding the "Spotting Distance", i'm refering to this post by mediahead: http://forum.worldof...__1#entry453977
This sentence gives me pause. Let's put beside that you and I seem to have different definitions of View Range, Draw Distance and Spotting Distance.
What you are saying is, that a tank's View Range can reach a value, which is over 500m. Since the hard cap is at 500m, the tank won't detect an enemy tank, which is further than 500m away. But the View Range value, which is over 500, is used to calculate the Spotting Distance, that is the "visibility coefficient" to use mediaheads terms.
I hope I got this right to that point. Please tell me so if i did.
Now please let me dig a bit further:
If a tank has a view range of 380m written in its details - can this tank detect enemy tanks by itself which are further away than 380m?
From my understanding, the view range value in a tank's details is a hard cap, like the 500m total cap for the View Range system. So the tank I used as an example above, with a View Range of 380m, gets its View Range hard limited to a circle of 380m. The mechanic of "overlapping points" regarding the Spotting Range, do apply here aswell. Are these assumptions correct?
I made a tutorial video about the detection system some time ago and it would hit me hard if I would have claimed wrong facts (almost 2.000 people already watched it): http://www.youtube.c...h?v=_hZsHHH7j9k
ArmorShark7, on 09 May 2011 - 07:06 PM, said: Since the French tanks are supposed to introduce working
multiturreted designs, and the Char B1 will have a hull-based
cannon, when will the M3 Lee have a fully functional turret in
addition to its hull-mounted cannon?
theta0123, on 09 May 2011 - 08:51 PM, said: Question time=
1. I heard rumors that the M46 Patton might appear pretty soon.As soon as 6.4 patch. Is this true or just propaganda?
2. There was a second question but i forgot it..........
Grimmblut, on 09 May 2011 - 08:39 PM, said: Hi,
there are some problems with the use of technical terms here.
Please correct me if i'm wrong but from my understanding of the game mechanics and the technical terms used in the game settings, there are:
View Range: The distance at which you can detect an enemy by yourself. It's a circle which is capped at 500 meters.Draw Distance: The distance at which you can see objects ingame. It's a rectangular which is capped at 500 meters at the x- and y-axis, thus having a maximum at 707 meters along the diagonal.Spotting Distance: Also known as the "visibility coefficient". It depends on the (effective) view range of a tank A and the (effective) camouflage score of a tank B. The spotting distance is the distance at which tank A detects tank B. Since it is capped by the View Range, it's a circle which is capped at 500 meters.Regarding the "Spotting Distance", i'm refering to this post by mediahead: http://forum.worldof...__1#entry453977
This sentence gives me pause. Let's put beside that you and I seem to have different definitions of View Range, Draw Distance and Spotting Distance.
What you are saying is, that a tank's View Range can reach a value, which is over 500m. Since the hard cap is at 500m, the tank won't detect an enemy tank, which is further than 500m away. But the View Range value, which is over 500, is used to calculate the Spotting Distance, that is the "visibility coefficient" to use mediaheads terms.
I hope I got this right to that point. Please tell me so if i did.
Now please let me dig a bit further:
If a tank has a view range of 380m written in its details - can this tank detect enemy tanks by itself which are further away than 380m?
From my understanding, the view range value in a tank's details is a hard cap, like the 500m total cap for the View Range system. So the tank I used as an example above, with a View Range of 380m, gets its View Range hard limited to a circle of 380m. The mechanic of "overlapping points" regarding the Spotting Range, do apply here aswell. Are these assumptions correct?
I made a tutorial video about the detection system some time ago and it would hit me hard if I would have claimed wrong facts (almost 2.000 people already watched it): http://www.youtube.c...h?v=_hZsHHH7j9k

Link on message: #536239

It's annoying having to wait 5 minutes to play since there are only 4 companies playing at a time...
Overlord: well many people are looking forward to Clan Wars (CW), when it
comes there global map will held tons of company battles every day,
thus, I think, people will also play common company battles more
often to improve clan coordination, try new tactics, etc

Also seeing that the Russian tank drivers will get three Tanks for free (if they have them), US Tank drivers two Tanks for free (again, if they have them) and then German Tank drivers only one (if they went the medium line).
So my question is, do i have to wait and sit on my PzIV/ go for the 3001P and sit there and wait for the separated Heavy line, or do you already have something planned, to still give me the possibility to get to the Maus?
For Example giving King Tiger owners the VK4502(P) Ausf. A or the Porsche Tiger for Tiger owners, so that we still have a chance to get the Maus if we don't manage to get the VK4502(P) Ausf. B before the separation. (It would be fair in my opinion, looking at the US and Soviet tank drivers.)
I know that suggestion aren't allowed, but i need to know, so that I won't waste my time on the King Tiger.

Thanks for your time and Happy Victory Day.

Overlord: Any other compensation apart from the announced ones is not
planned, you have 2-3 months before the introduction of E-series.
So the notice wasn't short and you can plan your time am progress.

Are panther camo values gonna be changed? Its not 2x bigger than say VK3002 to have 2x less camo value..
Overlord: 1. With 100% crew, optics, ventilation, and premium consumable
(cola, etc). Thus without binos.
2. Revised in 0.6.4.
2. Revised in 0.6.4.

Two more things if I may.
One, are you considering puting in the option to choose in the begining of a battle if you want to use the daily bonus or not? (Being matched with tier 9 in a t5 tank wastes the bonus)
And two, is the gun supposed to aim for where the gun thinks the shot will land (the circle that follows the crosshair around) rather than aim where you have the crosshair pointed?
Overlord: 1. I actually mind. Mind and suffer.
Choosing maps to play is not planned
at present, but is very likely to be reconsidered.
2. This is not under consideration. The bonus is automatic.
3. The green circle that follows your crosshair marking of course. Turret traverse takes time.

2. This is not under consideration. The bonus is automatic.
3. The green circle that follows your crosshair marking of course. Turret traverse takes time.

http://forum.worldof...post__p__524397
Yes, No, Maybe?
please?

Overlord: Tend to say NO. T23 is more likely to appear as premium, however
it's not confirmed yet.

But if I have a Premium Account does that stack with Premium Vehicle?
Thx for the answers...
Overlord: Premium vehicles do have increased profitability, but it varies, so
not necessarily equals 50%. Premium vehicle doesn't bring you any
extra experience.

Overlord: French tree can arrive either after introduction of E-series or
after the whole revision of the existing trees is complete.
British tree should arrive either at the end of this year or at the beginning of 2012.
British tree should arrive either at the end of this year or at the beginning of 2012.

So binos are only needed (for maximum effect of 25%) when you have a crew with less than 100%?
Overlord: 1. Forgot to include ventilation:
Looks like 136% if I have done the calculation right: 100%(base skill)+11%(commander's bonus)+5%(ventilation)+10%(coated optics)+10%(consumable)
2. All the bonuses are counted and your view range can exceed 500m, allowing you to spot targets with better camo value within 500m range.
Looks like 136% if I have done the calculation right: 100%(base skill)+11%(commander's bonus)+5%(ventilation)+10%(coated optics)+10%(consumable)
2. All the bonuses are counted and your view range can exceed 500m, allowing you to spot targets with better camo value within 500m range.

Overlord: The only combination I hate is Maus + Malinovka.
I wouldn't select city maps for SPG because average xp is low. But it's an interesting combination (like nightmare mode). Sometimes I really help my team and make some kills.
We are thinking about giving a player a possibility to exclude some maps. But we don't know how it's going to work.
I wouldn't select city maps for SPG because average xp is low. But it's an interesting combination (like nightmare mode). Sometimes I really help my team and make some kills.
We are thinking about giving a player a possibility to exclude some maps. But we don't know how it's going to work.

View Range: The distance at which you can detect an enemy by yourself. It's a circle which is capped at 500 meters.Draw Distance: The distance at which you can see objects ingame. It's a rectangular which is capped at 500 meters at the x- and y-axis, thus having a maximum at 707 meters along the diagonal.Spotting Distance: Also known as the "visibility coefficient". It depends on the (effective) view range of a tank A and the (effective) camouflage score of a tank B. The spotting distance is the distance at which tank A detects tank B. Since it is capped by the View Range, it's a circle which is capped at 500 meters.Regarding the "Spotting Distance", i'm refering to this post by mediahead: http://forum.worldof...__1#entry453977
This sentence gives me pause. Let's put beside that you and I seem to have different definitions of View Range, Draw Distance and Spotting Distance.
What you are saying is, that a tank's View Range can reach a value, which is over 500m. Since the hard cap is at 500m, the tank won't detect an enemy tank, which is further than 500m away. But the View Range value, which is over 500, is used to calculate the Spotting Distance, that is the "visibility coefficient" to use mediaheads terms.
I hope I got this right to that point. Please tell me so if i did.

Now please let me dig a bit further:
If a tank has a view range of 380m written in its details - can this tank detect enemy tanks by itself which are further away than 380m?
From my understanding, the view range value in a tank's details is a hard cap, like the 500m total cap for the View Range system. So the tank I used as an example above, with a View Range of 380m, gets its View Range hard limited to a circle of 380m. The mechanic of "overlapping points" regarding the Spotting Range, do apply here aswell. Are these assumptions correct?
I made a tutorial video about the detection system some time ago and it would hit me hard if I would have claimed wrong facts (almost 2.000 people already watched it): http://www.youtube.c...h?v=_hZsHHH7j9k
Overlord: Draw Distance: correct.
View range: The distance at which tank detects tanks with zero invisibility (e.g. shooting SPG, no bushes). Used to calculate the visibility coefficient. View range has no limits.
Spotting Distance: The distance at which tank A detects tank B. Tank A detects tank B if visibility coefficient (depends on view range and distance) is higher than invisibility coefficient.
There is one technical limit: tank A will never detect tank B further than 500m (to be honest, exact limit is a little lower). Even if visibility coeff. is higher that invisibility coeff.
View range: The distance at which tank detects tanks with zero invisibility (e.g. shooting SPG, no bushes). Used to calculate the visibility coefficient. View range has no limits.
Spotting Distance: The distance at which tank A detects tank B. Tank A detects tank B if visibility coefficient (depends on view range and distance) is higher than invisibility coefficient.
There is one technical limit: tank A will never detect tank B further than 500m (to be honest, exact limit is a little lower). Even if visibility coeff. is higher that invisibility coeff.

Overlord: First revision of French tanks can be introduced without multi
turret/gun feature, since it got delayed for some time.

1. I heard rumors that the M46 Patton might appear pretty soon.As soon as 6.4 patch. Is this true or just propaganda?
2. There was a second question but i forgot it..........
Overlord: No, it will come in 0.6.5, the udpate that comes next after 0.6.4.

there are some problems with the use of technical terms here.
Please correct me if i'm wrong but from my understanding of the game mechanics and the technical terms used in the game settings, there are:
View Range: The distance at which you can detect an enemy by yourself. It's a circle which is capped at 500 meters.Draw Distance: The distance at which you can see objects ingame. It's a rectangular which is capped at 500 meters at the x- and y-axis, thus having a maximum at 707 meters along the diagonal.Spotting Distance: Also known as the "visibility coefficient". It depends on the (effective) view range of a tank A and the (effective) camouflage score of a tank B. The spotting distance is the distance at which tank A detects tank B. Since it is capped by the View Range, it's a circle which is capped at 500 meters.Regarding the "Spotting Distance", i'm refering to this post by mediahead: http://forum.worldof...__1#entry453977
This sentence gives me pause. Let's put beside that you and I seem to have different definitions of View Range, Draw Distance and Spotting Distance.
What you are saying is, that a tank's View Range can reach a value, which is over 500m. Since the hard cap is at 500m, the tank won't detect an enemy tank, which is further than 500m away. But the View Range value, which is over 500, is used to calculate the Spotting Distance, that is the "visibility coefficient" to use mediaheads terms.
I hope I got this right to that point. Please tell me so if i did.

Now please let me dig a bit further:
If a tank has a view range of 380m written in its details - can this tank detect enemy tanks by itself which are further away than 380m?
From my understanding, the view range value in a tank's details is a hard cap, like the 500m total cap for the View Range system. So the tank I used as an example above, with a View Range of 380m, gets its View Range hard limited to a circle of 380m. The mechanic of "overlapping points" regarding the Spotting Range, do apply here aswell. Are these assumptions correct?
I made a tutorial video about the detection system some time ago and it would hit me hard if I would have claimed wrong facts (almost 2.000 people already watched it): http://www.youtube.c...h?v=_hZsHHH7j9k
Overlord: Too long for a question, imo.
View Range - assigned individually for all tanks, 480m is the maximim currently without binos.
Draw distance - limited to 707m by the engine.
Spotting Distance - technically limited to 500m for gameplay and performance purposes.
View Range - assigned individually for all tanks, 480m is the maximim currently without binos.
Draw distance - limited to 707m by the engine.
Spotting Distance - technically limited to 500m for gameplay and performance purposes.
Subject:
News from the Front\Discussion of News Articles\Blogcritics: First and Further Impressions of WOT
Link on message: #536115

Link on message: #536115
Cheeka: Blogcritics: First and Further Impressions of WOT
Back to article
Back to article
Subject:
International Forums\Baltic Forums\Latviešu\Tehnika\Tehnikas salīdzinājums\Kuras nacionalitātes artilēriju izvēlēties?
Link on message: #535927
maxd2, on 07 May 2011 - 09:07 PM, said: Es esmu braucis praktiski ar visām artilērijām atskaitot gw tiger
un S-51 (kā arī sīkaļas - bison, sturmpanzer II u.c., kurām varēja
pārlēkt pāri)
Betā spēlēju pārsvarā TIKAI ar artilērijām. Biju nospēlējis vairāk kā 2000 mačus.
Es saku, ka PSRS artilērijas šajā spēlē patreiz IR labākās. Pēc tam nāk vācieši un tikai pēc tam ASV.
Uz M40/M43 plēsties caur tiem lužņiem, kas ir pirms tam, nav vērts. Ja gribas, lūdzu. Bet tādus pat un labākus rezultātus varēs iegūt ar Object 212, SU-14 vai S-51. Un lūdzu nevajag arī izdomāt pasakas par M40/M43 splash damage. Jūs varbūt zināt to, kas iestrādāts kodā, bet es vados pēc tā, kā tas reāli izpaužas spēlē. PSRS tier 6 un 7 artilērijām ir spēcīgāks splash damage, salīdzinot ar M40/M43.

Link on message: #535927

Betā spēlēju pārsvarā TIKAI ar artilērijām. Biju nospēlējis vairāk kā 2000 mačus.
Es saku, ka PSRS artilērijas šajā spēlē patreiz IR labākās. Pēc tam nāk vācieši un tikai pēc tam ASV.
Uz M40/M43 plēsties caur tiem lužņiem, kas ir pirms tam, nav vērts. Ja gribas, lūdzu. Bet tādus pat un labākus rezultātus varēs iegūt ar Object 212, SU-14 vai S-51. Un lūdzu nevajag arī izdomāt pasakas par M40/M43 splash damage. Jūs varbūt zināt to, kas iestrādāts kodā, bet es vados pēc tā, kā tas reāli izpaužas spēlē. PSRS tier 6 un 7 artilērijām ir spēcīgāks splash damage, salīdzinot ar M40/M43.
OldFox: 1. M40/M43, SU-14, S-51, Objektam 212 ir VIENADS splasha radiuss
(6,87 m parastiem ladiniem). Tas nozime, ka ari spesha damage ir
vienads, jo visiem 203 mm haubicem spele ir VIENADS damage (vid. -
1850).
2. Parladesanas laiks: S-51 - 1,63 sav./min, SU-14 - 1,78, Objekts 212 - 2,03, M40/M43 - 1,94
3. Izkliede (m/uz 100 m) - haubicei B-4 (S-51, SU-14, Objekts) - 0,5, haubicei uz M40/M43 - 0,48. Izkliedes atskiriba 0,02 m/100 m ir DAUDZ SVARIGAKA par parladesanas laika starpibu, jo "higth-lvl" artilerijai precizitate ir svarigaka par sausanas atrumu.
4. Temesanas laiks Objektam un M40/M43 ir vienads - 6 sek, bet horizontalas temesanas lenkis M40/M43 ir nesalidzinami lielaks!
5. M40/M43 - ir daudz kustigaka, bet Objektam ir ventilacija un BB ladini.
Sis salidzinajums nelauj viennozimigi pateikt, kura no PAI 7 ir labaka - Objekts 212 vai M40/M43.
Bet skatisimies talak, uz PAI 8 lvl: PSRS - Objektam 261 ir 180 mm stobrs, ASV - T92 ir 240 mm. Splasha raduiss Objektam 261 - pie 6 m, T92 - pari 10 m. Par damage nerunasim - 240 mm videjais ir kaut kur pari 2100. Ta tad ASV PAI tomer kopuma ir vairak piemeroti klanu kariem, kas ir "higth-lvl content", un visiem vajag gatavoties tam.
Man patik, ka tev ir savs viedoklis - tas ir loti labi. Un nospeletas 2000 kaujas - labs raditajs, bet man ir pari par 15 000
2. Parladesanas laiks: S-51 - 1,63 sav./min, SU-14 - 1,78, Objekts 212 - 2,03, M40/M43 - 1,94
3. Izkliede (m/uz 100 m) - haubicei B-4 (S-51, SU-14, Objekts) - 0,5, haubicei uz M40/M43 - 0,48. Izkliedes atskiriba 0,02 m/100 m ir DAUDZ SVARIGAKA par parladesanas laika starpibu, jo "higth-lvl" artilerijai precizitate ir svarigaka par sausanas atrumu.
4. Temesanas laiks Objektam un M40/M43 ir vienads - 6 sek, bet horizontalas temesanas lenkis M40/M43 ir nesalidzinami lielaks!
5. M40/M43 - ir daudz kustigaka, bet Objektam ir ventilacija un BB ladini.
Sis salidzinajums nelauj viennozimigi pateikt, kura no PAI 7 ir labaka - Objekts 212 vai M40/M43.
Bet skatisimies talak, uz PAI 8 lvl: PSRS - Objektam 261 ir 180 mm stobrs, ASV - T92 ir 240 mm. Splasha raduiss Objektam 261 - pie 6 m, T92 - pari 10 m. Par damage nerunasim - 240 mm videjais ir kaut kur pari 2100. Ta tad ASV PAI tomer kopuma ir vairak piemeroti klanu kariem, kas ir "higth-lvl content", un visiem vajag gatavoties tam.
Man patik, ka tev ir savs viedoklis - tas ir loti labi. Un nospeletas 2000 kaujas - labs raditajs, bet man ir pari par 15 000

Subject:
International Forums\Baltic Forums\Latviešu\Tehniskā palīdzība\Lokalizacijas kludas un bagi
Link on message: #535880
maxd2, on 07 May 2011 - 08:59 PM, said: Ja 30 skrīni ar apmēram tik pat daudz piefiksētām kļūdām skaitās
zema aktivitāte, tad es nezinu kas ir.

Link on message: #535880

OldFox: Runa iet par to, ka maz cilveku piedalijas saja pasakuma.
Subject:
Game Discussion\Gameplay Discussion\help KV 2
Link on message: #534745
Snib, on 09 May 2011 - 02:47 PM, said: Didn't read what you said before edit but am finding it funny that
you got the warning while responding to a guy who's calling
everyone idiots and who didn't get one.

Link on message: #534745

LiannaSilverwind: Oh, he did. 
In any case please avoid discussing moderators decision and use Report button in case you feel forum rules were broken.
Lia

In any case please avoid discussing moderators decision and use Report button in case you feel forum rules were broken.
Lia
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #534691
Maxanov, on 08 May 2011 - 11:03 PM, said: This. This right here is why this game will never be balanced.

Link on message: #534691

Overlord: Absolute equilibrium can be achieved by giving same tier and class
vehicles totally identical specs, which is not our way to go.
Any diversity causes imbalance. Unfortunately not everyone can take advantage of playstyle differences.
Any diversity causes imbalance. Unfortunately not everyone can take advantage of playstyle differences.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #534684
MrBeardface, on 08 May 2011 - 10:52 PM, said: Balancing according to win/lose ratio is beyond stupid. It's not a
1v1 game.

Link on message: #534684

Overlord: Win/lose ratio is only part of the strory. Experience per battle is
an aggregate parameter that takes into account overall performance.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #534674
hubhelper, on 08 May 2011 - 04:41 PM, said: Overlord, your guys involved in balancing, are playing this game?
Or they only balance the game according to the statistics?

Link on message: #534674

Overlord: Yes they are playing. This guy is the main one, responsible for
balance in the game. http://challenge.wor...nts/408-Zlobny/
PS: Zlobny = Evil
PS: Zlobny = Evil
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #534667
Stubentiger, on 08 May 2011 - 04:22 PM, said: Does this mean that we will never see the (promised) buff of the
8.8/L56 gun?
Keep in mind that the Jagdpanzer IV is outclassed by its soviet counterparts concerning firepower. It's much harder to be successful in a JgdPz IV than in a SU 100. Statistics alone aren't a good indicator for fair game balance. The devs should know this.
Give this gun - at least the pak version - a penetration or damage buff. That's all it needs to be balanced. The JgdPz IV will not outclass the SU 100 with it, that's for sure.

Link on message: #534667

Keep in mind that the Jagdpanzer IV is outclassed by its soviet counterparts concerning firepower. It's much harder to be successful in a JgdPz IV than in a SU 100. Statistics alone aren't a good indicator for fair game balance. The devs should know this.
Give this gun - at least the pak version - a penetration or damage buff. That's all it needs to be balanced. The JgdPz IV will not outclass the SU 100 with it, that's for sure.
Overlord: Penetration change is rather unlikely, yes. Everything else can be
adjusted if there is a need.
Subject:
News from the Front\Discussion of News Articles\World of Tanks Celebrates Victory
Link on message: #534660
Llewelyn, on 09 May 2011 - 03:14 PM, said: event runs til 05:00 UTC on 10/5/2011 or so I read it. I assume the
"day" starts at 00:00 UTC but I could be wrong - anyone know for
sure?

Link on message: #534660

Overlord: You are absolutely correct.
Subject:
Game Discussion\Gameplay Discussion\Replace T20 with T23 Please
Link on message: #534659
RoyalBengalTiger, on 09 May 2011 - 11:48 AM, said: So what about making the T20 an alternative for the Easy 8 (the 90
mm gun could be unavailable for it), and the T-23 would replace the
T-20 (and the 90 mm would be a firepower increase to make it more
different than the T20)?

Link on message: #534659

Overlord: T20 is nice at tier 7 and there is no need to push it back.
Subject:
Game Discussion\Gameplay Discussion\Replace T20 with T23 Please
Link on message: #533994
mspisz1, on 06 May 2011 - 09:33 PM, said: it will become premium if devs dont decide to just get rid of
it.
I mean seriously why getting rid of this tank ? I can see getting rid of T34 is ok becaususe there are 2 other similar tanks to it. Russian tanks all remain but removing more US tanks seem ok it would seem.
Would be nice to hear a reason from DEVs about getting rid of this T23.

Link on message: #533994

I mean seriously why getting rid of this tank ? I can see getting rid of T34 is ok becaususe there are 2 other similar tanks to it. Russian tanks all remain but removing more US tanks seem ok it would seem.
Would be nice to hear a reason from DEVs about getting rid of this T23.
Overlord: Both T20 and T23 are rather similar and someone should yield. T20
has decent performance for tier 7. As for T23 we don't say it is
removed for good.
Subject:
Game Discussion\Gameplay Discussion\Is it worth it ?
Link on message: #533717

Link on message: #533717
LiannaSilverwind: 1) The game is free and does not require any real money investment,
therefore you can try it and find out for yourself if you like it
or not without wasting any money.
2) The game is not historical simulator, Tiger does not fight alone vs. 30 T-34s, both sides field Soviet, US and German tanks together, there are many non-existant prototypes being fielded.
3) If I'd trust forums, I'd never play any online game.

2) The game is not historical simulator, Tiger does not fight alone vs. 30 T-34s, both sides field Soviet, US and German tanks together, there are many non-existant prototypes being fielded.
3) If I'd trust forums, I'd never play any online game.

Subject:
Fan Zone\General Creativity\PogS Contour Icon Mods
Link on message: #533560

Link on message: #533560
Tanitha: Great mod, its in use now, thanks..
Subject:
Contests & Competitions\Contests\Clan Parade
Link on message: #532820

Link on message: #532820
Vallter: 2DB
STAPA
PGDSI
Team Germany
Panzerknacker
These clans are allowed to resubmit video, if they wish, because they have posted it before the event was prolonged.
STAPA
PGDSI
Team Germany
Panzerknacker
These clans are allowed to resubmit video, if they wish, because they have posted it before the event was prolonged.
Subject: Contests & Competitions Contests\"Elbe Day"
Link on message: #532782
Link on message: #532782
Vallter: The contest has ended, The results will announced on May 11th.
Subject:
Contests & Competitions\Special Events\Kill the Mod\Kill the Mod: The Return of the Tank Company
Link on message: #532758

Link on message: #532758
Vallter: The event has ended. The results will be announced next week
Subject:
News from the Front\Discussion of News Articles\World of Tanks Celebrates Victory
Link on message: #532260
falkemberg, on 08 May 2011 - 01:54 AM, said: Hi, im not receiving 5x more exp on first winnig game....why? im
with the beta version..... V0.6.3.11
I only receive x2 exp

Link on message: #532260

I only receive x2 exp
Overlord: You are getting 5x experience, however there is no message that
confirms it.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #532254
Zieten, on 08 May 2011 - 01:59 PM, said: nice to see you here Overlord 
as already 2 of us have mentioned: would it be possible to buff penetration of the TD-version (PaK) of the short 8,8cm (L/56)? this way only one tank would really profit from it, and this would be the JgPz4 which really badly needs it.

Link on message: #532254


as already 2 of us have mentioned: would it be possible to buff penetration of the TD-version (PaK) of the short 8,8cm (L/56)? this way only one tank would really profit from it, and this would be the JgPz4 which really badly needs it.
Overlord: Personally I don't mind such increase, but our guys involved in
balancing do think that the value is ok, as for JagdPz IV, its
performance is not bad overall, comparable to SU-100 to better than
1%.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #532252
Distortion, on 08 May 2011 - 02:05 AM, said: I always thought this was the whole idea behind the maus.
Furthermore i dont get why HE splash influence the number of tanks
to take it down.
But as always we will see when the patch goes live. i bet we hate it, cry again, WG buff/nerf/rollback and all starts from the beginning...
im kinda getting tired.

Link on message: #532252

But as always we will see when the patch goes live. i bet we hate it, cry again, WG buff/nerf/rollback and all starts from the beginning...
im kinda getting tired.
Overlord: The changes for Maus in 0.6.4 have been finalized and are not
subject to change anymore.
Subject:
Game Discussion\Gameplay Discussion\Are You testing the General test patch v0.6.4 on Russian Server?
Link on message: #532224
Hornet331, on 08 May 2011 - 11:12 AM, said: Well what did the devs expect... they fixed the armor and still
left the hp of the maus untouched...
Sometimes I really wonder if the people that are in charge for game balance even know what they did in the past.
First thing we got was a general armor nerf, so maus was turned from german steel monster into swiss cheese monster.
So they gave it a substaincial hp buff (which did not adress the problem at all)
Now they finally fixed the armor but let the hp buff in???
Naturally much hp+ armor = win...

Link on message: #532224

Sometimes I really wonder if the people that are in charge for game balance even know what they did in the past.
First thing we got was a general armor nerf, so maus was turned from german steel monster into swiss cheese monster.
So they gave it a substaincial hp buff (which did not adress the problem at all)
Now they finally fixed the armor but let the hp buff in???

Naturally much hp+ armor = win...
Overlord: Maus is still slow and clumsy. At least it should appear in CWs and
tank companies now.
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #532220
Raketensegler, on 07 May 2011 - 01:21 PM, said: The E-Series seems to be ready/rather advanced.
1. Any infos about armour for E-75 (hull and turret front)?
2. What guns do E-50 and E-75 get?
3. Something unusual, what does the devs reply KTTS mean (Russian forum via translator)?
Raketensegler, on 07 May 2011 - 02:36 PM, said: Thanks, Overlord.
1. Ok, the prize Question, any infos about the stats of the 8,8/l100 and 15/l38?
Mecha_Lenin, on 07 May 2011 - 02:42 PM, said: 10,5cm L/68 is listed twice, perhaps you meant 10,5cm L/52 aufs B?
Keulz, on 07 May 2011 - 01:10 PM, said: This a just a parameter to modify then compile again, so it's not
an additionnal work to do.
1 - So, when you're behind a bush with 100% camo + net, is it (X + Y) * (1.25 * 1.75) or X * 1.25 * 1.75 + Y ?
2 - When we have 50% skill crew on camo, it gives a 37% camo bonus ?
3 - So , if you have 500m spotting range and you spot an ennemi tank at 300m (without bushes or anything in the LoS) while he doesn't have any camo bonus; will you spot him at 300 / (1.25 * 1.75) if he has full camo + net ?
PanzerIVH, on 07 May 2011 - 02:08 PM, said: I also have a question regarding equipment calculation:
I just bought Binoculars and Coated Optics for my PzV/IV (let's name it Cougar, to keep in line with Panther/Leopard/Lowe etc.
)
For the effect of this, plus the VE-day celebration, check accompanying screenshot
shot_031.jpg
How is the effect of these items calculated? Is this cumulative, ie, will spotting be
100+25+10=135 %?
Or is it
100*1.25*1.1=137.5 %
The difference in this is little, but may make a difference when crew competence is taken into account.
Secondly, I read elsewhere in these Q&A threads that moving the turret does not make a difference, correct? In wiki it is stated that moving gun on anything but a TD will break camo net/binocular bonus.
Thanks for any clarification,
PanzerIVH
Szalona, on 07 May 2011 - 05:59 PM, said: I have question about crew training. Just to confirm. Base on
http://forum.worldof...ost__p__494905:
I have T29 crew on M6A2E1 - there will be no punishment in training them the perks?
Additional question: the skill of the crew in the above situation will not be "punished" - if they have 100% and perks the 100% skill and perks will work right?
ian666, on 08 May 2011 - 01:45 AM, said: What? E50 will get weaker and smaller gun than current Panther 2
(10,5 KwK 45 L/52 Ausf.B )?. That sounds very bad. The whole point
of german mediums is that single 10,5cm gun at the end, their 390
alpha and 0.28 accuracy.
Since last part of gun names eg L56, L70, L100 means only higher penetration/accuracy but same damage, you want to tell us that top E50 gun (Tier 9 tank) will have worst alpha than tier 5 tank on AP? (all 8,8cm got 220 damage while 10,5cm from P2 got 390).
Could you please explain, maybe you forgot to paste P2 gun in E50 by double pasting that L/68 gun under E75?
Kazomir, on 08 May 2011 - 12:20 PM, said: Do i get experience for a shot that i fired but bounced?
ArmorShark7, on 08 May 2011 - 11:46 AM, said: Will the tier VII Panther keep its 870 HP engine and its 8,8 cm KwK
43 L/71 gun?
Stormscion, on 08 May 2011 - 05:47 AM, said: will 8,8cm KwK L/100. be as good as 105mm on panther II ?
What can we expect , what kind of stats can we expect ( rounded numbers if not possible exact ). Mainly interested in penetration and rate of fire and accuracy. And will it have more damage then regular 88s ( 220 damage )?
Xivilai, on 08 May 2011 - 08:46 AM, said: I bet that devs will make those tanks (E 50-100) so horrible and
blood spiting to grind... and what is that I hear about those lame
guns they will give to them, really they will make them weaker than
any other tank.
And something for those that know what I am talking about, devs please use your brains.
Who will play French tanks ? more to that who will play another nation that have all experimental vehicle including AMX 50 that is stolen German technology. It is same as US... U could do better than that...
Logic tells that British should be next in line to be implemented in this game, and reason is simple, they actually have their own tanks and not those experimental like US and now French.
And I really hope that devs put real tank in British tree like Firefly, Cromwell, Comet, Centurion and so on...

Link on message: #532220

1. Any infos about armour for E-75 (hull and turret front)?
2. What guns do E-50 and E-75 get?
3. Something unusual, what does the devs reply KTTS mean (Russian forum via translator)?

Overlord: 1. Front hull - 150-180mm, side hull 100-120 mm, rear hull - 80mm.
Rather close to KT, here we are using Doyle as a reference. 1000 HP
engine with supercharging. Turrets - 1) Henschel (Pz.Kpfw.VI Ausf.
top one) 2) Standard turret planned for E75 according to the
schemes.
2. Going to choose from:
E50 - 8,8cm KwK 43 L/71, 7,5cm KwK 45 L/100, 8,8cm KwK L/100.
E75 - 8,8cm KwK 43 L/71, 10,5cm KwK 45 L/52, 10,5cm KwK 46 L/68, 10,5cm KwK 46 L/68, 12,8cm KwK 44 L/55.
3. KTTS?
Russian equivalent for as soon as it
is ready or as soon as it is done.
2. Going to choose from:
E50 - 8,8cm KwK 43 L/71, 7,5cm KwK 45 L/100, 8,8cm KwK L/100.
E75 - 8,8cm KwK 43 L/71, 10,5cm KwK 45 L/52, 10,5cm KwK 46 L/68, 10,5cm KwK 46 L/68, 12,8cm KwK 44 L/55.
3. KTTS?


1. Ok, the prize Question, any infos about the stats of the 8,8/l100 and 15/l38?
Overlord: Haven't been determined yet.

Overlord: This gun is possible as well.

1 - So, when you're behind a bush with 100% camo + net, is it (X + Y) * (1.25 * 1.75) or X * 1.25 * 1.75 + Y ?
2 - When we have 50% skill crew on camo, it gives a 37% camo bonus ?
3 - So , if you have 500m spotting range and you spot an ennemi tank at 300m (without bushes or anything in the LoS) while he doesn't have any camo bonus; will you spot him at 300 / (1.25 * 1.75) if he has full camo + net ?
Overlord: 1. X * 1.25 * 1.75 + Y
2. Correct. X * 1.375
3. spotting_distance = spotting_range - (spotting_range - 50) * enemy_invisibility.
In your example:
300m = 500m - 450m * X.
distance = 500m - 450m * X * (1.25 * 1.75).
2. Correct. X * 1.375
3. spotting_distance = spotting_range - (spotting_range - 50) * enemy_invisibility.
In your example:
300m = 500m - 450m * X.
distance = 500m - 450m * X * (1.25 * 1.75).

I just bought Binoculars and Coated Optics for my PzV/IV (let's name it Cougar, to keep in line with Panther/Leopard/Lowe etc.

For the effect of this, plus the VE-day celebration, check accompanying screenshot


How is the effect of these items calculated? Is this cumulative, ie, will spotting be
100+25+10=135 %?
Or is it
100*1.25*1.1=137.5 %
The difference in this is little, but may make a difference when crew competence is taken into account.
Secondly, I read elsewhere in these Q&A threads that moving the turret does not make a difference, correct? In wiki it is stated that moving gun on anything but a TD will break camo net/binocular bonus.
Thanks for any clarification,
PanzerIVH
Overlord: 1. X * 1.25 * 1.1
2. Turret or gun rotation doesn't change vehicle state to "moving".
2. Turret or gun rotation doesn't change vehicle state to "moving".

I have T29 crew on M6A2E1 - there will be no punishment in training them the perks?
Additional question: the skill of the crew in the above situation will not be "punished" - if they have 100% and perks the 100% skill and perks will work right?
Overlord: No punishment. Will work right.

Since last part of gun names eg L56, L70, L100 means only higher penetration/accuracy but same damage, you want to tell us that top E50 gun (Tier 9 tank) will have worst alpha than tier 5 tank on AP? (all 8,8cm got 220 damage while 10,5cm from P2 got 390).
Could you please explain, maybe you forgot to paste P2 gun in E50 by double pasting that L/68 gun under E75?
Overlord: Wait for the finalized module setup before making any judgement.
Firepower of E50 is going to be fine.

Overlord: No.

Overlord: The engine - very likely, the gun - quite possible.

What can we expect , what kind of stats can we expect ( rounded numbers if not possible exact ). Mainly interested in penetration and rate of fire and accuracy. And will it have more damage then regular 88s ( 220 damage )?
Overlord: It's too early to announce any figures. These vehicles haven't been
modelled yet. We will be assigning specs when they are finished.

And something for those that know what I am talking about, devs please use your brains.
Who will play French tanks ? more to that who will play another nation that have all experimental vehicle including AMX 50 that is stolen German technology. It is same as US... U could do better than that...
Logic tells that British should be next in line to be implemented in this game, and reason is simple, they actually have their own tanks and not those experimental like US and now French.
And I really hope that devs put real tank in British tree like Firefly, Cromwell, Comet, Centurion and so on...
Overlord: The French introduced some innovative technologies in the sphere of
armored warfare, so I'd suggest that you not set them at naught.
French tanks will bring a good deal of diversity into the game.
Subject:
News from the Front\Discussion of News Articles\Victory in Europe Day. Congratulations and Gifts.
Link on message: #531762

Link on message: #531762
Overlord: Wargaming.net has presented all registered tankers with 5 Extra
Combat Rations (for Soviet tanks), 5 Cases of Cola (for American
tanks) and 5 Chocolates (for German tanks). The gifts can be found
in your depot. Please check!
NOTE: players registered prior to 5 am UTC, May 8 have got the bonus stuff.
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NOTE: players registered prior to 5 am UTC, May 8 have got the bonus stuff.
Full Story
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