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: Tiers - Subdivision and slow revision: Proposal
Link on message: #16538582
Gixxer66, on 10 January 2019 - 12:52 PM, said: Even ideas that you personally are not overly keen on?
Laatikkomafia, on 10 January 2019 - 02:35 PM, said: If WG read the threads, we wouldn't have arty in the game
anymore.
Link on message: #16538582
Gixxer66, on 10 January 2019 - 12:52 PM, said: Even ideas that you personally are not overly keen on?
eekeeboo: It doesn't matter what I am and am not keen on. It's not up
to me what does and doesn't happen to this game. I'm a piece of the
puzzle.
Laatikkomafia, on 10 January 2019 - 02:35 PM, said: If WG read the threads, we wouldn't have arty in the game
anymore.eekeeboo: If you read posts (mine) you'd understand why your post is
irony at it's finest.
Subject: Balance..
Link on message: #16538578
Noo_Noo, on 10 January 2019 - 09:08 AM, said:
So in your opinion, a War Gaming employee there's nothing wrong with balance within the game and there are no other issues either? I honestly believe that if you asked everyone that plays this game if they feel it is balanced you'd get the same answer, no. Individual opinions on where an why that is is likely but I doubt anyone would say that this game is currently well balanced. I have no objections to Random MM or 2 tier spread in MM but at least balance it that way. To try and tell me that a E8 and a Defender is a two tier spread in anything but name is more than a little daft to be honest.
I believe +2 tier spread is fine provided the game is balanced that way. Its currently not.
Top tier tanks are, in many cases at least +2.5 tiers above those bottom tier tanks (if we're using tiers as a measuring unit) For example a Defender is more of a tier 9 tank than a Tier 8 one. Type 5 is probably Tier 10.5 or higher. Lots of examples of this throughout the game at every tier
panter22, on 10 January 2019 - 01:57 PM, said: wow this is amazing you sad you like good
grind interesting https://worldoftanks...7737-eekeeboo/ type
59 interesting 
LordMuffin, on 09 January 2019 - 11:44 PM, said: To win games you focus on winning the most important areas
of the map, regardless of which tanks are there. On most maps, only
1 or 2 areas are of any importance while the rest can be ignored.
For example: You never go beach on Overlord, regardless of
which tanks the enemy has put there, beach can be ignored. Like
1-line on cliff, Valley on Lakeville and so on. If then there are
T8 tanks also fighting for that area, I have to fight them. I don't
win games by giving up the important areas on maps, though on quite
a few of the new rebalanced maps, you can give up large parts of
the map and it doesn't matter much at all. Due to extremely strong
camping positions at Red lines (like Erlenberg). I
can avoid T8 tanks and go to some part which doesn't matter at all
to the outcome and farm useless damage from T6 tanks, but that is
not playing to win. So I won't do that, since I prefer playing to
win over not playing to win. 2nd paragraph. A T6 tank should
be able to damage a T8 tank frontally. Otherwise they shouldn't
meet in battle. It might not have to be easy, it might require some
luck with accuracy etc. But boring balance is when a top tiered
tank is impervious to bottom tiered tanks. Thinking like this is
removing diversity. You add diversity by making it possible for
bottom tiered tanks to damage top tiered tanks if they know what
they do or the top tiered tank play bad. Also, maps can be made to
add diversity by allowing flanking operations. What you
propose, I guess, is that top tiered tanks should be invournable to
bottom tiered tanks. Which just is a way to dumb the game down,
remove skill elements and decrease number of competetive and useful
tanks per battle. 3rd paragraph. SBMM is not something
that will stop players from wanting to improve. That is a
ridiculous claim without any basis. Dota 2/LOL/HS/SC2/WoW/Hots/CSGO
all have skillbased matchmakers. And it is not like these games are
less competetive then WOT or have a playerbase that doesn't want to
improve. In fact, I believe that the average WOT player is less
interested in improving then the average player for any of these
games. The issue with SH for me is not the skillbased matchmaker,
it is the useless tank balance at T8. It is get a Defender/IS-3A or
reduce your teams chances of winning, and if all players are of
similar skill, on average, the team with more Defenders/IS-3A will
win. My intentions with this game are as follows. 1: Skill
being an important factor in deciding who is winning a
battle. 2: All tanks of all tiers being a viable option. 3:
Maps that make sure that all tanks of all tiers are viable. 4: A
Matchmaker that put players equally often as bot/mid/top tiered
situations. 5: A powerlevel between tiers that is small enough to
make bottom tiers a threat to top (if bottom tiered is played
skillfully). Now I do know that these are not WGs intentions
(going by the changes done in past 2 years), nor do they seem to be
yours. I play to win, that is my only concern. I don't
use XVM in battle, because that mod should be banned, so I have no
clue how good a team mate is from xvm. Winrate is the best
metric when judging player skill. Then you can combine it with PR,
avg dmg, assistance damage, avg tier etc. But WR is the staple.
For the most successful time in WOT playing history
(regarding playernumbers), WG sold premium tanks that was always
slightly wraker then elite same tiered tanks, especially true at
T8. And it worked perfectly OK for WG to sell these tanks, it made
the owner a billionaire after all. So for the first like 5 or 6
years of WOT history, premium tanks didn't need to be stronger then
regular tanks to be sold. Players bought these 'weaker' tanks on
masse anyway. You don't believe that the gap between an
average T6 tank and an average T8 tank have increased in the past 2
years??? In the last 2 years, only the T-34-85M and AT-8 have
received a buff. The newly implemented T6 tanks are terrible, even
compared with other T6 tanks. At T8, Defender, VK100P, Polish T8,
Italian T8, obj-432, ELC EVEN 90, IS-M, Centurion 5/1, Patriot,
Liberte, Skorpion, Chrysler K, T-44-100, Somua, Lorraine
400, have been introduced, all of which are top of their
class in powerlevels except IS-M and maybe Cent 5/1 Buffs have
happened to T8. IS-6, KV-5, Löwe, Type 59, 112, WZ-111, Centurion
1, FV4202, T-44, T-54 mod.1, Pershing, 110, SU-100M1, Panther II,
Indien Panzer, VK 45.02A, Ferdinand, maybe more. Nerfs to T8:
ISU-152. When a wide array of tanks are buffed, and the
newly introduced tanks are the best or close to the best of their
respective class at T8, while almost none of the T6 tanks received
a buff. I can only come to one conclusion: The difference in
powerlevel between T8 and T6 have increased over the past 2 years.
And as far as I know, when powerlevel increases between tanks, it
makes it harder for the bottom tiered tank to compete with the top
tiered tank, which also leads to the idea that it was easier to
compete with a bottom tiered tank 2 years ago then it is now.
Now you might not agree, but then put some effort into
proving it. So now, show your non-biased data that my claim
above it is false. That these buffs didn't happen or that as many
T6 tanks was buffed roughly an equal amount. If my memory is
irrelevant, so is yours (about Tiger II and E100 and scouts
MM). Come up with data to why scouts where a nightmare to play
back then, why a stock Tiger II was worse back then compared to
now.
Link on message: #16538578
Noo_Noo, on 10 January 2019 - 09:08 AM, said: So in your opinion, a War Gaming employee there's nothing wrong with balance within the game and there are no other issues either? I honestly believe that if you asked everyone that plays this game if they feel it is balanced you'd get the same answer, no. Individual opinions on where an why that is is likely but I doubt anyone would say that this game is currently well balanced. I have no objections to Random MM or 2 tier spread in MM but at least balance it that way. To try and tell me that a E8 and a Defender is a two tier spread in anything but name is more than a little daft to be honest.
I believe +2 tier spread is fine provided the game is balanced that way. Its currently not.
Top tier tanks are, in many cases at least +2.5 tiers above those bottom tier tanks (if we're using tiers as a measuring unit) For example a Defender is more of a tier 9 tank than a Tier 8 one. Type 5 is probably Tier 10.5 or higher. Lots of examples of this throughout the game at every tier
eekeeboo: My opinions are stated clearly above, I advise you
read them more closely. It's not about asking "Is the game
balanced?" It's "What do you think is unbalanced?" - Watch the
variety of replies.
panter22, on 10 January 2019 - 01:57 PM, said: wow this is amazing you sad you like good
grind interesting https://worldoftanks...7737-eekeeboo/ type
59 interesting eekeeboo: It's also amazing I would use a type 59 and a Churchill III
to grind credits when the game had only a handful of
premiums!
LordMuffin, on 09 January 2019 - 11:44 PM, said: To win games you focus on winning the most important areas
of the map, regardless of which tanks are there. On most maps, only
1 or 2 areas are of any importance while the rest can be ignored.
For example: You never go beach on Overlord, regardless of
which tanks the enemy has put there, beach can be ignored. Like
1-line on cliff, Valley on Lakeville and so on. If then there are
T8 tanks also fighting for that area, I have to fight them. I don't
win games by giving up the important areas on maps, though on quite
a few of the new rebalanced maps, you can give up large parts of
the map and it doesn't matter much at all. Due to extremely strong
camping positions at Red lines (like Erlenberg). I
can avoid T8 tanks and go to some part which doesn't matter at all
to the outcome and farm useless damage from T6 tanks, but that is
not playing to win. So I won't do that, since I prefer playing to
win over not playing to win. 2nd paragraph. A T6 tank should
be able to damage a T8 tank frontally. Otherwise they shouldn't
meet in battle. It might not have to be easy, it might require some
luck with accuracy etc. But boring balance is when a top tiered
tank is impervious to bottom tiered tanks. Thinking like this is
removing diversity. You add diversity by making it possible for
bottom tiered tanks to damage top tiered tanks if they know what
they do or the top tiered tank play bad. Also, maps can be made to
add diversity by allowing flanking operations. What you
propose, I guess, is that top tiered tanks should be invournable to
bottom tiered tanks. Which just is a way to dumb the game down,
remove skill elements and decrease number of competetive and useful
tanks per battle. 3rd paragraph. SBMM is not something
that will stop players from wanting to improve. That is a
ridiculous claim without any basis. Dota 2/LOL/HS/SC2/WoW/Hots/CSGO
all have skillbased matchmakers. And it is not like these games are
less competetive then WOT or have a playerbase that doesn't want to
improve. In fact, I believe that the average WOT player is less
interested in improving then the average player for any of these
games. The issue with SH for me is not the skillbased matchmaker,
it is the useless tank balance at T8. It is get a Defender/IS-3A or
reduce your teams chances of winning, and if all players are of
similar skill, on average, the team with more Defenders/IS-3A will
win. My intentions with this game are as follows. 1: Skill
being an important factor in deciding who is winning a
battle. 2: All tanks of all tiers being a viable option. 3:
Maps that make sure that all tanks of all tiers are viable. 4: A
Matchmaker that put players equally often as bot/mid/top tiered
situations. 5: A powerlevel between tiers that is small enough to
make bottom tiers a threat to top (if bottom tiered is played
skillfully). Now I do know that these are not WGs intentions
(going by the changes done in past 2 years), nor do they seem to be
yours. I play to win, that is my only concern. I don't
use XVM in battle, because that mod should be banned, so I have no
clue how good a team mate is from xvm. Winrate is the best
metric when judging player skill. Then you can combine it with PR,
avg dmg, assistance damage, avg tier etc. But WR is the staple.
For the most successful time in WOT playing history
(regarding playernumbers), WG sold premium tanks that was always
slightly wraker then elite same tiered tanks, especially true at
T8. And it worked perfectly OK for WG to sell these tanks, it made
the owner a billionaire after all. So for the first like 5 or 6
years of WOT history, premium tanks didn't need to be stronger then
regular tanks to be sold. Players bought these 'weaker' tanks on
masse anyway. You don't believe that the gap between an
average T6 tank and an average T8 tank have increased in the past 2
years??? In the last 2 years, only the T-34-85M and AT-8 have
received a buff. The newly implemented T6 tanks are terrible, even
compared with other T6 tanks. At T8, Defender, VK100P, Polish T8,
Italian T8, obj-432, ELC EVEN 90, IS-M, Centurion 5/1, Patriot,
Liberte, Skorpion, Chrysler K, T-44-100, Somua, Lorraine
400, have been introduced, all of which are top of their
class in powerlevels except IS-M and maybe Cent 5/1 Buffs have
happened to T8. IS-6, KV-5, Löwe, Type 59, 112, WZ-111, Centurion
1, FV4202, T-44, T-54 mod.1, Pershing, 110, SU-100M1, Panther II,
Indien Panzer, VK 45.02A, Ferdinand, maybe more. Nerfs to T8:
ISU-152. When a wide array of tanks are buffed, and the
newly introduced tanks are the best or close to the best of their
respective class at T8, while almost none of the T6 tanks received
a buff. I can only come to one conclusion: The difference in
powerlevel between T8 and T6 have increased over the past 2 years.
And as far as I know, when powerlevel increases between tanks, it
makes it harder for the bottom tiered tank to compete with the top
tiered tank, which also leads to the idea that it was easier to
compete with a bottom tiered tank 2 years ago then it is now.
Now you might not agree, but then put some effort into
proving it. So now, show your non-biased data that my claim
above it is false. That these buffs didn't happen or that as many
T6 tanks was buffed roughly an equal amount. If my memory is
irrelevant, so is yours (about Tiger II and E100 and scouts
MM). Come up with data to why scouts where a nightmare to play
back then, why a stock Tiger II was worse back then compared to
now.eekeeboo: Part of your statement is true, but if you don't control the
bigger threats, holding a "stronger" part of the map or let your
teammates get rolled and you face 1 v 5, it doesn't matter how good
your map position is, you'll suffer. Like never going
beach... tactically yes it makes no sense. Right until you get that
get the goomba lemming the beach and fast cap and win. Yes it
happens. Some parts of the map are simply impossible
to hold alone against numerous enemies and without the support they
are pointless. Like avoiding 1 line of cliff, but if your team's
big guns go there and only 3-4 go elsewhere, you're going to have a
bad time. But the act of when you engage, if you see
you're in a tier 6 and in a tier 8 game, would you really go solo
to the important parts of the map? More-so if you knew you'd face 1
or more tier 8s. A tier 6 can contribute in more ways
than just damage. If every tank could damage every tank, there's
absolutely no point in having variety or tactics. Highest roller
wins, vs tactical awareness and helping teammates. You talk of
diversity and you have it now. Can you damage the tank frontally?
No, can you damage him from the side? you have a chance, from the
back? Even higher chance. Can you circle him and out run his
turret? yes can you keep him tracked for teammate help? yes. Can
you spot him for teammate to help? Yes. That's diversity, not all
tanks can shoot all tanks. In those games, honestly
tell me how skill based MM works in them, I can tell you in LoL
ranked... yeah it doesn't solve any of the problems people complain
about. I've played enough games over enough time with so many
people that people play games for different reasons. Not everyone
wants to improve, that's fair enough, but demanding the game be
made easier for them personally is natural, doesn't mean it should
happen realistically for the health of the game. You need to appeal
to everyone or at least as much as possible. There are the same
demographics of competitive gamers and not in all games, some play
for fun and to relax, others take it seriously. There's some
serious over generalisation and presumption in your statement I'm
sorry to say. And unfortunately map making, it isn't
possible to have everyone have a good game you can make it so
everyone has a chance to do something, but it's up to the player.
That's why you have different maps of different styles and why maps
continue to try and have a little for everyone, but you do that and
you risk making it so that more people have OK games and less
people have those stand out games where their tank excels. Proho -
open, varied and "great" until you're in a slow heavy with a bad
accuracy gun... you're not going to have fun. The
danger of using winrate to judge how good a player is.... there are
many ways this can be abused and why Personal rating was never used
previously and why WN6+ was created because of the way this can be
manipulated. Playing in a platoon with 2 other good people doesn't
make you better for instance (I'm not insinuating this is you, but
an example of how it can be so easily skewed). As for
WoT's most successful time, look at the age of the game, the
competition in the F2P market, the trends socially at the time, the
economic state of the world. The age of the game and the level of
competition. There's A LOT of factors to look at for this. I
suggest you look at the natural life cycle that all games go
through. Let alone look at all servers. As for the "average
tier 6" vs "average tier 8" I found them to remain at the same
level/gulf in climb. There are different mechanics than previously
and the MM handles a lot more different than it used to be. You're
asking to compare two completely different ages of the game with
one another. Is the difference between the tanks or is it just
everything else mechanically that has also changed? As
for data... you know, and I sincerely you hope you really don't
expect me to provide sensitive data that you know for a fact no
gaming company provides? Do you? You're asking for
data to compare 2 different situations. Data that could be provided
but would need to be sensitive and is never shared by any company
in any game (that I'm aware of EVER). Now you can say
"HAH you can't prove it so I'm right!" that's fine, it still won't
change the truth.
Subject: In Supertest: TS-5
Link on message: #16538517
Link on message: #16538517
eekeeboo: One word: "Testing" "As always, depending on the test
results, the characteristics may change. Follow the news and good
luck in your battles!"
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16538441
Geno1isme, on 10 January 2019 - 06:09 PM, said: Nope. Spaced armor will cause HE to detonate before hitting primary
armor (and therefore increase the distance factor and absorb some
of the damage potential), if that is what you mean, but explosion
radius is always the same, and not affected by angles at all (as
you can read in your own wiki). That's the thing: I'm just talking
about HE here, and in 95% of all cases HE won't pen anyway. And if
it doesn't pen, it is completely irrelevant if the armor is flat or
angled at 85°, the splash formula doesn't care about it. Quite the
contrary: As HE damage involves so much RNG (as point of impact and
point of damage calculation can differ), it matters more that you
hit at all, no so much where. And angling in general will
increase your surface area significantly, so you're actually easier
to hit. Particulary when you're sidescraping you risk exposing your
side armor and therefore allow the enemy to hit you even if your
entire front is in cover. And if you get perma-tracked in that
position, GG. Overall of course you're right and
one should angle, just specifically when dealing with HE it
can actually be counter-productive (depends heavily on the
tank/armor model in question).
Link on message: #16538441
Geno1isme, on 10 January 2019 - 06:09 PM, said: Nope. Spaced armor will cause HE to detonate before hitting primary
armor (and therefore increase the distance factor and absorb some
of the damage potential), if that is what you mean, but explosion
radius is always the same, and not affected by angles at all (as
you can read in your own wiki). That's the thing: I'm just talking
about HE here, and in 95% of all cases HE won't pen anyway. And if
it doesn't pen, it is completely irrelevant if the armor is flat or
angled at 85°, the splash formula doesn't care about it. Quite the
contrary: As HE damage involves so much RNG (as point of impact and
point of damage calculation can differ), it matters more that you
hit at all, no so much where. And angling in general will
increase your surface area significantly, so you're actually easier
to hit. Particulary when you're sidescraping you risk exposing your
side armor and therefore allow the enemy to hit you even if your
entire front is in cover. And if you get perma-tracked in that
position, GG. Overall of course you're right and
one should angle, just specifically when dealing with HE it
can actually be counter-productive (depends heavily on the
tank/armor model in question).eekeeboo: So yes the explosion radius remains, but if you angle
properly then you increase that distance between the point of
impact and the way the calculation takes place for the highest
damage value. I'm going to add the picture below with the formula
for the calculation and the mitigation process for you.
You can see this in practice that if you
actually aim HE properly vs random clicking, you can actually cause
more damage by aiming at the points more "centre mass" vs trying to
hit the further point protruding from the enemy. If you get this
right and you know your enemy you will further be able to increase
the chance of critical damage on crew and module positions in the
enemy tank (which happen when HE damage radius, reaches this
point). This is how you get those annoying and pesky fires when
angling at times and people aim higher on the engine deck vs lower
down. So like you say by angling, if you do it right
you bounce everything else and as long as the enemy doesn't know
what they're doing too much you can mitigate so much HE damage by
making sure the point they aim at is away from critical modules and
crew and keeping the explosion radius from penetrating too far into
the tank. In the case of E100, if you find yourself
getting your engine damage by HE, get out, it's probably a person
aiming the shell to use the radius damage and not someone just
clicking for damage. So yes you're right, and we
appear to be crossing signals a little, but I hope I explained a
little further with the formula what I'm getting at.
Subject: How about a better replay system after 8 years of it being out?
Link on message: #16538398
NUKLEAR_SLUG, on 09 January 2019 - 07:25 PM, said: That's kindof the point, your patches do break the replay
system virtually every time..
MightyBalls_2, on 10 January 2019 - 07:52 AM, said: Progression is the only thing that keeps a game a live, and
without it the game slowly gets old and eventually dies as we are
starting to see over the last couple of years. You stated
the replay does what it needs. Are you sure about that? To
me a replay system is there for one reason, to learn from your
mistakes and the decisions within game, war gaming have made it so
you cant use it for memories of your best ever game
because WG kills that historical value considering that every
patch that replay is broken. Why do you think we have so
many hugely bad players at the game even after 20-50k games? Its
because the learning curve is so sharp, where as if they had the
tools to actually learn without getting punished all the time then
maybe just maybe more people would enjoy the game more, both
themselves and others who have them on their teams. 07:56 Added
after 3 minutes They should not keep the current replay
system, and I'm all for server side replays anyway. I would
expect them to completly redevelop the system again because this
system is so outdated that even the arcade games that are coming
out have better replay systems than this game. 08:01 Added after 8
minutes So true
Link on message: #16538398
NUKLEAR_SLUG, on 09 January 2019 - 07:25 PM, said: That's kindof the point, your patches do break the replay
system virtually every time..eekeeboo: That's because of the way patches work on reading data from
the file, they're not videos. This is how the replay file sizes
have allowed being kept to a minimum and easier to send and
review!
MightyBalls_2, on 10 January 2019 - 07:52 AM, said: Progression is the only thing that keeps a game a live, and
without it the game slowly gets old and eventually dies as we are
starting to see over the last couple of years. You stated
the replay does what it needs. Are you sure about that? To
me a replay system is there for one reason, to learn from your
mistakes and the decisions within game, war gaming have made it so
you cant use it for memories of your best ever game
because WG kills that historical value considering that every
patch that replay is broken. Why do you think we have so
many hugely bad players at the game even after 20-50k games? Its
because the learning curve is so sharp, where as if they had the
tools to actually learn without getting punished all the time then
maybe just maybe more people would enjoy the game more, both
themselves and others who have them on their teams. 07:56 Added
after 3 minutes They should not keep the current replay
system, and I'm all for server side replays anyway. I would
expect them to completly redevelop the system again because this
system is so outdated that even the arcade games that are coming
out have better replay systems than this game. 08:01 Added after 8
minutes So trueeekeeboo: They should not keep the current replay system, and I'm all
for server side replays anyway. I would expect them to
completly redevelop the system again because this system is so
outdated that even the arcade games that are coming out have better
replay systems than this game. 08:01 Added after 8 minutes
So true Exactly and how does progression on a replay system
keep the game alive MORE than progression on new premiums, maps,
tanks and other content? The thing is all the things
you say you use replays for, you can do watching your own as you
currently do now and that of others. In terms of why so many bad
players? There's A LOT of reasons I could list but you better
be prepared for a wall of text, replays isn't one of them.
Subject: Neues vom Supertest: TS-5
Link on message: #16538294
M5A1, on 10 January 2019 - 05:19 PM, said: Das meine ich aber auch. Wenn das Ding keine frontalen Weakspots
hat
Link on message: #16538294
M5A1, on 10 January 2019 - 05:19 PM, said: Das meine ich aber auch. Wenn das Ding keine frontalen Weakspots
hatthePhilX: schau mal in den
oben gibt es eine Kommandantenluke
und die Unterwanne ist schon ziemlich groß
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16538255
Nazgarth, on 10 January 2019 - 03:14 PM, said: Don't expect you to reply to all, I just expect honesty when
you do. 
Geno1isme, on 10 January 2019 - 04:48 PM, said: I'm perfectly aware of HE mechanics, thank you. True,
tracks might absorb some of the HE damage. But side armor includes
many areas not covered by tracks/spaced armor. Esp. when you have
large boxy turrets like the E100, the Maus.or the Godzilla
tanks. With tanks that rely on pre-angled armor like most russian
tanks it doesn't really matter either way as their nominal front
armor is often not better than their side armor (and why the 268v4
for example is very vulnerable against large-caliber HE rounds as
the 100mm upper plate doesn't absorb much).
Link on message: #16538255
Nazgarth, on 10 January 2019 - 03:14 PM, said: Don't expect you to reply to all, I just expect honesty when
you do. eekeeboo: Refer above, and notice the irony!
Geno1isme, on 10 January 2019 - 04:48 PM, said: I'm perfectly aware of HE mechanics, thank you. True,
tracks might absorb some of the HE damage. But side armor includes
many areas not covered by tracks/spaced armor. Esp. when you have
large boxy turrets like the E100, the Maus.or the Godzilla
tanks. With tanks that rely on pre-angled armor like most russian
tanks it doesn't really matter either way as their nominal front
armor is often not better than their side armor (and why the 268v4
for example is very vulnerable against large-caliber HE rounds as
the 100mm upper plate doesn't absorb much).eekeeboo: As you're aware of the HE damage you will also be aware of
both tracks and angling of armour also affects the radius expansion
of HE damage. The E100 for instance (as given in the above example)
has spaced skirt then tracks then hull. The gap between the skirt
and the side of your turret is sizeable when angled properly.
Angling your tank doesn't just mean point your tank at 45 as
you know, it means... angle the flat bits and don't make it easy
for your enemy to pen you. Absorbing some is better than none. This
is the point, it's a matter of attitude and approach, not doing any
of it because it doesn't help can be the difference of 10hp and
getting a chance at another shot and not.
Subject: Neues vom Supertest: TS-5
Link on message: #16538241
elektroberto, on 10 January 2019 - 03:49 PM, said: Da sagt mal einer es gibt nur neue Russen. Der Panzer sieht mir
irgendwie nutzlos aus...
Link on message: #16538241
elektroberto, on 10 January 2019 - 03:49 PM, said: Da sagt mal einer es gibt nur neue Russen. Der Panzer sieht mir
irgendwie nutzlos aus...thePhilX: ist der kleine Bruder vom T110E3 
für Verteidigungsgefechte auf der Weltkarte ist der TS-5 vielleicht eine brauchbare Mischung aus E3 und Badger auf Stufe 8
auf jeden Fall bringt er Abwechslung
für Verteidigungsgefechte auf der Weltkarte ist der TS-5 vielleicht eine brauchbare Mischung aus E3 und Badger auf Stufe 8
auf jeden Fall bringt er Abwechslung
Subject: Supertest: TS-5
Link on message: #16538213
Roophert, on 10 January 2019 - 04:35 PM, said: Super, że nie jest to kolejny klon jedynej słusznej nacji.
Wolna, pancerna premka - dawno takiej nie było, zobaczymy co z tego
wyjdzie; kilka ciekawostek dla zainteresowanych: Jest to
propozycja z konferencji w Detroit z czerwca 1954 (przedstawiono na
niej między innymi 6 projektów koncepcyjnych mogących zastąpić M103
- w tym znany nasz T110E5). Jednym z projektów, które mogły być
zrealizowane bardzo szybko (około 2 lata) był omawiany tutaj TS-5 -
maszyna o grubym pancerzu (chociaż publicznie nie są znane
szczegóły pancerza), o wadze 50t, uzbrojona w działo gładkolufowe
105 mm T120.
W związku z planami wprowadzenia
tej maszyny do gry nasuwa mi się kilka pytań, odpowiecie Panowie
Falathi i Parim?
0. Szkoda, że ma to być premka, a nie
alternatywna gałąź, wszak maszyna ta równie dobrze mogłaby być X
(to nie pytanie). 1. Będziemy mieć TS-5, czy są szanse w
przyszłości ujrzeć inne maszyny, np. TS-2? 2. Na oryginalnych
rysunkach widać inny garnek niż na modelu z gry; w analogiczny
sposób buff dla T110E5? 3. Najważniejsze - armata gładkolufowa.
Wiemy, że w grze nie ma dla nich miejsca, jednak model z ST ma z
wyglądu identyczne uzbrojenie jak na rysunku - jak rozumiem jest to
umownie armata gwintowana? Czy może to zastępstwo, jakaś armata 120
mm?
Link on message: #16538213
Roophert, on 10 January 2019 - 04:35 PM, said: Super, że nie jest to kolejny klon jedynej słusznej nacji.
Wolna, pancerna premka - dawno takiej nie było, zobaczymy co z tego
wyjdzie; kilka ciekawostek dla zainteresowanych: Jest to
propozycja z konferencji w Detroit z czerwca 1954 (przedstawiono na
niej między innymi 6 projektów koncepcyjnych mogących zastąpić M103
- w tym znany nasz T110E5). Jednym z projektów, które mogły być
zrealizowane bardzo szybko (około 2 lata) był omawiany tutaj TS-5 -
maszyna o grubym pancerzu (chociaż publicznie nie są znane
szczegóły pancerza), o wadze 50t, uzbrojona w działo gładkolufowe
105 mm T120.
W związku z planami wprowadzenia
tej maszyny do gry nasuwa mi się kilka pytań, odpowiecie Panowie
Falathi i Parim? Falathi: Hej! Ad 0 - sądzę, że kluczowy tutaj jest jeden fakt:
nie mamy w grze żadnego amerykańskiego TDka premium VIII poziomu.
Mamy tylko Scorpiona tier niżej, który w dodatku wymusza kompletnie
inny styl gry. 1. - dobre pytanie, a.e to wiedzą
deweloperzy. 2. Niewykluczone... O ILE E5 czeka buff.
3. AFAIK swoiste zastępstwo - armata traktowana jak gwintowana, ale
o gorszej celności.
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537917
Nazgarth, on 10 January 2019 - 02:57 PM, said: Indeed mistakes can be learnt from, but eekeeboo seems
unwilling to admit his mistakes, as seen here and in the thread
about IS3A I mention earlier. The screenshot on this thread remain
ATM, and in the IS3A thread you can see for yourself... http://forum.worldoftanks.eu/index.php?/topic/693158-the-is-3a-reborn/page__st__520#topmost
Post 538 is my reply, can see his reply on next pages. flat out
denies what he said, then ignores the thread.
In the spirit of things it is also my mistake to question if it was eekeeboo's client with the mods, according to the forum rules. But it seems those rules can be bent when needed.
Unfortunately this doesn't bode well for any "management" of the community in future, in my eyes. 14:58 Added after 1 minute Thanks for describing the deep seated and normalised use of illegal mods in the game.
Link on message: #16537917
Nazgarth, on 10 January 2019 - 02:57 PM, said: Indeed mistakes can be learnt from, but eekeeboo seems
unwilling to admit his mistakes, as seen here and in the thread
about IS3A I mention earlier. The screenshot on this thread remain
ATM, and in the IS3A thread you can see for yourself... http://forum.worldoftanks.eu/index.php?/topic/693158-the-is-3a-reborn/page__st__520#topmost
Post 538 is my reply, can see his reply on next pages. flat out
denies what he said, then ignores the thread.In the spirit of things it is also my mistake to question if it was eekeeboo's client with the mods, according to the forum rules. But it seems those rules can be bent when needed.
Unfortunately this doesn't bode well for any "management" of the community in future, in my eyes. 14:58 Added after 1 minute Thanks for describing the deep seated and normalised use of illegal mods in the game.
eekeeboo: Thanks for describing the deep seated and normalised use of
illegal mods in the game. Clearly your eyes have some
interesting lenses in front of them! Your last sentence alone 2015
is/was a different time of mods to now. I'm sorry I
can't be there to respond to every single one of your posts on
every thread personally and that I must divert my attention to more
people.
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537859
DeadLecter, on 10 January 2019 - 02:51 PM, said: Angling rarely works in this game anymore. Even the best angling
still reveals a little bit of your hull and if people are firing
gold that's all it takes to pen. The new meta is someone takes the
first shot then you all rush in and rape. Some rear mounted turrets
can be good like a Maus and maybe 705A in some situations but in
general angling ain't good anymore. It still works against bad
players though, those who don't know how to deal with it or that
they have to fire gold. The new mata is hull down and gang bang. 1
guy takes the first shot and you all rush in.
Link on message: #16537859
DeadLecter, on 10 January 2019 - 02:51 PM, said: Angling rarely works in this game anymore. Even the best angling
still reveals a little bit of your hull and if people are firing
gold that's all it takes to pen. The new meta is someone takes the
first shot then you all rush in and rape. Some rear mounted turrets
can be good like a Maus and maybe 705A in some situations but in
general angling ain't good anymore. It still works against bad
players though, those who don't know how to deal with it or that
they have to fire gold. The new mata is hull down and gang bang. 1
guy takes the first shot and you all rush in.eekeeboo: The important thing with angling isn't mitigating ALL the
shots, but making it as difficult as possible for your enemy to hit
you, make their life difficult, make them waste time between each
shot aiming and you will eventually get an advantage. Angling and
wiggling and moving cause more misses than sitting there and just
saying "hit me one more time!"
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537844
Bora_BOOM, on 10 January 2019 - 02:45 PM, said: Well, I wanted to post the link text itself (not to
lead to the web page - which I would do using the Link function -
but it turned to a link by itself). Link contains "2015" so that
was my idea. Despite the fact that the reload counter is forbidden,
and AFAIK all the major mod packs don’t have it any more, images
containing it are still available. I guess people are lazy to
refresh them. TBH, I wouldn’t notice the "seconds" myself,
as I haven’t noticed the name of the account
visible and pointed out by others. I was just looking to
the angled images following the point for which images were posted.
Anyhow, whenever I post images, I double check them for such
things. Eekeeboo should have been a bit more careful, but mistakes
are made, by others or by ourselves, so we can learn from
them.
Link on message: #16537844
Bora_BOOM, on 10 January 2019 - 02:45 PM, said: Well, I wanted to post the link text itself (not to
lead to the web page - which I would do using the Link function -
but it turned to a link by itself). Link contains "2015" so that
was my idea. Despite the fact that the reload counter is forbidden,
and AFAIK all the major mod packs don’t have it any more, images
containing it are still available. I guess people are lazy to
refresh them. TBH, I wouldn’t notice the "seconds" myself,
as I haven’t noticed the name of the account
visible and pointed out by others. I was just looking to
the angled images following the point for which images were posted.
Anyhow, whenever I post images, I double check them for such
things. Eekeeboo should have been a bit more careful, but mistakes
are made, by others or by ourselves, so we can learn from
them.eekeeboo: This is true, but it's also not possible to find an image of
the angle damage panel as far as I can tell from the current mod
hub and from a brief search history with just the angling damage
panel.
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537836
Nazgarth, on 10 January 2019 - 02:32 PM, said: Why I should have to search third party websites to see where you
got a screenshot containing illegal mods from? LOL if its not your
clients screenshot fine, then say so, then remove the screen shot
so you are not in breach of forum rules. The Second bullet
point relating to Bora_BOOM. I'm beginning to realise
reading isn't your strong point. In the links I provided it clearly
states reload timers are against the fair play policy. Perhaps if
WGs own website and articles aren't up to scratch in saying one
reload mod is fine from another, maybe you (WG) should do something
about it? I didn't say you were "wrong twice in 2 days" I said you
were wrong twice since coming here. Namely the IS3A thread where
you claimed IS3A has the stock IS3 turret, which it clearly does
not.
Link on message: #16537836
Nazgarth, on 10 January 2019 - 02:32 PM, said: Why I should have to search third party websites to see where you
got a screenshot containing illegal mods from? LOL if its not your
clients screenshot fine, then say so, then remove the screen shot
so you are not in breach of forum rules. The Second bullet
point relating to Bora_BOOM. I'm beginning to realise
reading isn't your strong point. In the links I provided it clearly
states reload timers are against the fair play policy. Perhaps if
WGs own website and articles aren't up to scratch in saying one
reload mod is fine from another, maybe you (WG) should do something
about it? I didn't say you were "wrong twice in 2 days" I said you
were wrong twice since coming here. Namely the IS3A thread where
you claimed IS3A has the stock IS3 turret, which it clearly does
not. eekeeboo: You mean why search or look at the date of a link and where
it's from before accusing someone of cheating? I
wonder....
Next you said:
"Unfortunately for him he is in the wrong for the second time
within a matter of days from coming here, see IS3A thread in
announcements section." How many days? And how is it being
wrong because you presumed something incorrectly and were
wrong?
Subject: Załogantki za operacje świąteczne 2019
Link on message: #16537810
Link on message: #16537810
parim1331: Czas na zrekrutowanie członków załogi z zakładki rekruci w
koszarach nie jest limitowany.
Subject: Trzy czołgi na jeden tydzień
Link on message: #16537779
kapitanart, on 10 January 2019 - 03:08 PM, said: Sorki za offtop, ale nie mam gdzie zapytać. Mianowicie chciałem
wykorzystać zniżki na ht radzieckie, tylko nie wiem, którą gałąź .
Pomoże ktoś?
Link on message: #16537779
kapitanart, on 10 January 2019 - 03:08 PM, said: Sorki za offtop, ale nie mam gdzie zapytać. Mianowicie chciałem
wykorzystać zniżki na ht radzieckie, tylko nie wiem, którą gałąź .
Pomoże ktoś? parim1331: Takiej pytania należy zadawać w sekcji "Nowi Gracze",
pozdrawiam.
Subject: Zahajte nový rok ve velkém stylu a ušetřete!
Link on message: #16537757
Mr_Missclick, on 10 January 2019 - 03:01 PM, said: Ta fotka hrníčku je skvěle oříznutá... grafik odvedl perfektní
práci. 
Link on message: #16537757
Mr_Missclick, on 10 January 2019 - 03:01 PM, said: Ta fotka hrníčku je skvěle oříznutá... grafik odvedl perfektní
práci. Kayi4ek: Děkuji za zpětnou vazbu. Kolegovi pošlu instruktážní video,
aby to příště vypadalo líp
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537755
Nazgarth, on 10 January 2019 - 01:33 PM, said: Interesting post. Are those Screenshots from your
client? Curious as reload timers are an illegal mod.... at least
according to EU website fair play policy.
https://worldoftanks.eu/en/news/general-news/fair-play-policy-update-jul-2018/
https://eu.wargaming.net/support/en/products/wot/article/10241/
Nazgarth, on 10 January 2019 - 02:06 PM, said: Nah not proof it is isn't his client really. Especially if
hes getting screenshots of this mod directly from site.
LOL But it is an illegal mod and he shouldn't post it here
either way, especially as a WG staff member. He is currently naming
and shaming someone for using an illegal mod, as well as
advertising said mod. Unfortunately for him he is in the
wrong for the second time within a matter of days from coming here,
see IS3A thread in announcements section. 14:07 Added after 1
minute Such a thing as multiple accounts, and watching
replays with mods installed FYI, that's why I purposely stated
client, not account.
Geno1isme, on 10 January 2019 - 02:09 PM, said: Wrong. Angling/sidescraping is 100% useless against HE
splash damage. Even worse, if you angle/sidescrape he can
potentially splash into your weak side armor. It is a somewhat
different story when dealing with HESH (or other high-penetration
HE rounds), as angles are taken into account for HE penetration
checks. But the Types with just 75mm are unlikely to pen you
frontally no matter what (unless you're in a Grille or something
else with absolutely no armor).
Link on message: #16537755
Nazgarth, on 10 January 2019 - 01:33 PM, said: Interesting post. Are those Screenshots from your
client? Curious as reload timers are an illegal mod.... at least
according to EU website fair play policy.https://worldoftanks.eu/en/news/general-news/fair-play-policy-update-jul-2018/
https://eu.wargaming.net/support/en/products/wot/article/10241/
eekeeboo: No those links are from a google search you can
readily do yourself by Google searching the image. But thank-you
for asking. As highlighted below your question, it helps to
look up the things that you could use. And note the mod that is
banned and the mod that isn't, in that image. Not put into context
the age of the image and the context of the thread. But sure
instead of accepting angling works and try to address the issue,
you can complain at fair play policy... Your choice.
Nazgarth, on 10 January 2019 - 02:06 PM, said: Nah not proof it is isn't his client really. Especially if
hes getting screenshots of this mod directly from site.
LOL But it is an illegal mod and he shouldn't post it here
either way, especially as a WG staff member. He is currently naming
and shaming someone for using an illegal mod, as well as
advertising said mod. Unfortunately for him he is in the
wrong for the second time within a matter of days from coming here,
see IS3A thread in announcements section. 14:07 Added after 1
minute Such a thing as multiple accounts, and watching
replays with mods installed FYI, that's why I purposely stated
client, not account.eekeeboo: Such a thing as multiple accounts, and watching replays with
mods installed FYI, that's why I purposely stated client, not
account. OR you can google search image and find it
yourself. Instead of looking to witch hunt the CM, try to open your
mind the possibility you haven't got the whole picture. Wrong
for the second time in 2 days, how so?
Geno1isme, on 10 January 2019 - 02:09 PM, said: Wrong. Angling/sidescraping is 100% useless against HE
splash damage. Even worse, if you angle/sidescrape he can
potentially splash into your weak side armor. It is a somewhat
different story when dealing with HESH (or other high-penetration
HE rounds), as angles are taken into account for HE penetration
checks. But the Types with just 75mm are unlikely to pen you
frontally no matter what (unless you're in a Grille or something
else with absolutely no armor).eekeeboo: Here's a few links you may find useful: shoot a tank
in the tracks with HE (which happens with angling), Now shoot a
tank in the turret or front with HE and see the difference.
https://worldoftanks...e-explanation/ http://wiki.wargamin...anics#HE_Shells
Subject: I will stop playing WOT
Link on message: #16537716
Link on message: #16537716
eekeeboo: Thank-you for the valid input but this isn't a constructive
thread/post nor was it intended to be. I wish you the best and that
you return one day.
Subject: The game was rigged from the start....
Link on message: #16537683
Link on message: #16537683
eekeeboo: There's no rigging, no changes to the rigging (that is
non-existent). I understand the frustration but please either be
constructive in the post or you end up with the responses we got
here. I hope your games improve soon, but I see
nothing positive coming from the thread!
Subject: Daily Tournaments - Q&A - Post your questions here!
Link on message: #16537631
Link on message: #16537631
CLRG: Hello guys, this issue was due to an unexpected server failure
yesterday. Unfortunately this results in the cancellation of the
tournament, including the round(s) that was played. The same
tournament (1v1 Tier X) will be replayed next week at the same
time.
Subject: Supertest - TS-5
Link on message: #16537606
Link on message: #16537606
Kayi4ek: Milí tankisté, do Supertestu míří nový americký stíhač tanků
VIII. úrovně TS-5!
Velmi odolný stíhač tanků
se silným čelním pancířem (261 mm), který ho učiní velmi efektivní
ve střetech na krátkou vzdálenost. Díky svému vysokému poškození za
minutu (2800) a alfa poškození 400 není radno si s tímto tanem
zahrávat. Jeho vynikající pancíř a dělo budou vyváženy nízkou
maximální rychlostí (26 km/h). 



Doplňující informace:
Kalibr děla 120mm
Rozložení posádky (stejné jako u T28): Velitel, Střelec, Řidič, Nabíječ
Doplňující informace:
Kalibr děla 120mm
Rozložení posádky (stejné jako u T28): Velitel, Střelec, Řidič, Nabíječ
Subject: Is St-I worth it?
Link on message: #16537579
Link on message: #16537579
eekeeboo: IS4 will always hold a special place in my heart and the KV4 is a
lot of fun. If you can learn to angle (as mentioned above by cobra)
you will be amazed at just how much you can tank from even higher
tier tanks. And this includes not just corner angling but in the
open getting caught with your tracks down, just angle and wiggle
and life will be great. STI I never got to play much
but it's quite handy for damage block missions as it's able to do
the job quite well!
Subject: How to angle my tank against all sorts of ammo?
Link on message: #16537313
Link on message: #16537313
eekeeboo: So first response will be: What type of ammo are you
trying to bounce, side scraping and angling yourself is the future.
Even if you have no building to hide your lower front plate,
angling it is still better than not. Try to encourage your enemy to
panic or fire pre-emtpively into your nice angled or slopey
armour. For HEAT, you need to try and encourage the
enemy to shoot into spaced armour and tracks, avoid presenting flat
surfaces wherever possible! You won't achieve this all the time but
it is doable. One mod i used when i set on the journey to
improve was something similar to this but far more basic:
That's the basics and I
apologise for those but in case anyone who didn't know.
Next, for things like your type 5 heavy, first thing, is
there a rush to engage him? Is there a reason you REALLY need to
show a flat panel or more of your tank to fire before he does? Even
angling against HE will mitigate than if you give a nice flat panel
like the front of your turret. Against big scary
tanks, try not to get yourself into a position where they can fire
freely at you from range from relative safety, not always possible,
but it should be an attempt regardless. Something I
feel many people don't do anymore and I used to see it all the
time, do not be afraid to wiggle your tank, don't be afraid to rock
back and forth with your vehicle and make it harder for the enemy
to find that perfect weak spot, make it harder for them to hit your
turret by wiggling some more or trying to put your barrel in the
way. It won't work every time but the attitude helps and even 1
round stopped is better than not trying at all. As
mentioned above, WoT can be about patience and E100 is a tank that
excels in patient play, solo yolo hero and you'll be free xp. But
if there's no urgent need to advance, just wait, shoot at another
target. If you can hold that corner for your team vs multiple
enemies you're doing more for your team than dying by getting off 1
shell of damage and taking 1-6 in return. The thing
with tanks like the E100 and other vehicles is they were introduced
in a time of very different play styles of the community, they can
still work, but they are not as strong as they used to be. These
days mobility is a greater commodity than armour and alpha. This is
not the case for all maps, and your E100 can still have an
outstanding game if you stick to your tank's strengths.
That's the basics and I
apologise for those but in case anyone who didn't know.
Next, for things like your type 5 heavy, first thing, is
there a rush to engage him? Is there a reason you REALLY need to
show a flat panel or more of your tank to fire before he does? Even
angling against HE will mitigate than if you give a nice flat panel
like the front of your turret. Against big scary
tanks, try not to get yourself into a position where they can fire
freely at you from range from relative safety, not always possible,
but it should be an attempt regardless. Something I
feel many people don't do anymore and I used to see it all the
time, do not be afraid to wiggle your tank, don't be afraid to rock
back and forth with your vehicle and make it harder for the enemy
to find that perfect weak spot, make it harder for them to hit your
turret by wiggling some more or trying to put your barrel in the
way. It won't work every time but the attitude helps and even 1
round stopped is better than not trying at all. As
mentioned above, WoT can be about patience and E100 is a tank that
excels in patient play, solo yolo hero and you'll be free xp. But
if there's no urgent need to advance, just wait, shoot at another
target. If you can hold that corner for your team vs multiple
enemies you're doing more for your team than dying by getting off 1
shell of damage and taking 1-6 in return. The thing
with tanks like the E100 and other vehicles is they were introduced
in a time of very different play styles of the community, they can
still work, but they are not as strong as they used to be. These
days mobility is a greater commodity than armour and alpha. This is
not the case for all maps, and your E100 can still have an
outstanding game if you stick to your tank's strengths.
Subject: Tiers - Subdivision and slow revision: Proposal
Link on message: #16537245
Link on message: #16537245
eekeeboo: I can assure you "WG" do read these threads, it's just impossible
to introduce every idea and not all "good ideas" are actually good
for the game or the player. It may seem arrogant but it's the
truth. Though the lead developer may not read all the threads,
people like me do, put it into feedback and off it goes up the
chain of command.
Subject: TD games
Link on message: #16537210
Link on message: #16537210
eekeeboo: This is why it's usually important to try and encourage your lights
to stay alive, not encourage them to suicide spot. They are
invaluable when it comes to spotting those TDs and helping the rest
of your team push. Unfortunately, with any PVP game
you will always get the "bush kemp" people. This has been something
WoT has had for as long as I've known (Not entirely true, good old
tier 1 rush in beta of muro!)
Subject: En el Supertest: TS-5
Link on message: #16537196
Link on message: #16537196
Delhroh: Hoy, llegará al supertest un antitanque americano de tier
VIII. Es un tanque bien blindado diseñado para combates a
corta distancia. Y cuando decimos que está bien protegido, lo es,
¡su armadura frontal es de 260 milímetros! Además tiene un cañón de
rápido disparo y fuerte pegada, su DPM es más de 2.800 puntos de
daño, con un disparo capaz de causar 400 puntos de daño, con una
penetración de su bala normal de 248 mm. Como su movilidad, es lo
normal en un tipo de vehículo pesado, con una velocidad máxima de
26 km/h.
La precisión y
velocidad de sus balas limita la efectividad del TS-5 a largas
disntancias, pero no es muy mala, y si es necesario, puede luchar a
cortas distancias. Después de todo, este poderoso anti-tanque es
ideal para defender un lugar durante la batalla. Además puede
ofrecer ayuda en los agujeros creados en la línea del frente desde
posiciones seguras. Además, puede absorver el daño de balas
enemigas si se juega con él de forma efectiva, especialmente si
cubre la placa frontal inferior, la cual es su mayor punto
débil. 


En definitiva, el TS-5 es
un vehículo bastante duro, pero ligeramente lento con un poderoso
armamento de recarga rápida y fuerte pegada, ideal para combate a
corda distancia. Por supuesto, las características de este
vehículo no son finales y podrán variar segun los resultados del
test. ¡Seguid las noticias y buena suerte en el campo de
batalla!
Subject: Start the New Year with a Bang, and Save!
Link on message: #16537183
Link on message: #16537183
eekeeboo: Style epitomized! Don't be left not looking hip and hop this
summer!
Subject: Game Crashing
Link on message: #16537162
Link on message: #16537162
eekeeboo: The game centre is your friend, I'm sorry to say!
Subject: What is the best tier X arty?
Link on message: #16537147
Link on message: #16537147
eekeeboo: for reliability, I still feel the 261 is the middle of the road
dependable arty. Though it's not the hardest hitting or biggest
burst, I found it able to perform more consistently over more
maps.
Subject: Další přírůstek do moderátorského týmu
Link on message: #16537070
MakeMeSweat, on 10 January 2019 - 06:03 AM, said: Ahoj,
Myzrael zverejnil celé video bez editovania a pýtal sa na dve situácie ktoré označil za podozrivé. Aj keď som za označovanie vecí pravým menom tak tam žiadne name nebolo a shame z vás dvoch už nikto nezmaže. Každopádne autor videa je odmeňovaný WG a videá robí z ich súhlasom. Už to že ich ďalšie šírenie považuje WG za name/shame je jednoznačný ukazovateľ.
Tvoje "riešenie" je iba patentický pokus o zametenie ďalšej veci pod koberec. Vaša podpora nemá absolútne žiadne poňatie o cheatoch vo WoT a ty si už svoj názor vyjadril a fakty ohýbaš tak aby ti do toho názoru sedeli. Neptal jsem se na obsah videa, zkus si přečíst můj dotaz znovu a zamyslet se nad ním. Děkuju.
annc79, on 10 January 2019 - 11:30 AM, said:
Link on message: #16537070
MakeMeSweat, on 10 January 2019 - 06:03 AM, said: Ahoj,Myzrael zverejnil celé video bez editovania a pýtal sa na dve situácie ktoré označil za podozrivé. Aj keď som za označovanie vecí pravým menom tak tam žiadne name nebolo a shame z vás dvoch už nikto nezmaže. Každopádne autor videa je odmeňovaný WG a videá robí z ich súhlasom. Už to že ich ďalšie šírenie považuje WG za name/shame je jednoznačný ukazovateľ.
Tvoje "riešenie" je iba patentický pokus o zametenie ďalšej veci pod koberec. Vaša podpora nemá absolútne žiadne poňatie o cheatoch vo WoT a ty si už svoj názor vyjadril a fakty ohýbaš tak aby ti do toho názoru sedeli. Neptal jsem se na obsah videa, zkus si přečíst můj dotaz znovu a zamyslet se nad ním. Děkuju.
Kayi4ek: Ahoj, zveřejnění videa ve vlákně s názvem "Podezřelé
video" je naming and shaming. Pokud je šířeno v dobrém duchu, je
vše v pořádku, protože originální video neobsahuje závadný
obsah (i když i v těchto situacích je slušností se autora
videa zeptat, než jeho obsah budeš sdílet).
annc79, on 10 January 2019 - 11:30 AM, said: Kayi4ek:
Subject: Arad – A Non-Corridor City Map Proposal (With Pictures And Minimap)!
Link on message: #16537051
Link on message: #16537051
eekeeboo: You will not be notified, as I mention these things take a long
time to consider and look in to, with a higher than not chance of
failure because of all the issues that surround it, especially when
you consider your proposal is still among the very first stages and
even before 3D mapping.
Subject: The Big SPG Discussion Thread
Link on message: #16536884
Snowjaguar, on 09 January 2019 - 06:56 PM, said: No, but I can try to angle my tank, go hull down or go
behind a solid object since my damage indicator shows in which
direction the TDs shot comes from. Then I can sometime make at
guesstimate from which bush that "hidden" tank is and blind fire on
him hoping that he'll take damage or at least pull back from his
firing position. That way as I player I feel that I can at least
make a decision, and I can try to do what I can do to minimize that
tanks damage output.However, with artillery and by their mechanic,
all my efforts are nullified except if I hide behind a solid object
since no matter how well I angle or how much armor my turret has
being hulldown, I will still take damage, I will still run a chance
of recieving knocked out crew or modules from a source I can't even
phantom to know where it is. It's completely hidden from me,
halfway across the map. And well, truth to be told, it
wasn't only players who said remove the artillery. It was the
WG developers themselves who mentioned it, if they didn't
come up with a good way to balance arty. So they came up with this
balanced mechanic. I'm not saying remove arty, arty certainly have
its place. But the way it's implemented now though, it is not a
good mechanic in any shape or form in any game; which is why it's
probably a unique gaming experience to face. Lastly, I hope
that I don't come out as offensive or as provocing which I
certainly am not trying to be. I'm just curious about trying
to normalize and relativising the mechanic in comparison with the
rest of the tank classes where there is usually at
least one way to at least try and counter them and who
doesn't run the risk of stunning, tracking, do module
and crew damage, and conventional damage all at once in one
shot every 20-50 secs depending on the arty piece.
spamhamstar, on 10 January 2019 - 09:12 AM, said: Whereas bringing up other things that you consider to be
problems within the game, that have nothing to do with arty, will
surely fix "all the problems" with arty? I don't know why,
but for some reason I still expected more than a strawman argument
that has already been dismissed at least 3 times in this thread,
were we ever to actually get a response from WG here.
Also, if you're going to ask us not to attack one another, perhaps
you could try showing the same courtesy instead of telling us what
we haven't considered, despite having already discussed it, in
regard to not only the removal of arty, but the many many other
suggestions within this thread that you have either completely
ignored or dismissed by simply talking about "some people".
Having read the whole thread, I can assure you that not only
has balance been discussed at length in regard to the many, many,
proposed changes, including the removal of arty, but also the
effect it would have on other players who still enjoy this
class. Can WG claim the same when we've seen the
introduction of tanks like the defender, obj268-4, type 5 etc etc
etc etc in recent years? Remember those pesky invisible TDs
you were moaning about? Yup, WG introduced the worst
offenders (swedish tds) recently as well. WG stated for years
that they won't rebalance prem tanks, unless of course those prem
tanks have pref mm. Then they'll only offer us enough
compensation to encourage us to spend even more money to replace
them with something as useful as they used to be before WG
unbalanced the game even further with the most unbalanced mm since
before I started playing. You'll understand why my battle
count remains stuck at 64313.
Link on message: #16536884
Snowjaguar, on 09 January 2019 - 06:56 PM, said: No, but I can try to angle my tank, go hull down or go
behind a solid object since my damage indicator shows in which
direction the TDs shot comes from. Then I can sometime make at
guesstimate from which bush that "hidden" tank is and blind fire on
him hoping that he'll take damage or at least pull back from his
firing position. That way as I player I feel that I can at least
make a decision, and I can try to do what I can do to minimize that
tanks damage output.However, with artillery and by their mechanic,
all my efforts are nullified except if I hide behind a solid object
since no matter how well I angle or how much armor my turret has
being hulldown, I will still take damage, I will still run a chance
of recieving knocked out crew or modules from a source I can't even
phantom to know where it is. It's completely hidden from me,
halfway across the map. And well, truth to be told, it
wasn't only players who said remove the artillery. It was the
WG developers themselves who mentioned it, if they didn't
come up with a good way to balance arty. So they came up with this
balanced mechanic. I'm not saying remove arty, arty certainly have
its place. But the way it's implemented now though, it is not a
good mechanic in any shape or form in any game; which is why it's
probably a unique gaming experience to face. Lastly, I hope
that I don't come out as offensive or as provocing which I
certainly am not trying to be. I'm just curious about trying
to normalize and relativising the mechanic in comparison with the
rest of the tank classes where there is usually at
least one way to at least try and counter them and who
doesn't run the risk of stunning, tracking, do module
and crew damage, and conventional damage all at once in one
shot every 20-50 secs depending on the arty piece.eekeeboo: You can try to angle, but until you know the exact direction
and height it's guesswork at best, like reversing into cover. In
terms of knowing where the arty is, the received damage will tell
you a rough damage/direction, so you can usually estimate the
corner and know where to stay away from. For removing
arty, I remember the sentiment regards to "remove arty" from the
development member (here). But it's not as if this statement hasn't been
made for a lot longer. Artillery is a fairly novel
mechanic, but nearly every game I've played has always had a
mechanic that has proved to be outside the "circle of meta". These
mechanics are always difficult to balance and bring in line without
alienating a large section of your players. In the case of
artillery, I'm sure this is not the final attempt at rebalancing
and work/rebalancing will continue on the matter, but at the same
time there's only so many resources you can assign to things,
spamhamstar, on 10 January 2019 - 09:12 AM, said: Whereas bringing up other things that you consider to be
problems within the game, that have nothing to do with arty, will
surely fix "all the problems" with arty? I don't know why,
but for some reason I still expected more than a strawman argument
that has already been dismissed at least 3 times in this thread,
were we ever to actually get a response from WG here.
Also, if you're going to ask us not to attack one another, perhaps
you could try showing the same courtesy instead of telling us what
we haven't considered, despite having already discussed it, in
regard to not only the removal of arty, but the many many other
suggestions within this thread that you have either completely
ignored or dismissed by simply talking about "some people".
Having read the whole thread, I can assure you that not only
has balance been discussed at length in regard to the many, many,
proposed changes, including the removal of arty, but also the
effect it would have on other players who still enjoy this
class. Can WG claim the same when we've seen the
introduction of tanks like the defender, obj268-4, type 5 etc etc
etc etc in recent years? Remember those pesky invisible TDs
you were moaning about? Yup, WG introduced the worst
offenders (swedish tds) recently as well. WG stated for years
that they won't rebalance prem tanks, unless of course those prem
tanks have pref mm. Then they'll only offer us enough
compensation to encourage us to spend even more money to replace
them with something as useful as they used to be before WG
unbalanced the game even further with the most unbalanced mm since
before I started playing. You'll understand why my battle
count remains stuck at 64313.eekeeboo: OR you can read the forums rules, have a modicum of respect
for one another. respectful and mature attitude and discussion
should not be held hostage behind a thread of childish insults and
arguing with other people. And yes WG CAN claim that
when those tanks were introduced and subsequently nerfed or
subsequently buffed. Based on data and looking at feedback from
everyone and all the data. Can you say you've looked into the
artillery issue and considered the approach from other servers,
players, non-forum people etc? Can you say you know the average
game-length with and without arty at each tier and on each
map? I wasn't "moaning" about the invisible TDs, I was
highlighting how someone making the statement that something
shooting you, that you can't see (indirect fire) is no different to
that of a TD you can't see hammering your hp to nothingness. You
say the Swedish TDs being the worst offenders, but have you tried
to play those (I see from this profile you have not)? They are far
from the invisible sniping monsters you presume them to be.
Incidentally I ask you to look up what a Strawman argument
actually is, not just calling a response highlighting you don't
have all the data, a strawman. There's a clear example of a
strawman and this isn't it.
Subject: Tatil Op'larının Son Haftası
Link on message: #16536883
Spartiat777, on 09 January 2019 - 07:02 PM, said: İndirim tanımının süre bitimi olarak belirtilen 1.4 sürümü
için bir tarih var mı? TGB 6 Şubat demiş ( https://thedailyboun...possible-dates/ ), gerçeklik
payı var mı? Bir de bu indirimlerin birkaçını Fransız
tekerleklileri için saklamıştım ama sanırım onların geleceği sürüm
indirim tanımlarının süresinin biteceği sürüm ,dolayısıyla başka
yerde değerlendirmem gerekiyor değil mi?
Link on message: #16536883
Spartiat777, on 09 January 2019 - 07:02 PM, said: İndirim tanımının süre bitimi olarak belirtilen 1.4 sürümü
için bir tarih var mı? TGB 6 Şubat demiş ( https://thedailyboun...possible-dates/ ), gerçeklik
payı var mı? Bir de bu indirimlerin birkaçını Fransız
tekerleklileri için saklamıştım ama sanırım onların geleceği sürüm
indirim tanımlarının süresinin biteceği sürüm ,dolayısıyla başka
yerde değerlendirmem gerekiyor değil mi?vuque: Ne yazık ki tarihle ilgili bir şey söyleyemem ancak fransız
tekerlekli tankları için bu indirimleri kullanamayacağınızı
söyleyebilirim, bu sebeple şimdiden indirimleri başka tanklara
atamanız faydalı olacaktır! 
Subject: WG Store Giveaway Winners Announcement
Link on message: #16536862
Awesome_Face, on 09 January 2019 - 07:10 PM, said: If that happens to be the case I would gladly give you my
shipping information instead.
Would really fit nicely as I
got birthday on the 12th.
Link on message: #16536862
Awesome_Face, on 09 January 2019 - 07:10 PM, said: If that happens to be the case I would gladly give you my
shipping information instead. vuque: Nice try! 
Subject: Drei Panzer für eine Woche
Link on message: #16536855
marvseN, on 09 January 2019 - 06:08 PM, said: Bringt mal lieber den Progetto 46 wieder in den Shop, statt diesem
ELC EVEN Schrott
Link on message: #16536855
marvseN, on 09 January 2019 - 06:08 PM, said: Bringt mal lieber den Progetto 46 wieder in den Shop, statt diesem
ELC EVEN SchrottthePhilX: es gab den Progetto doch bereits im Adventskalender, sogar
für Gold 
Subject: I'm starting to believe that tin foil hat is real.
Link on message: #16535471
Link on message: #16535471
eekeeboo: I want to add that playing during the Holidays can in fact affect
your MOE that's based on server averages. During times of holidays
more people play in their spare time and the more "casual" player
has a little more time to devote to the game but still haven't
honed their skills to someone who player regularly, combines with
the effect of luxurious food and adult hydration you can have
averages of a MOE drop, and you will also find as tanks go through
a flavour of the month like when a YouTube video is released by a
key influencer about a specific tank, watch those MOE values
swing!
Subject: Matchmaking time
Link on message: #16535457
Link on message: #16535457
eekeeboo: Oddly from your statement, the longer you wait in the matchmaker
the more likely you are to be put into an "unfair" game as the MM
begins to run through other options to put you in those games (like
low population times).
Subject: Open letter to WOT-Devs
Link on message: #16535452
Link on message: #16535452
eekeeboo:
eek approved level of mature
discussion and debate so far!
Subject: Would U Like A Supply Box Option In WoT?
Link on message: #16535435
Dorander, on 08 January 2019 - 10:59 PM, said: I'm not voting one way or the other because my answer would
probably be "Depending on what you mean I might not care". I'm
taking a page from a response written by Jigabachi that I noticed
earlier in another skill-based MM thread, paraphrased here: before
any discussion is possible you should clearly state what you mean,
because there are multiple ways of doing this. I am
not necessarily opposed to random rewards.... "but". And the "but"
part is fairly big (insert yo-mamma joke here). As it
currently stands, I think it's very improbable when you buy the
Christmas lootboxes that you don't get at least your gold worth out
of the purchase. I can draw one hard line here: we currently have
established money-to-gold conversion ratios, because there are
established values in the Premium store. If random lootboxes of any
sort were to appear, they should at the very least give you your
money's worth, even if it's just at a low conversion ratio of gold.
That is to say if your purchased box contains 250 gold plus maybe
assorted randoms, it should cost the price of 250 gold, no more, so
that the gambling factor is *extra* on top of your purchase. You
might get nothing, but you'll always get what you paid for.
However I've also been doing some interesting reading lately which
suggests to me that this notion is a problem. The problem is that
this notion just described relies on the fact that we KNOW that the
gold you get has the monetary value of the amount of money you
paid. However, anything that comes in that box additionally, even
if it's only a potential chance, by necessity has a greater
economic value than zero, because we don't get it for free. We get
it conditionally. Therefor if in both situations we pay the exact
same amount of money, it is logically therefor true that if such a
box comes with more than just the gold you paid for, the gold you
paid for is therefor worth LESS than the amount of money you pay
for. There's no magic trick to this if you wonder what's going on
here; what's going on here is simply how consumers determine
whether or not a product is worth its money. I was alerted
to this phenomenom through a pretty well-known book called
"Thinking, fast and slow" by Daniel Kahneman. He described two
situations, which he'd actually tested in experiments, that are
relevant to this notion. The first situation he described was
selling packaged rare baseball cards. He found that if you packaged
rare baseball cards together and nothing else, they sold better
than if you packaged these same rare baseball cards together in
addition to some cheap, common extra cards. The addition of the
cheap cards apparently caused potential buyers to assume that the
rare baseball cards were worth LESS in that total package, even
though the price of both packages was identical. The reason was
that even though the common cards had nearly no value, their value
was deemed non-zero, and if the packages were otherwise identically
priced, any price minus any non-zero value is always lower than the
original price. He further demonstrated this effect by an
experiment in which he advertised two sets of tableware. Both sets
consisted of some plats, cups, etc., but the second set had some
additional broken pieces added to it. Test subjects were supposed
to estimate the rough value of each set, however one group of
subjects was only presented the set of intact pieces to judge, the
other group were asked to judge the value of the sets
comparatively. As it turned out, adding broken pieces to the set
impacted people's value judgement so that they rated the set with
broken pieces of less value than the set with pieces intact, and
the test subjects who weren't presented with an alternative set
with broken pieces rated the overall value a little higher. In
other words, adding broken pieces to a set devalued the set in the
eyes of potential buyers, even though both options gave you the
exact same amount of intact plates and cups. Keeping that
effect then in mind, there's genuine cause for concern here. I
wouldn't trust people to make a judgement about these things
objectively, in fact, I wouldn't even trust myself with it even
knowing what I know about the effect I just described. Even if I
consider my initially mentioned hard line, for most people this is
still going to look like gambling and people would have to have the
fact that they're getting at least they're money's worth pointed
out to them. It doesn't help that Wargaming's gold sale values
aren't linear, the more you buy the less you relatively spend per
gold. So it's quite arguable that getting your gold value doesn't
even fly as an argument. Quite frankly the more I think
about it writing this, the more I see the potential dungstorm. I'm
just going to press "No" at this stage, and you've just read why.
This game has enough customer complaints (valid ones as well as
invalid ones) for it to open another can of worms.
Link on message: #16535435
Dorander, on 08 January 2019 - 10:59 PM, said: I'm not voting one way or the other because my answer would
probably be "Depending on what you mean I might not care". I'm
taking a page from a response written by Jigabachi that I noticed
earlier in another skill-based MM thread, paraphrased here: before
any discussion is possible you should clearly state what you mean,
because there are multiple ways of doing this. I am
not necessarily opposed to random rewards.... "but". And the "but"
part is fairly big (insert yo-mamma joke here). As it
currently stands, I think it's very improbable when you buy the
Christmas lootboxes that you don't get at least your gold worth out
of the purchase. I can draw one hard line here: we currently have
established money-to-gold conversion ratios, because there are
established values in the Premium store. If random lootboxes of any
sort were to appear, they should at the very least give you your
money's worth, even if it's just at a low conversion ratio of gold.
That is to say if your purchased box contains 250 gold plus maybe
assorted randoms, it should cost the price of 250 gold, no more, so
that the gambling factor is *extra* on top of your purchase. You
might get nothing, but you'll always get what you paid for.
However I've also been doing some interesting reading lately which
suggests to me that this notion is a problem. The problem is that
this notion just described relies on the fact that we KNOW that the
gold you get has the monetary value of the amount of money you
paid. However, anything that comes in that box additionally, even
if it's only a potential chance, by necessity has a greater
economic value than zero, because we don't get it for free. We get
it conditionally. Therefor if in both situations we pay the exact
same amount of money, it is logically therefor true that if such a
box comes with more than just the gold you paid for, the gold you
paid for is therefor worth LESS than the amount of money you pay
for. There's no magic trick to this if you wonder what's going on
here; what's going on here is simply how consumers determine
whether or not a product is worth its money. I was alerted
to this phenomenom through a pretty well-known book called
"Thinking, fast and slow" by Daniel Kahneman. He described two
situations, which he'd actually tested in experiments, that are
relevant to this notion. The first situation he described was
selling packaged rare baseball cards. He found that if you packaged
rare baseball cards together and nothing else, they sold better
than if you packaged these same rare baseball cards together in
addition to some cheap, common extra cards. The addition of the
cheap cards apparently caused potential buyers to assume that the
rare baseball cards were worth LESS in that total package, even
though the price of both packages was identical. The reason was
that even though the common cards had nearly no value, their value
was deemed non-zero, and if the packages were otherwise identically
priced, any price minus any non-zero value is always lower than the
original price. He further demonstrated this effect by an
experiment in which he advertised two sets of tableware. Both sets
consisted of some plats, cups, etc., but the second set had some
additional broken pieces added to it. Test subjects were supposed
to estimate the rough value of each set, however one group of
subjects was only presented the set of intact pieces to judge, the
other group were asked to judge the value of the sets
comparatively. As it turned out, adding broken pieces to the set
impacted people's value judgement so that they rated the set with
broken pieces of less value than the set with pieces intact, and
the test subjects who weren't presented with an alternative set
with broken pieces rated the overall value a little higher. In
other words, adding broken pieces to a set devalued the set in the
eyes of potential buyers, even though both options gave you the
exact same amount of intact plates and cups. Keeping that
effect then in mind, there's genuine cause for concern here. I
wouldn't trust people to make a judgement about these things
objectively, in fact, I wouldn't even trust myself with it even
knowing what I know about the effect I just described. Even if I
consider my initially mentioned hard line, for most people this is
still going to look like gambling and people would have to have the
fact that they're getting at least they're money's worth pointed
out to them. It doesn't help that Wargaming's gold sale values
aren't linear, the more you buy the less you relatively spend per
gold. So it's quite arguable that getting your gold value doesn't
even fly as an argument. Quite frankly the more I think
about it writing this, the more I see the potential dungstorm. I'm
just going to press "No" at this stage, and you've just read why.
This game has enough customer complaints (valid ones as well as
invalid ones) for it to open another can of worms.eekeeboo: I would love the links to these studies (If you have them) I
know of the phenomenon and you can readily see it with economics
and business with the issue surrounding the use of "bonus" that
year the "bonus" stops being a bonus and is an expectation. As you
can see with the x5 events etc. You have to love behaviour and
human Psychology! I know this has been mitigated in
part by the staggering approach and a more puzzled approach. Hence
things like quarterly reviews mean you feel more like you have to
earn the bonus vs it's going to happen etc.
Subject: WOT status conclusions
Link on message: #16535419
Link on message: #16535419
eekeeboo: As an analyst you will also be aware that the importance of
analysis is having as much information as possible. In a
non-negative way, you unfortunately do not have all that
information on the trend. Yes player numbers are less than they
were a few years ago. But over-all why can that be?
Causes? How does balancing actually affect that? Compare that with
a natural life cycle of a game etc. Once you consider
all that you then have to look at the fact, realistically a game
can literally only be played by so many people for so long, part of
WoT isn't just the way you balance but the way you can encourage
new players to join and keep them, above all this, not just the
number of players but the number of people who will also invest in
your game unless you want to run on advertising.
Реклама | Adv















