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: Friday Night Fights! 6/22-6/23
Link on message: #11703472
Link on message: #11703472
DomoSapien: I just recreated the brackets, they should pop at 8:10 central.
Sorry folks.
Subject: More time to register
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.Jambijon: Like _Platform said, we will be providing a more dedicated
schedule next month. We just wanted to have some tournaments
running this weekend to keep with the trend. We are aiming
for two weeks advance notice for July and we'll definitely keep you
updated!
Subject: More time to register
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.BigDaddyLaxative: Like _Platform said, we will be providing a more dedicated
schedule next month. We just wanted to have some tournaments
running this weekend to keep with the trend. We are aiming
for two weeks advance notice for July and we'll definitely keep you
updated!
Subject: More time to register
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.
Link on message: #11703259
galladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.Hambijon: Like _Platform said, we will be providing a more dedicated
schedule next month. We just wanted to have some tournaments
running this weekend to keep with the trend. We are aiming
for two weeks advance notice for July and we'll definitely keep you
updated!
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201
Link on message: #11703201
Jambijon: Also another thing to consider...Discord bots for pretty much
anything!
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201
Link on message: #11703201
BigDaddyLaxative: Also another thing to consider...Discord bots for pretty much
anything!
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201
Link on message: #11703201
Hambijon: Also another thing to consider...Discord bots for pretty much
anything!
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157
Link on message: #11703157
Jambijon: I switched to Discord a couple years ago and haven't gone back to
TS. The password protection for servers is nice but assigning roles
in discord is pretty simple.
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157
Link on message: #11703157
BigDaddyLaxative: I switched to Discord a couple years ago and haven't gone back to
TS. The password protection for servers is nice but assigning roles
in discord is pretty simple.
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157
Link on message: #11703157
Hambijon: I switched to Discord a couple years ago and haven't gone back to
TS. The password protection for servers is nice but assigning roles
in discord is pretty simple.
Subject: O Retorno dos Torneios
Link on message: #11703156
FerdSnp, on Jun 22 2018 - 16:39, said: Tem alguma previsao de torneios no LATAM? Seria uma boa ideia para
o pessoal que ainda nao se acostumou com a ideia venha jogar no
LATAM
Link on message: #11703156
FerdSnp, on Jun 22 2018 - 16:39, said: Tem alguma previsao de torneios no LATAM? Seria uma boa ideia para
o pessoal que ainda nao se acostumou com a ideia venha jogar no
LATAMMA77: Para os próximos torneios, não há planos para serem
realizados no LATAM. Porém, estamos trabalhando para que
quando tudo estiver normalizado, os jogadores sul-americanos possam
competir com uma menor latência.
Subject: Tier VIII of the Week: Löwe
Link on message: #11703143
MacDaddyMatty, on Jun 22 2018 - 10:36, said: My Pz4K has that dune buggy gas pedalthat looks like a cartoon
foot.
YANKEE137, on Jun 22 2018 - 11:05, said: somebody needs a hug.
Noivy, on Jun 22 2018 - 12:20, said: Lowe currently sits on the Meh Tier on my list of tier 8 premium ratings,
a rating which does not seem to sit well with a lot of people, but
I'll lay down the reasoning for it. Pros: It's health pool
is really good, has a decent enough turret front and the depression
to go hull down, and has really good gun handling and accuracy.
Cons: It's morbidly slow, and pair that with its
large size means that if it gets caught in a bad position, it will
take fire. Its DPM is also one of the lowest in tier 8, tied with
the T34 at ~1650. Its armor is also lacking and worst of all, flat,
having a textbook example of a large weak lower glacis plate that
most tier 6 top guns can penetrate without premium ammo.
It's a niche support tank on the battlefield, and there are other
heavies, including premium ones, that can do its job better. But
unless you have a VK7201, you can't ask for a better german heavy
tank crew trainer.
Link on message: #11703143
MacDaddyMatty, on Jun 22 2018 - 10:36, said: My Pz4K has that dune buggy gas pedalthat looks like a cartoon
foot.DomoSapien: Tempted to install one of these in my Subaru 
YANKEE137, on Jun 22 2018 - 11:05, said: somebody needs a hug.DomoSapien: I get plenty of hugs (facehugs, specifically) from heavy tanks
on the battlefield 
Noivy, on Jun 22 2018 - 12:20, said: Lowe currently sits on the Meh Tier on my list of tier 8 premium ratings,
a rating which does not seem to sit well with a lot of people, but
I'll lay down the reasoning for it. Pros: It's health pool
is really good, has a decent enough turret front and the depression
to go hull down, and has really good gun handling and accuracy.
Cons: It's morbidly slow, and pair that with its
large size means that if it gets caught in a bad position, it will
take fire. Its DPM is also one of the lowest in tier 8, tied with
the T34 at ~1650. Its armor is also lacking and worst of all, flat,
having a textbook example of a large weak lower glacis plate that
most tier 6 top guns can penetrate without premium ammo.
It's a niche support tank on the battlefield, and there are other
heavies, including premium ones, that can do its job better. But
unless you have a VK7201, you can't ask for a better german heavy
tank crew trainer. DomoSapien:
I have a Lowe-hate (get it, because it's pronounced Lur-vuh?
relationship with this tank, much
like the T34. It's definitely quite strong for frontlines, as it
will make short work of the Obj 252U's upper plate.
I agree with with you on all your points. It's a support vehicle, through-and-through. The Tier VIII of the week bundle offers a lot of extra goodies for a nominal difference in price.
I have a Lowe-hate (get it, because it's pronounced Lur-vuh?
I agree with with you on all your points. It's a support vehicle, through-and-through. The Tier VIII of the week bundle offers a lot of extra goodies for a nominal difference in price.
Subject: Can't join to Tournament 3v3 Friday night
Link on message: #11703124
yruputin, on Jun 22 2018 - 13:19, said:
When will they have 1v1 tournaments?
Link on message: #11703124
yruputin, on Jun 22 2018 - 13:19, said: DomoSapien: soon TM
Subject: AMD FreeSync Technology works great
Link on message: #11703122
Link on message: #11703122
DomoSapien: Shameless plug: We use ASUS monitors with G-Sync for all of our
demo stations. I give them two thumbs-up!
Felipe6666Original
3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
22.06.2018 22:52:20
Subject: 3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
Link on message: #11703121
_Aspirineta, on Jun 22 2018 - 15:34, said: Los ganadores de cada grupo de 128 juegan entre si? O cada llave de
128 tiene sus propios premios?
Link on message: #11703121
_Aspirineta, on Jun 22 2018 - 15:34, said: Los ganadores de cada grupo de 128 juegan entre si? O cada llave de
128 tiene sus propios premios?Felipe6666Original: Cada llave tiene sus propios premios (son los mismos que se
detallan al final del topic para todos). ¡Saludos!
Subject: Can't join to Tournament 3v3 Friday night
Link on message: #11703074
Link on message: #11703074
DomoSapien: There is an extremely high demand for the tournament. We are
looking to increase the number of teams for future tournaments, as
this is the second week this has happened; folks are signing up so
quickly that it is overloading the tournament system.
In the meantime, please keep trying, send me a PM with a link to your team and I will do my best to manually confirm
In the meantime, please keep trying, send me a PM with a link to your team and I will do my best to manually confirm
Subject: Don't Lose Out. Open This Now.
Link on message: #11703061
Link on message: #11703061
Gnomon: Thanks for sharing that! It was really interesting to see how they
reconnected the tracks, especially when they hammered in that small
pin. Those folks are doing great work 
Subject: X3 X 5
Link on message: #11703022
bull58, on Jun 22 2018 - 09:45, said: I think it is funny wot thinks there doing us a favor by X3
X5 weekends. When actually there not. I dont play to much on
these weekends because the battles are the worst ever. Between MM
stacking teams and people who usually dont play and only come out
for the X3 X 5 points . Every body goes one way leaving flanks open
and dont understand why they never stood a chance because there
Brain mentality is to small to understand leave flank open enemy
will see and push and get behind you you are done. Enjoy losing a
lot of Battles on X3 X5 weekends no matter how good you play.
Link on message: #11703022
bull58, on Jun 22 2018 - 09:45, said: I think it is funny wot thinks there doing us a favor by X3
X5 weekends. When actually there not. I dont play to much on
these weekends because the battles are the worst ever. Between MM
stacking teams and people who usually dont play and only come out
for the X3 X 5 points . Every body goes one way leaving flanks open
and dont understand why they never stood a chance because there
Brain mentality is to small to understand leave flank open enemy
will see and push and get behind you you are done. Enjoy losing a
lot of Battles on X3 X5 weekends no matter how good you play. TeriyakiTanker: Yes, as opposed to normal weekends were everyone works
together and gives hugs at the end of matches.........
Subject: Tier VIII of the Week: Löwe
Link on message: #11703007
TommyBuns, on Jun 22 2018 - 11:49, said: Gnomon, Awhile back I commented on how you bore an uncanny
resemblance to Sigourney Weaver in a bad wig (At the time being
quite sure that WAS Sigourney Weaver in your pic).
Anyways, recalling that just now and having always had a
penchant for sticking my foot in my mouth, I just thought to
myself, "You dummie, that's probably really her, some apologizing
may be in order if it is." Anyways, some googling was
required to put my mind at ease, and I can't even begin to
express the relief I felt when finding your profile pic. under a
search for Sigourney Weaver! -TB
MacDaddyMatty, on Jun 22 2018 - 09:51, said: Gnomon's Giant Gift Gathering of Great Grade Goods of the
Week Emporium
Link on message: #11703007
TommyBuns, on Jun 22 2018 - 11:49, said: Gnomon, Awhile back I commented on how you bore an uncanny
resemblance to Sigourney Weaver in a bad wig (At the time being
quite sure that WAS Sigourney Weaver in your pic).
Anyways, recalling that just now and having always had a
penchant for sticking my foot in my mouth, I just thought to
myself, "You dummie, that's probably really her, some apologizing
may be in order if it is." Anyways, some googling was
required to put my mind at ease, and I can't even begin to
express the relief I felt when finding your profile pic. under a
search for Sigourney Weaver! -TBGnomon: Haha yeah, it is from a super old photo shoot or promo where
she took a bunch of pictures with the cat.
MacDaddyMatty, on Jun 22 2018 - 09:51, said: Gnomon's Giant Gift Gathering of Great Grade Goods of the
Week EmporiumGnomon: This is amazing. You win the Alliteration Prize for
today! Unfortunately, the prize is just more alliteration and a
broken-down Emporium.
Subject: Survey: What's your ideal tournament?
Link on message: #11703002
Exo_W_G_OMEGALUL______hi, on Jun 19 2018 - 12:12, said: We're just having fun, and were low on gold. We won fair and
square, no reason to be upset. ________________ To
answer the question of the thread, larger teams 5 being a sweet
spot and staying above tier 5. Encounter is good on some
maps.
MrSlow, on Jun 19 2018 - 23:05, said: I feel like having too many players per team is slightly hard to
manage, especially if it is long periods of time such as the week
long tournaments. keeping it to 1-4 players per team makes it
simple, and better game play overall. The optimal
tournament in my opinion would be a 3v3 attack/defense in
a round robin bracket of about 5 teams (tier 10).
Every team does both an attack and a defense against every
other team in the bracket. 3 points for winning both against a team
and 1 point for winning 1. The top 2 teams from each round robin
bracket then go on for a "super bracket". This would be composed of
all of the 1st and 2nd place team from the round robin, in a single
elimination. Best out of 3 in the "super bracket"
zombieyeti, on Jun 21 2018 - 07:25, said: I like the idea that you're using a survey to get community
input, but my overall 'feeling' is expressed best with this ^. Of
course you gotta start somewhere. +1 Super Happy Tourneys are
Coming Back! I didn't realize how much I took tournaments
for granted until they went away. And then subsequently disappeared
from That Site That Shall Not be Named. A direct response to the
question: - 1v1 up to 6v6, excepting 2v2. It seemed to me that a
ratio of 1:x with x being the number of combinations you'd make
available to be about right for each 'v'. - I generally prefer
Standard mode. - A lot of complexity in the rules makes the
tournaments more 'interesting' but if tournament management is a
headache, I'd rather see more elementary tournaments than fewer
complex tournaments. - I enjoyed unforced asymmetry in the team
competition (e.g. 24 Tier points available, up to 4 players
available, no higher than T7, no lower than T3) where there is no
'right answer' to the team composition (i.e. 3xT7? 4xT6? 2xT7 +
2xT5?, T7 + 2xT6 + T5?) resulting in some very unusual combinations
of tanks. - I would enjoy (if it's practical) seeing something like
many low tier tanks vs. a few high tier tanks, perhaps with teams
forced to switch between formats each round.
Link on message: #11703002
Exo_W_G_OMEGALUL______hi, on Jun 19 2018 - 12:12, said: We're just having fun, and were low on gold. We won fair and
square, no reason to be upset. ________________ To
answer the question of the thread, larger teams 5 being a sweet
spot and staying above tier 5. Encounter is good on some
maps. DomoSapien: Ex-WGLNA players are just as welcome to play in tournaments as
everyone else. I would certainly be open to the idea of coming up
with a tournament where we select team captains and then assign
them teammates, as I think this would be a great learning
opportunity for the community.
Two things have vastly helped me improve my gameplay: Playing with really good players, and playing competitively.
Two things have vastly helped me improve my gameplay: Playing with really good players, and playing competitively.
MrSlow, on Jun 19 2018 - 23:05, said: I feel like having too many players per team is slightly hard to
manage, especially if it is long periods of time such as the week
long tournaments. keeping it to 1-4 players per team makes it
simple, and better game play overall. The optimal
tournament in my opinion would be a 3v3 attack/defense in
a round robin bracket of about 5 teams (tier 10).
Every team does both an attack and a defense against every
other team in the bracket. 3 points for winning both against a team
and 1 point for winning 1. The top 2 teams from each round robin
bracket then go on for a "super bracket". This would be composed of
all of the 1st and 2nd place team from the round robin, in a single
elimination. Best out of 3 in the "super bracket" DomoSapien: I'm sure you guys noticed we set up these tournaments rather
quickly. Moving forward we do plan to start fleshing out a more
regular tournament schedule, expanding the size of the tournaments,
as well as trying out different formats.
The reason these are attack/defense is that we don't have to worry about tiebreakers with this format. If the tournaments get very large, round robin format is definitely useful.
The reason these are attack/defense is that we don't have to worry about tiebreakers with this format. If the tournaments get very large, round robin format is definitely useful.
zombieyeti, on Jun 21 2018 - 07:25, said: I like the idea that you're using a survey to get community
input, but my overall 'feeling' is expressed best with this ^. Of
course you gotta start somewhere. +1 Super Happy Tourneys are
Coming Back! I didn't realize how much I took tournaments
for granted until they went away. And then subsequently disappeared
from That Site That Shall Not be Named. A direct response to the
question: - 1v1 up to 6v6, excepting 2v2. It seemed to me that a
ratio of 1:x with x being the number of combinations you'd make
available to be about right for each 'v'. - I generally prefer
Standard mode. - A lot of complexity in the rules makes the
tournaments more 'interesting' but if tournament management is a
headache, I'd rather see more elementary tournaments than fewer
complex tournaments. - I enjoyed unforced asymmetry in the team
competition (e.g. 24 Tier points available, up to 4 players
available, no higher than T7, no lower than T3) where there is no
'right answer' to the team composition (i.e. 3xT7? 4xT6? 2xT7 +
2xT5?, T7 + 2xT6 + T5?) resulting in some very unusual combinations
of tanks. - I would enjoy (if it's practical) seeing something like
many low tier tanks vs. a few high tier tanks, perhaps with teams
forced to switch between formats each round. DomoSapien: We will be toying around with the tier points and cap times in
future tournaments to mix things up a bit as well.
Quite a bit of feedback and responses to the survey, thanks everyone! We've got a loooot of reading to do.
Quite a bit of feedback and responses to the survey, thanks everyone! We've got a loooot of reading to do.
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??Jambijon: That's just the initial rush to register. Try again
and it will work. Also, we acknowledged that it was late
notice and we will have a more dedicated schedule starting in July.
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??BigDaddyLaxative: That's just the initial rush to register. Try again
and it will work. Also, we acknowledged that it was late
notice and we will have a more dedicated schedule starting in July.
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??
Link on message: #11702988
Swraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to
create a team... The same things as the last Friday event. You know
before when they had tourny's, the event was advertised by the
Monday of that week and open for registration 2-3 days prior to the
event. Why are you doing it so last minute and giving people no
time to be aware and prepared??Hambijon: That's just the initial rush to register. Try again
and it will work. Also, we acknowledged that it was late
notice and we will have a more dedicated schedule starting in July.
Subject: Is it magic? Only explanation that makes sense...
Link on message: #11702943
Link on message: #11702943
DomoSapien: While I would certainly suggest that the ~20-30 thousand people
logging in during prime-time indicates that there is no
game-breaking malfunction with the client, it's possible something
else on your end was updated as well. Additionally, there were some
Windows updates in the interim. While we try our best to ensure the
client will run on as many machines as possible, it's hard to
guarantee that every possible hardware/software combination under
the sun will run smoothly without issue.
Either way, the good thing is that you're back in-game, and you're able to enjoy blowing stuff up! Fingers crossed that the issue doesn't rear its ugly head again. See you on the battlefield
Either way, the good thing is that you're back in-game, and you're able to enjoy blowing stuff up! Fingers crossed that the issue doesn't rear its ugly head again. See you on the battlefield
Subject: "Map Mondays" Master List
Link on message: #11702937
Whistling_Death_, on Jun 15 2018 - 04:39, said: Thank you DomoSapien! 
Link on message: #11702937
Whistling_Death_, on Jun 15 2018 - 04:39, said: Thank you DomoSapien! DomoSapien: No worries! I enjoy the process of making these guides quite
a bit. Apologies for missing this week's guide, I've been slowly
recovering from a fever that has been kicking my butt for most of
the week.
Map Mondays will return next week!
Map Mondays will return next week!
Subject: [ST] Polish Heavy Tier VII
Link on message: #11702911
Christojojo, on Jun 22 2018 - 09:19, said: Habich Ciężki - pronounced as ha-bick see- eeez-key or
Ha- bick chell-ski depending on Polish dialect. The polish
language tends to want you to pronounce every single letter.
Yankee thanks for changing your post as I was typing a
response <
Link on message: #11702911
Christojojo, on Jun 22 2018 - 09:19, said: Habich Ciężki - pronounced as ha-bick see- eeez-key or
Ha- bick chell-ski depending on Polish dialect. The polish
language tends to want you to pronounce every single letter.
Yankee thanks for changing your post as I was typing a
response <DomoSapien: I was under the impression that "Ch" in polish makes an "H"
sound. Just sayin 
Subject: Tier VIII of the Week: Löwe
Link on message: #11702905
Link on message: #11702905
DomoSapien: I'm just here to say that if this vehicle were sold in my
Premium Currency Bundle Emporium (working title) it would be
a certified-pre-owned vehicle, and all the interiors would be OEM
instead of having some gaudy snake-skin seat covers or an
8-ball shifter knob. 100% German Steel or your money back,
guaranteed.
Subject: do your camo values define how long you get spotted for
Link on message: #11702900
Link on message: #11702900
DomoSapien: If I spot a target and get spotted, then break line of sight, I
assume that I will go dark roughly around the same time that target
does. Works pretty well, for the most part.
In theory, the better your camo rating, when you start reversing you will 'start' to go dark more quickly - assuming there is a 10 second timer and your camo rating negates 20% of the enemy view range, the 10 second timer will start ticking away when you're farther out than 80% of the enemy view range, as opposed to ticking away when you're 100% out of their view range.
In theory, the better your camo rating, when you start reversing you will 'start' to go dark more quickly - assuming there is a 10 second timer and your camo rating negates 20% of the enemy view range, the 10 second timer will start ticking away when you're farther out than 80% of the enemy view range, as opposed to ticking away when you're 100% out of their view range.
Subject: Tier VIII of the Week: Löwe
Link on message: #11702848
Link on message: #11702848
Gnomon: Guess what? More news! If you aren't familiar with the
Tier VII or VIII of the week, we pick a different tank each week
from either of those Tiers and bundle it with Premium Time and
other goodies as a bonus. This week, we've got
the Löwe! Löwe means "Lion', and this tank lives up
to its namesake. It is deadly accurate with its cannon, and it can
chip away at your enemy's health. It has strong armor as well,
making it great for side-scraping. The Löwe is not
the speediest, but it can take quite a few hits and can send
some shells flying back to the enemy in return. The sale
is from June 22nd until June 29th (04:20 PT | 06:20 CT | 07:20
ET). The Bundle contains: VIII Löwe 30 Days
Premium Account x5 XP for the first 20 wins in the Löwe 1x Garage
Slot Be sure to check out the Store for pricing. We also have a few
other Bundles for sale, so be sure to check them out in our portal
article here - Tier VIII of the Week: Löwe Heavy
Tank Thanks, y'all!
PS: I'm sorry I don't have a cool Emporium. Who is ready for Gnomon's Grand Gnarly Tier of the Week Emporium?! No one? I get it. We got shut down three years ago due to the opossum infestation. It was unfortunate.
PS: I'm sorry I don't have a cool Emporium. Who is ready for Gnomon's Grand Gnarly Tier of the Week Emporium?! No one? I get it. We got shut down three years ago due to the opossum infestation. It was unfortunate.
Subject: [Superteste] Mudanças em Província
Link on message: #11702841
V_A_C_A, on Jun 22 2018 - 11:30, said: Eu sou um dos gratos por terem trazido o mapa de
volta. 
Quanto ao desbalanceamento dos lados, e eventual limitação de tier, que bom que a WG esteja de olho nessas coisas.
Eu não costumo baixar o Superteste. Como funciona, normalmente? Existem jogadores que jogam em tiers baixos, ou o pessoal só joga em tier alto? Se o pessoal não jogar em tier baixo, a WG tem como ter uma base de dados para decidir o rebalanceamento de mapas considerando os tiers, ou vai ter de decidir apenas pelos gameplays de tiers altos?
Link on message: #11702841
V_A_C_A, on Jun 22 2018 - 11:30, said: Eu sou um dos gratos por terem trazido o mapa de
volta. Quanto ao desbalanceamento dos lados, e eventual limitação de tier, que bom que a WG esteja de olho nessas coisas.
Eu não costumo baixar o Superteste. Como funciona, normalmente? Existem jogadores que jogam em tiers baixos, ou o pessoal só joga em tier alto? Se o pessoal não jogar em tier baixo, a WG tem como ter uma base de dados para decidir o rebalanceamento de mapas considerando os tiers, ou vai ter de decidir apenas pelos gameplays de tiers altos?
MA77: O Superteste são os nossos testes internos,
V_A_C_A. Não são abertos ao público no geral. 
Subject: Torneios de Futebol: Informações
Link on message: #11702836
xxvitoor, on Jun 22 2018 - 11:36, said: Achei aqui e consegui, obrigado, mas fiquei decepcionado ao
ver que nenhuma as minhas batalhas sequer contou para o evento, não
era só a visualização, agora eu consigo visualizar mas nenhuma das
muitas que já fiz contou... =\
Link on message: #11702836
xxvitoor, on Jun 22 2018 - 11:36, said: Achei aqui e consegui, obrigado, mas fiquei decepcionado ao
ver que nenhuma as minhas batalhas sequer contou para o evento, não
era só a visualização, agora eu consigo visualizar mas nenhuma das
muitas que já fiz contou... =\MA77:
Você deve estar visualizando a segunda etapa do Rolando o Aço.
Clique na primeira e veja se era isso, Vitoor
Você deve estar visualizando a segunda etapa do Rolando o Aço.
Clique na primeira e veja se era isso, Vitoor

Felipe6666Original
3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
22.06.2018 18:16:27
Subject: 3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
Link on message: #11702830
gipianpa, on Jun 22 2018 - 12:03, said: No es muy poco oro en tier 5? Son 6 jugadores y si ganan 1000 de
oro solo se quedan con menos de 190
Link on message: #11702830
gipianpa, on Jun 22 2018 - 12:03, said: No es muy poco oro en tier 5? Son 6 jugadores y si ganan 1000 de
oro solo se quedan con menos de 190Felipe6666Original: No creemos que sea tan poco para un 33ro+ puesto
¡Saludos!
Subject: x3 XP Weekend
Link on message: #11702823
Link on message: #11702823
Gnomon: Hello again, folks! It's almost the weekend! And that
means x3 XP on your first wins. The x3 XP weekend runs
from June 22nd until June 25th (04:20 PT | 06:20 CT | 07:20
ET) We also have plenty of events running this weekend,
including Soccer Mode, Tank Warfare Time Machine Missions, Tank
Mastery Missions, and more! Please check out our
article, which lists all the current events: Don't You (Forget About x3 XP) and Other Weekend
Events! Thanks, everyone, and hope you have a great
weekend!
Subject: [Supertest] 45TP Habich Ciężki
Link on message: #11702796
Link on message: #11702796
Felipe6666Original: ¡Saludos, Comandantes! Las pruebas de Supertest ya
comenzaron para los tanques pesados polacos y, en el día de hoy,
estamos listos para dar detalles de uno más de ellos. El primer
tanque pesado de la rama polaca, el Habich Ciężki (nombre no
definitivo) será un vehículos de nivel VII. Imágenes





En
nivel VII los medianos polacos comienzan a convertirse en pesados.
Como sus hermanos mayores, el Habich Ciężki cuenta con un gran daño
alfa y un buen ángulo de depresión (-8°
. Además, cuenta con la movilidad
de un mediano: su potencia específica es de 16,5 hp/t. Sin embargo,
su blindaje es algo débil comparado con los pesados polacos de
mayor nivel. La torreta es lo suficientemente dura para resistir al
fuego de los vehículos de menor nivel, pero el chasis es muy
vulnerable. Su blindaje hace que el estilo de juego de este
tanque no sea como el de cualquier otro pesado. Su rol en el campo
de batalla será proveer de apoyo a aliados con mejor blindaje.
Piensen que es un cañón con gran daño alfa que puede alcanzar la
línea del frente muy rápido.
De acuerdo a los resultados de
los pruebas del Supertest, puede que cambiemos las especificaciones
del Habich Ciężki. ¡Buena suerte en el campo de batalla!





En
nivel VII los medianos polacos comienzan a convertirse en pesados.
Como sus hermanos mayores, el Habich Ciężki cuenta con un gran daño
alfa y un buen ángulo de depresión (-8°
De acuerdo a los resultados de
los pruebas del Supertest, puede que cambiemos las especificaciones
del Habich Ciężki. ¡Buena suerte en el campo de batalla!
Subject: Torneios de Futebol: Informações
Link on message: #11702763
xxvitoor, on Jun 22 2018 - 11:23, said: e como se faz isso?
Link on message: #11702763
xxvitoor, on Jun 22 2018 - 11:23, said: e como se faz isso?MA77: Basta ir em "Configurações" no launcher do jogo e mudar o
idioma do mesmo. 
Subject: [Supertest] Mapa "Provincia" - Parte II
Link on message: #11702738
Link on message: #11702738
Felipe6666Original: ¡Saludos, tanquistas! Provincia siempre ha sido un mapa
especial. Algunos lo amaban, otros lo odiaban, y algunos otros
siempre eran destruidos por enemigos invisibles (en general, esto
siempre sucedía a los 10 segundos de comenzada la batalla). No
había tanquistas con una opinión neutral sobre Provincia. Cuando lo
removimos en 2015, hubo reacciones mezcladas. Muchos jugadores
pedían que lo regresáramos. Regresó en mayo de 2018, y el
mapa se convirtió en especial de nuevo. La audiencia está dividida:
algunos están felices de que este antiguo escenario esté de regreso
(sí, esos jugadores existen, lo juramos), y otros están pidiendo
que introduzcamos limitaciones de nivel. Estos últimos aseguran que
el mapa favorece a los vehículos de nivel alto con un buen rango de
detección y que ambos equipos permanecen detectados la mayor parte
de la partida. Hemos visto estas opiniones tanto en los foros como
en las redes sociales. Queremos asegurarles que estamos haciendo un
seguimiento de la situación y analizando sus opiniones. Sin
embargo, necesitamos un poco de tiempo para "estabilizar" la
jugabilidad en Provincia: los jugadores deben acostumbrarse al
escenario y desarrollar tácticas específicas para él.
¿Cuánto tiempo demorará? No hay una respuesta concretra. Aun así,
cuando nuestra audiencia se adapte al nuevo escenario, lo veremos
(porque las estadísticas generales del mapa se estabilizarán). En
general, esto sucede a los dos o tres meses del lanzamiento del
mapa. Así que todavía no estamos listos para introducir
limitaciones de nivel: necesitamos más datos para respaldar la
opiniones. Monitorearemos la duración promedio de las batallas, por
cuánto tiempo sobrevicven cada una de las clases de vehículos en
Provincia, cuáles son las posiciones de tiro más recurrentes, y en
dónde suelen ser destruidos los vehículos. La información que
recolectemos y sus opiniones influenciarán la decisión que tomemos.
Si la información refuerza la idea de que el mapa no es apropiado
para vehículos de nivel alto, y si la comunidad insiste en que este
es el caso, introduciremos limitaciones de nivel. Hasta entonces,
les pedimos que sean pacientes y compartan sus opiniones (tanto a
favor como en contra) de estas limitaciones. ¿Entonces qué
estamos cambiando ahora si no estamos introduciendo limitaciones de
nivel? Bueno, hay cierto desbalance en las posiciones de los
equipos, y tenemos la intención de deshacernos de él. Actualmente,
el lado este se ve favorecido y gana más seguido. El lado oeste
tiene menos posiciones de tiro, por lo que tiene menos
posibilidades de diseñar distintos ataques. En el día de hoy,
probaremos las mejoras que deberían balancear estas imperfecciones:
Imágenes 







La
esquina sureste del mapa. Movimos varias casas para que el equipo
en el oeste pueda dispararle a sus enemigos desde el comienzo de la
batalla (el lado este ya puede hacer eso). Cerca del monasterio, en
el lado este de la pendiente de la montaña. Cambiamos la geometría
de los edificios cercanos para que el equipo que ataque por abajo y
dispare por detrás sea más eficiente. Agregamos cobertura que
ayudará al equipo oeste en su lucha contra el equipo este por el
control de la pendiente de la montaña. Luego de que el equipo oeste
ocupe las posiciones mencionadas en el punto 3, pueden avanzar
hasta una gran roca que ahora es más eficiente como cobertura y
ofrece una mejor protección contra el fuego de los cazatanques. Las
bases de ambos equipos. Agregamos varias posiciones de cobertura
dentro de los círculos de captura para reducir la cantidad de
empates. Actualmente, es casi imposible capturar una base dado que
ambos equipos pueden disparar al círculo de captura desde casi
cualquier lugar. La cobertura incrementará sus chances de capturar
y también obligará al equipo defensor a jugar más activamente. Ya
veremos si esto funciona porque sabemos que hay muchos jugadores a
los que no les gusta la cobertura en base, así que seguiremos este
cambio de cerca. Cubriremos las espaldas de los tanquistas del
equipo oeste que defiendan el camino de la colina de los atanques
del equipo este. Actualmente, reciben disparos desde el lado
opuesto. Las pruebas comienzan hoy, así que necesitaremos un
tiempo para analizar los resultados. Esperamos eliminar los
desbalances actuales del mapa. ¡Mucha suerte en sus
batallas!








La
esquina sureste del mapa. Movimos varias casas para que el equipo
en el oeste pueda dispararle a sus enemigos desde el comienzo de la
batalla (el lado este ya puede hacer eso). Cerca del monasterio, en
el lado este de la pendiente de la montaña. Cambiamos la geometría
de los edificios cercanos para que el equipo que ataque por abajo y
dispare por detrás sea más eficiente. Agregamos cobertura que
ayudará al equipo oeste en su lucha contra el equipo este por el
control de la pendiente de la montaña. Luego de que el equipo oeste
ocupe las posiciones mencionadas en el punto 3, pueden avanzar
hasta una gran roca que ahora es más eficiente como cobertura y
ofrece una mejor protección contra el fuego de los cazatanques. Las
bases de ambos equipos. Agregamos varias posiciones de cobertura
dentro de los círculos de captura para reducir la cantidad de
empates. Actualmente, es casi imposible capturar una base dado que
ambos equipos pueden disparar al círculo de captura desde casi
cualquier lugar. La cobertura incrementará sus chances de capturar
y también obligará al equipo defensor a jugar más activamente. Ya
veremos si esto funciona porque sabemos que hay muchos jugadores a
los que no les gusta la cobertura en base, así que seguiremos este
cambio de cerca. Cubriremos las espaldas de los tanquistas del
equipo oeste que defiendan el camino de la colina de los atanques
del equipo este. Actualmente, reciben disparos desde el lado
opuesto. Las pruebas comienzan hoy, así que necesitaremos un
tiempo para analizar los resultados. Esperamos eliminar los
desbalances actuales del mapa. ¡Mucha suerte en sus
batallas!
Subject: [ST] Polish Heavy Tier VII
Link on message: #11702698
Link on message: #11702698
Gnomon: Hey, everyone! I have a bit more news for
you!.
The Polish heavies’ Supertests are underway, and today we’re ready to talk about the next Polish tank. The first heavy tank in the Polish branch, the Habich Ciężki (name not final) stands at Tier VII:
Tier VII is where the Polish mediums start to evolve into heavies. Like his bigger brothers, the Habich Ciężki has a gun with high alpha damage and excellent depression ( -8° ). At the same time, it has a medium tank’s mobility: its specific power-to-weight ratio is 16.5 hp/ton. However, it's armor is a weak point as it isn’t as solid as that of the top Polish Tiers. The turret is just well-protected against low-tier vehicles’ fire and the hull is even more vulnerable.
Its average armor prevents using this tank as a classical heavy. Its likely role on the battlefield is lending fire support to better-protected allies. Think of it as of a high alpha gun that can be delivered to an advantageous position relatively fast. Screenshots

Depending on the test outcome we may change this Habich Ciężki’s stats, so please follow the news and let us know what you think. Good luck in your battles!
The Polish heavies’ Supertests are underway, and today we’re ready to talk about the next Polish tank. The first heavy tank in the Polish branch, the Habich Ciężki (name not final) stands at Tier VII:

Tier VII is where the Polish mediums start to evolve into heavies. Like his bigger brothers, the Habich Ciężki has a gun with high alpha damage and excellent depression ( -8° ). At the same time, it has a medium tank’s mobility: its specific power-to-weight ratio is 16.5 hp/ton. However, it's armor is a weak point as it isn’t as solid as that of the top Polish Tiers. The turret is just well-protected against low-tier vehicles’ fire and the hull is even more vulnerable.
Its average armor prevents using this tank as a classical heavy. Its likely role on the battlefield is lending fire support to better-protected allies. Think of it as of a high alpha gun that can be delivered to an advantageous position relatively fast. Screenshots

Depending on the test outcome we may change this Habich Ciężki’s stats, so please follow the news and let us know what you think. Good luck in your battles!
Subject: [ST] Province
Link on message: #11702695
Link on message: #11702695
Gnomon: Hey, everyone! Hope that you're having a good
Friday. I've got some Supertest news for you, and it's that
we’re balancing the Province map. Province has always been a
special map. Some loved it, some hated it, some were always getting
killed by invisible foes. It seemed there were no tankers with a
neutral opinion on Province. When we took Province out of the game
in 2015, the reaction was mixed. Quite a lot of people were
actively demanding that we return it. The map made its
comeback in May 2018, and received some mixed feebdack. The
audience is split: some are grateful for having the legendary
location back (these people exist, we promise), and some are asking
us to introduce tier limitations. The latter are saying that the
map is too crammed for top tier vehicles with great spotting
ranges, and that the teams spend the battle being constantly lit up
by the enemy. This opinion is expressed via the forums, social
networks, and YouTube. We want to assure you that we are following
the situation and examining the feedback very closely. We do think
that some time is needed for the Province gameplay ‘stabilization’:
the player base can get used to the location and develop
map-specific tactics. How long will it take? There’s no exact
answer; still, when the audience adapts to a location, we dp see
this on our end, because the map’s overall stats stabilize. Usually
this happens in 2 to 3 months after a map’s release. So, in
Province’s case, we’re not yet ready to introduce any tier
limitations: we need more data to support the feedback. We’re going
to monitor the average battle duration, how long different tanks
survive on Province, what firing positions are most popular, and
where vehicles are destroyed most often. The info we collect will
influence the decision we take, together with your feedback. If the
data supports the feedback that the map isn’t suitable for top
tiers, and if the community members continue to have this feedback,
we’ll introduce the limitations by tier. Until then we kindly ask
you to be patient, and share your reasoning in support (or against)
the said limitations. The more info the better! So what
are we changing now if we’re not introducing limitations by
tier?Well there’s a certain imbalance in team positions, and we
intend to get rid of it. The eastern side currently has an upper
hand and wins more often. The western team has less firing
positions so they have fewer opportunities for building up and
coordinating attacks. Today, we’ll try the improvements that should
set the balance right. They are:
The southwestern corner of the
map. Several houses have been moved so it’s easier for the western
team to shoot at their opponents right from the start (which the
eastern side already had the ability to do.) Near the monastery, on
the eastern side’s mountain slope. The nearby buildings’ geometry
has changed, allowing the team attacking from below and firing from
behind them to be more efficient. We’ve added a cover that will
help the western team in a fight for the eastern team’s mountain
slope. After the western side takes the position mentioned in (3),
they can advance to a large rock which now is more comfortable as a
cover and offers better protection from tank destroyer fire. Both
teams’ bases. We’ve added several covered positions inside the
capture circles to decrease the number of draws. In the current map
setup, it’s almost impossible to capture a base, as both teams can
be shoot from any slope. Cover will increase your chances to
grab a base, and will also make the defending team play more
active. We’ll see whether this works; we know that lots of people
dislike base cover so we’ll follow the issue closely. We’ll cover
the backs of tankers from the western team defending the uphill
road from the eastern attackers. Currently, they are often shot at
from the opposing slope. Province Screenshots
The Supertest starts today,
and we need some time to analyze the results. We hope we’ll be able
to eliminate the existing imbalance.As soon as we decide the fate
of Province, we’ll make an announcement shortly. Let us know what
you think! Make sure to follow the news, and best of
luck in battle!
The southwestern corner of the
map. Several houses have been moved so it’s easier for the western
team to shoot at their opponents right from the start (which the
eastern side already had the ability to do.) Near the monastery, on
the eastern side’s mountain slope. The nearby buildings’ geometry
has changed, allowing the team attacking from below and firing from
behind them to be more efficient. We’ve added a cover that will
help the western team in a fight for the eastern team’s mountain
slope. After the western side takes the position mentioned in (3),
they can advance to a large rock which now is more comfortable as a
cover and offers better protection from tank destroyer fire. Both
teams’ bases. We’ve added several covered positions inside the
capture circles to decrease the number of draws. In the current map
setup, it’s almost impossible to capture a base, as both teams can
be shoot from any slope. Cover will increase your chances to
grab a base, and will also make the defending team play more
active. We’ll see whether this works; we know that lots of people
dislike base cover so we’ll follow the issue closely. We’ll cover
the backs of tankers from the western team defending the uphill
road from the eastern attackers. Currently, they are often shot at
from the opposing slope. Province Screenshots
The Supertest starts today,
and we need some time to analyze the results. We hope we’ll be able
to eliminate the existing imbalance.As soon as we decide the fate
of Province, we’ll make an announcement shortly. Let us know what
you think! Make sure to follow the news, and best of
luck in battle!
Subject: [Superteste] HT-7 Habich Ciężki
Link on message: #11702688
Link on message: #11702688
MA77: O Superteste dos tanques poloneses pesados está em
andamento e hoje estamos prontos para testar mais um. O primeiro
tanque pesado no ramo polonês, o Habich Ciężki (nome ainda não é
final) está no Nível VII. Este nível é onde os médios
poloneses começam a evoluir para pesados.
Como seus irmãos
maiores, o Habich Ciężki tem um canhão com alto dano alpha e
excelente depressão (-8°
. Ao mesmo tempo, tem a mobilidade de um tanque médio:
sua relação específica potência/peso é de 16,5 hp/ton. No entanto,
uma fraqueza é a sua blindagem que não é tão sólida quanto a
dos principais poloneses. A torre está bem protegida contra o fogo
de veículos de nível baixo e o casco é ainda mais vulnerável.
Mais
Fotos
Sua blindagem média impede o uso deste tanque como
um pesado clássico. Seu provável papel no campo de batalha é dar
apoio de fogo a aliados mais protegidos, então pense que ele é uma
arma de alto dano alpha que pode ser pegar uma posição
vantajosa relativamente rápido. 
Dependendo do resultado do teste, podemos alterar as estatísticas do Habich Ciężki, então, por favor, sigam as notícias. Boa sorte nas suas futuras batalhas!

Dependendo do resultado do teste, podemos alterar as estatísticas do Habich Ciężki, então, por favor, sigam as notícias. Boa sorte nas suas futuras batalhas!
Subject: [Superteste] Mudanças em Província
Link on message: #11702678
Link on message: #11702678
MA77: Saudações, tanqueiros!
Hoje tem mais novidades de nossos testes internos com relação a mapas e chegou a vez olharmos um pouco mais atentamente para Província, que por agora não há limitação de nível.
Província sempre foi um mapa especial. Alguns amavam, alguns odiavam, alguns estavam sempre sendo mortos por inimigos invisíveis (regularmente, dentro de 10 segundos após o início das batalhas). Parecia que não havia jogadores com uma opinião neutra sobre a província. Quando tiramos o mapa do jogo em 2015, a reação foi mista e muitas pessoas estavam exigindo ativamente que voltássemos.
O mapa retornou em maio de 2018 e tornou-se especial novamente. O público está dividido: alguns são gratos por ter o lendário local de volta (existem tais pessoas, nós juramos), e alguns estão nos pedindo para introduzir limitações de nível. Os últimos estão dizendo que o mapa está ruim demais para os veículos de nível alto com grandes alcances de visão e que as equipes passam a batalha sendo constantemente detectadas pelo inimigo. Esta opinião é expressa através do fórum, das redes sociais e do YouTube. Queremos garantir que estamos acompanhando a situação e examinando o feedback. No entanto, achamos que é necessário algum tempo para a estabilização do jogo em Província: a base de jogadores deve se acostumar com a localização e desenvolver táticas específicas no mapa.
Quanto tempo vai demorar? Não há resposta exata; ainda assim, quando o público se adapta a um local, vemos isso, porque as estatísticas gerais do mapa se estabilizam. Geralmente isso acontece entre dois e três meses após o lançamento de um mapa. Então, no caso de Província, ainda não estamos prontos para introduzir quaisquer limitações de nível: precisamos de mais dados para dar suporte ao feedback. Vamos monitorar a duração média da batalha, por quanto tempo diferentes tanques sobrevivem, quais posições de tiro são mais populares e onde os veículos são destruídos com mais frequência. As informações que coletarmos influenciarão a decisão que tomarmos, juntamente com seu feedback. Se os dados apoiam a suposição de que o mapa não é adequado para os níveis mais altos e se os membros da comunidade continuarem insistindo nisso, apresentaremos as limitações por nível. Até lá, pedimos a gentileza de que você seja paciente e compartilhe seu raciocínio em apoio (ou contra) as limitações mencionadas.
Então, o que estamos mudando agora se não estamos introduzindo limitações por camada?
Bem, há um certo desequilíbrio nas posições das equipes e pretendemos nos livrar dele. O lado oriental atualmente tem uma vantagem e ganha mais vezes. A equipe ocidental tem menos posições de disparo, então eles têm menos oportunidades de construir e desenvolver ataques. Hoje, tentaremos as melhorias que devem definir o equilíbrio certo.
1. O canto sudoeste do
mapa: Várias casas foram deslocadas, e agora é mais fácil para a
equipa ocidental atirar nos seus adversários desde o início (o
lado oriental já é capaz de fazer isso). 2. Perto do mosteiro, na
encosta da montanha do lado leste: A geometria dos edifícios
próximos mudou, permitindo que a equipe que ataca por baixo e atire
atrás deles para ser mais eficiente. 3. Nós adicionamos uma
proteção que ajudará a equipe ocidental a jogar usando a inclinação
da montanha do time leste. 4. Após o lado oeste tomar a posição
mencionada em (3), eles podem avançar para uma grande rocha que
agora é mais confortável como cobertura e oferece melhor proteção
contra o fogo do caça-tanques. 5. Ambas as equipes: Adicionamos
várias posições cobertas dentro dos círculos de captura para
diminuir a quantidade de empates. Na configuração atual do mapa, é
quase impossível capturar uma base - ambas podem ser vistas em
qualquer inclinação. A maior quantidade de cobertura aumentará suas
chances de ganhar uma base e também tornará a equipe defensora mais
ativa. Vamos ver se isso funciona; Sabemos que muitas pessoas não
gostam de cobertura nas bases, então acompanharemos o assunto de
perto. 6. Vamos cobrir as costas dos jogadores da equipe ocidental
defendendo a subida dos atacantes orientais. Atualmente, eles
geralmente são alvejados na inclinação oposta.
Mais Fotos
Os testes começam hoje e precisaremos de tempo para
analizar os resultados. Nós acreditamos que seremos capazes de
eliminar o desequilíbrio do mapa. Assim que decidirmos o
futuro do mapa, avisaremos a vocês. Grande abraço!
Hoje tem mais novidades de nossos testes internos com relação a mapas e chegou a vez olharmos um pouco mais atentamente para Província, que por agora não há limitação de nível.
Província sempre foi um mapa especial. Alguns amavam, alguns odiavam, alguns estavam sempre sendo mortos por inimigos invisíveis (regularmente, dentro de 10 segundos após o início das batalhas). Parecia que não havia jogadores com uma opinião neutra sobre a província. Quando tiramos o mapa do jogo em 2015, a reação foi mista e muitas pessoas estavam exigindo ativamente que voltássemos.
O mapa retornou em maio de 2018 e tornou-se especial novamente. O público está dividido: alguns são gratos por ter o lendário local de volta (existem tais pessoas, nós juramos), e alguns estão nos pedindo para introduzir limitações de nível. Os últimos estão dizendo que o mapa está ruim demais para os veículos de nível alto com grandes alcances de visão e que as equipes passam a batalha sendo constantemente detectadas pelo inimigo. Esta opinião é expressa através do fórum, das redes sociais e do YouTube. Queremos garantir que estamos acompanhando a situação e examinando o feedback. No entanto, achamos que é necessário algum tempo para a estabilização do jogo em Província: a base de jogadores deve se acostumar com a localização e desenvolver táticas específicas no mapa.
Quanto tempo vai demorar? Não há resposta exata; ainda assim, quando o público se adapta a um local, vemos isso, porque as estatísticas gerais do mapa se estabilizam. Geralmente isso acontece entre dois e três meses após o lançamento de um mapa. Então, no caso de Província, ainda não estamos prontos para introduzir quaisquer limitações de nível: precisamos de mais dados para dar suporte ao feedback. Vamos monitorar a duração média da batalha, por quanto tempo diferentes tanques sobrevivem, quais posições de tiro são mais populares e onde os veículos são destruídos com mais frequência. As informações que coletarmos influenciarão a decisão que tomarmos, juntamente com seu feedback. Se os dados apoiam a suposição de que o mapa não é adequado para os níveis mais altos e se os membros da comunidade continuarem insistindo nisso, apresentaremos as limitações por nível. Até lá, pedimos a gentileza de que você seja paciente e compartilhe seu raciocínio em apoio (ou contra) as limitações mencionadas.
Então, o que estamos mudando agora se não estamos introduzindo limitações por camada?
Bem, há um certo desequilíbrio nas posições das equipes e pretendemos nos livrar dele. O lado oriental atualmente tem uma vantagem e ganha mais vezes. A equipe ocidental tem menos posições de disparo, então eles têm menos oportunidades de construir e desenvolver ataques. Hoje, tentaremos as melhorias que devem definir o equilíbrio certo.
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