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: Incoming! Mediterranean Invasion
Link on message: #11474543
Link on message: #11474543
Quemapueblos: It’s been several weeks since WG Fest, where we announced a
new nation to join the ranks in 2018. We can’t keep it to ourselves
anymore, so please welcome the Progetto M35 mod 46, the future
member of the upcoming Italian line. Find our more in our article!
Subject: T110's Olympian Thread of Comfort
Link on message: #11474493
Daigensui, on Jan 26 2018 - 05:33, said:
Link on message: #11474493
Daigensui, on Jan 26 2018 - 05:33, said: The_Chieftain: Mmm. Not sure about that one. Wife is Puerto Rican, her view
is that the reason PR is not a State is that PR hasn't concluded
that it wants to be one. Politics in PR is not split
Democrat/Republican, it's split "Statehood/independence/Current".
(PRP, PIP, PDP), and it's a very even split.
Subject: Sabaton’s 2018 Tour!
Link on message: #11474445
Link on message: #11474445
Quemapueblos:
Get ready tankers and heavy
metal fans: Sabaton tours North America and Canada Feb. 8-Mar. 11,
2018 with their biggest tour in years. World of Tanks is once again
proud to join forces with the band — this time as a tour sponsor!
2018
Tour Dates Find out more in the portal article!
Get ready tankers and heavy
metal fans: Sabaton tours North America and Canada Feb. 8-Mar. 11,
2018 with their biggest tour in years. World of Tanks is once again
proud to join forces with the band — this time as a tour sponsor!
2018
Tour Dates Find out more in the portal article!
Subject: [Superteste] Novo Protótipo de Mapa - "Studzianki"
Link on message: #11473844
Link on message: #11473844
MA77: Salve! Conheça um novo conceito de mapa e com um
gostinho europeu diferente, o "Studzianki". É um mapa bem
grande (1000x1000 m), que tem várias áreas abertas e é baseado
em topografia do mundo real (claro que com algumas
modificações para deixar a jogabilidade agradável).
O mapa Studzianki [stoo’junkee], leva o nome de um
pequeno vilarejo polonês. Em Agosto de 1944, seus arredores viram
muita ação quando um combinado de forças da 1ª Brigada Blindada do
Primeiro Exército Polonês e 4º Corpo de Guardas Soviético
conseguiram parar uma contra-ofensiva da Wehrmacht. Cerca de 30
blindados alemães foram destruídos na batalha de Studzianki, e
a cabeça-de-ponte na margem ocidental do rio
Vístula estava fortemente segura. Para comemorar o engajamento
em grande escala, em 1969 o nome do vilarejo foi alterado para
Studzianki Pancerne (“Studzianki Blindada” ).
Nós pretendemos fazer do mapa
Studzianki grande e aberto, dando muitas oportunidades para
detecção e jogo baseado em camuflagem. Haverá várias
posições para sniping e múltiplas posições onde os tanques
mais lentos sentirão-se confortáveis. As bandeiras serão
localizadas nos cantos opostos do mapa: no Sudeste e Nordeste. Isso
permite uma linha de frente diagonal mais ampla (acima de 1.4 km) e
nós esperamos que grande parte das ações aconteçam em pontos chave
ao longo dela.
Olaria: a principal área para confrontos entre pesados, isolada da maior parte do mapa. Conquiste-o para chegar a base inimiga por uma rota relativamente mais segura pelo barranco. Barranco: além de ser um atalho da olaria até a base de seus inimigos, é crucial para estabelecer o controle total sobre o campo central. A outra margem do rio (Ponto 3): um lugar de interesse para os tanques médios e leves. Conquiste-o e você será capaz de ajudar os tanques pesados de sua equipe na olaria. Vilarejo: situado na linha de frente e dividido em duas partes. Tem muitos arbustos entre suas casas não destrutivas. Morros ao Leste: uma área para rápidas manobras e veículos ágeis. Semelhante as dunas presentes no mapa Rio de Areia em termos de jogabilidade. Floresta: um caminho rápido para aqueles heróis que gostam de desvios. Todos aqueles que gostam de atacar pelas costas se sentirão em casa jogando por aqui com seus tanques leves e médios. Como sempre, tenham em mente que estamos trabalhando neste mapa e que ele estará sujeito a mudanças de acordo com o resultado dos testes. Nos vemos no campo de batalha!
Olaria: a principal área para confrontos entre pesados, isolada da maior parte do mapa. Conquiste-o para chegar a base inimiga por uma rota relativamente mais segura pelo barranco. Barranco: além de ser um atalho da olaria até a base de seus inimigos, é crucial para estabelecer o controle total sobre o campo central. A outra margem do rio (Ponto 3): um lugar de interesse para os tanques médios e leves. Conquiste-o e você será capaz de ajudar os tanques pesados de sua equipe na olaria. Vilarejo: situado na linha de frente e dividido em duas partes. Tem muitos arbustos entre suas casas não destrutivas. Morros ao Leste: uma área para rápidas manobras e veículos ágeis. Semelhante as dunas presentes no mapa Rio de Areia em termos de jogabilidade. Floresta: um caminho rápido para aqueles heróis que gostam de desvios. Todos aqueles que gostam de atacar pelas costas se sentirão em casa jogando por aqui com seus tanques leves e médios. Como sempre, tenham em mente que estamos trabalhando neste mapa e que ele estará sujeito a mudanças de acordo com o resultado dos testes. Nos vemos no campo de batalha!
Subject: [Supertest] Nuevo Mapa - "Studzianki"
Link on message: #11473706
Link on message: #11473706
MA77: ¡Saludos, tanquistas! Denle la bienvenida a un nuevo mapa
con fuertes tintes europeos. Su nombre en clave es “Studzianki”. Es
un scenario grande (1000x1000m), cuenta con varias áreas abiertas y
está basado en una localización del mundo real.
Este mapa debe su nombre a un pequeño pueblo de Polonia. En
agosto de 1944, se libró una gran batalla en los alrededores de
este pueblo, cuando las fuerzas combinadas de la 1era Brigada
Blindada del Primer Ejército Polaco y el 4to Cuerpo de Guardas
Soviéticos lograron detener una contraofensiva de la Wehrmacht.
Unos 30 tanques alemanes resultaron destruidos en la Batalla de
Studzianki, y se aseguró la cabeza de puente del banco oeste del
río Vístula. En 1969, para conmemorar este enfrentamiento a gran
escala, se cambió el nombre del pueblo al de “Studzianki Pancerne”
(“Studzianki Blindada”
.
Queremos que Studzianki sea un mapa grande y abierto,
pero que de posibilidades de spotear y sacarle provecho al
camuflaje. Contará con muchas posiciones para snipear, como así
también con varios lugares en donde los vehículos más lentos puedan
estar a gusto. Los puntos de spawneo están puestos en las
esquinas opuestas del mapa: al suroeste y al noroeste. Esto se
traduce en una línea diagonal de frente muy larga (de más de 1,4
km). Nuestra idea es que la mayor parte de la batalla se desarrolle
a lo largo de varios puntos clave de esta línea. Fábrica de
ladrillos. Ubicada en una zona aislada de la mayoría del mapa, esta
será la zona de combate principal para los tanques pesados.
Captúrenla para conseguir un camino relativamente seguro a la base
enemiga rodeada por un barranco. Barranco. Además de servir como un
atajo desde la fábrica de ladrillos hasta la base enemiga, es un
punto clave para controlar totalmente el campo central. El otro
banco del río (Punto 3). Un lugar ideal para tanques medianos y
ligeros. Si lo toman, podrán proveer soporte a los pesados que
luchan por el control de la fábrica de ladrillos. Pueblo. Se
encuentra en la línea de frente y está divido en dos partes. Cuenta
con varios arbustos ubicado entra las casas que no pueden
destruirse. Colinas orientales. Un área para vehículos rápidos y
maniobrables. Es similar a las dunas de Ríos de Arena en términos
de jugabilidad. Bosque. Un camino rápido para aquellos héroes que
les gustan los desvíos. A todos los que les gusta atacar por
detrás, se sentirán a gusto jugando aquí con sus ligeros o
medianos. Como siempre, tengan en cuenta que todavía estamos
trabajando en este mapa y que se encuentra sujeto cambios de
acuerdo a los resultados de las pruebas. ¡Nos vemos en el
campo de batalla!
Subject: Girls Und panzer, what does WoT community thinks about it. - part 2
Link on message: #11472397
Link on message: #11472397
The_Chieftain: So I had a watch of one of the "DVD Extras" on the first GuP DVD
coming out late March. Much history!
Subject: AC1 Sentinel: What is that weird big thing at the front?
Link on message: #11470212
Link on message: #11470212
The_Chieftain: Here you go. https://youtu.be/XUqBMC5-HPI?t=884
Subject: The Chieftain's Random Musings Thread
Link on message: #11470136
Link on message: #11470136
The_Chieftain: The fruit, apricots. They are bad ju-ju to be anywhere near a tank
in the US Army. Some folks will violently assault officers if they
are found bringing apricots onto the tank.
Subject: New Map Prototype "Studzianki"
Link on message: #11468305
Link on message: #11468305
CabbageMechanic: Hey Tankers,
Meet a new map concept with a distinct European flavor, codenamed “Studzianki”. It’s large (1000x1000 m), it has lots of open space, and it’s based on real-world topography (with some modifications for the sake of enjoyable gameplay):
The Studzianki [stoo’junkee] map owes its name to a small village in Poland. Its surroundings saw lots of action in August 1944, when the combined forces of 1st Armored Brigade of Polish First Army and Soviet 4th Guards Corps managed to stop a counteroffensive by Wehrmacht. About 30 German panzers were destroyed in the Studzianki battle, and the bridgehead on the Western bank of Vistula river was firmly secured. To commemorate the large scale engagement, in 1969 the name of the village was changed to Studzianki Pancerne (“Studzianki Armored”
.
We intend to make Studzianki a large and open map, yet full of opportunities for spotting- and camo-based play. There will be plenty of positions for sniping, and a number of spots where slow vehicles will feel comfortable.
Spawn points are located in the opposing corners of the map: in the Southwest and Northeast. This allows for a long (over 1.4 km) diagonal frontline. We expect most of the action to take place in several key points along it.Brickyard. The main zone for heavies’ clashes, isolated from most of the map. Capture it to get onto a relatively safe route to the enemy base by the ravine. Ravine. Besides being a shortcut from the brickyard to your adversaries’ base, it is crucial for establishing full control over the central field. The other bank of the river (Point 3). A place of interest for medium and light tanks. Take it, and you’ll to able to assist your heavies at the brickyard. Village. Sits on the frontline, splitting it in two parts. Has lots of shrubbery between its non-destructible houses. Eastern hills. An area for fast vehicles and swift maneuvers. Similar to the dunes on the Sand River map in terms of gameplay. Forest. A pathway for speedy heroes who like to take a detour. Backstabbers in light and medium tanks will feel at home here.As always, this map is obviously a work in progress and subject to change depending on how testing goes.See you on the battlefield!
Meet a new map concept with a distinct European flavor, codenamed “Studzianki”. It’s large (1000x1000 m), it has lots of open space, and it’s based on real-world topography (with some modifications for the sake of enjoyable gameplay):
The Studzianki [stoo’junkee] map owes its name to a small village in Poland. Its surroundings saw lots of action in August 1944, when the combined forces of 1st Armored Brigade of Polish First Army and Soviet 4th Guards Corps managed to stop a counteroffensive by Wehrmacht. About 30 German panzers were destroyed in the Studzianki battle, and the bridgehead on the Western bank of Vistula river was firmly secured. To commemorate the large scale engagement, in 1969 the name of the village was changed to Studzianki Pancerne (“Studzianki Armored”
We intend to make Studzianki a large and open map, yet full of opportunities for spotting- and camo-based play. There will be plenty of positions for sniping, and a number of spots where slow vehicles will feel comfortable.
Spawn points are located in the opposing corners of the map: in the Southwest and Northeast. This allows for a long (over 1.4 km) diagonal frontline. We expect most of the action to take place in several key points along it.Brickyard. The main zone for heavies’ clashes, isolated from most of the map. Capture it to get onto a relatively safe route to the enemy base by the ravine. Ravine. Besides being a shortcut from the brickyard to your adversaries’ base, it is crucial for establishing full control over the central field. The other bank of the river (Point 3). A place of interest for medium and light tanks. Take it, and you’ll to able to assist your heavies at the brickyard. Village. Sits on the frontline, splitting it in two parts. Has lots of shrubbery between its non-destructible houses. Eastern hills. An area for fast vehicles and swift maneuvers. Similar to the dunes on the Sand River map in terms of gameplay. Forest. A pathway for speedy heroes who like to take a detour. Backstabbers in light and medium tanks will feel at home here.As always, this map is obviously a work in progress and subject to change depending on how testing goes.See you on the battlefield!
Subject: Common Test 9.22 Bugs and Issues
Link on message: #11468039
Sir_Tomato_DroolsAlot, on Jan 21 2018 - 15:14, said: Arty Reticle bug - blooms out when over unlit and lit tanks
Have noticed this in the test server, and on the live server....
when u aim in with your arty, and the reticle is all
the way squeezed in tight, if a un-lit / or lit tank
crosses the reticles path, it blooms out ur reticle, and u have to
wait another 5 seconds for it to aim in, and there are times this
happens multiple times.. this could also be an issue when in arty
and u just glide slowly over bushes or areas where u think there
might be a tank...if ur reticle expands, u know u have found a
target... please fix, it can be exploited, and its also
frustrating as hell when trying to aim in to help ur team
Link on message: #11468039
Sir_Tomato_DroolsAlot, on Jan 21 2018 - 15:14, said: Arty Reticle bug - blooms out when over unlit and lit tanks
Have noticed this in the test server, and on the live server....
when u aim in with your arty, and the reticle is all
the way squeezed in tight, if a un-lit / or lit tank
crosses the reticles path, it blooms out ur reticle, and u have to
wait another 5 seconds for it to aim in, and there are times this
happens multiple times.. this could also be an issue when in arty
and u just glide slowly over bushes or areas where u think there
might be a tank...if ur reticle expands, u know u have found a
target... please fix, it can be exploited, and its also
frustrating as hell when trying to aim in to help ur teamSaffr0n: Have noticed this in the test server, and on the live
server.... when u aim in with your arty, and the
reticle is all the way squeezed in tight, if a un-lit / or
lit tank crosses the reticles path, it blooms out ur reticle,
and u have to wait another 5 seconds for it to aim in, and there
are times this happens multiple times.. this could also be an issue
when in arty and u just glide slowly over bushes or areas where u
think there might be a tank...if ur reticle expands, u know u have
found a target... please fix, it can be exploited, and its also
frustrating as hell when trying to aim in to help ur team
Do you have a video (replay) demonstrating this?
Subject: Can you play Wot in hotels?
Link on message: #11465732
Link on message: #11465732
The_Chieftain: I have found that playing on a 4G hotspot often results in better
connectivity than hotel internet. Honestly, when on the
road, I play on WoWS now. Packet loss isn't such an issue.
Subject: Looking for a WG employee from way back
Link on message: #11465726
Link on message: #11465726
The_Chieftain: Rampage went his own way in June of last year. Pigeon is, indeed,
to be found over on the WoWS forum.
Subject: The Chieftain's Hatch: Undergunned in Italy
Link on message: #11465390
Link on message: #11465390
The_Chieftain: There were no armored force officers. Tank officers were usually
artillery or cavalry, with occasional engineers thrown in. So, yes,
it stands to reason that total 'tank crew' casualties are actually
a little over 1,500, given one out of every 25 tankers in a tank
platoon was an officer. Branch and unit need not correlate: Plenty
of non-cav officers in non-cav/armor positions in a cavalry
division, for example.
Subject: New Unnamed Map Prototype and Seaport Update
Link on message: #11460550
Link on message: #11460550
CabbageMechanic: Hey Tankers,We know that new maps for World of Tanks are a hot
topic for many of you - so we are putting lots of effort
into creating additional battle locations. Today we’re ready to
show of some updates on some projects that will be reaching the
Supertest Server soon.
The two prototypes are set in Asian settings: “Seaport” and an unnamed prototype formerly known as "Airport" (the Airport has been removed in the current version). Both names are subject to change(see below). We’ve introduced lots of changes to these maps, based on recent testing results—to improve the gameplay and to make fighting in these locations more fun.
The “Conditional Seaport” map has received lots of nice new perks—to make battle dynamics more smooth and allow you to shine while playing just any class:
Some cozy positions for TD’s, letting
these vehicles heavily impact the actions of enemy heavy tanks
(Point 1 on the minimap). Reworked central part—now the sides are
on even terms here. Improved “balconies” in the north—it’s now way
easier to break through the other team’s defense.We’ve tinkered
with the “Formerly known as Airport” map even more—to the degree
there’s no reason to even call it “Airport" anymore: the airfield
has been removed. We’ll come up with a new codename later, so let’s
run through the changes made.Main action is to take place in the
canyon behind the temple-topped range. It is a zone for well
armored rides. They are supposed to push through the enemy line,
using coverage provided by cliffs and rocks. At the beginning of
the battle, light tanks and fast medium tanks may try their luck
here and attempt to drive through the bridge to the temple hill.
The temple hill is now a designated playground for light and medium
tanks, well suited for making long and average distance shots. The
success here will depend on good spotting.As the updated “Seaport”
map, the ex-“Airport” map now offers lots of opportunities for any
vehicle class. TD’s can efficiently prey on the opponents ‘lit up’
by teammates, and SPG’s are able to do decent damage with
well-placed shots:
The Supertest will decide the ultimate fate of the “Seaport” and “Airport-Without-an-Airfield” maps, so make sure to follow the coverage by official sources. That’s not all—within several days we’ll update you with info on even more new maps.
Happy Tanking!
The two prototypes are set in Asian settings: “Seaport” and an unnamed prototype formerly known as "Airport" (the Airport has been removed in the current version). Both names are subject to change(see below). We’ve introduced lots of changes to these maps, based on recent testing results—to improve the gameplay and to make fighting in these locations more fun.
The “Conditional Seaport” map has received lots of nice new perks—to make battle dynamics more smooth and allow you to shine while playing just any class:
Some cozy positions for TD’s, letting
these vehicles heavily impact the actions of enemy heavy tanks
(Point 1 on the minimap). Reworked central part—now the sides are
on even terms here. Improved “balconies” in the north—it’s now way
easier to break through the other team’s defense.We’ve tinkered
with the “Formerly known as Airport” map even more—to the degree
there’s no reason to even call it “Airport" anymore: the airfield
has been removed. We’ll come up with a new codename later, so let’s
run through the changes made.Main action is to take place in the
canyon behind the temple-topped range. It is a zone for well
armored rides. They are supposed to push through the enemy line,
using coverage provided by cliffs and rocks. At the beginning of
the battle, light tanks and fast medium tanks may try their luck
here and attempt to drive through the bridge to the temple hill.
The temple hill is now a designated playground for light and medium
tanks, well suited for making long and average distance shots. The
success here will depend on good spotting.As the updated “Seaport”
map, the ex-“Airport” map now offers lots of opportunities for any
vehicle class. TD’s can efficiently prey on the opponents ‘lit up’
by teammates, and SPG’s are able to do decent damage with
well-placed shots:The Supertest will decide the ultimate fate of the “Seaport” and “Airport-Without-an-Airfield” maps, so make sure to follow the coverage by official sources. That’s not all—within several days we’ll update you with info on even more new maps.
Happy Tanking!
Subject: Stug III with unusual schurzen armour - historians identify please
Link on message: #11460420
Link on message: #11460420
The_Chieftain: Not very, frankly. Go to about 5:24 in this. https://youtu.be/Jtl2DhoRPnc?t=320
Subject: Common Test 9.22 Bugs and Issues
Link on message: #11460302
Zanarkand_C, on Jan 19 2018 - 19:07, said: There is this weird bug where my 263 is a tier 9 now... Please fix!
TY <3
Link on message: #11460302
Zanarkand_C, on Jan 19 2018 - 19:07, said: There is this weird bug where my 263 is a tier 9 now... Please fix!
TY <3Saffr0n: Changes to the technical characteristics of the following vehicles
Changes to the U.S.S.R. vehicles: The following vehicles were
added: IS-M (Tier VIII) Object 430U (replaces the Object 430 at
Tier X) Object 268 Version 4 (replaces Object 263 at Tier X) Object
257 (Tier IX) Object 263 (Tier IX) Object 430 (Tier IX) Object 705
(Tier IX) Object 705A (Tier X) Removed vehicles: Object 263 (Tier X)
Object 430 (Tier Х)
SU-122-54 (Tier IX)
Subject: Common Test 9.22 Bugs and Issues
Link on message: #11460292
Link on message: #11460292
Saffr0n: Hey Tankers!Come and test out the new changes to World of Tanks
with Common Test 9.22. More information about the test can be found
hereCommon Test | Download Let us know of any bugs or issues you
come across. Happy tanking!
Subject: servidor fora
Link on message: #11460000
Link on message: #11460000
MA77: Fala Tomateverde!
A conexão com o servidor foi retomada e pedimos desculpas pelo ocorrido.
Sobre o evento dos títulos, de hoje às 14:00 até o dia 21 de Janeiro você deverá ajudar a encher o cofre. Você pode acompanhar a quantidade de títulos no cofre por este link.
A partir do dia 22 de Janeiro, você poderá ganhar até 250 títulos por dia completando as duas missões (ver o link acima) e elas ficarão disponíveis até o cofre esvaziar.
A conexão com o servidor foi retomada e pedimos desculpas pelo ocorrido.
Sobre o evento dos títulos, de hoje às 14:00 até o dia 21 de Janeiro você deverá ajudar a encher o cofre. Você pode acompanhar a quantidade de títulos no cofre por este link.
A partir do dia 22 de Janeiro, você poderá ganhar até 250 títulos por dia completando as duas missões (ver o link acima) e elas ficarão disponíveis até o cofre esvaziar.
Subject: problema com o launcher da wargaming?
Link on message: #11459918
Link on message: #11459918
vannorlu: Olá! Você já tinha World of Tanks instalado antes de
instalar o Wargaming Game Center? Temos algumas soluções
aqui que talvez possam funcionar: Checar e reparar
Clique no botão "Configurações do
Jogo" e em seguida em "Checar e reparar". Essa função vai checar a
integridade dos arquivos do seu client de jogo e repará-los caso
haja necessidade. A mesma função é encontrada nos três títulos,
então como seu Warships está funcionando, recomendamos que você
faça isso em Tanks e Warplanes. Reinstalação do Wargaming
Game Center Caso ainda assim não seja possível abrir os jogos,
pedimos que você tente reinstalar o seu Wargaming Game Center.
Fale direto com nossa Central de Suporte Você também pode
falar direto com a nossa Central de Suporte e eles fazer um
acompanhamento com você e solicitar alguns testes mais específicos
pra tentar encontrar uma solução. O link é esse: https://na.wargaming.net/support Esperamos vê-lo
dentro do jogo em breve 
Clique no botão "Configurações do
Jogo" e em seguida em "Checar e reparar". Essa função vai checar a
integridade dos arquivos do seu client de jogo e repará-los caso
haja necessidade. A mesma função é encontrada nos três títulos,
então como seu Warships está funcionando, recomendamos que você
faça isso em Tanks e Warplanes. Reinstalação do Wargaming
Game Center Caso ainda assim não seja possível abrir os jogos,
pedimos que você tente reinstalar o seu Wargaming Game Center.
Fale direto com nossa Central de Suporte Você também pode
falar direto com a nossa Central de Suporte e eles fazer um
acompanhamento com você e solicitar alguns testes mais específicos
pra tentar encontrar uma solução. O link é esse: https://na.wargaming.net/support Esperamos vê-lo
dentro do jogo em breve
Subject: The Chieftain's Random Musings Thread
Link on message: #11459309
Link on message: #11459309
The_Chieftain: So I've been rooting around my garage, and found a bunch of old
games I've not played in years, if at all. For example, I seem to
have completely forgotten I have Silent Hunter IV. (I was debating
firing up III when I came across it). Amongst other things I
found were Falcon 4.0 Allied Force, and LO-MAC. I kindof got out of
my flight-sim kick before DCS came along. I note that F4.0 is still
being improved by the (quite impressive) Benchmark Sims. I do
recall enjoying F4, particularly the campaign. If I had to
pick the time for just one, would I go with F4 AF, figure out BMS,
go with LO-MAC, or just say to heck with it and go DCS?
Subject: The Chieftain's Random Musings Thread
Link on message: #11459259
Link on message: #11459259
The_Chieftain: I got mine from Millerhats.com
Subject: Stug III with unusual schurzen armour - historians identify please
Link on message: #11458663
Link on message: #11458663
The_Chieftain: Hilary Doyle has heard the 'wood' theory before, but he believes it
to be a Schurtzen locally procured by a single StgAbteilung as a
defense against AT rifles before the official sheeting we are
familiar with became widespread.
Subject: Bonds: The Grand Hunt
Link on message: #11458277
liamcraig1245, on Jan 18 2018 - 11:01, said: @Quemapueblos for the 250 bonds is that something you can get
everyday in addition to the bonds you receive for battle efficiency
or is each player limited to 250 a day based on their battle
efficiency?
JustPainfull, on Jan 18 2018 - 10:53, said: Payout daily? Or at the end of the event?
QuicksilverJPR, on Jan 18 2018 - 11:28, said: Will you confirm for us whether or not the top 10 in your team in
XP must be accompanied WITH A VICTORY? Those of us
that planned gaming from the website/announcement info from
the Christmas special were sorely disappointed when the in game
missions popped up with a win requirement that was not listed
previous to that point.
Link on message: #11458277
liamcraig1245, on Jan 18 2018 - 11:01, said: @Quemapueblos for the 250 bonds is that something you can get
everyday in addition to the bonds you receive for battle efficiency
or is each player limited to 250 a day based on their battle
efficiency?Quemapueblos: These are separate and should be in addition to your daily
battle efficiency bond earnings
JustPainfull, on Jan 18 2018 - 10:53, said: Payout daily? Or at the end of the event?Quemapueblos: The daily missions pay out when you complete a battle
like any normal mission. The big lump sum will come at the end
depending on your performance
QuicksilverJPR, on Jan 18 2018 - 11:28, said: Will you confirm for us whether or not the top 10 in your team in
XP must be accompanied WITH A VICTORY? Those of us
that planned gaming from the website/announcement info from
the Christmas special were sorely disappointed when the in game
missions popped up with a win requirement that was not listed
previous to that point.Quemapueblos: No Victory needed. Just top 10 exp on your team
Subject: Bonds: The Grand Hunt
Link on message: #11458153
Link on message: #11458153
Quemapueblos: Gentlemen, start your engines: the chase is about to begin. As we
steadily approach Update 9.22, a new event, The Grand Hunt, is
ready to kickoff, granting an opportunity for every tanker to earn
a ton of Bonds. Given 9.22 is mainly a content update, this is a
great chance to fine-tune both newly explored and good-ol’ vehicles
with Directives. Stage I. Generating the prize pool The
first stage of The Grand Hunt starts on Jan. 19 and lasts three
days. This is where tankers should be particularly active, as it's
a decisive period to define how many Bonds you can put in your
wallet. By the end Stage I, we'll total all the earned Bonds and
increase this number significantly. This very number will form a
total prize pool, which every player will eventually fight for. We
want to keep full transparency on the progress during this stage,
so we’ll put a special counter on the home page that refreshes
every hour. This will help you easily trace everyone’s combined
efforts. Find the current prize pool in the portal
article! Stage II: Reaping the prize pool When
the first three days expire, the even better part begins. Every
day, you’ll be receiving two battle missions: Play 15 battles per
day, where you reach the Top 10 in your team. Fulfilling this task
will grant you 100 Bonds. Earn 13,000 pure EXP points daily. This
one’s more complicated, but guarantees 150 Bonds in your account at
the end of the day. Overall, you can reap 250 Bonds on a daily
basis until the event ends. So when does that happen? It totally
depends on your efficiency during the first stage. The Grand Hunt
has no strict end date: the more Bonds the community puts into the
prize pool, the more days you have to deplete it. The only
strict requirement for The Grand Hunt is only Tier VI vehicles and
higher can enter the event. The crucial factor here is to
remain active and persistent throughout the whole event and enjoy a
well-deserved reward. So, hop in and join the chase!
Subject: [Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
Link on message: #11456799
Link on message: #11456799
MA77: Correto, crevenski. Confira a explicação abaixo:

Abraços!

Abraços!
Subject: T110's Olympian Thread of Comfort
Link on message: #11456499
Link on message: #11456499
The_Chieftain: Hang on. Starne keeps getting hit by the mods. Hold up on the
politics for a bit while I try to fix this.
Subject: [Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
Link on message: #11456227
Link on message: #11456227
MA77: Salve comandantes!
Com o encerramento dos eventos de Fim de Ano, chegou a hora de dar aquela pausa estratégica e olhar as novidades que estão por vir no World of Tanks. Na próxima atualização (9.22) estaremos realizando várias mudanças na árvore tecnológica soviética, onde revitalizamos alguns tanques (principalmente aqueles menos jogados), mudanças estruturais e adição de novos tanques ao topo da árvore.
Ah, não se esqueça de comentar o que achou das mudanças
Leia a notícia completa aqui

Com o encerramento dos eventos de Fim de Ano, chegou a hora de dar aquela pausa estratégica e olhar as novidades que estão por vir no World of Tanks. Na próxima atualização (9.22) estaremos realizando várias mudanças na árvore tecnológica soviética, onde revitalizamos alguns tanques (principalmente aqueles menos jogados), mudanças estruturais e adição de novos tanques ao topo da árvore.
Ah, não se esqueça de comentar o que achou das mudanças

Subject: An Nollaig Shona Agus Athbhlian Faoi Mhaise de T110
Link on message: #11454389
BravoBigBoom, on Jan 16 2018 - 00:57, said: Chief, what's the thickness of this internal armor behind the Super
Pershing's T119 gun mount? I don't know the exact thickness,
but assume it's somewhere 76-88 mm thick? 
Link on message: #11454389
BravoBigBoom, on Jan 16 2018 - 00:57, said: Chief, what's the thickness of this internal armor behind the Super
Pershing's T119 gun mount? I don't know the exact thickness,
but assume it's somewhere 76-88 mm thick? 
The_Chieftain: If it's designed the way the other internal shields I've
seen have been, I'd be surprised if it's much more than 1cm. It is
typical to have a thickened frame around the outside (In that
picture it looks to be about 5cm), and some strengthening ribbing
radiating out from the gun's port.
Subject: Nebelburg HD WIP Video
Link on message: #11454315
Link on message: #11454315
CabbageMechanic: Hey Tankers,
Today we have a quick look at the HD visuals for the Nebelburg Grand Battles map:
Today we have a quick look at the HD visuals for the Nebelburg Grand Battles map:
Subject: The Chieftain's Hatch: Undergunned in Italy
Link on message: #11454248
Quote First, what book of yours? I got the Firepower one and its fantastic, is that the one to which you are referring or is there another I missed?
Quote When we get to Bloody December and the fight for Ortona, we are talking about rubble and street to street fighting with Fallschirmjäger with vast anti tank resources, including a new improvised one dropped from balconies onto the top of passing tanks.
Quote 1) Do you think the HE round of the 75mm being more highly valued (in the type of fighting that was occuring more and more as the deserts of africa were exchanged for house to house fighting) than 76mm AP might have been a factor in reticence to change?
Quote 2) The Ford engine seems more important than the 76mm from my reading of that message - can you elaborate a bit on why please?
Quote Why is the M4(105) not mentioned at all? It would seem mixed platoons of a 76mm, 105, and 2 75mms would be an ideal balance instead of this "battalion at a time" system.
Quote I don't buy that analogy whatsoever. When you may have only seconds to line up a shot on a tank that appears from no where or one that is hiding in a ambush position "firing at weak-spots" because your gun is so lame is totally impractical and near impossible in these situations. You take the fastest shot you can because it might be your azz otherwise. Chieftain you should know this. The German "elephant" commonly fired from cover in a dug in positions in Italy or even from caves and railroad tunnels to hide it from arty and air attack it was so big and the German panthers "shot trap" wasn't so easy to hit on the first shot and in fact the Germans pretty rapidly changed out that turret for one that had none.
Quote Chieftain, it is interesting to note that most of the pictures that accompany your article are of German tanks knocked out by aircraft. Note the extensive damage to the tops of the German tanks and lack of penetration holes in the side/front of the hulls. Notice the Tiger pulled off to the side of the road with its barrel pointing upward? Yeah, those German tanks were taken out by aircraft. If I were in a tank with a 75mm gun, I'd call for airstrikes too.
Quote am not sure whether these numbers are correct, or not. According to author Zaloga and SHAEF, the losses of 5th Army (Sicily, Italy) amounted to 1,414 tanks, tank destroyers and self-propelled guns, including 1,171 M4's until May 15, 1945. The number of "80" killed tankers does not sound believable.
Quote A certain LTG Leslie McNair, CO, Army Ground Forces (nowadays known as Training and Doctrine Command, the boffins responsible for training and equipping soldiers and units deploying overseas) held that tanks were to support infantry, and as such only needed a competent HE capability (the short 75 of your basic M4 Sherman in this case)
Quote For instance when the 6 pounder began development the British tank board basically ignored any notion of mounting it on one of their new tanks. The 6 pounder development team in fact decided to go against orders and came up with a version that could be mounted on tanks anyway, which was only accepted after great reluctance and howls of complaints from the frontline over the inadequacy of the 2 pounder.
Quote A RAC (Royal Armour Corps) tank casualties survey for the NWE theater from 1945 displays that burns were still an apparent problem for British tank crews in 1945, as it (table 56) displays that ... "it is thus apparent that the problem of burns in tank crews is very much the same now, as it was in the desert in late 1942 and there is likely to be little use in our reiterating Chute's widely read and discussed remarks on their prevention. Suffice it is to say that if a means of preventing minor burns in tank crews could be found, it would reduce the non-fatal casualties sustained inside vehicles by something like a fifth."
Quote Considering how much time ( the speed of the development can be described with the terms "slow" , "casual", "partially unfocused" ) had been put into the mentioned series, it's probably safe to say that a higher amount of 76 mm guns and generally more capable guns (ie. 90 mm) and more capable platforms (90 mm TD designs) could have been made available and made available earlier, if the developers had not wasted so much time on projects that didn't have a future, and if ordnance and the other involved parties had not argued/struggled as much. Quite a few tankers' lives could have been saved, if they would have possessed better equipment.
Link on message: #11454248
Quote First, what book of yours? I got the Firepower one and its fantastic, is that the one to which you are referring or is there another I missed?
The_Chieftain: Can Openers:
Quote When we get to Bloody December and the fight for Ortona, we are talking about rubble and street to street fighting with Fallschirmjäger with vast anti tank resources, including a new improvised one dropped from balconies onto the top of passing tanks.
The_Chieftain: If you missed them, you may be interested in these two
articles about Ortona. One and Two
Quote 1) Do you think the HE round of the 75mm being more highly valued (in the type of fighting that was occuring more and more as the deserts of africa were exchanged for house to house fighting) than 76mm AP might have been a factor in reticence to change?
The_Chieftain: Although it is frequently quoted as a deciding reason as to
why so many 75mm tanks were retained, I have not actually seen any
documentation to support this. Remember that the original intent,
both from the US and apparently Fifth Army, was to replace all 75mm
tanks with 76mm tanks. That the 75mm was a better HE lobber is
unquestioned, but the 76mm wasn't god-awful either: You certainly
would notice if one fired at you. Later, Gillem, who replaced
Devers, decided upon a ratio of 75mm and 76mm tanks to be fielded,
but I'm not sure if that was based on HE-lobbing or simply
production numbers: I conclude that there seemed to be little need
to churn out Shermans at the continued high rate, using up money
and material, and the number of 76mm tanks actually produced in the
end was substantially less than that of 75mm tanks. Ergo, a mix was
almost mandated.
Quote 2) The Ford engine seems more important than the 76mm from my reading of that message - can you elaborate a bit on why please?
The_Chieftain: They don't explain, but you're talking about a 40% increase
in horsepower and easier maintenance. Since the function of the
tank is to get the gun where it is needed, arguably it is more
important than the gun improvement. Gun-power deficiencies can be
mitigated by better mobility.
Quote Why is the M4(105) not mentioned at all? It would seem mixed platoons of a 76mm, 105, and 2 75mms would be an ideal balance instead of this "battalion at a time" system.
The_Chieftain: There was, by the end of the war, a proposal to have a tank
fleet of only 76mm and 105mm tanks at the platoon level, instead of
keeping the 105s at company and battalion. However, I suspect it
wasn't brought up in this context because the 105mm tank had a very
definite role as an assault gun, and as a result anti-armor
capability wasn't really important enough to worry about. With the
75mm tank, it was.
Quote I don't buy that analogy whatsoever. When you may have only seconds to line up a shot on a tank that appears from no where or one that is hiding in a ambush position "firing at weak-spots" because your gun is so lame is totally impractical and near impossible in these situations. You take the fastest shot you can because it might be your azz otherwise. Chieftain you should know this. The German "elephant" commonly fired from cover in a dug in positions in Italy or even from caves and railroad tunnels to hide it from arty and air attack it was so big and the German panthers "shot trap" wasn't so easy to hit on the first shot and in fact the Germans pretty rapidly changed out that turret for one that had none.
The_Chieftain: The fact that the Germans fixed the shot trap does seem to
be an indicator that they thought it was a problem which was worth
fixing. Especially since it didn't cost them very much to fix it,
so why not? There doesn't seem to be much alternative in the 'how
to kill a big German tank' department. Either you can do it
yourself by point-and-shoot, or you need to come up with creative
ways of doing it. Point-and-shoot, though vastly preferred, wasn't
particularly reliable in all circumstances, so the fact that the US
was winning implies that they came up with more complicated ways of
getting the same result. Can you blame the US tankers for wanting
an 'easy mode'?
Quote Chieftain, it is interesting to note that most of the pictures that accompany your article are of German tanks knocked out by aircraft. Note the extensive damage to the tops of the German tanks and lack of penetration holes in the side/front of the hulls. Notice the Tiger pulled off to the side of the road with its barrel pointing upward? Yeah, those German tanks were taken out by aircraft. If I were in a tank with a 75mm gun, I'd call for airstrikes too.
The_Chieftain: Well, I have not seen any information as to the cause of
those specific losses, although aircraft are known to be highly
over-stated in their effectiveness against armor. However, your
last line rather makes the point. There is a saying that the most
dangerous thing on the battlefield is a guy with a map and a radio
who knows how to use them. All US tanks had maps, and they all had
radios. An effective weapon is used against the opposition and the
opposition is removed from play. That it just happens not
to have a '75mm' designation doesn't matter to the knocked-out
enemy.
Quote am not sure whether these numbers are correct, or not. According to author Zaloga and SHAEF, the losses of 5th Army (Sicily, Italy) amounted to 1,414 tanks, tank destroyers and self-propelled guns, including 1,171 M4's until May 15, 1945. The number of "80" killed tankers does not sound believable.
The_Chieftain: Page 56.
Quote A certain LTG Leslie McNair, CO, Army Ground Forces (nowadays known as Training and Doctrine Command, the boffins responsible for training and equipping soldiers and units deploying overseas) held that tanks were to support infantry, and as such only needed a competent HE capability (the short 75 of your basic M4 Sherman in this case)
The_Chieftain: No, the 75mm was chosen as much for its anti-armor
capability. Remember that at the time of its introduction, the
weapon carried by the heavy tank destroyers was also a 75mm. It was
as good as the US could build at the time, and the development
timeline for the M4 indicates there was always an attempt to
increase anti-armor capability of the tank.
Quote For instance when the 6 pounder began development the British tank board basically ignored any notion of mounting it on one of their new tanks. The 6 pounder development team in fact decided to go against orders and came up with a version that could be mounted on tanks anyway, which was only accepted after great reluctance and howls of complaints from the frontline over the inadequacy of the 2 pounder.
The_Chieftain: That wasn't as important to the timeline, though. 6pr was
designed and the MkI approved in 1939. It did not enter production,
however, even in the towed configuration, until November 1941,
about a year and a half after Dunkirk. Such was the demand for lots
of guns immediately, that they simply couldn't afford to change
over. On the matter of optics, it is not incompatible
to say that German optics were of better quality whilst saying that
US optics were of better use. Even if the bush or tank is fuzzy in
the Sherman, being able to spot the fuzzy thing first and put a
round into it just on general principles will soon solve the
question of whether it's a Panzer or actually just a
bush. Further, in cases when it's very obvious that the
target is a tank, fuzzy or not, clarity takes a very definite
second place to target acquisition. See first, shoot first, win.
Quite why the Germans refused to put roof sights on their tanks is
completely beyond me. I guess they didn't stop to ask "Why did the
Americans and Russians stick these on the roof?". After all, a
Panther's gunner in a turret-down position gets a wonderful-quality
image of the piece of dirt fifteen feet to his front.
Quote A RAC (Royal Armour Corps) tank casualties survey for the NWE theater from 1945 displays that burns were still an apparent problem for British tank crews in 1945, as it (table 56) displays that ... "it is thus apparent that the problem of burns in tank crews is very much the same now, as it was in the desert in late 1942 and there is likely to be little use in our reiterating Chute's widely read and discussed remarks on their prevention. Suffice it is to say that if a means of preventing minor burns in tank crews could be found, it would reduce the non-fatal casualties sustained inside vehicles by something like a fifth."
The_Chieftain: It is of note, however, that burns were a problem for all
tanks. British medical report did observe that Sherman crewmen were
actually slightly less likely to suffer from burns than those of
other vehicles.
Quote Considering how much time ( the speed of the development can be described with the terms "slow" , "casual", "partially unfocused" ) had been put into the mentioned series, it's probably safe to say that a higher amount of 76 mm guns and generally more capable guns (ie. 90 mm) and more capable platforms (90 mm TD designs) could have been made available and made available earlier, if the developers had not wasted so much time on projects that didn't have a future, and if ordnance and the other involved parties had not argued/struggled as much. Quite a few tankers' lives could have been saved, if they would have possessed better equipment.
The_Chieftain: I'm not sure quite how correct that statement is. There are
two slightly different issues. One is over the perceived need for
the better gun, the other is of the practical reality of the better
gun. The guys in the US believed that the need would be met by the
76, this was wrong. However, the development timelines don't seem
that bad. The 76mm was developed quickly enough, and first stuffed
into a tank in Summer '42. It sucked, but they were working on it.
The 76mm TD implementation was not withheld, that entered
production Summer '43, and the tank, which is inherently a more
complicated thing to make than a TD, followed only six months
behind. As for engagement ranges in NWE, I would
remind you of the existence of these charts.
Subject: Onde pego agora meu desconto do evento de natal?
Link on message: #11453920
Link on message: #11453920
MA77: Quando você loga no jogo, no ícone de Notificações (canto inferior
direito) tem uma mensagem de lembrete. Basta você clica no
botão presente nesta mensagem que ele irá te
redirecionar. 
Subject: Importante: Sobre Fogo amigo durante as partidas
Link on message: #11453693
Matheus_Agb, on Jan 11 2018 - 04:37, said:
HeerKlain,
on Jan 05 2018 - 15:52, said: Como funciona a punição para
jogadores de Arty, médio, leve, pesado e Caça tanques que se jogam
de propósito na água para atrapalhar o jogo ou evitar de morrer
para o jogador inimigo ? Eu faço um ticket igual ? ou ele entra
nessa nova regra ? Pq como os jogadores que davam Tk só o report
não funcionava.. Então nada mais justo do que esses jogadores
''Tóxicos'' serem punidos com no mínimo 1 dia de ban...
exato... tenho a dúvida tbm.
HeerKlain, on Jan 05 2018 - 15:52, said: Como funciona a punição para jogadores de Arty, médio, leve, pesado
e Caça tanques que se jogam de propósito na água para atrapalhar o
jogo ou evitar de morrer para o jogador inimigo ? Eu faço um ticket
igual ? ou ele entra nessa nova regra ? Pq como os jogadores que
davam Tk só o report não funcionava.. Então nada mais justo do que
esses jogadores ''Tóxicos'' serem punidos com no mínimo 1 dia de
ban...
Link on message: #11453693
Matheus_Agb, on Jan 11 2018 - 04:37, said:
HeerKlain,
on Jan 05 2018 - 15:52, said: Como funciona a punição para
jogadores de Arty, médio, leve, pesado e Caça tanques que se jogam
de propósito na água para atrapalhar o jogo ou evitar de morrer
para o jogador inimigo ? Eu faço um ticket igual ? ou ele entra
nessa nova regra ? Pq como os jogadores que davam Tk só o report
não funcionava.. Então nada mais justo do que esses jogadores
''Tóxicos'' serem punidos com no mínimo 1 dia de ban...
exato... tenho a dúvida tbm. vannorlu: exato... tenho a dúvida tbm.
Fala pessoal
Seguinte, sobre esse assunto de gente se
suicidando em partidas: sim as denúncias podem ser feitas e
caso seja comprovado que foi feito de maneira intencional já
existem regras que cobrem essa conduta. Outra coisa, o
pessoal começou a se atacar de novo ao invés de falar de assuntos
pertinentes ao tópico. Deixar aqui um segundo aviso
pra quiser discutir quem tem mais partidas, se sabe jogar
por conta disso ou não, façam via MP por favor ou façam 1x1 dentro
do jogo aí e se resolvam. Não continuem esse tipo de discussão
aqui.
Fala pessoal
HeerKlain, on Jan 05 2018 - 15:52, said: Como funciona a punição para jogadores de Arty, médio, leve, pesado
e Caça tanques que se jogam de propósito na água para atrapalhar o
jogo ou evitar de morrer para o jogador inimigo ? Eu faço um ticket
igual ? ou ele entra nessa nova regra ? Pq como os jogadores que
davam Tk só o report não funcionava.. Então nada mais justo do que
esses jogadores ''Tóxicos'' serem punidos com no mínimo 1 dia de
ban...vannorlu:
Subject: Concurso: dê um nome ao nosso novo quadro!
Link on message: #11453677
Link on message: #11453677
vannorlu: Fala pessoal, esses são os selecionados pra próxima
etapa
Perdão por não termos postado ontem,
falha nossa aqui de comunicação
Selecionados para a próxima
etapa Fala Tanqueiro
Sexto Sentido
Escotilha do Comandante
Diários de Guerra
Fechando a Mira Abriremos hoje ainda o tópico pra votação da comunidade, fiquem ligados!
Sexto Sentido
Escotilha do Comandante
Diários de Guerra
Fechando a Mira Abriremos hoje ainda o tópico pra votação da comunidade, fiquem ligados!
Subject: The Chieftain's Hatch: Undergunned in Italy
Link on message: #11452462
Link on message: #11452462
The_Chieftain: I promise, I will dive into this, but I've been on military leave
the last week, and am now enjoying my three-day weekend.
Subject: [Superteste] Novo Mapa: Porto
Link on message: #11451557
Sonneiko, on Jan 13 2018 - 00:41, said: Baseando-se no que tu disse, esse será mais uma mapa "caixote" da
WG? Pq para se conseguir atirar nas duas bases a partir da posição
2, é outro mapa minúsculo. Mapas como Ensk, Karkov,
Stalingrado, Abbey, Highway, Mountain Pass, Overlord e Airfield
deveriam ser tirados do jogo.
Link on message: #11451557
Sonneiko, on Jan 13 2018 - 00:41, said: Baseando-se no que tu disse, esse será mais uma mapa "caixote" da
WG? Pq para se conseguir atirar nas duas bases a partir da posição
2, é outro mapa minúsculo. Mapas como Ensk, Karkov,
Stalingrado, Abbey, Highway, Mountain Pass, Overlord e Airfield
deveriam ser tirados do jogo. MA77: Correto. Ao que tudo indica será um mapa estreito de base a
base e longo lateralmente.
O diferencial deste mapa são as passagens "subterrâneas" que pode dar um bom combate.
O diferencial deste mapa são as passagens "subterrâneas" que pode dar um bom combate.
Subject: [Supertest] Nuevo Mapa - "Puerto"
Link on message: #11447173
Link on message: #11447173
MA77: En el día de hoy, un nuevo mapa asiático, cuyo nombre en
clave es “Puerto” (Seaport), ingresó a la segunda fase de
Supertest. Se realizaron varios cambios en base a los resultados de
la prueba anterior. Dichos cambios deberían optimizar la dinámica
de la batalla y permitir que los tanquistas se familiaricen con los
aspectos del mapa con más facilidad. Se corrigió la parte
central del mapa (1). Su nueva forma permitirá que los
enfrentamientos se prolonguen por más tiempo. En la parte norte del
mapa (2), se redujeron las pendientes que conducen a los “balcones”
para que los jugadores puedan alcanzar estas posiciones más rápido.
Además, desplazarse por estos “balcones” permitirá a sus ocupantes
concentrar su fuego sobre ambas bases. También se rediseñaron las
colinas en el norte (3) para que la batalla se desarrolle de mejor
manera. También añadimos barandas a lo largo del mar para
que ninguno se moje por accidente.
Combatir es mejor que hundirse,
¿verdad?
Esta no es la versión final del
mapa, dado que continuaremos trabajando tanto en “Puerto” como en
otro prototipo denominado “Aeropuerto”. ¡Manténganse actualizados
con las últimas noticias de Supertest y que tengan una buena
cacería!
Subject: [Superteste] Novo Mapa: Porto
Link on message: #11447013
Link on message: #11447013
MA77: O protótipo de um novo mapa com tema asiático entra pela segunda
vez no Superteste. Várias mudanças foram realizadas com base nos
primeiros testes e elas irão otimizar a dinâmica de batalha e
permitir aos jogadores que se guiem com maior facilidade durante as
partidas. O centro do hangar (Área 1) foi revisado e sua
nova configuração permitirá algumas trocações a distância. O norte
do mapa (Área 2) teve as encostas que levam as "varandas"
rebaixadas, permitindo aos jogadores chegarem a estas posições em
menos tempo. Além disso, os jogadores que se movimentarem nestas
posições terão a chance de poder atirar nas duas bases. As colinas
localizadas no norte (Área 3) também foram retrabalhadas - para
tornar os confrontos nesta região mais confortável.
Também adicionamos alguns trilhos ao longo da beira-mar para que
nenhum de vocês se molhe acidentalmente.
Lutar é mais divertido do que
afundar, correto?
Esta não é a versão final do
mapa - continuaremos trabalhando no "Porto" e outro protótipo do
"Aeroporto". Fique atento para mais notícias do Superteste e
continuem a batalhar!
Mais Imagens do Mapa Porto
Mais Imagens do Mapa Porto
Subject: [Supertest] New Map - "Seaport"
Link on message: #11446952
Link on message: #11446952
Quemapueblos: Today a new Asian-themed map prototype codenamed “Seaport” enters
its second Supertest. Lots of changes have been made to it, based
on previous test runs. These should optimize the battle dynamic and
allow tankers to take their bearings on this map with
ease.
The central part of the location (Point 1) has been revised. Its new configuration will allow for prolonged shoot-outs here. In the northern part of the map (Point 2) the slopes leading to elevated “balconies” have been lowered, and active players will be able to take these nice positions in less time. Also, moving while sitting on these “balconies” will let the occupants keep both bases under fire. The hills in the north (Point 3) have also been reworked—to make waging war among them more comfortable.
We’ve also added some railings along the waterfront so none of you would accidentally get wet. Fighting is much more fun than sinking, right?
This is not the final version of the map—we’ll continue working both on “Seaport” and another prototype monikered “Airport”. Stay tuned for more Supertest news and happy hunting!
More Seaport
Images 

The central part of the location (Point 1) has been revised. Its new configuration will allow for prolonged shoot-outs here. In the northern part of the map (Point 2) the slopes leading to elevated “balconies” have been lowered, and active players will be able to take these nice positions in less time. Also, moving while sitting on these “balconies” will let the occupants keep both bases under fire. The hills in the north (Point 3) have also been reworked—to make waging war among them more comfortable.
We’ve also added some railings along the waterfront so none of you would accidentally get wet. Fighting is much more fun than sinking, right?
This is not the final version of the map—we’ll continue working both on “Seaport” and another prototype monikered “Airport”. Stay tuned for more Supertest news and happy hunting!
More Seaport
Images 

Subject: Update 9.22 Preview - USSR Tree Revision
Link on message: #11444891
Link on message: #11444891
Quemapueblos: Take a break from the festive Holiday Ops. hustle to get up to
speed on the changes coming to USSR vehicles! Update 9.22 will take
on the nation’s least-played tanks, revitalizing them through an
injection of new vehicles, structural re-shuffles, and several
comebacks.Read the full article
here 

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