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Developers posts on forum

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

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Quemapueblos
Incoming! Mediterranean Invasion
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27.01.2018 01:21:39
 
Subject: Incoming! Mediterranean Invasion
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!


The_Chieftain
T110's Olympian Thread of Comfort
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27.01.2018 00:53:31
 
Subject: T110's Olympian Thread of Comfort
Link on message: #11474493

View PostDaigensui, 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.


Quemapueblos
Sabaton’s 2018 Tour!
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27.01.2018 00:23:02
 
Subject: Sabaton’s 2018 Tour!
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!  


MA77
[Superteste] Novo Protótipo de Mapa - "Studzianki"
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26.01.2018 19:39:51
 
Subject: [Superteste] Novo Protótipo de Mapa - "Studzianki"
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!


MA77
[Supertest] Nuevo Mapa - "Studzianki"
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26.01.2018 18:36:24
 
Subject: [Supertest] Nuevo Mapa - "Studzianki"
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!


The_Chieftain
Girls Und panzer, what does WoT community thinks about it. - part 2
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26.01.2018 01:18:57
 
Subject: Girls Und panzer, what does WoT community thinks about it. - part 2
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!


MA77
Dúvida
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25.01.2018 13:28:55
 
Subject: Dúvida
Link on message: #11471036

MA77: Você pode guardá-las ou comprar equipamentos melhorados :)


The_Chieftain
AC1 Sentinel: What is that weird big thing at the front?
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25.01.2018 01:29:17
 
The_Chieftain
The Chieftain's Random Musings Thread
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25.01.2018 00:51:11
 
Subject: The Chieftain's Random Musings Thread
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.


CabbageMechanic
New Map Prototype "Studzianki"
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24.01.2018 03:54:39
 
Subject: New Map Prototype "Studzianki"
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!


Saffr0n
Common Test 9.22 Bugs and Issues
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24.01.2018 01:34:08
 
Subject: Common Test 9.22 Bugs and Issues
Link on message: #11468039

View PostSir_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

Saffr0n:   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? 


The_Chieftain
Can you play Wot in hotels?
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22.01.2018 22:43:46
 
Subject: Can you play Wot in hotels?
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.


The_Chieftain
Looking for a WG employee from way back
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22.01.2018 22:41:50
 
Subject: Looking for a WG employee from way back
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.


The_Chieftain
The Chieftain's Hatch: Undergunned in Italy
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22.01.2018 20:18:49
 
Subject: The Chieftain's Hatch: Undergunned in Italy
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.


CabbageMechanic
New Unnamed Map Prototype and Seaport Update
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19.01.2018 23:30:29
 
Subject: New Unnamed Map Prototype and Seaport Update
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_Chieftain
Stug III with unusual schurzen armour - historians identify please
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19.01.2018 22:24:47
 
Subject: Stug III with unusual schurzen armour - historians identify please
Link on message: #11460420

The_Chieftain: Not very, frankly.   Go to about 5:24 in this. https://youtu.be/Jtl2DhoRPnc?t=320


Saffr0n
Common Test 9.22 Bugs and Issues
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19.01.2018 21:10:21
 
Subject: Common Test 9.22 Bugs and Issues
Link on message: #11460302

View PostZanarkand_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

Saffr0n: 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)


Saffr0n
Common Test 9.22 Bugs and Issues
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19.01.2018 21:06:46
 
Subject: Common Test 9.22 Bugs and Issues
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!


MA77
servidor fora
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19.01.2018 18:25:44
 
Subject: servidor fora
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. ;)


vannorlu
problema com o launcher da wargaming?
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19.01.2018 17:49:38
 
Subject: problema com o launcher da wargaming?
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 :honoring:


The_Chieftain
The Chieftain's Random Musings Thread
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19.01.2018 06:10:08
 
Subject: The Chieftain's Random Musings Thread
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?


The_Chieftain
The Chieftain's Random Musings Thread
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19.01.2018 05:37:01
 
Subject: The Chieftain's Random Musings Thread
Link on message: #11459259

The_Chieftain: I got mine from Millerhats.com


The_Chieftain
Stug III with unusual schurzen armour - historians identify please
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18.01.2018 23:55:25
 
Subject: Stug III with unusual schurzen armour - historians identify please
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.


Quemapueblos
Bonds: The Grand Hunt
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18.01.2018 20:35:16
 
Subject: Bonds: The Grand Hunt
Link on message: #11458277

View Postliamcraig1245, 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  

View PostJustPainfull, 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  

View PostQuicksilverJPR, 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


Quemapueblos
Bonds: The Grand Hunt
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18.01.2018 19:50:06
 
Subject: Bonds: The Grand Hunt
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!


MA77
[Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
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18.01.2018 02:30:21
 
Subject: [Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
Link on message: #11456799

MA77: Correto, crevenski.   Confira a explicação abaixo:



Abraços!


The_Chieftain
T110's Olympian Thread of Comfort
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18.01.2018 00:29:31
 
Subject: T110's Olympian Thread of Comfort
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.


MA77
[Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
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17.01.2018 21:48:54
 
Subject: [Teste Comum 9.22] Revisão da Árvore Tecnológica Soviética
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  


The_Chieftain
An Nollaig Shona Agus Athbhlian Faoi Mhaise de T110
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16.01.2018 22:31:25
 
Subject: An Nollaig Shona Agus Athbhlian Faoi Mhaise de T110
Link on message: #11454389

View PostBravoBigBoom, 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.


CabbageMechanic
Nebelburg HD WIP Video
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16.01.2018 21:43:37
 
Subject: Nebelburg HD WIP Video
Link on message: #11454315

CabbageMechanic: Hey Tankers,
Today we have a quick look at the HD visuals for the Nebelburg Grand Battles map:
  


The_Chieftain
The Chieftain's Hatch: Undergunned in Italy
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16.01.2018 21:05:16
 
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?

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.


MA77
Onde pego agora meu desconto do evento de natal?
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16.01.2018 17:44:44
 
Subject: Onde pego agora meu desconto do evento de natal?
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. :great:


vannorlu
Importante: Sobre Fogo amigo durante as partidas
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16.01.2018 14:01:04
 
Subject: Importante: Sobre Fogo amigo durante as partidas
Link on message: #11453693

View PostMatheus_Agb, on Jan 11 2018 - 04:37, said:   View PostHeerKlain, 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.  

View PostHeerKlain, 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:


vannorlu
Concurso: dê um nome ao nosso novo quadro!
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16.01.2018 13:17:34
 
Subject: Concurso: dê um nome ao nosso novo quadro!
Link on message: #11453677

vannorlu: Fala pessoal, esses são os selecionados pra próxima etapa :medal: Perdão por não termos postado ontem, falha nossa aqui de comunicação :mellow:   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!


The_Chieftain
The Chieftain's Hatch: Undergunned in Italy
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15.01.2018 21:25:46
 
Subject: The Chieftain's Hatch: Undergunned in Italy
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.


MA77
[Superteste] Novo Mapa: Porto
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15.01.2018 13:03:56
 
Subject: [Superteste] Novo Mapa: Porto
Link on message: #11451557

View PostSonneiko, 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.


MA77
[Supertest] Nuevo Mapa - "Puerto"
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12.01.2018 22:15:32
 
Subject: [Supertest] Nuevo Mapa - "Puerto"
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. :P   Combatir es mejor que hundirse, ¿verdad? :great:   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!        


MA77
[Superteste] Novo Mapa: Porto
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12.01.2018 20:51:27
 
Subject: [Superteste] Novo Mapa: Porto
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. :P   Lutar é mais divertido do que afundar, correto? :great:   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            


Quemapueblos
[Supertest] New Map - "Seaport"
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12.01.2018 20:21:02
 
Subject: [Supertest] New Map - "Seaport"
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   


Quemapueblos
Update 9.22 Preview - USSR Tree Revision
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11.01.2018 21:20:50
 
Subject: Update 9.22 Preview - USSR Tree Revision
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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