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: Wot Newsletter Volume #3
Link on message: #270703
Link on message: #270703
MrVic: Its done! Hope everyone enjoys this
weeks. Lots and lots of photos!!!!
Big thanks again to our weekly Writers/Reporters!
BIg thanks again to Overlord and the Dev Team
Big thanks again to our weekly Writers/Reporters!
BIg thanks again to Overlord and the Dev Team

Subject:
Archives\Junkyard\Uninstalled
Link on message: #270532

Link on message: #270532
MrVic: Closing this is being discussed in a main topic for it. Its been
knowledge and is a known issue. Its a Beta and problems arise are
addressed and fixes are worked on 
Some adjustments are in testing for this

Some adjustments are in testing for this

Subject: Details on Clan Wars Revealed
Link on message: #270528
Rahxephonroh, on Dec 03 2010 - 07:45, said: Hello Developers, I have a very important question about the global
map, if i have a clan and i want to fight for France for example
(or to take some territory from france) do we going to fight in
different maps? Because, it's not clear yet, and I wanna know if we
will have a real great global map when you can fight in all the
territories with the geographical places, or are we going to fight
in the maps that we already have? It's going to be like EvE when
you have an entire universe to see (on this case it's a great map
with all the countries and borders of course).
I really want to know that, Thanks in advance.
Link on message: #270528

I really want to know that, Thanks in advance.
Overlord:
It is going to be real geographical map. At the beginning only Europe and the US territories will be available. The rest of the world will be added later.
It is going to be real geographical map. At the beginning only Europe and the US territories will be available. The rest of the world will be added later.
Subject: French Armor to Invade World of Tanks
Link on message: #270494
WhiteHawkgrr, on Dec 03 2010 - 12:56, said: ETA? I know its still not worth asking but...
Link on message: #270494

Overlord:
After US TD line (+Pershing) and some German and Soviet tanks from release trees.
After US TD line (+Pershing) and some German and Soviet tanks from release trees.
Subject: Object 704
Link on message: #270469
Link on message: #270469
Overlord: Tier 9 Soviet TD with BL-10 gun
http://img528.images...2/object704.jpg
http://img528.images...2/object704.jpg
Subject:
News from the Front\World of Tanks Newsletter\Wot Newsletter Volume #3
Link on message: #270388
Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!
News Headlines said: Tankopedia!!! News Link Details
M3 Lee Renders Available Link for Details
French Armor to Invade World of Tanks Link for Details
Technical Director Mike Zhivets about WoT Link to Article
MMOSITE Readers Choice awards 2010 (Cast your votes!) News Link Details
Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic
Hot Topic of the Week said: Preliminary Discussion v.0.6.2 !
Link to Discussion Thread
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.
Fake Tip of the Week said: Tip: The Maus does have a thermal exhaust port, But you have to use the force to hit it.
Post of the Week: (Post by Whackjob) said: Day Three: My Pal Artie
1.) I finally have enough scratch to buy the (I think) tier 3 russian artillery, the SU-27 (number might be off). All right, I think, time to queue up a match and see what this bad boy can do!
2.) Hrm. Three red stripes. Fat tank, fat target! I think I get more money and XP by zapping these things.
3.) I suddenly remember that I'm supposed to hit SHIFT and see what happens. Next thing I know, I'm having bad flashbacks from when I was a year and a half old and being carried off by a hawk. Pretty neat! Much easier to plot shots this way, and with the dotted ring, I can better discern my artillery fan and dead zones.
4.) Fat tank, fat tank! I put the fatty tank right in the middle of the beaten zone oval and fire. The shot falls short and the tank doesn't even bother getting out of there. Hmmm.
5.) Shot away! This one falls short again. Is the oval off or something? A sharp eyed enemy artilleryman ends my initial experiment.
6.) Next round. It's that damn map with the mud fields with the island in the middle. Not a lot of cover, so I can do some good gunning here! We start at the top of the map. I have the team of horses pull my bomb wagon to the west to support the two heavies we've got going to cap our flag. I set up in a place I think can adequately cover both them and the center island. A heavy tank appears! I aim in on the island, behind cover from direct fire from that side, and do the SHIFT thing. I put him in the center of the oval and fire. HIT! What the... I don't even... 2% damage. Wonderful. All the work to get this thing and suddenly I find out, at the worst possible time, that I've somehow bought the skim milk of tanks. Before I can fire again, yet another sharp eye-d artilleryman aborts my experiment. My team loses.
7.) I'm brewing up another pot of coffee while I mull over what's been going on. I need to better place my shots, and I can't sit behind cover and fire in safety, because the enemy arty is waiting for just that. I need to adopt better tactics. Then it occurs to me... I'm treating the aiming oval like a two dimensional object. Of course! In a fit of comedic inspiration, I facepalm myself and spill coffee on my pants. My burnt junk will be a reminder of my failure to perceive the obvious.
8.) Next round. It's that delightfully open map with train tracks on one side, a road on the other, and bushes and the like in between. All open! The match starts and I advance forward, straight down the center, correctly anticipating all enemies to filter down either side. I get to just short of that rise in the middle, get behind a line of bushes, and rotate my tank so that forward-backward moves me laterally in respect to the enemy flag. I'll explain why here in a moment.
9.) First target! Fatty tank, and he isn't even moving! Now to try out my aiming theory out. I get put my oval down over the target so the leading edge of it touches the near side of the tank, with the rest of the oval going through and behind him. I fire and slam down on the W key. Hit! The skim milk tank takes another 2%. I get out of shift view just long enough to see counterfire from enemy artillery hit the spot I was just in. Dodge theory panned out, aiming theory panned out, alright. I'm on my way! I fire at a multitude of other targets and survive the round, garnering for myself three kill shots and a lot of damage overall (well, a lot more than I used to do).
10.) I spend the next couple of hours Getting the XP I need to get that tasty looking 127mm cannon for the skim milk tank. I'm also practicing fire-and-maneuver, and I learn to keep up with my main line of advance (our heavies and the like) so if something sudden does crop up, I'm already in position to fire on it. I even off not a few enemy artillery that's higher tier than I am. I'm doing pretty good with artillery, now!
11.) I'm down to the wire. It's 12:30am, I got work in the morning, but I'm about 200xp away from getting that big fat gun. I play another round and it ends. 194xp. No prob, one more round will do it.
12.) "Server down: Scheduled maintenance". Fffffuuuuuuuu.... > Ok, ok... time to make the call. Do I stay up, even though I got to work in the morning? Do I go to sleep, wake up early, and do the last bit for my gun while I'm chugging the morning coffee? ...no, now that I think about it, odds are I'll still sleep through the alarm and not get the gun until after work today. Unacceptable!
13.) I watch a subtitled episode of Gaki no Tsukai ya Arahende! while I wait for the server to come up. (Youtube, silent library, ring any bells? That's these guys, and it's a tiny sample of their awesomeness)
14.) Server up! I join a match, do the skim milk thing against a heavy, and die in a few minutes. The match ends and I finally have the XP I need to get my gun. With considerable glee, I go into the research window and research the gun. Then I notice: Unassigned experience: 513. Ffffffuuuuuuuuuu...! Oh well. I got my gun.
15.) I slap that bad boy on the tank thinking to myself, "No more skim milk business, man. I'm about to go whole milk on their asses." I notice I get two round choices... they both look like identical types, but one is twice as expensive and merely has a different serial number on it. The heck? Then I see the damage / penetration numbers. Hrmmm! I buy the more expensive ammo and go into a match.
16.) It's that desert map with the creek in the middle and the town on the other side. I'm on the "higher" side of the map. I set up in what I think is a good spot, and start muttering to myself, waiting for a target. Nothing comes. I say to a teammate, "Got my 127mm gun finally. This thing's so powerful, that when I fire it, every nun in the world will miscarry."
17.) Fat tank, fat tank! It's not a heavy, but a medium, but I'm not feeling picky at the moment. "This is the last match I'll do tonight, since I got work in the morning." I think to myself. I fire and hit. I take more than half the life off the tank and my jaw drops.
18.) Fatty! There's a heavy tank! Is it going to be skim milk, or whole milk? I fire and hit. Not 2% damage this time, not the 6% or 8% I was hoping for, but I peel off a respectable 12%! Whole milk, baby! With extra vitamin freakin' D. I survive the match, getting a handful of kill shots, and doing a very pleasing amount of damage to the heavies. The match ends and I net about 400xp and 5k in cash. My jaw drops again.
19.) Then I see that the ammo reload is going to cost me 2,000. Hrm.
20.) I queue up for the last match of the night. Work in the morning and all. And I mutter to myself, "Need more material for day three..."
21.) It's that vaguely urban map that's all forested, a railroad track down the middle but not quite center, with just trees on the other side. That smaller map, you know the one. I peel off into the tree side of things, set up in a good spot, and start sending out 127mm sized chunks of how's-your-father? Nothing real notable happens and the match ends with a win for us.
22.) I queue up for the last match of the night, and this one's the open map with the track on the left and the road on the right. Or vice versa. My memory's lousy today due to lack of sleep. Anyways, I did here like I always do, I advanced up the middle and fire at the edges of the map. This goes well, until enemy arty kills me. There was no enemy arty firing on me the last map, and I'd gotten lazy.
23.) I queue up for another round and it's that one map, where there's a shoreline or something in the west, and small towns in the east. I'm starting in the north, and I drive up to that elevated little shelf and set up shop there. Before long I note that arty is spattering the places I'm firing from (I remember to jink back and forth this time!), and I start trying to find out where he's shooting from. We trade shots for a while, but then he correctly guesses that which direction I went this time and zaps me on a blind shot. Gah.
24.) I'm just about to queue up for another match before I notice it's around 3am and I gotta be AT work in six hours.
So that was day three. I learned a heck of a lot about artillery, and it isn't nowhere near as easy as it looks. Light tanks are my nemesis, and they know it. Enemy artillery is always watching for me, and I have to act as if every gun in the world is firing at my spot every time I take a shot. I'm also earning more money than I've ever been, so I might just keep working at artillery for now, and use that to help boost me up the tank killer tree, as well. I understand artillery now. It's not an easy button, it's not god mode, none of that. But it is a great way to get hits without the travel time, and all for the low low cost of tons of frustration and the indignity of being helpless against light tanks with a clue.
A Look to the Future said: Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
1) - Fixed the ability of a tank to raise an already-fallen tree. (WoT finally won its war vs Mother Nature and the miracle trees!)
2) - Lowered the chance of damaging the gun when it is hit.
3) - Increased ammo capacity for 2mm gun on the tank M2 Lt.
4) - HE damage lowered, for internal modules, except for crew members, for shells which are exploded on the armor of a tank.
5) - Removed the ability of any HE to damage internal modules except for crew members, for shells which are exploded near a tank.
6) - Fixed the incorrect tank scale in the garage.
7) - Chance of hitting a crew member is lowered.
Archive of past Newsletter information.
1) Further Details on Soft wipe See "Hot Topic" Section in Newsletter Volume #2
2) Currently in testing sneak peak at US changes. "Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, lowered the influence of turret traverse on dispersion.
- Gun 105mm_Howitzer_M2A: -15% aiming time. - Gun 105mm_Howitzer_M2A: -15% aiming time, penetration of HE 60->53 - M7 Priest: 105mm_Howitzer_M - reload time decreased 13.95->11.76"
3) Currently in testing sneak peak at German changes. "- VK4502: mantle armor for stock turret 120->160mm, mantle armor for top turret 120->180mm.
- Tiger II: mantle armor for top turret 65->100.- 150mm_sFH18_L30 (Hummel): decreased dispersion 0.4->0.37"
4) Farming improvements for many WoT residents "- Fixes for some fences "
5) Fixed FPS drops during rendering of track-prints.
6) Clicking on "Apply" button in the window service now replenishes munitions and consumables, and repair the tank for one-click.
7) 2 New maps Named El-Halluf and Ruinberg (See Pics of the Week section for images)
1) US Heavy Tier 7-10 Adjustments. Weapon Changes (120mm_Gun_T53: aiming time 3.0->2.4, increased accuracy during movement and turret traverse.
155mm_Gun_T7: aiming time 3.0->2.7, increased accuracy during movement and turret traverse.) Armor Adjustments (T29, Т30, Т32, Т34: fixed error with discrepancy between displayed and actual armor of the hull. Actual armor decreased by 20%) Other Adjustments in testing.
2) Light Tanks, There are improvements coming for Scouts. A few examples full list to come. (BT-2: decreased visibility in movement, by 6% reduced influence of movement and turning on dispersion.
BT-7: decreased visibility during movement and rest, improved passability on medium grounds, by 4% reduced influence of movement and turning on dispersion, view range of the top turret increased by 15 meters.)
3) Medium Tanks, There are improvements coming for Medium Tanks. A few examples full list to come. (PzIII: reduced visibility during movement, by 5% reduced influence of movement and turns on dispersion. Pz III/IV: 5% improvement pass-ability on medium grounds, 8% decreased reduced influence of movement and turns on dispersion. Т-43: by 9% reduced influence of movement and turning on dispersion. Т-44: by 5% reduced influence of movement and turning on dispersion.)
4) New Maps, We should see 2 new maps Early/Mid December, One Desert Map, One City Map.
5) Tier 9 Medium Tanks, US, German, and Russian Tier 9 Mediums. Current time frame end of December/Early January. See "Pictures of the Week" for a sneak peak.
6) Coming Patch Times, Patch 0.6.2 (2 new Maps, Team Mode "15vs15" and Match Making Re-balancing) Early/Mid December, Patch 0.6.3 (New Vehicles Tier 9 Mediums possibly more tanks)
7) US Tech Tree, Adjustments to US Tech Tree. 105mm Howitzers will be available for M6, T1 Heavy, M4A3E8 (Easy 8).
8) Clans, In game Clan formation, 100 members, Clan creation will have a small one time gold cost. Subject to change Date coming soon.
9) EU Server Cluster, Server up Early/Mid December.
10) Soft Wipe, We should see a soft wipe with the EU server coming online.
Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
Tier 9 Soviet TD with BL-10 gun

Panther II

T-54 and map El Halluf








Geschutzwagen Tiger E-Series and map El Halluf









Preliminary French Tech Tree
_for_book.jpg)
Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.

Joe & Hans By Breyd1971 (TankBusters)
http://i6eqeg.bay.li...mic4.png?psid=1
Stories from the Front said: Diary of Unteroffizier Meister By: ElcomeSoft Link to Author's site
Much maligned Malinovka
Date: 02 December 2010 10:32:17 UTC
Tank: JagdPanther
Designation: 'Feuerschutz'
Crew: Unteroffizier Meister (Commander), Unteroffizier Muiziere (Gunner), Unteroffizier Meindl (Driver), Gefreiter Fischböck (Radio), Unteroffizier Pellengahr (Loader).
We lay in wait for an enemy advance...
We expected a mix of tanks, no artillery which pleased our crew no end. Those high explosive shells of doom, though random in their dispersal, could be devastating if they came down nearby. More than once in our long career have our tanks, Feuerschutz included, suffered track damage at the hands of an SPG shell landing a little too close for comfort. Whether debris is caught in our tracks, wheels bent or just the ground has been made less than ideal for even a tank, the outcome is never pretty.
The scouts that went out early this morning reported several super heavies heading towards us. We hadn't heard from them in several hours. That meant they were observing radio silence... or they had... As it turned out, our scouts encountered a little bit of enemy fire and suffered various bits of damage to their engines, transmission systems of some sort and had to abandon their tanks. We picked them up several days later as we swept through the area.
Our defense was sound. Tank Destroyers hidden in the bushes and several heavy tanks went hull down, exposing only their thickest front turret armour, in whatr remained of some buildings. We had a clear view of the battlefield in front of us and could see our carefully made choke points ahead, ready for the slaughter.
Their light and medium vehicles made a push. We let them through the chokepoints until they had seperated from their heavy tank backup and select units lit them up. It was a massacre and several carcasses were left smouldering after just a few minutes. None of their advanced party lived to tell the tale to others and I doubt they managed to squeeze out a message before they met their demise.
Our front line fell back into secondary defensive positions to help make sure the enemy heavy tanks did not spot them. Having one of the larger barrels on the field, Feuerschutz stayed put, not having fired at any incoming tanks.
It was a long wait before their heavy tanks came into view and we gave them hell. With military precision, every gun fired simultaneously and we watched shell after shell being fired towards the enemy positions, kicking up dirt and biting into cold steel. It was a sight to behold and we almost let it slip from our grasp....
The enemy had flanked us and already taken out several tanks who were oblivious to the new threat... our well planned massacre had been executed to perfection.. but they were on the very edge of creating a massacre of their own.
As our flank fell, the enemy distraction through the centre faltered and was mopped up by our forces. The main crux of our force, now free to turn towards our exposed flank managed to return fire on the enemy ambush.
Some brutal fighting ensued. It is not an ideal situation for a JagdPanther to be in. We excel in killing but make for an easy target if we lose support. Fortunately our experienced comrades realised this pushed their KoenigsTigers around our flanks to give us all the protection we needed.
The details of such swift and decisive battles merge together into a blur and to try and describe what really happened is impossible. Suffice to say that despite the enemy turning our tactical advantage into a disadvantage with a clever flanking push, we crushed them to the very last tank.
Feuerschutz came out unscathed from this battle. Several minor dents where the weaker enemy shells bounced off out front glacis and some paint scorched off by what looks like a high explosive round, nothing that will keep us out of action for long.
The mechanics tell me that we should expect some minor tweaks to the tank in a couple of weeks. Maybe some engine tuning and sight tweaks direct from the boffins at HQ. Any improvement is welcome... but I wish they would find something better to feed us....
Tank Skin of the Week said: This weeks random featured Tank skin is by "Hangman4358"
Desert Tiger
http://i64.photobuck...an4358/t1s2.jpg
http://i64.photobuck...an4358/t1f2.jpg
http://i64.photobuck...an4358/t1b3.jpg
Community Driven Events said: Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historical battles Link

Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic
Also seeking a Writer for articles based around the idea of "Tourist Guide to WoT Maps" Basically written as a silly badly done tourist guide
Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.

Link on message: #270388
Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!
MrVic: 

News Headlines said: Tankopedia!!! News Link Details
M3 Lee Renders Available Link for Details
French Armor to Invade World of Tanks Link for Details
Technical Director Mike Zhivets about WoT Link to Article
MMOSITE Readers Choice awards 2010 (Cast your votes!) News Link Details
MrVic: 

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic
MrVic: 

Hot Topic of the Week said: Preliminary Discussion v.0.6.2 !
Link to Discussion Thread
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.
MrVic: 

Fake Tip of the Week said: Tip: The Maus does have a thermal exhaust port, But you have to use the force to hit it.
MrVic: 

Post of the Week: (Post by Whackjob) said: Day Three: My Pal Artie
1.) I finally have enough scratch to buy the (I think) tier 3 russian artillery, the SU-27 (number might be off). All right, I think, time to queue up a match and see what this bad boy can do!
2.) Hrm. Three red stripes. Fat tank, fat target! I think I get more money and XP by zapping these things.
3.) I suddenly remember that I'm supposed to hit SHIFT and see what happens. Next thing I know, I'm having bad flashbacks from when I was a year and a half old and being carried off by a hawk. Pretty neat! Much easier to plot shots this way, and with the dotted ring, I can better discern my artillery fan and dead zones.
4.) Fat tank, fat tank! I put the fatty tank right in the middle of the beaten zone oval and fire. The shot falls short and the tank doesn't even bother getting out of there. Hmmm.
5.) Shot away! This one falls short again. Is the oval off or something? A sharp eyed enemy artilleryman ends my initial experiment.
6.) Next round. It's that damn map with the mud fields with the island in the middle. Not a lot of cover, so I can do some good gunning here! We start at the top of the map. I have the team of horses pull my bomb wagon to the west to support the two heavies we've got going to cap our flag. I set up in a place I think can adequately cover both them and the center island. A heavy tank appears! I aim in on the island, behind cover from direct fire from that side, and do the SHIFT thing. I put him in the center of the oval and fire. HIT! What the... I don't even... 2% damage. Wonderful. All the work to get this thing and suddenly I find out, at the worst possible time, that I've somehow bought the skim milk of tanks. Before I can fire again, yet another sharp eye-d artilleryman aborts my experiment. My team loses.
7.) I'm brewing up another pot of coffee while I mull over what's been going on. I need to better place my shots, and I can't sit behind cover and fire in safety, because the enemy arty is waiting for just that. I need to adopt better tactics. Then it occurs to me... I'm treating the aiming oval like a two dimensional object. Of course! In a fit of comedic inspiration, I facepalm myself and spill coffee on my pants. My burnt junk will be a reminder of my failure to perceive the obvious.
8.) Next round. It's that delightfully open map with train tracks on one side, a road on the other, and bushes and the like in between. All open! The match starts and I advance forward, straight down the center, correctly anticipating all enemies to filter down either side. I get to just short of that rise in the middle, get behind a line of bushes, and rotate my tank so that forward-backward moves me laterally in respect to the enemy flag. I'll explain why here in a moment.
9.) First target! Fatty tank, and he isn't even moving! Now to try out my aiming theory out. I get put my oval down over the target so the leading edge of it touches the near side of the tank, with the rest of the oval going through and behind him. I fire and slam down on the W key. Hit! The skim milk tank takes another 2%. I get out of shift view just long enough to see counterfire from enemy artillery hit the spot I was just in. Dodge theory panned out, aiming theory panned out, alright. I'm on my way! I fire at a multitude of other targets and survive the round, garnering for myself three kill shots and a lot of damage overall (well, a lot more than I used to do).
10.) I spend the next couple of hours Getting the XP I need to get that tasty looking 127mm cannon for the skim milk tank. I'm also practicing fire-and-maneuver, and I learn to keep up with my main line of advance (our heavies and the like) so if something sudden does crop up, I'm already in position to fire on it. I even off not a few enemy artillery that's higher tier than I am. I'm doing pretty good with artillery, now!
11.) I'm down to the wire. It's 12:30am, I got work in the morning, but I'm about 200xp away from getting that big fat gun. I play another round and it ends. 194xp. No prob, one more round will do it.
12.) "Server down: Scheduled maintenance". Fffffuuuuuuuu.... > Ok, ok... time to make the call. Do I stay up, even though I got to work in the morning? Do I go to sleep, wake up early, and do the last bit for my gun while I'm chugging the morning coffee? ...no, now that I think about it, odds are I'll still sleep through the alarm and not get the gun until after work today. Unacceptable!
13.) I watch a subtitled episode of Gaki no Tsukai ya Arahende! while I wait for the server to come up. (Youtube, silent library, ring any bells? That's these guys, and it's a tiny sample of their awesomeness)
14.) Server up! I join a match, do the skim milk thing against a heavy, and die in a few minutes. The match ends and I finally have the XP I need to get my gun. With considerable glee, I go into the research window and research the gun. Then I notice: Unassigned experience: 513. Ffffffuuuuuuuuuu...! Oh well. I got my gun.
15.) I slap that bad boy on the tank thinking to myself, "No more skim milk business, man. I'm about to go whole milk on their asses." I notice I get two round choices... they both look like identical types, but one is twice as expensive and merely has a different serial number on it. The heck? Then I see the damage / penetration numbers. Hrmmm! I buy the more expensive ammo and go into a match.
16.) It's that desert map with the creek in the middle and the town on the other side. I'm on the "higher" side of the map. I set up in what I think is a good spot, and start muttering to myself, waiting for a target. Nothing comes. I say to a teammate, "Got my 127mm gun finally. This thing's so powerful, that when I fire it, every nun in the world will miscarry."
17.) Fat tank, fat tank! It's not a heavy, but a medium, but I'm not feeling picky at the moment. "This is the last match I'll do tonight, since I got work in the morning." I think to myself. I fire and hit. I take more than half the life off the tank and my jaw drops.
18.) Fatty! There's a heavy tank! Is it going to be skim milk, or whole milk? I fire and hit. Not 2% damage this time, not the 6% or 8% I was hoping for, but I peel off a respectable 12%! Whole milk, baby! With extra vitamin freakin' D. I survive the match, getting a handful of kill shots, and doing a very pleasing amount of damage to the heavies. The match ends and I net about 400xp and 5k in cash. My jaw drops again.
19.) Then I see that the ammo reload is going to cost me 2,000. Hrm.
20.) I queue up for the last match of the night. Work in the morning and all. And I mutter to myself, "Need more material for day three..."
21.) It's that vaguely urban map that's all forested, a railroad track down the middle but not quite center, with just trees on the other side. That smaller map, you know the one. I peel off into the tree side of things, set up in a good spot, and start sending out 127mm sized chunks of how's-your-father? Nothing real notable happens and the match ends with a win for us.
22.) I queue up for the last match of the night, and this one's the open map with the track on the left and the road on the right. Or vice versa. My memory's lousy today due to lack of sleep. Anyways, I did here like I always do, I advanced up the middle and fire at the edges of the map. This goes well, until enemy arty kills me. There was no enemy arty firing on me the last map, and I'd gotten lazy.
23.) I queue up for another round and it's that one map, where there's a shoreline or something in the west, and small towns in the east. I'm starting in the north, and I drive up to that elevated little shelf and set up shop there. Before long I note that arty is spattering the places I'm firing from (I remember to jink back and forth this time!), and I start trying to find out where he's shooting from. We trade shots for a while, but then he correctly guesses that which direction I went this time and zaps me on a blind shot. Gah.
24.) I'm just about to queue up for another match before I notice it's around 3am and I gotta be AT work in six hours.
So that was day three. I learned a heck of a lot about artillery, and it isn't nowhere near as easy as it looks. Light tanks are my nemesis, and they know it. Enemy artillery is always watching for me, and I have to act as if every gun in the world is firing at my spot every time I take a shot. I'm also earning more money than I've ever been, so I might just keep working at artillery for now, and use that to help boost me up the tank killer tree, as well. I understand artillery now. It's not an easy button, it's not god mode, none of that. But it is a great way to get hits without the travel time, and all for the low low cost of tons of frustration and the indignity of being helpless against light tanks with a clue.
MrVic: 

A Look to the Future said: Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
1) - Fixed the ability of a tank to raise an already-fallen tree. (WoT finally won its war vs Mother Nature and the miracle trees!)
2) - Lowered the chance of damaging the gun when it is hit.
3) - Increased ammo capacity for 2mm gun on the tank M2 Lt.
4) - HE damage lowered, for internal modules, except for crew members, for shells which are exploded on the armor of a tank.
5) - Removed the ability of any HE to damage internal modules except for crew members, for shells which are exploded near a tank.
6) - Fixed the incorrect tank scale in the garage.
7) - Chance of hitting a crew member is lowered.
Archive of past Newsletter information.
1) Further Details on Soft wipe See "Hot Topic" Section in Newsletter Volume #2
2) Currently in testing sneak peak at US changes. "Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, lowered the influence of turret traverse on dispersion.
- Gun 105mm_Howitzer_M2A: -15% aiming time. - Gun 105mm_Howitzer_M2A: -15% aiming time, penetration of HE 60->53 - M7 Priest: 105mm_Howitzer_M - reload time decreased 13.95->11.76"
3) Currently in testing sneak peak at German changes. "- VK4502: mantle armor for stock turret 120->160mm, mantle armor for top turret 120->180mm.
- Tiger II: mantle armor for top turret 65->100.- 150mm_sFH18_L30 (Hummel): decreased dispersion 0.4->0.37"
4) Farming improvements for many WoT residents "- Fixes for some fences "
5) Fixed FPS drops during rendering of track-prints.
6) Clicking on "Apply" button in the window service now replenishes munitions and consumables, and repair the tank for one-click.
7) 2 New maps Named El-Halluf and Ruinberg (See Pics of the Week section for images)
1) US Heavy Tier 7-10 Adjustments. Weapon Changes (120mm_Gun_T53: aiming time 3.0->2.4, increased accuracy during movement and turret traverse.
155mm_Gun_T7: aiming time 3.0->2.7, increased accuracy during movement and turret traverse.) Armor Adjustments (T29, Т30, Т32, Т34: fixed error with discrepancy between displayed and actual armor of the hull. Actual armor decreased by 20%) Other Adjustments in testing.
2) Light Tanks, There are improvements coming for Scouts. A few examples full list to come. (BT-2: decreased visibility in movement, by 6% reduced influence of movement and turning on dispersion.
BT-7: decreased visibility during movement and rest, improved passability on medium grounds, by 4% reduced influence of movement and turning on dispersion, view range of the top turret increased by 15 meters.)
3) Medium Tanks, There are improvements coming for Medium Tanks. A few examples full list to come. (PzIII: reduced visibility during movement, by 5% reduced influence of movement and turns on dispersion. Pz III/IV: 5% improvement pass-ability on medium grounds, 8% decreased reduced influence of movement and turns on dispersion. Т-43: by 9% reduced influence of movement and turning on dispersion. Т-44: by 5% reduced influence of movement and turning on dispersion.)
4) New Maps, We should see 2 new maps Early/Mid December, One Desert Map, One City Map.
5) Tier 9 Medium Tanks, US, German, and Russian Tier 9 Mediums. Current time frame end of December/Early January. See "Pictures of the Week" for a sneak peak.
6) Coming Patch Times, Patch 0.6.2 (2 new Maps, Team Mode "15vs15" and Match Making Re-balancing) Early/Mid December, Patch 0.6.3 (New Vehicles Tier 9 Mediums possibly more tanks)
7) US Tech Tree, Adjustments to US Tech Tree. 105mm Howitzers will be available for M6, T1 Heavy, M4A3E8 (Easy 8).
8) Clans, In game Clan formation, 100 members, Clan creation will have a small one time gold cost. Subject to change Date coming soon.
9) EU Server Cluster, Server up Early/Mid December.

10) Soft Wipe, We should see a soft wipe with the EU server coming online.
MrVic: 10) Soft Wipe, We should see a soft wipe with the EU server coming
online.


Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
Tier 9 Soviet TD with BL-10 gun

Panther II

T-54 and map El Halluf








Geschutzwagen Tiger E-Series and map El Halluf









Preliminary French Tech Tree
_for_book.jpg)
MrVic: Panther II

T-54 and map El Halluf








Geschutzwagen Tiger E-Series and map El Halluf









Preliminary French Tech Tree
_for_book.jpg)


T-54 and map El Halluf








Geschutzwagen Tiger E-Series and map El Halluf









Preliminary French Tech Tree
_for_book.jpg)

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.

Joe & Hans By Breyd1971 (TankBusters)
http://i6eqeg.bay.li...mic4.png?psid=1
Stories from the Front said: Diary of Unteroffizier Meister By: ElcomeSoft Link to Author's site
Much maligned Malinovka
Date: 02 December 2010 10:32:17 UTC
Tank: JagdPanther
Designation: 'Feuerschutz'
Crew: Unteroffizier Meister (Commander), Unteroffizier Muiziere (Gunner), Unteroffizier Meindl (Driver), Gefreiter Fischböck (Radio), Unteroffizier Pellengahr (Loader).
We lay in wait for an enemy advance...
We expected a mix of tanks, no artillery which pleased our crew no end. Those high explosive shells of doom, though random in their dispersal, could be devastating if they came down nearby. More than once in our long career have our tanks, Feuerschutz included, suffered track damage at the hands of an SPG shell landing a little too close for comfort. Whether debris is caught in our tracks, wheels bent or just the ground has been made less than ideal for even a tank, the outcome is never pretty.
The scouts that went out early this morning reported several super heavies heading towards us. We hadn't heard from them in several hours. That meant they were observing radio silence... or they had... As it turned out, our scouts encountered a little bit of enemy fire and suffered various bits of damage to their engines, transmission systems of some sort and had to abandon their tanks. We picked them up several days later as we swept through the area.
Our defense was sound. Tank Destroyers hidden in the bushes and several heavy tanks went hull down, exposing only their thickest front turret armour, in whatr remained of some buildings. We had a clear view of the battlefield in front of us and could see our carefully made choke points ahead, ready for the slaughter.
Their light and medium vehicles made a push. We let them through the chokepoints until they had seperated from their heavy tank backup and select units lit them up. It was a massacre and several carcasses were left smouldering after just a few minutes. None of their advanced party lived to tell the tale to others and I doubt they managed to squeeze out a message before they met their demise.
Our front line fell back into secondary defensive positions to help make sure the enemy heavy tanks did not spot them. Having one of the larger barrels on the field, Feuerschutz stayed put, not having fired at any incoming tanks.
It was a long wait before their heavy tanks came into view and we gave them hell. With military precision, every gun fired simultaneously and we watched shell after shell being fired towards the enemy positions, kicking up dirt and biting into cold steel. It was a sight to behold and we almost let it slip from our grasp....
The enemy had flanked us and already taken out several tanks who were oblivious to the new threat... our well planned massacre had been executed to perfection.. but they were on the very edge of creating a massacre of their own.
As our flank fell, the enemy distraction through the centre faltered and was mopped up by our forces. The main crux of our force, now free to turn towards our exposed flank managed to return fire on the enemy ambush.
Some brutal fighting ensued. It is not an ideal situation for a JagdPanther to be in. We excel in killing but make for an easy target if we lose support. Fortunately our experienced comrades realised this pushed their KoenigsTigers around our flanks to give us all the protection we needed.
The details of such swift and decisive battles merge together into a blur and to try and describe what really happened is impossible. Suffice to say that despite the enemy turning our tactical advantage into a disadvantage with a clever flanking push, we crushed them to the very last tank.
Feuerschutz came out unscathed from this battle. Several minor dents where the weaker enemy shells bounced off out front glacis and some paint scorched off by what looks like a high explosive round, nothing that will keep us out of action for long.
The mechanics tell me that we should expect some minor tweaks to the tank in a couple of weeks. Maybe some engine tuning and sight tweaks direct from the boffins at HQ. Any improvement is welcome... but I wish they would find something better to feed us....
MrVic: 

Tank Skin of the Week said: This weeks random featured Tank skin is by "Hangman4358"
Desert Tiger
http://i64.photobuck...an4358/t1s2.jpg
http://i64.photobuck...an4358/t1f2.jpg
http://i64.photobuck...an4358/t1b3.jpg
MrVic: 

Community Driven Events said: Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historical battles Link

MrVic: 

Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic
Also seeking a Writer for articles based around the idea of "Tourist Guide to WoT Maps" Basically written as a silly badly done tourist guide

Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.
MrVic:
Subject: Wot Newsletter Volume #3
Link on message: #270388
Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!
News Headlines said: Tankopedia!!! News Link Details
M3 Lee Renders Available Link for Details
French Armor to Invade World of Tanks Link for Details
Technical Director Mike Zhivets about WoT Link to Article
MMOSITE Readers Choice awards 2010 (Cast your votes!) News Link Details
Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic
Hot Topic of the Week said: Preliminary Discussion v.0.6.2 !
Link to Discussion Thread
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.
Fake Tip of the Week said: Tip: The Maus does have a thermal exhaust port, But you have to use the force to hit it.
Post of the Week: (Post by Whackjob) said: Day Three: My Pal Artie
1.) I finally have enough scratch to buy the (I think) tier 3 russian artillery, the SU-27 (number might be off). All right, I think, time to queue up a match and see what this bad boy can do!
2.) Hrm. Three red stripes. Fat tank, fat target! I think I get more money and XP by zapping these things.
3.) I suddenly remember that I'm supposed to hit SHIFT and see what happens. Next thing I know, I'm having bad flashbacks from when I was a year and a half old and being carried off by a hawk. Pretty neat! Much easier to plot shots this way, and with the dotted ring, I can better discern my artillery fan and dead zones.
4.) Fat tank, fat tank! I put the fatty tank right in the middle of the beaten zone oval and fire. The shot falls short and the tank doesn't even bother getting out of there. Hmmm.
5.) Shot away! This one falls short again. Is the oval off or something? A sharp eyed enemy artilleryman ends my initial experiment.
6.) Next round. It's that damn map with the mud fields with the island in the middle. Not a lot of cover, so I can do some good gunning here! We start at the top of the map. I have the team of horses pull my bomb wagon to the west to support the two heavies we've got going to cap our flag. I set up in a place I think can adequately cover both them and the center island. A heavy tank appears! I aim in on the island, behind cover from direct fire from that side, and do the SHIFT thing. I put him in the center of the oval and fire. HIT! What the... I don't even... 2% damage. Wonderful. All the work to get this thing and suddenly I find out, at the worst possible time, that I've somehow bought the skim milk of tanks. Before I can fire again, yet another sharp eye-d artilleryman aborts my experiment. My team loses.
7.) I'm brewing up another pot of coffee while I mull over what's been going on. I need to better place my shots, and I can't sit behind cover and fire in safety, because the enemy arty is waiting for just that. I need to adopt better tactics. Then it occurs to me... I'm treating the aiming oval like a two dimensional object. Of course! In a fit of comedic inspiration, I facepalm myself and spill coffee on my pants. My burnt junk will be a reminder of my failure to perceive the obvious.
8.) Next round. It's that delightfully open map with train tracks on one side, a road on the other, and bushes and the like in between. All open! The match starts and I advance forward, straight down the center, correctly anticipating all enemies to filter down either side. I get to just short of that rise in the middle, get behind a line of bushes, and rotate my tank so that forward-backward moves me laterally in respect to the enemy flag. I'll explain why here in a moment.
9.) First target! Fatty tank, and he isn't even moving! Now to try out my aiming theory out. I get put my oval down over the target so the leading edge of it touches the near side of the tank, with the rest of the oval going through and behind him. I fire and slam down on the W key. Hit! The skim milk tank takes another 2%. I get out of shift view just long enough to see counterfire from enemy artillery hit the spot I was just in. Dodge theory panned out, aiming theory panned out, alright. I'm on my way! I fire at a multitude of other targets and survive the round, garnering for myself three kill shots and a lot of damage overall (well, a lot more than I used to do).
10.) I spend the next couple of hours Getting the XP I need to get that tasty looking 127mm cannon for the skim milk tank. I'm also practicing fire-and-maneuver, and I learn to keep up with my main line of advance (our heavies and the like) so if something sudden does crop up, I'm already in position to fire on it. I even off not a few enemy artillery that's higher tier than I am. I'm doing pretty good with artillery, now!
11.) I'm down to the wire. It's 12:30am, I got work in the morning, but I'm about 200xp away from getting that big fat gun. I play another round and it ends. 194xp. No prob, one more round will do it.
12.) "Server down: Scheduled maintenance". Fffffuuuuuuuu.... > Ok, ok... time to make the call. Do I stay up, even though I got to work in the morning? Do I go to sleep, wake up early, and do the last bit for my gun while I'm chugging the morning coffee? ...no, now that I think about it, odds are I'll still sleep through the alarm and not get the gun until after work today. Unacceptable!
13.) I watch a subtitled episode of Gaki no Tsukai ya Arahende! while I wait for the server to come up. (Youtube, silent library, ring any bells? That's these guys, and it's a tiny sample of their awesomeness)
14.) Server up! I join a match, do the skim milk thing against a heavy, and die in a few minutes. The match ends and I finally have the XP I need to get my gun. With considerable glee, I go into the research window and research the gun. Then I notice: Unassigned experience: 513. Ffffffuuuuuuuuuu...! Oh well. I got my gun.
15.) I slap that bad boy on the tank thinking to myself, "No more skim milk business, man. I'm about to go whole milk on their asses." I notice I get two round choices... they both look like identical types, but one is twice as expensive and merely has a different serial number on it. The heck? Then I see the damage / penetration numbers. Hrmmm! I buy the more expensive ammo and go into a match.
16.) It's that desert map with the creek in the middle and the town on the other side. I'm on the "higher" side of the map. I set up in what I think is a good spot, and start muttering to myself, waiting for a target. Nothing comes. I say to a teammate, "Got my 127mm gun finally. This thing's so powerful, that when I fire it, every nun in the world will miscarry."
17.) Fat tank, fat tank! It's not a heavy, but a medium, but I'm not feeling picky at the moment. "This is the last match I'll do tonight, since I got work in the morning." I think to myself. I fire and hit. I take more than half the life off the tank and my jaw drops.
18.) Fatty! There's a heavy tank! Is it going to be skim milk, or whole milk? I fire and hit. Not 2% damage this time, not the 6% or 8% I was hoping for, but I peel off a respectable 12%! Whole milk, baby! With extra vitamin freakin' D. I survive the match, getting a handful of kill shots, and doing a very pleasing amount of damage to the heavies. The match ends and I net about 400xp and 5k in cash. My jaw drops again.
19.) Then I see that the ammo reload is going to cost me 2,000. Hrm.
20.) I queue up for the last match of the night. Work in the morning and all. And I mutter to myself, "Need more material for day three..."
21.) It's that vaguely urban map that's all forested, a railroad track down the middle but not quite center, with just trees on the other side. That smaller map, you know the one. I peel off into the tree side of things, set up in a good spot, and start sending out 127mm sized chunks of how's-your-father? Nothing real notable happens and the match ends with a win for us.
22.) I queue up for the last match of the night, and this one's the open map with the track on the left and the road on the right. Or vice versa. My memory's lousy today due to lack of sleep. Anyways, I did here like I always do, I advanced up the middle and fire at the edges of the map. This goes well, until enemy arty kills me. There was no enemy arty firing on me the last map, and I'd gotten lazy.
23.) I queue up for another round and it's that one map, where there's a shoreline or something in the west, and small towns in the east. I'm starting in the north, and I drive up to that elevated little shelf and set up shop there. Before long I note that arty is spattering the places I'm firing from (I remember to jink back and forth this time!), and I start trying to find out where he's shooting from. We trade shots for a while, but then he correctly guesses that which direction I went this time and zaps me on a blind shot. Gah.
24.) I'm just about to queue up for another match before I notice it's around 3am and I gotta be AT work in six hours.
So that was day three. I learned a heck of a lot about artillery, and it isn't nowhere near as easy as it looks. Light tanks are my nemesis, and they know it. Enemy artillery is always watching for me, and I have to act as if every gun in the world is firing at my spot every time I take a shot. I'm also earning more money than I've ever been, so I might just keep working at artillery for now, and use that to help boost me up the tank killer tree, as well. I understand artillery now. It's not an easy button, it's not god mode, none of that. But it is a great way to get hits without the travel time, and all for the low low cost of tons of frustration and the indignity of being helpless against light tanks with a clue.
A Look to the Future said:
Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
1) - Fixed the ability of a tank to raise an already-fallen tree. (WoT finally won its war vs Mother Nature and the miracle trees!)
2) - Lowered the chance of damaging the gun when it is hit.
3) - Increased ammo capacity for 2mm gun on the tank M2 Lt.
4) - HE damage lowered, for internal modules, except for crew members, for shells which are exploded on the armor of a tank.
5) - Removed the ability of any HE to damage internal modules except for crew members, for shells which are exploded near a tank.
6) - Fixed the incorrect tank scale in the garage.
7) - Chance of hitting a crew member is lowered.
Archive of past Newsletter information.
1) Further Details on Soft wipe See "Hot Topic" Section in Newsletter Volume #2
2) Currently in testing sneak peak at US changes. "Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, lowered the influence of turret traverse on dispersion.
- Gun 105mm_Howitzer_M2A: -15% aiming time. - Gun 105mm_Howitzer_M2A: -15% aiming time, penetration of HE 60->53 - M7 Priest: 105mm_Howitzer_M - reload time decreased 13.95->11.76"
3) Currently in testing sneak peak at German changes. "- VK4502: mantle armor for stock turret 120->160mm, mantle armor for top turret 120->180mm.
- Tiger II: mantle armor for top turret 65->100.- 150mm_sFH18_L30 (Hummel): decreased dispersion 0.4->0.37"
4) Farming improvements for many WoT residents "- Fixes for some fences "
5) Fixed FPS drops during rendering of track-prints.
6) Clicking on "Apply" button in the window service now replenishes munitions and consumables, and repair the tank for one-click.
7) 2 New maps Named El-Halluf and Ruinberg (See Pics of the Week section for images)
1) US Heavy Tier 7-10 Adjustments. Weapon Changes (120mm_Gun_T53: aiming time 3.0->2.4, increased accuracy during movement and turret traverse.
155mm_Gun_T7: aiming time 3.0->2.7, increased accuracy during movement and turret traverse.) Armor Adjustments (T29, Т30, Т32, Т34: fixed error with discrepancy between displayed and actual armor of the hull. Actual armor decreased by 20%) Other Adjustments in testing.
2) Light Tanks, There are improvements coming for Scouts. A few examples full list to come. (BT-2: decreased visibility in movement, by 6% reduced influence of movement and turning on dispersion.
BT-7: decreased visibility during movement and rest, improved passability on medium grounds, by 4% reduced influence of movement and turning on dispersion, view range of the top turret increased by 15 meters.)
3) Medium Tanks, There are improvements coming for Medium Tanks. A few examples full list to come. (PzIII: reduced visibility during movement, by 5% reduced influence of movement and turns on dispersion. Pz III/IV: 5% improvement pass-ability on medium grounds, 8% decreased reduced influence of movement and turns on dispersion. Т-43: by 9% reduced influence of movement and turning on dispersion. Т-44: by 5% reduced influence of movement and turning on dispersion.)
4) New Maps, We should see 2 new maps Early/Mid December, One Desert Map, One City Map.
5) Tier 9 Medium Tanks, US, German, and Russian Tier 9 Mediums. Current time frame end of December/Early January. See "Pictures of the Week" for a sneak peak.
6) Coming Patch Times, Patch 0.6.2 (2 new Maps, Team Mode "15vs15" and Match Making Re-balancing) Early/Mid December, Patch 0.6.3 (New Vehicles Tier 9 Mediums possibly more tanks)
7) US Tech Tree, Adjustments to US Tech Tree. 105mm Howitzers will be available for M6, T1 Heavy, M4A3E8 (Easy 8).
8) Clans, In game Clan formation, 100 members, Clan creation will have a small one time gold cost. Subject to change Date coming soon.
9) EU Server Cluster, Server up Early/Mid December.
10) Soft Wipe, We should see a soft wipe with the EU server coming online.
Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
Tier 9 Soviet TD with BL-10 gun
http://img528.images...2/object704.jpg
Panther II
http://img689.images...10/shot038o.jpg
T-54 and map El Halluf
http://img25.imagesh...39/shot049e.jpg
http://img443.images...99/shot048u.jpg
http://img403.images...020/shot045.jpg
http://img15.imagesh...81/shot047s.jpg
http://img507.images...4/shot045ag.jpg
http://img703.images...342/shot041.jpg
http://img543.images...07/shot0400.jpg
http://img213.images...21/shot039q.jpg
Geschutzwagen Tiger E-Series and map El Halluf
http://img607.images...05/shot0100.jpg
http://img413.images...2/shot009rv.jpg
http://img502.images...47/shot008r.jpg
http://img839.images...13/shot007u.jpg
http://img8.imagesha...66/shot006m.jpg
http://img263.images...88/shot005k.jpg
http://img703.images...7/shot00401.jpg
http://img263.images...87/shot002m.jpg
http://img593.images...71/shot003t.jpg
Preliminary French Tech Tree
http://downloads.wor...h_tree_full(eng)_for_book.jpg
Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.
http://loltraktor.th...85243466178.png
Joe & Hans By Breyd1971 (TankBusters)
http://i6eqeg.bay.li...mic4.png?psid=1
Stories from the Front said:
Diary of Unteroffizier Meister By: ElcomeSoft Link to Author's site
Much maligned Malinovka
Date: 02 December 2010 10:32:17 UTC
Tank: JagdPanther
Designation: 'Feuerschutz'
Crew: Unteroffizier Meister (Commander), Unteroffizier Muiziere (Gunner), Unteroffizier Meindl (Driver), Gefreiter Fischböck (Radio), Unteroffizier Pellengahr (Loader).
We lay in wait for an enemy advance...
We expected a mix of tanks, no artillery which pleased our crew no end. Those high explosive shells of doom, though random in their dispersal, could be devastating if they came down nearby. More than once in our long career have our tanks, Feuerschutz included, suffered track damage at the hands of an SPG shell landing a little too close for comfort. Whether debris is caught in our tracks, wheels bent or just the ground has been made less than ideal for even a tank, the outcome is never pretty.
The scouts that went out early this morning reported several super heavies heading towards us. We hadn't heard from them in several hours. That meant they were observing radio silence... or they had... As it turned out, our scouts encountered a little bit of enemy fire and suffered various bits of damage to their engines, transmission systems of some sort and had to abandon their tanks. We picked them up several days later as we swept through the area.
Our defense was sound. Tank Destroyers hidden in the bushes and several heavy tanks went hull down, exposing only their thickest front turret armour, in whatr remained of some buildings. We had a clear view of the battlefield in front of us and could see our carefully made choke points ahead, ready for the slaughter.
Their light and medium vehicles made a push. We let them through the chokepoints until they had seperated from their heavy tank backup and select units lit them up. It was a massacre and several carcasses were left smouldering after just a few minutes. None of their advanced party lived to tell the tale to others and I doubt they managed to squeeze out a message before they met their demise.
Our front line fell back into secondary defensive positions to help make sure the enemy heavy tanks did not spot them. Having one of the larger barrels on the field, Feuerschutz stayed put, not having fired at any incoming tanks.
It was a long wait before their heavy tanks came into view and we gave them hell. With military precision, every gun fired simultaneously and we watched shell after shell being fired towards the enemy positions, kicking up dirt and biting into cold steel. It was a sight to behold and we almost let it slip from our grasp....
The enemy had flanked us and already taken out several tanks who were oblivious to the new threat... our well planned massacre had been executed to perfection.. but they were on the very edge of creating a massacre of their own.
As our flank fell, the enemy distraction through the centre faltered and was mopped up by our forces. The main crux of our force, now free to turn towards our exposed flank managed to return fire on the enemy ambush.
Some brutal fighting ensued. It is not an ideal situation for a JagdPanther to be in. We excel in killing but make for an easy target if we lose support. Fortunately our experienced comrades realised this pushed their KoenigsTigers around our flanks to give us all the protection we needed.
The details of such swift and decisive battles merge together into a blur and to try and describe what really happened is impossible. Suffice to say that despite the enemy turning our tactical advantage into a disadvantage with a clever flanking push, we crushed them to the very last tank.
Feuerschutz came out unscathed from this battle. Several minor dents where the weaker enemy shells bounced off out front glacis and some paint scorched off by what looks like a high explosive round, nothing that will keep us out of action for long.
The mechanics tell me that we should expect some minor tweaks to the tank in a couple of weeks. Maybe some engine tuning and sight tweaks direct from the boffins at HQ. Any improvement is welcome... but I wish they would find something better to feed us....
Tank Skin of the Week said: This weeks random featured Tank skin is by "Hangman4358"
Desert Tiger
http://i64.photobuck...an4358/t1s2.jpg
http://i64.photobuck...an4358/t1f2.jpg
http://i64.photobuck...an4358/t1b3.jpg
Community Driven Events said:
Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historical battles Link
http://i205.photobuc...rinW/No6new.jpg
Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic
Also seeking a Writer for articles based around the idea of "Tourist Guide to WoT Maps" Basically written as a silly badly done tourist guide
Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.
Link on message: #270388
Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!
MrVic:


News Headlines said: Tankopedia!!! News Link Details
M3 Lee Renders Available Link for Details
French Armor to Invade World of Tanks Link for Details
Technical Director Mike Zhivets about WoT Link to Article
MMOSITE Readers Choice awards 2010 (Cast your votes!) News Link Details
MrVic:


Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic
MrVic:


Hot Topic of the Week said: Preliminary Discussion v.0.6.2 !
Link to Discussion Thread
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.
MrVic:


Fake Tip of the Week said: Tip: The Maus does have a thermal exhaust port, But you have to use the force to hit it.
MrVic:


Post of the Week: (Post by Whackjob) said: Day Three: My Pal Artie
1.) I finally have enough scratch to buy the (I think) tier 3 russian artillery, the SU-27 (number might be off). All right, I think, time to queue up a match and see what this bad boy can do!
2.) Hrm. Three red stripes. Fat tank, fat target! I think I get more money and XP by zapping these things.
3.) I suddenly remember that I'm supposed to hit SHIFT and see what happens. Next thing I know, I'm having bad flashbacks from when I was a year and a half old and being carried off by a hawk. Pretty neat! Much easier to plot shots this way, and with the dotted ring, I can better discern my artillery fan and dead zones.
4.) Fat tank, fat tank! I put the fatty tank right in the middle of the beaten zone oval and fire. The shot falls short and the tank doesn't even bother getting out of there. Hmmm.
5.) Shot away! This one falls short again. Is the oval off or something? A sharp eyed enemy artilleryman ends my initial experiment.
6.) Next round. It's that damn map with the mud fields with the island in the middle. Not a lot of cover, so I can do some good gunning here! We start at the top of the map. I have the team of horses pull my bomb wagon to the west to support the two heavies we've got going to cap our flag. I set up in a place I think can adequately cover both them and the center island. A heavy tank appears! I aim in on the island, behind cover from direct fire from that side, and do the SHIFT thing. I put him in the center of the oval and fire. HIT! What the... I don't even... 2% damage. Wonderful. All the work to get this thing and suddenly I find out, at the worst possible time, that I've somehow bought the skim milk of tanks. Before I can fire again, yet another sharp eye-d artilleryman aborts my experiment. My team loses.
7.) I'm brewing up another pot of coffee while I mull over what's been going on. I need to better place my shots, and I can't sit behind cover and fire in safety, because the enemy arty is waiting for just that. I need to adopt better tactics. Then it occurs to me... I'm treating the aiming oval like a two dimensional object. Of course! In a fit of comedic inspiration, I facepalm myself and spill coffee on my pants. My burnt junk will be a reminder of my failure to perceive the obvious.
8.) Next round. It's that delightfully open map with train tracks on one side, a road on the other, and bushes and the like in between. All open! The match starts and I advance forward, straight down the center, correctly anticipating all enemies to filter down either side. I get to just short of that rise in the middle, get behind a line of bushes, and rotate my tank so that forward-backward moves me laterally in respect to the enemy flag. I'll explain why here in a moment.
9.) First target! Fatty tank, and he isn't even moving! Now to try out my aiming theory out. I get put my oval down over the target so the leading edge of it touches the near side of the tank, with the rest of the oval going through and behind him. I fire and slam down on the W key. Hit! The skim milk tank takes another 2%. I get out of shift view just long enough to see counterfire from enemy artillery hit the spot I was just in. Dodge theory panned out, aiming theory panned out, alright. I'm on my way! I fire at a multitude of other targets and survive the round, garnering for myself three kill shots and a lot of damage overall (well, a lot more than I used to do).
10.) I spend the next couple of hours Getting the XP I need to get that tasty looking 127mm cannon for the skim milk tank. I'm also practicing fire-and-maneuver, and I learn to keep up with my main line of advance (our heavies and the like) so if something sudden does crop up, I'm already in position to fire on it. I even off not a few enemy artillery that's higher tier than I am. I'm doing pretty good with artillery, now!
11.) I'm down to the wire. It's 12:30am, I got work in the morning, but I'm about 200xp away from getting that big fat gun. I play another round and it ends. 194xp. No prob, one more round will do it.
12.) "Server down: Scheduled maintenance". Fffffuuuuuuuu.... > Ok, ok... time to make the call. Do I stay up, even though I got to work in the morning? Do I go to sleep, wake up early, and do the last bit for my gun while I'm chugging the morning coffee? ...no, now that I think about it, odds are I'll still sleep through the alarm and not get the gun until after work today. Unacceptable!
13.) I watch a subtitled episode of Gaki no Tsukai ya Arahende! while I wait for the server to come up. (Youtube, silent library, ring any bells? That's these guys, and it's a tiny sample of their awesomeness)
14.) Server up! I join a match, do the skim milk thing against a heavy, and die in a few minutes. The match ends and I finally have the XP I need to get my gun. With considerable glee, I go into the research window and research the gun. Then I notice: Unassigned experience: 513. Ffffffuuuuuuuuuu...! Oh well. I got my gun.
15.) I slap that bad boy on the tank thinking to myself, "No more skim milk business, man. I'm about to go whole milk on their asses." I notice I get two round choices... they both look like identical types, but one is twice as expensive and merely has a different serial number on it. The heck? Then I see the damage / penetration numbers. Hrmmm! I buy the more expensive ammo and go into a match.
16.) It's that desert map with the creek in the middle and the town on the other side. I'm on the "higher" side of the map. I set up in what I think is a good spot, and start muttering to myself, waiting for a target. Nothing comes. I say to a teammate, "Got my 127mm gun finally. This thing's so powerful, that when I fire it, every nun in the world will miscarry."
17.) Fat tank, fat tank! It's not a heavy, but a medium, but I'm not feeling picky at the moment. "This is the last match I'll do tonight, since I got work in the morning." I think to myself. I fire and hit. I take more than half the life off the tank and my jaw drops.
18.) Fatty! There's a heavy tank! Is it going to be skim milk, or whole milk? I fire and hit. Not 2% damage this time, not the 6% or 8% I was hoping for, but I peel off a respectable 12%! Whole milk, baby! With extra vitamin freakin' D. I survive the match, getting a handful of kill shots, and doing a very pleasing amount of damage to the heavies. The match ends and I net about 400xp and 5k in cash. My jaw drops again.
19.) Then I see that the ammo reload is going to cost me 2,000. Hrm.
20.) I queue up for the last match of the night. Work in the morning and all. And I mutter to myself, "Need more material for day three..."
21.) It's that vaguely urban map that's all forested, a railroad track down the middle but not quite center, with just trees on the other side. That smaller map, you know the one. I peel off into the tree side of things, set up in a good spot, and start sending out 127mm sized chunks of how's-your-father? Nothing real notable happens and the match ends with a win for us.
22.) I queue up for the last match of the night, and this one's the open map with the track on the left and the road on the right. Or vice versa. My memory's lousy today due to lack of sleep. Anyways, I did here like I always do, I advanced up the middle and fire at the edges of the map. This goes well, until enemy arty kills me. There was no enemy arty firing on me the last map, and I'd gotten lazy.
23.) I queue up for another round and it's that one map, where there's a shoreline or something in the west, and small towns in the east. I'm starting in the north, and I drive up to that elevated little shelf and set up shop there. Before long I note that arty is spattering the places I'm firing from (I remember to jink back and forth this time!), and I start trying to find out where he's shooting from. We trade shots for a while, but then he correctly guesses that which direction I went this time and zaps me on a blind shot. Gah.
24.) I'm just about to queue up for another match before I notice it's around 3am and I gotta be AT work in six hours.
So that was day three. I learned a heck of a lot about artillery, and it isn't nowhere near as easy as it looks. Light tanks are my nemesis, and they know it. Enemy artillery is always watching for me, and I have to act as if every gun in the world is firing at my spot every time I take a shot. I'm also earning more money than I've ever been, so I might just keep working at artillery for now, and use that to help boost me up the tank killer tree, as well. I understand artillery now. It's not an easy button, it's not god mode, none of that. But it is a great way to get hits without the travel time, and all for the low low cost of tons of frustration and the indignity of being helpless against light tanks with a clue.
MrVic:


A Look to the Future said:
Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
1) - Fixed the ability of a tank to raise an already-fallen tree. (WoT finally won its war vs Mother Nature and the miracle trees!)
2) - Lowered the chance of damaging the gun when it is hit.
3) - Increased ammo capacity for 2mm gun on the tank M2 Lt.
4) - HE damage lowered, for internal modules, except for crew members, for shells which are exploded on the armor of a tank.
5) - Removed the ability of any HE to damage internal modules except for crew members, for shells which are exploded near a tank.
6) - Fixed the incorrect tank scale in the garage.
7) - Chance of hitting a crew member is lowered.
Archive of past Newsletter information.
1) Further Details on Soft wipe See "Hot Topic" Section in Newsletter Volume #2
2) Currently in testing sneak peak at US changes. "Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, lowered the influence of turret traverse on dispersion.
- Gun 105mm_Howitzer_M2A: -15% aiming time. - Gun 105mm_Howitzer_M2A: -15% aiming time, penetration of HE 60->53 - M7 Priest: 105mm_Howitzer_M - reload time decreased 13.95->11.76"
3) Currently in testing sneak peak at German changes. "- VK4502: mantle armor for stock turret 120->160mm, mantle armor for top turret 120->180mm.
- Tiger II: mantle armor for top turret 65->100.- 150mm_sFH18_L30 (Hummel): decreased dispersion 0.4->0.37"
4) Farming improvements for many WoT residents "- Fixes for some fences "
5) Fixed FPS drops during rendering of track-prints.
6) Clicking on "Apply" button in the window service now replenishes munitions and consumables, and repair the tank for one-click.
7) 2 New maps Named El-Halluf and Ruinberg (See Pics of the Week section for images)
1) US Heavy Tier 7-10 Adjustments. Weapon Changes (120mm_Gun_T53: aiming time 3.0->2.4, increased accuracy during movement and turret traverse.
155mm_Gun_T7: aiming time 3.0->2.7, increased accuracy during movement and turret traverse.) Armor Adjustments (T29, Т30, Т32, Т34: fixed error with discrepancy between displayed and actual armor of the hull. Actual armor decreased by 20%) Other Adjustments in testing.
2) Light Tanks, There are improvements coming for Scouts. A few examples full list to come. (BT-2: decreased visibility in movement, by 6% reduced influence of movement and turning on dispersion.
BT-7: decreased visibility during movement and rest, improved passability on medium grounds, by 4% reduced influence of movement and turning on dispersion, view range of the top turret increased by 15 meters.)
3) Medium Tanks, There are improvements coming for Medium Tanks. A few examples full list to come. (PzIII: reduced visibility during movement, by 5% reduced influence of movement and turns on dispersion. Pz III/IV: 5% improvement pass-ability on medium grounds, 8% decreased reduced influence of movement and turns on dispersion. Т-43: by 9% reduced influence of movement and turning on dispersion. Т-44: by 5% reduced influence of movement and turning on dispersion.)
4) New Maps, We should see 2 new maps Early/Mid December, One Desert Map, One City Map.
5) Tier 9 Medium Tanks, US, German, and Russian Tier 9 Mediums. Current time frame end of December/Early January. See "Pictures of the Week" for a sneak peak.
6) Coming Patch Times, Patch 0.6.2 (2 new Maps, Team Mode "15vs15" and Match Making Re-balancing) Early/Mid December, Patch 0.6.3 (New Vehicles Tier 9 Mediums possibly more tanks)
7) US Tech Tree, Adjustments to US Tech Tree. 105mm Howitzers will be available for M6, T1 Heavy, M4A3E8 (Easy 8).
8) Clans, In game Clan formation, 100 members, Clan creation will have a small one time gold cost. Subject to change Date coming soon.
9) EU Server Cluster, Server up Early/Mid December.

10) Soft Wipe, We should see a soft wipe with the EU server coming online.
MrVic:
10) Soft Wipe, We should see a soft wipe with the EU server coming online.
http://img821.images...99/picsweek.png
10) Soft Wipe, We should see a soft wipe with the EU server coming online.
http://img821.images...99/picsweek.png
Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
Tier 9 Soviet TD with BL-10 gun
http://img528.images...2/object704.jpg
Panther II
http://img689.images...10/shot038o.jpg
T-54 and map El Halluf
http://img25.imagesh...39/shot049e.jpg
http://img443.images...99/shot048u.jpg
http://img403.images...020/shot045.jpg
http://img15.imagesh...81/shot047s.jpg
http://img507.images...4/shot045ag.jpg
http://img703.images...342/shot041.jpg
http://img543.images...07/shot0400.jpg
http://img213.images...21/shot039q.jpg
Geschutzwagen Tiger E-Series and map El Halluf
http://img607.images...05/shot0100.jpg
http://img413.images...2/shot009rv.jpg
http://img502.images...47/shot008r.jpg
http://img839.images...13/shot007u.jpg
http://img8.imagesha...66/shot006m.jpg
http://img263.images...88/shot005k.jpg
http://img703.images...7/shot00401.jpg
http://img263.images...87/shot002m.jpg
http://img593.images...71/shot003t.jpg
Preliminary French Tech Tree
http://downloads.wor...h_tree_full(eng)_for_book.jpg
MrVic:
Panther II
http://img689.images...10/shot038o.jpg
T-54 and map El Halluf
http://img25.imagesh...39/shot049e.jpg
http://img443.images...99/shot048u.jpg
http://img403.images...020/shot045.jpg
http://img15.imagesh...81/shot047s.jpg
http://img507.images...4/shot045ag.jpg
http://img703.images...342/shot041.jpg
http://img543.images...07/shot0400.jpg
http://img213.images...21/shot039q.jpg
Geschutzwagen Tiger E-Series and map El Halluf
http://img607.images...05/shot0100.jpg
http://img413.images...2/shot009rv.jpg
http://img502.images...47/shot008r.jpg
http://img839.images...13/shot007u.jpg
http://img8.imagesha...66/shot006m.jpg
http://img263.images...88/shot005k.jpg
http://img703.images...7/shot00401.jpg
http://img263.images...87/shot002m.jpg
http://img593.images...71/shot003t.jpg
Preliminary French Tech Tree
http://downloads.wor...h_tree_full(eng)_for_book.jpg
http://img821.images...6226/comicd.png
Panther II
http://img689.images...10/shot038o.jpg
T-54 and map El Halluf
http://img25.imagesh...39/shot049e.jpg
http://img443.images...99/shot048u.jpg
http://img403.images...020/shot045.jpg
http://img15.imagesh...81/shot047s.jpg
http://img507.images...4/shot045ag.jpg
http://img703.images...342/shot041.jpg
http://img543.images...07/shot0400.jpg
http://img213.images...21/shot039q.jpg
Geschutzwagen Tiger E-Series and map El Halluf
http://img607.images...05/shot0100.jpg
http://img413.images...2/shot009rv.jpg
http://img502.images...47/shot008r.jpg
http://img839.images...13/shot007u.jpg
http://img8.imagesha...66/shot006m.jpg
http://img263.images...88/shot005k.jpg
http://img703.images...7/shot00401.jpg
http://img263.images...87/shot002m.jpg
http://img593.images...71/shot003t.jpg
Preliminary French Tech Tree
http://downloads.wor...h_tree_full(eng)_for_book.jpg
http://img821.images...6226/comicd.png
Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.
http://loltraktor.th...85243466178.png
Joe & Hans By Breyd1971 (TankBusters)
http://i6eqeg.bay.li...mic4.png?psid=1
Stories from the Front said:
Diary of Unteroffizier Meister By: ElcomeSoft Link to Author's site
Much maligned Malinovka
Date: 02 December 2010 10:32:17 UTC
Tank: JagdPanther
Designation: 'Feuerschutz'
Crew: Unteroffizier Meister (Commander), Unteroffizier Muiziere (Gunner), Unteroffizier Meindl (Driver), Gefreiter Fischböck (Radio), Unteroffizier Pellengahr (Loader).
We lay in wait for an enemy advance...
We expected a mix of tanks, no artillery which pleased our crew no end. Those high explosive shells of doom, though random in their dispersal, could be devastating if they came down nearby. More than once in our long career have our tanks, Feuerschutz included, suffered track damage at the hands of an SPG shell landing a little too close for comfort. Whether debris is caught in our tracks, wheels bent or just the ground has been made less than ideal for even a tank, the outcome is never pretty.
The scouts that went out early this morning reported several super heavies heading towards us. We hadn't heard from them in several hours. That meant they were observing radio silence... or they had... As it turned out, our scouts encountered a little bit of enemy fire and suffered various bits of damage to their engines, transmission systems of some sort and had to abandon their tanks. We picked them up several days later as we swept through the area.
Our defense was sound. Tank Destroyers hidden in the bushes and several heavy tanks went hull down, exposing only their thickest front turret armour, in whatr remained of some buildings. We had a clear view of the battlefield in front of us and could see our carefully made choke points ahead, ready for the slaughter.
Their light and medium vehicles made a push. We let them through the chokepoints until they had seperated from their heavy tank backup and select units lit them up. It was a massacre and several carcasses were left smouldering after just a few minutes. None of their advanced party lived to tell the tale to others and I doubt they managed to squeeze out a message before they met their demise.
Our front line fell back into secondary defensive positions to help make sure the enemy heavy tanks did not spot them. Having one of the larger barrels on the field, Feuerschutz stayed put, not having fired at any incoming tanks.
It was a long wait before their heavy tanks came into view and we gave them hell. With military precision, every gun fired simultaneously and we watched shell after shell being fired towards the enemy positions, kicking up dirt and biting into cold steel. It was a sight to behold and we almost let it slip from our grasp....
The enemy had flanked us and already taken out several tanks who were oblivious to the new threat... our well planned massacre had been executed to perfection.. but they were on the very edge of creating a massacre of their own.
As our flank fell, the enemy distraction through the centre faltered and was mopped up by our forces. The main crux of our force, now free to turn towards our exposed flank managed to return fire on the enemy ambush.
Some brutal fighting ensued. It is not an ideal situation for a JagdPanther to be in. We excel in killing but make for an easy target if we lose support. Fortunately our experienced comrades realised this pushed their KoenigsTigers around our flanks to give us all the protection we needed.
The details of such swift and decisive battles merge together into a blur and to try and describe what really happened is impossible. Suffice to say that despite the enemy turning our tactical advantage into a disadvantage with a clever flanking push, we crushed them to the very last tank.
Feuerschutz came out unscathed from this battle. Several minor dents where the weaker enemy shells bounced off out front glacis and some paint scorched off by what looks like a high explosive round, nothing that will keep us out of action for long.
The mechanics tell me that we should expect some minor tweaks to the tank in a couple of weeks. Maybe some engine tuning and sight tweaks direct from the boffins at HQ. Any improvement is welcome... but I wish they would find something better to feed us....
MrVic:


Tank Skin of the Week said: This weeks random featured Tank skin is by "Hangman4358"
Desert Tiger
http://i64.photobuck...an4358/t1s2.jpg
http://i64.photobuck...an4358/t1f2.jpg
http://i64.photobuck...an4358/t1b3.jpg
MrVic:


Community Driven Events said:
Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historical battles Link
http://i205.photobuc...rinW/No6new.jpg
MrVic:


Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic
Also seeking a Writer for articles based around the idea of "Tourist Guide to WoT Maps" Basically written as a silly badly done tourist guide

Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.
MrVic:
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #2
Link on message: #270386
chemicalade, on 03 December 2010 - 07:43 PM, said: That sounds far too sinister... I have visions of seeing my tanks
at the bottom of a lake with concrete boots on when I login after
wipe... 

Link on message: #270386


MrVic: Haha, no that would have to be for Celebrating the anniversary of
the God Father Movie.... 

Subject: WoT Newsletter Volume #2
Link on message: #270386
chemicalade, on Dec 03 2010 - 18:43, said: That sounds far too sinister... I have visions of seeing my tanks
at the bottom of a lake with concrete boots on when I login after
wipe... 
Link on message: #270386


MrVic:
Haha, no that would have to be for Celebrating the anniversary of the God Father Movie....
Haha, no that would have to be for Celebrating the anniversary of the God Father Movie....

Subject:
Archives\Junkyard\Being Get Sick Of Communist Bussiness !
Link on message: #270336

Link on message: #270336
MrVic: Closing.
As I am not fully in access to all you mention. Your screen shots show a team mate speaking only to your team (not the enemies) as to your location.
Green text = only your team can see it. White text = all can see it.
As for you destroying him Yes you violated the rules you were placed on a ban for it.
As for him damaging your teammates, the logs of the battle would be checked and he will be dealt with accordingly.
Sadly you just reported yourself at the same time was all
Thanks MrVic
As I am not fully in access to all you mention. Your screen shots show a team mate speaking only to your team (not the enemies) as to your location.
Green text = only your team can see it. White text = all can see it.
As for you destroying him Yes you violated the rules you were placed on a ban for it.
As for him damaging your teammates, the logs of the battle would be checked and he will be dealt with accordingly.
Sadly you just reported yourself at the same time was all

Thanks MrVic
Subject:
Archives\Junkyard\Does The Russian Govt Have Imput On The Game?
Link on message: #270331

Link on message: #270331
MrVic: Closing Serves no purpose tho was entertaining at some points


Subject:
Off-Topic Discussion\Off-Topic\Why Is-4 It'S So Op.
Link on message: #270180

Link on message: #270180
ARGO: There's a reason there are craters on the moon......Even an IS4 can
over shoot a tank.
Also it wasn't a meteor that killed off the dinosaurs, it was an IS4.
Also it wasn't a meteor that killed off the dinosaurs, it was an IS4.
Subject:
Contests & Competitions\Contests\Best Comics Contest
Link on message: #269963

Link on message: #269963
ARGO: Ok, here is my entry....
There once was Yank named Hank
Who TKs in his Sherman tank
He pulled it in Prussia then tried it in Russia
but got banned and lost two steps in rank
There once was Yank named Hank
Who TKs in his Sherman tank
He pulled it in Prussia then tried it in Russia
but got banned and lost two steps in rank
Subject:
Archives\Beta\Red Marketd Crew?
Link on message: #269878

Link on message: #269878
ARGO: It means they will gain nothing until you have retrained them. Also
your tanks overall performance will suffer too.
Subject:
Off-Topic Discussion\Off-Topic\The Magic Vending Machine!
Link on message: #269861

Link on message: #269861
ARGO: You get a lemon flavored Italian slushy
I put in a schnauzer
I put in a schnauzer
Subject:
Off-Topic Discussion\Off-Topic\Why Is-4 It'S So Op.
Link on message: #269810
Christiandes00, on 02 December 2010 - 11:49 PM, said: The IS-4 it's so powerful because his armor is in Mithril and
Developers are dwarves.
IS-4 it's Chuck Norris tank.
IS-4 generated the Big Bang with a shot of his 130mm.
IS-4 was worshipped as a God in the ancient Russia.
IS-4 killed Hitler.
IS-4 it's your father.
Behind his armor there isn't a crew. Just another IS-4.

Link on message: #269810

IS-4 it's Chuck Norris tank.
IS-4 generated the Big Bang with a shot of his 130mm.
IS-4 was worshipped as a God in the ancient Russia.
IS-4 killed Hitler.
IS-4 it's your father.
Behind his armor there isn't a crew. Just another IS-4.
ARGO: It's all true except the Chuck Norris part, I got Clint Easwood
driving mine: "So you got to ask yourself did he fire 23 or 24
shots...In all this excitment I seemed to have forgot, and seeing
this is an S-70 130mm Canon the most powerful tank cannon in WoT
and can blow your turret clean off, you have to ask your self...Do
I feel lucky?....Well do ya PUNK!!!!" 

Subject:
Archives\Beta\Best Comics Contest?
Link on message: #268962
SourKraut, on 03 December 2010 - 07:22 AM, said: Whats going on with the best comics contest. Theres no forum to
discuss this, Noting in the contest archive. How does one submit a
comic? And is this contest even going currently?

Link on message: #268962

MrVic: Its being sorted out. We should see its official start up thread
soon 

Subject:
Archives\Beta\'Civil disobedience'
Link on message: #268665
Steeltrap, on 03 December 2010 - 03:09 AM, said:
MrVic, on 03 December 2010 - 02:53 AM, said:
One thing to keep in mind it provides less data to help improve the
match making system. So in the end your slowing progress. Also some
changes are coming in the next patch 
Plus we still suffer from some of the issues of population size vs tier spread
That's one way of looking at it.
Another is they'll have a heap of data that says people are leaving games in droves, and lots of people will be talking about it on the forum.
Which one do you think will be more obvious?
I've already had a good conversation about it on a thread in 'Game guides and Tutorials' about matchmaking with Overlord and others (see http://forum.worldof...-making-system/).
I think they should try a simple 3-tier spread, other than tier 1:
1-2
2-3-4
3-4-5
4-5-6
5-6-7
6-7-8
7-8-9
8-9-10
I feel this way because it gives you a good chance of having some meaningful effect in any battle you fight, which is not necessarily what happens now.
I don't care about 'scout' stuff. I think it's a nonsense to cover another nonsense (see that thread above and others). Making some moving vehicles harder to see is piling another poor mechanic on top of it, and will have unintended consequences. That was mentioned in the discussion of the upcoming patch.
Don't get me wrong here. I know the Devs have a difficult task and, any appearances to the contrary, I'm trying to improve the game, not sabotage it.
MrVic, on 03 December 2010 - 02:53 AM, said: One thing to keep in mind it provides less data to help improve the
match making system. So in the end your slowing progress. Also some
changes are coming in the next patch 
Plus we still suffer from some of the issues of population size vs tier spread

Link on message: #268665



Plus we still suffer from some of the issues of population size vs tier spread

That's one way of looking at it.
Another is they'll have a heap of data that says people are leaving games in droves, and lots of people will be talking about it on the forum.
Which one do you think will be more obvious?
I've already had a good conversation about it on a thread in 'Game guides and Tutorials' about matchmaking with Overlord and others (see http://forum.worldof...-making-system/).
I think they should try a simple 3-tier spread, other than tier 1:
1-2
2-3-4
3-4-5
4-5-6
5-6-7
6-7-8
7-8-9
8-9-10
I feel this way because it gives you a good chance of having some meaningful effect in any battle you fight, which is not necessarily what happens now.
I don't care about 'scout' stuff. I think it's a nonsense to cover another nonsense (see that thread above and others). Making some moving vehicles harder to see is piling another poor mechanic on top of it, and will have unintended consequences. That was mentioned in the discussion of the upcoming patch.
Don't get me wrong here. I know the Devs have a difficult task and, any appearances to the contrary, I'm trying to improve the game, not sabotage it.
MrVic: That's one way of looking at it.
Another is they'll have a heap of data that says people are leaving games in droves, and lots of people will be talking about it on the forum.
Which one do you think will be more obvious?
I've already had a good conversation about it on a thread in 'Game guides and Tutorials' about matchmaking with Overlord and others (see http://forum.worldof...-making-system/).
I think they should try a simple 3-tier spread, other than tier 1:
1-2
2-3-4
3-4-5
4-5-6
5-6-7
6-7-8
7-8-9
8-9-10
I feel this way because it gives you a good chance of having some meaningful effect in any battle you fight, which is not necessarily what happens now.
I don't care about 'scout' stuff. I think it's a nonsense to cover another nonsense (see that thread above and others). Making some moving vehicles harder to see is piling another poor mechanic on top of it, and will have unintended consequences. That was mentioned in the discussion of the upcoming patch.
Don't get me wrong here. I know the Devs have a difficult task and, any appearances to the contrary, I'm trying to improve the game, not sabotage it.
Something thats known and well documented and officially been responded to... Doesn't need to be made more obvious
Basically it just slows the rate of
getting it fixed or dialed in to where they want it to be. Some
times its sucks but its all part of testing and we all get it time
to time 
Another is they'll have a heap of data that says people are leaving games in droves, and lots of people will be talking about it on the forum.
Which one do you think will be more obvious?
I've already had a good conversation about it on a thread in 'Game guides and Tutorials' about matchmaking with Overlord and others (see http://forum.worldof...-making-system/).
I think they should try a simple 3-tier spread, other than tier 1:
1-2
2-3-4
3-4-5
4-5-6
5-6-7
6-7-8
7-8-9
8-9-10
I feel this way because it gives you a good chance of having some meaningful effect in any battle you fight, which is not necessarily what happens now.
I don't care about 'scout' stuff. I think it's a nonsense to cover another nonsense (see that thread above and others). Making some moving vehicles harder to see is piling another poor mechanic on top of it, and will have unintended consequences. That was mentioned in the discussion of the upcoming patch.
Don't get me wrong here. I know the Devs have a difficult task and, any appearances to the contrary, I'm trying to improve the game, not sabotage it.
Something thats known and well documented and officially been responded to... Doesn't need to be made more obvious




Plus we still suffer from some of the issues of population size vs tier spread

MrVic:
Subject:
Archives\Beta\'Civil disobedience'
Link on message: #268628

Link on message: #268628
MrVic: One thing to keep in mind it provides less data to help improve the
match making system. So in the end your slowing progress. Also some
changes are coming in the next patch 
Plus we still suffer from some of the issues of population size vs tier spread

Plus we still suffer from some of the issues of population size vs tier spread

Subject:
In-Game Vehicles\Soviet Vehicles\Medium Tanks\T34 Captured Turret
Link on message: #268513
SourKraut, on 03 December 2010 - 01:03 AM, said:
MrVic, on 03 December 2010 - 01:01 AM, said:
Russians started adding them to new designs and retro fitting many
of their own tanks, Not sure if it was due to the captured ones or
if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Learn someting new everyday. Thank you.
MrVic, on 03 December 2010 - 01:01 AM, said: Russians started adding them to new designs and retro fitting many
of their own tanks, Not sure if it was due to the captured ones or
if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis

Link on message: #268513


Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Learn someting new everyday. Thank you.
MrVic: Learn someting new everyday. Thank you.
Always wondered tho if the idea truly came from German captured tanks or pre planned something that is near impossible to prove now days
Great observation tho!
Always wondered tho if the idea truly came from German captured tanks or pre planned something that is near impossible to prove now days


Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
MrVic:
Subject: T34 Captured Turret
Link on message: #268513
SourKraut, on Dec 03 2010 - 00:03, said:
MrVic, on Dec 03 2010 - 00:01, said: Russians
started adding them to new designs and retro fitting many of their
own tanks, Not sure if it was due to the captured ones
or if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Learn someting new everyday. Thank you.
MrVic, on Dec 03 2010 - 00:01, said: Russians started adding them to new designs and retro fitting many
of their own tanks, Not sure if it was due to the
captured ones or if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Link on message: #268513


Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Learn someting new everyday. Thank you.
MrVic: Learn someting new everyday. Thank you.
Always wondered tho if the idea truly came from German captured tanks or pre planned something that is near impossible to prove now days
Great observation tho!
Always wondered tho if the idea truly came from German captured tanks or pre planned something that is near impossible to prove now days


Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
MrVic:
Subject:
In-Game Vehicles\Soviet Vehicles\Medium Tanks\T34 Captured Turret
Link on message: #268473

Link on message: #268473
MrVic: Russians started adding them to new designs and retro fitting many
of their own tanks, Not sure if it was due to the captured ones or
if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Subject: T34 Captured Turret
Link on message: #268473
Link on message: #268473
MrVic: Russians started adding them to new designs and retro fitting many
of their own tanks, Not sure if it was due to the
captured ones or if it was a natural design progression.
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Many were added later tho by RU itself, But I think the it might of been in part to as you mentioned the refitted captured ones as the basis
Subject: when T44 will give some buff?
Link on message: #268251
HeroEnVec, on Dec 02 2010 - 18:47, said:
I read it all, there were various buffs and nerfs, but overall Overlord, what you guys have planned is going to kill the game.
Link on message: #268251

I read it all, there were various buffs and nerfs, but overall Overlord, what you guys have planned is going to kill the game.
Overlord:
We are killing it over and over again with every single update. It's not the first time I read this, figure, not the last one.
We are killing it over and over again with every single update. It's not the first time I read this, figure, not the last one.
Subject:
Archives\Junkyard\What if Germany had've invaded America?
Link on message: #268109
Kreb, on 02 December 2010 - 09:57 AM, said: No need for an invasion. If Europe, Asia and Africa is controlled
by Germany and Japan, and Germany would be able to put pressure on
south America, there would be nobody left to support the
US-economy. In such a scenario, Germany could economicaly starve
the US to death.

Link on message: #268109

ARGO: Starve a 1940s era USA to death? Hardly. The USA in the 40s was a
industrial powerhouse and the largest crop grower in the world as
well as an oil producer. At that time the US needed no one so any
kind of economic starvation attempt then would have only effected
every else BUT the US.
Subject:
Archives\Junkyard\World of Tanks Newsletter Volume #2
Link on message: #268088
GlennGreen, on 01 December 2010 - 11:44 PM, said:
VGA, on 01 December 2010 - 09:53 PM, said: You
don't have to buy any tank, you can do the research from the tech
tree directly !
(that confused me when I started playing, you should have figured it by now though, lol)
oh my god you are exactly right,
damn I'm embarrassed 
sorry for my stupidity everyone !
VGA, on 01 December 2010 - 09:53 PM, said: You don't have to buy any tank, you can do the research from the
tech tree directly !
(that confused me when I started playing, you should have figured it by now though, lol)

Link on message: #268088


(that confused me when I started playing, you should have figured it by now though, lol)


sorry for my stupidity everyone !
MrVic:
oh my god you are exactly right,
damn I'm embarrassed 
sorry for my stupidity everyone !
Happens we all have those weird things that we seem to miss or never realize. Actually that same question took a moment to sort out long ago for myself


sorry for my stupidity everyone !
Happens we all have those weird things that we seem to miss or never realize. Actually that same question took a moment to sort out long ago for myself


(that confused me when I started playing, you should have figured it by now though, lol)
MrVic:
Subject:
Archives\Beta\To all of you glory hounds
Link on message: #268083
gianlucad, on 21 October 2010 - 10:29 PM, said: Well, its kinda hard to cooperate when every battle is with random
players...

Link on message: #268083

ARGO: That's why communication is key.....
Subject:
Game Discussion\Gameplay Discussion\Let's discuss good sportsmanship
Link on message: #268075

Link on message: #268075
ARGO: Well one thing is for certain, Players must remember a "Team"
mentality meaning that there is more to the battle than just your
platoon. If you see another team mate being mauled get in there and
help him. To many times all I see is other players just watching to
see the outcome or going in one at a time to be pawned...
Subject:
Archives\Beta\Suggestions\Why not have premium tanks give free exp without paying gold?
Link on message: #267757

Link on message: #267757
ARGO: An elite tank is better than a premium because whatever it may be,
it's at least a better fighting vehicle and can do the same with
exp. But still Premiums should give free exp outright.
Subject:
Archives\Beta\Remember, we were all noobs once
Link on message: #267752
Ultramarine212, on 30 October 2010 - 10:57 AM, said: There's only one thing about this, most new players probably dont
even know that there IS a training mode.
Heck, i didnt even find out about it until i got my Panzer IV and a buddy in the platoon asked if i wanted to do some training with it.

Link on message: #267752

Heck, i didnt even find out about it until i got my Panzer IV and a buddy in the platoon asked if i wanted to do some training with it.
ARGO: Well we got a forum so maybe players who want to run one should
advertise times and dates for training.....
Subject:
Archives\Beta\This is a war game not a spectator sport
Link on message: #267748
tadadaa, on 20 October 2010 - 07:29 PM, said: most brilliant are the groups of 10 that go one side of the map
(left or right or whatever) and then sit there "sniping".
this way they don't attack nor defend. they are, practically, out of the game. priceless.

Link on message: #267748

this way they don't attack nor defend. they are, practically, out of the game. priceless.
ARGO: Or how about when your in a heavy traveling with 4 others you
happen to be leading and you go around a corner smack dab into half
a dozen tanks, you get tracked and slowly taken apart and your team
is still sitting around the corner watching and not assisting you
"in fear of arty" and then you start asking your arty for help but
they cant get a clean shot......NIIIIIICE!
Subject:
Off-Topic Discussion\Off-Topic\The Magic Vending Machine!
Link on message: #267697
arkhell, on 02 December 2010 - 04:27 PM, said:
Deathskyz, on 02 December 2010 - 01:53 PM,
said: You get World of Camping Tanks
I put in Mouse Trap
it gets crushed by a certain 180 tonne brick of metal....
i put in a LAPD police badge
Deathskyz, on 02 December 2010 - 01:53 PM, said: You get World of Camping Tanks
I put in Mouse Trap

Link on message: #267697


I put in Mouse Trap
it gets crushed by a certain 180 tonne brick of metal....
i put in a LAPD police badge
ARGO: it gets crushed by a certain 180 tonne brick of metal....
i put in a LAPD police badge
You get filmed commiting police brutality on CNN
I put in a Jack Russel Terrier
i put in a LAPD police badge
You get filmed commiting police brutality on CNN
I put in a Jack Russel Terrier

I put in Mouse Trap
ARGO:
Subject:
Archives\Junkyard\if beta ends
Link on message: #267671
theta0123, on 02 December 2010 - 11:31 AM, said: i personally look forward to this, starting from scratch. At least
now i wont make mistakes as i did in the past
also it will be a race towards the KV/Any tier 5 heavy and then dominate equal tier battles


Link on message: #267671

also it will be a race towards the KV/Any tier 5 heavy and then dominate equal tier battles



ARGO: Theta will finally have his beloved 107mm cannon again.....


Subject: when T44 will give some buff?
Link on message: #267410
Third, on Dec 02 2010 - 10:37, said: T44 I find underperform in the current metagame, so im looking
forward to the buffs in the new patchnotes and really dont expect
it to be OP beyond that point.
Link on message: #267410

Overlord:
Check the patch notes of 0.6.2.4
Check the patch notes of 0.6.2.4
Subject:
Archives\Junkyard\How do you feel about the devs handling of Nation balance?
Link on message: #266525
Overlord, on 02 December 2010 - 12:32 AM, said: Some of the changes didn't survive rough supertesting, some
(unfortunately) require more time and will be implemented in the
next update along with new tanks.

Link on message: #266525

MrVic: Thanks
Subject:
Archives\Junkyard\Ameri Nerf Rus Buff?
Link on message: #266508

Link on message: #266508
MrVic: Closing out current pre patch notes are being discussed in its own
thread.
Subject:
Archives\Junkyard\To all the coward pubbies who now camp for 15 minutes straight
Link on message: #266467

Link on message: #266467
MrVic: Closed Please try in the future to keep things a bit more civil
Subject:
Archives\Junkyard\v.0.6.2 preliminary discussion
Link on message: #266212
Quote T29 Specs:
6 man crew
Combat Weight: 70.75 tons
HULL
Upper Front: 174mm effective
Lower Front: 132mm effective
Front Sides: 76mm effective
Rear Sides: 51mm effective
Upper Rear: 52mm effective
Lower Rear: 40mm effective
Top: 38mm effective
Front Floor: 25mm effective
Rear Floor: 13mm effective
TURRET
Gun Shield: 203-279mm effective
Front: 206mm effective
Sides: 127mm effective
Rear: 102mm effective
Top: 38mm effective
105mm Gun T5E2
Loading: Manual (6 rds/min with 2 loaders)
Stablizer: None
Vision:
T143E1 Telescope
M10E5 Periscope
1 x .50 Caliber M2 HB Flexible AA on commanders hatch
2 x .50 Caliber M2 HB Coaxial
1 x .30 Caliber M1919A4 Bow Mount
Ammo Load:
63 Rounds 105mm
2420 rounds .50 Caliber
2500 rounds .30 caliber
Bat

Link on message: #266212
Quote T29 Specs:
6 man crew
Combat Weight: 70.75 tons
HULL
Upper Front: 174mm effective
Lower Front: 132mm effective
Front Sides: 76mm effective
Rear Sides: 51mm effective
Upper Rear: 52mm effective
Lower Rear: 40mm effective
Top: 38mm effective
Front Floor: 25mm effective
Rear Floor: 13mm effective
TURRET
Gun Shield: 203-279mm effective
Front: 206mm effective
Sides: 127mm effective
Rear: 102mm effective
Top: 38mm effective
105mm Gun T5E2
Loading: Manual (6 rds/min with 2 loaders)
Stablizer: None
Vision:
T143E1 Telescope
M10E5 Periscope
1 x .50 Caliber M2 HB Flexible AA on commanders hatch
2 x .50 Caliber M2 HB Coaxial
1 x .30 Caliber M1919A4 Bow Mount
Ammo Load:
63 Rounds 105mm
2420 rounds .50 Caliber
2500 rounds .30 caliber
Bat
MrVic: One thing to keep in mind Effective means square on shots vs armor
including its slopes. Basically many list data that is listed vs
sloped armor values then get copy and pasted and get confused.
102mm at a steep slope can be 280mm effective, but based on angle
of a real shot the effective armor thickness will drastically
increase or decrease.
Just something to keep in mind. 10mm of armor at 5 degrees has an effective thickness of 117mm as an example
Just something to keep in mind. 10mm of armor at 5 degrees has an effective thickness of 117mm as an example
Subject:
Fan Zone\Tank Skins\Can someone make a special IS4 skin for me?
Link on message: #265866
JAPANAIR, on 08 November 2010 - 05:28 PM, said: i hawe one in testig you wont it ??

Uploaded with

Link on message: #265866


Uploaded with
ARGO: That looks very close, I would leave the wheel cogs and gun barrel
just a shiny silver color but yes your definately on the right
track so don't give up....
Subject:
Archives\Beta\Necessity is the mother of invention
Link on message: #265684
theta0123, on 01 December 2010 - 06:00 PM, said: World war 2 made instant coffee highly popular.
Seriously, this is true. Before WW2, it wassent so popular, but during the war high vaccuum freeze dried technology was developed, wich made instant coffee better and much cheaper

Link on message: #265684

Seriously, this is true. Before WW2, it wassent so popular, but during the war high vaccuum freeze dried technology was developed, wich made instant coffee better and much cheaper
ARGO: Don't forget "Spam" as well. Another popular food from WW2 as well
as canning food too became popular.
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