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: Unable To Buy Unlocked Tank
Link on message: #11758864
gadget069, on Aug 09 2018 - 13:39, said: Yes I am. Ran the game in safe mode and that worked. Thanks
Link on message: #11758864
gadget069, on Aug 09 2018 - 13:39, said: Yes I am. Ran the game in safe mode and that worked. ThanksDomoSapien: This is always a great first resort for technical issues.
XVM is also a mod, after all 
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11758806
ShizuoYimato, on Aug 09 2018 - 17:01, said: felipe que pasa si algun miembro del equipo no puede
entrar el python.log por entrar a la batalla sin borrar el
archivo?
Link on message: #11758806
ShizuoYimato, on Aug 09 2018 - 17:01, said: felipe que pasa si algun miembro del equipo no puede
entrar el python.log por entrar a la batalla sin borrar el
archivo? Felipe6666Original: ¿Te referís a si no lo borró antes de que se realice el
torneo? Por esta vez, no pasa nada. ¡Saludos!
Subject: [Supertest] Nuevo "Fiordos" y nuevo mapa "Lillehammer"
Link on message: #11758790
Link on message: #11758790
Felipe6666Original: ¡Saludos, Comandantes! En el día de hoy, ingresan al
Supertest una nueva versión del mapa Fiordos y un prototipo de un
nuevo mapa llamado Lillehammer. Fiordos Imágenes





Nuestro objetivo es ajustar las zonas del centro y norte del mapa.
Queremos mejorar la jugabilidad en estas zonas sin alterar las
posiciones clave usuales y el diseño. Además, queremos hacer que
los los vehículos se distribuyan a lo largo del campo de batalla
para evitar que se concentren todos en la sección K5.
Rediseñaremos la zona de la cascada en la parte superior del mapa,
el lugar en donde suelen colisionar ambos equipos. Planeamos dar
más posibilidades al equipo del oeste: Agregaremos un nuevo
pasaje a la cascada entre las secciones A5 y A7. Será complicado
dipararle a larga distancia a los vehículos que utilicen este nuevo
pasaje, pero también les tomará más tiempo alcanzar la cascada.
Para que el ataque sea efectivo y logren ocupar la cascada, el
equipo oeste deberá atacar por A5-A7 y luego continuar por el
camino habitual de las secciones C6 y C7. Por este nuevo pasaje, el
equipo oeste recibirá una nueva posición defensiva (similar a la
del sector F8) en los sectores A5 y A6. Esta posición les permitirá
soportar el ataque del equipo enemigo si es que fallan en lograr el
control sobre la parte superior del mapa. Agregamos más objetos al
centro del mapa. No serán un obstáculo en el campo de batalla, pero
ofrecerá más lugares para protegerse una vez detectados y evitar la
destrucción inmediata. Las líneas C y D tendrán ahora más
posiciones. Por ejemplo, habrá un pozo que permitirá protegerse del
fuego enemigo luego de ser detectado en la parte superior del mapa.
La intención es que este nuevo elemento divida el espacio en el
campo de batalla, que solía ser muy abierto y peligroso para ambos
equipos. Ahora esta nueva característica hará que los combates se
desarrollen a larga distancia gracias a estas posiciones de
cobertura. La colina en la sección D6 será rediseñada. Será útil
como posición de disparo y detección pasiva. Además, será más
sencillo evitar el fuego enemigo una vez que sean detectados. La
sección B2 incorporará una posición similar a la de la sección J9
(la de la base ubicada en la península). Anteriormente, no podían
aprovecharse todas las posiciones defensivas. Sin embargo, la nueva
posición será relativamente pequeña y está muy expuesta al fuego
enemigo. Lillehammer Imágenes 











Sí, tiene un nombre
complicado incluso para un prototipo, pero quizás no vea nunca la
luz. La realidad es que depende de su opinión. Es solo un prototipo
y con su parecer definiremos su destino. Depende totalmente de
ustedes. Más que un prototipo, es un experimento. Queremos
evaular cómo se comportan los vehículos de World of Tanks en
espacios abiertos que no cuentan con un camino a a seguir definido
y cuyo escenario de batallo está estrictamente vinculado con las
diferencias de terreno. El mapa es de 1000x1000. Las bases
están puestas en posiciones poco comunes: en los sectores J2 y J9.
Estas posiciones beneficiarán a todos los tipos de vehículos: los
pesados y vehículos lentos en general no tendrán que esperar mucho
tiempo para enfrentarse a sus enemigos sobre la línea K. El resto
de los tipos de vehículos dispondrán de todo el mapa para encontrar
su lugar y evitar situaciones de disparo cercano contra vehículos
muy blindados. Así es como pretendemos que funcione: El
encuentro de pesados. El punto de encuentro de los pesados se ubica
sobre la línea K (a ambos lados). Hay dos túneles entre los
sectores K4 y K7. Son una buena defensa para el fuego de
artillería, una buena posición para angular el blindaje y también
para atacar al enemigo de frente. Todo para lo que fueron
concebidos los pesados. Sin embargo, esta parte del mapa no está
aislada: los túneles se dividen en dos con hay un espacio entre
ellos. Este espacio permite apoyar a los aliados que se encuentran
cerca del centro del campo de batalla. Si atacar de frente es muy
aburrido para ustedes, hay una posición oculta cerca del final de
los túneles: un lugar perfecto para maniobrar. Tomar el control de
esta parte les permitirá capturar la base enemiga o ayudar a sus
aliados en el centro. Pesados y medianos móviles. Estas bestias
ágiles puede batallar aprovechando su movilidad en la parte
superior del mapa. Las líneas A y B y esquinas en las columnas 5 y
6 cuentan con todo lo necesario para esta tarea. Las ubicaciones
son peligrosas, pero controlarlas les dará un abanico de opciones
para ocasionar daño. Sean audaces, pero cautelosos también. El
centro. Los tanques ligeros pueden sacar provecho de esta sección
para detectar enemigos. Los vehículos de soporte rápido pueden
acercarse a las posiciones enemigas desde aquí. Utilicen el agua
para ocupar la colina central ubicada en las secciones D5 y D6.
Esta posición es excelente como puesto de observación, pero es muy
peligrosa dado que hay una sola forma de llegar a ella, ¡y no tiene
un camino de regreso! La velocidad al transitar sobre el agua es
casi igual y esta posición es perfecta para vehículos rápidos.
Posiciones de antitanques. Los cazatanques clásicos pueden ocupar
las secciones J1, G3, E2 y D1 (las secciones simétricas
corresponden al otro equipo). De acuerdo a la posición que elijan,
pueden enfrentar al enemigo desde distintas direcciones.
Artillería. Este tipo de vehículo no podrá disparar de forma eficaz
si permanece en un solo lugar. Por el contrario, debe buscar
posiciones de tiro ventajosas y seguras. Tengan en cuenta que el
mapa es abierto y que los ligeros pueden detectarlos. Traten de
cambiar de posición constantemente. Si no siguen estas
recomendaciones, su cobertura no será muy efectiva que digamos. La
detección rápida trae consecuencias aparejadas. Como el mapa es
abierto, hay altas posibilidades de que sean detectados y
destruidos rápidamente. Esta es la característica principal, y
también la más complicada y controvertida, que queremos probar.
Todos los vehículos que se dirijan a la parte superior del mapa
corren el riesgo de recibir disparos en sus laterales. Crear
situaciones para dañar al enemigo en los promeros momentos de la
batalla y crear también situaciones para evitarlo es elemental en
nuestro juego. Lo mismo va para el combate cercano alrededor de una
roca o descender de una montaña a toda velocidad.
Incorporaremos los cambios hechos a Fiordos de acuerdo a los
resultados de las pruebas, pero ustedes decidirán el destino de
Lillehammer. Por favor, dejen sus opiniones sobre este nuevo
prototipo. Tomaremos en cuenta sus opiniones para qué camino
seguir. ¡Mucha suerte en sus batallas!





Nuestro objetivo es ajustar las zonas del centro y norte del mapa.
Queremos mejorar la jugabilidad en estas zonas sin alterar las
posiciones clave usuales y el diseño. Además, queremos hacer que
los los vehículos se distribuyan a lo largo del campo de batalla
para evitar que se concentren todos en la sección K5.
Rediseñaremos la zona de la cascada en la parte superior del mapa,
el lugar en donde suelen colisionar ambos equipos. Planeamos dar
más posibilidades al equipo del oeste: Agregaremos un nuevo
pasaje a la cascada entre las secciones A5 y A7. Será complicado
dipararle a larga distancia a los vehículos que utilicen este nuevo
pasaje, pero también les tomará más tiempo alcanzar la cascada.
Para que el ataque sea efectivo y logren ocupar la cascada, el
equipo oeste deberá atacar por A5-A7 y luego continuar por el
camino habitual de las secciones C6 y C7. Por este nuevo pasaje, el
equipo oeste recibirá una nueva posición defensiva (similar a la
del sector F8) en los sectores A5 y A6. Esta posición les permitirá
soportar el ataque del equipo enemigo si es que fallan en lograr el
control sobre la parte superior del mapa. Agregamos más objetos al
centro del mapa. No serán un obstáculo en el campo de batalla, pero
ofrecerá más lugares para protegerse una vez detectados y evitar la
destrucción inmediata. Las líneas C y D tendrán ahora más
posiciones. Por ejemplo, habrá un pozo que permitirá protegerse del
fuego enemigo luego de ser detectado en la parte superior del mapa.
La intención es que este nuevo elemento divida el espacio en el
campo de batalla, que solía ser muy abierto y peligroso para ambos
equipos. Ahora esta nueva característica hará que los combates se
desarrollen a larga distancia gracias a estas posiciones de
cobertura. La colina en la sección D6 será rediseñada. Será útil
como posición de disparo y detección pasiva. Además, será más
sencillo evitar el fuego enemigo una vez que sean detectados. La
sección B2 incorporará una posición similar a la de la sección J9
(la de la base ubicada en la península). Anteriormente, no podían
aprovecharse todas las posiciones defensivas. Sin embargo, la nueva
posición será relativamente pequeña y está muy expuesta al fuego
enemigo. Lillehammer Imágenes 











Sí, tiene un nombre
complicado incluso para un prototipo, pero quizás no vea nunca la
luz. La realidad es que depende de su opinión. Es solo un prototipo
y con su parecer definiremos su destino. Depende totalmente de
ustedes. Más que un prototipo, es un experimento. Queremos
evaular cómo se comportan los vehículos de World of Tanks en
espacios abiertos que no cuentan con un camino a a seguir definido
y cuyo escenario de batallo está estrictamente vinculado con las
diferencias de terreno. El mapa es de 1000x1000. Las bases
están puestas en posiciones poco comunes: en los sectores J2 y J9.
Estas posiciones beneficiarán a todos los tipos de vehículos: los
pesados y vehículos lentos en general no tendrán que esperar mucho
tiempo para enfrentarse a sus enemigos sobre la línea K. El resto
de los tipos de vehículos dispondrán de todo el mapa para encontrar
su lugar y evitar situaciones de disparo cercano contra vehículos
muy blindados. Así es como pretendemos que funcione: El
encuentro de pesados. El punto de encuentro de los pesados se ubica
sobre la línea K (a ambos lados). Hay dos túneles entre los
sectores K4 y K7. Son una buena defensa para el fuego de
artillería, una buena posición para angular el blindaje y también
para atacar al enemigo de frente. Todo para lo que fueron
concebidos los pesados. Sin embargo, esta parte del mapa no está
aislada: los túneles se dividen en dos con hay un espacio entre
ellos. Este espacio permite apoyar a los aliados que se encuentran
cerca del centro del campo de batalla. Si atacar de frente es muy
aburrido para ustedes, hay una posición oculta cerca del final de
los túneles: un lugar perfecto para maniobrar. Tomar el control de
esta parte les permitirá capturar la base enemiga o ayudar a sus
aliados en el centro. Pesados y medianos móviles. Estas bestias
ágiles puede batallar aprovechando su movilidad en la parte
superior del mapa. Las líneas A y B y esquinas en las columnas 5 y
6 cuentan con todo lo necesario para esta tarea. Las ubicaciones
son peligrosas, pero controlarlas les dará un abanico de opciones
para ocasionar daño. Sean audaces, pero cautelosos también. El
centro. Los tanques ligeros pueden sacar provecho de esta sección
para detectar enemigos. Los vehículos de soporte rápido pueden
acercarse a las posiciones enemigas desde aquí. Utilicen el agua
para ocupar la colina central ubicada en las secciones D5 y D6.
Esta posición es excelente como puesto de observación, pero es muy
peligrosa dado que hay una sola forma de llegar a ella, ¡y no tiene
un camino de regreso! La velocidad al transitar sobre el agua es
casi igual y esta posición es perfecta para vehículos rápidos.
Posiciones de antitanques. Los cazatanques clásicos pueden ocupar
las secciones J1, G3, E2 y D1 (las secciones simétricas
corresponden al otro equipo). De acuerdo a la posición que elijan,
pueden enfrentar al enemigo desde distintas direcciones.
Artillería. Este tipo de vehículo no podrá disparar de forma eficaz
si permanece en un solo lugar. Por el contrario, debe buscar
posiciones de tiro ventajosas y seguras. Tengan en cuenta que el
mapa es abierto y que los ligeros pueden detectarlos. Traten de
cambiar de posición constantemente. Si no siguen estas
recomendaciones, su cobertura no será muy efectiva que digamos. La
detección rápida trae consecuencias aparejadas. Como el mapa es
abierto, hay altas posibilidades de que sean detectados y
destruidos rápidamente. Esta es la característica principal, y
también la más complicada y controvertida, que queremos probar.
Todos los vehículos que se dirijan a la parte superior del mapa
corren el riesgo de recibir disparos en sus laterales. Crear
situaciones para dañar al enemigo en los promeros momentos de la
batalla y crear también situaciones para evitarlo es elemental en
nuestro juego. Lo mismo va para el combate cercano alrededor de una
roca o descender de una montaña a toda velocidad.
Incorporaremos los cambios hechos a Fiordos de acuerdo a los
resultados de las pruebas, pero ustedes decidirán el destino de
Lillehammer. Por favor, dejen sus opiniones sobre este nuevo
prototipo. Tomaremos en cuenta sus opiniones para qué camino
seguir. ¡Mucha suerte en sus batallas!
Subject: Torneios do Final de Semana #7
Link on message: #11758344
_FURY_666_, on Aug 09 2018 - 10:49, said: ainda sobre o torneio tier 5 x1 do qual participei e demorou quase
15 dias para vir o premio e ainda nao veio o premio correspondente
tirei terceiro lugar e ganhei reservas?? quando chegaram as
reservas achei que eram do torneio anterior(tier 8) que havia
jogado, alguem pode conferir e explicar por favor?w
General_NoB, on Aug 09 2018 - 13:06, said: Está dando o seguinte erro, "Operação temporariamente
indisponível.". O que tá acontecendo ? Por que não consigo criar
uma equipe?
Link on message: #11758344
_FURY_666_, on Aug 09 2018 - 10:49, said: ainda sobre o torneio tier 5 x1 do qual participei e demorou quase
15 dias para vir o premio e ainda nao veio o premio correspondente
tirei terceiro lugar e ganhei reservas?? quando chegaram as
reservas achei que eram do torneio anterior(tier 8) que havia
jogado, alguem pode conferir e explicar por favor?w MA77: Poderia me enviar o link da sua equipe no torneio que citou,
Fury?
General_NoB, on Aug 09 2018 - 13:06, said: Está dando o seguinte erro, "Operação temporariamente
indisponível.". O que tá acontecendo ? Por que não consigo criar
uma equipe?MA77: Está tentando com qual navegador, General? Poderia tentar
com outro?
Abraços!
Abraços!
Subject: [ ST ] New Map: Changes to Fjords
Link on message: #11758246
shinglefoot, on Aug 09 2018 - 08:15, said: They should fix Mannerheim line, I load in 30
seconds late on that map EVERY DAMN TIME... Anybody else
have this problem?
Nudnick, on Aug 09 2018 - 08:34, said: Same here.
Link on message: #11758246
shinglefoot, on Aug 09 2018 - 08:15, said: They should fix Mannerheim line, I load in 30
seconds late on that map EVERY DAMN TIME... Anybody else
have this problem?KRZYBooP:
Nudnick, on Aug 09 2018 - 08:34, said: Same here.KRZYBooP: That's a little weird for only one particular map to cause a
late spawn. Have you already submitted a ticket to our support
team?
Subject: [ ST ] New Map prototype: Lillehammer
Link on message: #11758226
Link on message: #11758226
KRZYBooP: Howdy! Apart from Fjords, we will test a new game prototype.
Although it already has a name, it may not proceed to release. It
all depends on your feedback. It is only the first prototype and
your opinion will define its fate.It’s totally up to you.The
prototype can be labeled experimental. We want to check how the
World of Tanks vehicles will behave on a spacious map where there
is no clearly defined directions and the battle scenario depends on
the terrain differences. The map size is 1000*1000.
The bases have atypical positions. They are
located at J2 and J9. Such a positon should help all the vehicle
classes: heavy armored and slow machines don’t waste much time
before meeting each other in the central squares of the K line.
Other classes have most of the map to find a place and avoid
situations when you have to engage in a close combat against an
armored opponent. Anyway, this is how we would like it to
be.


The heavy meetup. The meeting point of these
heavy buddies is located on the K line (on both sides of it). There
are two tunnels within the K4-K7 squares. They provide good defense
from the artillery fire, a possibility for armor-angling and an
opportunity to attack the enemy right ahead. All what a true
heavy gentleman needs. Still, this part of the map is far from
being isolated: the tunnels are split into two parts with a space
between them. This space allows to support allies that are close to
the center. If a straightforward attack is too boring for you,
there is a hiding located near the tunnels’ ends. A perfect place
to manoeuvre. Taking control over this part will allow you to
capture the enemy base or support the allies who fight close to the
center.
Mobile heavies and medium tanks. These
nimble beasts can partake in maneuverable battles in the top part
of the map: A and B lines as well as the squares in the 5 and 6
columns have all it takes for this kind of action. The locations
are dangerous enough, but having control over them will grant you
an array of opportunities to deal damage. Be brave, but cautious as
well. The center. Light tanks can use the location to spot the
enemies. The nimble support vehicles can actively approach enemy
positions. Use water to occupy the central cliff located in the
D5-D6 squares. The location makes for an excellent lookout, but it
is very dangerous as there is only one way to reach it and there is
no other way back. Important! The speed in water remains
pratctically the same and this part of the map is a perfect
location for swift vehicles. Tank destroyers positions. Classic
tank destroyers can occupy the J1, G3, E2, D1 squares (the
symmetrical squares will go for the other team). Depending on the
occupied position you can meet the opponent from different
directions.
Artillery. This vehicle type is deprived of
the possibility to fire effectively when remaining in one place.
Instead, it has to search for advantageous and secure firing points
just like other machines. Please bear in mind that the map is open
and the diligent enemy scouts can spot you. Change positions often.
This is a must to ensure an effective artillery performance on this
map.
The early spotting comes with strings
attached. As the map is open there are high chances to be easily
spotted and destroyed. It’s better to say it right away: this is
not a bug. It’s a feature and one of the most complicated and
controversial things we want to test. All vehicles moving to the
top part of the map risk to getting their sides riddled with
shells. Creating possibilities to damage the enemy during the first
moments of the battle and creating the ability to avoid are
indispensable elements of our game. Just like close combat around a
stone or rolling over the hill.The Fjords updates will be put into
action depending on the test results. It is for you to decide on
the future of “Lillehammer”. Please share your feedback regarding
this new game prototype. We will collect the reviews and understand
whether we are on the right track or not.Stay tuned and good luck
on the battlefield!
The bases have atypical positions. They are
located at J2 and J9. Such a positon should help all the vehicle
classes: heavy armored and slow machines don’t waste much time
before meeting each other in the central squares of the K line.
Other classes have most of the map to find a place and avoid
situations when you have to engage in a close combat against an
armored opponent. Anyway, this is how we would like it to
be.


The heavy meetup. The meeting point of these
heavy buddies is located on the K line (on both sides of it). There
are two tunnels within the K4-K7 squares. They provide good defense
from the artillery fire, a possibility for armor-angling and an
opportunity to attack the enemy right ahead. All what a true
heavy gentleman needs. Still, this part of the map is far from
being isolated: the tunnels are split into two parts with a space
between them. This space allows to support allies that are close to
the center. If a straightforward attack is too boring for you,
there is a hiding located near the tunnels’ ends. A perfect place
to manoeuvre. Taking control over this part will allow you to
capture the enemy base or support the allies who fight close to the
center.
Mobile heavies and medium tanks. These
nimble beasts can partake in maneuverable battles in the top part
of the map: A and B lines as well as the squares in the 5 and 6
columns have all it takes for this kind of action. The locations
are dangerous enough, but having control over them will grant you
an array of opportunities to deal damage. Be brave, but cautious as
well. The center. Light tanks can use the location to spot the
enemies. The nimble support vehicles can actively approach enemy
positions. Use water to occupy the central cliff located in the
D5-D6 squares. The location makes for an excellent lookout, but it
is very dangerous as there is only one way to reach it and there is
no other way back. Important! The speed in water remains
pratctically the same and this part of the map is a perfect
location for swift vehicles. Tank destroyers positions. Classic
tank destroyers can occupy the J1, G3, E2, D1 squares (the
symmetrical squares will go for the other team). Depending on the
occupied position you can meet the opponent from different
directions.
Artillery. This vehicle type is deprived of
the possibility to fire effectively when remaining in one place.
Instead, it has to search for advantageous and secure firing points
just like other machines. Please bear in mind that the map is open
and the diligent enemy scouts can spot you. Change positions often.
This is a must to ensure an effective artillery performance on this
map.
The early spotting comes with strings
attached. As the map is open there are high chances to be easily
spotted and destroyed. It’s better to say it right away: this is
not a bug. It’s a feature and one of the most complicated and
controversial things we want to test. All vehicles moving to the
top part of the map risk to getting their sides riddled with
shells. Creating possibilities to damage the enemy during the first
moments of the battle and creating the ability to avoid are
indispensable elements of our game. Just like close combat around a
stone or rolling over the hill.The Fjords updates will be put into
action depending on the test results. It is for you to decide on
the future of “Lillehammer”. Please share your feedback regarding
this new game prototype. We will collect the reviews and understand
whether we are on the right track or not.Stay tuned and good luck
on the battlefield!
Subject: [Superteste] Novo Modo Protótipo de Jogo: "Lillehammer"
Link on message: #11758214
Link on message: #11758214
MA77: Embora já tenha um nome, ele poderá não ser lançado. Tudo depende
do seu feedback. É apenas o primeiro protótipo e sua opinião
definirá o seu destino. É totalmente sua decisão! O
protótipo pode ser rotulado de experimental. Queremos verificar
como os veículos do World of Tanks vão se comportar em um mapa
espaçoso, onde não há direções claramente definidas e o cenário de
batalha depende das diferenças de terreno. O tamanho do mapa é
1000x1000. As bases têm posições atípicas. Eles estão
localizados em J2 e J9. Essa posição deve ajudar todas as classes
de veículos: as máquinas com blindagem pesada e lenta não perdem
muito tempo antes de se encontrarem nas praças centrais da linha K.
Outras classes têm a maior parte do mapa para encontrar um lugar e
evitar situações em que você tem que se envolver em um combate de
curta distância contra um oponente blindado. De qualquer forma, é
assim que gostaríamos que fosse.
1. O encontro pesado. O ponto de
encontro dos pesados está localizado na linha K (em ambos os
lados). Existem dois túneis dentro dos setores K4-K7. Eles fornecem
boa defesa contra o fogo de artilharia, uma possibilidade de
angular a blindage e uma oportunidade de atacar o inimigo logo à
frente. Tudo o que um verdadeiro cavalheiro pesado precisa. Ainda
assim, esta parte do mapa está longe de ser isolada: os túneis são
divididos em duas partes com um espaço entre eles. Este espaço
permite apoiar aliados próximos ao centro. Se um ataque direto é
muito chato para você, há um esconderijo localizado perto das
extremidades dos túneis. Um lugar perfeito para manobrar. Assumir o
controle desta parte lhe permitirá capturar a base inimiga ou
apoiar os aliados que lutam perto do centro. 2. Pesados
rápidos e tanques médios. Estas feras ágeis podem participar de
batalhas rápidas na parte superior do mapa: as linhas A e B,
bem como os setores nas colunas 5 e 6, bastam para esse tipo
de ação. Os locais são perigosos o suficiente, mas ter controle
sobre eles concederá uma série de oportunidades para causar dano.
Seja corajoso, mas cauteloso também. 3. O centro. Tanques
leves podem usar este local para detectar os inimigos. Os veículos
de apoio ágeis podem se aproximar ativamente das posições inimigas.
Use água para ocupar o penhasco central localizado nos setores
D5-D6. A localização é excelente, mas é muito perigosa, pois há
apenas uma maneira de alcançá-la e não há outro caminho de volta.
Importante! A velocidade na água permanece praticamente a mesma e
esta parte do mapa é um local perfeito para veículos
velozes. 4. Posições de caça-tanques. Os
caça-tanques clássicos podem ocupar os setores J1, G3,
E2, D1 (os setores simétricos irão para o outro time). Dependendo
da posição ocupada, você pode encontrar o adversário em diferentes
direções. 5. Artilharia. Este tipo de veículo é privado da
possibilidade de disparar efetivamente quando permanece em um
só lugar. Em vez disso, tem que procurar pontos de disparo
vantajosos e seguros, assim como outros veículos. Por favor, tenha
em mente que o mapa é aberto e os batedores inimigos podem
detectá-lo. Altere as posições com freqüência. Esta é uma obrigação
para garantir um desempenho de artilharia eficaz neste
mapa.
6. A rápida detecção vem com nós atados. Como o mapa é aberto, há grandes chances de ser facilmente detectado e destruído. Já deixamos claro: isso não é um bug. É um recurso e uma das coisas mais complicadas e controversas que queremos testar. Todos os veículos que se movem para a parte superior do mapa correm o risco de ter as suas laterais penetradas por projéteis. Criar possibilidades para danificar o inimigo durante os primeiros momentos da batalha e criar a capacidade de evitar são elementos indispensáveis do nosso jogo. Assim como combates de perto em torno de uma pedra ou sobre a colina.
Mais Fotos










O futuro de “Lillehammer”
dependerá da sua decisão! Por favor, compartilhe seus
comentários sobre este novo protótipo de jogo. Coletaremos o seu
feedback e entenderemos se estamos no caminho certo ou
não. 
1. O encontro pesado. O ponto de
encontro dos pesados está localizado na linha K (em ambos os
lados). Existem dois túneis dentro dos setores K4-K7. Eles fornecem
boa defesa contra o fogo de artilharia, uma possibilidade de
angular a blindage e uma oportunidade de atacar o inimigo logo à
frente. Tudo o que um verdadeiro cavalheiro pesado precisa. Ainda
assim, esta parte do mapa está longe de ser isolada: os túneis são
divididos em duas partes com um espaço entre eles. Este espaço
permite apoiar aliados próximos ao centro. Se um ataque direto é
muito chato para você, há um esconderijo localizado perto das
extremidades dos túneis. Um lugar perfeito para manobrar. Assumir o
controle desta parte lhe permitirá capturar a base inimiga ou
apoiar os aliados que lutam perto do centro. 2. Pesados
rápidos e tanques médios. Estas feras ágeis podem participar de
batalhas rápidas na parte superior do mapa: as linhas A e B,
bem como os setores nas colunas 5 e 6, bastam para esse tipo
de ação. Os locais são perigosos o suficiente, mas ter controle
sobre eles concederá uma série de oportunidades para causar dano.
Seja corajoso, mas cauteloso também. 3. O centro. Tanques
leves podem usar este local para detectar os inimigos. Os veículos
de apoio ágeis podem se aproximar ativamente das posições inimigas.
Use água para ocupar o penhasco central localizado nos setores
D5-D6. A localização é excelente, mas é muito perigosa, pois há
apenas uma maneira de alcançá-la e não há outro caminho de volta.
Importante! A velocidade na água permanece praticamente a mesma e
esta parte do mapa é um local perfeito para veículos
velozes. 4. Posições de caça-tanques. Os
caça-tanques clássicos podem ocupar os setores J1, G3,
E2, D1 (os setores simétricos irão para o outro time). Dependendo
da posição ocupada, você pode encontrar o adversário em diferentes
direções. 5. Artilharia. Este tipo de veículo é privado da
possibilidade de disparar efetivamente quando permanece em um
só lugar. Em vez disso, tem que procurar pontos de disparo
vantajosos e seguros, assim como outros veículos. Por favor, tenha
em mente que o mapa é aberto e os batedores inimigos podem
detectá-lo. Altere as posições com freqüência. Esta é uma obrigação
para garantir um desempenho de artilharia eficaz neste
mapa.6. A rápida detecção vem com nós atados. Como o mapa é aberto, há grandes chances de ser facilmente detectado e destruído. Já deixamos claro: isso não é um bug. É um recurso e uma das coisas mais complicadas e controversas que queremos testar. Todos os veículos que se movem para a parte superior do mapa correm o risco de ter as suas laterais penetradas por projéteis. Criar possibilidades para danificar o inimigo durante os primeiros momentos da batalha e criar a capacidade de evitar são elementos indispensáveis do nosso jogo. Assim como combates de perto em torno de uma pedra ou sobre a colina.
Mais Fotos










O futuro de “Lillehammer”
dependerá da sua decisão! Por favor, compartilhe seus
comentários sobre este novo protótipo de jogo. Coletaremos o seu
feedback e entenderemos se estamos no caminho certo ou
não.
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11758199
HighCharity_AkemiHomura, on Aug 08 2018 - 20:38, said: Aun se estan enviando o shegaron ya?
Por cierto deberias de spamearle mensajes por el juego y el foro a los capitanes de esos equipos para agilizar un poco tu trabajo de los pythons.
Mi año premium depende de ti <3 sé un heroé con esos premios dude !!!
Link on message: #11758199
HighCharity_AkemiHomura, on Aug 08 2018 - 20:38, said: Aun se estan enviando o shegaron ya?Por cierto deberias de spamearle mensajes por el juego y el foro a los capitanes de esos equipos para agilizar un poco tu trabajo de los pythons.
Mi año premium depende de ti <3 sé un heroé con esos premios dude !!!
Felipe6666Original: Sí, perdón, me surgió un problema personal algo serio y no
pude ocuparme de la entrega de los premios. Espero tener resuelto
todo para el viernes. Y sí, ya contacté a los Capitanes por
privado. ¡Saludos y disculpas a todos!
Subject: [ ST ] New Map: Changes to Fjords
Link on message: #11758191
Link on message: #11758191
KRZYBooP: Howdy! New Maps coming in for Super Test: The
changes are aimed at mitigating both the external problems of the
map (limited area, and only a few amount of predictable actions
that can be taken), and new ones that appeared in 1.0 (the passive
center). The main attention is paid to the upper spawn, devoid
of some important options compared to the south's spawn choices of
town, sneak into mid or head up north to surround and punish the
team in the north.
The entire playing area is shifted 75 meters
to the north, which allows, without changing the habitual positions
and the general drawing of the map, to add an additional passage to
the area of the waterfall. In passing, a playable area A5-A6
serving as an analogue of F8 at the lower spawn is formed. Now
travel is safe for the upper spawn point, however long it
is; and the best tactics are achieved by combined
movement through A7 and C7. Even if the team from the upper
base chooses not to battle in the upper part of the map
it does not mean, as before, an automatic surrender of the
whole angle - the lower base, even taking a corner, now has to
reckon with the possibility of the enemy traversing through the A7
and flanking.The central squares on lines C and D receive
reinforcement in the form of a ditch depth of about 4-5 meters with
several gentle outcrops, vegetation and a number of
shelters. These same shelters, even without being used
directly, break the empty space and allow players to conduct more
diverse shootings at long distances, taking away from the pattern
"lit up - fell under fire from all bushes at once." For the
same purpose, the geometry of Hill D6 is slightly
adjusted.
The position on B2 is added as an analogue
of the peninsula (square J9) of the lower base - all the points of
defense that were previously available for the upper spawn did not
have such versatility. However, the new position is small in
size and can be shot blindly.
The new layout of the map draws attention to
the north corner of the map. This is done deliberately and
aimed at changing the overabundance of tanks deployed to the
lower right hand corner of the map, which is often observed in the
square K5.The artistic appearance of the map does not correspond to
the final one, but is sufficient for testing purposes.

The entire playing area is shifted 75 meters
to the north, which allows, without changing the habitual positions
and the general drawing of the map, to add an additional passage to
the area of the waterfall. In passing, a playable area A5-A6
serving as an analogue of F8 at the lower spawn is formed. Now
travel is safe for the upper spawn point, however long it
is; and the best tactics are achieved by combined
movement through A7 and C7. Even if the team from the upper
base chooses not to battle in the upper part of the map
it does not mean, as before, an automatic surrender of the
whole angle - the lower base, even taking a corner, now has to
reckon with the possibility of the enemy traversing through the A7
and flanking.The central squares on lines C and D receive
reinforcement in the form of a ditch depth of about 4-5 meters with
several gentle outcrops, vegetation and a number of
shelters. These same shelters, even without being used
directly, break the empty space and allow players to conduct more
diverse shootings at long distances, taking away from the pattern
"lit up - fell under fire from all bushes at once." For the
same purpose, the geometry of Hill D6 is slightly
adjusted.
The position on B2 is added as an analogue
of the peninsula (square J9) of the lower base - all the points of
defense that were previously available for the upper spawn did not
have such versatility. However, the new position is small in
size and can be shot blindly.
The new layout of the map draws attention to
the north corner of the map. This is done deliberately and
aimed at changing the overabundance of tanks deployed to the
lower right hand corner of the map, which is often observed in the
square K5.The artistic appearance of the map does not correspond to
the final one, but is sufficient for testing purposes.
Subject: [Superteste] Mudanças em Fjords
Link on message: #11758159
Link on message: #11758159
MA77: Saudações, comandantes! Atualmente começamos a trabalhar no
mapa Fjords e polir as partes central e norte dos mapa é o
nosso foco atual. Pretendemos melhorar a jogabilidade nestas
partes, mantendo as posições populares e um design comum de jogo.
Além disso, queremos distribuir veículos em diversos locais de
batalha para evitar a concentração excessiva de tanques no
setor K5. A parte superior do mapa será retrabalhada na
área da cachoeira, o ponto em que geralmente os interesses das
equipes colidem. Nós planejamos introduzir mais oportunidades de
batalha para o time ocidental.
•
Dentro dos quadrados A5-A7, um novo caminho para a cachoeira será
adicionado. Será difícil para tiros de longo alcance alcançar o
caminho, mas ainda assim, será necessário mais tempo para alcançar
a cachoeira. Para executar de forma eficaz, a equipe ocidental terá
que usar ambas as possibilidades para ocupar a cachoeira: ataque do
A5-A7 e continue pelo caminho habitual através dos
setores C6-C7. • Devido ao novo caminho, a equipe
ocidental irá adquirir uma posição defensiva (semelhante à de F8)
nos setores A5-A6. A posição permitirá segurar a equipe
inimiga se você não conseguir controlar a parte superior do
mapa.
A parte central irá adicionar mais objetos de jogo que não vão atravancar o campo de batalha, mas criará mais esconderijos. Assim, os veículos nessa área poderão evitar a destruição, quando ela for detectada.
• As linhas centrais C e D terão
posições extras. Por exemplo, um buraco permitirá que você se
afaste do fogo inimigo depois de ser visto ou ataque o oponente na
parte superior do mapa. Pretende-se que este novo elemento divida o
espaço do campo de batalha. A região costumava ser aberta e
perigosa para ambas as equipes. Agora a novidade fornecerá mais
fogo de longo alcance devido aos esconderijos. • A colina na
praça D6 será retrabalhada. Será útil para snipar e fazer detecção
passiva. Além disso, será muito mais fácil evitar levar
dano depois que você for visto. As atualizações
representam uma decisão complexa, projetada para fornecer aos
jogadores mais oportunidades de batalha. Mantendo assim a
oportunidade de atirar de longe e fornecendo mais opções sobre como
evitar os disparos inimigos, incentivando os jogadores a serem mais
ativos nesta parte do mapa, mantendo-o familiar. E mais uma
atualização para o time ocidental: • O setor B2 adicionará uma
nova posição similar à península de base inferior
J9. nova posição é relativamente pequena em termos de
tamanho e está totalmente exposta ao fogo
inimigo.
Mais
Fotos

As atualizações em Fjords
serão testadas e dependerão dos resultados dos testes para serem
aplicadas.
Boa sorte no campo de batalha!
•
Dentro dos quadrados A5-A7, um novo caminho para a cachoeira será
adicionado. Será difícil para tiros de longo alcance alcançar o
caminho, mas ainda assim, será necessário mais tempo para alcançar
a cachoeira. Para executar de forma eficaz, a equipe ocidental terá
que usar ambas as possibilidades para ocupar a cachoeira: ataque do
A5-A7 e continue pelo caminho habitual através dos
setores C6-C7. • Devido ao novo caminho, a equipe
ocidental irá adquirir uma posição defensiva (semelhante à de F8)
nos setores A5-A6. A posição permitirá segurar a equipe
inimiga se você não conseguir controlar a parte superior do
mapa.A parte central irá adicionar mais objetos de jogo que não vão atravancar o campo de batalha, mas criará mais esconderijos. Assim, os veículos nessa área poderão evitar a destruição, quando ela for detectada.
• As linhas centrais C e D terão
posições extras. Por exemplo, um buraco permitirá que você se
afaste do fogo inimigo depois de ser visto ou ataque o oponente na
parte superior do mapa. Pretende-se que este novo elemento divida o
espaço do campo de batalha. A região costumava ser aberta e
perigosa para ambas as equipes. Agora a novidade fornecerá mais
fogo de longo alcance devido aos esconderijos. • A colina na
praça D6 será retrabalhada. Será útil para snipar e fazer detecção
passiva. Além disso, será muito mais fácil evitar levar
dano depois que você for visto. As atualizações
representam uma decisão complexa, projetada para fornecer aos
jogadores mais oportunidades de batalha. Mantendo assim a
oportunidade de atirar de longe e fornecendo mais opções sobre como
evitar os disparos inimigos, incentivando os jogadores a serem mais
ativos nesta parte do mapa, mantendo-o familiar. E mais uma
atualização para o time ocidental: • O setor B2 adicionará uma
nova posição similar à península de base inferior
J9. nova posição é relativamente pequena em termos de
tamanho e está totalmente exposta ao fogo
inimigo.
Mais
Fotos

As atualizações em Fjords
serão testadas e dependerão dos resultados dos testes para serem
aplicadas.Boa sorte no campo de batalha!
Subject: ¡Regresan los torneos!
Link on message: #11758146
marcelo3402, on Aug 06 2018 - 21:05, said: Hola, q tal.. Mi consulta es sobre el torneo ya terminado del Modo
Futbol, el cual he participado en los play-off como en la ronda
anterior, y el cual segun la tabla de recompensas los equipos q no
pasaron a otra fase, estando entre la posicion 17 a 32 recibirian
500 de oro y 3 dias premium, dentro de los 10 dias terminado el
evento , el cual nuestra ultima participacion fue el dia 28 de
julio. y q hasta el momento no hemos recibido tal recompensas, y el
cual mi pregunta es saber si corresponden dichas recompensas o no..
Me contacte al soporte del juego y ellos me enviaron el enlace
hacia este lugar. Gracias
Link on message: #11758146
marcelo3402, on Aug 06 2018 - 21:05, said: Hola, q tal.. Mi consulta es sobre el torneo ya terminado del Modo
Futbol, el cual he participado en los play-off como en la ronda
anterior, y el cual segun la tabla de recompensas los equipos q no
pasaron a otra fase, estando entre la posicion 17 a 32 recibirian
500 de oro y 3 dias premium, dentro de los 10 dias terminado el
evento , el cual nuestra ultima participacion fue el dia 28 de
julio. y q hasta el momento no hemos recibido tal recompensas, y el
cual mi pregunta es saber si corresponden dichas recompensas o no..
Me contacte al soporte del juego y ellos me enviaron el enlace
hacia este lugar. GraciasFelipe6666Original: Ahí te contesté por privado al mensaje
¡Saludos!
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11757252
Link on message: #11757252
Felipe6666Original: A la fecha de hoy, miércoles 8 de agosto, recibí los archivos
python.log de los siguientes equipos: Traumteam: premios del
primer puesto la fase de grupos + semifinales + final. SAR Soviet
team!: premios del primer puesto la fase de grupos + semifinales.
Los hijos de Stalin: premios del segundo puesto de la fase de
grupos. Hell Fish: premios del primer puesto la fase de grupos.
Restan los de: 4K Ruskys: premios del primer puesto
la fase de grupos. Tod für den Russen: premios del primer puesto la
fase de grupos. Ravenous Renegades: premios del segundo puesto de
la fase de grupos. THEKRAKENBOYS: premios del segundo puesto de la
fase de grupos. Hoy procederé con la entrega de los premios
a los que ya me enviaron los archivos python.log (de no encontrar
ninguna falta) y extiendo el plazo hasta este viernes 10 de agosto
para que el resto de los equipos me envíen sus archivos. Cumplido
este plazo, se entenderá que rechazan los premios y, por
consiguiente, no podrán reclamarse luego de esa fecha.
¡Saludos!
Subject: WGNA answers your questions - Part 2
Link on message: #11757191
Double_O7, on Aug 07 2018 - 09:45, said: Any chance I could ask them this? I found this video on
Youtube that a guy named Claus Kellerman posted about the toxicity
problem. In my opinion, I think he made some really good points on
how to prevent trolling. I will warn you, that he does say a few
words on the vulgar side, but nothing discriminating. Here
is the link: https://www.youtube.com/watch?v=-LB4rspa_TM
Block Quote Is it possible that people who are mass muted by the players in in-game chat will become auto-muted in random games by the auto-moderator? CM: It's an interesting idea, we are always looking at improved ways to deal with toxicity. MHM: I like the idea, powered by the community, but an idea like that leaves the door wide open for griefing issues. Especially if 100 people clans decide they don't like one player for whatever reason. It's a tough nut to crack, but I like the idea. During Frontline Mode, team damage was removed. Are there plans to remove team damage in the future in regular matches? CM: It's a topic that comes up, especially surrounding how to deal with people who do damage intentionally. There are several views on this subject, but for the time being I don't believe there are any plans to remove it from Random Battles. RB: My controversial take on this. WOT needs a permanent "fun" mode where there is no team damage. Lower risk would mean lower reward.
Block Quote I also heard some ideas about the ongoing SPG problem. (1) Reduce the amount of SPGs to one per game. (2) Make the amount of SPGs per game unlimited, but give players the option to play with artillery or not. Those were the two simplest options I heard, but then again, that might cause major problems in both the current match maker and even the future one.
Link on message: #11757191
Double_O7, on Aug 07 2018 - 09:45, said: Any chance I could ask them this? I found this video on
Youtube that a guy named Claus Kellerman posted about the toxicity
problem. In my opinion, I think he made some really good points on
how to prevent trolling. I will warn you, that he does say a few
words on the vulgar side, but nothing discriminating. Here
is the link: https://www.youtube.com/watch?v=-LB4rspa_TMTragicLoss: I found this video on Youtube that a guy named Claus
Kellerman posted about the toxicity problem. In my opinion, I think
he made some really good points on how to prevent trolling. I will
warn you, that he does say a few words on the vulgar side, but
nothing discriminating. Here is the link: https://www.youtube.com/watch?v=-LB4rspa_TM
Claus does bring up some good points about Toxicity and we have
answered a few questions in regards to map pinging and team damage.
One of the daunting issues of "catch-all" solutions like heavy
fines for Team Damage is accidental team damage. We'd be fining
people for RNG left and right. When it comes to solutions for such
a specific subset of toxicity, you have to consider all of the
common outliers of what the cause of this action was.
EDIT: I do love the idea of "Compliments" as WoWS already has this
in the game.
Block Quote Is it possible that people who are mass muted by the players in in-game chat will become auto-muted in random games by the auto-moderator? CM: It's an interesting idea, we are always looking at improved ways to deal with toxicity. MHM: I like the idea, powered by the community, but an idea like that leaves the door wide open for griefing issues. Especially if 100 people clans decide they don't like one player for whatever reason. It's a tough nut to crack, but I like the idea. During Frontline Mode, team damage was removed. Are there plans to remove team damage in the future in regular matches? CM: It's a topic that comes up, especially surrounding how to deal with people who do damage intentionally. There are several views on this subject, but for the time being I don't believe there are any plans to remove it from Random Battles. RB: My controversial take on this. WOT needs a permanent "fun" mode where there is no team damage. Lower risk would mean lower reward.
TragicLoss:
Block Quote I also heard some ideas about the ongoing SPG problem. (1) Reduce the amount of SPGs to one per game. (2) Make the amount of SPGs per game unlimited, but give players the option to play with artillery or not. Those were the two simplest options I heard, but then again, that might cause major problems in both the current match maker and even the future one.
TragicLoss: (1) Reduce the amount of SPGs to one per game. (2) Make the amount
of SPGs per game unlimited, but give players the option to play
with artillery or not. Those were the two simplest options I
heard, but then again, that might cause major problems in both the
current match maker and even the future one.
Surprisingly few questions about SPG changes were made. I'll see if
we can add the questions of "Limiting SPGs to 1 per battle"
can be added to our list of questions for the Devs (no promises as
it's pretty close to release for the answers).
Subject: WGNA answers your questions - Part 2
Link on message: #11757158
hagakure8398, on Aug 07 2018 - 21:29, said: FIX THE MM! i should not get 15 games in a row on my tier 8 and not
get top tier a single time. im not spending another dime on this
game until you fix the MM. tier 8 is 100% unplayable. fix the
MM!!!!!!!!!!!!!!!!!!
Block Quote Are there any plans to modify the matchmaking at all ? CM: Yes, Matchmaker development is ongoing. No details or timeline at this time because nothing is solidified yet - but the Tier 8 experience is a priority.
Block Quote What are the current plans on pref-MM mechanics and vehicles? CM: The article on this should be published by the time these answers go out, but in short: We heard you (the Community) loud and clear, we apologize for the previous announcement. Preferential Matchmaking is not going anywhere for now. Starting with the KV-5, it is likely the under-performing Pref MM vehicles will receive buffs, but not to the same level as what was previously planned.
Block Quote Are there any plans to change Template preferences from 3/5/7 to another preference? CM: Changes to the template preferences are possible as part of the ongoing work on the Matchmaker, we will have more details on what that entails closer to their release.
Block Quote If WG's main office is correct and pref MM tanks are causing issues with MM, then why are they still being put on sale? CM: I think we are responsible for this perception given the related article, but to clear the air - at no point did the development team think that Preferred Matchmaking vehicles were the singular issue causing discontent with Matchmaking. The primary motivator for addressing this issue was because of a perceived problem with the Pref. MM Tier VIII's, in which they saw Tier IX matches at a higher rate than before the new Matchmaker rules. As for selling them, I think you make a reasonable point and will share it with the team. RB: Just to add to the discussion around pref MM. Once the original announcement went live all regions gathered and shared what was very much unanimous feedback; pref MM was a key feature of these tanks. The team explored what else they could do if this feature would remain but we couldn't share that we were keeping pref MM until we had some additional info on what else is being considered.
Block Quote What is being done to help make Tier 8 less painful and more enjoyable to play again? CM: The Tier 8 experience is a primary point of concern for the upcoming MM changes, but I do not have any details at this time.
Link on message: #11757158
hagakure8398, on Aug 07 2018 - 21:29, said: FIX THE MM! i should not get 15 games in a row on my tier 8 and not
get top tier a single time. im not spending another dime on this
game until you fix the MM. tier 8 is 100% unplayable. fix the
MM!!!!!!!!!!!!!!!!!!TragicLoss: We are currently working towards improving the
matchmaker as stated in this article. As well this was
part of a few questions we received in regards to how we are
looking at the matchmaker and possible changes. Quoting the Reddit QnA Part 1 here:
Block Quote Are there any plans to modify the matchmaking at all ? CM: Yes, Matchmaker development is ongoing. No details or timeline at this time because nothing is solidified yet - but the Tier 8 experience is a priority.
TragicLoss:
Block Quote What are the current plans on pref-MM mechanics and vehicles? CM: The article on this should be published by the time these answers go out, but in short: We heard you (the Community) loud and clear, we apologize for the previous announcement. Preferential Matchmaking is not going anywhere for now. Starting with the KV-5, it is likely the under-performing Pref MM vehicles will receive buffs, but not to the same level as what was previously planned.
TragicLoss: Quoting QnA Part 2 here:
Block Quote Are there any plans to change Template preferences from 3/5/7 to another preference? CM: Changes to the template preferences are possible as part of the ongoing work on the Matchmaker, we will have more details on what that entails closer to their release.
TragicLoss:
Block Quote If WG's main office is correct and pref MM tanks are causing issues with MM, then why are they still being put on sale? CM: I think we are responsible for this perception given the related article, but to clear the air - at no point did the development team think that Preferred Matchmaking vehicles were the singular issue causing discontent with Matchmaking. The primary motivator for addressing this issue was because of a perceived problem with the Pref. MM Tier VIII's, in which they saw Tier IX matches at a higher rate than before the new Matchmaker rules. As for selling them, I think you make a reasonable point and will share it with the team. RB: Just to add to the discussion around pref MM. Once the original announcement went live all regions gathered and shared what was very much unanimous feedback; pref MM was a key feature of these tanks. The team explored what else they could do if this feature would remain but we couldn't share that we were keeping pref MM until we had some additional info on what else is being considered.
TragicLoss:
Block Quote What is being done to help make Tier 8 less painful and more enjoyable to play again? CM: The Tier 8 experience is a primary point of concern for the upcoming MM changes, but I do not have any details at this time.
TragicLoss:
Subject: WGNA answers your questions - Part 2
Link on message: #11757150
RedAlert2010, on Aug 07 2018 - 15:02, said: Is there anymore of these, to come? How long do you feel it
will take to get answers from the dev team about certain subjects?
Specifically Server Transfers from here. I know you
are only the mouth piece, please for the love of god, don't let
them ignore the questions, you have a lot of people hoping on you.
Link on message: #11757150
RedAlert2010, on Aug 07 2018 - 15:02, said: Is there anymore of these, to come? How long do you feel it
will take to get answers from the dev team about certain subjects?
Specifically Server Transfers from here. I know you
are only the mouth piece, please for the love of god, don't let
them ignore the questions, you have a lot of people hoping on you.TragicLoss: We should be releasing more answers at the end of the week
if all goes well. Server transfers were asked about in the dev
questions. We have answered essentially all of the questions
that were provided to us as long as they weren't similar questions
within the list (we combined these into each other).
Subject: Pay to Win
Link on message: #11756976
Mfezi, on Aug 08 2018 - 08:37, said: Not this one particularly, but now that you respond, I can
get another plug in for Skill Based Matchmaking... I have been
quiet about this lately, waiting to see what changes we are going
to see in the 'new' matchmaker. Maybe WG does read this forum after
all!.... 
Link on message: #11756976
Mfezi, on Aug 08 2018 - 08:37, said: Not this one particularly, but now that you respond, I can
get another plug in for Skill Based Matchmaking... I have been
quiet about this lately, waiting to see what changes we are going
to see in the 'new' matchmaker. Maybe WG does read this forum after
all!.... TeriyakiTanker: well plug SBMM all you want my only take on it is that it
doesn’t look like WG is interested in even considering implementing
it. But are there any games in which it is implemented
successfully? I have asked this a few times but never been
answered.
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11756715
Link on message: #11756715
The_Chieftain: Skiing. I don't find snowboarding remotely easy.
Subject: Pay to Win
Link on message: #11756599
Mfezi, on Aug 07 2018 - 08:57, said: Indeed and I have improved my game and currently averaging
just under 50% so when I had this unprecedented string of losses I
posted it under a tongue in cheek title which seems to have struck
a raw nerve on the forum. Gotta ask yourself "Why? ...... 
Link on message: #11756599
Mfezi, on Aug 07 2018 - 08:57, said: Indeed and I have improved my game and currently averaging
just under 50% so when I had this unprecedented string of losses I
posted it under a tongue in cheek title which seems to have struck
a raw nerve on the forum. Gotta ask yourself "Why? ...... TeriyakiTanker: The why is easy..... 1. People get tired of seeing
stupid complaints from people who are objectively bad at the game
and only want to blame the game for being bad. 2. You
specifically basically only post complaint threads which to be
honest have often been poorly thought out and basically moronic
rants about this and that
I think that basically covers why these kinds of threads and your specifically get a lot of negative responses. You should own your reputation just like your game play. But either way if you are losing that much you should stop playing for a while. I have had 20 game losing streaks and understand the desire to just get a ****ing win. It really sucks.
I think that basically covers why these kinds of threads and your specifically get a lot of negative responses. You should own your reputation just like your game play. But either way if you are losing that much you should stop playing for a while. I have had 20 game losing streaks and understand the desire to just get a ****ing win. It really sucks.
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11756513
KilljoyCutter, on Aug 08 2018 - 00:53, said: , from a site that also has articles such as one
decrying the (paraphrasing) "nosy-neighbor nanny-state obsession
over kids left in cars for even 30 seconds".
Link on message: #11756513
KilljoyCutter, on Aug 08 2018 - 00:53, said: , from a site that also has articles such as one
decrying the (paraphrasing) "nosy-neighbor nanny-state obsession
over kids left in cars for even 30 seconds".
The_Chieftain: You laugh but a couple such articles recently crossed my
feed, including one in The NY Times. That stuff scares me more than
the mueller business because I actually can get convicted on stupid
crap. I’m a European, we sometimes leave the stroller outside the
shop on the footpath. My wife was a latchkey kid. I strongly
suspect that we are going to be reported for child endangerment by
the time the new one is 18.
Subject: Torneios do Final de Semana #7
Link on message: #11756342
Link on message: #11756342
MA77: Saudações!
Os torneios deste final de semana já estão disponíveis e você poderá ganhar até 5000 ouro em um deles!
Corra e inscreva-se agora!
Boa sorte.
Os torneios deste final de semana já estão disponíveis e você poderá ganhar até 5000 ouro em um deles!
Corra e inscreva-se agora!
Boa sorte.
Subject: Pilsen Bug on 1.1
Link on message: #11756206
YANKEE137, on Aug 07 2018 - 13:57, said: They always want the screenshot. Domo has no imagination.
Babu_kun, on Aug 07 2018 - 14:12, said: Ah dang, just checked the replay and it doesn't show the bug, ill
get on and see if I can recreate it.
65Camino, on Aug 07 2018 - 14:41, said: Pilsen, is that the tank factory map? Never mind the glitch, good
to know it's back.
Link on message: #11756206
YANKEE137, on Aug 07 2018 - 13:57, said: They always want the screenshot. Domo has no imagination.DomoSapien: I have plenty of
But imagination doesn't do much for
bug reports 
But imagination doesn't do much for
bug reports
Babu_kun, on Aug 07 2018 - 14:12, said: Ah dang, just checked the replay and it doesn't show the bug, ill
get on and see if I can recreate it. DomoSapien:
No worries, if not, screenshots would be fine!
No worries, if not, screenshots would be fine!
65Camino, on Aug 07 2018 - 14:41, said: Pilsen, is that the tank factory map? Never mind the glitch, good
to know it's back.DomoSapien: It is indeed! And it's been reworked to make it more viable
for lights, mediums, and TD's as well 
Subject: New Player
Link on message: #11756198
Ken_McGuire, on Aug 07 2018 - 14:24, said: The old standard advice is either US or USSR MT's or HT's. The US
tanks generally offer good turrets with good gun depression,
letting you hide most of your tank behind terrain/dead tanks/rubble
piles, etc and are more comfortable in that it is easier to get
your gun on the enemy from more locations on the battlefield. The
Soviet tanks generally have more odd angles that will give you more
troll bounces from just about any angle, and so are a bit more
forgiving as you learn the game - and for when you want to push.
That said, US Heavies are not as popular as they were a few
years ago due some tanks being introduced and others being
reworked. They are still good tanks to learn in, but often there is
a "better" tank for the role they used to fill.
Link on message: #11756198
Ken_McGuire, on Aug 07 2018 - 14:24, said: The old standard advice is either US or USSR MT's or HT's. The US
tanks generally offer good turrets with good gun depression,
letting you hide most of your tank behind terrain/dead tanks/rubble
piles, etc and are more comfortable in that it is easier to get
your gun on the enemy from more locations on the battlefield. The
Soviet tanks generally have more odd angles that will give you more
troll bounces from just about any angle, and so are a bit more
forgiving as you learn the game - and for when you want to push.
That said, US Heavies are not as popular as they were a few
years ago due some tanks being introduced and others being
reworked. They are still good tanks to learn in, but often there is
a "better" tank for the role they used to fill.DomoSapien: I've been recently grinding the US medium line and I
honestly wish I started this line when I started playing WoT in
2012.
The early-middle of the line has some fun tanks, M4 Sherman with the derp gun is always a good time, for example. The T20 is one of my all-time favorite tier VII's, Pershing is sort of nothing to write home about but the M46 Patton and the M48 Patton are both really solid. (or so I hear, for the m48, I've only played it on Common Test because I'm still on the m46) and they teach you how to play conservatively over ridgelines, utilizing that solid gun depression.
All in all the US Med line has some really solid all-arounders, and is pretty fun to grind through, topping off at a very comfortable and viable tier X.
The early-middle of the line has some fun tanks, M4 Sherman with the derp gun is always a good time, for example. The T20 is one of my all-time favorite tier VII's, Pershing is sort of nothing to write home about but the M46 Patton and the M48 Patton are both really solid. (or so I hear, for the m48, I've only played it on Common Test because I'm still on the m46) and they teach you how to play conservatively over ridgelines, utilizing that solid gun depression.
All in all the US Med line has some really solid all-arounders, and is pretty fun to grind through, topping off at a very comfortable and viable tier X.
Subject: Pilsen Bug on 1.1
Link on message: #11756110
Link on message: #11756110
DomoSapien: Can you please submit a ticket with screenshots or a replay so
we can get a bug report in?
Subject: [CT] Update 1.1 Common Test
Link on message: #11756089
YANKEE137, on Aug 06 2018 - 10:39, said: If Objekt 279 gets a big hit from arty, do all four tracks blow
off? You'll sell a lot of repair kits.
Link on message: #11756089
YANKEE137, on Aug 06 2018 - 10:39, said: If Objekt 279 gets a big hit from arty, do all four tracks blow
off? You'll sell a lot of repair kits.DomoSapien: To my knowledge the tracks on the 279 behave like the tracks
on the T95. Theoretically you have 4 tracks but they are grouped in
pairs.
Thank you for the feedback everyone! Your comments have been added to the feedback report.
Please feel free to continue testing and we'll make sure to keep adding your feedback to the report as it comes in.
Thank you for the feedback everyone! Your comments have been added to the feedback report.
Please feel free to continue testing and we'll make sure to keep adding your feedback to the report as it comes in.
Subject: [Teste Comum 1.1] Feedback
Link on message: #11755927
VaporSJP, on Aug 07 2018 - 10:31, said: Deixa quieto...... tenho que trocar meu HD urgente .....
Depois que sai esses testes , quando mais ou menos que lança pra
nós ? Dá um chute aí .
Link on message: #11755927
VaporSJP, on Aug 07 2018 - 10:31, said: Deixa quieto...... tenho que trocar meu HD urgente .....
Depois que sai esses testes , quando mais ou menos que lança pra
nós ? Dá um chute aí .MA77: Duas ~ três semanas. 
Subject: Tank premium BRASILEIRO
Link on message: #11755923
xXBr4S1LXx, on Aug 06 2018 - 20:45, said: Ola,gostaria de saber se a Wargaming tem interesse em colocar algum
veiculo brasileiro ao jogo.
Link on message: #11755923
xXBr4S1LXx, on Aug 06 2018 - 20:45, said: Ola,gostaria de saber se a Wargaming tem interesse em colocar algum
veiculo brasileiro ao jogo.MA77: Fala xXBr4S1LXx!
Por agora não temos planos para introduzir nenhuma nova nação no jogo (com exceção da polonesa), pois estamos trabalhando nos veículos com roda e analisando o desempenho deles e tudo mais. Mas não é impossível de ser estudada a possibilidade de introduzir uma nova nação para os próximos anos!
Por agora não temos planos para introduzir nenhuma nova nação no jogo (com exceção da polonesa), pois estamos trabalhando nos veículos com roda e analisando o desempenho deles e tudo mais. Mas não é impossível de ser estudada a possibilidade de introduzir uma nova nação para os próximos anos!
Subject: 60TP shell loading time
Link on message: #11755891
Link on message: #11755891
Jambijon: Hey low_bidder, From what I can tell its working just fine
on my end. Can you post screenshots so we can see if there is
anything amiss? Screenshot examples: Without rammer: load
time 13.62
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
Subject: 60TP shell loading time
Link on message: #11755891
Link on message: #11755891
BigDaddyLaxative: Hey low_bidder, From what I can tell its working just fine
on my end. Can you post screenshots so we can see if there is
anything amiss? Screenshot examples: Without rammer: load
time 13.62
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
Subject: 60TP shell loading time
Link on message: #11755891
Link on message: #11755891
Hambijon: Hey low_bidder, From what I can tell its working just fine
on my end. Can you post screenshots so we can see if there is
anything amiss? Screenshot examples: Without rammer: load
time 13.62
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
With Rammer: Load time
12.25
Rammer and Orderly Ammo: Load
time 11.91
Subject: KRZYBoop's cover party: Tank Masta (Tank Mastery list for August 2018)
Link on message: #11755865
Link on message: #11755865
KRZYBooP: Greetings,Tanks to Masta' this month while listening to the
awesomest cover of Master of Puppets. This is also a pretty good
anthem for when I try to master a
tank. Definition
Tank Masta'- You “ masta' " a tank when you earn
more Base XP in a single battle than the highest average Base XP
earned in a single battle by 99% of players of that same tank
within the past seven days.
Subject: KRZYBoop's Used Tank Emporium: Super War Chest.
Link on message: #11755804
Link on message: #11755804
KRZYBooP: Yo! Been heading to the gym all summer to fog up the mirrors
and get my sweat on. Have to work on my......... Oh it's THIS
type of super chest.
Get 15,000 gold and
20,000,000 for 179.99. Marked down 31% from
260.86. Click on the gold above for more info.
Get 15,000 gold and
20,000,000 for 179.99. Marked down 31% from
260.86. Click on the gold above for more info.
Subject: KRZYBoop's Used Tank Emporium: Special 50tp Pre-Sale offer
Link on message: #11755777
Link on message: #11755777
KRZYBooP: Howdy Boom Jockies! Premium account holders get a chance
to purchase our newest premium tank the 50tp! With a piked
nose and 10 degrees of gun depression on the side you too can look
down upon your enemies with the newest Heavy to enter the
battle.
Starting at 47.99 for the
Tank by itself with a triumphant paint job! Click on the Tank above
for more information.
Starting at 47.99 for the
Tank by itself with a triumphant paint job! Click on the Tank above
for more information.
Subject: Solution for flipped tanks
Link on message: #11755747
Waylandie, on Aug 06 2018 - 13:00, said: Is that blitz? And make it to where you can't auto
flip in combat, seems like a pretty easy fix to that very limited
scenario.
pickpocket293, on Aug 06 2018 - 14:35, said: Maybe the auto-flip system de-activates if there is an enemy
tank within the proxy-spotting range? These are easy things to
account for, and accidentally flipping yourself on some shoddy
physics and a bump so your game is ruined feels bad.
Kenshin2kx, on Aug 06 2018 - 14:56, said: 'Shoddy' physics ... hmmm that's debatable ... as compared
to the 'physics' that it replaced, or rather lack of? ....
the funniest ones that I regularly saw previously were tanks that
stuck to a massively steep incline (like near cliff category) only
to end up at the bottom upright without a tumble. IMHO, we
have too much arcade 'give' in the game as is ... super gravity,
confining border force fields, insta track repair, bringing the
dead back to life etc ... I can definitely live without adding to
this list.
Link on message: #11755747
Waylandie, on Aug 06 2018 - 13:00, said: Is that blitz? And make it to where you can't auto
flip in combat, seems like a pretty easy fix to that very limited
scenario. KRZYBooP: It's World of Tanks on Console.
pickpocket293, on Aug 06 2018 - 14:35, said: Maybe the auto-flip system de-activates if there is an enemy
tank within the proxy-spotting range? These are easy things to
account for, and accidentally flipping yourself on some shoddy
physics and a bump so your game is ruined feels bad.KRZYBooP:
Kenshin2kx, on Aug 06 2018 - 14:56, said: 'Shoddy' physics ... hmmm that's debatable ... as compared
to the 'physics' that it replaced, or rather lack of? ....
the funniest ones that I regularly saw previously were tanks that
stuck to a massively steep incline (like near cliff category) only
to end up at the bottom upright without a tumble. IMHO, we
have too much arcade 'give' in the game as is ... super gravity,
confining border force fields, insta track repair, bringing the
dead back to life etc ... I can definitely live without adding to
this list.KRZYBooP: As far as bringing the dead back to life. I always thought
of the team using medical supplies to prop the dead guy up like
weekend at Bernie's, but with Tanks. I have also
flipped my tanks but it was due to trying to side scrape. Tanks
have tracks to climb and when you are angled at a wall like trying
to side scrape you can start to increase your angle and possibility
of flipping. Auto flipping and using a consumable are not
impossible feats. However, they do need to be tested and as someone
mentioned WG doesn't want Mario tanks where Serb comes down with a
fishing pole on a cloud and fishes your tank upright.
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11755497
Kenshin2kx, on Aug 06 2018 - 18:36, said: Shorter is also advantageous from the perspective of biology
... you tend to live longer with fewer gravity influenced
complications to your circulatory and skeletal support systems.
Link on message: #11755497
Kenshin2kx, on Aug 06 2018 - 18:36, said: Shorter is also advantageous from the perspective of biology
... you tend to live longer with fewer gravity influenced
complications to your circulatory and skeletal support systems.The_Chieftain: Wait. What?! BS. I'm having a long and healthy life.
My skeletal support system is fine, thank you very much.
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11755164
ShizuoYimato, on Aug 04 2018 - 00:20, said: estaba viendo el stream de uno de los CC en el cual se vio muy
claro que salieron,casi justo al momento de iniciar la
partida
HighCharity_AkemiHomura, on Aug 04 2018 - 13:20, said: Ya termino y ni siquiera pude loggearme :c, mi estudio mató mi
torneo en ez modo :c
Bueno :/ como es eso de fase 1 habrá mas de este evento ?
Dame mi ofensiva del lago balaton " Operacion despertar de primavera" !! y estamos bien.
Dadnos mas sorpresas con ofensivas u operaciones que fueron bellisimas y a su vez las que fueron desesperadas, ya la batalla de las Ardenas me tiene los ******************* llenos ... como si esa hubiese sido la batalla definitiva pinche hollywood aqui te la p***************** =======================3.
Aguante el frente oriental xD.
Link on message: #11755164
ShizuoYimato, on Aug 04 2018 - 00:20, said: estaba viendo el stream de uno de los CC en el cual se vio muy
claro que salieron,casi justo al momento de iniciar la
partidaFelipe6666Original: ¿Al iniciar partida? En un momento se fueron casi de
inmediato luego de finalizada una, pero fue porque habían quedado
afuera. Ya no tenían que jugar...
HighCharity_AkemiHomura, on Aug 04 2018 - 13:20, said: Ya termino y ni siquiera pude loggearme :c, mi estudio mató mi
torneo en ez modo :cBueno :/ como es eso de fase 1 habrá mas de este evento ?
Dame mi ofensiva del lago balaton " Operacion despertar de primavera" !! y estamos bien.
Dadnos mas sorpresas con ofensivas u operaciones que fueron bellisimas y a su vez las que fueron desesperadas, ya la batalla de las Ardenas me tiene los ******************* llenos ... como si esa hubiese sido la batalla definitiva pinche hollywood aqui te la p***************** =======================3.
Aguante el frente oriental xD.
Felipe6666Original: Es bueno saber que a alguien le gustó este evento y quiere
ver más de lo mismo
Repondiendo a la pregunta en sí,
sí, la idea es que sí, pero estoy trabajando para hacer varios
cambios en la organización. Este torneo me enseñó bastante...
Subject: ¡Regresan los torneos!
Link on message: #11755136
EmanuelSoler, on Aug 05 2018 - 14:26, said: BUENAS EN EL TORNEO DE FIN DE SEMANA DE ESTE VIERNES DE TIER 6 3V3,
DONDE MI EQUIPO TERMINO EN LA PRIMERA UBICACION Y LOS PREMIOS QUE
SE PROMETIAN ERAN LOS SIGUIENTES en este torneo recivimos menos oro
del que se promete en cambio las reservas personales si llegaron en
su totalidad,en ningun lugar aclara entre () que el oro se
divide
[Casual] 3v3: Weekend Boosters: Challenger Bracket - 8/3/18
Las partidas y divisiones serán publicadas una vez que finalice el registro.
2 grupos de 64 equipos cada uno.
Premios: 1er lugar:
1.500 de oro
x25 +200% EXP de tripulación (1 h)
x25 +100% EXP (1 h)
x10x Directivas - Atención Mejorada (Sexto Sentido) EN NINGUN LUGAR ACLARA QUE SE DIVIDE EL ORO EN LOS INTEGRANTES,MIENTRAS QUE EN EL RESTO DE TORNEOS SI LO ACLARA Y NO ME LLEGO EL ORO ADECUADO DESDE YA MUCHAS GRACIAS
Link on message: #11755136
EmanuelSoler, on Aug 05 2018 - 14:26, said: BUENAS EN EL TORNEO DE FIN DE SEMANA DE ESTE VIERNES DE TIER 6 3V3,
DONDE MI EQUIPO TERMINO EN LA PRIMERA UBICACION Y LOS PREMIOS QUE
SE PROMETIAN ERAN LOS SIGUIENTES en este torneo recivimos menos oro
del que se promete en cambio las reservas personales si llegaron en
su totalidad,en ningun lugar aclara entre () que el oro se
divide[Casual] 3v3: Weekend Boosters: Challenger Bracket - 8/3/18
Las partidas y divisiones serán publicadas una vez que finalice el registro.
2 grupos de 64 equipos cada uno.
Premios: 1er lugar:
1.500 de oro
x25 +200% EXP de tripulación (1 h)
x25 +100% EXP (1 h)
x10x Directivas - Atención Mejorada (Sexto Sentido) EN NINGUN LUGAR ACLARA QUE SE DIVIDE EL ORO EN LOS INTEGRANTES,MIENTRAS QUE EN EL RESTO DE TORNEOS SI LO ACLARA Y NO ME LLEGO EL ORO ADECUADO DESDE YA MUCHAS GRACIAS
Felipe6666Original: Ya te contesté por privado
¡Saludos!
HeadlockMvnky
Additional request for sanctions against malicious acts to use as ally tanks...
06.08.2018 22:12:21
Subject: Additional request for sanctions against malicious acts to use as ally tanks...
Link on message: #11754864
Link on message: #11754864
HeadlockMvnky: Closing thread due to making non-constructive posts.
Subject: Solution for flipped tanks
Link on message: #11754794
Link on message: #11754794
KRZYBooP: Anyone ever fly off a cliff to super mario the begesus out of an
enemy?
Imagine if you were fighting
someone up close able to flip them on their side. Then all they had
to do was wait for auto flip or press a button to fix
it and wind up on top of you. Or if you Auto
flipped into a lake or off a cliff. Not saying that this will never
ever be implemented, but there is definitely more information
needed.
Imagine if you were fighting
someone up close able to flip them on their side. Then all they had
to do was wait for auto flip or press a button to fix
it and wind up on top of you. Or if you Auto
flipped into a lake or off a cliff. Not saying that this will never
ever be implemented, but there is definitely more information
needed.
Subject: Launcher Auto Login
Link on message: #11754758
Guido1212, on Aug 06 2018 - 11:20, said: I searched around for some setting to fix it but haven't
come up with anything. Terrible design unless I'm, missing
something. No mods and a fresh install a while back with no
mods ever installed for this install. I assume the auto
function is supposed to help you automatically go to the sever you
want. Pretty much does the opposite.
Link on message: #11754758
Guido1212, on Aug 06 2018 - 11:20, said: I searched around for some setting to fix it but haven't
come up with anything. Terrible design unless I'm, missing
something. No mods and a fresh install a while back with no
mods ever installed for this install. I assume the auto
function is supposed to help you automatically go to the sever you
want. Pretty much does the opposite.KRZYBooP: You will have to go into settings and enable the
selection.
Once you enable it. Log out
then switch your server from Auto to central.
Once you enable it. Log out
then switch your server from Auto to central.
Subject: [ ST ] New Tank: TKSz nkm 20A
Link on message: #11754659
Link on message: #11754659
KRZYBooP: In Supertest: The TKSz nkm 20AThe TKS, a light but brave Tier II
Polish tank enters the closed test.
This tank was based on the TK
tankette, the most mass-produced armored vehicle of pre-WWII Wojsko
Polskie (the Polish Armed Forces). The TK started its Army service
in 1931, and by 1933, 300 had been made. Several years of TK
operation provided lots of feedback for the engineers who delivered
an improved version, the TKS, not long before the WWII.In 1939, 24
TKSs were equipped with 20mm FK-A wz.38 autocannons and received
the TKSz nkm 20A designation. The famous Polish ace tanker, Roman
Edmund Orlik, fought in one and managed to destroy 10 German tanks
(including a PzKpfw IV Ausf B) on September 18–19 1939. (Have you
ever won the Orlik’s medal, by the way?)In the game, the TKSz nkm
20A is a very mobile vehicle able to quickly reach covered firing
positions. Its strong sides are fast-firing gun and nice shell
penetration. The 20mm gun uses 10-round cases and fires 2 shells in
a single shot.This fast, stealthy and quick firing tank is very
vulnerable for enemy fire. Being both cautious and bold will bring
you success (probably even one of Orlik’s grade).The stats of
Orlik’s TKS may change based on test results. Stay tuned and best
of luck in every battle!
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