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Developers posts on forum

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

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Overlord
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
arrow
12.03.2011 22:45:58
 
Overlord
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
arrow
12.03.2011 22:45:58
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #428537

Overlord: Major update is on the way.  :)

Browse preliminary patch notes.


Overlord
World of Tanks v.0.6.4 update
arrow
12.03.2011 22:43:46
 
Subject: Important Information\Updates & Patch Notes\World of Tanks v.0.6.4 update
Link on message: #428536

Overlord: World of Tanks v.0.6.4 preliminary patch notes:
• Added new vehicles: premium heavy Lowe and KV-5, intermediate KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
• Full redesign of Maus collision model using “skirt” type of armor.
• Fixed hit boxes for IS-7, JagdPanther.
• Added new maps – Mountain Pass and Prairies.
• Visual redesign of Pagorki map.
• Gameplay redesign of Komarin map: reduced number of bushes near the bridges, added extra buildings on the central island for cover.
• Added extra checkpoints on tank models for more accurate visibility checks.
• Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
• Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
• Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly completely eliminated. Reduced chance of stucking in terrain objects.
• Added first version of moving wrecks of destroyed vehicles.
• Fixed bug with SPG Object 212 gun mantlet that was able to absorb shells without losing durability.
• Fixed damage mechanics of certain open-topped SPGs during light collisions with other vehicles.
• Added an option to demount non-demountable equipment (like Rammer or Coated Optics) for 10 Gold.
• Added an option to transfer in-game gold to another player. For additional control of transfer special billing password is being used.
• Added an option to block voice messages from the player in battle and in hangar.
• Added an option to turn-off tank shaking during shooting/moving/stopping/being hit in sniper mode. Default setting is shaking on.
• Added an option to remove tracks prints.
• Added an option to turn off smoke and dust off the tank tracks.
• Added detailed options for voice chat: selection of audio device, voice test and other options.
• Fixed bug with client freeze when joining company/platoon in case of voice ports being blocked.
• Added new tab Clan for Contacts window, including the list of clan members.
• Added visual diplay of “speaking players” in Training Room, Platoon and Company, Map Loading screen.
• Added additional star icon on the tank that did not gain double experience for the current day.
• Minimap remade into flash like the other interface . Added icons for different tank types. Added colored icons of different colours for tanks in player’s platoon.
• Added additional markers above tanks in player’s platoon.
• Added additional statistics window displayed when player’s tank is destroyed.
• Fixed great amount of rendering bugs, improved efficiency of high-quality dynamic shadows.
• Added protection from client-side change of color, brightness and display time for tracer effects.
Planned for v.0.6.4, but currenty in development:
• Reworking visibility/camouflage of all vehicles and guns.
• Lowered memory usage. Fixing Red Textures bug on PC with big amount of RAM (> 2 GB).
• Specific balance weight for 9th tier Medium tanks.
• Fixing discrepancy between sniper and arcade crosshairs in case vehicle is positioned on a slope.
• New post-battle statistics.
Note. The list of changes is not full.
ETA - to be announced.
Topic for discussion.


Overlord
World of Tanks v.0.6.4 update
arrow
12.03.2011 22:43:46
 
Subject: World of Tanks v.0.6.4 update
Link on message: #428536

Overlord: World of Tanks v.0.6.4 preliminary patch notes:

• Added new vehicles: premium heavy Lowe and KV-5, intermediate KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
• Full redesign of Maus collision model using “skirt” type of armor.
• Fixed hit boxes for IS-7, JagdPanther.
• Added new maps – Mountain Pass and Prairies.
• Visual redesign of Pagorki map.
• Gameplay redesign of Komarin map: reduced number of bushes near the bridges, added extra buildings on the central island for cover.
• Added extra checkpoints on tank models for more accurate visibility checks.
• Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
• Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
• Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly completely eliminated. Reduced chance of stucking in terrain objects.
• Added first version of moving wrecks of destroyed vehicles.
• Fixed bug with SPG Object 212 gun mantlet that was able to absorb shells without losing durability.
• Fixed damage mechanics of certain open-topped SPGs during light collisions with other vehicles.
• Added an option to demount non-demountable equipment (like Rammer or Coated Optics) for 10 Gold.
• Added an option to transfer in-game gold to another player. For additional control of transfer special billing password is being used.
• Added an option to block voice messages from the player in battle and in hangar.
• Added an option to turn-off tank shaking during shooting/moving/stopping/being hit in sniper mode. Default setting is shaking on.
• Added an option to remove tracks prints.
• Added an option to turn off smoke and dust off the tank tracks.
• Added detailed options for voice chat: selection of audio device, voice test and other options.
• Fixed bug with client freeze when joining company/platoon in case of voice ports being blocked.
• Added new tab Clan for Contacts window, including the list of clan members.
• Added visual diplay of “speaking players” in Training Room, Platoon and Company, Map Loading screen.
• Added additional star icon on the tank that did not gain double experience for the current day.
• Minimap remade into flash like the other interface . Added icons for different tank types. Added colored icons of different colours for tanks in player’s platoon.
• Added additional markers above tanks in player’s platoon.
• Added additional statistics window displayed when player’s tank is destroyed.
• Fixed great amount of rendering bugs, improved efficiency of high-quality dynamic shadows.
• Added protection from client-side change of color, brightness and display time for tracer effects.

Planned for v.0.6.4, but currenty in development:

• Reworking visibility/camouflage of all vehicles and guns.
• Lowered memory usage. Fixing Red Textures bug on PC with big amount of RAM (> 2 GB).
• Specific balance weight for 9th tier Medium tanks.
• Fixing discrepancy between sniper and arcade crosshairs in case vehicle is positioned on a slope.
• New post-battle statistics.

Note. The list of changes is not full.

ETA - to be announced.

Topic for discussion.


Overlord
the "Slugger" should be in WoT.
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12.03.2011 17:11:22
 
Subject: In-Game Vehicles\American Vehicles\Tank Destroyers\the "Slugger" should be in WoT.
Link on message: #428372

Overlord: Some adjustments have been made to US TD line. Now it looks this way:
tier 4 - T40
tier 5 - M10
tier 6 - M36
tier 7 - T25 (on T23)
T24 is likely to become a premium one.
No changes to M8A1 -> T49 -> M18 -> M18 90mm path so far.


Overlord
the "Slugger" should be in WoT.
arrow
12.03.2011 17:11:22
 
Subject: the "Slugger" should be in WoT.
Link on message: #428372

Overlord: Some adjustments have been made to US TD line. Now it looks this way:

tier 4 - T40
tier 5 - M10
tier 6 - M36
tier 7 - T25 (on T23)

T24 is likely to become a premium one.

No changes to M8A1 -> T49 -> M18 -> M18 90mm path so far.


Overlord
Videos from RU Contest For Best Clan Parade Video
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12.03.2011 16:51:07
 
Overlord
Videos from RU Contest For Best Clan Parade Video
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12.03.2011 16:51:07
 
Subject: Videos from RU Contest For Best Clan Parade Video
Link on message: #428357

Overlord: Below are the best videos (in my opinion) from the video contest on RU server.
   1. http://www.youtube.c...player_embedded
   2. http://www.youtube.c...player_embedded
   3. http://vimeo.com/20700694
   4. http://www.youtube.c...player_embedded
   5. http://www.youtube.c...player_embedded
   6. http://vimeo.com/20697661
   7. http://www.youtube.c...player_embedded
   8. http://www.youtube.c...player_embedded
   9. http://www.youtube.c...player_embedded
  10. http://www.youtube.c...player_embedded
  11. http://www.youtube.c...player_embedded
  12. http://www.youtube.c...player_embedded
Check them out! Browse all videos here.
Note 1. No extra functionality used!
Note 2. Numbers 1-12 are given in chronological order of posting.


Overlord
the "Slugger" should be in WoT.
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12.03.2011 14:33:25
 
Subject: In-Game Vehicles\American Vehicles\Tank Destroyers\the "Slugger" should be in WoT.
Link on message: #428305

View PostFryaDuck, on 12 March 2011 - 01:25 PM, said: ROTFLMAO M36 @ Tier 6;
Hull Armour Max: 12.7mm or 1/2"
This can be penetrated by .50cal stock gun of the T2 Medium tank.
Are you going to falsify the armour value or give it phenominal HP.

Overlord: So basically you want to push it back to tier 7? :)


Overlord
the "Slugger" should be in WoT.
arrow
12.03.2011 14:33:25
 
Subject: the "Slugger" should be in WoT.
Link on message: #428305

View PostFryaDuck, on Mar 12 2011 - 12:25, said: ROTFLMAO M36 @ Tier 6;

Hull Armour Max: 12.7mm or 1/2"

This can be penetrated by .50cal stock gun of the T2 Medium tank.

Are you going to falsify the armour value or give it phenominal HP.


Overlord:
So basically you want to push it back to tier 7?  :)


Overlord
Discussion of pre-release notes
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12.03.2011 12:08:49
 
Subject: Archives\Junkyard\Discussion of pre-release notes
Link on message: #428261

View Postredblurr, on 12 March 2011 - 06:54 AM, said: These delays are starting to make me lose interest.
Seriously.
I was ready to drop money for all pre-order packages not long ago. Now I do not know.
Publishing info then not holding yourself to it (among other things)...... I do not see this changing on release.
I really want to see WoT succeed... come on guys :blink:

Overlord: Not all organizational issues have been sorted out so far. Moreover, release under a new major update sounds far better than release on rather old version.


Overlord
What happens after release when Tech Trees change.
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12.03.2011 12:06:34
 
Subject: Game Discussion\Newcomers' Forum\What happens after release when Tech Trees change.
Link on message: #428258

View PostAnOnY_MoUs, on 12 March 2011 - 07:34 AM, said: How about the long discussed complete reworking of the US heavy tree?
To be honest huge changes like this should be put in place quite a long way before the game goes live...

Overlord: There is nothing to be afraid of, the changes are going to be positive and players won't lose anything.


Overlord
Super Heavy Tanks Events
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12.03.2011 12:04:55
 
Subject: Game Discussion\Gameplay Discussion\Super Heavy Tanks Events
Link on message: #428257

View Postxxxsur, on 12 March 2011 - 11:28 AM, said: 2 loltraktors block the supa tank and the supa tank is "jailed" :D

Overlord: It's high time we introduced "pushing corpse" functionality. :)


Overlord
Preorder bonuses
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12.03.2011 12:01:15
 
Subject: Archives\Beta\Questions\Preorder bonuses
Link on message: #428256

Overlord: Pre-order vehicle comes with one extra garage slot.


Overlord
the "Slugger" should be in WoT.
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12.03.2011 11:50:45
 
Subject: In-Game Vehicles\American Vehicles\Tank Destroyers\the "Slugger" should be in WoT.
Link on message: #428252

View Postozzmans, on 27 January 2011 - 01:30 PM, said: Did you even check the tech tree because it's right there at tier 7.

Overlord: M36 Slugger will be pushed to tier 6 according to the latest revision of TDs path.


Overlord
the "Slugger" should be in WoT.
arrow
12.03.2011 11:50:45
 
Subject: the "Slugger" should be in WoT.
Link on message: #428252

View Postozzmans, on Jan 27 2011 - 12:30, said: Did you even check the tech tree because it's right there at tier 7.


Overlord:
M36 Slugger will be pushed to tier 6 according to the latest revision of TDs path.


MrVic
WoT Newsletter Volume #16
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12.03.2011 02:46:11
 
Subject: News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #16
Link on message: #427931

MrVic: Had issues with some file sizes so hoping I do not crush the bandwidth to badly this week :) If they die I will work up a better solution later


MrVic
WoT Newsletter Volume #16
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12.03.2011 02:46:11
 
Subject: WoT Newsletter Volume #16
Link on message: #427931

MrVic: Had issues with some file sizes so hoping I do not crush the bandwidth to badly this week :) If they die I will work up a better solution later


MrVic
WoT Newsletter Volume #16
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12.03.2011 02:46:11
 
Subject: WoT Newsletter Volume #16
Link on message: #427931

MrVic: Had issues with some file sizes so hoping I do not crush the bandwidth to badly this week :) If they die I will work up a better solution later


Vallter
i can no longer play this game..
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12.03.2011 00:51:02
 
Subject: Technical Support & Bug Reporting\General Error Reporting\i can no longer play this game..
Link on message: #427850

Vallter: Please do the following to gather some necessary information and send it to us:
1. Please install the following program on your computer: http://www.pingplott.../pngplt_std.exe
2. Close all the applications, including torrents, DC-clients, Skype, ICQ, Browser (IE, Mozilla Firefox, Opera), Mail client and etc.
3. Launch the program, and maximize the dialog window.
4. Type 174.34.231.143 in the field "Address to Trace" (upper left corner). (http://wiki.worldoft...target=pp-1.png)
5. Set 1 second in the field "Trace Interval".
6. Press the "Trace" button (lower left corner) or the "Enter" button. (http://wiki.worldoft...target=pp-2.png)
7. Now click the right mouse on each figure one by one in the upper window (green or yellow background) and select "Show this Timeline Graph" (If there is no tick apposite it - v !). (http://wiki.worldoft...target=pp-3.png)
8. As the result, there is a black band under each figure in the column and the number of diagrams should be equal to the highest number in the column. (http://wiki.worldoft...target=pp-4.png)
9. To set up the time scale on the diagrams (in the lower part of the window) it's required to click the right mouse and in the opened menu select the time scale you need. (http://wiki.worldoft...target=pp-5.png)
10. Save the results in the png-file. (In File, "Save as").


Vallter
i can no longer play this game..
arrow
12.03.2011 00:51:02
 
Subject: i can no longer play this game..
Link on message: #427850

Vallter: Please do the following to gather some necessary information and send it to us:

1. Please install the following program on your computer: http://www.pingplott.../pngplt_std.exe
2. Close all the applications, including torrents, DC-clients, Skype, ICQ, Browser (IE, Mozilla Firefox, Opera), Mail client and etc.
3. Launch the program, and maximize the dialog window.
4. Type 174.34.231.143 in the field "Address to Trace" (upper left corner). (http://wiki.worldoft...target=pp-1.png)
5. Set 1 second in the field "Trace Interval".
6. Press the "Trace" button (lower left corner) or the "Enter" button. (http://wiki.worldoft...target=pp-2.png)
7. Now click the right mouse on each figure one by one in the upper window (green or yellow background) and select "Show this Timeline Graph" (If there is no tick apposite it - v !). (http://wiki.worldoft...target=pp-3.png)
8. As the result, there is a black band under each figure in the column and the number of diagrams should be equal to the highest number in the column. (http://wiki.worldoft...target=pp-4.png)
9. To set up the time scale on the diagrams (in the lower part of the window) it's required to click the right mouse and in the opened menu select the time scale you need. (http://wiki.worldoft...target=pp-5.png)
10. Save the results in the png-file. (In File, "Save as").


Overlord
Pre-release notes
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11.03.2011 19:30:00
 
Subject: News from the Front\Developers Break Down Game Mechanics\Pre-release notes
Link on message: #427521

Overlord: Update 3
The release date may be pushed back so as to launch under v.0.6.4.
Browse v.0.6.4 preliminary patch notes.


Overlord
Pre-release notes
arrow
11.03.2011 19:30:00
 
Subject: Pre-release notes
Link on message: #427521

Overlord: Update 3
The release date may be pushed back so as to launch under v.0.6.4.
Browse v.0.6.4 preliminary patch notes.


ARGO
Suggestion for enhanced crew training
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11.03.2011 18:31:27
 
Subject: Archives\Beta\Suggestions\Suggestion for enhanced crew training
Link on message: #427464

View PostNuthriz, on 11 March 2011 - 05:44 PM, said: ...but when the driver is dead and gunner takes his place, then the gun would be in the same situation - effectively unmanned (since the gunner enthusiastically went to fill in for the knocked out driver).

ARGO: In that scenario, usually with a dead gunner your accuracy suffers, with the driver enhanced trained as a gunner accuracy would not suffer at all.


ARGO
If a tank could fly what would you use it for?
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11.03.2011 16:48:22
 
Subject: Off-Topic Discussion\Off-Topic\If a tank could fly what would you use it for?
Link on message: #427358

ARGO: The Mil Mi-24 (Cyrillic: Миль Ми-24, NATO reporting name "Hind") is a large helicopter gunship (and attack helicopter)[1] and low-capacity troop transport (Carries 8) produced by Mil Moscow Helicopter Plant and operated from 1972 by the Soviet Air Force, its successors, and over thirty other nations. In October 2007, the Russian Air Force announced it would replace its 250 Mi-24 helicopter gunships with 300 more modern Mi-28s and possibly Ka-50s by 2015.[2][3]
In NATO circles the export versions, Mi-25 and Mi-35, are simply denoted with a letter suffix as "Hind D" and "Hind E" respectively. Soviet pilots called the aircraft летающий танк (letayushchiy tank, “flying tank”). More common unofficial nicknames were Крокодил (Krokodil, “Crocodile”), due to the helicopter's new camouflage scheme[4] and Стакан (Stakan, “Glass”), because of the flat glass plates which surround the three place cockpit of the Mi-24A.
Already have a flying tank......


Overlord
Account Suspended
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10.03.2011 23:33:36
 
Subject: Technical Support & Bug Reporting\General Error Reporting\Account Suspended
Link on message: #426726

View PostOmg_Kenny, on 10 March 2011 - 04:30 PM, said: ive been playing for ages with no problems, now all of a sudden I get the same error "Your Account has been Supendet.Reason.This account has been locked on the non-selected server due to your selection during the split into USA/Europe servers"
I normally play euro servers but today it wont let me access the game , I was playing fine testerday ?

Overlord: Looks like you have the wrong update installed. Check downloads section of EU website http://game.worldoftanks.eu/update


Overlord
Account Suspended
arrow
10.03.2011 23:33:36
 
Subject: Account Suspended
Link on message: #426726

View PostOmg_Kenny, on Mar 10 2011 - 15:30, said: ive been playing for ages with no problems, now all of a sudden I get the same error "Your Account has been Supendet.Reason.This account has been locked on the non-selected server due to your selection during the split into USA/Europe servers"
I normally play euro servers but today it wont let me access the game , I was playing fine testerday ?


Overlord:
Looks like you have the wrong update installed. Check downloads section of EU website http://game.worldoftanks.eu/update


MrVic
WoT Newsletter Volume #16
arrow
10.03.2011 20:14:51
 
Subject: News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #16
Link on message: #426530

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 or ideas and how you might like to contribute!
Newsletter Staff
Editor: MrVicWeekly Comic: Wallachia Tank Review: Diastant

MrVic: Weekly Comic: Wallachia Tank Review: Diastant
Posted Image

Developers Corner  said: Quote Developers Survey: Language Pack Edition
Please take a moment to help provide some feedback.
Link to Survey!
QuoteEU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.
What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.
First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.
Pre-release Notes what to expect

Last updated February 10, 2011
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed.
Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars
EU server:
set in Euros
1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.
Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update
Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Posted Image
Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
Pre-Release Notes Update #1

Update 1
1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.
Dev Question and Answer on Question and Answer sessions Link to Thread
Password change serviceLink to Post

MrVic: Pre-release Notes what to expect

Last updated February 10, 2011
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed.
Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars
EU server:
set in Euros
1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.
Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update
Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Posted Image
Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
Pre-Release Notes Update #1

Update 1
1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.
Dev Question and Answer on Question and Answer sessions Link to Thread
Password change serviceLink to Post
Posted Image

Quote Developers Survey: Language Pack Edition
Please take a moment to help provide some feedback.
Link to Survey!

MrVic: Posted Image

Quote EU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.
What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.
First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.

MrVic: Posted Image

News Headlines said: GDC 2011 - Preview from MMORPG.COMNews Link Details
Wespe Renders Available!News Link Details
GDC 2011: World of Tanks' clan wars showcase player and developer passionNews Link Details
REGISTRATION FOR URAL STEEL CHAMPIONSHIP TO BEGIN TODAYNews Link Details
MULTILINGUAL WORLD OF TANKSNews Link Details
SPOTLIGHT ON - WORLD OF TANKSNews Link Details
RELEASE OF V.0.6.3.8 UPDATE ON MARCH 1News Link Details
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details

MrVic: Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Discussion of pre-release notesLink to Main Topic
v.0.6.3.7 update - preliminary discussion Link to Main Topic
Official Tracks - Tracked - Tracking Thread Link to Main Topic
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Official Hard/Soft Wipe Discussion Thread Link to Main Topic
Official Tank View Range / Spotting Thread Link to Main Topic
Thread Covering Open Beta information What Open Beta Means to you!

MrVic: Posted Image

Fake Tip of the Week said: Fake Tip of the Week:In the Westfield map if you are fast enough or sneaky enough you can actually catch a glimpse of 2 Bears hiding in the woods. As they are so hard to find roaming the hill side its unconfirmed what interactions are possible!

MrVic: M6A2E1

M6A2E1 Pre-Order
Posted Image
Posted Image
Update on M6A2E1

M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image

Post of the Week said: Link to Post
Improving German vehicles
An on going thread based around German Tanks.

MrVic: World of Tanks Tutorial Video Part 4
World of Tanks Tutorial Video Part 3
World of Tanks Tutorial Video part 2
World of Tanks Tutorial Video part 1
Posted Image

A Look to the Future said: Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details
New Match-Making Chart
- Changed spread for some vehicles
- Featured new vehicles

note - left-hand column is the vehicle tier, top row is the battle tier (the battle that vehicle gets assigned to) there are no and no plans for tier 11 or 12 vehicles. /SE
Posted Image
Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.
This is a tier 8 premium tank that will be available for pre-orders
M6A2E1

M6A2E1 Pre-Order
Posted Image
Posted Image
Update on M6A2E1

M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image
Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m
World of Tanks Tutorial Video Part 4
World of Tanks Tutorial Video Part 3
World of Tanks Tutorial Video part 2
World of Tanks Tutorial Video part 1

MrVic: Caucasus

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Last Weeks Pictures of the Week (Archive)

Caucasus

Posted Image
Pagorki Modified

Posted Image
Posted Image

Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.
This is a tier 8 premium tank that will be available for pre-orders

MrVic: Posted Image

Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m

MrVic: Posted Image

Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
New Map Preview!
Steppes

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
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Posted Image
Caucasus

Posted Image
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Posted Image
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Last Weeks Pictures of the Week (Archive)

Caucasus

Posted Image
Pagorki Modified

Posted Image

MrVic: Posted Image

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (Core) Link to the Authors site.

Posted Image

MrVic: Posted Image

Tank Skin of the Week said: This weeks featured Tank skin is by "locopyro" Thread Link
Tron Skins

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MrVic:

Tank Reviews said: Written By: Diastant
Tank Reviews # 5 T-44
History: The T-44 was, like its ancestors, derived from the T-34 series as well as the T-34-85 series. It called for heavier armor protection at a minimal weight gain, as well as heavier armament. It had a new turret design and was fitted with a new 122mm gun. It was started in 1943.
Armor: As always, you will have an armor increase. You can now bounce many more things, but you always have to watch out, as you did with your T-43, because the armor isn't exactly the best either. You have great frontal armor that should be able to bounce and take a lot of hits, but the main concern of the T-44's armor, upon most players and T-44 drivers, is the ammo rack. People say in most games that they play the ammo rack either gets damaged or it explodes. The engineers sacrificed armor protection for mobility, and because auto-aim usually aims for the turret, the ammo rack is especially vulnerable. You might want to get a wet ammo rack. Other than that it's has good mobility combined with great armor. It shouldn't be much of a problem.
Firepower: The T-44 has an 85mm, 100mm, and 122mm. The 85mm is the default one that will be equipped with your tank when you select it. The 100mm and 122mm both require the second turret in order to mount it, so I would research the turret first, and then your choice of gun. The 100mm is a great multi-role all-rounder. It has nice reload with great damage, for an excellent combination. The 122mm deals massive damage for a medium tank, but the only drawback to that is its 3.8 rounds per minute. It's slow but powerful. For the first few battles in your 85mm, you will find that it does not deal enough damage for you to hit any well-armored tanks, so research the turret and then the gun.
Mobility: When you first get the T-44 the mobility seems horrible, but afterwards when you get the new tracks, it's playable. It may be slow, but at least your maneuverability is so much better. When you get the final engine and tracks, it really starts to shine, and you will be able to both go fast AND turn nicely as well. As a medium tank, mobility is one of the major factors in playing your role on the battlefield, so that is why I went with the tracks, then turret, then gun, and the engine. This is just my preferred method for the T-44. It should be more than enough to make a quick getaway or to flank with precision. The mobility of the T-44 also makes it a decent scout, as long as you don't rush into the open. Top speed is 51 km/h.
Fear Factor: Before the T-54 came out, the T-44 was considered to be the pinnacle of Soviet medium tanks. Get to the T-44 and you were something to be afraid of, and although the T-54 has somewhat taken that spot, you are still one of the top tanks, and although you may not have the armor or firepower of the heavier tanks, your mobility and fierceness should be plenty to scare anybody. As always, try to wolf pack with another similar medium. 2 turrets are better than one. A wolf pack of T-44's is definitely something to be scared of, so watch out.
Overall Value: It's a great tank, honestly. It's not overpowered as many people would think and it's not that weak either. Play your role as a medium and this thing will shine. The mobility combined with the firepower makes for a great combo. Armor won't really matter when you are pounding them with 122mm's worth of death and steel going at 51 km/h.

MrVic:

Community Driven Content said: Historical Battles!
Historical Battles, Link to Section
Color Blind? Check this out!
Color Blind (Mod) by:SmVueno Right now in game options are not complete, but the following thread created by SmVueno provides some help. Link to Thread
Lost your Original Tank Skin files? This thread may help save you time! Link to Thread

MrVic:

Help Wanted said: Posted Image
New Positions Open!
Looking for 1-2 Players from NA and EU forums to join the Newsletter Staff. Looking for players that are avid readers of the forums, main work entails finding funny or well written posts, recent information on info segments posted by the devs ect and other content such as finding tank skins for each weeks Newsletter publications. Main focus is finding and collecting information to be added weekly. If your interested in such a role please Send a PM to MrVic Thanks!

MrVic:


MrVic
WoT Newsletter Volume #16
arrow
10.03.2011 20:14:51
 
Subject: WoT Newsletter Volume #16
Link on message: #426530

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 or ideas and how you might like to contribute!

Newsletter Staff
Editor: MrVicWeekly Comic: Wallachia Tank Review: Diastant


MrVic:

Posted Image

Developers Corner  said:
Quote Developers Survey: Language Pack Edition

Please take a moment to help provide some feedback.  

Link to Survey!

Quote EU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.

What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.

First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.


Pre-release Notes what to expect
                    
Last updated February 10, 2011


With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold

These dates are still considered to be rough, but should give batter understanding of projected time-lines.

ETAs:

Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed. Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.

The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.

US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.

Note! Available payment systems and other related details are to be announced.

Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.

2. Release Version and the Upcoming Major Update

Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.

Major update v.0.6.4 - preliminary patch notes:

New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately. Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.

3. Visibility and Spotting Mechanics

Visibility and spotting system are being worked on. Below are some details.

Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees

Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.

US tech tree, to a high extent, can be revised in the light of community feedback here.  


5. Match-making System

The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).

Plans for future:

Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers  
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars

International clan wars beta will start in a few months after the release.  

Non-exhaustive list of features for clan wars currently in development:

New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.  
7. German Vehicles

Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.

1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.  

2. Reconsidered and systematized visibility values for tanks and especially TDs.

ETA - v.0.6.4.x update

3. Adjustments to max speed values of Tiger and Tiger II are under consideration.


8. SPGs & Balance

Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes

Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics

The size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspension/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.

                    
Posted Image

Green areas will be limited to the size of leading wheel and idler.

This post will be timely updated.

Topic for discussion.

Pre-Release Notes Update #1
                    
Update 1

1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.



Dev Question and Answer on Question and Answer sessions Link to Thread

Password change serviceLink to Post



MrVic:

Quote Developers Survey: Language Pack Edition

Please take a moment to help provide some feedback.  

Link to Survey!


MrVic:


Pre-release Notes what to expect
                    
Last updated February 10, 2011


With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold

These dates are still considered to be rough, but should give batter understanding of projected time-lines.

ETAs:

Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed. Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.

The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.

US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.

Note! Available payment systems and other related details are to be announced.

Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.

2. Release Version and the Upcoming Major Update

Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.

Major update v.0.6.4 - preliminary patch notes:

New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately. Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.

3. Visibility and Spotting Mechanics

Visibility and spotting system are being worked on. Below are some details.

Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees

Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.

US tech tree, to a high extent, can be revised in the light of community feedback here.  


5. Match-making System

The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).

Plans for future:

Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers  
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars

International clan wars beta will start in a few months after the release.  

Non-exhaustive list of features for clan wars currently in development:

New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.  
7. German Vehicles

Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.

1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.  

2. Reconsidered and systematized visibility values for tanks and especially TDs.

ETA - v.0.6.4.x update

3. Adjustments to max speed values of Tiger and Tiger II are under consideration.


8. SPGs & Balance

Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes

Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics

The size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspension/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.

                    
Posted Image

Green areas will be limited to the size of leading wheel and idler.

This post will be timely updated.

Topic for discussion.

Pre-Release Notes Update #1
                    
Update 1

1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.



Dev Question and Answer on Question and Answer sessions Link to Thread

Password change serviceLink to Post



Posted Image

Quote EU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.

What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.

First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.

MrVic:

Posted Image

News Headlines said:
GDC 2011 - Preview from MMORPG.COMNews Link Details

Wespe Renders Available!News Link Details

GDC 2011: World of Tanks' clan wars showcase player and developer passionNews Link Details

REGISTRATION FOR URAL STEEL CHAMPIONSHIP TO BEGIN TODAYNews Link Details

MULTILINGUAL WORLD OF TANKSNews Link Details

SPOTLIGHT ON - WORLD OF TANKSNews Link Details

RELEASE OF V.0.6.3.8 UPDATE ON MARCH 1News Link Details

Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details




MrVic:


Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.

Discussion of pre-release notesLink to Main Topic

v.0.6.3.7 update - preliminary discussion Link to Main Topic

Official Tracks - Tracked - Tracking Thread Link to Main Topic

Match Making Thread Link to Main Topic

Post Patch SPG Thread Link to Main Topic

Official Hard/Soft Wipe Discussion Thread Link to Main Topic

Official Tank View Range / Spotting Thread Link to Main Topic

Thread Covering Open Beta information  What Open Beta Means to you!




MrVic:

Posted Image

Fake Tip of the Week said: Fake Tip of the Week:In the Westfield map if you are fast enough or sneaky enough you can actually catch a glimpse of 2 Bears hiding in the woods.  As they are so hard to find roaming the hill side its unconfirmed what interactions are possible!


MrVic:

Posted Image

Post of the Week said: Link to Post

Improving German vehicles

An on going thread based around German Tanks.  



MrVic:

A Look to the Future said:   


Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details

New Match-Making Chart

- Changed spread for some vehicles
- Featured new vehicles
                    
note - left-hand column is the vehicle tier, top row is the battle tier (the battle that vehicle gets assigned to) there are no and no plans for tier 11 or 12 vehicles. /SE
Posted Image

Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.

This is a tier 8 premium tank that will be available for pre-orders
M6A2E1
                    
M6A2E1 Pre-Order
Posted Image
Posted Image

Update on M6A2E1
                    
M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image

Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m

World of Tanks Tutorial Video Part 4



World of Tanks Tutorial Video Part 3



World of Tanks Tutorial Video part 2

http://www.youtube.c...ayer_detailpage

World of Tanks Tutorial Video part 1

http://www.youtube.c...player_embedded



MrVic: M6A2E1
                    
M6A2E1 Pre-Order
Posted Image
Posted Image

Update on M6A2E1
                    
M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image


Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.

This is a tier 8 premium tank that will be available for pre-orders


MrVic:
World of Tanks Tutorial Video Part 4



World of Tanks Tutorial Video Part 3



World of Tanks Tutorial Video part 2

http://www.youtube.c...ayer_detailpage

World of Tanks Tutorial Video part 1

http://www.youtube.c...player_embedded




Posted Image

Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m


MrVic:
Caucasus
                    
http://img200.images...20110311165.jpg
http://img200.images...20110311165.jpg
http://img850.images...20110311165.jpg
http://img98.imagesh...20110311165.jpg
http://img856.images...20110311165.jpg
http://img153.images...20110311165.jpg



Last Weeks Pictures of the Week (Archive)
                    
Caucasus
                    
http://img8.imagesha...42/caucasus.jpg

Pagorki Modified
                    
http://img190.images...llsmodified.jpg




Posted Image

Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final

New Map Preview!

Steppes
                    
http://img691.images...1/35steppes.jpg
http://img155.images...20110311164.jpg
http://img12.imagesh...20110311164.jpg
http://img13.imagesh...20110311164.jpg
http://img132.images...20110311164.jpg
http://img16.imagesh...20110311164.jpg
http://img855.images...20110311164.jpg

Caucasus
                    
http://img200.images...20110311165.jpg
http://img200.images...20110311165.jpg
http://img850.images...20110311165.jpg
http://img98.imagesh...20110311165.jpg
http://img856.images...20110311165.jpg
http://img153.images...20110311165.jpg



Last Weeks Pictures of the Week (Archive)
                    
Caucasus
                    
http://img8.imagesha...42/caucasus.jpg

Pagorki Modified
                    
http://img190.images...llsmodified.jpg



MrVic:


Posted Image

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (Core) Link to the Authors site.
                    
http://loltraktor.th...81037099652.png



MrVic:




Posted Image

Tank Skin of the Week said: This weeks featured Tank skin is by "locopyro" Thread Link

Tron Skins

                    
http://img833.images...351/shot129.jpg
http://img638.images...08/shot006b.jpg



MrVic:


Posted Image

Tank Reviews said: Written By: Diastant

Tank Reviews # 5 T-44

History: The T-44 was, like its ancestors, derived from the T-34 series as well as the T-34-85 series. It called for heavier armor protection at a minimal weight gain, as well as heavier armament. It had a new turret design and was fitted with a new 122mm gun. It was started in 1943.

Armor: As always, you will have an armor increase. You can now bounce many more things, but you always have to watch out, as you did with your T-43, because the armor isn't exactly the best either. You have great frontal armor that should be able to bounce and take a lot of hits, but the main concern of the T-44's armor, upon most players and T-44 drivers, is the ammo rack. People say in most games that they play the ammo rack either gets damaged or it explodes. The engineers sacrificed armor protection for mobility, and because auto-aim usually aims for the turret, the ammo rack is especially vulnerable. You might want to get a wet ammo rack. Other than that it's has good mobility combined with great armor. It shouldn't be much of a problem.

Firepower: The T-44 has an 85mm, 100mm, and 122mm. The 85mm is the default one that will be equipped with your tank when you select it. The 100mm and 122mm both require the second turret in order to mount it, so I would research the turret first, and then your choice of gun. The 100mm is a great multi-role all-rounder. It has nice reload with great damage, for an excellent combination. The 122mm deals massive damage for a medium tank, but the only drawback to that is its 3.8 rounds per minute. It's slow but powerful. For the first few battles in your 85mm, you will find that it does not deal enough damage for you to hit any well-armored tanks, so research the turret and then the gun.

Mobility: When you first get the T-44 the mobility seems horrible, but afterwards when you get the new tracks, it's playable. It may be slow, but at least your maneuverability is so much better. When you get the final engine and tracks, it really starts to shine, and you will be able to both go fast AND turn nicely as well. As a medium tank, mobility is one of the major factors in playing your role on the battlefield, so that is why I went with the tracks, then turret, then gun, and the engine. This is just my preferred method for the T-44. It should be more than enough to make a quick getaway or to flank with precision. The mobility of the T-44 also makes it a decent scout, as long as you don't rush into the open. Top speed is 51 km/h.

Fear Factor: Before the T-54 came out, the T-44 was considered to be the pinnacle of Soviet medium tanks. Get to the T-44 and you were something to be afraid of, and although the T-54 has somewhat taken that spot, you are still one of the top tanks, and although you may not have the armor or firepower of the heavier tanks, your mobility and fierceness should be plenty to scare anybody. As always, try to wolf pack with another similar medium. 2 turrets are better than one. A wolf pack of T-44's is definitely something to be scared of, so watch out.

Overall Value: It's a great tank, honestly. It's not overpowered as many people would think and it's not that weak either. Play your role as a medium and this thing will shine. The mobility combined with the firepower makes for a great combo. Armor won't really matter when you are pounding them with 122mm's worth of death and steel going at 51 km/h.



Community Driven Content said:
Historical Battles!
Historical Battles, Link to Section

Color Blind? Check this out!
Color Blind (Mod) by:SmVueno  Right now in game options are not complete, but the following thread created by SmVueno provides some help. Link to Thread

Lost your Original Tank Skin files? This thread may help save you time! Link to Thread



MrVic:



Help Wanted said: Posted Image

New Positions Open!
Looking for 1-2 Players from NA and EU forums to join the Newsletter Staff.  Looking for players that are avid readers of the forums, main work entails finding funny or well written posts, recent information on info segments posted by the devs ect and other content such as finding tank skins for each weeks Newsletter publications.  Main focus is finding and collecting information to be added weekly.  If your interested in such a role please Send a PM to MrVic  Thanks!



MrVic:


MrVic
WoT Newsletter Volume #16
arrow
10.03.2011 20:14:51
 
Subject: WoT Newsletter Volume #16
Link on message: #426530

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 or ideas and how you might like to contribute!

Newsletter Staff
Editor: MrVicWeekly Comic: Wallachia Tank Review: Diastant


MrVic:

Posted Image

Developers Corner  said:
Quote Developers Survey: Language Pack Edition

Please take a moment to help provide some feedback.  

Link to Survey!

Quote EU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.

What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.

First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.


Pre-release Notes what to expect
                    
Last updated February 10, 2011


With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold

These dates are still considered to be rough, but should give batter understanding of projected time-lines.

ETAs:

Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed. Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.

The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.

US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.

Note! Available payment systems and other related details are to be announced.

Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.

2. Release Version and the Upcoming Major Update

Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.

Major update v.0.6.4 - preliminary patch notes:

New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately. Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.

3. Visibility and Spotting Mechanics

Visibility and spotting system are being worked on. Below are some details.

Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees

Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.

US tech tree, to a high extent, can be revised in the light of community feedback here.  


5. Match-making System

The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).

Plans for future:

Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers  
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars

International clan wars beta will start in a few months after the release.  

Non-exhaustive list of features for clan wars currently in development:

New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.  
7. German Vehicles

Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.

1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.  

2. Reconsidered and systematized visibility values for tanks and especially TDs.

ETA - v.0.6.4.x update

3. Adjustments to max speed values of Tiger and Tiger II are under consideration.


8. SPGs & Balance

Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes

Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics

The size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspension/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.

                    
Posted Image

Green areas will be limited to the size of leading wheel and idler.

This post will be timely updated.

Topic for discussion.

Pre-Release Notes Update #1
                    
Update 1

1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.



Dev Question and Answer on Question and Answer sessions Link to Thread

Password change serviceLink to Post



MrVic:

Quote Developers Survey: Language Pack Edition

Please take a moment to help provide some feedback.  

Link to Survey!


MrVic:


Pre-release Notes what to expect
                    
Last updated February 10, 2011


With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold

These dates are still considered to be rough, but should give batter understanding of projected time-lines.

ETAs:

Pre-orders launch: February 20-25
Release date: March 10-15. Hardwipe confirmed. Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.

The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.

US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.

Note! Available payment systems and other related details are to be announced.

Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.

2. Release Version and the Upcoming Major Update

Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.

Major update v.0.6.4 - preliminary patch notes:

New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately. Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.

3. Visibility and Spotting Mechanics

Visibility and spotting system are being worked on. Below are some details.

Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees

Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.

US tech tree, to a high extent, can be revised in the light of community feedback here.  


5. Match-making System

The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).

Plans for future:

Overall match-making will be improving steadily, this kind of work goes non-stop
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers  
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars

International clan wars beta will start in a few months after the release.  

Non-exhaustive list of features for clan wars currently in development:

New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.  
7. German Vehicles

Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.

1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.  

2. Reconsidered and systematized visibility values for tanks and especially TDs.

ETA - v.0.6.4.x update

3. Adjustments to max speed values of Tiger and Tiger II are under consideration.


8. SPGs & Balance

Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes

Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics

The size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspension/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.

                    
Posted Image

Green areas will be limited to the size of leading wheel and idler.

This post will be timely updated.

Topic for discussion.

Pre-Release Notes Update #1
                    
Update 1

1. New time line for pre-orders launch. Extra slot included.
2. Removed from preliminary patch notes of v.0.6.4:
[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.
Reason: unfortunately we won't manage to finish it in time, will be added in the next update.
[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.
Reason: Maus goes first, it will be used as guinea pig (in the finest sense of the word) to test the new mantlet mechanics.



Dev Question and Answer on Question and Answer sessions Link to Thread

Password change serviceLink to Post



Posted Image

Quote EU and US Supertest
In the coming weeks an International Supertest server will be set up. The Supertest is a special server that all updates must go to before being officially released, as a final quality check. This server provides the developers with information that can be used to improve the upcoming update before release, including bug fixes and balancing issues, and improve the overall quality of future updates.

What this means for players:
An opportunity to test new features and content before it is released officially. This includes new vehicles, maps, game modes, and much more.
An opportunity to have greater and more pointed influence upon the development of the game by tracking bugs and pointing failures of game mechanics.
An opportunity to increase the level and quality of communication between players and the World of Tanks development team.
Players interested in the participating in the Supertest are encouraged to watch for updates on the forums for instructions on how to join.

First stage of Supertest recruitment will be dedicated to Language Supertest and is going to start in a few days.

MrVic:

Posted Image

News Headlines said:
GDC 2011 - Preview from MMORPG.COMNews Link Details

Wespe Renders Available!News Link Details

GDC 2011: World of Tanks' clan wars showcase player and developer passionNews Link Details

REGISTRATION FOR URAL STEEL CHAMPIONSHIP TO BEGIN TODAYNews Link Details

MULTILINGUAL WORLD OF TANKSNews Link Details

SPOTLIGHT ON - WORLD OF TANKSNews Link Details

RELEASE OF V.0.6.3.8 UPDATE ON MARCH 1News Link Details

Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details




MrVic:


Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.

Discussion of pre-release notesLink to Main Topic

v.0.6.3.7 update - preliminary discussion Link to Main Topic

Official Tracks - Tracked - Tracking Thread Link to Main Topic

Match Making Thread Link to Main Topic

Post Patch SPG Thread Link to Main Topic

Official Hard/Soft Wipe Discussion Thread Link to Main Topic

Official Tank View Range / Spotting Thread Link to Main Topic

Thread Covering Open Beta information  What Open Beta Means to you!




MrVic:

Posted Image

Fake Tip of the Week said: Fake Tip of the Week:In the Westfield map if you are fast enough or sneaky enough you can actually catch a glimpse of 2 Bears hiding in the woods.  As they are so hard to find roaming the hill side its unconfirmed what interactions are possible!


MrVic:

Posted Image

Post of the Week said: Link to Post

Improving German vehicles

An on going thread based around German Tanks.  



MrVic:

A Look to the Future said:   


Ural Steel - International Championship within World of tanks for Uralvagonzavod prizesNews Link Details

New Match-Making Chart

- Changed spread for some vehicles
- Featured new vehicles
                    
note - left-hand column is the vehicle tier, top row is the battle tier (the battle that vehicle gets assigned to) there are no and no plans for tier 11 or 12 vehicles. /SE
Posted Image

Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.

This is a tier 8 premium tank that will be available for pre-orders
M6A2E1
                    
M6A2E1 Pre-Order
Posted Image
Posted Image

Update on M6A2E1
                    
M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image

Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m

World of Tanks Tutorial Video Part 4



World of Tanks Tutorial Video Part 3



World of Tanks Tutorial Video part 2

http://www.youtube.c...ayer_detailpage

World of Tanks Tutorial Video part 1

http://www.youtube.c...player_embedded



MrVic: M6A2E1
                    
M6A2E1 Pre-Order
Posted Image
Posted Image

Update on M6A2E1
                    
M6A2E1 Specs
M6A2E1 specs revelaed. This vehicle will be available in pre-orders.
Posted Image


Quote M6A2E1 - is an uparmored continuation of US M6 heavy line with a new turret armed with a T5E1 105 mm gun. Never was in mass production.

This is a tier 8 premium tank that will be available for pre-orders


MrVic:
World of Tanks Tutorial Video Part 4



World of Tanks Tutorial Video Part 3



World of Tanks Tutorial Video part 2

http://www.youtube.c...ayer_detailpage

World of Tanks Tutorial Video part 1

http://www.youtube.c...player_embedded




Posted Image

Quote Tier - 8
Hit Points -1500
Weight Limit - 66.96/70.5 t
Engine Power - 960 h.p.
Speed Limit - 29 km/h
Traverse Speed - 24 deg/sec
Hull Armor - 191/44/41 mm
Turret Armor - 191/89/208 mm
Standard Shell Damage - 270-450
Standard Shell Penetration - 149-248 mm
Rate of Fire - 4.8 rounds/min
Turret Traverse Speed - 26 deg/sec
View Range - 430 m
Signal Range - 650 m


MrVic:
Caucasus
                    
http://img200.images...20110311165.jpg
http://img200.images...20110311165.jpg
http://img850.images...20110311165.jpg
http://img98.imagesh...20110311165.jpg
http://img856.images...20110311165.jpg
http://img153.images...20110311165.jpg



Last Weeks Pictures of the Week (Archive)
                    
Caucasus
                    
http://img8.imagesha...42/caucasus.jpg

Pagorki Modified
                    
http://img190.images...llsmodified.jpg




Posted Image

Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final

New Map Preview!

Steppes
                    
http://img691.images...1/35steppes.jpg
http://img155.images...20110311164.jpg
http://img12.imagesh...20110311164.jpg
http://img13.imagesh...20110311164.jpg
http://img132.images...20110311164.jpg
http://img16.imagesh...20110311164.jpg
http://img855.images...20110311164.jpg

Caucasus
                    
http://img200.images...20110311165.jpg
http://img200.images...20110311165.jpg
http://img850.images...20110311165.jpg
http://img98.imagesh...20110311165.jpg
http://img856.images...20110311165.jpg
http://img153.images...20110311165.jpg



Last Weeks Pictures of the Week (Archive)
                    
Caucasus
                    
http://img8.imagesha...42/caucasus.jpg

Pagorki Modified
                    
http://img190.images...llsmodified.jpg



MrVic:


Posted Image

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (Core) Link to the Authors site.
                    
http://loltraktor.th...81037099652.png



MrVic:




Posted Image

Tank Skin of the Week said: This weeks featured Tank skin is by "locopyro" Thread Link

Tron Skins

                    
http://img833.images...351/shot129.jpg
http://img638.images...08/shot006b.jpg



MrVic:


Posted Image

Tank Reviews said: Written By: Diastant

Tank Reviews # 5 T-44

History: The T-44 was, like its ancestors, derived from the T-34 series as well as the T-34-85 series. It called for heavier armor protection at a minimal weight gain, as well as heavier armament. It had a new turret design and was fitted with a new 122mm gun. It was started in 1943.

Armor: As always, you will have an armor increase. You can now bounce many more things, but you always have to watch out, as you did with your T-43, because the armor isn't exactly the best either. You have great frontal armor that should be able to bounce and take a lot of hits, but the main concern of the T-44's armor, upon most players and T-44 drivers, is the ammo rack. People say in most games that they play the ammo rack either gets damaged or it explodes. The engineers sacrificed armor protection for mobility, and because auto-aim usually aims for the turret, the ammo rack is especially vulnerable. You might want to get a wet ammo rack. Other than that it's has good mobility combined with great armor. It shouldn't be much of a problem.

Firepower: The T-44 has an 85mm, 100mm, and 122mm. The 85mm is the default one that will be equipped with your tank when you select it. The 100mm and 122mm both require the second turret in order to mount it, so I would research the turret first, and then your choice of gun. The 100mm is a great multi-role all-rounder. It has nice reload with great damage, for an excellent combination. The 122mm deals massive damage for a medium tank, but the only drawback to that is its 3.8 rounds per minute. It's slow but powerful. For the first few battles in your 85mm, you will find that it does not deal enough damage for you to hit any well-armored tanks, so research the turret and then the gun.

Mobility: When you first get the T-44 the mobility seems horrible, but afterwards when you get the new tracks, it's playable. It may be slow, but at least your maneuverability is so much better. When you get the final engine and tracks, it really starts to shine, and you will be able to both go fast AND turn nicely as well. As a medium tank, mobility is one of the major factors in playing your role on the battlefield, so that is why I went with the tracks, then turret, then gun, and the engine. This is just my preferred method for the T-44. It should be more than enough to make a quick getaway or to flank with precision. The mobility of the T-44 also makes it a decent scout, as long as you don't rush into the open. Top speed is 51 km/h.

Fear Factor: Before the T-54 came out, the T-44 was considered to be the pinnacle of Soviet medium tanks. Get to the T-44 and you were something to be afraid of, and although the T-54 has somewhat taken that spot, you are still one of the top tanks, and although you may not have the armor or firepower of the heavier tanks, your mobility and fierceness should be plenty to scare anybody. As always, try to wolf pack with another similar medium. 2 turrets are better than one. A wolf pack of T-44's is definitely something to be scared of, so watch out.

Overall Value: It's a great tank, honestly. It's not overpowered as many people would think and it's not that weak either. Play your role as a medium and this thing will shine. The mobility combined with the firepower makes for a great combo. Armor won't really matter when you are pounding them with 122mm's worth of death and steel going at 51 km/h.



Community Driven Content said:
Historical Battles!
Historical Battles, Link to Section

Color Blind? Check this out!
Color Blind (Mod) by:SmVueno  Right now in game options are not complete, but the following thread created by SmVueno provides some help. Link to Thread

Lost your Original Tank Skin files? This thread may help save you time! Link to Thread



MrVic:



Help Wanted said: Posted Image

New Positions Open!
Looking for 1-2 Players from NA and EU forums to join the Newsletter Staff.  Looking for players that are avid readers of the forums, main work entails finding funny or well written posts, recent information on info segments posted by the devs ect and other content such as finding tank skins for each weeks Newsletter publications.  Main focus is finding and collecting information to be added weekly.  If your interested in such a role please Send a PM to MrVic  Thanks!



MrVic:


merig00
time to get something of my chest
arrow
10.03.2011 18:09:25
 
Subject: Off-Topic Discussion\Off-Topic\time to get something of my chest
Link on message: #426408

View PostBlitzkrieger, on 10 March 2011 - 06:04 PM, said: wish they'd give us the info for pre-order already

merig00: In unofficial capacity I bring you this:
http://downloads.wor...s/preorders.jpg
No date yet.


merig00
What is your fps?
arrow
10.03.2011 18:03:26
 
Subject: Game Discussion\Gameplay Discussion\What is your fps?
Link on message: #426402

merig00: around 70 fps without AA. drops to 40 with AA turned up to max


merig00
When is Beta over ? , preorder when? full wipe ?
arrow
10.03.2011 17:58:43
 
Subject: Game Discussion\Gameplay Discussion\When is Beta over ? , preorder when? full wipe ?
Link on message: #426396

merig00: Release should be somewhere closer to the end of March.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).
Pre-order stuff can be added to existing account.


merig00
When is Beta over ? , preorder when? full wipe ?
arrow
10.03.2011 17:58:43
 
Subject: When is Beta over ? , preorder when? full wipe ?
Link on message: #426396

merig00: Release should be somewhere closer to the end of March.

Pre-order packages will be available approx two weeks before the game   goes live. All in all there will be 3 options to choose from, each one   contains certain amount of gold with discount and a premium vehicle   (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.


merig00
When is Beta over ? , preorder when? full wipe ?
arrow
10.03.2011 17:58:43
 
Subject: When is Beta over ? , preorder when? full wipe ?
Link on message: #426396

merig00: Release should be somewhere closer to the end of March.

Pre-order packages will be available approx two weeks before the game   goes live. All in all there will be 3 options to choose from, each one   contains certain amount of gold with discount and a premium vehicle   (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.


merig00
time to get something of my chest
arrow
10.03.2011 17:55:45
 
Subject: Off-Topic Discussion\Off-Topic\time to get something of my chest
Link on message: #426392

View PostMorrigan, on 10 March 2011 - 05:23 PM, said: No, not forgotten, but the thing still puts 4-6 T-54s on one side and none on the other, so... ;)

merig00: So...it will be fixed when they introduce more detailed matchmaking mechanism.
Also the biggest problem with matchmaking - players skill. The reason why T-54 was so decried to be OP is because the first and second wave of players that got it were good players that had plenty of free experience/experience stockpiled on t-44. Right now (especially on RU server) T-54 is considered to be a strong tank but not OP because all those good players got diluted by mediocre ones who finally grinded up to lvl9. I hear about more and more people switching to Pershing from T-54.


ARGO
Now T-54s have something to be afraid of
arrow
10.03.2011 17:34:40
 
Subject: Game Discussion\Gameplay Discussion\Now T-54s have something to be afraid of
Link on message: #426366

View PostWrath_From_Above, on 10 March 2011 - 05:20 PM, said: I have been in games where two T-54's owned everyone including Tier 8 and 9 TD's......I think the drivers skill and knowledge of what his T-54 can and can not do will win any day over TD's. If you can get behind a camping TD then he's dead anyway.
For me, even the 704's don't scare me anymore since I know how to kill them.

ARGO: I totally agree with this a skilled T-54 driver can make a huge difference however like any fast tank, if you can stop it it's not going to last long. It seems the TDs are being used for that very purpose, to tie up tanks long enough for them to be hit by arty and the big boys. Besides the TDs have the camo advantage which helps greatly.


merig00
RED Screen
arrow
10.03.2011 17:23:01
 
Subject: Archives\Beta\RED Screen
Link on message: #426350

merig00: Got to use the forum search
http://forum.worldof...porary-solution


ARGO
Now T-54s have something to be afraid of
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10.03.2011 17:11:30
 
Subject: Game Discussion\Gameplay Discussion\Now T-54s have something to be afraid of
Link on message: #426340

ARGO: Back when those little buggers 1st hit the scene and up until now we all heard the barrage of complaints of OP and the virtual indestructibility of the T-54. WoT's new badboy has made a name for itself.
Back in earlier times we 1st feared the Leo, then it was arty, then the dreaded T-44 but somehow we always found a way to finally take them out. Players simply overcame as they always do but this new hell on treads was different, It didn't go down to easy and for the most part it drove tankers bonkers trying to deal with one. Even with the legendary IS4 or 7 these guys proved to be every bit as deadly.
Until now.....
What I have now noticed is that instead of players going bigger to kill them, players went smaller and also into something other than a tank...
T-54, meet Mr. Tank Destroyer
Yes, The TDs have started showing up ingame and inforce. I have noticed more and more games where one side had 3+ T-54s and the other had a about 5 TDs and let me tell you that the T-54s did not last long when running into the TDs Wall O Pain. Russian or German the outcome has been significant. T-54s attack, they get tracked and then smacked from all sides. Again players have found a way to overcome. I myself am very pleased to see TDs making a new sight on the battlefield and I too have tried them and like them. The TD to me has gone from the unsung hero to the perfect defender and the best part about them? They are not hard to get into and cheap to run. Got any similar things regarding this to share?


ARGO
kv3,kv 1 s or su 100
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10.03.2011 16:50:27
 
Subject: Archives\Beta\kv3,kv 1 s or su 100
Link on message: #426323

ARGO: I cannot say anything really bad about the KV3 because anything was better than the KV. Not saying that KV was bad but just really really slow. KV3 I had good times in with it's 107mm but the SU-85 you also get the 107mm which rocks and the SU-100 get the much needed armour upgrade and a great selection of guns.


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