Developers posts on forum
In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com
Subject:
Important Information\Updates & Patch Notes\beta 0.6.1.5 update
Link on message: #181888
sonic9982, on 18 October 2010 - 07:07 PM, said: @overlord: so we still have to wait a little bit for 0.6... can you
tell us at least one or the other data sheet of the us-tanks?
pleeeeaaaaasssseeeee! 
and yeah - we know that the data sheet can still change... so please give us a little insight!

Link on message: #181888



and yeah - we know that the data sheet can still change... so please give us a little insight!

MrVic: What kind of data sheet are you asking about? Cost ect?
Subject: beta 0.6.1.5 update
Link on message: #181888
sonic9982, on Oct 18 2010 - 18:07, said: @overlord: so we still have to wait a little bit for 0.6... can you
tell us at least one or the other data sheet of the us-tanks?
pleeeeaaaaasssseeeee! 
and yeah - we know that the data sheet can still change... so please give us a little insight!
Link on message: #181888



and yeah - we know that the data sheet can still change... so please give us a little insight!

MrVic: What kind of data sheet are you asking about? Cost ect?
Subject: beta 0.6.1.5 update
Link on message: #181888
sonic9982, on Oct 18 2010 - 18:07, said: @overlord: so we still have to wait a little bit for 0.6... can you
tell us at least one or the other data sheet of the us-tanks?
pleeeeaaaaasssseeeee! 
and yeah - we know that the data sheet can still change... so please give us a little insight!
Link on message: #181888



and yeah - we know that the data sheet can still change... so please give us a little insight!

MrVic: What kind of data sheet are you asking about? Cost ect?
Subject:
Important Information\Updates & Patch Notes\beta 0.6.1.5 update
Link on message: #181871

Link on message: #181871
MrVic: US tank designations will take some getting used to for many. The
problem lies in The way US equipment wether it be a shovel or a
tank was organized and designated. Their system of classifications
at that period of time was a mess. Combined with the sheer volume
of weapons proposed, designed, prototyped, and produced. In volume
no one looked at more options of equipment then the US. Much of
which was never taken past design and trials stages. Even worse was
the volume of proposals by small companies or private citizens that
designed or even prototyped equipment much of these never made it
far enough into approval for them to be well documented by the army
or govt.
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.
One of my favorite weapons designed
and put through basic testing was a private design for a 75mm
caseless rolling lock gun breach. Which enabled high speed reloads
and highly protected ammo storage.
The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.

The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
Subject: beta 0.6.1.5 update
Link on message: #181871
Link on message: #181871
MrVic: US tank designations will take some getting used to for many. The
problem lies in The way US equipment wether it be a shovel or a
tank was organized and designated. Their system of classifications
at that period of time was a mess. Combined with the sheer volume
of weapons proposed, designed, prototyped, and
produced. In volume no one looked at more options of
equipment then the US. Much of which was never taken
past design and trials stages. Even worse was the volume of
proposals by small companies or private citizens that designed or
even prototyped equipment much of these never made it far enough
into approval for them to be well documented by the army or
govt.
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.
One of my favorite
weapons designed and put through basic testing was a private design
for a 75mm caseless rolling lock gun breach. Which enabled high
speed reloads and highly protected ammo storage.
The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.

The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
Subject: beta 0.6.1.5 update
Link on message: #181871
Link on message: #181871
MrVic: US tank designations will take some getting used to for many. The
problem lies in The way US equipment wether it be a shovel or a
tank was organized and designated. Their system of classifications
at that period of time was a mess. Combined with the sheer volume
of weapons proposed, designed, prototyped, and
produced. In volume no one looked at more options of
equipment then the US. Much of which was never taken
past design and trials stages. Even worse was the volume of
proposals by small companies or private citizens that designed or
even prototyped equipment much of these never made it far enough
into approval for them to be well documented by the army or
govt.
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.
One of my favorite
weapons designed and put through basic testing was a private design
for a 75mm caseless rolling lock gun breach. Which enabled high
speed reloads and highly protected ammo storage.
The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
The US typically kept their focus on production and primarily only made changes when they did not interrupt the main production rates of m4's ect. This was due to supplying tanks and parts to many nations. While they had prototypes and trials on many superior tanks to the M4 most never went into main line production. Due to the leading cause of tank loss was maintenance in many cases, by mass producing similar tanks or using similar parts they were able to quickly repair or easily maintain the tanks that were currently fighting.
I have collected for a long time all the information on US tank designs in WW2 let me tell you it's a fast way to get confused and get a headache.

The system was passed over for logistics reasons early in it's assessment so it never received a design designation, but it did have a few obscure patents. Things like this are near impossible to track down much info on today.
In the end we'll learn them was we drive them but its histories fault in the end hehe
Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #181729
BlackWolf, on 18 October 2010 - 05:13 PM, said: Can't wait for the EU server... it's bloody annoying for people to
teleport the second I shoot at them due to lag...

Link on message: #181729

MrVic: From my experiences until you exceed 250ms game impact is nil. The
warping you see is probably the game engine issue due to be
resolved in .6 patch with engine upgrades
Subject:
Archives\Beta\Resolution 512*382??
Link on message: #181697

Link on message: #181697
merig00: You'll find information you need in here http://forum.worldof...preferencesxml/
Subject:
Archives\Beta\Zombie tank?
Link on message: #181612
BCTiger, on 17 October 2010 - 09:51 PM, said: Was waiting for sum enemy tank to come around the corner of this
house, then out of nowhere an enemy tank thats dead starts to move
a few tank lengths by me.
shot_125.jpg
shot_126.jpg
shot_127.jpg
shot_128.jpg
very odd thing but sorta funny.

Link on message: #181612





very odd thing but sorta funny.
ARGO: That's not funny, THAT'S CREEPY!!! 
I see dead tanks!!!!!!

I see dead tanks!!!!!!
Subject: beta 0.6.1.5 update
Link on message: #181589
Azmodanrom, on Oct 18 2010 - 14:24, said:
Overlord, on Oct 18 2010 - 13:08, said:
The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/
man that tree is confusing. it will take me a loooong time to remember each T and M and who is more powerful
- two M2
- two M3
- 2 Stuarts
- two M7 (one is artilery)
- T32
- M5
- M3 - T20(medium) < T29(heavy) < T23(medium)
so please..add some names/nicks for each tank
Overlord, on Oct 18 2010 - 13:08, said:
The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/
Link on message: #181589


The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/
man that tree is confusing. it will take me a loooong time to remember each T and M and who is more powerful

- two M2
- two M3
- 2 Stuarts
- two M7 (one is artilery)
- T32
- M5
- M3 - T20(medium) < T29(heavy) < T23(medium)
so please..add some names/nicks for each tank

Overlord:
man that tree is confusing. it will take me a loooong time to remember each T and M and who is more powerful
- two M2
- two M3
- 2 Stuarts
- two M7 (one is artilery)
- T32
- M5
- M3 - T20(medium) < T29(heavy) < T23(medium)
so please..add some names/nicks for each tank
Not all US vehicles had nicknames. In game we are using only officially used tank names.
man that tree is confusing. it will take me a loooong time to remember each T and M and who is more powerful

- two M2
- two M3
- 2 Stuarts
- two M7 (one is artilery)
- T32
- M5
- M3 - T20(medium) < T29(heavy) < T23(medium)
so please..add some names/nicks for each tank

Not all US vehicles had nicknames. In game we are using only officially used tank names.

The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/
Overlord:
Subject:
Archives\Beta\Questions\Do Developers do minor changes while game is active?
Link on message: #181554
Overlord, on 17 October 2010 - 03:24 PM, said:
Argo66, on 14 October 2010 - 05:43 PM, said: I
have been dying to have this query answered. I will give an
example:
You have a Tiger tank with an 88mm gun, One day all it does is jump up and down and miss. Next day the gun is deadly accurate.
or
One day every time your tank gets hit, you get gun damage and turret rotation problems. Next day your tank is god.
or
One day your tanks is killed by one shots, next day you are getting the one shot kills.
I wonder if Devs frequently are trying out new things during gameplay like this or if it is just a fluke. I am sure many other wonder about this as well. I am sure they do test things out but I am just curious on how it all works.
Thank you for your time.
Most of the changes require both client and server updates. There are few things we can change through server patching:
Match-making system
Minor game engine performance issues
All the balance changes are being announced in advance.
Argo66, on 14 October 2010 - 05:43 PM, said: I have been dying to have this query answered. I will give an
example:
You have a Tiger tank with an 88mm gun, One day all it does is jump up and down and miss. Next day the gun is deadly accurate.
or
One day every time your tank gets hit, you get gun damage and turret rotation problems. Next day your tank is god.
or
One day your tanks is killed by one shots, next day you are getting the one shot kills.
I wonder if Devs frequently are trying out new things during gameplay like this or if it is just a fluke. I am sure many other wonder about this as well. I am sure they do test things out but I am just curious on how it all works.
Thank you for your time.

Link on message: #181554


You have a Tiger tank with an 88mm gun, One day all it does is jump up and down and miss. Next day the gun is deadly accurate.
or
One day every time your tank gets hit, you get gun damage and turret rotation problems. Next day your tank is god.
or
One day your tanks is killed by one shots, next day you are getting the one shot kills.
I wonder if Devs frequently are trying out new things during gameplay like this or if it is just a fluke. I am sure many other wonder about this as well. I am sure they do test things out but I am just curious on how it all works.
Thank you for your time.
Most of the changes require both client and server updates. There are few things we can change through server patching:
Match-making system
Minor game engine performance issues
All the balance changes are being announced in advance.
ARGO: Most of the changes require both client and server updates. There
are few things we can change through server patching:
Match-making system
Minor game engine performance issues
All the balance changes are being announced in advance.
Thank you,
I am enjoying testing this game and I have loads of questions, but this does help me understand a little of whats going on. I hope the Devs are getting the help they need to work the magic. I am willing to help out any way I can just ask.
Match-making system
Minor game engine performance issues
All the balance changes are being announced in advance.
Thank you,
I am enjoying testing this game and I have loads of questions, but this does help me understand a little of whats going on. I hope the Devs are getting the help they need to work the magic. I am willing to help out any way I can just ask.

You have a Tiger tank with an 88mm gun, One day all it does is jump up and down and miss. Next day the gun is deadly accurate.
or
One day every time your tank gets hit, you get gun damage and turret rotation problems. Next day your tank is god.
or
One day your tanks is killed by one shots, next day you are getting the one shot kills.
I wonder if Devs frequently are trying out new things during gameplay like this or if it is just a fluke. I am sure many other wonder about this as well. I am sure they do test things out but I am just curious on how it all works.
Thank you for your time.
ARGO:
Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #181445
SpectreHD, on 18 October 2010 - 09:48 AM, said: A question regarding the M3 Grant. How will playing it be sorted
out since its main armament is in the hull? Will it play as a TD
while the turret and turret guns just a purely cosmetic thing?

Link on message: #181445

MrVic: Multiple weapon tanks will get to use more than one weapon at a
time currently the system for that is coming soon. What all tanks
will use that system I am not 100% sure on tho the grant will use
both once the system is in place.
Subject: beta 0.6.1.5 update
Link on message: #181405
Homer_J, on Oct 18 2010 - 12:00, said:
zmeul, on Oct 17 2010 - 22:53, said: unless the
US tech tree is broken (by default) in 0.6, I see no other reason
for adding tier 2 light tank in 0.6.1
Not tier 2. T2 is the name of the tank, which you will see is a premium tank.
At least that's how I read it.
zmeul, on Oct 17 2010 - 22:53, said: unless the US tech tree is broken (by default) in 0.6, I see no
other reason for adding tier 2 light tank in 0.6.1
Link on message: #181405


Not tier 2. T2 is the name of the tank, which you will see is a premium tank.
At least that's how I read it.
Overlord:
Not tier 2. T2 is the name of the tank, which you will see is a premium tank.
At least that's how I read it.
The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/
Not tier 2. T2 is the name of the tank, which you will see is a premium tank.
At least that's how I read it.
The vehicle is called T2. And it's tier 2.
http://img185.images...4735/ustree.png
See http://forum.worldof...updated-101710/

Overlord:
Subject: beta 0.6.1.5 update
Link on message: #181325
woookash, on Oct 18 2010 - 11:02, said: Overlord few pages ago you were saying something about T9 medium
tanks, at the moment there is no mention of them in the patch
notes.
My simple question is: does the T9 medium tanks will be added before open beta or not?
Thanks
Link on message: #181325

My simple question is: does the T9 medium tanks will be added before open beta or not?
Thanks
Overlord:
Tier 9 MTs are to come after the first set of US tanks. It's difficult to say exactly, but I think they will be added at open beta, before the release.
Tier 9 MTs are to come after the first set of US tanks. It's difficult to say exactly, but I think they will be added at open beta, before the release.
Subject: beta 0.6.1.5 update
Link on message: #181302
Orkel2, on Oct 17 2010 - 23:23, said: Quote - Randomization in penetration and damaging decreased.
yess
YESSSSSSSSS
@Overlord: How much is it reduced?
Quote - Randomization in penetration and damaging decreased.
ImmOrg, on Oct 18 2010 - 07:58, said: Quote Whats wrong with hummel gun sorry? if u r about
inaccuracy read this ---> hummel
I expressed my opinion there
Yyy I asked about hummel gun aimtime
so Overlord could You answer for my question ??
Quote Whats wrong with hummel gun sorry? if u r about inaccuracy read this ---> hummel
I expressed my opinion there
Link on message: #181302

yess
YESSSSSSSSS
@Overlord: How much is it reduced?
Overlord:
yess
YESSSSSSSSS
@Overlord: How much is it reduced?
The exact value hasn't been defined yet. That will become clear when supertest is over.
yess
YESSSSSSSSS
@Overlord: How much is it reduced?
The exact value hasn't been defined yet. That will become clear when supertest is over.
Quote - Randomization in penetration and damaging decreased.
Overlord:
Yyy I asked about hummel gun aimtime
so Overlord could You answer for my question ??
There are no known bugs with Hummel and its accuracy.
Yyy I asked about hummel gun aimtime
so Overlord could You answer for my question ??
There are no known bugs with Hummel and its accuracy.

I expressed my opinion there
Yyy I asked about hummel gun aimtime
so Overlord could You answer for my question ??
Overlord:
Quote Whats wrong with hummel gun sorry? if u r about inaccuracy read this ---> hummel
I expressed my opinion there
Overlord:
Subject: Repair Message Reversed
Link on message: #181240
ParrotOne, on Oct 18 2010 - 06:30, said: When you try to repair a broken tank with not enough funds, the
amount of credits you need and the name of the tank are
reversed.
I searched everywhere for a similar thread but could not find anything, hopefully this is a new issue.
(see bottom right of screenie for details)
Link on message: #181240

I searched everywhere for a similar thread but could not find anything, hopefully this is a new issue.
(see bottom right of screenie for details)
Overlord: It's a bug. Thanks for the report.
Subject:
Archives\Junkyard\hard wipe / soft wipe
Link on message: #181165

Link on message: #181165
MrVic: Full wipe accounts reset to zero, and start over (release we will
see this)
Soft wipe varies sometimes. Typically its a refund of the full value of all the current tanks/modules/ammo in your garage and all your gained experience converted to free experience.
So you start new with a pile of cash and a ton of exp to reinvest. We "might" see a soft wipe at clan wars release but that is not known for sure at this time.
Soft wipe varies sometimes. Typically its a refund of the full value of all the current tanks/modules/ammo in your garage and all your gained experience converted to free experience.
So you start new with a pile of cash and a ton of exp to reinvest. We "might" see a soft wipe at clan wars release but that is not known for sure at this time.
Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #181118
ed_anger, on 18 October 2010 - 04:23 AM, said: can you combine the 0.6 and 0.6.1 notes if it will be released as
one patch? it seems to be causing a lot of confusion in the other
0.6/0.7 thread, which should be locked.

Link on message: #181118

MrVic: The other thread is the main one this is more of an overview of
sorts, I try to maintain.
With .6X and .6.1 and .7 all are kinda in a varying state and as they are listed to my understanding is the plan for what will be contained in each. Until it gets more detailed leaving them broken up some
But will combine as things change.
With .6X and .6.1 and .7 all are kinda in a varying state and as they are listed to my understanding is the plan for what will be contained in each. Until it gets more detailed leaving them broken up some

Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #181089
StealthBlue, on 18 October 2010 - 04:28 AM, said: Is there a reason why the teleport fix can/could not be included in
.5.5 patch?

Link on message: #181089

MrVic: Requires a game engine upgrade. Much more work is involved in
patching that over to us and the server.
5.5 Was an attempt to give us some new stuff while the massive patch full of toys/fixes gets wrapped up and prepared for live patching.
5.5 is the appetizer while they took the main course .6
5.5 Was an attempt to give us some new stuff while the massive patch full of toys/fixes gets wrapped up and prepared for live patching.
5.5 is the appetizer while they took the main course .6
Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #180999

Link on message: #180999
MrVic: Closed. Please review the new post. HERE
Subject:
Game Discussion\Game Guides and Tutorials\Game settings in preferences.xml
Link on message: #180993
piterx92xd, on 16 October 2010 - 03:05 PM, said: many times in this topic you said about smog from gun after shoot,
but I still have problem with delete this smoke... can someone tell
me where and what I have change in game files to delete this smoke
?
Skulkruncher, on 17 October 2010 - 01:00 AM, said: can i backup the files and copy them back on if something goes
wrong?

Link on message: #180993

merig00: All the information was gained by doing experiments - renaming
files and seeing what changes in the game. So to changing anything
else you'll have to take some risk.

merig00: Yeah, sure.
Subject: Game settings in preferences.xml
Link on message: #180993
piterx92xd, on Oct 16 2010 - 14:05, said: many times in this topic you said about smog from gun after shoot,
but I still have problem with delete this smoke... can someone tell
me where and what I have change in game files to delete this smoke
?
Skulkruncher, on Oct 17 2010 - 00:00, said: can i backup the files and copy them back on if something goes
wrong?
Link on message: #180993

merig00: All the information was gained by doing experiments - renaming
files and seeing what changes in the game. So to changing anything
else you'll have to take some risk.

merig00: Yeah, sure.
Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #180909

Link on message: #180909
MrVic: Below is a collection of information for things in the works and
things coming soon.
Much of this information is covered elsewhere and I will include as much of this information as possible.
Also hopefully cover many of topics that are in the works
Probable release date for Patch 0.6.X
20 November!.
Much of this information can be found here Link
Thanks to Overlord for providing much of this information and allowing some sneak peek photos to be posted here. (Please do not repost these images, don't make me regret posting them)
Last Updated November 9, 2010
Projected timeline at this moment:
- October 18/19: Patch 0.5.5
- Early November: Patch 0.6.X/0.7
v. 0.5.5 main changes:
- 2 new maps: Komarin and Cliff.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Fixed collision-model of tank "Tiger I". Significantly decreased size of turret rotation mechanism.
- Balance and vehicle tweaks:
• StuG III, VK1602, SU-76 - decreased tracks repair time.
• StuG III - added rammer.
• Grille price increased from 140400 to 147100 credits.
• BT-7 - increased traverse speed for both suspensions by 4 deg/sec. 7% accuracy increase for the 2nd suspension added.
• Fixed truck rotation on SU-14.
• SU-26 – weakened platform rotation mechanism.
• PzIV – Hummel upgrade cost increased from 34220 to 35400 experience.
• KV - S-51 upgrade cost decreased from 144730 to 127320 experience.
• VK3002DB the 2nd suspension upgrade cost decreased by 4000 experience, total VK3002DB - Panther upgrade cost increased by 4000 experience.
Map Pictures of Komarin and Cliff

v. 0.6 main changes:
- New tree - American tanks. 21 tanks + 4 premium tanks. Also added American tank crews.
- Removed "teleports" of tanks at great distances when you aim at them.
- Introduced expanded video settings.
- Now for the first battle of the day (24h) player will receive double experience.
- Reworked interface of the platoon creation.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Multiple fixes and adjustment to the battle balancer.
- Fixed several places where tank can get stuck on the maps "Himmesldof", "Prokhorovka", "Lakeville", "Hills".
- Changed crash models and collisions of some objects.
- Added destruction of some objects.
- Tank models optimized for display at long distances.
- Reduced size of textures of destroyed tanks.
- Fixed prices (exp and credits) of modules for some tanks.
-significantly reduced the size of device for traversing the turret.
- Fixed repair time of tracks for some tanks.
- Redesign of screens “Barracks”, “Depot”, “Store” to match the general style.
- Players that are still loading when the game started displayed with the status “connecting”.
- Now when a new crew generated - there will be no identical faces.
- When buying expendables it is possible to input number of modules that you want to purchase.
- Crew members in the hangar and in tank window in the battle are now displayed in the same order.
- Added voice messages when crewman is damaged.
- Added button “E” to disengage auto-aim.
- Fixed wrong display of percentages for wins and losses in some cases.
- Added the elite-tank marking in the tank list in the hangar.
- Limit on display of number of medals increased from 99 to 999.
- Under button “Battle!” added description of the current battle mode.
- Added new graphic post-effects.
- Added caching of some sounds in order to decrease “twitching” when driving over destructible objects.
beta v. 0.6.x / 0.7 main changes:
- New tech tree - American tanks. 21 researchable tanks + 4 premium tanks. US tank crews added.
- From 2 to 4 new maps, including "Cliff" and "Komarin".
- Removed "teleports" of tanks at great distances when aiming at them.
- Introduced advanced graphic settings.
- Now for the first battle of the day (24h) player will receive double experience.
- Reworked interface of the platoon creation.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Multiple fixes and adjustment to match-making system.
- Team mode added. Form a team of 15 and face the opposing one in battle.Probability of appearance - high.
- Clan mode. Alpha test version with some basic features available. Probability of appearance - medium.
- Fixed several places where tank can get stuck on the maps "Himmesldof", "Prokhorovka", "Lakeville", "Hills".
- Changed crash models and collisions of some objects.
- Added destruction of some objects.
- Removed dog squeals when driving over dog booth.
- Fixed collision-model of tank "Tiger I"
- Fixed awarding "Steel wall" posthumously
- Fixed repair time of tracks for some tanks.
- Redesign of screens “Barracks”, “Depot”, “Store” to match the general style.
- Fixed minors error with re-training.
- In the info window of a tank added description of the tank (so far for german and soviet vehicles only).
- Added voice announcements when crewmen are damaged.
- In the info window of a tank added description of the crew.
- Limit on display of number of medals increased from 99 to 999.
- Under button “Battle!” added description of the current battle mode.
- Fixed wrong display of percentages for wins and losses in some cases.
- Added new graphic post-effects. This feature has become possible due to new game engine version.
- Executable file renamed to WorldOfTanks.exe
US tech tree v 0.6 preliminary subject to change. (Please do not repost these images, don't make me regret posting them)

US Tank Sneak Peek (Please do not repost these images, don't make me regret posting them)

v. 0.6.1 main changes:
- 2 new maps added: Monastery and Dried river.
- light US tank Т2 added.
- Crash to garage with 0 credits 0 exp fixed.
- "Vehicle stuck in battle" bug fixed.
- Crew interface fixed: personal file, barracks.
- Fixed error, when unable to change graphic settings.
- Non-demountable modules in the module list marked with "lock" icon.
- Battle hero achievements adjusted in accordance with their descriptions.
- Fixed medals/achievements counter bug.
- Platoon creation and invite sending fixed, including training battle mode.
- Water readjusted for all maps.
- Login queue added. Enabled when servers are overloaded.
- Randomization in penetration and damaging decreased.
- In-game sound messages readjusted.
- Explosion of HE shell adjusted.
- Track "jerking" effect when moving fixed.
- Fixed bug, when shots at destroyed vehicles counted as hits.
- For SPG: moving mouse when RMB is pressed allows to separate camera from reticle.
- Heaps of minor UI fixes and adjustments.
Maps Sneak Peak (Please do not repost these images, don't make me regret posting them)

Notice 1: the information on 0.6.x is preliminary and changes are possible.
Notice 2: v. 0.5.5 is a minor stand-alone update that is ready for release
Notice 3: v. 0.6.x/0.7 is a major cumulative update that will include all the changes from 0.6 -> 0.6.x
Notice 4: v. 0.6.x/0.7 current status: in supertesting, v. 0.6.1.2
Additional Information
1) Maps, More maps are coming and they are looking very nice
Expect more beyond the 4 previewed
here.
2) SPG's, Currently the following is being looked at as for adjustments for SPG's A.) 10% accuracy reduction, i.e. the resperctive shell dispersion increase
B.) 10-20% repair cost increase for tier 5-6 SPGs Also effects all tanks but SPG's also - decrease of module damage for most of the tanks. The above changes currently are being tested in 0.6.x update.
3) TK/Boting, Systems, They are up and running and cleaning the server as I type this. So far they working well. As they get fine tuned expect these problem players to be dealt with faster and more effectively. Remember sending in screenshot reports is always an added help to ensure improving our gaming community.
4) Clan Wars, The first info is available here http://forum.worldof...r-1-global-map/ and more info is coming very soon.
5) Soft Wipe/Full Wipe, Currently only a full wipe is planned at release. There may be a chance we will see a soft wipe along with Clan Wars coming online. Currently this is just a possibility nothing set in stone for soft wipes in the future.
6)Server Stability, Hardware improvements are ongoing and we should see another NA sever hardware improvement soon along with continual improvements. This should cover many current issues in this area.
7) EU Server, Probably in November the EU sever will come back online, This means the NA and EU sever will be up and running
8) Game Modes, There are more Game modes in the works, Assault and Domination (?) have been confirmed.
10) Warping/Teleporting Tanks, So far in testing the issue has been corrected and expect to see it in .6 patch along with a game engine upgrade.
11) US tanks, See above if some how you missed it.
12) Platoons, They will remain at 3 players (except the coming 15 man team) until balance issues are sorted out then we might see a increase at a later time.
13) Release date, Currently no official release date, Expect Q1 2011 though
14) Armor Penetration, There is a reduction to the variable modifier to armor penetration in testing. More info to come as this is fine tuned.
15) Balance System, Improvements are ongoing, Multiple improvements are planned for .6 patch
If you have any questions or see something not listed above, let me know and I will see if I can find more information.
Try to avoid debating information in the above post here. Thanks
Much of this information is covered elsewhere and I will include as much of this information as possible.
Also hopefully cover many of topics that are in the works
Probable release date for Patch 0.6.X
20 November!.
Much of this information can be found here Link
Thanks to Overlord for providing much of this information and allowing some sneak peek photos to be posted here. (Please do not repost these images, don't make me regret posting them)
Last Updated November 9, 2010
Projected timeline at this moment:
- October 18/19: Patch 0.5.5
- Early November: Patch 0.6.X/0.7
v. 0.5.5 main changes:
- 2 new maps: Komarin and Cliff.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Fixed collision-model of tank "Tiger I". Significantly decreased size of turret rotation mechanism.
- Balance and vehicle tweaks:
• StuG III, VK1602, SU-76 - decreased tracks repair time.
• StuG III - added rammer.
• Grille price increased from 140400 to 147100 credits.
• BT-7 - increased traverse speed for both suspensions by 4 deg/sec. 7% accuracy increase for the 2nd suspension added.
• Fixed truck rotation on SU-14.
• SU-26 – weakened platform rotation mechanism.
• PzIV – Hummel upgrade cost increased from 34220 to 35400 experience.
• KV - S-51 upgrade cost decreased from 144730 to 127320 experience.
• VK3002DB the 2nd suspension upgrade cost decreased by 4000 experience, total VK3002DB - Panther upgrade cost increased by 4000 experience.
Map Pictures of Komarin and Cliff


v. 0.6 main changes:
- New tree - American tanks. 21 tanks + 4 premium tanks. Also added American tank crews.
- Removed "teleports" of tanks at great distances when you aim at them.
- Introduced expanded video settings.
- Now for the first battle of the day (24h) player will receive double experience.
- Reworked interface of the platoon creation.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Multiple fixes and adjustment to the battle balancer.
- Fixed several places where tank can get stuck on the maps "Himmesldof", "Prokhorovka", "Lakeville", "Hills".
- Changed crash models and collisions of some objects.
- Added destruction of some objects.
- Tank models optimized for display at long distances.
- Reduced size of textures of destroyed tanks.
- Fixed prices (exp and credits) of modules for some tanks.
-significantly reduced the size of device for traversing the turret.
- Fixed repair time of tracks for some tanks.
- Redesign of screens “Barracks”, “Depot”, “Store” to match the general style.
- Players that are still loading when the game started displayed with the status “connecting”.
- Now when a new crew generated - there will be no identical faces.
- When buying expendables it is possible to input number of modules that you want to purchase.
- Crew members in the hangar and in tank window in the battle are now displayed in the same order.
- Added voice messages when crewman is damaged.
- Added button “E” to disengage auto-aim.
- Fixed wrong display of percentages for wins and losses in some cases.
- Added the elite-tank marking in the tank list in the hangar.
- Limit on display of number of medals increased from 99 to 999.
- Under button “Battle!” added description of the current battle mode.
- Added new graphic post-effects.
- Added caching of some sounds in order to decrease “twitching” when driving over destructible objects.
beta v. 0.6.x / 0.7 main changes:
- New tech tree - American tanks. 21 researchable tanks + 4 premium tanks. US tank crews added.
- From 2 to 4 new maps, including "Cliff" and "Komarin".
- Removed "teleports" of tanks at great distances when aiming at them.
- Introduced advanced graphic settings.
- Now for the first battle of the day (24h) player will receive double experience.
- Reworked interface of the platoon creation.
- Adjusted speed of burning of all tanks during the fire. Now the tank will burn at about 5% of durability per second.
- Multiple fixes and adjustment to match-making system.
- Team mode added. Form a team of 15 and face the opposing one in battle.Probability of appearance - high.
- Clan mode. Alpha test version with some basic features available. Probability of appearance - medium.
- Fixed several places where tank can get stuck on the maps "Himmesldof", "Prokhorovka", "Lakeville", "Hills".
- Changed crash models and collisions of some objects.
- Added destruction of some objects.
- Removed dog squeals when driving over dog booth.
- Fixed collision-model of tank "Tiger I"
- Fixed awarding "Steel wall" posthumously
- Fixed repair time of tracks for some tanks.
- Redesign of screens “Barracks”, “Depot”, “Store” to match the general style.
- Fixed minors error with re-training.
- In the info window of a tank added description of the tank (so far for german and soviet vehicles only).
- Added voice announcements when crewmen are damaged.
- In the info window of a tank added description of the crew.
- Limit on display of number of medals increased from 99 to 999.
- Under button “Battle!” added description of the current battle mode.
- Fixed wrong display of percentages for wins and losses in some cases.
- Added new graphic post-effects. This feature has become possible due to new game engine version.
- Executable file renamed to WorldOfTanks.exe
US tech tree v 0.6 preliminary subject to change. (Please do not repost these images, don't make me regret posting them)

US Tank Sneak Peek (Please do not repost these images, don't make me regret posting them)




v. 0.6.1 main changes:
- 2 new maps added: Monastery and Dried river.
- light US tank Т2 added.
- Crash to garage with 0 credits 0 exp fixed.
- "Vehicle stuck in battle" bug fixed.
- Crew interface fixed: personal file, barracks.
- Fixed error, when unable to change graphic settings.
- Non-demountable modules in the module list marked with "lock" icon.
- Battle hero achievements adjusted in accordance with their descriptions.
- Fixed medals/achievements counter bug.
- Platoon creation and invite sending fixed, including training battle mode.
- Water readjusted for all maps.
- Login queue added. Enabled when servers are overloaded.
- Randomization in penetration and damaging decreased.
- In-game sound messages readjusted.
- Explosion of HE shell adjusted.
- Track "jerking" effect when moving fixed.
- Fixed bug, when shots at destroyed vehicles counted as hits.
- For SPG: moving mouse when RMB is pressed allows to separate camera from reticle.
- Heaps of minor UI fixes and adjustments.
Maps Sneak Peak (Please do not repost these images, don't make me regret posting them)


Notice 1: the information on 0.6.x is preliminary and changes are possible.
Notice 2: v. 0.5.5 is a minor stand-alone update that is ready for release
Notice 3: v. 0.6.x/0.7 is a major cumulative update that will include all the changes from 0.6 -> 0.6.x
Notice 4: v. 0.6.x/0.7 current status: in supertesting, v. 0.6.1.2
Additional Information
1) Maps, More maps are coming and they are looking very nice

2) SPG's, Currently the following is being looked at as for adjustments for SPG's A.) 10% accuracy reduction, i.e. the resperctive shell dispersion increase
B.) 10-20% repair cost increase for tier 5-6 SPGs Also effects all tanks but SPG's also - decrease of module damage for most of the tanks. The above changes currently are being tested in 0.6.x update.
3) TK/Boting, Systems, They are up and running and cleaning the server as I type this. So far they working well. As they get fine tuned expect these problem players to be dealt with faster and more effectively. Remember sending in screenshot reports is always an added help to ensure improving our gaming community.
4) Clan Wars, The first info is available here http://forum.worldof...r-1-global-map/ and more info is coming very soon.
5) Soft Wipe/Full Wipe, Currently only a full wipe is planned at release. There may be a chance we will see a soft wipe along with Clan Wars coming online. Currently this is just a possibility nothing set in stone for soft wipes in the future.
6)Server Stability, Hardware improvements are ongoing and we should see another NA sever hardware improvement soon along with continual improvements. This should cover many current issues in this area.
7) EU Server, Probably in November the EU sever will come back online, This means the NA and EU sever will be up and running

8) Game Modes, There are more Game modes in the works, Assault and Domination (?) have been confirmed.
10) Warping/Teleporting Tanks, So far in testing the issue has been corrected and expect to see it in .6 patch along with a game engine upgrade.
11) US tanks, See above if some how you missed it.
12) Platoons, They will remain at 3 players (except the coming 15 man team) until balance issues are sorted out then we might see a increase at a later time.
13) Release date, Currently no official release date, Expect Q1 2011 though

14) Armor Penetration, There is a reduction to the variable modifier to armor penetration in testing. More info to come as this is fine tuned.
15) Balance System, Improvements are ongoing, Multiple improvements are planned for .6 patch

If you have any questions or see something not listed above, let me know and I will see if I can find more information.
Try to avoid debating information in the above post here. Thanks
Subject: Historic Battle - Event No.1 - Battle of Moscow
Link on message: #180173
Link on message: #180173
Overlord: @ OP
We are planning to stage some famoues historic tank battles prior to adding this mode to the game. They will be announced soon.
We are planning to stage some famoues historic tank battles prior to adding this mode to the game. They will be announced soon.
Subject:
Archives\Beta\Can log into game after change of details
Link on message: #179802

Link on message: #179802
merig00: Initial sign up creates two identical profiles in different
databases. One for game and another for forum.
The only way right now to change your in-game information is to email support@worldoftanks.com If you haven't done that you are still on your old email/password in the game.
The only way right now to change your in-game information is to email support@worldoftanks.com If you haven't done that you are still on your old email/password in the game.
Subject:
In-Game Vehicles\German Vehicles\Medium Tanks\Panther Problem
Link on message: #179797
Mrtheox, on 17 October 2010 - 01:40 AM, said: When a round penetrates a tank it's trajectory is tracked through
the tank. Also. there is a 60 to 70 percent chance that a module or
crew member wont take any damage if the module or crew member is
hit by the projectile. If the round passes through a module and
doesn't damage it, continues along it's path inside the tank.
Because there is no internal division inside the tanks it is
possible to shoot through the front glacis plate of a tank and have
the round strike the engine or gas tank in the rear of the tank,
which results in a fire. I've attached a link to the tiger 2's
collision model, which clearly shows that engine and transmission
components can easily be damaged from a frontal hit.


Link on message: #179797


merig00: This
I think people are missing a crucial piece of information. The transmission (which in most german tanks is in the front) is part of the engine hitbox. So transmission might have been shot but the game will report it as the engine damage.
I think people are missing a crucial piece of information. The transmission (which in most german tanks is in the front) is part of the engine hitbox. So transmission might have been shot but the game will report it as the engine damage.
Subject: Panther Problem
Link on message: #179797
Mrtheox, on Oct 17 2010 - 00:40, said: When a round penetrates a tank it's trajectory is tracked through
the tank. Also. there is a 60 to 70 percent chance that a module or
crew member wont take any damage if the module or crew member is
hit by the projectile. If the round passes through a module and
doesn't damage it, continues along it's path inside the tank.
Because there is no internal division inside the tanks it is
possible to shoot through the front glacis plate of a tank and have
the round strike the engine or gas tank in the rear of the tank,
which results in a fire. I've attached a link to the tiger 2's
collision model, which clearly shows that engine and transmission
components can easily be damaged from a frontal hit.

Link on message: #179797


merig00: This
I think people are missing a crucial piece of information. The transmission (which in most german tanks is in the front) is part of the engine hitbox. So transmission might have been shot but the game will report it as the engine damage.
I think people are missing a crucial piece of information. The transmission (which in most german tanks is in the front) is part of the engine hitbox. So transmission might have been shot but the game will report it as the engine damage.
Subject:
Archives\Beta\My tank stuck in server
Link on message: #179513

Link on message: #179513
merig00: Wait for about two hours. If it's not released email
support@worldoftanks.com with your login email what tank is stuck
and when did it happen.
Subject:
Archives\Junkyard\is there a breakdown for gaining exp?
Link on message: #179510

Link on message: #179510
merig00: You have a question what do you do first.
a. Check FAQ section
b. Craete a new post?
http://forum.worldof...-what-will-not/
a. Check FAQ section
b. Craete a new post?
http://forum.worldof...-what-will-not/
Subject:
Archives\Junkyard\List Of Existing Clans
Link on message: #179472
BsmAndy, on 16 October 2010 - 11:02 PM, said: Clan MMVI open subsection called 1st Btg Tanks "Ariete" = 1°
Battaglione Carristi "Ariete" (in italian)
our site www.mmvi.it
we are open to all italian & european people know italina language

Link on message: #179472

our site www.mmvi.it
we are open to all italian & european people know italina language
merig00: Ok could you give me exactly what it should be called here.
Subject:
Archives\Beta\Accuracy at 100m
Link on message: #179304

Link on message: #179304
merig00: Yeap the green circle represents the deviation limits, however you
should keep in mind two things
1. shot can go at the very border - the green dots themselves
2. your shot even though in the circle might just scrape the tank
1. shot can go at the very border - the green dots themselves
2. your shot even though in the circle might just scrape the tank
Subject:
Archives\Junkyard\List Of Existing Clans
Link on message: #179167
Wolfgang_Kruger, on 15 October 2010 - 05:27 PM, said: 115th SPD
115th Schwere Panzer Division Schwartzen Lanzer
115th Heavy Armor Division The Black Lance
forum is online and still under construction
http://115thspdblack...k.com/forum.htm
i am the leader of the clan Wolfgang-Kruger
it would be much appreciated if the Division was put on the list.
thank you in advance and WOT FTW
tag [115thPdBL]

Link on message: #179167

115th Schwere Panzer Division Schwartzen Lanzer
115th Heavy Armor Division The Black Lance
forum is online and still under construction
http://115thspdblack...k.com/forum.htm
i am the leader of the clan Wolfgang-Kruger
it would be much appreciated if the Division was put on the list.
thank you in advance and WOT FTW

tag [115thPdBL]
merig00: So which "115th..." should be listed? Or is it three different
divisions with the same website? Could you clarify.
for everyone else - updated.
for everyone else - updated.
Subject: beta 0.6.1.5 update
Link on message: #178924
Delvin22, on Oct 16 2010 - 13:14, said:
Overlord, on Oct 15 2010 - 23:49, said:
TomofAlbion, on Oct 15 2010 - 23:41, said:
well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
Is there any time line for when we can expect 0.6.x update?
Overlord, on Oct 15 2010 - 23:49, said:
TomofAlbion, on Oct 15 2010 - 23:41, said:
well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
TomofAlbion, on Oct 15 2010 - 23:41, said:
well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
Link on message: #178924



well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
Is there any time line for when we can expect 0.6.x update?
Overlord:
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
Is there any time line for when we can expect 0.6.x update?
Lower bound is 2 weeks.
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
Is there any time line for when we can expect 0.6.x update?
Lower bound is 2 weeks.


well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
Overlord:

well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
Overlord:
Subject:
Archives\Beta\Frontal Hit Box on SU152
Link on message: #178491

Link on message: #178491
merig00: Yeah I think there are number of tanks (Ferdinand being another
one) that has this "issue"
Subject:
Archives\Junkyard\Game Drops
Link on message: #178488

Link on message: #178488
merig00: this stage of the game which is called beta?
known issue, being worked on
known issue, being worked on
Subject:
Archives\Beta\Tanks not highlighting anymore!?
Link on message: #178487

Link on message: #178487
merig00: Known bug with ATI cards. Try to alt tab or restart the client. If
that doesn't work, disable AA in your graphic card settings.
Subject: beta 0.6.1.5 update
Link on message: #178400
TomofAlbion, on Oct 15 2010 - 23:41, said:
well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
Link on message: #178400

well is that what he meant then? cos coming from him thats gotta be pretty solid righr?
Overlord:
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
This interview is a bit out-of-date currently. The plans are changing.
The supertest version has been updated to 0.6.1.2 today. Multiple fixes and improvements. It's not ready to be released yet since there are some problems with vehicle textures.
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