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: [ S T ] Three more Polish Mediums!
Link on message: #12555603
Link on message: #12555603
KRZYBooP: Howdy Boom Jockeys! The last (but not the top) three tanks
from the new Polish Medium branch are rolling out onto the
Supertest, namely the DS PZInż (Tier V), the B.U.G.I. (a Tier VI
with a name suiting any Tier X that’s groovy enough), and the CS-44
(Tier VII).These vehicles are jacks-of-all-trades possessing good
mobility (the top speed is 55 km/h for the B.U.G.I. and 57 km/h for
the CS-44) and a protection level that is average for mediums. The
Poles can be compared to Soviet medium tanks of the same tiers (the
T-34, the T-34-85, and the T-43, respectively). They have the same
design layout with the forward placement of the turret and have
comparable agility and survivability.The peculiar feature of the
medium Poles is having alternate guns at some tiers. For the
B.U.G.I. and the CS-44 you can choose between a 90-mm gun with
parameters allowing for more convenient gunplay, and a 100-mm one
that packs more punch. (In the B.U.G.I.’s case, the 100-mm gun is
short-barreled and spits out extra-powerful HE and AP
shells.)Gameplay-wise, the new Polish vehicles are much like their
Soviet counterparts. Yet they can boast a perk which is also
pronounced in Polish heavies: high one-time damage (this is
especially true for the high-caliber guns). Their good mobility is
another remarkable characteristic; the newcomers can excel at both
attack and defense.

















Yay Poland!

















Yay Poland!
Subject: [Concurso] De la fragua al foro: Batalla de Normandía
Link on message: #12555558
LuiguiDimitri915, on Jun 25 2020 - 16:47, said: necesito ayuda no me deja subir las imágenes , me dice (Your post
is too long.) (tu publicación es demasiado larga ) y ya lo e
intentado todo lo que yo se
Link on message: #12555558
LuiguiDimitri915, on Jun 25 2020 - 16:47, said: necesito ayuda no me deja subir las imágenes , me dice (Your post
is too long.) (tu publicación es demasiado larga ) y ya lo e
intentado todo lo que yo seFelipe6666Original: Si recibes dicho mensaje, probablemente estás adjuntando
demasiada cantidad de imágenes. Prueba eliminando una a la
vez. ¡Saludos!
Subject: [Supertest] DS PZInż, B.U.G.I. & CS-44
Link on message: #12555544
Link on message: #12555544
Felipe6666Original: ¡Saludos, Comandantes! En el día de hoy, los tres tanques
polacos restantes de la nueva línea de medianos ingresan al
Supertest. Se trata del DS PZInż (nivel V), el B.U.G.I. (nivel V) y
el CS-44 (nivel VII). Imágenes del DS PZInż




Estos vehículos
pueden desempeñar varios roles gracias a su buena movilidad (la
velocidad máxima del B.U.G.I. es de 55 km/h, mientras que la del
CS-44 es de 57 km/h) y blindaje promedio en lo que refiere a
medianos. Estos polacos son comparables a tanques medianos
soviéticos de los mismos niveles (el T-34, el T-34-85 y el T-43,
respectivamente). Todos ellos tienen un diseño similar, con la
torreta puesta en el frente del chasis y agilidad y supervivencia
parecidas. Imágenes del B.U.G.I.






Sin embargo, la
peculiaridad de estos medianos polacos es contar con varios cañones
alternativos en algunos niveles. Por ejemplo, el B.U.G.I. y el
CS-44 pueden montarse con un cañón de 90 mm con buen manejo o uno
de 100 mm con mejor daño alfa (en el caso del B.U.G.I., el cañón
corto de 100 mm cuenta con proyectiles AP y HE muy
poderosos). Imágenes del CS-44







En términos de
jugabilidad, los nuevos polacos se parecen a sus contrapartes
soviéticas. Aun así, cuentan con una característica también
presente en los pesados polacos: buen daño alfa (especialmente con
los cañones de gran calibre). Su buena movilidad y otro aspecto
destacable, por lo que estos vehículos destacarán tanto en ataque
como en defensa. Como siempre, recuerden que todos los valores
están sujetos a cambios de acuerdo a los resultados de las
pruebas. ¡Dejen sus opiniones y recuerden que participar del
debate les da una chance de ganarse un estilo
especial (más información aquí)! ¡Mucha suerte en el campo
de batalla!





Estos vehículos
pueden desempeñar varios roles gracias a su buena movilidad (la
velocidad máxima del B.U.G.I. es de 55 km/h, mientras que la del
CS-44 es de 57 km/h) y blindaje promedio en lo que refiere a
medianos. Estos polacos son comparables a tanques medianos
soviéticos de los mismos niveles (el T-34, el T-34-85 y el T-43,
respectivamente). Todos ellos tienen un diseño similar, con la
torreta puesta en el frente del chasis y agilidad y supervivencia
parecidas. Imágenes del B.U.G.I.






Sin embargo, la
peculiaridad de estos medianos polacos es contar con varios cañones
alternativos en algunos niveles. Por ejemplo, el B.U.G.I. y el
CS-44 pueden montarse con un cañón de 90 mm con buen manejo o uno
de 100 mm con mejor daño alfa (en el caso del B.U.G.I., el cañón
corto de 100 mm cuenta con proyectiles AP y HE muy
poderosos). Imágenes del CS-44







En términos de
jugabilidad, los nuevos polacos se parecen a sus contrapartes
soviéticas. Aun así, cuentan con una característica también
presente en los pesados polacos: buen daño alfa (especialmente con
los cañones de gran calibre). Su buena movilidad y otro aspecto
destacable, por lo que estos vehículos destacarán tanto en ataque
como en defensa. Como siempre, recuerden que todos los valores
están sujetos a cambios de acuerdo a los resultados de las
pruebas. ¡Dejen sus opiniones y recuerden que participar del
debate les da una chance de ganarse un estilo
especial (más información aquí)! ¡Mucha suerte en el campo
de batalla!
Subject: Season 14 Playoffs Streamers - Day 3
Link on message: #12555186
Link on message: #12555186
LargeForeignObject: Tankers, The playoff stage of the tournament starts
tonight! 16 clans, 8 matches. Only 8 victorious will
continue to the Quarterfinals! Battles will start
at:
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, LFO
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, LFO
Subject: Over a large enough sample size!
Link on message: #12555148
umkhulu, on Jun 25 2020 - 18:05, said: Gaslighting - a common technique of abusers, dictators,
narcissists, and cult leaders..... Which one am I?....

Link on message: #12555148
umkhulu, on Jun 25 2020 - 18:05, said: Gaslighting - a common technique of abusers, dictators,
narcissists, and cult leaders..... Which one am I?....
TeriyakiTanker: You probably qualify as a cult leader to be honest.
Subject: Summer Sheriff Hunt Weekend Schedule
Link on message: #12555133
krieg666999, on Jun 25 2020 - 16:23, said: hey domoSapien , heres your quote hi read in the last forum post
wich for me and 90% of people playing in WOT-NA- servers is really
pissing me off : YOU SAID... »{KRZYBooP posted a signup thread for
the event on June 18th, and it's via that thread that participants
were selected. We definitely try to give priority consideration to
players who haven't had a chance to participate in any recent
Sheriff events, so please keep an eye out for the next Sheriff
event. I recommend joining our Discordcommunity and enabling notifications
so that you don't miss any of our announcements, and have a little
bit more of a heads-up about upcoming events.}« IM
UNDERLINING THE IMPORTANT AND OUTREGOUS PART recommend joining
our Discordcommunity
and enabling notifications so that you don't miss any of our
announcements, and have a little bit more of a heads-up about
upcoming events SO youre saying and actually pushing product
from an another compagny... we got to have discord too be updated
more in the game events.... . wich 90% of players dont use and even
like it meening 90% of players are not REALLY EQUAL
AND IMPORTANT TO BE CARE OFF for updates about
your events just the 10% who got the fail discord can be notify
this is bullc..p and its an injustice for every one else
being intelligent too dont use discord and actually really piss off
about it,please fix your methods in the next events to inform
players because if youre not you could receive suits !
THANK YOU AND HAVE A NICE DAY sir!
rockbutcher, on Jun 25 2020 - 16:23, said: 5 years of playing and I think I've seen 4 'sheriffs' in that whole
time and each time I did, it was like watching a bunch of grade 3
kids chasing a soccer ball. GLA throw the game for
$0.75 worth of gold. edit: after reading the above.
There is a reason that discord is free. Prepare to be
datamined.
Volcanic_lobster_220, on Jun 25 2020 - 15:22, said: Hey Domo sorry for this being the wrong place to ask but what's up
with EU getting a free "Stay at home" 2D Style but not NA server??
the code doesn't work.
Link on message: #12555133
krieg666999, on Jun 25 2020 - 16:23, said: hey domoSapien , heres your quote hi read in the last forum post
wich for me and 90% of people playing in WOT-NA- servers is really
pissing me off : YOU SAID... »{KRZYBooP posted a signup thread for
the event on June 18th, and it's via that thread that participants
were selected. We definitely try to give priority consideration to
players who haven't had a chance to participate in any recent
Sheriff events, so please keep an eye out for the next Sheriff
event. I recommend joining our Discordcommunity and enabling notifications
so that you don't miss any of our announcements, and have a little
bit more of a heads-up about upcoming events.}« IM
UNDERLINING THE IMPORTANT AND OUTREGOUS PART recommend joining
our Discordcommunity
and enabling notifications so that you don't miss any of our
announcements, and have a little bit more of a heads-up about
upcoming events SO youre saying and actually pushing product
from an another compagny... we got to have discord too be updated
more in the game events.... . wich 90% of players dont use and even
like it meening 90% of players are not REALLY EQUAL
AND IMPORTANT TO BE CARE OFF for updates about
your events just the 10% who got the fail discord can be notify
this is bullc..p and its an injustice for every one else
being intelligent too dont use discord and actually really piss off
about it,please fix your methods in the next events to inform
players because if youre not you could receive suits !
THANK YOU AND HAVE A NICE DAY sir! DomoSapien: Woah! That was quite passionate reply, I apologize as I
didn't mean to offend.
I was just offering a possible suggestion as we have our Discord server set up to allow you to opt in to receiving push notifications/pings for different types of announcements. We've been using it for quite some time to correspond with our Community Contributors and our community members without experiencing any major security concerns, nor would we knowingly recommend software to our players that poses a risk to their security. At the end of the day, however, it's up to you to decide if the software is something you're comfortable using.
Definitely not trying to say it's the only way to stay up-to-date on what's going on. We announced Sheriff signups on our weekly stream, and posted an announcement in the forums as well.
I was just offering a possible suggestion as we have our Discord server set up to allow you to opt in to receiving push notifications/pings for different types of announcements. We've been using it for quite some time to correspond with our Community Contributors and our community members without experiencing any major security concerns, nor would we knowingly recommend software to our players that poses a risk to their security. At the end of the day, however, it's up to you to decide if the software is something you're comfortable using.
Definitely not trying to say it's the only way to stay up-to-date on what's going on. We announced Sheriff signups on our weekly stream, and posted an announcement in the forums as well.
rockbutcher, on Jun 25 2020 - 16:23, said: 5 years of playing and I think I've seen 4 'sheriffs' in that whole
time and each time I did, it was like watching a bunch of grade 3
kids chasing a soccer ball. GLA throw the game for
$0.75 worth of gold. edit: after reading the above.
There is a reason that discord is free. Prepare to be
datamined.DomoSapien:
I definitely hear you on not seeing sheriffs a lot. One of the reasons we're increasing the player capacity for sheriff events and incorporating a play schedule is to help players coordinate and try to match with them; when there's 20,000+ players in queue during peak hours, 300 isn't a ton, especially if spread out across 10 tiers.
I definitely hear you on not seeing sheriffs a lot. One of the reasons we're increasing the player capacity for sheriff events and incorporating a play schedule is to help players coordinate and try to match with them; when there's 20,000+ players in queue during peak hours, 300 isn't a ton, especially if spread out across 10 tiers.
Volcanic_lobster_220, on Jun 25 2020 - 15:22, said: Hey Domo sorry for this being the wrong place to ask but what's up
with EU getting a free "Stay at home" 2D Style but not NA server??
the code doesn't work.DomoSapien:
Update: Yes, there will be an opportunity to get the style in NA, more details soon
Update: Yes, there will be an opportunity to get the style in NA, more details soon
Subject: Over a large enough sample size!
Link on message: #12555086
umkhulu, on Jun 25 2020 - 16:57, said: Admittedly, it doesn't take platoons and a few other factors
into account, but that doesn't mean that it couldn't. If it
were up to me, I would treat platoons as a unit and leave them in
the queue until there was a matching unit for the opposing team.
Link on message: #12555086
umkhulu, on Jun 25 2020 - 16:57, said: Admittedly, it doesn't take platoons and a few other factors
into account, but that doesn't mean that it couldn't. If it
were up to me, I would treat platoons as a unit and leave them in
the queue until there was a matching unit for the opposing team.
TeriyakiTanker: And that would kill platooning for good players..... not smart at
all. Changing MM to be take skill into account is not trivial
at all. What if a you have two unicums on one team, can you
really just switch one of them to another team? Of course
not. What if one is in a Maus and the other in a T-34?
Subject: Summer Sheriff Hunt Weekend Schedule
Link on message: #12555072
Volcanic_lobster_220, on Jun 25 2020 - 15:22, said: Hey Domo sorry for this being the wrong place to ask but what's up
with EU getting a free "Stay at home" 2D Style but not NA server??
the code doesn't work.
Link on message: #12555072
Volcanic_lobster_220, on Jun 25 2020 - 15:22, said: Hey Domo sorry for this being the wrong place to ask but what's up
with EU getting a free "Stay at home" 2D Style but not NA server??
the code doesn't work.DomoSapien:
I'm not entirely sure on the details, different publishing offices and whatnot - I will ask the monetization guys if they can give me any info
I'm not entirely sure on the details, different publishing offices and whatnot - I will ask the monetization guys if they can give me any info
Subject: View Range and Camouflage
Link on message: #12555054
JONDIESATTHEEND, on Jun 25 2020 - 16:52, said: My question is how in the hell do you get 17,000 games in 9 months?
Link on message: #12555054
JONDIESATTHEEND, on Jun 25 2020 - 16:52, said: My question is how in the hell do you get 17,000 games in 9 months?TeriyakiTanker: Botting
Subject: Summer Sheriff Hunt Weekend Schedule
Link on message: #12554993
GhostedWarrior, on Jun 25 2020 - 14:59, said: I'd like to offer myself for consideration to be a Sheriff.
Link on message: #12554993
GhostedWarrior, on Jun 25 2020 - 14:59, said: I'd like to offer myself for consideration to be a Sheriff.DomoSapien: Apologies, however it's my understanding that the Sheriff's posse
for this weekend has already been selected.
KRZYBooP posted a signup thread for the event on June 18th, and it's via that thread that participants were selected. We definitely try to give priority consideration to players who haven't had a chance to participate in any recent Sheriff events, so please keep an eye out for the next Sheriff event.
I recommend joining our Discordcommunity and enabling notifications so that you don't miss any of our announcements, and have a little bit more of a heads-up about upcoming events.
KRZYBooP posted a signup thread for the event on June 18th, and it's via that thread that participants were selected. We definitely try to give priority consideration to players who haven't had a chance to participate in any recent Sheriff events, so please keep an eye out for the next Sheriff event.
I recommend joining our Discordcommunity and enabling notifications so that you don't miss any of our announcements, and have a little bit more of a heads-up about upcoming events.
Subject: Summer Sheriff Hunt Weekend Schedule
Link on message: #12554942
Link on message: #12554942
DomoSapien: Tankers, that time is upon us once again: the Sheriff's posse will
be out in full force this weekend, rootin' and tootin' their way
onto the battlefield to give out some much-needed Gold to all you
varmints and rascals this side of the Mississippi.
(Whichever side of the Mississippi that you happen to be on
)
We've got another Hunt the Sheriff event starting this weekend, and a bunch of fine folks from our community have volunteered to take to the battlefield in various tiers over the course of the weekend.
To up your chances of running into a Sheriff, we've also asked our deputies to stick to specific tiers during specific times. For the full schedule, you'll want to either bookmark this forum post or bookmark the article on our news portal. Or if you don't want to worry about all that, play like you normally would but keep an eye out for the red crosshair icon in the enemy team list!
SCHEDULE DAY/DATE: PT: CT: ET: RESTRICTION: Friday, June 26 14:00-17:00 16:00-19:00 17:00-20:00 Free Play 17:00-20:00 19:00-22:00 20:00-23:00 Tier V-VI 20:00-04:00 22:00-06:00 23:00-07:00 Free Play Saturday, June 27 04:00-07:00 06:00-09:00 07:00-10:00 Tier VII-VIII 07:00-10:00 09:00-12:00 10:00-13:00 Free Play 10:00-13:00 12:00-15:00 13:00-16:00 Tier IX-X 13:00-16:00 15:00-18:00 16:00-19:00 Free Play 16:00-19:00 18:00-21:00 19:00-22:00 Tier V-VI 19:00-04:00 21:00-06:00 22:00-07:00 Free Play Sunday, June 28 04:00-07:00 06:00-09:00 07:00-10:00 Tier VII-VIII 07:00-10:00 09:00-12:00 10:00-13:00 Free Play 10:00-13:00 12:00-15:00 13:00-16:00 Tier IX-X 13:00-16:00 15:00-18:00 16:00-19:00 Free Play 16:00-19:00 18:00-21:00 19:00-22:00 Tier V-VI 19:00-22:00 21:00-00:00 22:00-01:00 Free Play/End
As a reminder, "Hunt the Sheriffs" is a battle mission, and it can only be completed once per battle! So if you see more than one sheriff... maybe let someone else pick up the second kill? <3
(Whichever side of the Mississippi that you happen to be on
We've got another Hunt the Sheriff event starting this weekend, and a bunch of fine folks from our community have volunteered to take to the battlefield in various tiers over the course of the weekend.
To up your chances of running into a Sheriff, we've also asked our deputies to stick to specific tiers during specific times. For the full schedule, you'll want to either bookmark this forum post or bookmark the article on our news portal. Or if you don't want to worry about all that, play like you normally would but keep an eye out for the red crosshair icon in the enemy team list!
SCHEDULE DAY/DATE: PT: CT: ET: RESTRICTION: Friday, June 26 14:00-17:00 16:00-19:00 17:00-20:00 Free Play 17:00-20:00 19:00-22:00 20:00-23:00 Tier V-VI 20:00-04:00 22:00-06:00 23:00-07:00 Free Play Saturday, June 27 04:00-07:00 06:00-09:00 07:00-10:00 Tier VII-VIII 07:00-10:00 09:00-12:00 10:00-13:00 Free Play 10:00-13:00 12:00-15:00 13:00-16:00 Tier IX-X 13:00-16:00 15:00-18:00 16:00-19:00 Free Play 16:00-19:00 18:00-21:00 19:00-22:00 Tier V-VI 19:00-04:00 21:00-06:00 22:00-07:00 Free Play Sunday, June 28 04:00-07:00 06:00-09:00 07:00-10:00 Tier VII-VIII 07:00-10:00 09:00-12:00 10:00-13:00 Free Play 10:00-13:00 12:00-15:00 13:00-16:00 Tier IX-X 13:00-16:00 15:00-18:00 16:00-19:00 Free Play 16:00-19:00 18:00-21:00 19:00-22:00 Tier V-VI 19:00-22:00 21:00-00:00 22:00-01:00 Free Play/End
As a reminder, "Hunt the Sheriffs" is a battle mission, and it can only be completed once per battle! So if you see more than one sheriff... maybe let someone else pick up the second kill? <3
Subject: Tank rewards Tier 5, What would you choose?
Link on message: #12554796
Link on message: #12554796
Einzelganger7: Maybe this could help you choose.
Subject: Summer Developer Q&A Questions
Link on message: #12554792
Link on message: #12554792
CabMech: Hey Tankers,
I Hope you're all healthy and safe in these trying times. We hope you enjoyed our last Dev Q&A Stream, and we're currently preparing to have another one in July. With that in mind, this thread is here to allow you to post and vote for the questions you feel are most important to be answered in the next one.
Some rules:
1. Please make sure your questions follow the Forum Rules and are constructive2. Off-topic posts or posts that do not contain a question will be removed, this isn't the place for them.3. Upvote the questions you feel are important - the more interest shown in various questions the more consideration they will receive.
We only get a certain amount of Developer time to participate in these events, so we cannot guarantee the inclusion of all questions. That said, we will do our best to get answers for the ones y'all feel are most important. Keep in mind that our Devs are currently hard at work at the current iteration of the Sandbox featuring Equipment 2.0, so questions and concerns about that topic will be most pressing.
Happy Tanking,
CM
I Hope you're all healthy and safe in these trying times. We hope you enjoyed our last Dev Q&A Stream, and we're currently preparing to have another one in July. With that in mind, this thread is here to allow you to post and vote for the questions you feel are most important to be answered in the next one.
Some rules:
1. Please make sure your questions follow the Forum Rules and are constructive2. Off-topic posts or posts that do not contain a question will be removed, this isn't the place for them.3. Upvote the questions you feel are important - the more interest shown in various questions the more consideration they will receive.
We only get a certain amount of Developer time to participate in these events, so we cannot guarantee the inclusion of all questions. That said, we will do our best to get answers for the ones y'all feel are most important. Keep in mind that our Devs are currently hard at work at the current iteration of the Sandbox featuring Equipment 2.0, so questions and concerns about that topic will be most pressing.
Happy Tanking,
CM
Subject: Summer Developer Q&A Questions
Link on message: #12554792
Link on message: #12554792
CabbageMechanic: Hey Tankers,
I Hope you're all healthy and safe in these trying times. We hope you enjoyed our last Dev Q&A Stream, and we're currently preparing to have another one in July. With that in mind, this thread is here to allow you to post and vote for the questions you feel are most important to be answered in the next one.
Some rules:
1. Please make sure your questions follow the Forum Rules and are constructive2. Off-topic posts or posts that do not contain a question will be removed, this isn't the place for them.3. Upvote the questions you feel are important - the more interest shown in various questions the more consideration they will receive.
We only get a certain amount of Developer time to participate in these events, so we cannot guarantee the inclusion of all questions. That said, we will do our best to get answers for the ones y'all feel are most important. Keep in mind that our Devs are currently hard at work at the current iteration of the Sandbox featuring Equipment 2.0, so questions and concerns about that topic will be most pressing.
Happy Tanking,
CM
I Hope you're all healthy and safe in these trying times. We hope you enjoyed our last Dev Q&A Stream, and we're currently preparing to have another one in July. With that in mind, this thread is here to allow you to post and vote for the questions you feel are most important to be answered in the next one.
Some rules:
1. Please make sure your questions follow the Forum Rules and are constructive2. Off-topic posts or posts that do not contain a question will be removed, this isn't the place for them.3. Upvote the questions you feel are important - the more interest shown in various questions the more consideration they will receive.
We only get a certain amount of Developer time to participate in these events, so we cannot guarantee the inclusion of all questions. That said, we will do our best to get answers for the ones y'all feel are most important. Keep in mind that our Devs are currently hard at work at the current iteration of the Sandbox featuring Equipment 2.0, so questions and concerns about that topic will be most pressing.
Happy Tanking,
CM
Subject: Do I suck or do I REALLY suck?
Link on message: #12554787
Link on message: #12554787
Einzelganger7: I am "Cognizant-Incompetent" with no doubt, I am aware that I
commit mistakes and I try to improve but I feel incompetent because
I am not skilled in all classes, TDs I do well, medium and heavy
not bad but I suck at light tanks and this is why I feel
incompetent, because it seems like it is the meta class nowadays
(along fast mediums) but I can't get the hang of them that I am
even stuck on the very first StuG IV campaign since I started
playing, I got quite fast with honors the TD, medium, and Heavy
missions by casually playing but I am still at something like 11/15
with lights, but I haven't tried using them since more than a year
ago, so maybe I'd be a Cognizant-Apathetic instead, and I feel
apathy for using light tanks and completing campaigns mostly
because none of the reward tanks interest me at all.
Subject: Equipment 2.0 Sandbox (2nd Iteration) Feedback request
Link on message: #12554717
Link on message: #12554717
DomoSapien: Tankers,
As you may be aware, our new equipment system is currently undergoing testing on the Sandbox Server.
We are now launching the second iteration of Sandbox testing for Equipment 2.0, incorporating some player feedback from previous versions. Your feedback is vital in helping us shape the future course of the game, so we want to invite you to participate in the Sandbox test and test out these changes for yourselves.
For all the details about what's being tested as well as instructions on how to participate in testing, head over to the article on our news portal. All of this said, once you have a chance to familiarize yourself with the changes (and ideally test them out!) please make sure to leave some feedback below.
See you on the Sandbox server!
As you may be aware, our new equipment system is currently undergoing testing on the Sandbox Server.
We are now launching the second iteration of Sandbox testing for Equipment 2.0, incorporating some player feedback from previous versions. Your feedback is vital in helping us shape the future course of the game, so we want to invite you to participate in the Sandbox test and test out these changes for yourselves.
For all the details about what's being tested as well as instructions on how to participate in testing, head over to the article on our news portal. All of this said, once you have a chance to familiarize yourself with the changes (and ideally test them out!) please make sure to leave some feedback below.
See you on the Sandbox server!
Subject: [Superteste] Reequilíbrio dos Veículos com Rodas
Link on message: #12554534
SGT_ROSSI, on Jun 25 2020 - 08:24, said: MA77 poderia pedir pra rever também se as rodas não estão blindadas
em excesso, já acertei varias vezes nas rodas com altura para
atravessá-las e furar o chassi porem somente danificou a roda, isso
por varias vezes.
Link on message: #12554534
SGT_ROSSI, on Jun 25 2020 - 08:24, said: MA77 poderia pedir pra rever também se as rodas não estão blindadas
em excesso, já acertei varias vezes nas rodas com altura para
atravessá-las e furar o chassi porem somente danificou a roda, isso
por varias vezes.MA77: Essa questão faz parte da revisão, mas creio que está
relacionado com a forma que elas se comportam ao receber um disparo
- e me parece não ser algo simples de corrigir.
Subject: Reward tanks
Link on message: #12554410
_Strugz_, on Jun 24 2020 - 23:54, said: anyone who knows the process to the CW tanks message me in game
please _Strugz_ i would rather not have a full blown
conversation on the forum
Link on message: #12554410
_Strugz_, on Jun 24 2020 - 23:54, said: anyone who knows the process to the CW tanks message me in game
please _Strugz_ i would rather not have a full blown
conversation on the forum TeriyakiTanker: This time around the top 2200 players in fame points will have the
opportunity to get a CW reward tank for 4000 bonds. Everyone
else who places lower than this will be eligible to bid on a tank,
last time the lowest winning bids were around 25.5k bonds, minimum
bid is 6000 bonds. There will be 450 tanks available for
auction total, not 450 of each just straight 450 people will win
tanks at auction. Accourding to https://worldoftanks.com/en/content/docs/metal-wars-regulations/all
six of the CW reward tanks will be available. I believe you
need 5 battles to qualify for the tank auction.
Subject: Next round of Bond Shop tanks
Link on message: #12554409
Kornilov, on Jun 25 2020 - 02:22, said: Can you list the old CW reward tanks please. Is that what
the M60 and 121B were?
Link on message: #12554409
Kornilov, on Jun 25 2020 - 02:22, said: Can you list the old CW reward tanks please. Is that what
the M60 and 121B were?TeriyakiTanker: The only two old ones left are the T95E6 and the VK 72.01(K) so I
could see those being put in.
Felipe6666Original
[Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
24.06.2020 20:55:11
Subject: [Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
Link on message: #12553723
Link on message: #12553723
Felipe6666Original: Vamos por partes (contesto en general): Nuestro EULA nos
habilita a hacer modificaciones a cualquier aspecto del juego. Que
históricamente no hagamos cambios al contenido premium se debe al
descontento generalizado que tales cambios implican, pero no hay
nada desde lo técnico y lo legal que nos impida hacerlo. Los
vehículos con ruedas están estadísticamente por encima de lo que se
espera de vehículos con una función similar, esos son datos duros y
no hay forma de cambiarlos. Los cambios no se consideran o evalúan
en base a "quejas" solamente, porque si no hay datos que respalden,
nada se hace. WoT es un MMO, así que por definición propia no puede
ser un juego con contenido estático. Cambios hubo, hay y habrá
siempre. Si no nos interesara contestar a los jugadores o leer lo
que tienen para decir, cerraríamos el foro, las redes y
deshabilitaríamos el chat del juego en todas sus formas. Las nuevas
características se prueban en un ambiente que intenta asemejarse al
juego real antes de implementarse. Es natural en cualquier juego
que luego de que ingrese contenido nuevo se reevalúe de acuerdo a
cómo los jugadores interactúan con él. No es WoT el único que lo
hace, cualquiera con experiencia en múltiples MMO sabe que es así.
Es una prueba solamente, y encima una del Supertest. No va a salir
hoy, mañana ni dentro de un mes si no estamos seguros de que estos
cambios son eficientes y de que los datos nos respaldan. Para eso
inaguramos estos hilos también, para que no introducir un cambio
sin consultarlo con nadie o evaluarlo. No sería la primera vez que
ni la última que descartamos una idea luego de probarla.
¡Saludos! P.D.: Creo que voy a poner estos puntos
en grande con negrita y color rojo de ahora en más...
Subject: [Superteste] Reequilíbrio dos Veículos com Rodas
Link on message: #12553517
Link on message: #12553517
MA77: Saudações, comandantes. Durante uma live com os
desenvolvedores, anunciamos que estamos trabalhando no reequilíbrio
dos veículos com rodas. Hoje queremos falar sobre as mudanças
planejadas. Descrição do Problema Um dos principais
problemas para a maioria dos jogadores é que os veículos com rodas
sobrevivem por muito tempo, apesar de estarem sob fogo massivo do
inimigo enquanto detectam ativamente. Isso se deve ao seu pequeno
tamanho e à sua alta mobilidade e dinâmica.Outro aspecto é que os
veículos com rodas são quase impossíveis de imobilizar porque não
param quando a suspensão é danificada. Em vez disso, eles
simplesmente diminuem um pouco a velocidade. O efeito das rodas
danificadas na dinâmica do veículo é relativamente baixo. Para
um efeito perceptível, várias rodas devem ser danificadas.Tudo isso
cria uma situação em que um jogador, para efetivamente engajar um
veículo com rodas, deve se concentrar totalmente em um único
objetivo, com o custo de ignorar outros aspectos da batalha ou
esquecer outras missões. Uma pequena janela para causar danos, a
dificuldade de dar um tiro preciso e outros fatores aleatórios
tornam a destruição de um veículo com rodas uma tarefa não trivial.
Se assumirmos que o adversário é um jogador muito experiente que
pode maximizar todas as vantagens de um veículo com rodas, torna-se
muito difícil combater esse tipo de veículo. Para equilibrar os
veículos de rodas e reduzir a capacidade de sobrevivência, queremos
fazer o seguinte: Aumentar o efeito de danos à suspensão para
alterar o comportamento do veículo, diminuindo a velocidade Reduzir
levemente as características dos veículos desequilibrados,
reduzindo seu poder de fogo e mobilidade
Ajustando a
Mecânica Queremos abordar o problema descrito acima em duas
direções. Primeiro, faremos alterações na mecânica de causar danos
às rodas. Anteriormente, uma roda danificada afetava apenas a
dinâmica, e não a velocidade atual, do veículo. Portanto, se você
continuasse em movimento sem perder velocidade, as rodas
danificadas não afetariam muito o comportamento do veículo.Mas se
você diminuísse a velocidade (por exemplo, ao fazer uma curva
rápida), as rodas danificadas prejudicariam a dinâmica, tornando
mais difícil aumentar a velocidade novamente. Queremos testar
o ajuste dessa mecânica. Agora, se as rodas estiverem danificadas,
a dinâmica e a velocidade do veículo diminuirão visivelmente. Danos
a uma roda motriz reduzirão a potência geral do veículo e danos a
uma roda tracionadora afetarão a velocidade. Considerando que quase
todos os veículos com rodas no jogo têm tração nas quatro rodas, os
danos a qualquer roda (retraída e abaixada) causarão uma redução na
dinâmica. No entanto, a velocidade do veículo diminuirá apenas
quando as rodas danificadas estiverem tocando o chão. Além
disso, os danos na primeira roda terão maior impacto na velocidade
e na dinâmica do veículo. Para cada roda danificada posteriormente,
o efeito geral aumentará, mas menos abruptamente.Um exemplo
simples: o Panhard EBR 105 se move a uma velocidade de 95 km/h.
Depois de sofrer danos na primeira roda, rapidamente perde
velocidade para 68 km/h. E depois de danificar outra roda, a
velocidade cai para 52 km/h. Isso tornará o veículo muito mais
vulnerável, reduzindo assim sua chance de sobrevivência quando
estiver sob fogo inimigo pesado. Rebalanceamento das
Características Técnicas O segundo aspecto do teste que muda
para os veículos com rodas é o reequilíbrio de suas características
técnicas. Queremos diminuir levemente os parâmetros do canhão, bem
como a aceleração e velocidade máxima de alguns veículos. Nosso
objetivo é manter a jogabilidade distinta dos veículos com rodas
sem que eles se assemelhem a um ramo de tanques leves com esteiras.
Esperamos que uma pequena diminuição nas características técnicas,
em combinação com a mudança na mecânica de causar danos às rodas,
tenha um efeito suficiente na redução do desempenho em batalha
desses veículos. Você pode encontrar a lista de alterações
abaixo. Observe que os ajustes não são finais. Panhard EBR
105 Dispersão durante o movimento: 0.06 -> 0.08 Dispersão
na rotação do casco: 0.06 -> 0.08 Dispersão na rotação da torre:
0,03 -> 0,04 Tempo de mira: 1.2 -> 1.4 Alcance de visão: 350
-> 340 Potência do motor: 750 -> 720 Velocidade máxima no
modo Rápido: 95 -> 91 Velocidade de ré no modo Rápido: 70 ->
65 Chance de incêndio no motor: 0.1 -> 0.15 Panhard EBR
90 Velocidade máxima no modo Rápido: 85 -> 83 Velocidade de
ré no modo Rápido: 85 -> 83 Potência do motor (último módulo):
580 -> 560 Conclusão Acreditamos que essas mudanças
afetarão o desempenho geral dos veículos com rodas nas batalhas. O
papel dos veículos não vai mudar. Eles permanecerão eficazes no
reconhecimento ativo, mas causarão menos danos aos inimigos
(especialmente à distância) e perderão um pouco de sua dinâmica e
velocidade máxima.Você terá que jogar com mais cuidado nesses
veículos, e as consequências de sofrer danos serão mais graves do
que são agora. É importante observar que esta é apenas a primeira
iteração de teste das alterações planejadas. Os ajustes acima
não são finais e o seu feedback será importante para continuarmos
com as alterações destes veículos!
Ajustando a
Mecânica Queremos abordar o problema descrito acima em duas
direções. Primeiro, faremos alterações na mecânica de causar danos
às rodas. Anteriormente, uma roda danificada afetava apenas a
dinâmica, e não a velocidade atual, do veículo. Portanto, se você
continuasse em movimento sem perder velocidade, as rodas
danificadas não afetariam muito o comportamento do veículo.Mas se
você diminuísse a velocidade (por exemplo, ao fazer uma curva
rápida), as rodas danificadas prejudicariam a dinâmica, tornando
mais difícil aumentar a velocidade novamente. Queremos testar
o ajuste dessa mecânica. Agora, se as rodas estiverem danificadas,
a dinâmica e a velocidade do veículo diminuirão visivelmente. Danos
a uma roda motriz reduzirão a potência geral do veículo e danos a
uma roda tracionadora afetarão a velocidade. Considerando que quase
todos os veículos com rodas no jogo têm tração nas quatro rodas, os
danos a qualquer roda (retraída e abaixada) causarão uma redução na
dinâmica. No entanto, a velocidade do veículo diminuirá apenas
quando as rodas danificadas estiverem tocando o chão. Além
disso, os danos na primeira roda terão maior impacto na velocidade
e na dinâmica do veículo. Para cada roda danificada posteriormente,
o efeito geral aumentará, mas menos abruptamente.Um exemplo
simples: o Panhard EBR 105 se move a uma velocidade de 95 km/h.
Depois de sofrer danos na primeira roda, rapidamente perde
velocidade para 68 km/h. E depois de danificar outra roda, a
velocidade cai para 52 km/h. Isso tornará o veículo muito mais
vulnerável, reduzindo assim sua chance de sobrevivência quando
estiver sob fogo inimigo pesado. Rebalanceamento das
Características Técnicas O segundo aspecto do teste que muda
para os veículos com rodas é o reequilíbrio de suas características
técnicas. Queremos diminuir levemente os parâmetros do canhão, bem
como a aceleração e velocidade máxima de alguns veículos. Nosso
objetivo é manter a jogabilidade distinta dos veículos com rodas
sem que eles se assemelhem a um ramo de tanques leves com esteiras.
Esperamos que uma pequena diminuição nas características técnicas,
em combinação com a mudança na mecânica de causar danos às rodas,
tenha um efeito suficiente na redução do desempenho em batalha
desses veículos. Você pode encontrar a lista de alterações
abaixo. Observe que os ajustes não são finais. Panhard EBR
105 Dispersão durante o movimento: 0.06 -> 0.08 Dispersão
na rotação do casco: 0.06 -> 0.08 Dispersão na rotação da torre:
0,03 -> 0,04 Tempo de mira: 1.2 -> 1.4 Alcance de visão: 350
-> 340 Potência do motor: 750 -> 720 Velocidade máxima no
modo Rápido: 95 -> 91 Velocidade de ré no modo Rápido: 70 ->
65 Chance de incêndio no motor: 0.1 -> 0.15 Panhard EBR
90 Velocidade máxima no modo Rápido: 85 -> 83 Velocidade de
ré no modo Rápido: 85 -> 83 Potência do motor (último módulo):
580 -> 560 Conclusão Acreditamos que essas mudanças
afetarão o desempenho geral dos veículos com rodas nas batalhas. O
papel dos veículos não vai mudar. Eles permanecerão eficazes no
reconhecimento ativo, mas causarão menos danos aos inimigos
(especialmente à distância) e perderão um pouco de sua dinâmica e
velocidade máxima.Você terá que jogar com mais cuidado nesses
veículos, e as consequências de sofrer danos serão mais graves do
que são agora. É importante observar que esta é apenas a primeira
iteração de teste das alterações planejadas. Os ajustes acima
não são finais e o seu feedback será importante para continuarmos
com as alterações destes veículos!Felipe6666Original
[Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
24.06.2020 17:14:29
Subject: [Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
Link on message: #12553468
Link on message: #12553468
Felipe6666Original: El cambio afecta a todos los vehículos con ruedas, regulares y
premium, porque el cambio es a las mecánicas en
general. ¡Saludos!
Subject: [ S T ] Wheeled Vehicle Nerfs!
Link on message: #12553438
Link on message: #12553438
KRZYBooP: Howdy Boom Jockeys! During the stream with the developers, we
announced that we are working on the rebalancing for wheeled
vehicles. Today we want to talk about the planned changes.
Description of the ProblemOne of the key
problems for most players is that the wheeled vehicles survive for
too long despite being under massive enemy fire while actively
spotting. This is due to both their small size and their high
mobility and dynamics. Another aspect is that the wheeled vehicles
are almost impossible to immobilize because they do not stop when
their suspension is damaged. Instead, they simply slow down a
little. The effect of damaged wheels on vehicle dynamics is
relatively low. For a noticeable effect, several wheels should be
damaged. All this creates a situation in which a player, in order
to effectively engage a wheeled vehicle, should fully focus on a
single objective at the cost of ignoring other aspects of the
battle or forgetting other missions. A small window for causing
damage, the difficulty of making an accurate shot, and other random
factors make destroying a wheeled vehicle a non-trivial task. If we
assume that the opponent is a very experienced player who can
maximize all the advantages of a wheeled vehicle, then it becomes
very difficult to counter this vehicle type.In order to balance the
wheeled vehicles and reduce their survivability, we want to do the
following: Increase the effect of damage to the suspension to
cause the vehicle's behavior to change, slowing it down Slightly
reduce the characteristics of the imbalanced vehicles by reducing
their firepower and mobility Adjusting the MechanicsWe want to approach the
problem described above from two directions. First, we’ll make
changes to the mechanics of causing damage to wheels. Previously, a
damaged wheel affected only the dynamics, not the current speed, of
the vehicle. So if you kept moving without losing speed, the
damaged wheels wouldn't affect the behavior of the vehicle too
much. But if you slowed down (for example, when making a quick
turn), the damaged wheels would cause lower dynamics, making it
more difficult to build up speed again.We want to test the
adjustment of this mechanic. Now, if the wheels are damaged, both
vehicle dynamics and speed will noticeably decrease. Damage to a
drive wheel will reduce the overall power of the vehicle, and
damage to a traction wheel will affect the speed. Considering that
almost all wheeled vehicles in the game have all-wheel drive,
damage to any wheel (both retracted and lowered) will cause a
reduction in dynamics. However, the speed of the vehicle will
decrease only when the damaged wheels are currently touching the
ground. Moreover, damage to the first wheel will have the greatest
impact on the vehicle's speed and dynamics. For each subsequently
damaged wheel, the overall effect will increase, but less
abruptly.
A simple example: The Panhard EBR 105 moves at a speed of 95 km/h.
After taking damage to the first wheel, it quickly loses speed to
68 km/h. And after taking damage to another wheel, the speed drops
to 52 km/h. This will make the vehicle much more vulnerable,
thereby reducing its chance of survival when under heavy enemy
fire. Rebalancing Technical
CharacteristicsThe second aspect of the test changes to the wheeled
vehicles is the rebalance of their technical characteristics. We
want to slightly decrease the gun handling parameters, as well as
the acceleration and top speed of some vehicles. Our goal is to
maintain the distinctive gameplay of wheeled vehicles without
causing them to resemble a branch of tracked light tanks. We expect
that a small decrease in the technical characteristics, in
combination with the change to the mechanic of causing damage to
the wheels, will have a sufficient effect on reducing the battle
performance of these vehicles. You can find the list of
changes below. Please note that the adjustments are not final.
Panhard EBR 105 Dispersion during movement:
0.06 -> 0.08 Dispersion on hull traverse: 0.06
-> 0.08 Dispersion on turret traverse: 0.03
-> 0.04 Aiming time: 1.2 ->
1.4 View range: 350 -> 340
Engine power: 750 -> 720 Top speed in Rapid
mode: 95 -> 91 Reverse speed in Rapid mode: 70
-> 65 Chance of engine fire: 0.1 ->
0.15 Panhard EBR 90 Forward speed in the
Rapid mode: 85 -> 83 Reverse speed in the
Rapid mode: 85 -> 83 Engine power (top): 580
-> 560ConclusionWe believe that such
changes will affect the overall performance of wheeled vehicles in
battles. The role of the vehicles won't change. They'll remain
effective at active scouting, but they'll cause less damage to
enemies (especially from a distance) and lose a little from their
dynamics and top speed. You'll have to play more carefully in these
vehicles, and the consequences of taking damage will be more
serious than they are now. Please note that this is only the
first test iteration of the planned changes. Note that all the
above adjustments are not final. We look forward to your feedback!
A simple example: The Panhard EBR 105 moves at a speed of 95 km/h.
After taking damage to the first wheel, it quickly loses speed to
68 km/h. And after taking damage to another wheel, the speed drops
to 52 km/h. This will make the vehicle much more vulnerable,
thereby reducing its chance of survival when under heavy enemy
fire. Rebalancing Technical
CharacteristicsThe second aspect of the test changes to the wheeled
vehicles is the rebalance of their technical characteristics. We
want to slightly decrease the gun handling parameters, as well as
the acceleration and top speed of some vehicles. Our goal is to
maintain the distinctive gameplay of wheeled vehicles without
causing them to resemble a branch of tracked light tanks. We expect
that a small decrease in the technical characteristics, in
combination with the change to the mechanic of causing damage to
the wheels, will have a sufficient effect on reducing the battle
performance of these vehicles. You can find the list of
changes below. Please note that the adjustments are not final.
Panhard EBR 105 Dispersion during movement:
0.06 -> 0.08 Dispersion on hull traverse: 0.06
-> 0.08 Dispersion on turret traverse: 0.03
-> 0.04 Aiming time: 1.2 ->
1.4 View range: 350 -> 340
Engine power: 750 -> 720 Top speed in Rapid
mode: 95 -> 91 Reverse speed in Rapid mode: 70
-> 65 Chance of engine fire: 0.1 ->
0.15 Panhard EBR 90 Forward speed in the
Rapid mode: 85 -> 83 Reverse speed in the
Rapid mode: 85 -> 83 Engine power (top): 580
-> 560ConclusionWe believe that such
changes will affect the overall performance of wheeled vehicles in
battles. The role of the vehicles won't change. They'll remain
effective at active scouting, but they'll cause less damage to
enemies (especially from a distance) and lose a little from their
dynamics and top speed. You'll have to play more carefully in these
vehicles, and the consequences of taking damage will be more
serious than they are now. Please note that this is only the
first test iteration of the planned changes. Note that all the
above adjustments are not final. We look forward to your feedback!Felipe6666Original
[Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
24.06.2020 16:10:20
Subject: [Supertest] Rebalance de los vehículos con ruedas y ajuste de mecánicas
Link on message: #12553416
Link on message: #12553416
Felipe6666Original: ¡Saludos, Comandantes! Durante una transmisión en vivo con
nuestros desarrolladores, anunciamos que estamos trabajando en un
rebalance para los vehículos con ruedas. En el día de hoy, queremos
hablar de los cambios que tenemos
planeados. Descripción del problema Uno de
los problemas principales para la mayoría de los jugadores respecto
de los vehículos con ruedas es que pueden sobrevivir y explorar
activamente por mucho tiempo incluso bajo fuego enemigo intenso.
Esto se debe tanto a su tamaño como a su excelente movilidad y
dinámicas. Otro de los problemas es que es casi
imposible inmovilizar a estos vehículos dado que no se detienen
cuando reciben daño en su suspensión. En cambio, su velocidad
simplemente disminuye un poco. El efecto en las dinámicas de tener
ruedas dañadas es relativamente bajo. Para que el efecto tenga un
impacto considerable, hay que dañar varias ruedas. Todo esto
genera una situación en la que los jugadores, para poder enfrentar
adecuadamente a un vehículo con ruedas, deben concentrar todo su
fuego en un solo objetivo al costo de ignorar otros aspectos de la
batalla u omitir otras misiones. El hecho de que sea
complicado asestarles daño por la dificultad de apuntarles, junto
con otros factores aleatorios, hace que destruir vehículos con
ruedas no sea un objetivo irrelevante. Si a eso sumamos que el
oponente es un jugador experimentado que puede aprovechar todas las
ventajas de un vehículo con ruedas al máximo, entonces se hace más
complicado aún poder enfrentar a este tipo de vehículo. Para
poder rebalancear a los vehículos con ruedas y reducir su
supervivencia, queremos hacer lo
siguiente: Incrementar el efecto del daño a la
suspensión para alterar el comportamiento del vehículo al disminuir
su velocidad Reducir levemente las características de
vehículos desbalanceados al reducir su poder de fuego y
movilidad Ajuste de mecánicas Queremos
abordar los problemas descriptos desde dos flancos. Primero,
haremos cambios a las mecánicas de causar daño a las ruedas.
Actualmente, una rueda dañada solo afecta las dinámicas, no la
velocidad del vehículo. Esto significa que, si el vehículo se sigue
movimiento sin perder velocidad, las ruedas dañadas no afectan
mucho al desempeño. Pero si el vehículo reduce su velocidad (por
ejemplo, al hacer un giro rápido), las ruedas dañadas provocan una
disminución en las dinámicas, lo que dificulta ganar velocidad
nuevamente. Por ello, queremos probar un ajuste a esta
mecánica que consiste en lo siguiente: si las ruedas reciben daño,
tanto las dinámicas como la velocidad se verán perjudicadas. El
daño a una rueda motriz reducirá la potencia en general del
vehículo, mientras que el daño a una rueda de tracción afectará a
la velocidad. Teniendo en cuenta que casi todos los vehículos con
ruedas del juego tienen tracción total, el daño a cualquier rueda
(tanto las retraídas como las desplegadas) causará una reducción en
las dinámicas. Sin embargo, la velocidad del vehículo disminuirá
solamente si las ruedas están tocando el suelo. Además, el
daño a la primera rueda tendrá el mayor impacto a la velocidad y
dinámicas del vehículo. El daño a ruedas adicionales incrementará
los efectos, pero de manera menos abrupta. Un ejemplo
sencillo: el Panhard EBR 105 se mueve a una velocidad de 95 km/h.
Luego de recibir daño a la primera rueda, su velocidad disminuye
rápidamente hasta los 68 km/h. Y luego de recibir daño en otra
rueda, la velocidad disminuye hasta los 52 km/h. Esto hará a estos
vehículos mucho más vulnerables, lo que reducirá sus posibilidades
de supervivencia bajo fuego enemigo intenso. Rebalance de las
características técnicas La segunda parte de los cambios
involucra el rebalance de las características de los vehículos con
ruedas. Queremos reducir levemente los parámetros de manejo del
cañón, como así también la aceleración y velocidad máxima de
algunos vehículos. Nuestro objetivo es mantener el estilo de
juego distintivo de los vehículos con ruedas sin hacer que se
parezcan a los tanques ligeros. Esperamos que una pequeña
disminución en las características técnicas en combinación con el
cambio a la mecánica de causar daño a las ruedas tendrá un impacto
considerable en reducir el desempeño de batalla de estos vehículos.
Lista de cambios al Panhard EBR 105: Incrementamos la
dispersión en movimiento de 0,06 a 0,08 Incrementamos la dispersión
al rotar el chasis de 0,06 a 0,08 Incrementamos la dispersión al
girar la torreta de 0,03 a 0,04 Incrementamos el tiempo de
apuntamiento de 1,2 a 1,4 segundos Disminuimos el rango de visión
de 350 a 340 metros Disminuimos la potencia del motor de 750 a 720
CV Disminuimos la velocidad máxima en modo rápido de 95 a 91 km/h
Disminuimos velocidad máxima en reversa en modo rápido de 70 a 65
km/h Incrementamos la chance de incendio de 0,1 a 0,15 Lista
de camios al Panhard EBR 90: Disminuimos la velocidad máxima
en modo rápido de 85 a 83 km/h Disminuimos la velocidad en reversa
en modo rápido de 85 a 83 km/h Disminuimos la potencia del mejor
motor de 580 a 560 CV Conclusión Creemos que estos
cambios afectarán al desempeño general de los vehículos con ruedas
en las batallas. El rol de los vehículos no cambiará, mantendrán su
efectiva detección active, pero causarán menos daño a los enemigos
(especialmente a larga distancia) y perderán un poco de sus
dinámicas y velocidad máxima. Será necesario jugar con más cuidado
con estos vehículos, y las consecuencias de recibir daño serán más
graves que las de ahora. Como siempre, recuerden que todos
los valores están sujetos a cambios de acuerdo a los resultados de
las pruebas. ¡Dejen sus opiniones y recuerden que participar
del debate les da una chance de ganarse un estilo
especial (más información aquí)! ¡Mucha suerte en el
campo de batalla!
Subject: [Opiniones] Críticas generales
Link on message: #12552926
sector7ge, on Jun 23 2020 - 20:33, said: Puede plantearse ese "gris" pero entonces, suponiendo que el
jugador esta en la lista negra y no usa el anonimizador, porqué
aparace marcado dentro de la batalla si la función principal es que
no pueda mandarte mandarte mensajes? Yo entiendo que es para poder
identificarlo. Y quizás no me expresé bien, pero me refería a que
no estoy en contra de que se pueda ocultar el nick, sino más bien
que si alguien opta por hacerlo estando mi lista negra por ejemplo,
aparezca con otro nombre al azar pero aún así marcado (cosa
que ahora no sucede). Es decir, ves que lo tenés bloqueado pero no
podés saber quién realmente es hasta ver el reporte de
batalla.
Link on message: #12552926
sector7ge, on Jun 23 2020 - 20:33, said: Puede plantearse ese "gris" pero entonces, suponiendo que el
jugador esta en la lista negra y no usa el anonimizador, porqué
aparace marcado dentro de la batalla si la función principal es que
no pueda mandarte mandarte mensajes? Yo entiendo que es para poder
identificarlo. Y quizás no me expresé bien, pero me refería a que
no estoy en contra de que se pueda ocultar el nick, sino más bien
que si alguien opta por hacerlo estando mi lista negra por ejemplo,
aparezca con otro nombre al azar pero aún así marcado (cosa
que ahora no sucede). Es decir, ves que lo tenés bloqueado pero no
podés saber quién realmente es hasta ver el reporte de
batalla.Felipe6666Original: Ah, buen punto. Lo voy a comentar. No prometo nada, claro,
pero no pierdo nada con comentarlo. ¡Saludos!
Subject: Incoming! Equipment 2.0 testing available in sandbox
Link on message: #12552898
Link on message: #12552898
Einzelganger7: Wow, from the first iteration I considered to get the enhanced
suspension on my E-75 for the interesting track buffs and 100%
repairs, still I had my doubts but combining that equipment with
the improved hardening makes it a bit more interesting now, a good
decision with no doubt.
On a side note, I also like that now there is only one dedicated slot instead of two, because two looked knd of broken in my opinion. Still I think each tank should be able to let us have the chance to choose the type of the dedicated slot. For example the E-100, obviously it will get a survivability slot for the new rules about which kind will be given depending by vehicle type, but I think survivability is not its main one so it would be nice to be able to choose firepower on the dedicated slot. Same for tanks like the VK30.02M, Panther or Panther II. Mobility slots are useless for these vehicles, firepower or even scouting would fit them better to improve their stealth since they are mid to long range tanks. But as I said, is just my opinion.
On a side note, I also like that now there is only one dedicated slot instead of two, because two looked knd of broken in my opinion. Still I think each tank should be able to let us have the chance to choose the type of the dedicated slot. For example the E-100, obviously it will get a survivability slot for the new rules about which kind will be given depending by vehicle type, but I think survivability is not its main one so it would be nice to be able to choose firepower on the dedicated slot. Same for tanks like the VK30.02M, Panther or Panther II. Mobility slots are useless for these vehicles, firepower or even scouting would fit them better to improve their stealth since they are mid to long range tanks. But as I said, is just my opinion.
Subject: Incoming! Sheriff Sign up Sheet Jun2020!
Link on message: #12552684
Link on message: #12552684
KRZYBooP: Start Signing up!
Subject: Incoming! Equipment 2.0 testing available in sandbox
Link on message: #12552654
Link on message: #12552654
KRZYBooP: Howdy Boom Jockeys! Starting 25Jun and running until 2Jul
there are changes to equipment 2.0 to check out on the
sandbox. The sandbox is going to be available for
download on 24Jun if you are interested and instructions on how to
join can be found HERE. If you would like to see more information
on the changes click HERE.
Subject: Season 14 Playoffs Streamers - Day 2
Link on message: #12552650
Link on message: #12552650
1984BigBrother: Tankers, The 2nd group stage of the playoffs starts
tonight!. 16 clans will be battling in groups of 4, top 2 (from
each group) make it to the next playoffs. Battles will start
at:
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, Big
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, Big
Subject: Does anyone know if Pearl River is ever going to come back?
Link on message: #12552534
ThePigSheFlies, on Jun 22 2020 - 14:43, said: alt+0153 = ™ embrace the alt/ascii codes
♥ ♪♫♪
Link on message: #12552534
ThePigSheFlies, on Jun 22 2020 - 14:43, said: alt+0153 = ™ embrace the alt/ascii codes
♥ ♪♫♪KRZYBooP: IT DOESN'T WORK! alt+0153=
Subject: [Guerras Metálicas] Disminución en las horas de batalla
Link on message: #12552515
Link on message: #12552515
Felipe6666Original: Cambiamos los horarios continuamente para intentar optimizar la
jugabilidad de las CWs, así que las cosas no quedan fijas. Por
poner un ejemplo, este evento tendrá la misma cantidad de
provincias en USC y en SA como en el anterior (el que correspondía
a la temporada invernal en el hemisferio norte), cuando antes el
evento que caía en la temporada estival del hemisferio norte solía
tener menos en SA. Sobre la consulta puntual de los horarios:
el horario regular en verano es de 4 horas. El año pasado agregamos
una hora más, pero eso provocó que el horarios más temprada solo
tuviera unas pocas provincias. En invierno tenemos 5 horas porque
gran parte de Estados Unidos tiene DTS (Daylight Time Saving),
mientras que Latinoamérica no tiene (o lo tiene "invertido"
). Respecto de las otras regiones, hay que considerar
que tienen muchos husos horarios que cubrir a diferencia nuestra
que no tenemos tantos (Rusia solamente tiene más de 6, para darse
una idea). ¡Saludos!
Subject: [Opiniones] Críticas generales
Link on message: #12552495
sector7ge, on Jun 23 2020 - 11:28, said: Felipe, existirá la posibilidad que plantees que en algún próximo
parche se arregle el hecho que si un jugador esta en la lista negra
aparezca marcado en batalla independientemente si esta utilizando
el anonimizador o no? Como muchos, tengo a varios anotados en la
lista negra por algún encontronazo en alguna batalla, por tóxico,
etc, por lo cual no sólo me interesa que no pueda mandarme un
mensaje, sino tambien la posibilidad que si me encuentro a uno en
el equipo enemigo sea un blanco prioritario para mi. Sinceramente
no le encuentro lógica que si están utilizando la opción del
anonimizador no aparezca marcado en las batallas.
Link on message: #12552495
sector7ge, on Jun 23 2020 - 11:28, said: Felipe, existirá la posibilidad que plantees que en algún próximo
parche se arregle el hecho que si un jugador esta en la lista negra
aparezca marcado en batalla independientemente si esta utilizando
el anonimizador o no? Como muchos, tengo a varios anotados en la
lista negra por algún encontronazo en alguna batalla, por tóxico,
etc, por lo cual no sólo me interesa que no pueda mandarme un
mensaje, sino tambien la posibilidad que si me encuentro a uno en
el equipo enemigo sea un blanco prioritario para mi. Sinceramente
no le encuentro lógica que si están utilizando la opción del
anonimizador no aparezca marcado en las batallas.Felipe6666Original: Supongo que es un área gris, porque, como bien planteás, la
idea primaria de mandar a alguien a la lista negra es que no pueda
"molestarte", mientras que poder identificar a dicho jugador
en batalla es algo más secundario. Al mismo tiempo, el jugador que
está en la lista negra tiene que poder usar el anonimizador
independientemente de la situación en la que se encuentre para
algunos jugadores. Por tanto, creo que está bien como está
porque la función primaria sigue sirviendo. Además, el hecho de
poder agregar jugadores a la lista negra para neutralizar el
anonimizador va en contra de su principio: que no sea neutralizable
en batalla. Imagino situaciones en las que podrías agregar a
jugadores a la lista en plena partida para identificar
anonimizados, que te cargue las stats con modificación instalada y
listo (uno de las principales razones por las que el anonimizador
existe). ¡Saludos!
Subject: The Decline of Playability
Link on message: #12552480
cthulhu_hunter, on Jun 23 2020 - 11:28, said:
Two tier spread is rigged. Got it? Why is a tier 8 in tier 10 battle? Answer....RIGGED GAME. Got it? There are enough players for ONE TIER SPREAD MAX!!!!!!!!!!!!!...Got it?
Link on message: #12552480
cthulhu_hunter, on Jun 23 2020 - 11:28, said: Two tier spread is rigged. Got it? Why is a tier 8 in tier 10 battle? Answer....RIGGED GAME. Got it? There are enough players for ONE TIER SPREAD MAX!!!!!!!!!!!!!...Got it?
TeriyakiTanker:
ummm that doesn’t make any sense. Aside from the fact that Tier VIIIs don’t even see Tier Xs nearly as often as they used to. It’s not rigged, just designed in a way you don’t like. Those are not the same thing.
ummm that doesn’t make any sense. Aside from the fact that Tier VIIIs don’t even see Tier Xs nearly as often as they used to. It’s not rigged, just designed in a way you don’t like. Those are not the same thing.
Subject: Season 14 Playoffs MegaThread
Link on message: #12551881
Link on message: #12551881
1984BigBrother: added day 1 streamers
Subject: Season 14 Playoffs Streamers - Day 1
Link on message: #12551878
Link on message: #12551878
1984BigBrother: Tankers, The 1st group stage of the playoffs starts tonight!.
32 clans will be battling in groups of 4, top 2 (from each group)
make it to the next stage. Battles will start at:
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, Big
18:00 PT | 20:00 CT | 21:00 ET I am creating this post to for players that are streaming tonight's battles to provide links to there streams and maybe a little additional information. (other posts will be removed) Also, I will be suggesting that all players stream on a 15 min delay to prevent stream sniping. GL HF, Big
Subject: Does anyone know if Pearl River is ever going to come back?
Link on message: #12551864
Shadowtanker14, on Jun 22 2020 - 14:03, said: I used to love that map, and miss it terribly.. Along with
Northwest. Anyone have any ideas?
Link on message: #12551864
Shadowtanker14, on Jun 22 2020 - 14:03, said: I used to love that map, and miss it terribly.. Along with
Northwest. Anyone have any ideas?KRZYBooP:
It's coming back soon
It's coming back soon
Subject: Incoming! Warspot.net for some historical accuracy.
Link on message: #12551861
Link on message: #12551861
KRZYBooP: Howdy Boom Jockeys! This dedicated site features articles
about various aspects of military history and technology for
readers of all interest levels.Our authors include specialists who
put a lot of effort into their articles. They tell you about
little-known military conflicts, development, and use of
military vehicles, the creation of iconic weapons, outstanding
engineers, tactics of renowned commanders, heroic deeds of ordinary
soldiers, and more. June 2020 digest features new entrees of
amazing adventures. Centurion in Scandinavia. T67 GMC: Halfway to the Hellcat. TK-3 and TKS: Poland's Armored
Cockroaches. Char B in German service. For more
information on the Warspot digest click HERE.
Subject: misiones diarias,reseteo no funciona...
Link on message: #12551630
Link on message: #12551630
Felipe6666Original: Según tengo entendido, al reemplazar una misión con otra la
naturaleza de las recompensas no está obligada a cambiar. Puede
quedar igual como puede cambiar por alguno de los artículos que
mencionaste como se da a entender aquí: https://www.youtube.com/watch?v=grmsT8sYTYY ¡Saludos!
Subject: [Opiniones] Discusión sobre los vehículos con ruedas
Link on message: #12551625
Link on message: #12551625
Felipe6666Original: ¡Buenas! Ya que al primer hilo centralizado sobre temas
recurrentes viene teniendo un buen desempeño, voy a ir inagurando
paulatinamente nuevos sobre otros temas controversiales. Así que
prosigamos con los vehículos con ruedas. Vale aclarar que el
propósito primario de este hilo es que las discusiones relacionadas
al tema no se diluyan por tener varios hilos de lo mismo, generando
discusiones más valiosas, duraderas y diversas. De esta manera, la
recopilación de opiniones se hace más sencilla y cobra mayor
relevancia por estar todo en un mismo lugar. ¡Saludos y
debatan sanamente! P.D.: Esto significa efectivamente
que hilos anteriores que revivan con el mismo tema o hilos nuevos
que creen referidos a los vehículos con ruedas serán cerrados
para redirigir todo aquí.
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