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EU Questions & Answers

Дата: 25.02.2011 12:52:57
View PostFimp3n, on 22 February 2011 - 08:58 PM, said: Hello. I have a question regarding training rooms.
Do you plan to incorporate any or all of the following:
1. No cost for ammunition spent in training rooms.
2. An option for unlimited time in a training room.
3. An option for friendly fire off (which would come in handy when practicing returning fire when getting hit as it would simply let you practice for a longer time instead of just getting blown to pieces after a few shots).
Thanks for the word.

Overlord: Nothing of the listed above is planned.

View PostWhiteHyena, on 22 February 2011 - 09:00 PM, said: When/If the Maus secondary gun works (and that goes for any other tanks with multiple guns)- will it be able to fire independently/at the same time as the main armament? I'd love to know more details about how you're planning this system.
My other Maus related question is can you please change the Maus' engine so that it can actually stop when going down a hill? Currently even a slight incline will send the Maus shooting forward literally unable to stop even if you put it in full reverse >_< On some maps this makes Maus utterly unplayable- El Haulluf being an example.
edit: Oh I've got another one. I know you are raising the height of the T-54 by 15cm but are you planning to actually increase the size of the model too? The current model is an awful lot smaller than a T-54 ever was/is in reality.

Overlord: 1. Both will work, ie reload and fire, independently.
2. Actually it can stop, cant it?
3. At this stage no other size change for Tier 9 mediums is planned apart from listed in 0.6.3.8. Perhaps later.

View Postwaylander1, on 22 February 2011 - 08:35 PM, said: Moved from another thread.
Hi just want to check on a few things from the patch notes information and a few questions.
1. - Fixed certain cases of disappearing shells. Can you clarify what cases these are and what cases are not involved ? i.e is it certain tanks that are being looked into ?
2. Patch time line. We now have the dates for the patch going from today up to the 4th of March, will this have a knock on effect for the game launch?
3. Can we have an indication of how much Experience is needed to get a crew from 50% to 100% in their normal crew skill and also how much experience is then needed for each additional skill.
4. Will a fixed repair bill ever come in for a tank i.e a VK3601 will cost 5K of credits for being destroyed in battle and a IS-7 will cost 15K rather than the system we have now.
5. I see paypal will be one of the payment systems used, will it be setup so people without paypal accounts can still order via it as they can on some other games.
6. There is as always a story going round regarding another X5 exp event before the game launch, could you confirm or deny if this will happen and if so when ? This would allow players to either hold off on researching and buying tanks now and wait for the event to push onto a higher tank or even trying out a different countries tech tree.
Thanks....

Overlord: 1. Mostly applies to SPG shells fired in howitzer mode.
2. Yes, possibly it will move it a bit further.
3. Primary (basic) qualification: 1st % - 50 exp, 50th % - 500 exp, 100th % - 5000 exp.
Each additional qualification is twice more expensive.
4. Currently the repair bill for VK3601 makes about 5.4k, for IS7 - about 20k. No major changes planned here.
5. Sorry, don't have any details.
6. It is possible, but we have some another idea how to make the end of beta really remarkable.

View Posttarellond, on 23 February 2011 - 08:57 AM, said: Hi, i have a simple question :
Are the T8 SPG stats finalised yet? Do we get to see them before the release to decide which nation to choose?
And one a bit more theoretical: so far the clan limit is 100 players (as far as i remember). What if some clan, already registered, plans to have a sister clan estabelished due to the player limit, but that sister clan isnt registered. Is there any way of getting that sister clan registered in easier way than new registration?

Overlord: No, they haven't. Depends on what playstyle you prefer, more damage per shell - US tier8 SPG, mobility and higher accuracy (and rather low damage) - Soviet one, GWE will be somewhere in between.
Each clan will be registered separately on the website.

View Postmarxman, on 23 February 2011 - 05:25 AM, said: Regarding crew skills:
We already know there will be more of them, which is great, but are all of the future skills passive ones - active for the whole time? Will there be also active skills requiring activation, lasting certain amount of time, and then have cooldown time after the effect wears off?

Overlord: Active skills are not planned currently.

View PostOnly_Slightly_Bent, on 22 February 2011 - 11:41 PM, said: Pre-release packages:
I'm under the impression they work like this: I pay for one then you email me a code which I enter after the game goes live, yes?
If that's the case, is the code tied to the email address/user account?
E.g. Can a pre-release be bought as a gift for someone else or does it have to be bought through the account it will be applied to?

Overlord: Code won't be tied to the particular account, it will be possible to use it as a gift.

View Postwaylander1, on 23 February 2011 - 02:51 PM, said: Thanks for the replys, just so i understand it in full and so do others,
Exp from 1% to 2% takes 100 Exp points and to go from 99% to 100% take 5000 Exp points.
This will help players do the math a bit more when buying crew members as will give them a better idea of long long it will take.

Overlord: Yes, correct.

View Postcedars, on 23 February 2011 - 03:29 PM, said: I see there has been no response to this thread:
http://forum.worldof...-registrations/
I have had 2500 gold saved for the past month, waiting to be able to register my clan, but still no news on when I can do this.
Pls, I realise this is beta, so this isnt a complaint, but it would make a huge difference to know when we can register (exactly pls).
Also my friends and I formed a clan with 60 active members http://forum.worldof...__1#entry353488 in expectation of cw beta
It would be really good to be able to play cw beta ASAP as atm it feels like we are all dressed up with nowhere to go.
It is still unclear from this thread exactly when we will get to play cw beta http://forum.worldof...on/page__st__40
It would make a huge difference to many beta participants (and future customers) to know exact cw beta date and any other new info pls.

Overlord: Clan registration is tied to the release of 0.6.3.8. As soon as the patch is released, the registration will start. Under any circumstances it will be done prior to the release.
Clan wars beta will start after release. Initially a few months gap was planned so as to allow the majority of players to reach high tier vehicles, but it is quite possible it will be shorter.

View PostStormscion, on 23 February 2011 - 04:08 PM, said: Just one blitz question :
When we can expect fixes for visuals of Tiger II tracks ( too narrow ) and 105mm gun ( same looks like 88mm gun ) ? Any of the announced patches or some other time frame ?

Overlord: Regarding tracks - http://forum.worldof...post__p__359053
As for 10.5cm gun, the bug has already been fixed, the fix should be applied in one of the upcoming patches.

View PostStormscion, on 23 February 2011 - 05:15 PM, said: Thanks for fast response.
I am glad about Gun model fix.
Regarding tracks on King Tiger in that topic it was not specifically mentioned and i do not think i explained well what i meant with that question. I will post few pictures into spoilers they should clarify what i meant since i am not tank expert:
Front shot of Tiger in garage vs random picture from Internet.

http://img.photobuck...on/shot_002.jpg
Posted Image
This are WOT renders from recent Developer blog and even on them i think they have proper tracks. Compare smaller pictures in left bottom corner on Tiger II render picture with those in game.

http://img.photobuck..._1920x12001.jpg
http://img.photobuck...n/shot_0092.jpg
http://img.photobuck...on/shot_008.jpg
I dont know is that how it should be but you have to agree that wider tracks look better :)

Overlord: This are WOT renders from recent Developer blog and even on them i think they have proper tracks. Compare smaller pictures in left bottom corner on Tiger II render picture with those in game.

http://img.photobuck..._1920x12001.jpg
http://img.photobuck...n/shot_0092.jpg
http://img.photobuck...on/shot_008.jpg
I dont know is that how it should be but you have to agree that wider tracks look better :)
As far as I see the pic was taken in v.0.6.2.8, no third-party mods, etc? Just checked using test account.

https://lh4.googleus...YI/shot_001.JPG

View Postincurably_myself, on 23 February 2011 - 06:14 PM, said: is the damage under Normal distribution ???

Overlord: Yes, as well as penetration and dispersion.

View PostRokRoland, on 24 February 2011 - 12:36 PM, said: All right, two more questions if I may:
- Crew skills were discussed. Research done by community (sorry, forgot link) suggests that double xp for first win does not apply to crew training. Particularly noticeable when using "accelerated crew training". Can this be confirmed by internal testers, as it surely is not intended?
- Is the damage of regular shells for Tier 8 conical gun KwK 41 L/58 intended, or a typo? If intended due to historical characteristics, how is abysmal performance with regular and superior performance with premium shells justified balance-wise? Background:
Tier 8 conical gun KwK 41 L/58 has extremely strange characteristics. It is tier 8 gun but has about half the DPS of a typical tier 8 gun (typically in the 2000+ range, ~1100 for this) and same or worse penetration. It has a very fast aim time and it is very accurate. However, when used with gold ammo the gun gets over 150% increase in damage (2,5 times) as well as increased penetration. Typically gold ammo just increases penetration with possible slight increase in dmg.
Figures:
Dam 65 AP / 165 APCR
Pen 165 AP / 225 APCR

Overlord: 1. Just checked it crew gets doubled experience of the first victory as well. It should be noted that the bonus provided "accelerated crew training" is not that much, all in all about 20-25% if all the crewmen survived.
2. Not a typo. Initially only premium shells were planned for this gun, then we added regular ones as well. Due to its unique construction this gun was able to produce increased pressure giving shells extra power, both damage and penetration. As far as I know this gun didn't manage to go through testing.

View Postfabse, on 24 February 2011 - 01:54 PM, said: My question is about shooting without a functionalof the rangefinder.
Shells in this game have limitied speed, ranging from something like 900-1100 m/s on normal tanks, aomething like 500 m/s on arty.
I suppose they do feel normal gravity, so g=9.81 m/s^2 accelerates them downwards to the ground. Arty shells must feel a stronger gravity force, i figure it must be at least 10 times larger since their range is limited so badly.
Lets suppose i am in a normal tank, my shell velocity is 1000 m/s, and i am shooting a target that is 500 meters away from me. My shot takes half a second to reach that target and while flying it drops:
s = 1/2*g*t^2 =(roughly)=1/8*10 m =(roughly)= 1.25 m
Because i think i can hit pretty good on distances of 500 meters without really trying to aim these 1.25 m above my target i think that the game corrects this automatically and aims above the target for me.
It would make sense to me if it would stop doing this if my rangefinder is out of action (therefore the message: Our rangefinder took a hit, we can only shoot close targets).
So... please correct me if i am wrong or say something if i am right ;)
Follow up question:
To prevent freak accidents (like a shot dealing double the damage, or flying backwards) the probabilty distibution (if it is a normal one) has to be cutoff.
At what relaitve probabilty (relative to the maximum) is this done in the three cases (damage, penetration, dispersion).
fabse

Overlord: Gravity is taken into account in-game but you don't need to need to make any adjustments manually, your gunner does them on his own.
If I do remember right, 2.5-sigma interval is in use.

View PostVendelin, on 24 February 2011 - 04:34 PM, said: another questions! (hopefully ill get my first ones answered :) )
1. what exact bonus provide having extra crew members/more loaders/more gunners (or having / not having radio operator for example)? whats the difference between 2 loaders and only one loader?
2. is having only 4 crew members going to level them faster than having 6 of em? i.e. the exp is split between 4/6 (the lower members-more xp-faster levels?)? or when you have 6 you get bigger share of xp to your crew, so they level +/- the same?

Overlord: 1. Covered by the previous poster. My only correction would be that if one of the two loaders was knocked out, loading speed decreases by 33%.
2. No, it's not. Each crewmember gets the same amount of experience as the vehicle itself (assuming he surived the battle).

View PostVendelin, on 24 February 2011 - 01:09 PM, said: yay, ban is gone :D
so Overlord, i got few questions:
1. is there any chance to get an option to retrain crew not only from tank to tank, but from "profesion" to "profesion"?? like, i got 2 gunners in garage both awesome secondary skills, but i need driver to my tank, it would REALLY help to be able to retrain gunner/commander/loader etc. into driver/radio etc. it could use similar retraining cost in exp/cred/gold as when retraining for vehicle class
2. any chance to get details on the increasing height of t54? which part of the tank will be increased, or is that going to apply to whole model? (like, 15cm more turret, or 15cm more hull height etc)

Overlord: 1. Actually this was under consideration, but due to some technical restrictions we had to give up the idea.
2. It should apply to its height in general, you will be able to assess it on your own next week.

View PostPanzerKnacker, on 24 February 2011 - 11:07 PM, said: I hope this is in the right section, it's not about gameplay but,
what do specific numbers in the patches mean?
now we have 0.6.2.8, and the next patch is 0.6.3.8 right?
Why isn't it 0.6.4 or 0.7? Do the numbers have specific meaning?
I'm sorry if it's a stupid question.

Overlord: It's not stupid at all. These are internal indices. Usually the version contains 3 or 4 digits. Basically the exact index depends on significance of the upcoming changes (e.g. new tech tree is likely start a new decimal numeration - 0.X), and the number of internal bilds and/or supertest updates that may be deployed prior to public release.
Next patch is 0.6.3.8, then comes 0.6.4.x series, then - 0.7.

View PostVendelin, on 25 February 2011 - 12:15 AM, said: and not to be completely OT, there were some rumours about T30 (america heavy) is going to be moved to TD line. Is that true? or is it going to stay as t10 heavy for USA?
also the change to american tech tree, i read somwhere that they are going to be significant, is this going to happen after launch or before? or with launch?

Overlord: T30? No comments. :)
Yes, some major changes are being considered, possibly to all existing trees. We will announce them as soon as they are finalized. Definitely after the release.

View PostMakikou, on 25 February 2011 - 12:33 AM, said: Any idea when youre going to revamp the US tree? Easy Eight Sherman is so underpowered for its tier :(

Overlord: 1. Can't give any ETA on it.
2. Actually I wouldn't say so, according to performance data we have E8 is second to VK3601 (the strongest tier 6 medium).

View PostSturmtiger_304, on 25 February 2011 - 12:29 PM, said: Numbers aren't everything, the E8 is indeed too weak for it's tier when faced in tier 8 & 9 battles.Is it possible with a tier decrease for the E8 anytime soon?

Overlord: Talking about tiers, M4A3E8 suits its own tier better than e.g. T23 does. E8 is unlikely to ungergo any significant revision in the near future.

View PostVendelin, on 25 February 2011 - 12:43 PM, said: ok so my last question about crew, when you have 2 loaders with 116%, (commander 11% and vent) are they going to reload faster than only one loader with 116% ?
so basically are those extra % averaged, or added? (which would mean they reload faster due to having more extra %)

Overlord: Average loading skill per crew is taken into account.
Two loaders with 116% skill work with the same effectiveness as one loader with 116% skill (assuming there is one loader in crew).

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