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 v.0.6.3.x update
Link on message: #416548

Link on message: #416548
Overlord: World of Tanks Open Beta v.0.6.2.8 - v.0.6.3.8 patch notes:
- Added new map Westfield.
- Added interface for clan battles ("Special battles" under "Battle!" button).
- Removed New Year attributes from maps and hangars.
- Added premium tanks (box and pre-order): PzII J (German tier 3 light tank), BT-SV (Soviet tier 3 light tank), M6A2E1 (American tier 8 heavy tank).
These vehicles won’t be available in Store, and can be obtained in box version and/or pre-order packages.
- Recalculated static lights on some maps.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed certain cases of SPG aim getting outside the map in sniper mode
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed too intense SPG aim shaking after being damaged in sniper mode.
- Fixed rare case of voice chat activation button failure.
- Fixed rare case of game crash during voice chat usage.
- Fixed wrong water simulation at high options on certain computer configurations.
- Hotkeys [ and ] are unbound from "fire" and "autoaim" commands.
- Fixed mistiming of "the battle starts in" counter for different players.
- Map loading mechanism reworked to fix rare case of game crash in training battles.
- Fixed problem with missing textures of wrecked T-28 model.
- Fixed long names of HE shells in Service window.
- Fixed wrong representation of hotkeys bindings in Options.
- Fixed possibility of entering game menu during map loading.
- Fixed client freezing during Company Search.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Clarified conditions getting certain awards.
- Fixed condition for getting Billotte’s award.
- Fixed copyright year at intro screen and EULA.
- Removed turret for GW-Panther, M12, M40/M43, and Object 704 from the store.
- Removed unupgradable modules of top tier tanks from the store.
- Removed test gun "128mm_testgun" from shells description.
- Recompiled sounds output library.
- Fixed map pictures and team lists during map loading.
- Fixed hill climbing at Sand River map.
- Fixed water submersing at Malinovka map.
- "Special battle" choice is blocked if player does not have any events planned.
- Changed certain graphics options that could lead to increased performance on certain PC configurations.
Balance and tank parameters changes:
- Chance of fire for diesel engines set to 15%, for gasoline engines - to 20%. If the initial value for -certain models was lower than the values above, it remains as it is.
- Rebalanced premium vehicles: Valentine and Matilda.
- Adjusted match-making parameters for Valentine and Matilda.
- Added extra battle tier between the existing tiers 3 and 4.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- Т-26, T-46: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7: increased reverse speed.
- T-43: increased rate of fire for 100mm D10T gun.
- T-54: repair cost increased by 15%, hull height increased by 10 cm, increased chance of being spotted after firing 100 mm D-54 cannon, decreased tracks armor by 5 mm, track repair time increased by 10%.
- KV-3: slightly increased passability.
- KV-1S: slightly increased passability.
- IS-7: repair cost increased by 5%.
- ISU-152: repair cost increased by 8%, increased weight limit for top suspension.
- Shell 203 mm F-625D: increased cost by 4%.
- Shell 203 mm G-620: increased cost by 4%.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm.
- Object 212: doubled repair cost, reduced guns armor.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- VK3001H: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- 15 cm sFH18 L/30 gun (top Hummel): range of fire decreased by 15%, increased trajectory curve.
- 15 cm sFH36 L/43 gun (top GW-Panther): increased shell velocity, increased trajectory curve.
- 17 cm K72Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passability for normal and bad terrain by 15%.
- StuGIII: increased weight limit for second suspension, tier decreased by 1 for balancing in random battles.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 from 5,79 to 5,50 rounds per minute.
- Better durability for guns: 7.5 cm KwK42 L/70, 7.5 cm KwK45 L/100, 8.8 cm KwK43 L/71, 10.5 cm KwK45 L/52 Ausf. B.
- 12.8 cm Kwk44 L/55 (VK 4502 B, Maus): decreased reloading time by 0.21 s.
Panther II changes:
- Decreased size.
- 7.5 cm KwK42 L/70 gun dispersion radius decreased by 7%.
- 7.5 сmKwK42 L/100 gun dispersion radius decreased by 4%.
- 10.5 cm KwK45 L/52 Ausf B top gun: gun dispersion radius decreased by 7%, dispersion during turret movement decreased by 14%, shell velocity increased by 20%.
- top engine Maybach HL 234P50: reduced chance of fire by 5%, increased durability by 12.5%.
- increased weight limit for basic suspension in order to allow mounting second turret.
- ammo rack durability increased by 8%.
- repair cost reduced by 6%.
- T30: repair cost increased by 10%.
- T29 decreased rate of fire for 105 mm T5E1 gun.
- 90mm AT Gun M3 gun: price increased from 110550 to 127300 credits.
- 120mm Gun T53 gun: rate of fire increased by 5%.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- T2 Med, M2 lt, M2 med, M3 Lee, M4 Sherman: increased reverse speed
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passability.
- M12: decreased horizontal aiming angle.
- T14: tier decreased by 1 for balancing in random battles, increased passability.
- T1 heavy: increased passability.
- Т23: repair costs increased by 30%.
- Added new map Westfield.
- Added interface for clan battles ("Special battles" under "Battle!" button).
- Removed New Year attributes from maps and hangars.
- Added premium tanks (box and pre-order): PzII J (German tier 3 light tank), BT-SV (Soviet tier 3 light tank), M6A2E1 (American tier 8 heavy tank).
These vehicles won’t be available in Store, and can be obtained in box version and/or pre-order packages.
- Recalculated static lights on some maps.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed certain cases of SPG aim getting outside the map in sniper mode
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed too intense SPG aim shaking after being damaged in sniper mode.
- Fixed rare case of voice chat activation button failure.
- Fixed rare case of game crash during voice chat usage.
- Fixed wrong water simulation at high options on certain computer configurations.
- Hotkeys [ and ] are unbound from "fire" and "autoaim" commands.
- Fixed mistiming of "the battle starts in" counter for different players.
- Map loading mechanism reworked to fix rare case of game crash in training battles.
- Fixed problem with missing textures of wrecked T-28 model.
- Fixed long names of HE shells in Service window.
- Fixed wrong representation of hotkeys bindings in Options.
- Fixed possibility of entering game menu during map loading.
- Fixed client freezing during Company Search.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Clarified conditions getting certain awards.
- Fixed condition for getting Billotte’s award.
- Fixed copyright year at intro screen and EULA.
- Removed turret for GW-Panther, M12, M40/M43, and Object 704 from the store.
- Removed unupgradable modules of top tier tanks from the store.
- Removed test gun "128mm_testgun" from shells description.
- Recompiled sounds output library.
- Fixed map pictures and team lists during map loading.
- Fixed hill climbing at Sand River map.
- Fixed water submersing at Malinovka map.
- "Special battle" choice is blocked if player does not have any events planned.
- Changed certain graphics options that could lead to increased performance on certain PC configurations.
Balance and tank parameters changes:
- Chance of fire for diesel engines set to 15%, for gasoline engines - to 20%. If the initial value for -certain models was lower than the values above, it remains as it is.
- Rebalanced premium vehicles: Valentine and Matilda.
- Adjusted match-making parameters for Valentine and Matilda.
- Added extra battle tier between the existing tiers 3 and 4.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- Т-26, T-46: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7: increased reverse speed.
- T-43: increased rate of fire for 100mm D10T gun.
- T-54: repair cost increased by 15%, hull height increased by 10 cm, increased chance of being spotted after firing 100 mm D-54 cannon, decreased tracks armor by 5 mm, track repair time increased by 10%.
- KV-3: slightly increased passability.
- KV-1S: slightly increased passability.
- IS-7: repair cost increased by 5%.
- ISU-152: repair cost increased by 8%, increased weight limit for top suspension.
- Shell 203 mm F-625D: increased cost by 4%.
- Shell 203 mm G-620: increased cost by 4%.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm.
- Object 212: doubled repair cost, reduced guns armor.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- VK3001H: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- 15 cm sFH18 L/30 gun (top Hummel): range of fire decreased by 15%, increased trajectory curve.
- 15 cm sFH36 L/43 gun (top GW-Panther): increased shell velocity, increased trajectory curve.
- 17 cm K72Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passability for normal and bad terrain by 15%.
- StuGIII: increased weight limit for second suspension, tier decreased by 1 for balancing in random battles.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 from 5,79 to 5,50 rounds per minute.
- Better durability for guns: 7.5 cm KwK42 L/70, 7.5 cm KwK45 L/100, 8.8 cm KwK43 L/71, 10.5 cm KwK45 L/52 Ausf. B.
- 12.8 cm Kwk44 L/55 (VK 4502 B, Maus): decreased reloading time by 0.21 s.
Panther II changes:
- Decreased size.
- 7.5 cm KwK42 L/70 gun dispersion radius decreased by 7%.
- 7.5 сmKwK42 L/100 gun dispersion radius decreased by 4%.
- 10.5 cm KwK45 L/52 Ausf B top gun: gun dispersion radius decreased by 7%, dispersion during turret movement decreased by 14%, shell velocity increased by 20%.
- top engine Maybach HL 234P50: reduced chance of fire by 5%, increased durability by 12.5%.
- increased weight limit for basic suspension in order to allow mounting second turret.
- ammo rack durability increased by 8%.
- repair cost reduced by 6%.
- T30: repair cost increased by 10%.
- T29 decreased rate of fire for 105 mm T5E1 gun.
- 90mm AT Gun M3 gun: price increased from 110550 to 127300 credits.
- 120mm Gun T53 gun: rate of fire increased by 5%.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- T2 Med, M2 lt, M2 med, M3 Lee, M4 Sherman: increased reverse speed
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passability.
- M12: decreased horizontal aiming angle.
- T14: tier decreased by 1 for balancing in random battles, increased passability.
- T1 heavy: increased passability.
- Т23: repair costs increased by 30%.
Subject:
Archives\Junkyard\Maintenance works, March 1
Link on message: #416236

Link on message: #416236
Overlord: The maintenance works are scheduled for March 1, 14:00 UTC. The
game will be temporary unavailable.
Reason: release of v.0.6.3.8 update.
Estimated downtime: up to 5 hours.
Total projected downtime: 7:30 - 19:00 UTC.
Reason: release of v.0.6.3.8 update.
Estimated downtime: up to 5 hours.
Total projected downtime: 7:30 - 19:00 UTC.
Subject:
Important Information\Updates & Patch Notes\beta v.0.6.3.x update
Link on message: #416223

Link on message: #416223
Overlord: The release of v.0.6.3.8 patch is scheduled for March 1.
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #416143
RAZORLIGHT, on 27 February 2011 - 03:33 PM, said: Yes it had 120mm armor but only a prototype and they didnt used
this version further because it was too heavy >>> slow +
T-54 only used 520HP engine maybe 560hp engine too.
either you nerf his speed maneuverability and so on or nerf his armor this tank is way too strong, there is no reason to play is-4 because t-54 nearly has same (front) armor same HP better maneuverability and same firepower.
really if you keep the 120mm version give the Maus the 150mm gun, or give the stug III its latest version 80mm front!
but to be on topic
a rough date when the "buffs" for the germans will apply on the server?
HPHimmel, on 28 February 2011 - 12:03 PM, said: Question refferring GUI:
Would it be a hard task to change the chatpanel that way, that one could roll back and follow the whole or even last lines of chat? Reason: In the heat of the war anyone told something tactical interesting or insults for reporting - and the given one line is quick away as soon another guy answers.
Thx for taking a look on it.
Fimp3n, on 28 February 2011 - 04:30 PM, said: I'm not sure I understand. Did the tank or the engine get an
improved fuel system?
The engine T-55U was introduced on the T-54 in 1983 according to the only sources I have looked at (none of which is wikipedia).
Oh, I am, and I keep telling everyone else that too. I'm just worried about anachronisms.
Laughter, on 28 February 2011 - 05:42 PM, said: We've been hearing about these commander tanks. One of the
abilities:
"Will provide its owner with special commander's chart for giving orders".
Could you shed some light on what this actually means? For instance in BF2/BF2142 a commander has a map of the battle area with options each side such as 'Attack this position' Lighting up a an area with a mark and a line from you to that area. Will it be similar?
RAZORLIGHT, on 28 February 2011 - 10:15 PM, said: how many % is the rate of Free EXP you ll get from the normal EXP
after a battle.
Haineko, on 28 February 2011 - 10:08 PM, said: Will we be able to play in Platoon like manor without having to buy
premium after release?
I really dont want to have to buy gold every time me and my pals feel like playing a couple of games...
Also, if there will be a way, will there be a player restriction? (We are about... 4 or 5 people playing together, though only 3 at a time due to Platoon restrictions.)
PzGrenKdr, on 28 February 2011 - 07:18 PM, said: will there be a torrent-link for pre-download the patch(like at the
us-tank introducing patch)?
Haineko, on 28 February 2011 - 10:33 PM, said: Question I had was, will there be a similiar, free system in use
when release comes along?
(I acctually heard a rumor that it would, between friends.)
Fimp3n, on 28 February 2011 - 10:47 PM, said: I have read the patch notes. Unless they lower the height of the
hull of the T-54, increasing clearance will result in the whole
tank being higher.
Either way, like I said I guess we'll just have to wait and see the results for ourselves, right?
cedars, on 01 March 2011 - 02:33 PM, said: Can a player can participate in more than one division in http://forum.worldof...es/page__st__60
It makes a big difference to know this asap so we can orgainise our clan.

Link on message: #416143

either you nerf his speed maneuverability and so on or nerf his armor this tank is way too strong, there is no reason to play is-4 because t-54 nearly has same (front) armor same HP better maneuverability and same firepower.
really if you keep the 120mm version give the Maus the 150mm gun, or give the stug III its latest version 80mm front!
but to be on topic
a rough date when the "buffs" for the germans will apply on the server?
Overlord: E100 will get 150mm gun.
A good deal of them are going to be applied in v.0.6.4
A good deal of them are going to be applied in v.0.6.4

Would it be a hard task to change the chatpanel that way, that one could roll back and follow the whole or even last lines of chat? Reason: In the heat of the war anyone told something tactical interesting or insults for reporting - and the given one line is quick away as soon another guy answers.
Thx for taking a look on it.
Overlord: Either battle chat log or scrolling feature will be implemented.

The engine T-55U was introduced on the T-54 in 1983 according to the only sources I have looked at (none of which is wikipedia).
Oh, I am, and I keep telling everyone else that too. I'm just worried about anachronisms.
Overlord: It is the engine that was improved in 1983. U means -
improved/modernized.
Indeed this engine was mounted on T-54 in 1983. See the pic below:
https://lh5.googleus...4-55engines.JPG
Theoretically some other even more powerful engines could have been mounted on T-54 as well, e.g. the series based on V-12:
1. 1944 - V-14 (800 hp), V-12U (700 and 750 hp)
2. 1945 - V-16F (700 hp), V-16 FN (800 hp)
These engines suit T-54s layout but were not mounted due to some other, non-technical reasons. Guess, not many would like them to be mounted on T-54 in-game.
As a side example, Maybach HL 234 P 50 (980 hp) wasn't mounted on Panther II. Maybach HL 234 (800 hp) was the last one in the series.
Indeed this engine was mounted on T-54 in 1983. See the pic below:
https://lh5.googleus...4-55engines.JPG
Theoretically some other even more powerful engines could have been mounted on T-54 as well, e.g. the series based on V-12:
1. 1944 - V-14 (800 hp), V-12U (700 and 750 hp)
2. 1945 - V-16F (700 hp), V-16 FN (800 hp)
These engines suit T-54s layout but were not mounted due to some other, non-technical reasons. Guess, not many would like them to be mounted on T-54 in-game.
As a side example, Maybach HL 234 P 50 (980 hp) wasn't mounted on Panther II. Maybach HL 234 (800 hp) was the last one in the series.

"Will provide its owner with special commander's chart for giving orders".
Could you shed some light on what this actually means? For instance in BF2/BF2142 a commander has a map of the battle area with options each side such as 'Attack this position' Lighting up a an area with a mark and a line from you to that area. Will it be similar?
Overlord: No extra information currently, the concept is being worked on.

Overlord: 5%.

I really dont want to have to buy gold every time me and my pals feel like playing a couple of games...
Also, if there will be a way, will there be a player restriction? (We are about... 4 or 5 people playing together, though only 3 at a time due to Platoon restrictions.)
Overlord: 1. Platoon starter will need to have premium account. As it is
now.
2. Bigger platoons is a good thing, but it can not be implemented due to some technical restrictions and, especially current match-making mechanics. Would be rather difficult and/or time-consuming to balance platoon of 5 tier 10 heavies properly.
2. Bigger platoons is a good thing, but it can not be implemented due to some technical restrictions and, especially current match-making mechanics. Would be rather difficult and/or time-consuming to balance platoon of 5 tier 10 heavies properly.

Overlord: Nope, I recommend using launcher, we have improved it a lot
recently. It should work smoothly. Or you can wait for direct
links.

(I acctually heard a rumor that it would, between friends.)
Overlord: Free system for platoons? If so, there was some kind of
misunderstanding.

Either way, like I said I guess we'll just have to wait and see the results for ourselves, right?
Overlord: Yup, better assess it yourself. You can take a screenshot in the
current version and compare it to the new model tomorrow.

It makes a big difference to know this asap so we can orgainise our clan.
Overlord: One player will be able to play in one team and one division only.
Detailed regulations are to be posted today.
Subject:
Archives\Beta\Suggestions\Match-making
Link on message: #415489

Link on message: #415489
Vallter: Please move it to suggestions section.
Also we know about some problems of the current match-making system and we are working on it's improvement.
Also we know about some problems of the current match-making system and we are working on it's improvement.
Subject:
Archives\Beta\vk3601 Aiming problems.
Link on message: #415485

Link on message: #415485
Vallter: Could you please send us a screenshot of such issue?
Subject:
Archives\Beta\Cannot start the game ?
Link on message: #415478

Link on message: #415478
Vallter: Please try the following solution:
- press Windows key + R and type %appdata%\wargaming.net\WorldOfTanks
(Another way: press START and select Run...);
- type *Regedit* and press "OK";
- follow that way - HKEY_CURRENT_USER \ Software \ Microsoft \ Windows \ CurrentVersion \ Internet \ SettingsZones;
- in the last folder (above) there are several other folders named "0", "1", "2", "3", "4" respectively and a folder with the name alike a rectangle (either "[]" or "L");
- delete this folder.
- press Windows key + R and type %appdata%\wargaming.net\WorldOfTanks
(Another way: press START and select Run...);
- type *Regedit* and press "OK";
- follow that way - HKEY_CURRENT_USER \ Software \ Microsoft \ Windows \ CurrentVersion \ Internet \ SettingsZones;
- in the last folder (above) there are several other folders named "0", "1", "2", "3", "4" respectively and a folder with the name alike a rectangle (either "[]" or "L");
- delete this folder.
Subject:
Archives\Beta\I got a login problem
Link on message: #415475

Link on message: #415475
Vallter: Take in count that it costs us some time to answer. But we will
reply to all your tickets ASAP
Subject:
Archives\Beta\Out of memory and red graphics?
Link on message: #415469

Link on message: #415469
Vallter: Some substantial improvements will come with v.0.6.4. We haven't
manage to overcome this issue completely, but overall the
difference will be noticeable.
Subject:
Archives\Beta\Suggestions\Improving German vehicles
Link on message: #415427

Link on message: #415427
Overlord: Possible adjustments for Jagdtiger:
- new mantlet mechanics (100% confimed)
- visibility reduction, ie camo adjustment (100% confimed)
- damage per shell increase (might come along with RoF decrease)
- increase of speed values
- hit points increase
- new mantlet mechanics (100% confimed)
- visibility reduction, ie camo adjustment (100% confimed)
- damage per shell increase (might come along with RoF decrease)
- increase of speed values
- hit points increase
Subject:
News from the Front\World of Tanks News Letter\WoT Newsletter Volume #14
Link on message: #415412
strata89, on 26 February 2011 - 01:41 AM, said: Release was postponed again, they cant do anythink in time. When i
joined beta, release should be in december, than it was postponed
multiple times and last date was march 15...
If they wont start working instead of postponing and promising, this game will die fast.

Link on message: #415412

If they wont start working instead of postponing and promising, this game will die fast.
Overlord: Was there any official announement on release that appeared on the
website and thus made public? No, there was no such
announcement.
The dates given on the forums during beta stage are considered to be rough until they are confirmed by the respective news item.
The dates given on the forums during beta stage are considered to be rough until they are confirmed by the respective news item.
Subject:
Archives\Beta\Maybe it will better much better and fun if maps were twice big
Link on message: #415410
CerVus, on 25 February 2011 - 04:27 PM, said: Dimnsions of maps are limited by current game engine. So there is
no chance to make them bigger.

Link on message: #415410

Overlord: There is a chance. Game enigne is being worked on so as to enable
support of bigger maps (up to 3x3 km) and bigger teams (up to
45vs45).
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #415384
waylander1, on 25 February 2011 - 12:57 PM, said: During a battle a player with a 'chat ban' cant talk or indicate on
the mini map to his team mates about any threats, do you plan to
implement any system to let other players know someone is on a chat
ban in battle otherwise he can get bombarded with messages and has
no way to reply, resulting in either more messages slagging him off
for not replying. 
Vendelin, on 25 February 2011 - 02:46 PM, said: ill also add one last, a bit more general
does increasing crew skill % beyond 100% increase the performance lineary? like radio range is 500m with 100%, does 110% loader increase the range by 50m i.e. 550m (110% of 500m) does this work? if yes, does it apply to all crew dependent skills? (load time, view range, aim speed, etc)
Haineko, on 25 February 2011 - 07:14 PM, said: As I have asked before, could you give us a rough estimate on when
we will see the US TDs that are not in the first batch. I really
need to know how long I have to wait for my beloved M18 
Cheers
Haineko
tarellond, on 26 February 2011 - 02:14 PM, said: Overlord, can you find out how many tanks in total are awarded with
Wittmann's Medal (or how many of those medals were awarded) and the
number of SPGs rewarded or the total number of those medals given
to SPGs? Im curious if the 7 kills for tanks and 10 kills for SPGs
has any statistical background.
cedars, on 26 February 2011 - 03:05 PM, said: Thanks for the answer.
I realise that playing CWs soon after the release will give players that reach higher tiers fast a big advantage. But honestly I dont see the problem with that.
It's cool that WoT has released the championships http://forum.worldof...es/page__st__40 and that may reignite many people's interest.
But I think CWs is still easilly the biggest pull for most of us.
So is there any chance of knowing when WoT will decide about exactly when CW beta will be released?
For me personally having an exact date - that we can rely on - will make a huge difference and keep me motivated.
Chaos123, on 26 February 2011 - 09:02 PM, said: Will the t-54s front armor be nerfed to 100mm?
Kazomir, on 26 February 2011 - 09:33 PM, said: Will we ever be able to shoot TROUGH walls? I mean will we be able
to shoot trough that damned house as we should? Few wooden planks
shouldnt stop my shell flying.
Also, will tanks behind houses or buildings become invisible untill they are spotted? Right now no matter what you seem to see trough buildings, and that takes out the element of surprise...
I thing if you make theese 2 changes to the game it will become lot more fun and realistic.
waylander1, on 27 February 2011 - 01:59 PM, said: With the upcoming server downtime i just want to check to see if
the patch will be before or after this or will they be done at the
same time as its now the 27th of Feb but we have no closer
indication of when the patch will be and you must be aware if it
will be before or after.
0.6.3.8 update for EU server is rescheduled for February 21 - March 4 due to several fixes and new content features that require additional tweaking and testing.
The maintenance works are scheduled for March 1, 8:00 am UTC.
CerVus, on 27 February 2011 - 05:28 PM, said: This is from wikipedia:
"The Ausf F's Schmalturm was to have a built-in stereoscopic rangefinder and lower weight than the original turrets."
So, why is here Schmalturm turret for Panther heavier than orginal?
Fimp3n, on 27 February 2011 - 04:56 PM, said: Questions:
What made you choose to solve the problem of the tank being slowed down by the prototype plate by putting on an engine that wasn't introduced for the T-54 until mid 1980's?
Wouldn't the more obvious solution be to lower the thickness and weight of the front plate, removing the anachronistic engine, and thus letting the tank retain it's speed and maneuverability?
If you haven't already, will you at least try this out for yourselves? Make a version like this (99 mm front plate, no 1983 engine, lower total weight of the tank to retain speed and maneuverability) and test it, and perhaps share the results with us players?
(For the record I have an elite T-54 myself, and I think if you answer these questions for us you'll calm down much of the player base)

Link on message: #415384


Overlord: Actually we haven't considered this feature. Sounds reasonable.

does increasing crew skill % beyond 100% increase the performance lineary? like radio range is 500m with 100%, does 110% loader increase the range by 50m i.e. 550m (110% of 500m) does this work? if yes, does it apply to all crew dependent skills? (load time, view range, aim speed, etc)
Overlord: Vehicle specs in hangar given as per ~133% crew skill. 100% basic
crew crew, 10% commander's bouns, ventilation, rammer,
chocolate/cola/additional ration. Kind of ideal model.
Crew skill increases the performance linearly.
Crew skill increases the performance linearly.


Cheers
Haineko
Overlord: They will be added in the update that comes after v.0.6.4, likely
that would v.0.7. Then comes E-series plus some new vehicles for
revised US tree.

Overlord: Difficult one, need to look through the stat data. This medal is
rather difficult to get, but quite possible.
Personally I have 2 Wittmann medals on T23.
Personally I have 2 Wittmann medals on T23.

I realise that playing CWs soon after the release will give players that reach higher tiers fast a big advantage. But honestly I dont see the problem with that.
It's cool that WoT has released the championships http://forum.worldof...es/page__st__40 and that may reignite many people's interest.
But I think CWs is still easilly the biggest pull for most of us.
So is there any chance of knowing when WoT will decide about exactly when CW beta will be released?
For me personally having an exact date - that we can rely on - will make a huge difference and keep me motivated.
Overlord: Currently I don't have such information, there should at least 3-4
weeks gap between the release and the start of clan wars beta.

Overlord: T-54 model of 1946 indeed had 120mm front armor, version with 100mm
might be added in future, but as a separate vehicle.

Also, will tanks behind houses or buildings become invisible untill they are spotted? Right now no matter what you seem to see trough buildings, and that takes out the element of surprise...
I thing if you make theese 2 changes to the game it will become lot more fun and realistic.
Overlord: Currently we are working on improvements for penetration mechanics
of smaller objects. Need to sort out this issue first.

0.6.3.8 update for EU server is rescheduled for February 21 - March 4 due to several fixes and new content features that require additional tweaking and testing.
The maintenance works are scheduled for March 1, 8:00 am UTC.
Overlord: These are scheduled data center maintenance works. There will be a
separate announcement on the update. Follow the news.

"The Ausf F's Schmalturm was to have a built-in stereoscopic rangefinder and lower weight than the original turrets."
So, why is here Schmalturm turret for Panther heavier than orginal?
Overlord: Our history experts say that the weight is ok, especially taking
into account that the turret itself is almost fictional.

What made you choose to solve the problem of the tank being slowed down by the prototype plate by putting on an engine that wasn't introduced for the T-54 until mid 1980's?
Wouldn't the more obvious solution be to lower the thickness and weight of the front plate, removing the anachronistic engine, and thus letting the tank retain it's speed and maneuverability?
If you haven't already, will you at least try this out for yourselves? Make a version like this (99 mm front plate, no 1983 engine, lower total weight of the tank to retain speed and maneuverability) and test it, and perhaps share the results with us players?
(For the record I have an elite T-54 myself, and I think if you answer these questions for us you'll calm down much of the player base)
Overlord: The engine was produced in mid 50's, in 1983 it got an improved
fuel system.
T-54 can be balanced even with its current modules. Wait for 0.6.3.8 and assess it yourself.
T-54 can be balanced even with its current modules. Wait for 0.6.3.8 and assess it yourself.
Subject:
Archives\Beta\Suggestions\Improving German vehicles
Link on message: #415382
Fredziosz, on 27 February 2011 - 01:40 AM, said: Im not talking about MG nests nor viewports because as You've said
- most of the tanks have them.
Im talking about gearbox in german tanks, russians dont have it on the front nor Yanks.
Only german tanks have it and if its not enough ALL german tanks have them this way.
Few pictures (green is for engine):
[pics]
While Gearbox (that green area in front of german tanks) is considered as engine - this is simply wrong, and as You may see IS dont have that hitbox.
Gearbox damage should result in tracks damage and speed reducion not engine damage nor fire. Bit since its considered as an engine hits in that area result in fire.

Link on message: #415382

Im talking about gearbox in german tanks, russians dont have it on the front nor Yanks.
Only german tanks have it and if its not enough ALL german tanks have them this way.
Few pictures (green is for engine):
[pics]
While Gearbox (that green area in front of german tanks) is considered as engine - this is simply wrong, and as You may see IS dont have that hitbox.
Gearbox damage should result in tracks damage and speed reducion not engine damage nor fire. Bit since its considered as an engine hits in that area result in fire.
Overlord: Actually we could make engine and transmission as 2 separate
modules, but in reality:
- being hit in transmission vehicle wasn't able to move
- being hit in transmission vehicle could catch fire because of a few litres inflammable oil in it (transmission).
So even if we make transmission separate, its damage mechanics will be similar to engine mechanics.
- being hit in transmission vehicle wasn't able to move
- being hit in transmission vehicle could catch fire because of a few litres inflammable oil in it (transmission).
So even if we make transmission separate, its damage mechanics will be similar to engine mechanics.
Subject:
Archives\Beta\Suggestions\Improving German vehicles
Link on message: #415373
Convi, on 27 February 2011 - 02:04 AM, said: I think that Maus 128 mm should have his accuracy increased to
0.3-0.32 or/and little penetration buff, to 260-265 mm of
penetration. Damage should be the same. Actually Maus 128mm has the
worst stats of all T10 guns.

Link on message: #415373

Overlord: Accuracy of 128mm gun will be increased, possibly damage as well.
Penetration values will remain.
Subject:
Archives\Beta\Game wont start
Link on message: #415332

Link on message: #415332
Vallter: war4peace, yes, sure. You can submit a ticket and send
it to us. Also please include a DxDiag file in your message:
- Click «Start»
- Select and press «Run»
- Type "dxdiag" and press "OK"
- In the appeared window choose "Save all information"
- Click «Start»
- Select and press «Run»
- Type "dxdiag" and press "OK"
- In the appeared window choose "Save all information"
Subject:
Archives\Junkyard\Maintenance works, March 1
Link on message: #414645

Link on message: #414645
Overlord: The maintenance works are scheduled for March 1, 7:30 am UTC. The
game will be temporary unavailable.
Reason: data center planned maintenance.
Estimated downtime: up to 6 hours.
Reason: data center planned maintenance.
Estimated downtime: up to 6 hours.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 23:02:51
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414290
Sturmtiger_304, on 25 February 2011 - 09:19 PM, said: Will the travel payment be covered, with Air, Train and so on?

Link on message: #414290

Overlord: Travel expenses will be covered. You just should win EU server
elimination.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 23:01:57
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414288
Redbull12, on 25 February 2011 - 09:24 PM, said: And what about passports? For example in winner team may be some
people who dont have passport. Maybe superfinal in Moscow will be
in 30-40 days after finished tournament on our server. That shuold
give enough time to make passports. Im not sure but to go to Russia
we need also visas.

Link on message: #414288

Overlord: Leave it to us and don't worry in advance.
Subject:
Archives\Beta\Impressions\Strategy, Teamplay or just a single player game?
Link on message: #414272

Link on message: #414272
LiannaSilverwind: Current communication system is definitely not perfect, I agree on
that completely. I strongly recommend checking Clan Recruitment
section of our forum, there are many international and national
clans who seek new people and friends.
Thank you for your well-described impression!
Thank you for your well-described impression!
Subject:
News from the Front\Developers Break Down Game Mechanics\Pre-release notes
Link on message: #414147

Link on message: #414147
Overlord: Update 2
Pre-orders launch: March 8-15.
Release date: March 24-31.
World Championship WOT.
Pre-orders launch: March 8-15.
Release date: March 24-31.
World Championship WOT.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 20:02:44
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414144
Baine, on 25 February 2011 - 07:50 PM, said: You are gonna invite the winners to Moscow?

Link on message: #414144

Overlord: Yes, the best teams from EU and US servers (6 teams all in all)
will be invited to Moscow for Grand Finals.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 19:14:29
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414100
waylander1, on 25 February 2011 - 07:10 PM, said: Will this be before the patch or after it ? and what server will it
be held on Russian, US or EU ? i only ask as the russian server is
ahead of us on patches.

Link on message: #414100

Overlord: Preliminary stage will be held on v.0.6.3.8, i.e. post-patch, it
will be server-based.
Subject:
Archives\Beta\Help with translation
Link on message: #414049
Stick, on 25 February 2011 - 04:01 PM, said: I can assist with Romanian too if you need it.
Romanian (the language) is translated as Română. Note the diacritics. Without diacritics it means roman (as in old ancient Rome).

Link on message: #414049

Romanian (the language) is translated as Română. Note the diacritics. Without diacritics it means roman (as in old ancient Rome).
Overlord: Thank you.
Closing the thread.
Closing the thread.
Subject:
Archives\Beta\Help with translation
Link on message: #414047
Kalkalash, on 25 February 2011 - 01:15 PM, said: Finnish would be suomi, without a capital letter if used in the
middle of a sentence (or suomen kieli if you want to have a fancier
translation)
Are you doing a Finnish translation of the game? If so, and you happen to need help, I might be available.

Link on message: #414047

Are you doing a Finnish translation of the game? If so, and you happen to need help, I might be available.
Overlord: Thanks.
The work on Finnish version is about to start.
The work on Finnish version is about to start.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 18:11:52
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414037
Terrorsatan, on 25 February 2011 - 06:07 PM, said: Do we get T90 as Price?
Edit: will be held b4 Hardwipe ;D

Link on message: #414037

Edit: will be held b4 Hardwipe ;D
Overlord: Perhaps an opportunity to work for Uralvagonzavod for a month as a
prize? 

Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 18:10:28
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414035
MarmotWarrior, on 25 February 2011 - 05:24 PM, said: It is a bit strange : hard wipe is approaching at the same time, so
with which tanks are we supposed to compet against fully equiped
russian ?
I believe it is a very very early announcement, otherwise it is a very bad thing : no Clan Wars because, officialy, let us time to equip ourself, but is it ok for an international championnship ?

Link on message: #414035

I believe it is a very very early announcement, otherwise it is a very bad thing : no Clan Wars because, officialy, let us time to equip ourself, but is it ok for an international championnship ?
Overlord: Preliminary stage for EU and US servers will be over by release.
Overlord
Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
25.02.2011 18:09:33
Subject:
News from the Front\Discussion of News Articles\Ural Steel - International Championship within World of tanks for Uralvagonzavod prizes
Link on message: #414033
Hamynelypham, on 25 February 2011 - 05:23 PM, said: Jesus f****** christ, that's nice. But isn't it too soon for such a
tournament to happen? I mean, EU and US servers are still in beta
stage, the release is in march so how EU and US teams are going to
get their tanks up and running for this tournament? Will they play
with stuff they got in the beta or is there going to be some sort
of "register for the tournament and we'll give you any tank you
need for it on a seperate server" thingy?

Link on message: #414033

Overlord: At preliminary stage RU players will be using their existing live
accounts, US and EU players - their beta accounts. Speial unlocked
accounts will be granted only for Finals.
Subject:
Archives\Beta\Help with translation
Link on message: #413667

Link on message: #413667
Overlord: Don't want to use google here.
So asking for help:
1) What is the Finnish for Finnish [means language in general]?
2) What is the Romanian for Romanian [means language in general]?
If you are native speaker, please respond here. It's urgent.
Thanks

1) What is the Finnish for Finnish [means language in general]?
2) What is the Romanian for Romanian [means language in general]?
If you are native speaker, please respond here. It's urgent.
Thanks
Subject:
Game Discussion\Gameplay Discussion\EU Questions & Answers
Link on message: #413644
Fimp3n, 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.
WhiteHyena, 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.
waylander1, 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....
tarellond, 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?
marxman, 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?
Only_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?
waylander1, 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.
cedars, 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.
Stormscion, 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 ?
Stormscion, 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

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
incurably_myself, on 23 February 2011 - 06:14 PM, said: is the damage under Normal distribution ???
RokRoland, 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
fabse, 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
Vendelin, 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?
Vendelin, on 24 February 2011 - 01:09 PM, said: yay, ban is gone 
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)
PanzerKnacker, 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.
Vendelin, 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?
Makikou, 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 
Sturmtiger_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?
Vendelin, 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 %)

Link on message: #413644

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.

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.
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.

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.
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.

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.
Each clan will be registered separately on the website.

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.

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.

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.

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.
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.

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.
As for 10.5cm gun, the bug has already been fixed, the fix should be applied in one of the upcoming patches.

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

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
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

Overlord: Yes, as well as penetration and dispersion.

- 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.
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.

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.
If I do remember right, 2.5-sigma interval is in use.


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).
2. No, it's not. Each crewmember gets the same amount of experience as the vehicle itself (assuming he surived the battle).


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.
2. It should apply to its height in general, you will be able to assess it on your own next week.

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.
Next patch is 0.6.3.8, then comes 0.6.4.x series, then - 0.7.

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.

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.


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).
2. Actually I wouldn't say so, according to performance data we have E8 is second to VK3601 (the strongest tier 6 medium).

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.

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).
Two loaders with 116% skill work with the same effectiveness as one loader with 116% skill (assuming there is one loader in crew).
Subject:
News from the Front\Discussion of News Articles\World of Tanks Sets World Record
Link on message: #413239
upgradeincombatisinsane, on 24 February 2011 - 02:34 PM, said: why not make separate patches for general fixes/features and
localizations?

Link on message: #413239

Overlord: It would be unfair to those who are using other language packs than
English. We are going to adopt a new system of working on
additional language packs which is supposed to decrease the gap in
patching between RU and EU servers.
Subject:
Archives\Beta\Questions\Graphical Updates of Tank models
Link on message: #411934
ElAtaque1944, on 21 February 2011 - 06:31 PM, said: Overlord, one question again:
The 105mm T5E1 on T-29 has a muzzle break with the stock turret. After upgrading to T136 turret, the T5E1 is shorter and the muzzle break is gone. Is this intended by devs?

Link on message: #411934

The 105mm T5E1 on T-29 has a muzzle break with the stock turret. After upgrading to T136 turret, the T5E1 is shorter and the muzzle break is gone. Is this intended by devs?
Overlord: Not a bug, on the second turret T5E1's muzzle break is dismounted,
consequently the gun is 41cm shorter.
Subject:
News from the Front\Developers Break Down Game Mechanics\Match-Making System
Link on message: #411816

Link on message: #411816
Overlord: A new chart that is planned for v.0.6.3.8
not relevant in current version

not relevant in current version
Subject:
Archives\Beta\Broken WoT application for G19?
Link on message: #411541

Link on message: #411541
Vallter: We are still working on the problem. For we can say the
following:
Because of features of your keyboards you have to switch on WoT application in your keyboard's screen first (it will appear after launching the game client, but sometimes appear as a set of letters) and only after that keyboard will be operational.
Additional mouse buttons work properly, but because of peculiarity of BigWorld Engine additional keyboard keys don't set up properly from the game client
Because of features of your keyboards you have to switch on WoT application in your keyboard's screen first (it will appear after launching the game client, but sometimes appear as a set of letters) and only after that keyboard will be operational.
Additional mouse buttons work properly, but because of peculiarity of BigWorld Engine additional keyboard keys don't set up properly from the game client
Subject:
Archives\Beta\friend cant connect to WoT
Link on message: #411512

Link on message: #411512
Vallter: Please ask your friend to contact us via http://support.worldoftanks.eu/
Subject:
Archives\Beta\Impressions\Second Impressions
Link on message: #411418

Link on message: #411418
LiannaSilverwind: Matchmaking intentionally puts scout tanks such as Pz III vs. much
higher opposition. You can check current matchmaking table here:
http://forum.worldof...ost__p__336432.
In order to defeat campers team must be coordinated, which is not easy in random battles, where some people play for themselves, not for the team.
SPGs can really oneshoot tanks in case tanks are not sturdy enough and SPGs directly hit them. Ideal target for SPGs are camping tanks that are spotted. Trying to play SPG myself helped me a lot in getting knowledge about cover and deadzones for every map.
Thank you for your impressions!
In order to defeat campers team must be coordinated, which is not easy in random battles, where some people play for themselves, not for the team.
SPGs can really oneshoot tanks in case tanks are not sturdy enough and SPGs directly hit them. Ideal target for SPGs are camping tanks that are spotted. Trying to play SPG myself helped me a lot in getting knowledge about cover and deadzones for every map.
Thank you for your impressions!

Subject:
Archives\Beta\v.0.6.3.7 update - preliminary discussion
Link on message: #411246
Wittmann73, on 22 February 2011 - 10:39 PM, said: Could you please clarify this, Overlord?

Link on message: #411246

Overlord: A-32 got tier reduction (tier 4), and all these tanks had their
specs buffed and/or the upper border of their match-making spread
decreased. New battle tier will be introduced, between the current
3 and 4.
Subject:
Archives\Beta\v.0.6.3.7 update - preliminary discussion
Link on message: #411222
Fimp3n, on 22 February 2011 - 04:59 PM, said: Well thanks for the heads-up at least. Should we assume that you're
fixing the language bugs before release because you don't want to
have to patch again later just to fix them? I don't know much about
programming apart from what friends' in the game industry has
explained to me, but what would you say is the nature of the
language package bug? Should we assume that it's something a little
more tricky than just the translation?

Link on message: #411222

Overlord: Missing words and phrases, lines that do not fit designated
windows, bars, and buttons.
Subject:
Archives\Beta\v.0.6.3.7 update - preliminary discussion
Link on message: #411219
Calle30, on 22 February 2011 - 04:30 PM, said: Seriously Overlord, give us that patch right now. Even if there are
some language bugs. As long as we dont have any CTD's I think most
of us wont care about a missing translation or a russian word in
WoT.

Link on message: #411219

Overlord: It's not about some Russian words in Russian. The problem is that
players from Germany, Poland, France, and Czech Republic make about
50% of playerbase, and the majority are running non-English
clients.
Subject:
Archives\Beta\v.0.6.3.7 update - preliminary discussion
Link on message: #410902
waylander1, on 22 February 2011 - 03:44 PM, said: I give up on it all...there is not enough communication from WOT
staff regarding this patch, stop adding stuff to it and just give
us the patch and add the other stuff later with a hot fix during
server down time.....But PLEASE....let us know when not a 2 week
time scale.

Link on message: #410902

Overlord: The patch was postponed due to a hitch in the production of
additional language packages. All the content has already been
finalized and is waiting for its time. There are some major
language bugs that are to be fixed prior to the release of 0.6.3.8.
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