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Subject: A review of WoT's rival game...
Link on message: #6720672
krazypenguin, on 13 December 2013 - 12:39 PM, said: So, we all know what is out there, there's certainly been some
mention of it before on the forums, but I thought some might
appreciate a considered and reasoned look at WG's competitor and,
most importantly, a comparison of the two. How well does each
game do in various criteria, what works and what doesn't?
I am, of course, referring to... Barbie Online
Horseracing -
LINK by popular demand!! Yes, we've all been
there. The in-game chat messages telling us to "go play
Barbie Online Horseracing." Well, it's time someone did just
that and, seeing as I don't have anything better to do with my
life, I thought it might as well be me. So let's get cracking
and first up it's... INSTALLATION Whilst WoT is a fairly
large download and install (circa 5GB IIRC) Barbie Online
Horesracing (hereafter referred to simply as BOHR) features no
download or install at all! It's all played directly from the
URL. This is a clear advantage over WoT's long and tedious
download. WoT 0 - BOHR 1 ACCOUNT CREATION With WoT it is
necessary to create an account using an e-mail address and this is
then used to log in everytime. Whilst not particularly
difficult or troublesome this is not as easy as BOHR's much simpler
system of simply entering your name:
WoT 0 - BOHR 2 MAP CHOICE As we all know, it is not
possible to choose the map you want to play in WoT, nor to deselect
those you do not wish to play. However, this is a feature
which the creatures of BOHR have embraced fully. Sadly for
BOHR users though, the Devs have only released 2 maps so far -
"Gallop on the Beach" and "Trot down a canyon trail".
As such I am conflicted about which game is best. Clearly
many WoT players wish to be able to chose which maps they do or do
not play but at least in WoT we have a massive number to choose
from. So whilst the developers of BOHR seem to be on the
right track, they clearly need to put a lot more effort into map
design. It's a tough one to call but I'm going to go with WoT
for this one. That said, I do appreciate the BOHR devs'
attempt to at least make their map names more interesting - I think
the WOT devs could learn from this, perhaps renaming Murovanka to
"Camping in the Magic Forest" or Redshire to "Oh look, it's a draw"
for example. WoT 1 - BOHR 2 VEHICLE CHOICE No question on
this one. WoT features a choice of hundreds of vehicles,
covering the full spectrum of tank based warfare (and SPGs), whilst
BOHR only has a meagre 6 vehicles to choose from, all of
which appear to be from the same class
(apparently called horses) and do not appear to have
different stats, or any stats at all. Also, whilst WoT has
gone for the model of having to unlock higher tiered vehicles as
you progress in the game, in BOHR all vehicles are available to the
player immediately.
As such there seems to be little incentive to continue playing in
order to progress and I cannot see 6 vehicles of the same class
being fun to play in the long term. Being a gold noob I have,
naturally, selected the "rich, reddish gold" option. It is
worth noting however, that BOHR have chosen not to implement the
much hated arty into their game, at least yet. Hopefully the
addition of additional vehicle classes (perhaps ponies and donkeys)
will not ruin this... WoT 2 - BOHR 2 CAMOUFLAGE In WoT we
are offered a wide variety of camo patterns. However, these
must be purchased for either gold or credits. Whilst BOHR
only features 4 types of camo these are availble completely
free of charge.
Here you can see that I have opted for the sleek 'n shiny camo,
which I hope will allow my vehicle to blend in with the tall
grasses and rushes. To be honest, it's really only a choice
between that and wavy (best for bushes I think) as the option of
plain (ie. no camo) seems to defeat the point and braided would
presumably only assist if the enemy team consisted of heavily
dreadlocked Rastafarian tankers, a situtation I have yet to come
across. So it's a question of greater choice but at a cost,
versus less choice but free. Since I tend to have favourite
camos in WoT that I use all the time anyway I think less for
free is probably better here. WoT 2 - BOHR 3 EQUIPMENT
Again, it's choice at a cost versus less choice for free. WoT
features a large number of equipment items of whch up to 3 can be
fitted to enhance the performance of your vehicle but these can
cost up to 600,000 credits! BOHR once agin features less but
for free - with only 2 equipment slots and a choice of 3 or 4 items
for each slot.
Clearly the free to play model that BOHR seem to be pursuing so
agressively is hampering the ability of their devs to add new
content. Once again, as a player I must choose free over
quantity. That said, I could not see any performance benefit
to my vehicle from any of the equipment options I selected.
This makes me question what hidden stats the BOHR devs might be
protecting... WoT 2 - BOHR 4 INSIGNIA & EMBLEMS Whilst WoT
again provides a massive quantity boost over BOHR but at a cost to
players, here BOHR catches up a little. It features 3
different types of customisation, again all for free!
Here you can see I have opted for some sparkly glittering hoof
polish (seriously WG, why don't we have glitter for our tanks - you
are missing a trick here!) and a lovely Afrika Corps style palm
tree. Tres chic and all for free! WoT 2 - BOHR 5 NAME
YOUR VEHICLE Wow! This is an option that WoT haven't really
even considered, short of paying for an inscription which may
or may not be a name for you tank, with BOHR you are actually asked
to name your vehicle. And once again, it's totally free.
Here you can see that I have opted to call my vehicle
"Dogfood". I feel it is a strong name. WoT 2 - BOHR 6
TO BATTLE! Well, frankly it's looking bad for WoT. BOHR is
leading by a veritable landslide and short of something pretty
spectacular happening I cannot see WoT pulling this back to
win. But so far it's all really just been window
dressing. What happens when you finally ready up and press
that Battle\Ok button? Well, as you all know, WoT then
launches you into a random battle with 14 strangers of variable
quality against a team of 15 more strangers, also of variable
quality, and you battle to the death\cap to see who will win.
The better you do personally and as a team, the better your reward.
And this is where BOHR finally falls down - and big time at
that. See, clicking "Ok" to the previous screen in BOHR
doesn't then launch you into a do or die race to the death against
other players. No, instead you just get this:
I mean...where's the race? That's it? The
entire game is just getting ready to enter battle? No wonder
it's free to play! Now, I'll admit, maybe it's early days for
BOHR (I couldn't see if it was in Alpha, Beta or actually released)
but this really isn't good enough. In fact, I'm going to have
to say that the very failure to include any actual battle and\or
racing must disqualify BOHR from the competition. A shame as
it was doing so well. I must also admit that I feel slightly
cheated by the way in which it displays my user ID and vehicle
name, in effect making it look like I am dogfood. It's like
the BOHR devs are laughing at me :-( WoT 2 - BOHR *Disqualified*
So there you have it, a serious comparison of WoT and its
major online rival. BOHR clearly has much potential and very,
very nearly delivers but falls down badly at the last
hurdle....a pity as that should be what it is best at...
Link on message: #6720672










Ectar:
Been waiting for the
perfect time to use this image....

Subject: szósty zmysł
Link on message: #6720664
profes79, on 15 December 2013 - 11:18 PM, said: a) stoisz w oklepanej miejscówce i dostajesz na ślepo b) stoisz w
oklepanej miejscówce, ktos tam celuje, zostajesz wyświecony i w
czasie wystarczającym do naciśnięcia LPM dostajesz gonga c) żarówka
gaśnie ale ty dalej jesteś wyświecony - nie wiesz o tym,
pozostajesz na pozycji i dostajesz gonga myśląc, że jesteś
bezpieczny.
Link on message: #6720664

Gepard_PH: d) stoi za Tobą czołg wielkości stodoły, zostaje wyspotowany, ale
bułę wyłapujesz Ty
Subject: KV-2 Derp Gun
Link on message: #6720630
TigerTankTrackAttack, on 16 December 2013 - 05:27 PM, said: Before you slam me for this, no, I am NOT whining about
the damage. And yes, I know what a trollcannon OR derp gun is.
I used to play the KV-2, and honestly when stock it's
horrible. Not as fun as everyone claims. However, when I fight
KV-2s at a range of say, 200+ meters they ALWAYS hit me. Why is
this? When I played it on the test server, at a range of 100
meters, or sometimes right in front of me, it misses. Here's why
I'm mad. In my Alecto, I'm trying to circle a T14, and a wild KV-2
appears 175 meters away and pops me! And I'm moving at 30 KM/H,
too. So, a tank with a gun with 0.6 accuracy, and a ridiculous
aiming time can hit a very small, fast moving tank? Pure luck? No,
actually. As I said, I've had KV-2s kill me from even 300 meters
away. I would like to know how this is humanly possible, because
it's not pure luck if you have been killed like this over 15+
times.
Link on message: #6720630

Hunter1911: Every shot you take is dispersed randomly around the center
of your aiming reticle, i.e. you will not necessarily hit exactly
where you aimed. The actual dispersion amount is based on a
Gaussian (normal) distribution curve and depends on your gun and
the turret it is mounted to. Each gun available in the game
has its own accuracy (also called dispersion), given in meters over
100 meters distance. For example a gun with accuracy 0,35 m means,
that most shells fired at the enemy, which is distant from us at
100 m, will land at 0,35 m from the middle of the sight. How does
it work in practice? During the game we’re non-stop accompanied by
a circle, which changes its size – this is dispersion of our gun.
Its size is three times gun’s accuracy, so in our example the
dispersion’s circle is 1,05 m. If we’re standing still and shooting
then each shell will land inside this circle with the
majority of them landing close to its middle. Only several
projectiles will end at the edge.
A chance to hit green area is 68%, yellow - 27% and red - 5%.
Unfortunately, we are not always able to fire with all aiming
devices fully contracted. Wounded crew, damaged gun, turning the
turret, moving the tank or even a shot fired recently – all these
things have a negative impact on our accuracy. Fortunately, there
are few skills and assets available for the crew, which reduce
above penalties. In addition to the accuracy, aim time is also
important. A number given in the game indicated how many seconds we
need to reduce the sight circle to 1/3 of its initial value. But
this doesn’t always guarantee an accurate shot: if we were moving
recently or were turning the turret, the total time needed to aim
the target can be higher than the value shown in the gun’s
description.
Gun’s dispersion with the sight fully contracted (on the left) and
while moving (on the right).


Subject: KV-2 Derp Gun
Link on message: #6720630
TigerTankTrackAttack, on 16 December 2013 - 05:27 PM, said: Before you slam me for this, no, I am NOT whining about
the damage. And yes, I know what a trollcannon OR derp gun is.
I used to play the KV-2, and honestly when stock it's
horrible. Not as fun as everyone claims. However, when I fight
KV-2s at a range of say, 200+ meters they ALWAYS hit me. Why is
this? When I played it on the test server, at a range of 100
meters, or sometimes right in front of me, it misses. Here's why
I'm mad. In my Alecto, I'm trying to circle a T14, and a wild KV-2
appears 175 meters away and pops me! And I'm moving at 30 KM/H,
too. So, a tank with a gun with 0.6 accuracy, and a ridiculous
aiming time can hit a very small, fast moving tank? Pure luck? No,
actually. As I said, I've had KV-2s kill me from even 300 meters
away. I would like to know how this is humanly possible, because
it's not pure luck if you have been killed like this over 15+
times.
Link on message: #6720630

TheKroo: Every shot you take is dispersed randomly around the center
of your aiming reticle, i.e. you will not necessarily hit exactly
where you aimed. The actual dispersion amount is based on a
Gaussian (normal) distribution curve and depends on your gun and
the turret it is mounted to. Each gun available in the game
has its own accuracy (also called dispersion), given in meters over
100 meters distance. For example a gun with accuracy 0,35 m means,
that most shells fired at the enemy, which is distant from us at
100 m, will land at 0,35 m from the middle of the sight. How does
it work in practice? During the game we’re non-stop accompanied by
a circle, which changes its size – this is dispersion of our gun.
Its size is three times gun’s accuracy, so in our example the
dispersion’s circle is 1,05 m. If we’re standing still and shooting
then each shell will land inside this circle with the
majority of them landing close to its middle. Only several
projectiles will end at the edge.
A chance to hit green area is 68%, yellow - 27% and red - 5%.
Unfortunately, we are not always able to fire with all aiming
devices fully contracted. Wounded crew, damaged gun, turning the
turret, moving the tank or even a shot fired recently – all these
things have a negative impact on our accuracy. Fortunately, there
are few skills and assets available for the crew, which reduce
above penalties. In addition to the accuracy, aim time is also
important. A number given in the game indicated how many seconds we
need to reduce the sight circle to 1/3 of its initial value. But
this doesn’t always guarantee an accurate shot: if we were moving
recently or were turning the turret, the total time needed to aim
the target can be higher than the value shown in the gun’s
description.
Gun’s dispersion with the sight fully contracted (on the left) and
while moving (on the right).


Subject: KV-2 Derp Gun
Link on message: #6720630
TigerTankTrackAttack, on 16 December 2013 - 05:27 PM, said: Before you slam me for this, no, I am NOT whining about
the damage. And yes, I know what a trollcannon OR derp gun is.
I used to play the KV-2, and honestly when stock it's
horrible. Not as fun as everyone claims. However, when I fight
KV-2s at a range of say, 200+ meters they ALWAYS hit me. Why is
this? When I played it on the test server, at a range of 100
meters, or sometimes right in front of me, it misses. Here's why
I'm mad. In my Alecto, I'm trying to circle a T14, and a wild KV-2
appears 175 meters away and pops me! And I'm moving at 30 KM/H,
too. So, a tank with a gun with 0.6 accuracy, and a ridiculous
aiming time can hit a very small, fast moving tank? Pure luck? No,
actually. As I said, I've had KV-2s kill me from even 300 meters
away. I would like to know how this is humanly possible, because
it's not pure luck if you have been killed like this over 15+
times.
Link on message: #6720630

TheyCallMeHans: Every shot you take is dispersed randomly around the center
of your aiming reticle, i.e. you will not necessarily hit exactly
where you aimed. The actual dispersion amount is based on a
Gaussian (normal) distribution curve and depends on your gun and
the turret it is mounted to. Each gun available in the game
has its own accuracy (also called dispersion), given in meters over
100 meters distance. For example a gun with accuracy 0,35 m means,
that most shells fired at the enemy, which is distant from us at
100 m, will land at 0,35 m from the middle of the sight.How does it
work in practice? During the game we’re non-stop accompanied by a
circle, which changes its size – this is dispersion of our gun. Its
size is three times gun’s accuracy, so in our example the
dispersion’s circle is 1,05 m. If we’re standing still and shooting
then each shell will land inside this circle with the
majority of them landing close to its middle. Only several
projectiles will end at the edge.
A
chance to hit green area is 68%, yellow - 27% and red - 5%.
Unfortunately, we are not always able to fire with all aiming
devices fully contracted. Wounded crew, damaged gun, turning the
turret, moving the tank or even a shot fired recently – all these
things have a negative impact on our accuracy. Fortunately, there
are few skills and assets available for the crew, which reduce
above penalties.In addition to the accuracy, aim time is also
important. A number given in the game indicated how many seconds we
need to reduce the sight circle to 1/3 of its initial value. But
this doesn’t always guarantee an accurate shot: if we were moving
recently or were turning the turret, the total time needed to aim
the target can be higher than the value shown in the gun’s
description.
Gun’s
dispersion with the sight fully contracted (on the left) and while
moving (on the right).


Subject: A review of WoT's rival game...
Link on message: #6720364
Link on message: #6720364
Hunter1911: This is becoming a bit too much for me. 

Subject: A review of WoT's rival game...
Link on message: #6720364
Link on message: #6720364
TheKroo: This is becoming a bit too much for me. 

Subject: A review of WoT's rival game...
Link on message: #6720364
Link on message: #6720364
TheyCallMeHans: This is becoming a bit too much for me. 

Subject: Mk.VIc Light Tank
Link on message: #6720333
Kasperio17, on 15 December 2013 - 05:26 PM, said: I see both problems and sollutions with this tank. Problems:
1: The clip and pen. While the gun will be much similar to
the T7 (which is awesome) the clip size is smaller. While damage
CAN balance that (1hp increase in comparrison) bounces are going to
be even more crucial. The quality of the T7 is the clip size which
allows for bounces while still being able to penetrate enough to
down most tanks in a clip. The Mk VIC's clip might suffer major
issues there of leaving enemy tanks pretty much on +/- 10%
remaining before reload. Reload time will be shorter but those
14-18 seconds (crew influence) will make problems head on. If the
T7's concern was the 1v1 ability, this tank will suffer even harder
on that field. 2: When playing the T7, you quickly figure if that
(soon previously) unique playstyle is meant for you. I suspect a
majority of players realized it was not for them and sold it, some
kept it for Ace Tanker and sold it afterwards. Some keep it as a
collectors item and the remaining players (myself included) still
enjoy playing it. I suspect this tank will be sold just as fast as
the T7 and be cried about. 3: The armor quality is horrendeouz.
Where the T7 has some bounce section potential and other nice marks
about it to slope the armor, this tank will be one big block of
penetration areas. Even the weaker tier 1 basic (starter) guns will
penetrate at all angles without effort which means if this tank is
exposed, it dies. If the T7 has to be careful, this tank has to
climb off the map in comparrison to avoid sudden death penalty when
encountering one or more enemies. 4: Speed. This thing is
very fast, but by looking at the other aspects of the tank that's
also a big weakness. How many Hellcats, T49, T2 Light and Pz.I.C's
don't you experience rushing out at full engine power only to be
mauled within the first minute of the game? While each tank can
debatably handle themselves better than eachother in siturational
circumstances, it's very common for them to rush to their deaths.
This tank will be no exception I suspect. You'll see them flying
all over the field only to be hit and destroyed by every single
fart in their general direction withing very short time of play.
While it'll be fun at first with both teams clogged with them
firing at eachother in sudden death laughter, eventually when the
tank scale balances, these will just be death rushers for the
common player. Benefits: 1: Speed. Wait, I just
mentioned this as a problem, right? Well, thing is, this thing will
be used to suicide alot - there's no doubt about it. But the
experienced or determined player will use this advantage to gain a
huge benefit. While the HP/W ratio is terrible making escapes tough
since building speed will take a long time, this thing can be used
as a versatile reinforcement tank FAR better than the T7. You have
the option to rush in behind your allies, unload a clip on the
enemies, roll back and reinforce another spot in a very short time
making the speed build this as very serious support tank. 2:
Ammo Penetration. Yeah, it sucks, but if there's one thing we've
learned from the T7 is, you don't always NEED better penetration
anyways. If you can penetrate most shells on a clip with this thing
it'll leave dead tanks before you in no time thanks to the
penetration and slight damage increase over the T7. As mentioned
above, however, bounces are a serious concern with the smaller but
more efficient clip. While the T7 can run into about 50% of the
enemy team and do okay in a full clip unload, this thing has to be
VERY strategic concerning potential bounces. If you bounce 20
shells in the T7 it's not that big a deal. Bounce 20 in this thing
and you're dead before you can finish unclipping. 3: View
Range. Be honest here, how many of you have already equipped scope
and trained view range bonus on commander and radio op in your T7
by now since realizing it can spot across Malinovka fairly
well to give your team easy targets early in the game and protect
your entire frontier? If you have'nt, you've missed a golden
opportunity to be an efficient sit-scout. This thing has an even
broader view range making it even more effective at that task
alone. If you have the patience and will for Scout and Patrol Duty,
this little baby will be golden with the proper equipment and crew
training later in game. While we still have to get full
confirmation of the cammo value, assuming the size, a net and crew
skills will give it a fairly good hiding quality I forsee this
thing being deployed at strategic locations early on and act as
amazing vision sentries to their teams. Edit: Just
went and played an example of the T7 sit-scouting. Don't blame
me for the poor aim of my team, though. Imagine this with a more
skilled aiming team! http://wotreplays.com/site/483429#malinovka-kasperio17-t7_combat_car -
While I quit to garage at time of own death (because I got fed up
with my teams aiming!) end results are not included, but it yielded
Victory, 800-ish XP, Scout and Patrol Duty =)
Conclusion: Just like the T7 this tank has flaws and benefits
meaning you need a very special playstyle for it. While many will
rush it fast at their enemies for some casual fun, the better
players will realize that it's not a T7, won't do as well in
gunpoint showdowns but has other benefits which can very well make
it the best tier 2 sit-scout in the game. Assuming it recieves
preferable MM (and if it don't I WILL be shocked!) this little
nugget can become a very, very enjoyable tank to play. Just don't
treat it as a regular tank or you'll quit it immidiately and
grudingly take the garage slot for free instead.
Thanks for reading! =)
Link on message: #6720333

Hunter1911: Nice post, enjoyed reading your view on the little thingy.
Subject: Mk.VIc Light Tank
Link on message: #6720333
Kasperio17, on 15 December 2013 - 05:26 PM, said: I see both problems and sollutions with this tank. Problems:
1: The clip and pen. While the gun will be much similar to
the T7 (which is awesome) the clip size is smaller. While damage
CAN balance that (1hp increase in comparrison) bounces are going to
be even more crucial. The quality of the T7 is the clip size which
allows for bounces while still being able to penetrate enough to
down most tanks in a clip. The Mk VIC's clip might suffer major
issues there of leaving enemy tanks pretty much on +/- 10%
remaining before reload. Reload time will be shorter but those
14-18 seconds (crew influence) will make problems head on. If the
T7's concern was the 1v1 ability, this tank will suffer even harder
on that field. 2: When playing the T7, you quickly figure if that
(soon previously) unique playstyle is meant for you. I suspect a
majority of players realized it was not for them and sold it, some
kept it for Ace Tanker and sold it afterwards. Some keep it as a
collectors item and the remaining players (myself included) still
enjoy playing it. I suspect this tank will be sold just as fast as
the T7 and be cried about. 3: The armor quality is horrendeouz.
Where the T7 has some bounce section potential and other nice marks
about it to slope the armor, this tank will be one big block of
penetration areas. Even the weaker tier 1 basic (starter) guns will
penetrate at all angles without effort which means if this tank is
exposed, it dies. If the T7 has to be careful, this tank has to
climb off the map in comparrison to avoid sudden death penalty when
encountering one or more enemies. 4: Speed. This thing is
very fast, but by looking at the other aspects of the tank that's
also a big weakness. How many Hellcats, T49, T2 Light and Pz.I.C's
don't you experience rushing out at full engine power only to be
mauled within the first minute of the game? While each tank can
debatably handle themselves better than eachother in siturational
circumstances, it's very common for them to rush to their deaths.
This tank will be no exception I suspect. You'll see them flying
all over the field only to be hit and destroyed by every single
fart in their general direction withing very short time of play.
While it'll be fun at first with both teams clogged with them
firing at eachother in sudden death laughter, eventually when the
tank scale balances, these will just be death rushers for the
common player. Benefits: 1: Speed. Wait, I just
mentioned this as a problem, right? Well, thing is, this thing will
be used to suicide alot - there's no doubt about it. But the
experienced or determined player will use this advantage to gain a
huge benefit. While the HP/W ratio is terrible making escapes tough
since building speed will take a long time, this thing can be used
as a versatile reinforcement tank FAR better than the T7. You have
the option to rush in behind your allies, unload a clip on the
enemies, roll back and reinforce another spot in a very short time
making the speed build this as very serious support tank. 2:
Ammo Penetration. Yeah, it sucks, but if there's one thing we've
learned from the T7 is, you don't always NEED better penetration
anyways. If you can penetrate most shells on a clip with this thing
it'll leave dead tanks before you in no time thanks to the
penetration and slight damage increase over the T7. As mentioned
above, however, bounces are a serious concern with the smaller but
more efficient clip. While the T7 can run into about 50% of the
enemy team and do okay in a full clip unload, this thing has to be
VERY strategic concerning potential bounces. If you bounce 20
shells in the T7 it's not that big a deal. Bounce 20 in this thing
and you're dead before you can finish unclipping. 3: View
Range. Be honest here, how many of you have already equipped scope
and trained view range bonus on commander and radio op in your T7
by now since realizing it can spot across Malinovka fairly
well to give your team easy targets early in the game and protect
your entire frontier? If you have'nt, you've missed a golden
opportunity to be an efficient sit-scout. This thing has an even
broader view range making it even more effective at that task
alone. If you have the patience and will for Scout and Patrol Duty,
this little baby will be golden with the proper equipment and crew
training later in game. While we still have to get full
confirmation of the cammo value, assuming the size, a net and crew
skills will give it a fairly good hiding quality I forsee this
thing being deployed at strategic locations early on and act as
amazing vision sentries to their teams. Edit: Just
went and played an example of the T7 sit-scouting. Don't blame
me for the poor aim of my team, though. Imagine this with a more
skilled aiming team! http://wotreplays.com/site/483429#malinovka-kasperio17-t7_combat_car -
While I quit to garage at time of own death (because I got fed up
with my teams aiming!) end results are not included, but it yielded
Victory, 800-ish XP, Scout and Patrol Duty =)
Conclusion: Just like the T7 this tank has flaws and benefits
meaning you need a very special playstyle for it. While many will
rush it fast at their enemies for some casual fun, the better
players will realize that it's not a T7, won't do as well in
gunpoint showdowns but has other benefits which can very well make
it the best tier 2 sit-scout in the game. Assuming it recieves
preferable MM (and if it don't I WILL be shocked!) this little
nugget can become a very, very enjoyable tank to play. Just don't
treat it as a regular tank or you'll quit it immidiately and
grudingly take the garage slot for free instead.
Thanks for reading! =)
Link on message: #6720333

TheKroo: Nice post, enjoyed reading your view on the little thingy.
Subject: Mk.VIc Light Tank
Link on message: #6720333
Kasperio17, on 15 December 2013 - 05:26 PM, said: I see both problems and sollutions with this tank. Problems:
1: The clip and pen. While the gun will be much similar to
the T7 (which is awesome) the clip size is smaller. While damage
CAN balance that (1hp increase in comparrison) bounces are going to
be even more crucial. The quality of the T7 is the clip size which
allows for bounces while still being able to penetrate enough to
down most tanks in a clip. The Mk VIC's clip might suffer major
issues there of leaving enemy tanks pretty much on +/- 10%
remaining before reload. Reload time will be shorter but those
14-18 seconds (crew influence) will make problems head on. If the
T7's concern was the 1v1 ability, this tank will suffer even harder
on that field. 2: When playing the T7, you quickly figure if that
(soon previously) unique playstyle is meant for you. I suspect a
majority of players realized it was not for them and sold it, some
kept it for Ace Tanker and sold it afterwards. Some keep it as a
collectors item and the remaining players (myself included) still
enjoy playing it. I suspect this tank will be sold just as fast as
the T7 and be cried about. 3: The armor quality is horrendeouz.
Where the T7 has some bounce section potential and other nice marks
about it to slope the armor, this tank will be one big block of
penetration areas. Even the weaker tier 1 basic (starter) guns will
penetrate at all angles without effort which means if this tank is
exposed, it dies. If the T7 has to be careful, this tank has to
climb off the map in comparrison to avoid sudden death penalty when
encountering one or more enemies. 4: Speed. This thing is
very fast, but by looking at the other aspects of the tank that's
also a big weakness. How many Hellcats, T49, T2 Light and Pz.I.C's
don't you experience rushing out at full engine power only to be
mauled within the first minute of the game? While each tank can
debatably handle themselves better than eachother in siturational
circumstances, it's very common for them to rush to their deaths.
This tank will be no exception I suspect. You'll see them flying
all over the field only to be hit and destroyed by every single
fart in their general direction withing very short time of play.
While it'll be fun at first with both teams clogged with them
firing at eachother in sudden death laughter, eventually when the
tank scale balances, these will just be death rushers for the
common player. Benefits: 1: Speed. Wait, I just
mentioned this as a problem, right? Well, thing is, this thing will
be used to suicide alot - there's no doubt about it. But the
experienced or determined player will use this advantage to gain a
huge benefit. While the HP/W ratio is terrible making escapes tough
since building speed will take a long time, this thing can be used
as a versatile reinforcement tank FAR better than the T7. You have
the option to rush in behind your allies, unload a clip on the
enemies, roll back and reinforce another spot in a very short time
making the speed build this as very serious support tank. 2:
Ammo Penetration. Yeah, it sucks, but if there's one thing we've
learned from the T7 is, you don't always NEED better penetration
anyways. If you can penetrate most shells on a clip with this thing
it'll leave dead tanks before you in no time thanks to the
penetration and slight damage increase over the T7. As mentioned
above, however, bounces are a serious concern with the smaller but
more efficient clip. While the T7 can run into about 50% of the
enemy team and do okay in a full clip unload, this thing has to be
VERY strategic concerning potential bounces. If you bounce 20
shells in the T7 it's not that big a deal. Bounce 20 in this thing
and you're dead before you can finish unclipping. 3: View
Range. Be honest here, how many of you have already equipped scope
and trained view range bonus on commander and radio op in your T7
by now since realizing it can spot across Malinovka fairly
well to give your team easy targets early in the game and protect
your entire frontier? If you have'nt, you've missed a golden
opportunity to be an efficient sit-scout. This thing has an even
broader view range making it even more effective at that task
alone. If you have the patience and will for Scout and Patrol Duty,
this little baby will be golden with the proper equipment and crew
training later in game. While we still have to get full
confirmation of the cammo value, assuming the size, a net and crew
skills will give it a fairly good hiding quality I forsee this
thing being deployed at strategic locations early on and act as
amazing vision sentries to their teams. Edit: Just
went and played an example of the T7 sit-scouting. Don't blame
me for the poor aim of my team, though. Imagine this with a more
skilled aiming team! http://wotreplays.com/site/483429#malinovka-kasperio17-t7_combat_car -
While I quit to garage at time of own death (because I got fed up
with my teams aiming!) end results are not included, but it yielded
Victory, 800-ish XP, Scout and Patrol Duty =)
Conclusion: Just like the T7 this tank has flaws and benefits
meaning you need a very special playstyle for it. While many will
rush it fast at their enemies for some casual fun, the better
players will realize that it's not a T7, won't do as well in
gunpoint showdowns but has other benefits which can very well make
it the best tier 2 sit-scout in the game. Assuming it recieves
preferable MM (and if it don't I WILL be shocked!) this little
nugget can become a very, very enjoyable tank to play. Just don't
treat it as a regular tank or you'll quit it immidiately and
grudingly take the garage slot for free instead.
Thanks for reading! =)
Link on message: #6720333

TheyCallMeHans: Nice post, enjoyed reading your view on the little thingy.
Subject: Fêtes de fin d'année : Bonus dans le jeu
Link on message: #6720329
Link on message: #6720329
Tanatoy: Cela sera du 20 à 7h00 jusqu'au 23 à 7h00. De vendredi matin
jusqu'au lundi matin, donc 

Subject: Is camouflage stackable?
Link on message: #6720290
DiMtopia, on 16 December 2013 - 04:40 PM, said: i usually buy 30 day camo with credits for all my tanks and since i
saw there will be a 50% discount i was wondering if it's worth
buying more. for example if i buy 30 day camo for a tank and tehn
go and buy the same camo again for the same tank and for 30 days
too, will it stack with the previous one and last 60 days? if it
does i'd be tempted to get for 6-12 months for my permanent tanks.
it wouldn't be a huge save but i'd get one thing out of my mind for
a long time.
Link on message: #6720290

Hunter1911: You can not stack it in a way you have described here.
Maximum time duration you can buy cammo for, with credits is 30
days. Any new purchase will override the previous cammo.
Subject: Is camouflage stackable?
Link on message: #6720290
DiMtopia, on 16 December 2013 - 04:40 PM, said: i usually buy 30 day camo with credits for all my tanks and since i
saw there will be a 50% discount i was wondering if it's worth
buying more. for example if i buy 30 day camo for a tank and tehn
go and buy the same camo again for the same tank and for 30 days
too, will it stack with the previous one and last 60 days? if it
does i'd be tempted to get for 6-12 months for my permanent tanks.
it wouldn't be a huge save but i'd get one thing out of my mind for
a long time.
Link on message: #6720290

TheKroo: You can not stack it in a way you have described here.
Maximum time duration you can buy cammo for, with credits is 30
days. Any new purchase will override the previous cammo.
Subject: A vos guides - Le Maus
Link on message: #6720194
Link on message: #6720194
Tanatoy: Encore une fois, des guides de très bonnes qualités, d'ores et déjà
: GG les gars !
A moins d'un imprévu, le nouveau
guide sera lancé demain avec les résultats de celui-ci.

Subject: you most flattering insults?
Link on message: #6720103
Bowser_nl, on 16 December 2013 - 02:35 PM, said: One of my personal favorites, came from a 105 HEAT spamming pz4:
Link on message: #6720103

Dakiras: At least there's more effort put in to that insult than the
standard "gold noob" that you constantly see. I think my
personal favourite wasn't really an insult, but rather a bit of
teasing from an enemy medium as one of my team mates tried
(valiantly, but ultimately failing) to hit him: "You
missed!" "A little to the left" "Oh too far, back to the right"
"Stop trying to hit me and hit me!" "Now you're just not trying at
all!" ...after each failed shot. I laughed, and almost
missed my own target through tears of laughter. :s
Subject: Yıl Sonu Şenlikleri: Oyun İçi Bonuslar
Link on message: #6720059
ASiKAN, on 15 December 2013 - 12:12 PM, said: ben tam anlayamdın ya yarın hangi etkinlikler olcak biri
açıklayabilirmi?
Link on message: #6720059

Ishtara: Tüm indirimlerin ve görevlerin altında * ile tarih ve
saatler belirtiliyor makalede.
Dakiras
For gods sake bann all the F..king kids from this game, all under 18 should n...
16.12.2013 17:46:31
Subject: For gods sake bann all the F..king kids from this game, all under 18 should n...
Link on message: #6720040
Link on message: #6720040
Dakiras: Wouldn't that be nice, if such a thing solves all the problems;
however, it wouldn't. The age of a person doesn't define
their level of maturity in the same way that on occasion someone
who is over 18 can sometimes act immaturely, while others under the
age of 18 may act in a very mature manner. Such a
restriction would not be the solution. Perhaps educating those who,
as you define it, "don't know how to play this game" so that they
may improve themselves. It's surely the duty of the
experienced players to offer friendly advice to those
less-experienced? My 2 cents, at least.
Subject: Know Your Steel: KV-2
Link on message: #6720020
yopsolodes, on 16 December 2013 - 04:24 PM, said: I have a little question about this tank,i heard rumor that the kv2
wasn't able to shoot with his turret at 90°, because it may have
damage the turret ring and other things. I didn't find
historical proof of that, is it totally a legend or not ?
Link on message: #6720020

Hunter1911: I have note come across a historical confirmation of the
said, either.
Subject: Know Your Steel: KV-2
Link on message: #6720020
yopsolodes, on 16 December 2013 - 04:24 PM, said: I have a little question about this tank,i heard rumor that the kv2
wasn't able to shoot with his turret at 90°, because it may have
damage the turret ring and other things. I didn't find
historical proof of that, is it totally a legend or not ?
Link on message: #6720020

TheKroo: I have note come across a historical confirmation of the
said, either.
Subject: IS-6 Anyone?
Link on message: #6719934
iulica1337, on 16 December 2013 - 01:39 PM, said: Ectar one more question. We need to have all t6 tanks in
garage after finish the mission? I have only 2 free slots and
i need to complete 2 nation then sell the tanks buy 2 nation again
and repeat after i finish all nation.
Darkrenown, on 16 December 2013 - 02:40 PM, said: There's nothing difficult about the mission, it's just a
huge grind. Who asked for more grind fests? Do you have any
examples of people saying "Man, I would really love to have to play
4 hours of T6 tanks every day over the holiday season". When people
wanted more difficult missions every example I have seen was
wanting more stuff like be top 3 damage/XP in your team/game. Have
huge grindy missions if you want to, they are good for people with
little or no income and large amounts of free time, I suppose, but
don't pretend they are difficult.
Link on message: #6719934

Ectar: Nope once the mission is complete you can do what you want
with your tier VI

Ectar: Well if it wasn't grindy and instead only took a short
time to complete/was much easier, the prize wouldn't be the same.
Whenever people say they "don't have time" to do stuff in a game
that's intended to be a time sink, you have to realize your request
to change the requirements doesn't just affect your circumstances,
it affects everyone and lowers the bar for everyone. We can't set
different parameters for people based on how much time they play
(as everyone will then play as little as possible to get maximum
return). It's human nature to want to do less work and get the same
reward. That doesn't mean it's a good thing. Sadly some
things in games are time sinks and require people to play more than
they regularly would. This even runs for 30 days, and there is more
than enough time for people to complete it if they want to.
Subject: Fêtes de fin d'année : Bonus dans le jeu
Link on message: #6719900
Pgwolverine, on 16 December 2013 - 03:16 PM, said: "Expérience multipliée par 2 et expérience de
l'équipagemultipliée par 1,5 pour chaque bataille
aléatoire !" Ce sont surtout les 3 derniers mots que je
retiens, qu'il s'agisse d'une bataille perdue ou gagnée. Trop fort.
Merci WG. Petite question : que se passe t il pour la
première bataille aléatoire gagnée ? Sinon petite
proposition pour WG concernant la rentrée de Janvier : ne pourrait
t on pas avoir de petites promos sur les tiers IX (au hasard) pour
dépenser toute cette expérience gagnée. Quoi j'abuses....
Link on message: #6719900

Tanatoy: Meuh non t'abuses pas. La première bataille aléatoire gagnée aura
le même bonus que les autres d'après, donc pas de x2 du x2 en
quelque sorte. Et le "haut de l'arbre" où nous offrons des
réductions sur une branche de char pour les rangs VIII-IX et X
reviendra aussi en janvier, par contre, je ne peux vous dire sur
quelle branche portera ce nouveau "haut de l'arbre".
Subject: Wie funktioniert der Matchmaker ?
Link on message: #6719879
Stranger40, on 16 December 2013 - 03:20 PM, said: Ich bin so dreist und ergänze noch diesen thread aus dem englischen
Bereich, in dem das ganze auch nochmal als Text zum Nachlesen steht
(Achtung! Leider mit "falscher" MatchMaking-Tabelle - es fehlt das
bei den "Spezialfällen" der T7CC sowie der kommende
Geschenkpanzer). Dort gibt es auch in anschauliches Beispiel was
mit dem einzelnen Panzer passiert.
http://forum.worldoftanks.eu/index.php?/topic/239105-match-maker-and-battle-levels-in-089/
Link on message: #6719879

SergeantBaba: Vielen Dank für die Ergänzung

Subject: Nadchodzi zima - konkurs na screenshot
Link on message: #6719864
ALBI007, on 16 December 2013 - 03:28 PM, said: Jak odebrać nagrodę ?
Link on message: #6719864

Gepard_PH: Złoto zostanie dodane automatycznie do Twojego konta w najbliższym
czasie.
Subject: F-35B Vidéo Test Navire.
Link on message: #6719736
Link on message: #6719736
Tanatoy: Mouais...n'empêche, la plupart des Mirage 2000 crashés l'ont été à
cause d'une extinction moteur, avec 2, beaucoup aurait au moins,
moins subis de dégâts. M'enfin...d'te façon, le Rafale, c'est le
meilleur, et en plus, il n'y a que peu de chauvinisme là
dedans.
Subject: 8.10 Sürümü İlk Açık Testi
Link on message: #6719726
Celik_61, on 15 December 2013 - 07:24 AM, said: Arkadaşlar 8.10 un ne zaman çıkacağı belli oldu mu acaba bilen var
mı?
Link on message: #6719726

Ishtara: Daha açıklamıyoruz 

Subject: Yıl Sonu Şenliklerimize Katılın!
Link on message: #6719664
Link on message: #6719664
Ishtara: Videoları
buraya bekliyoruz arkadaşlar.
Subject: Sei Teil der Epic Battles : IS-3 vs Tiger II
Link on message: #6719661
CrazyCheese, on 13 December 2013 - 03:21 PM, said: Wo kann ich denn ein Replay hingeben, was unter die Kategorier
Epische Gefechte kommt, bei der es egal ist welcher Panzer gespielt
wird? ich hab nämlich letztens mit meinem T69 ein schönes Match
gehabt und würde das Replay gerne auch unter Epische Gefechte
eintragen lassen :)
Eddie8472, on 16 December 2013 - 01:01 PM, said: Wann wird denn das Video zu den "Epic Battles" veröffentlicht?
Link on message: #6719661

SergeantBaba:
Gibt es nicht
Gibt es nicht


SergeantBaba:
Das Datum ist noch nicht bekannt.
Das Datum ist noch nicht bekannt.
Subject: Dekoriere deinen Panzer!
Link on message: #6719648
Berliner_Sniper, on 15 December 2013 - 11:11 PM, said: Wie siehts denn aus wenn man eine animation macht...gif ?Ich bin ja
nebenbei 3D artist und developer oder soll es nur Jpg sein?
Link on message: #6719648

SergeantBaba: EDIT: um es fair zu halten, ziehe Ich meine bisherige
Antwort zurück und bleibe dabei, dass nur Screenshots
erlaubt sind.
Subject: Automated Broadcast Messages
Link on message: #6719620
Link on message: #6719620
Dakiras: It does seem a bit rude to instantly report on who shot and the
damage did. You're right in saying that the term "team attacked" is
a bit harsh, too. There are definitely ways to phrase it better
than this, for sure. Maybe: "Loon (Caernarvon), you
just shot my bottom. :( It done hurt me for x damage. I cry nao."
Someone should definitely adapt the code to
this 

Subject: Wie funktioniert der Matchmaker ?
Link on message: #6719615
Link on message: #6719615
SergeantBaba: Hallo Tankers, ab und zu gibt es noch den ein oder anderen
Thread bezüglich dem Thema MM.
Im 8 Minutigen Video wird euch der Matchmaker detailliert erklärt und es sollte damit all eure Fragen beantworten. Wie zum Beispiel: Warum bin in einem Match nur mit TD´s oder warum hat das eine Team mehr TD´s als das andere? Ich bin in einem Team voller Tomaten
Um schon mal eure Frage
entgegenzuwirken, ein Skillbasiertes MM ist nicht geplant!
(Keine Sorge, Ihr könnt deutsche Untertitel einblenden)
Viel Spaß beim anschauen
Gruß, Baba
Im 8 Minutigen Video wird euch der Matchmaker detailliert erklärt und es sollte damit all eure Fragen beantworten. Wie zum Beispiel: Warum bin in einem Match nur mit TD´s oder warum hat das eine Team mehr TD´s als das andere? Ich bin in einem Team voller Tomaten



Subject: F-35B Vidéo Test Navire.
Link on message: #6719589
xDuv37, on 16 December 2013 - 12:44 PM, said: L'Eurofighter c'est une grosse daube, m'enfin ça changerai pas du
F16
Link on message: #6719589


Tanatoy: L'Eurofighter est relativement bon dans ce pourquoi il a été conçu
: l'interception. Après cela leur a pris plus de 10 ans pour en
faire un appareil multi-rôles, ce qu'est le Rafale depuis le début.
Et encore, chargé de bombes, il n'a quasiment plus aucune
autonomie. Le F-35, à part être un gouffre économique,
souffre aussi d'un défaut énorme pour un appareil aéronaval : il
n'a qu'un moteur. Et au-dessus des mers, la fiabilité doit tout de
même être poussé à l’extrême, si un moteur coupe, un second permet
au moins d'augmenter les chances de faire atterrir ou apponter un
appareil à plusieurs millions d'euros/dollars. Les
retards du F-35 ont poussé les américains à plancher sur la
prolongation des avions existants, comme l'Advanced Super Hornet
par exemple. Mais il est vrai que l'idée des généraux américains
d'avoir une bonne à tout faire, déclinés en plusieurs versions,
pour remplacer de mémoire, au moins 5-6 appareils différents est
très tentante. Mais pourquoi un seul moteur ?!!
Subject: Balkanski forum TC
Link on message: #6719546
Link on message: #6719546
Berbo: Prije ce mi penzija cini mi se nego sto ce ovaj poziv od
Djedusine 

Subject: Décu par la maj 8.10
Link on message: #6719387
Link on message: #6719387
Tanatoy: Alors ça...je reste scotché devant un tel goût. Si classe..qu'il me
ferait rendre une partie de mon repas.
Subject: Fail & Freestyle test 1
Link on message: #6719368
Link on message: #6719368
Tanatoy: Merci d'essayer de rester respectueux dans vos commentaires. Le
sujet à été déplacé dans la bonne section.
Subject: Hello everyone, I'm an intern!
Link on message: #6719302
Link on message: #6719302
Gepard_PH: Welcome and good luck :)
Subject: Défense d'un adversaire contre un report.
Link on message: #6719005
Silence_CN, on 16 December 2013 - 01:55 PM, said: Une question dans le public: "euh... ouais ok mais
alors pourquoi avoir gardé l'option "Tir fratricide" dans les
reports ??? Ça ressemble vachement à du TK quand même, non
??" Je n'ose imaginer le nombre de reports fait pour les TK
à cause de cette désignation. A mon avis il doit y avoir une
mega-confusion dans l'esprit de pas mal de joueurs.
Link on message: #6719005

Tanatoy: Je pense aussi qu'il y a une confusion. Après cela peut permettre
"d'accélérer" le ban si les autres joueurs témoins reportent
aussi.
Subject: Fêtes de fin d'année : Bonus dans le jeu
Link on message: #6718965
Spixik, on 16 December 2013 - 12:45 PM, said: Le question demeurera sans réponses, je suppose
Link on message: #6718965

Tanatoy: Non, non :) L'expérience de l'équipage comme l'expérience
multipliée pour les modules sont toutes deux comptés à partir de
l’expérience de base. (sachant que je prends l'exemple d'un compte
non-premium). Ce qui explique le résultat de ce
calcul. 

Subject: Nadchodzi zima - konkurs na screenshot
Link on message: #6718926
shadowmen11, on 15 December 2013 - 10:16 PM, said: chciałbym aby zostało dodane wyjaśnienie sędziów, dlaczego zostały
wybrane te prace a nie inne, przynajmniej byśmy wiedzieli czemu
Link on message: #6718926

Gepard_PH: Ze wszystkich nadesłanych prac część nie spełniała warunków
określonych w zasadach konkursu. Te screenshoty nie zostały
uwzględnione. Spośród pozostałych prac, wybrałem te, które
uznałem za najlepsze. Pod uwagę brałem takie rzeczy jak: staranne
wykonanie, dbałość o szczegóły, dobra jakość grafiki (ilość detali,
efektów itd.), pomysłowość, zgodność z tematem (tematem była zima,
a nie święta - nie oznacza to, że prace w tematyce świątecznej nie
mogły być nagrodzone - jedna nawet jest, ale preferowane były prace
o tematyce typowo zimowej: śnieg, lód, zimowa pogoda, śnieżki,
bałwany, sanki itd.). Nie były brane pod uwagę: poziom, rodzaj
i ilość czołgów ani wymiary obrazka (pod warunkiem,
że nie był mniejszy niż wymiar podany w zasadach konkursu). Poza
tym ze względu na artystyczny charakter konkursu siłą rzeczy prace
zostały ocenione w pewnym zakresie w sposób subiektywy i nawet
gdybym napisał obszerne uzasadnienie dla każdej z nagrodzonych
prac, to wciąż pozostałoby pole do dyskusji, ponieważ każdemu
podoba się coś innego, a najczęściej swoja własna praca ;)
Oprócz nagrodzonych prac wiele innych było również bardzo
dobrych, m.in. screenshoty nadesłane przez: Crislew, Deou12, dzab,
gasieniczka, shadowmen11 i zorial7. Nagrody jednak są tylko trzy, a
konkurencja była liczna i silna, więc nie każdy mógł wygrać. Życzę
powodzenia w kolejnych konkursach tego typu.
Subject: Qui veut un IS-6 ?
Link on message: #6718897
Spartatian, on 16 December 2013 - 10:41 AM, said: .....Et vous allez retirer les jours premiums à ceux qui les ont
obtenus dés la 1ère bataille?
tomyatao1234, on 16 December 2013 - 11:27 AM, said: réservé au gros joueurs de World of Tanks Super les
autres comptes pour du beurre, et sont là juste pour renflouer les
caisses, de plus les gros joueur ont déjà pas mal de tank premium
bien souvent et du gold gagner en TC et CW pour avoir du compte
premium qui pour les credits et l'exp fait tout de même une
bonne différence, mais bon.... M'enfin...pour ma part c'est
mort, j'irai pas me prendre la tète sur cette
mission réservé au gros joueurs de World of Tanks.
Link on message: #6718897

Tanatoy: L'erreur venant de notre part, les 3 jours resteront.

Tanatoy: Ce n'est pas comme s'il n'y avait que cette mission de l'IS-6
pendant ce mois-ci, je te conseille de bien regarder toutes les
autres offres.
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