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
CabbageMechanic
WGNA - an answer please: If I have run Vanilla (no mods) since 2017... do I r...
25.04.2019 21:21:21
Subject: WGNA - an answer please: If I have run Vanilla (no mods) since 2017... do I r...
Link on message: #12092069
BlackFive, on Apr 24 2019 - 19:59, said: WGNA: Is there merit to the panic? Before I discovered Solo was
sandboxing crypto mining software I regularly ran his or Anfield's
modpacks. But with the risk of malware I finally just gave up
on mods. . Today, the front page is all aflutter with players
saying to wipe-delete WOT and clean the registry or load WOT onto a
new HD... all because of some threat of a ban. . So... do I need to
do all that silliness?
Link on message: #12092069
BlackFive, on Apr 24 2019 - 19:59, said: WGNA: Is there merit to the panic? Before I discovered Solo was
sandboxing crypto mining software I regularly ran his or Anfield's
modpacks. But with the risk of malware I finally just gave up
on mods. . Today, the front page is all aflutter with players
saying to wipe-delete WOT and clean the registry or load WOT onto a
new HD... all because of some threat of a ban. . So... do I need to
do all that silliness?CabbageMechanic:
You're almost definitely fine, but a clean install never hurts. If you ever used one of the mods specifically detailed here, I would do it just to be safe.
You're almost definitely fine, but a clean install never hurts. If you ever used one of the mods specifically detailed here, I would do it just to be safe.
Subject: Music / Playlists for Gaming
Link on message: #12092025
Link on message: #12092025
CabbageMechanic: I only listen to Kraftwerk
Subject: Fjords Part 2: Role Overview!
Link on message: #12091993
Link on message: #12091993
Hambijon: Attention Tankers! Part 2 of the Fjords overview is now live
for your viewing pleasure! Missed Part 1? Here ya
go: I feel like these have been beneficial for me since
Fjords isn't my favorite map so to speak. How about you? Are
these types of videos and guides helpful? GLHF!
Subject: Fjords Part 2: Role Overview!
Link on message: #12091993
Link on message: #12091993
Jambijon: Attention Tankers! Part 2 of the Fjords overview is now live
for your viewing pleasure! Missed Part 1? Here
ya go: I feel like these have been beneficial for me
since Fjords isn't my favorite map so to speak. How about
you? Are these types of videos and guides helpful? GLHF!
Subject: Music / Playlists for Gaming
Link on message: #12091706
alphadogg64, on Apr 25 2019 - 08:26, said: "You can find videos containing whole albums; gotta enjoy
those while you can before they get copyright striked." Ever
heard of Spotify buddy?
Link on message: #12091706
alphadogg64, on Apr 25 2019 - 08:26, said: "You can find videos containing whole albums; gotta enjoy
those while you can before they get copyright striked." Ever
heard of Spotify buddy?Hambijon: Spotify is my go to, but at times I check out youtube, NPR
tiny desk, or audiotree if I want to see some more exclusive "live"
recordings.
Subject: Music / Playlists for Gaming
Link on message: #12091706
alphadogg64, on Apr 25 2019 - 08:26, said: "You can find videos containing whole albums; gotta enjoy
those while you can before they get copyright striked." Ever
heard of Spotify buddy?
Link on message: #12091706
alphadogg64, on Apr 25 2019 - 08:26, said: "You can find videos containing whole albums; gotta enjoy
those while you can before they get copyright striked." Ever
heard of Spotify buddy?Jambijon: Spotify is my go to, but at times I check out youtube, NPR
tiny desk, or audiotree if I want to see some more exclusive "live"
recordings.
Subject: The Chieftain's Hatch: Aussies Meet the Tanks.
Link on message: #12091209
Arnie1969, on Apr 24 2019 - 18:40, said: Really, WG? Despite a number of victories in France, North Africa,
the Middle East, New Guinea, Korea and Vietnam, you celebrate Anzac
Day with a loss.
Link on message: #12091209
Arnie1969, on Apr 24 2019 - 18:40, said: Really, WG? Despite a number of victories in France, North Africa,
the Middle East, New Guinea, Korea and Vietnam, you celebrate Anzac
Day with a loss.The_Chieftain: I've already covered Tobruk and to an extent, Bardia on previous ANZAC days, and
Vietnam last Summer. I suggest that your
outrage is misplaced. Sometimes one wins in war, sometimes one
doesn't. The dead are just as mourned either way.
Subject: Music / Playlists for Gaming
Link on message: #12091059
Link on message: #12091059
Hambijon: I've only listened to a couple Crimson songs, especially the one I
linked. Its so damn good! I forgot how good the music
in Samurai Champloo was! Though I'm interested, this is just
another way I can find more music haha!
Subject: Music / Playlists for Gaming
Link on message: #12091059
Link on message: #12091059
Jambijon: I've only listened to a couple Crimson songs, especially the one I
linked. Its so damn good! I forgot how good the music
in Samurai Champloo was! Though I'm interested, this is just
another way I can find more music haha!
Subject: Planes, Trains and T110s
Link on message: #12090848
Link on message: #12090848
The_Chieftain: What's a forum superstar? Can I get an autograph of one?
Subject: WG, fix this game already
Link on message: #12090783
Varathius, on Apr 24 2019 - 13:40, said: Actually, in World of Warships they have an amazing map, it is
called "Ocean". Not much to do wrong there, but they rarely use it
these days.
Link on message: #12090783
Varathius, on Apr 24 2019 - 13:40, said: Actually, in World of Warships they have an amazing map, it is
called "Ocean". Not much to do wrong there, but they rarely use it
these days.DomoSapien: New Map coming soon to WOT!
"Field"

"Field"
Subject: Music / Playlists for Gaming
Link on message: #12090684
Link on message: #12090684
Hambijon: What's up everyone? How ya doing? I've been recently
thinking about expanding my playlists or sets for music and was
curious what different types you might be into when you're
gaming. I tend to lean towards more to instrumentals or beats
since it doesn't drown out the game too much. Here are some
of the ones I've been listening too recently: My go to that
never fails me when I want some chill, jazzy/hip hop beats is this
playlist on SoundCloud: https://soundcloud.com/reallyrichie/sets/acid-jazzorhttps://soundcloud.com/reallyrichie/sets/lazylofi Into
Math type rock? These guys are fun:https://www.youtube.com/watch?v=pxZuPLPERbk Funk?
Pretty much everything Vulfpeck:https://www.youtube.com/watch?v=XftabV9S2z0https://www.youtube.com/watch?v=le0BLAEO93g Also,
this because its so freaking good:https://www.youtube.com/watch?v=fY9nOn-rNHs Again,
just curious of what you guys are listening to or the playlists you
frequent.
Subject: Music / Playlists for Gaming
Link on message: #12090684
Link on message: #12090684
Jambijon: What's up everyone? How ya doing? I've been recently
thinking about expanding my playlists or sets for music and was
curious what different types you might be into when you're
gaming. I tend to lean towards more to instrumentals or beats
since it doesn't drown out the game too much. Here are some
of the ones I've been listening too recently: My go to that
never fails me when I want some chill, jazzy/hip hop beats is this
playlist on SoundCloud: https://soundcloud.com/reallyrichie/sets/acid-jazz or
https://soundcloud.com/reallyrichie/sets/lazylofi
Into Math type rock? These guys are fun: https://www.youtube.com/watch?v=pxZuPLPERbk
Funk? Pretty much everything Vulfpeck: https://www.youtube.com/watch?v=XftabV9S2z0 https://www.youtube.com/watch?v=le0BLAEO93g
Also, this because its so freaking good: https://www.youtube.com/watch?v=fY9nOn-rNHs
Again, just curious of what you guys are listening to or the
playlists you frequent.
Subject: WG, fix this game already
Link on message: #12090626
Insanefriend, on Apr 24 2019 - 12:14, said: This is a odd bug, I've had it happen once or twice but not
enough that you can pin point what is going on. Basically
what happens is the number keys don't work in game, meaning you
can't use them to activate any consumables. Almost like the
key strokes are not making it to the game client, tabbing in and
out of the game seems to fix it randomly. I've had it and
I run no mods with the only back ground program running is
discord for voice chat. So I thought it might have
something to do with the discord overlay. But I've seen a few
people mention having the same problem on the forum and they don't
run Discord.
owlgator, on Apr 24 2019 - 12:17, said: Respect the honesty. As to the bug - reading someone
provide a work around doesn't solve the problem, though it does
corroborate the issue.
mbrolin, on Apr 24 2019 - 12:25, said: Maybe, but I think if the player base was surveyed, I
believe maps and map improvement would lead in what needs the most
attention head and shoulders above the rest. I think it would help
WG more to do in game surveys to get a real idea what the majority
of the player base wants. Every once in a while they do, but they
are usually so vague or just one question, they don'[t seem to
insightful. Plus if they do an in game survey, they should post the
results so they can say they are doing what the player base says
and cover their butts if the base complains about it. Oh,
and the what is one the forums, isn't the voice of the whole player
base. Only a small number come to the forums.
Link on message: #12090626
Insanefriend, on Apr 24 2019 - 12:14, said: This is a odd bug, I've had it happen once or twice but not
enough that you can pin point what is going on. Basically
what happens is the number keys don't work in game, meaning you
can't use them to activate any consumables. Almost like the
key strokes are not making it to the game client, tabbing in and
out of the game seems to fix it randomly. I've had it and
I run no mods with the only back ground program running is
discord for voice chat. So I thought it might have
something to do with the discord overlay. But I've seen a few
people mention having the same problem on the forum and they don't
run Discord.DomoSapien: Interesting. I'm sure some tickets have been filed already,
so it's up to you, but submitting a ticket with a replay next time
you run into the issue definitely couldn't hurt, just in case.
I run Discord (albeit with the overlay disabled) and haven't ever run into the issue. So that probably isn't the culprit.
I run Discord (albeit with the overlay disabled) and haven't ever run into the issue. So that probably isn't the culprit.
owlgator, on Apr 24 2019 - 12:17, said: Respect the honesty. As to the bug - reading someone
provide a work around doesn't solve the problem, though it does
corroborate the issue.DomoSapien: Well from what insanefriend described, sounds like an issue that
doesn't really have a workaround outside of waiting for the battle
to end. We'd definitely like to identify what's causing the issue
and fix it asap.
mbrolin, on Apr 24 2019 - 12:25, said: Maybe, but I think if the player base was surveyed, I
believe maps and map improvement would lead in what needs the most
attention head and shoulders above the rest. I think it would help
WG more to do in game surveys to get a real idea what the majority
of the player base wants. Every once in a while they do, but they
are usually so vague or just one question, they don'[t seem to
insightful. Plus if they do an in game survey, they should post the
results so they can say they are doing what the player base says
and cover their butts if the base complains about it. Oh,
and the what is one the forums, isn't the voice of the whole player
base. Only a small number come to the forums. DomoSapien: We've actually been running quite a few in-game surveys lately.
Although I believe they are typically sent out to randomly-selected
groups of players in an effort to gather a
statistically-significant sample. So I wouldn't be surprised
to receive a Map Survey at some point in the not-so-distant future
as well. I'm having trouble finding the thread on reddit, but
Private_Public ran a survey on the WoT Subreddit and broke the
findings down by region. There is quite a bit of variation as far
as map sentiment between regions as well.
Subject: Just resuming the new Fair play Policy.
Link on message: #12090523
Link on message: #12090523
Hambijon: Yea, the mods listed won't be prohibited until June 1st like
Nightmare said. This is pretty much a "grace" period where
mod makers can take the time to ensure their content complies with
our mod regulations.
Subject: Just resuming the new Fair play Policy.
Link on message: #12090523
Link on message: #12090523
Jambijon: Yea, the mods listed won't be prohibited until June 1st like
Nightmare said. This is pretty much a "grace" period where
mod makers can take the time to ensure their content complies with
our mod regulations.
Subject: WG, fix this game already
Link on message: #12090504
alphadogg64, on Apr 24 2019 - 11:39, said: Honestly, I think you missed the entire point of his
post. Address the apparent bug that OP is facing
regarding not being able to repair his engine instead of going on a
big spiel about maps and how some people like these maps and some
people don't.
Link on message: #12090504
alphadogg64, on Apr 24 2019 - 11:39, said: Honestly, I think you missed the entire point of his
post. Address the apparent bug that OP is facing
regarding not being able to repair his engine instead of going on a
big spiel about maps and how some people like these maps and some
people don't. DomoSapien: You're right, I totally missed that.
I haven't experienced the bug myself, have you filed a bug report with our Customer Support team? Are you running any mods? Is it just your engine that can't be repaired?
I haven't experienced the bug myself, have you filed a bug report with our Customer Support team? Are you running any mods? Is it just your engine that can't be repaired?
Subject: WG, fix this game already
Link on message: #12090492
Link on message: #12090492
DomoSapien: Something to note about map design: in virtually every Map Guide or
map-related thread, you get a virtual sea of dissenting
feedback.
You've got the "Field of Death" camp that believes the ultimate evil to be large, open spaces that TD's can lurk behind and fire without getting spotted. You've also got the "Every map is a corridor map" camp that finds lanes in any possible map configuration.
You've got the arty, Redline TD, and Light Tank players that hate city maps. You've got the HT and Assault TD mains that hate open maps like Prokhorovka. (Prok used to be my most hated map, now it's one of my favorites because I prefer playing mediums nowadays)
There are also removed maps that objectively sucked, but were favorites to some players for one reason or another, like Port, Sacred Valley, and Dragon Ridge. We also have a limited number of developers, who are working on various projects. Maps are critically important to you, but to other players, Ammo Rebalance, MM Fixes, and Vehicle Rebalance is critically important. Balancing is, at the moment, our utmost priority. We've been heralding these fixes for quite some time as a light at the end of the tunnel, so it's important to make good on that promise.
You've got the "Field of Death" camp that believes the ultimate evil to be large, open spaces that TD's can lurk behind and fire without getting spotted. You've also got the "Every map is a corridor map" camp that finds lanes in any possible map configuration.
You've got the arty, Redline TD, and Light Tank players that hate city maps. You've got the HT and Assault TD mains that hate open maps like Prokhorovka. (Prok used to be my most hated map, now it's one of my favorites because I prefer playing mediums nowadays)
There are also removed maps that objectively sucked, but were favorites to some players for one reason or another, like Port, Sacred Valley, and Dragon Ridge. We also have a limited number of developers, who are working on various projects. Maps are critically important to you, but to other players, Ammo Rebalance, MM Fixes, and Vehicle Rebalance is critically important. Balancing is, at the moment, our utmost priority. We've been heralding these fixes for quite some time as a light at the end of the tunnel, so it's important to make good on that promise.
Subject: Complaints
Link on message: #12090424
Link on message: #12090424
DomoSapien: The complaint system operates on a threshold. If a player breaks
the rules, you're welcome to use the complaint system but the best
thing you can do is Submit a Ticket to our Customer Support team
with a replay of the battle attached.
That will guarantee that a representative reviews your replay and issues sanctions for any violations found.
That will guarantee that a representative reviews your replay and issues sanctions for any violations found.
Subject: Fair Play Policy: Update on list of Prohibited Mods
Link on message: #12090412
djb_95, on Apr 24 2019 - 16:22, said: Note there is some contradiction. Aslains modpack is one of
the approved ones. BUT: Aslains modpack INCLUDES the 'Direction of
closest enemy' mod. He has been good about removing stuff
that is banned so I assume that this will be gone soon. Also
a question. Is the 'ATAC' mod in Aslains not allowed?
(Lights up when an enemy tank is within 100 meters.) Since
the stated policy seems to be that Aslains is on the 'approved'
list. Can we safely assume that we will not be banned for
using anything in it? It sure makes life easier.
Quoted directly from the announcement page: 'The Mod Hub is still
the only place to download various mods officially approved by
Wargaming, without worrying
about policy violations.' Can we rely 100% on the above statement????
Link on message: #12090412
djb_95, on Apr 24 2019 - 16:22, said: Note there is some contradiction. Aslains modpack is one of
the approved ones. BUT: Aslains modpack INCLUDES the 'Direction of
closest enemy' mod. He has been good about removing stuff
that is banned so I assume that this will be gone soon. Also
a question. Is the 'ATAC' mod in Aslains not allowed?
(Lights up when an enemy tank is within 100 meters.) Since
the stated policy seems to be that Aslains is on the 'approved'
list. Can we safely assume that we will not be banned for
using anything in it? It sure makes life easier.
Quoted directly from the announcement page: 'The Mod Hub is still
the only place to download various mods officially approved by
Wargaming, without worryingabout policy violations.' Can we rely 100% on the above statement????
Hambijon: As stated, the list isn't updated until June 1st. By
that time, the mod creators will have to comply with the
regulations or we will remove the mods that break our rules.
Subject: Fair Play Policy: Update on list of Prohibited Mods
Link on message: #12090412
djb_95, on Apr 24 2019 - 16:22, said: Note there is some contradiction. Aslains modpack is one of
the approved ones. BUT: Aslains modpack INCLUDES the 'Direction of
closest enemy' mod. He has been good about removing stuff
that is banned so I assume that this will be gone soon. Also
a question. Is the 'ATAC' mod in Aslains not allowed?
(Lights up when an enemy tank is within 100 meters.) Since
the stated policy seems to be that Aslains is on the 'approved'
list. Can we safely assume that we will not be banned for
using anything in it? It sure makes life easier.
Quoted directly from the announcement page: 'The Mod Hub is still
the only place to download various mods officially approved by
Wargaming, without worrying
about policy violations.' Can we rely 100% on the above statement????
Link on message: #12090412
djb_95, on Apr 24 2019 - 16:22, said: Note there is some contradiction. Aslains modpack is one of
the approved ones. BUT: Aslains modpack INCLUDES the 'Direction of
closest enemy' mod. He has been good about removing stuff
that is banned so I assume that this will be gone soon. Also
a question. Is the 'ATAC' mod in Aslains not allowed?
(Lights up when an enemy tank is within 100 meters.) Since
the stated policy seems to be that Aslains is on the 'approved'
list. Can we safely assume that we will not be banned for
using anything in it? It sure makes life easier.
Quoted directly from the announcement page: 'The Mod Hub is still
the only place to download various mods officially approved by
Wargaming, without worryingabout policy violations.' Can we rely 100% on the above statement????
Jambijon: As stated, the list isn't updated until June 1st. By
that time, the mod creators will have to comply with the
regulations or we will remove the mods that break our rules.
Subject: On Track for April 24-May 13: WZ-132-1
Link on message: #12090349
Link on message: #12090349
Hambijon: Greetings Tankers! The On Track for the WZ-132-1 starts today
and yes, you guessed it! You'll need to punch in a code to
redeem the missions! So, to make it easier for you, just click
the button below (make sure you're logged in) and then hit
"Redeem." The code will already be filled in.
For the full list of
details and mission rewards, click the link below to head over to
our portal article: On Track for April 24-May 13:
WZ-132-1 GLHF!
For the full list of
details and mission rewards, click the link below to head over to
our portal article: On Track for April 24-May 13:
WZ-132-1 GLHF!
Subject: On Track for April 24-May 13: WZ-132-1
Link on message: #12090349
Link on message: #12090349
Jambijon: Greetings Tankers! The On Track for the WZ-132-1 starts
today and yes, you guessed it! You'll need to punch in a code
to redeem the missions! So, to make it easier for you, just
click the button below (make sure you're logged in) and then hit
"Redeem." The code will already be filled in.
For the full list of
details and mission rewards, click the link below to head over to
our portal article: On Track for April 24-May 13: WZ-132-1
GLHF!
For the full list of
details and mission rewards, click the link below to head over to
our portal article: On Track for April 24-May 13: WZ-132-1
GLHF!
Subject: Planes, Trains and T110s
Link on message: #12090343
Beausabre, on Apr 23 2019 - 22:53, said: Question for Chieftain. How is morale in Armor Branch these days?
Here's what I hear through my contacts. Armor officers are not
being selected by promotion and command boards in as great a rate
as their Artillery and (especially) Infantry contemporaries. Even
assignments to Mechanized Infantry formations is not regarded as
career enhancing, (get your Ranger tab but forget about becoming
a Bradley Master Gunner), cadets (USMA and ROTC) are not
being encouraged to join Armor and the quality (class standing and
order of merit list) of those that do is declining, limited to no
updates to the M1A2 - which is now ancient technology compared
to say, the Leo II updates, the Armor School becoming the defacto
Armor Department of the Infantry School - Go the annual Maneuver
Conference at Benning (no more annual gathering of the Armor and
Cavalry clan as a separate event). For those of us who remember Ft
Knox being the Home of Armor and Cavalry, a drive around Benning
shows that you are at the Home of Infantry (and I don't blame 'em)
and oh, yeah, the second class citizen tankers are back over in
that corner/ And that's my point, morale is a delicate thing and it
seems to this ole Treadhead that the US Army isn't nurturing it in
its Mounted Arm.
Link on message: #12090343
Beausabre, on Apr 23 2019 - 22:53, said: Question for Chieftain. How is morale in Armor Branch these days?
Here's what I hear through my contacts. Armor officers are not
being selected by promotion and command boards in as great a rate
as their Artillery and (especially) Infantry contemporaries. Even
assignments to Mechanized Infantry formations is not regarded as
career enhancing, (get your Ranger tab but forget about becoming
a Bradley Master Gunner), cadets (USMA and ROTC) are not
being encouraged to join Armor and the quality (class standing and
order of merit list) of those that do is declining, limited to no
updates to the M1A2 - which is now ancient technology compared
to say, the Leo II updates, the Armor School becoming the defacto
Armor Department of the Infantry School - Go the annual Maneuver
Conference at Benning (no more annual gathering of the Armor and
Cavalry clan as a separate event). For those of us who remember Ft
Knox being the Home of Armor and Cavalry, a drive around Benning
shows that you are at the Home of Infantry (and I don't blame 'em)
and oh, yeah, the second class citizen tankers are back over in
that corner/ And that's my point, morale is a delicate thing and it
seems to this ole Treadhead that the US Army isn't nurturing it in
its Mounted Arm.The_Chieftain: Mmm... As far as I know, it's still fairly reasonable,
especially now that armor is experiencing a bit of a resurgence. A
note crossed my feed last week saying that 1st Armored in Ft Bliss
just shipped out its last Strykers to convert to an all-heavy
division. Similarly, I think the pendulum has started to
swing back a bit from the "generalist" viewpoint of armor officers
which had permeated the Army the last few years. Instead of
expecting an armor officer to go from tanks to airborne cav to
strykers, there is a recent push back again towards excellence in
one specialty. I have personally considered that there is far too
much of an emphasis on the Ranger Tab, and I think that's starting
to be de-emphasized as well, at least as long as you're not going
to one of the airborne/airmobile units. The M1A2 Sep v3 has
just come out, which has some reasonable upgrades, and also
the Trophy APS is being finally fitted, so the Abrams has some life
in it yet. I cannot speak to how the commissioning sources
are pushing or not pushing the various branches.
Subject: War Gaming, I would like to suggest that you dis-allow all mods.
Link on message: #12090300
Link on message: #12090300
Hambijon: Although I play with a vanilla client, I disagree saying modding
should be illegal for WoT. The mod community sometimes make
things that actually get implemented into the game officially which
just gives players more customizability when playing (damage logs,
spotting/view range and draw distance on the minimap, etc). I
understand that there are some mods that may give a player a minor
"advantage" but those will be met with bans.
Subject: War Gaming, I would like to suggest that you dis-allow all mods.
Link on message: #12090300
Link on message: #12090300
Jambijon: Although I play with a vanilla client, I disagree saying modding
should be illegal for WoT. The mod community sometimes make
things that actually get implemented into the game officially which
just gives players more customizability when playing (damage logs,
spotting/view range and draw distance on the minimap, etc). I
understand that there are some mods that may give a player a minor
"advantage" but those will be met with bans.
Subject: The Chieftain's Hatch: Aussies Meet the Tanks.
Link on message: #12090291
Link on message: #12090291
The_Chieftain:
It's ANZAC Day again, so the traditional article about
Down Under (Tomorrow for us, but it's already tomorrow down
thataway). Australian troops’ first encounters with tanks occurred
after the ill-fated expedition to Turkey, when the ANZACs were
transferred to the European theater. The trench warfare of the
Western Front led to a new and different kind of hell.Assigned to
Fifth Army, under the interesting leadership of General Hubert
Gough, in April of 1917 4th Australian Division, part of 1
Anzac under Lt Gen Sir William Birdwood...
Birdwood...found themselves in the
vicinity of the town of Bullecourt. Now a tiny little town about
midway between the more famous localities of Arras and Cambrai, in
the Spring of 1917 it had been fortified and incorporated into the
Hindenberg Line.
Bullecourt after the
battle. A destroyed tank is located in the lower right
quarter of the picture. AWM ImageA large push had been ordered
by the French commander, Nivelle. Kick-off was the morning of
9th April, and the main effort for that day was to Fifth
Army’s left, at Arras. Results were better than expected, and the
Candians achieved their landmark victory at Vimy Ridge. Gough was,
perhaps, feeling a little left out, and despite the fact that he
had had to give away much of his artillery, and reports were coming
back that the remaining artillery had not destroyed the German
wire, he had concluded that the Hindenberg line was not being well
defended, and Bullecourt could be flanked. Birdwood was not best
pleased with the instruction to enter the 1,500m of open ground
between Bullecourt and the next town over, but there was a
mitigating factor. Field Marshal Haig had given Gough 11th company
of D Battalion of the Heavy Machine Gun Corps. Twelve Mk I and II
tanks.
Mk I tankThis was, of course, many
months prior to the seminal Battle of Cambrai, which placed tanks
firmly on the map. As a result, few people knew quite what to
expect from them, but there was no doubting the ‘Can-do’ attitude
of the tankers. Gough was visited by the CO of the tank battalion,
LTC Hardress-Loyd, and the CO of 11 Coy, Major Watson. They
believed that their tanks could make up for the lack of artillery
support, they proposed that they precede the infantry, eschewing
any preparatory artillery barrage in favour of surprise, and deal
with the strongpoints allowing the Australian infantry to move
forward against much less opposition. And they could do it
tomorrow.Gough approved.Unfortunately, despite the best enthusiasm
of the tankers, they were simply not capable of delivering on their
promise. There were four main problems.The tanks were Mk I and IIs
. Hideously unreliable, and so lightly armored that even small arms
had a reasonable chance of going through their skin. The crews were
new to their jobs, the unit only having been stood up a couple of
months earlier. Major Watson was a transfer from a cyclist
battalion. The Australians had never seen tanks before, and had
absolutely no concepts of how to work with them. In fairness, as
tanks were generally new to everyone, this was hardly a problem
unique to the Australians, but with less than 24 hours to the off,
they weren’t exactly being given an opportunity to redress this
problem. The Germans, under General Otto von Moser, apparently had
not been informed by Gough that they were supposed to be
retreating. They had no interest in giving up their portion of the
Hindenberg Line.
von MoserThe attack didn’t happen. The tanks were too
slow making it to their jump-off point, and thirty minutes after
the attack was to be launched, at 5am the word went out to that the
mission was scrubbed. This did not sit well with the men of the
West Yorkshire Regiment, who, believing that the Aussies had
attacked as planned, found themselves having made it to the German
lines, and then having to withdraw afterwards being unable to hold
position, with the resultant levels of casualties. It would have
been nice had the Australians let them know that their attack was
not a sure thing.
Hindenberg Line in front of Bullecourt
(which is to the right of the picture)Undeterred, the attack was
rescheduled again for the next day. 0430, 11th April. Six
tanks would support each of the two Australian brigades. This time
the British 62nd to the left would wait until the Australians
had made it to the German lines and turned to Bullecourt before
moving. The Australians themselves would not wait for a signal from
the tanks, they would start 15 minutes after the tanks did, at
0445. In theory, this meant that the tanks would have reached and
suppressed the German defenses by the time the infantry got
there.Again, though, the tanks failed the Australians. Most did not
make it in time for their scheduled start. Only four, three in
front of 4th brigade, and one in front of 12th Brigade,
managed to be present at the beginning of the show. The others
trundled up eventually.The resulting battle has been termed by
several authors as a fiasco. Only three tanks reached the enemy
lines: Being painted brown and green, the tanks stood out very
nicely as targets in the open ground covered with a fair dusting of
snow. The rest were all burning between the Australian and German
lines. Of the other three, two were lost, presumed captured (The
German lines were something of a reverse slope position and
difficult to see), the third found its final spot in
Bullecourt.
Tank lost at BullecourtDespite
the failures of the tanks, the Australians made a game show of it
anyway. But again, mass confusion reigned at higher levels, with
commanders thinking things were going much better than they were.
Requests for additional support from the infantry which had reached
the enemy lines went unfulfilled. They may have taken the
Hindenberg line between Bullecourt and Quéant, but those two
villages were held by a large number of angry Germans now shooting
into the Australians from both flanks. Still, the situation could
be held. Australian troops forced their way to the second trench
line, cutting off a group of German Infantry, a Wurtember regiment.
These men, with 12th Brigade on their right, 4th on their
left, held off against everything the Australians could throw at
them, the Australians would later rate them as some of the toughest
troops they ever faced.Still the fighting continued in its ebb and
flow. The Brigade commanders finally understood that not all was
well, but also that the position could be held with the requisite
support, asking particularly for artillery fire on the villages to
the flanks. The artillery commander, relying on observations from
his forward observers, believed that the Australians had, in fact,
entered Bullecourt. General Birdwood decided to believe the reports
from the FOs, and denied the support.Eventually the Australians
were forced to concede defeat, and the withdrawal order was given.
Fourth Brigade, with all four battalions thrown into action, lost
2,339 men, of which about a thousand were prisoners. They started
with 3,000. 12th Brigade went with just two, and so their
losses were lighter. 950 men. 4th Australian division was
effectively destroyed. The British tankies lost 52 killed and
wounded out of 103. It would be mid-May before Bullecourt fell,
requiring the efforts of 1st and 2nd Australian, and
7th and 62nd British Divisions.In the meantime, the
experience left a very great distaste in the mouths of the
Australians towards tanks. It would be over a year before they
would accept tank support again, except at Hamel, not only were the
tanks better, but significant effort was made to integrate the
Australians and tankers both for training and to establish trust
between the two groups. It worked, but that’s a story for a
different day. In the meantime, the lessons of Bullecourt
were learned and applied in later battles, to the betterment of the
tank corps, and leading to the later successes.The road East out of
town is now the Rue des Australiens, with the Bullecourt Digger
being a monument to the Australians who fought there. The residents
of Bullecourt have not forgotten.
It's ANZAC Day again, so the traditional article about
Down Under (Tomorrow for us, but it's already tomorrow down
thataway). Australian troops’ first encounters with tanks occurred
after the ill-fated expedition to Turkey, when the ANZACs were
transferred to the European theater. The trench warfare of the
Western Front led to a new and different kind of hell.Assigned to
Fifth Army, under the interesting leadership of General Hubert
Gough, in April of 1917 4th Australian Division, part of 1
Anzac under Lt Gen Sir William Birdwood...
Birdwood...found themselves in the
vicinity of the town of Bullecourt. Now a tiny little town about
midway between the more famous localities of Arras and Cambrai, in
the Spring of 1917 it had been fortified and incorporated into the
Hindenberg Line.
Bullecourt after the
battle. A destroyed tank is located in the lower right
quarter of the picture. AWM ImageA large push had been ordered
by the French commander, Nivelle. Kick-off was the morning of
9th April, and the main effort for that day was to Fifth
Army’s left, at Arras. Results were better than expected, and the
Candians achieved their landmark victory at Vimy Ridge. Gough was,
perhaps, feeling a little left out, and despite the fact that he
had had to give away much of his artillery, and reports were coming
back that the remaining artillery had not destroyed the German
wire, he had concluded that the Hindenberg line was not being well
defended, and Bullecourt could be flanked. Birdwood was not best
pleased with the instruction to enter the 1,500m of open ground
between Bullecourt and the next town over, but there was a
mitigating factor. Field Marshal Haig had given Gough 11th company
of D Battalion of the Heavy Machine Gun Corps. Twelve Mk I and II
tanks.
Mk I tankThis was, of course, many
months prior to the seminal Battle of Cambrai, which placed tanks
firmly on the map. As a result, few people knew quite what to
expect from them, but there was no doubting the ‘Can-do’ attitude
of the tankers. Gough was visited by the CO of the tank battalion,
LTC Hardress-Loyd, and the CO of 11 Coy, Major Watson. They
believed that their tanks could make up for the lack of artillery
support, they proposed that they precede the infantry, eschewing
any preparatory artillery barrage in favour of surprise, and deal
with the strongpoints allowing the Australian infantry to move
forward against much less opposition. And they could do it
tomorrow.Gough approved.Unfortunately, despite the best enthusiasm
of the tankers, they were simply not capable of delivering on their
promise. There were four main problems.The tanks were Mk I and IIs
. Hideously unreliable, and so lightly armored that even small arms
had a reasonable chance of going through their skin. The crews were
new to their jobs, the unit only having been stood up a couple of
months earlier. Major Watson was a transfer from a cyclist
battalion. The Australians had never seen tanks before, and had
absolutely no concepts of how to work with them. In fairness, as
tanks were generally new to everyone, this was hardly a problem
unique to the Australians, but with less than 24 hours to the off,
they weren’t exactly being given an opportunity to redress this
problem. The Germans, under General Otto von Moser, apparently had
not been informed by Gough that they were supposed to be
retreating. They had no interest in giving up their portion of the
Hindenberg Line.
von MoserThe attack didn’t happen. The tanks were too
slow making it to their jump-off point, and thirty minutes after
the attack was to be launched, at 5am the word went out to that the
mission was scrubbed. This did not sit well with the men of the
West Yorkshire Regiment, who, believing that the Aussies had
attacked as planned, found themselves having made it to the German
lines, and then having to withdraw afterwards being unable to hold
position, with the resultant levels of casualties. It would have
been nice had the Australians let them know that their attack was
not a sure thing.
Hindenberg Line in front of Bullecourt
(which is to the right of the picture)Undeterred, the attack was
rescheduled again for the next day. 0430, 11th April. Six
tanks would support each of the two Australian brigades. This time
the British 62nd to the left would wait until the Australians
had made it to the German lines and turned to Bullecourt before
moving. The Australians themselves would not wait for a signal from
the tanks, they would start 15 minutes after the tanks did, at
0445. In theory, this meant that the tanks would have reached and
suppressed the German defenses by the time the infantry got
there.Again, though, the tanks failed the Australians. Most did not
make it in time for their scheduled start. Only four, three in
front of 4th brigade, and one in front of 12th Brigade,
managed to be present at the beginning of the show. The others
trundled up eventually.The resulting battle has been termed by
several authors as a fiasco. Only three tanks reached the enemy
lines: Being painted brown and green, the tanks stood out very
nicely as targets in the open ground covered with a fair dusting of
snow. The rest were all burning between the Australian and German
lines. Of the other three, two were lost, presumed captured (The
German lines were something of a reverse slope position and
difficult to see), the third found its final spot in
Bullecourt.
Tank lost at BullecourtDespite
the failures of the tanks, the Australians made a game show of it
anyway. But again, mass confusion reigned at higher levels, with
commanders thinking things were going much better than they were.
Requests for additional support from the infantry which had reached
the enemy lines went unfulfilled. They may have taken the
Hindenberg line between Bullecourt and Quéant, but those two
villages were held by a large number of angry Germans now shooting
into the Australians from both flanks. Still, the situation could
be held. Australian troops forced their way to the second trench
line, cutting off a group of German Infantry, a Wurtember regiment.
These men, with 12th Brigade on their right, 4th on their
left, held off against everything the Australians could throw at
them, the Australians would later rate them as some of the toughest
troops they ever faced.Still the fighting continued in its ebb and
flow. The Brigade commanders finally understood that not all was
well, but also that the position could be held with the requisite
support, asking particularly for artillery fire on the villages to
the flanks. The artillery commander, relying on observations from
his forward observers, believed that the Australians had, in fact,
entered Bullecourt. General Birdwood decided to believe the reports
from the FOs, and denied the support.Eventually the Australians
were forced to concede defeat, and the withdrawal order was given.
Fourth Brigade, with all four battalions thrown into action, lost
2,339 men, of which about a thousand were prisoners. They started
with 3,000. 12th Brigade went with just two, and so their
losses were lighter. 950 men. 4th Australian division was
effectively destroyed. The British tankies lost 52 killed and
wounded out of 103. It would be mid-May before Bullecourt fell,
requiring the efforts of 1st and 2nd Australian, and
7th and 62nd British Divisions.In the meantime, the
experience left a very great distaste in the mouths of the
Australians towards tanks. It would be over a year before they
would accept tank support again, except at Hamel, not only were the
tanks better, but significant effort was made to integrate the
Australians and tankers both for training and to establish trust
between the two groups. It worked, but that’s a story for a
different day. In the meantime, the lessons of Bullecourt
were learned and applied in later battles, to the betterment of the
tank corps, and leading to the later successes.The road East out of
town is now the Rue des Australiens, with the Bullecourt Digger
being a monument to the Australians who fought there. The residents
of Bullecourt have not forgotten.
Subject: Fair Play Policy: Update on list of Prohibited Mods
Link on message: #12090272
Link on message: #12090272
Hambijon: Attention Tankers! The ban hammer is expanding its range
across more mods, so be prepared! The following mods aren't a
target just yet for our hammer but it will be by June
1st. 1. Showing the direction of guns on the
minimap:
2. Displaying arrows to
the closest opponents:
3. Marking adversaries
beyond the draw distance (using red columns, spheres,
etc.):
Note: We'll initiate
another massive ban wave, based on the current (non-updated)
version of our Fair Play Policy, in the near future. However, the
following ban wave takes into account the updated list of cheats,
and we'll definitely penalize those who continue to use the
above-mentioned unfair mods, contrary to our warnings. For
the full list of details and prohibited mods, follow the link
provided below: Fair Play Policy: Updated List of Prohibited
Mods GLHF and play fair!
2. Displaying arrows to
the closest opponents:
3. Marking adversaries
beyond the draw distance (using red columns, spheres,
etc.):
Note: We'll initiate
another massive ban wave, based on the current (non-updated)
version of our Fair Play Policy, in the near future. However, the
following ban wave takes into account the updated list of cheats,
and we'll definitely penalize those who continue to use the
above-mentioned unfair mods, contrary to our warnings. For
the full list of details and prohibited mods, follow the link
provided below: Fair Play Policy: Updated List of Prohibited
Mods GLHF and play fair!
Subject: Fair Play Policy: Update on list of Prohibited Mods
Link on message: #12090272
Link on message: #12090272
Jambijon: Attention Tankers! The ban hammer is expanding its range
across more mods, so be prepared! The following mods aren't a
target just yet for our hammer but it will be by June 1st.
1. Showing the direction of guns on the minimap:
2. Displaying arrows
to the closest opponents:
3. Marking adversaries beyond the draw
distance (using red columns, spheres, etc.):
Note: We'll initiate another
massive ban wave, based on the current (non-updated) version of our
Fair Play Policy, in the near future. However, the following ban
wave takes into account the updated list of cheats, and we'll
definitely penalize those who continue to use the above-mentioned
unfair mods, contrary to our warnings. For the full list of
details and prohibited mods, follow the link provided below:
Fair Play Policy: Updated List of Prohibited
Mods GLHF and play fair!
2. Displaying arrows
to the closest opponents:
3. Marking adversaries beyond the draw
distance (using red columns, spheres, etc.):
Note: We'll initiate another
massive ban wave, based on the current (non-updated) version of our
Fair Play Policy, in the near future. However, the following ban
wave takes into account the updated list of cheats, and we'll
definitely penalize those who continue to use the above-mentioned
unfair mods, contrary to our warnings. For the full list of
details and prohibited mods, follow the link provided below:
Fair Play Policy: Updated List of Prohibited
Mods GLHF and play fair!
Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089466
Link on message: #12089466
KRZYBooP: Well this is new.
It seems as though there could
be be some wrong information with the initial infographic that was
shared earlier today. The STB-1 will not be getting a new special
round of APCR with a velocity of 950m/s. It will remain as HEAT. We
are currently trying to get this Verified by HQ so please remain
patient while we get this confirmed. Since it's not confirmed I am
leaving the question mark next to "HEAT" in my edited
infographic. More information to come tomorrow.
It seems as though there could
be be some wrong information with the initial infographic that was
shared earlier today. The STB-1 will not be getting a new special
round of APCR with a velocity of 950m/s. It will remain as HEAT. We
are currently trying to get this Verified by HQ so please remain
patient while we get this confirmed. Since it's not confirmed I am
leaving the question mark next to "HEAT" in my edited
infographic. More information to come tomorrow.
Subject: ALL HE getting NERFED in 1.5, Video Link
Link on message: #12089448
RoyalGreenPC, on Apr 23 2019 - 11:51, said: Yeah. I don't think WG intended it to affect normal HE
rounds. But it's very similar to the HE changes they announced for
SPGs (without the nerf to splash radius), so it might be a unwanted
side affect. And it's less noticeable, as unlike SPG HE,normal
tank's HE has very low splash radius to begin with and have lower
alpha. But it's still around 10-15% less damage overall.
Link on message: #12089448
RoyalGreenPC, on Apr 23 2019 - 11:51, said: Yeah. I don't think WG intended it to affect normal HE
rounds. But it's very similar to the HE changes they announced for
SPGs (without the nerf to splash radius), so it might be a unwanted
side affect. And it's less noticeable, as unlike SPG HE,normal
tank's HE has very low splash radius to begin with and have lower
alpha. But it's still around 10-15% less damage overall.KRZYBooP:
It was intended for SPG's and
Other vehicles firing HE shells. More information on this can be
found in the article HERE. Open up the full list of
changes to find the text listed above in the SPG changes.
It was intended for SPG's and
Other vehicles firing HE shells. More information on this can be
found in the article HERE. Open up the full list of
changes to find the text listed above in the SPG changes.
Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089342
BabA_YA6A, on Apr 23 2019 - 12:23, said: Mobility isn't getting nerfed, either. You're losing a
whopping 5km of top speed but gaining 200hp of engine power.
Overall, it's going to feel zippier than it did before...Compared
to all other mediums it would be pretty much the worst one in the
game.
Link on message: #12089342
BabA_YA6A, on Apr 23 2019 - 12:23, said: Mobility isn't getting nerfed, either. You're losing a
whopping 5km of top speed but gaining 200hp of engine power.
Overall, it's going to feel zippier than it did before...Compared
to all other mediums it would be pretty much the worst one in the
game. DomoSapien: But that's not true- 25.4 hp/ton would give the STB-1
the second-best power-to-weight ratio among tier X mediums, second
only to the batchat. 

Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089284
godofdun, on Apr 23 2019 - 12:17, said: Liking the changes to the 30b, are any of the buffs also going to
apply to the 30 Proto?
Joe_Mufferaw, on Apr 23 2019 - 12:18, said: I can't believe it, I went down the more then painful Jap line
recently to get the STB-1 because i heard it was getting a well
deserved buff. I am disgusted at what I am reading about it now and
some of the "buffs" the Leo and others are getting.Can the team at
wargaming be this far out of touch from this game.It would seem to
me they do not listen to the players. Seems they just want to screw
us players that are not interested in going down the new lines and
punish us for trying to make the tanks in the old lines work. The
BS autoloaders which i can't stand, introduction of the bloody
wheelies.This game has gone from a great one where i couldn't wait
to play with friends,now all my friends and my sons have moved to
war thunder and i feel a fool foer standing by WOT. Last straw for
me.
Link on message: #12089284
godofdun, on Apr 23 2019 - 12:17, said: Liking the changes to the 30b, are any of the buffs also going to
apply to the 30 Proto?DomoSapien: No news on that front at this time, but a little birdie from
Minsk told me there will be info about more vehicles coming out
very soonTM
Joe_Mufferaw, on Apr 23 2019 - 12:18, said: I can't believe it, I went down the more then painful Jap line
recently to get the STB-1 because i heard it was getting a well
deserved buff. I am disgusted at what I am reading about it now and
some of the "buffs" the Leo and others are getting.Can the team at
wargaming be this far out of touch from this game.It would seem to
me they do not listen to the players. Seems they just want to screw
us players that are not interested in going down the new lines and
punish us for trying to make the tanks in the old lines work. The
BS autoloaders which i can't stand, introduction of the bloody
wheelies.This game has gone from a great one where i couldn't wait
to play with friends,now all my friends and my sons have moved to
war thunder and i feel a fool foer standing by WOT. Last straw for
me.DomoSapien: I encourage you to read the stats in their entirety, and keep in
mind that quite literally none of these stats are final.
This is the first wave of rebalancing being announced for medium
tanks,
These are supertest stats, which change quite often, based directly off of player feedback.
I can't tell you what game to play, but I do ask that you please try to be objective when forming your opinion. It's easy to latch onto the .001 nerf to dispersion, 16mm nerf to penetration, and 5km/h nerf to top speed, while ignoring the increased DPM (and the flexibility it will give you in dealing with lights/mediums that are rushing you and melting your health bar before you can reload), lower dispersion on the move, and better turret armor the vehicle will be receiving in this first iteration of testing.
Overall these changes seem to be aimed at making the STB-1 more comfortable to play in mid-range ridgeline support. Coupled with the hydropneumatic suspension, all of these changes should theoretically allow you to poke over a ridgeline, fire, and retreat more quickly, while exposing less of your turret.
These are supertest stats, which change quite often, based directly off of player feedback.
I can't tell you what game to play, but I do ask that you please try to be objective when forming your opinion. It's easy to latch onto the .001 nerf to dispersion, 16mm nerf to penetration, and 5km/h nerf to top speed, while ignoring the increased DPM (and the flexibility it will give you in dealing with lights/mediums that are rushing you and melting your health bar before you can reload), lower dispersion on the move, and better turret armor the vehicle will be receiving in this first iteration of testing.
Overall these changes seem to be aimed at making the STB-1 more comfortable to play in mid-range ridgeline support. Coupled with the hydropneumatic suspension, all of these changes should theoretically allow you to poke over a ridgeline, fire, and retreat more quickly, while exposing less of your turret.
Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089275
Mciracer, on Apr 23 2019 - 12:01, said: And this has what to do with faster reload and in turn pen
etc nerfs?
Link on message: #12089275
Mciracer, on Apr 23 2019 - 12:01, said: And this has what to do with faster reload and in turn pen
etc nerfs?DomoSapien: Well I'm not a developer so I apologize if I lack the
knowledge to debate this to great lengths - I'm just drawing
inferences based on the stats that I see here and the information
I've been given.
Dispersion on movement is going down, which means you will have less overall bloom to deal with. Since you theoretically shouldn't be sniping from long range, the .01 additional dispersion won't really feel much worse than it already does. Aim time is being buffed, and DPM is being buffed, so you will have more flexibility, and a shell loaded more often. That'll help you deal with pesky flanking mediums and lights.
If you're playing it right, and you have a good position, you'll arguably be able to keep poking up, firing, backing off, and repeating. Alpha is nice and generally better than DPM when you're firing at heavily armored targets, but a common weakness of the STB-1 is that it gets melted by smaller targets with higher DPM because its hull armor is virtually nonexistent. As for the penetration going down on the standard round? Yeah, it's a bummer, and it quite possibly may get rolled back after the initial wave of testing, but personally I don't think that 16mm less penetration is going to make or break the tank. I'd happily trade 16mm of pen on the standard round if it means getting 40-50mm of extra turret armor.
Mobility isn't getting nerfed, either. You're losing a whopping 5km of top speed but gaining 200hp of engine power. Overall, it's going to feel zippier than it did before.
The totality of these stats seems to be directly focused on making the STB-1 better at popping up over ridgelines and harassing. While I do agree that the penetration and dispersion nerfs were possibly unnecessary, this is a step in the right direction and it's likely that further changes will be made to improve penetration and gun handling if it continues to plague the vehicle and hinder the rest of its performance.
Dispersion on movement is going down, which means you will have less overall bloom to deal with. Since you theoretically shouldn't be sniping from long range, the .01 additional dispersion won't really feel much worse than it already does. Aim time is being buffed, and DPM is being buffed, so you will have more flexibility, and a shell loaded more often. That'll help you deal with pesky flanking mediums and lights.
If you're playing it right, and you have a good position, you'll arguably be able to keep poking up, firing, backing off, and repeating. Alpha is nice and generally better than DPM when you're firing at heavily armored targets, but a common weakness of the STB-1 is that it gets melted by smaller targets with higher DPM because its hull armor is virtually nonexistent. As for the penetration going down on the standard round? Yeah, it's a bummer, and it quite possibly may get rolled back after the initial wave of testing, but personally I don't think that 16mm less penetration is going to make or break the tank. I'd happily trade 16mm of pen on the standard round if it means getting 40-50mm of extra turret armor.
Mobility isn't getting nerfed, either. You're losing a whopping 5km of top speed but gaining 200hp of engine power. Overall, it's going to feel zippier than it did before.
The totality of these stats seems to be directly focused on making the STB-1 better at popping up over ridgelines and harassing. While I do agree that the penetration and dispersion nerfs were possibly unnecessary, this is a step in the right direction and it's likely that further changes will be made to improve penetration and gun handling if it continues to plague the vehicle and hinder the rest of its performance.
Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089256
BabA_YA6A, on Apr 23 2019 - 11:53, said: It is nice and dandy you point all that out but the main issue on
the STB-1 were the gun specs in particular the dispersion numbers
and now wargaming is making them even worse. So my question is
what's the improvement with these proposed changes to the
vehicle???
Link on message: #12089256
BabA_YA6A, on Apr 23 2019 - 11:53, said: It is nice and dandy you point all that out but the main issue on
the STB-1 were the gun specs in particular the dispersion numbers
and now wargaming is making them even worse. So my question is
what's the improvement with these proposed changes to the
vehicle???DomoSapien: The improvement is to make it more comfortable to play in
its designated role: mid-range support. Buffing the turret armor +
indirectly allowing you to expose less of your turret when poking
ridgelines by utilizing the additional gun depression from
hydropneumatic suspension should hopefully make it better at
mid-range ridgeline play. Arguably, .01 worse
dispersion won't be as painful if you don't have to fire from draw
distance at all times. The added gun depression will allow you to
take positions you weren't able to before, and expose less of your
turret while holding these positions and poking out to
fire.
Another caveat: I think a series of modest buffs, followed by additional buffs if necessary, is a much better course of action than going crazy with buffs and ending up with another 268v4 situation. It's easier to balance up than to balance down, and arguably way less stressful on players.
Another caveat: I think a series of modest buffs, followed by additional buffs if necessary, is a much better course of action than going crazy with buffs and ending up with another 268v4 situation. It's easier to balance up than to balance down, and arguably way less stressful on players.
Subject: Crazy nerfs to stb 1
Link on message: #12089237
Link on message: #12089237
DomoSapien: Posted this in the official thread but here it is again just in
case:
We improved and strengthened the frontal armor around the gun, so the STB-1 got rid of the vulnerable weak spot. We also improved the turret armor and fixed some similar weak spots, making it harder to penetrate. It should be noted that these changes are not yet final, and more may happen after supertests.
Existing armor values:
New Armor
Values:

I'm not entirely sure as to the motivation behind reducing penetration, I'm thinking it may be an effort to slightly reduce the dominance of tier X mediums in Random Battles? Agile heavies dominate the competitive meta, but redline sniping in mediums is still generally the go-to solution for farming damage in tier X. I'm just spitballing here, though.
I also think an effort is being made to fit the vehicle comfortably in a specific role, because currently it's a mediocre jack-of-all-trades that's a master of none. With the hydropneumatic suspension and extra turret armor, it should theoretically fit into a similar role as the m48 Patton - mid-range ridgeline support.
Personally (this is just my opinion so feel free to take it with a grain of salt) the STB-1 would benefit from some kind of additional buff to characteristically set it apart from the new Swediums, because currently they seem to be better at mid-range support than the STB-1 regardless of buffs. On the other hand, gun depression is my favorite stat so if it's going to have amazing depression with the hydropneumatic suspension, you will theoretically be exposing much less of your turret overall when you're poking a ridge.
We improved and strengthened the frontal armor around the gun, so the STB-1 got rid of the vulnerable weak spot. We also improved the turret armor and fixed some similar weak spots, making it harder to penetrate. It should be noted that these changes are not yet final, and more may happen after supertests.
Existing armor values:
New Armor
Values:
I'm not entirely sure as to the motivation behind reducing penetration, I'm thinking it may be an effort to slightly reduce the dominance of tier X mediums in Random Battles? Agile heavies dominate the competitive meta, but redline sniping in mediums is still generally the go-to solution for farming damage in tier X. I'm just spitballing here, though.
I also think an effort is being made to fit the vehicle comfortably in a specific role, because currently it's a mediocre jack-of-all-trades that's a master of none. With the hydropneumatic suspension and extra turret armor, it should theoretically fit into a similar role as the m48 Patton - mid-range ridgeline support.
Personally (this is just my opinion so feel free to take it with a grain of salt) the STB-1 would benefit from some kind of additional buff to characteristically set it apart from the new Swediums, because currently they seem to be better at mid-range support than the STB-1 regardless of buffs. On the other hand, gun depression is my favorite stat so if it's going to have amazing depression with the hydropneumatic suspension, you will theoretically be exposing much less of your turret overall when you're poking a ridge.
Subject: KRZYBoop's Extravagant Motor Pool: Some Medium tank Rebalances.
Link on message: #12089228
Canadian_Mano, on Apr 23 2019 - 11:36, said: I should hope so, they are making the tank substantially
worse, giving it T8 AP pen, lowering alpha, lowering it's mobility,
shell velocity, and accuracy. What's even worse, is that because of
the AP reduction, it'll have to throw literally only HEAT in order
to be competitive. Last I checked, A good medium was mobile, with a
reliable gun, and some abusable armour aspect. This STB is none of
those.
Link on message: #12089228
Canadian_Mano, on Apr 23 2019 - 11:36, said: I should hope so, they are making the tank substantially
worse, giving it T8 AP pen, lowering alpha, lowering it's mobility,
shell velocity, and accuracy. What's even worse, is that because of
the AP reduction, it'll have to throw literally only HEAT in order
to be competitive. Last I checked, A good medium was mobile, with a
reliable gun, and some abusable armour aspect. This STB is none of
those.DomoSapien: I'm not entirely sure as to the motivation behind reducing
penetration, I'm thinking it may be an effort to slightly reduce
the dominance of tier X mediums in Random Battles? Agile heavies
dominate the competitive meta, but redline sniping in mediums is
still generally the go-to solution for farming damage in tier X.
I'm just spitballing here, though.
I added images showing a comparison of the existing and proposed turret armor values for the STB-1 to Boop's original post.
I also think an effort is being made to fit the vehicle comfortably in a specific role, because currently it's a mediocre jack-of-all-trades that's a master of none. With the hydropneumatic suspension and extra turret armor, it should theoretically fit into a similar role as the m48 Patton - mid-range ridgeline support.
Personally (this is just my opinion so feel free to take it with a grain of salt) the STB-1 would benefit from some kind of additional buff to characteristically set it apart from the new Swediums, because currently they seem to be better at mid-range support than the STB-1 regardless of buffs. On the other hand, gun depression is my favorite stat so if it's going to have amazing depression with the hydropneumatic suspension, you will theoretically be exposing much less of your turret overall when you're poking a ridge.
I added images showing a comparison of the existing and proposed turret armor values for the STB-1 to Boop's original post.
I also think an effort is being made to fit the vehicle comfortably in a specific role, because currently it's a mediocre jack-of-all-trades that's a master of none. With the hydropneumatic suspension and extra turret armor, it should theoretically fit into a similar role as the m48 Patton - mid-range ridgeline support.
Personally (this is just my opinion so feel free to take it with a grain of salt) the STB-1 would benefit from some kind of additional buff to characteristically set it apart from the new Swediums, because currently they seem to be better at mid-range support than the STB-1 regardless of buffs. On the other hand, gun depression is my favorite stat so if it's going to have amazing depression with the hydropneumatic suspension, you will theoretically be exposing much less of your turret overall when you're poking a ridge.
Subject: Crazy nerfs to stb 1
Link on message: #12089210
Link on message: #12089210
Hambijon: The listed changes to the pen are at 500m. Also, this is just
the supertest so nothing is final.
Subject: Crazy nerfs to stb 1
Link on message: #12089210
Link on message: #12089210
Jambijon: The listed changes to the pen are at 500m. Also, this is just
the supertest so nothing is final.
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