Developers posts on forum
In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com
Subject: I think we as a community can do something....
Link on message: #11936145
Link on message: #11936145
TeriyakiTanker: It always amazes me how many suckers, I mean people, are ok with
companies lying to them. This is clearly false advertising
and clearly the wrong thing to do. WG needs to honor their
word just like anyone else. It isn’t ok to lie whether you
are a company, an individual, or the president of a country.....
yeah that was a little low.
Subject: Michael Lovan You mislead us
Link on message: #11936128
Link on message: #11936128
TeriyakiTanker: Ok, that makes more sense and that is misleading.
Subject: Michael Lovan You mislead us
Link on message: #11936046
Link on message: #11936046
TeriyakiTanker: Not sure where the misleading was?
Subject: The Big Let Downs of 2018 - Failed Christmas WOT
Link on message: #11935982
Link on message: #11935982
TeriyakiTanker: The sad part is it is stupid decisions \ mistakes like this that
really hurt the NA server. I don't know if the employees are
incompetent or stupid but it really doesn't matter. It isn't
too much to ask for them to do their jobs, shockingly enough it is
what they get paid for. Caernarvon Action X is in the news as
being available for gold but magically it isn't in the game
client. Other servers got special sales and deals this
weekend on items and we did not. It isn't about being
entitled it is simply looking at the NA employees and saying you
aren't doing a good enough job. The last few days were really
good in terms of population and stupid decisions let a lot of
people know there isn't anything special coming for
Christmas. This is just complete incompetence, either in
action or execution. These are the kinds of things that
reduce the population even further.
Subject: [Concurso] ¡De la fragua al foro! #2 - Edición Festiva
Link on message: #11935807
Link on message: #11935807
Felipe6666Original: Faltó tu nick y la fecha (y eso que usaste una carpeta con espacio
de sobra para eso
). Igualmente, me refería a que
algo así no podría participar porque se va de los límites de World
of Tanks, PERO como te basaste en un proyecto histórico y realmente
veo alguna misión PvE que incluya un ataque con Antonovs A-40,
bueno... Simplemente digamos que me cerraste la boca y que la
participación es válida
¡Saludos!
Subject: Winrate - What a Laugh!
Link on message: #11935621
da_Rock002, on Dec 24 2018 - 08:08, said: I'll keep it short. You say he is heavily
reliant on the team.
So that would mean his WR is the result of how his team performs. He said his WR wasn't being controlled by his performance.
Your reasoning supports his.
Link on message: #11935621
da_Rock002, on Dec 24 2018 - 08:08, said: I'll keep it short. You say he is heavily
reliant on the team.So that would mean his WR is the result of how his team performs. He said his WR wasn't being controlled by his performance.
Your reasoning supports his.
TeriyakiTanker: When you are as bad as Mfezi you are totally reliant on your
team to win because you basically don't contribute at all. I
don't think anyone would argue with that, well I hope not
anyway. Having Mfezi on a team is like having a 10 year old
on a professional football team. He basically hits the battle
button and hopes his team can pull through being one tank down
every single game he is in. The really interesting part of all
this is the average win rate of active players is just under 50%
and Mfezi pull almost a 46% win rate so it would appear that an
average player is worth about a 4% chance to win.
Subject: tomatoes at tier 10.
Link on message: #11935587
elemantis, on Dec 24 2018 - 08:07, said: imagine if you had to actually have a pr at a certain level to play
tier 10. like not a whole heck of a lot but 3 to 4000 pr? i realise
yeah not many players and yeah queue time, but this is in a world
where we had twice as many online. wouldnt it be nice to see that
e100 do at least some dmg of last longer in the game instead of
yoloing into a fuk8ng rock and getting shot to [edited]? or tds
hitting at least 2 shots instead of missing every shot? or light
tanks that actually live more then 1 minute? or mediums actually
working flanks as a group? or arty finishing off that e3 in the
back with low health instead of shooting a a moving light?
live in the dreamworld but i just dont understand how crapplayers
can weasel their way to tier 10 and [edited]the game up for us. we
lose credits when our team [edited]the bed. and yeah pr doesnt mean
everything but it definitely means something. dont you
think? no this is not really a rage thing im just thinking im not
the only one?
Link on message: #11935587
elemantis, on Dec 24 2018 - 08:07, said: imagine if you had to actually have a pr at a certain level to play
tier 10. like not a whole heck of a lot but 3 to 4000 pr? i realise
yeah not many players and yeah queue time, but this is in a world
where we had twice as many online. wouldnt it be nice to see that
e100 do at least some dmg of last longer in the game instead of
yoloing into a fuk8ng rock and getting shot to [edited]? or tds
hitting at least 2 shots instead of missing every shot? or light
tanks that actually live more then 1 minute? or mediums actually
working flanks as a group? or arty finishing off that e3 in the
back with low health instead of shooting a a moving light?
live in the dreamworld but i just dont understand how crapplayers
can weasel their way to tier 10 and [edited]the game up for us. we
lose credits when our team [edited]the bed. and yeah pr doesnt mean
everything but it definitely means something. dont you
think? no this is not really a rage thing im just thinking im not
the only one?TeriyakiTanker: I totally agree, you shouldn't be able to play Tier VIII
without a 6500 PR, Tier IX without 7000 PR, and Tier X without 7500
PR..... wow really glad I meet my own made up criteria. Yeah
me for being able to play high tier games in this free to play
game. I think they should implement this idea right
away. It would really help the game out.
Subject: Winrate - What a Laugh!
Link on message: #11935506
Mfezi, on Dec 24 2018 - 07:17, said: Not sure that I totally agree with your (and everybody
else's) interpretation of the graphs. Here's the way I see it.....
I played a total of 1931 games.... My average WN8 for those
games was 467.1 which is 45.1 points better than my original WN8
which had minimal effect on my overall WN8 stats which is to be
expected. Similarly, My average Damage for those games was 619
which is 225 points better than my original Damage also with
minimal effect on my overall Damage and my average Experience for
those games was 523 which is 101 points better than my original XP
Finally.... My winrate for the 1931 battles was 43.85% which is
2.14% LESS than my original overall winrate and although it may not
have pulled my overall winrate down by much, it is SIGNIFICANTLY
LESS than what I have been used to recently. Six months ago, I was
touching on 50% recent WR, so what has changed???. I am pretty sure
it's NOT me, I have learned a lot since those early days and had
some expert tuition thanks to Cloudwalkr. I was hoping to make him
proud of my achievements and new-found skills, but sadly things are
going from bad to worse and, like many others, I don't think that
it's entirely my fault. So, have another look at the graphs,
maybe they do tell a story after all....
Link on message: #11935506
Mfezi, on Dec 24 2018 - 07:17, said: Not sure that I totally agree with your (and everybody
else's) interpretation of the graphs. Here's the way I see it.....
I played a total of 1931 games.... My average WN8 for those
games was 467.1 which is 45.1 points better than my original WN8
which had minimal effect on my overall WN8 stats which is to be
expected. Similarly, My average Damage for those games was 619
which is 225 points better than my original Damage also with
minimal effect on my overall Damage and my average Experience for
those games was 523 which is 101 points better than my original XP
Finally.... My winrate for the 1931 battles was 43.85% which is
2.14% LESS than my original overall winrate and although it may not
have pulled my overall winrate down by much, it is SIGNIFICANTLY
LESS than what I have been used to recently. Six months ago, I was
touching on 50% recent WR, so what has changed???. I am pretty sure
it's NOT me, I have learned a lot since those early days and had
some expert tuition thanks to Cloudwalkr. I was hoping to make him
proud of my achievements and new-found skills, but sadly things are
going from bad to worse and, like many others, I don't think that
it's entirely my fault. So, have another look at the graphs,
maybe they do tell a story after all.... TeriyakiTanker: You also are playing on average higher tiers which means all
of that should be going up just because you went up tiers. So
you are probably not improving at all just doing the same in
vehicles that have higher alpha and earn more experience because of
it. I know you are smart enough to realize this which
actually makes this entire thread a little embarrassing
actually. So unfortunately it actually is you. You are
playing in higher tiers against more experienced players and you
and most likely your crews are not up to it. Throw on top of
that that you have been grinding stock tanks and why would you
expect less? I'm surprised your win rate hasn't gone down
more to be honest.
Subject: SPAAGs in WoT?
Link on message: #11935496
Link on message: #11935496
TeriyakiTanker: That's cool didn't know the PzSfl was meant as a flak gun.
You could probably make some of them work at lower tiers rather
well.
Subject: [Supertest] Rebalances en la munición
Link on message: #11934814
Link on message: #11934814
Felipe6666Original: Bien, hay varias cosas sobre las que comentar. Pero antes que nada,
quiero recordarles que esto es una primer prueba, no un cambio
definitivo, sobre todo porque es algo que no puede implementarse a
ciegas sin datos de la noche a la mañana. Sumado a eso, quiero
agregar también que la idea de todo esto es hacer reequilibrios (de
ser necesarios) en los vehículos muy blindados que puedan verse
automáticamente buffeados con un cambio así para que no queden como
moles invencibles. Ahora, como jugador y no como empleado,
estoy muy interesado en la idea de que los proyectiles tengan una
distinción más clara entre sí (los típicos "pros y contras" de usar
una cosa o la otra). Actualmente, creo que no tiene mucho sentido
usar AP si la APCR hace lo mismo pero mejor (más velocidad y más
penetración con igual daño). ¿El costo es mayor? Sí, pero no es un
balance real si las chances de lograr un impacto son más altas. ¿Se
requiere habilidad de todos modos? Obvio, usar APCR (o HEAT) no es
un autopen como sugieren algunos (menos que menos con HEAT), sigue
requiriendo de apuntar y pensar lo que hacemos en batalla, pero no
se puede negar que determinados puntos débiles se debilitan todavía
más si disparamos una APCR en vez de una AP. Claro que
contra objetivos hechos de papel es indistinto utilizar una bala o
la otra, pero, al respecto, y dado que veo varios comentarios en
las redes del tipo "estoy cansado de ir con un ligero y que me
tiren con oro", yo creo (y pongo como ejemplo mi caso) que la gran
mayoría de las veces uno carga "oro" porque espera encontrarse
contra algo muy blindado (o porque sabe que en el equipo enemigo
hay algo de ese tipo) y termina apareciendo algo protegido con
cartón que no esperábamos. Uno no va a ponerse a cambiar el tipo de
proyectil cuando pasa eso, se aprovecha la oportunidad y listo.
Recargar para no tirarle "oro" a algo que no lo amerita hace que se
pierda la chance de pegarle siquiera. Ahora, dicho todo
esto, es innegable que la comunidad está muy divida respecto de
esta prueba. Incluso me atrevo a inclinar la balanza hacia quienes
la rechazan de plano por un márgen considerable (aunque no
abrumadoramente amplio), pero estamos aquí porque ustedes pidieron
durante años que se trate este tema. ¿Reaccionamos lento? No cabe
ningún tipo de dudas sobre eso, pero toda esta discusión se está
dando porque en todas las regiones hay exponencialmente más y más
quejas sobre la munición "premium". De hecho, el resto de los
cambios anunciados para este año y otras pruebas que ya estamos
haciendo son consecuencia directa de errores propios y de la
comunidad pidiéndolo. Es por eso que ya anunciamos rebalances
generales para todos los niveles (algunos tendrán mayor urgencia
que otros), cambios en las plantillas del emparejador y la prueba
de la regla de -1/+1 en el servidor APAC (además de otros cambios
que tenemos planeados sobre temas frecuentes que todavía no hemos
revelado por ningún medio). Sin embargo, mi mayor
preocupación en todo esto, más allá de la reacción de la comunidad
y las decisiones que puedan tomar los jugadores posteriormente, es
el tiempo. Las pruebas lo dirán, pero no es para nada fácil cambiar
una mecánica core que lleva tantos años con nosotros. No interesa
si es buena o mala, ese debate es lateral en estas circunstancias,
lo que importa es lo acostumbrados que estamos a ella. Es
comparable a remover las AAP del juego de un plumazo cuando la
mayoría de los mapas presentes en el juego se pensaron también para
ellas, habría que cambiar todo. Aunque no es algo que no hayamos
hecho antes de todos modos: los que jugamos desde el 2011 sabemos
cómo cambiaron las mecánicas de detección a través del tiempo
(recuerdo al Luchs "teletransportarse" frente a mis ojos), ni
hablar de las físicas, cuyo cambio fue tan radical que se
suprimieron tácticas completas y se pudieron adoptar nuevas sin
problemas (amaba "tirarme" de un risco y quedarme trabado pegándole
a los de abajo sin poder caerme). ¿Limitar la cantidad de
munición especial por batalla? Es lo que se sugiere cada vez con
más fuerza, pero lo veo algo inviable (al menos yo) por el sistema
de recarga (no es solo apretar una tecla y tenemos otro proyectil
cargado en un santiamén) y por la regla de -2/+2 actuales. Veo más
de un escenario en lo que estas cosas pueden jugarnos en contra y,
a la larga, perder batallas por eso. De cualquier manera, tengo
sentimientos encontrados con todo este cambio propuesto y habrá que
esperar a los resultados y a probarlo uno mismo en las Pruebas
Comunes para definir una postura (al menos en mi caso). Por
cierto, este debate está girando en torno a la reducción del daño
de la munición especial solamente, aislado de todo, pero creo que
hay que verlo como parte de algo más grande. Por ejemplo, y estoy
de acuerdo, los niveles VIII que ahora se enfrentan a nivel X se
verían perjudicados con la medida en crudo como está porque, si
bien podrán seguir penetrándolos, serán pinchazos los que den en
lugar de puñetazos. Ahora, ¿qué sucedería si se aumentan
considerablemente las posibilidades de salir como top tier en cada
batalla o el spread se reduce a -1/+1? Seguro que habrá que hacer
cambios a ciertos vehículos de todos modos, pero en tal caso no lo
vería tan mal, ¿ustedes qué opinan? ¡Saludos!
Subject: SPAAGs in WoT?
Link on message: #11934810
ArmorStorm, on Dec 23 2018 - 17:36, said: None of them, terrible idea in fact. We have one AA tank
already in-game, used as a TD. There is no reason to have AA
vehicles in a game with no player-controlled aircraft.
Link on message: #11934810
ArmorStorm, on Dec 23 2018 - 17:36, said: None of them, terrible idea in fact. We have one AA tank
already in-game, used as a TD. There is no reason to have AA
vehicles in a game with no player-controlled aircraft.
TeriyakiTanker: Which one is that?
Subject: Rebalance de munición premium
Link on message: #11934755
Link on message: #11934755
Felipe6666Original: Thread cerrado para continuar y centrar toda la discusión aquí (IIPravdaII lo sugirió en una respuesta).
¡Saludos!
Subject: SPAAGs in WoT?
Link on message: #11934712
Link on message: #11934712
TeriyakiTanker: Paragraphs are a thing for a reason my man. Will read when
you use them but my first thought is why and what would they do?
Subject: what mod replaces sixth sense?
Link on message: #11934628
Link on message: #11934628
TeriyakiTanker: Doesn't the laser mod show where people are aiming? Not legal
btw.
Subject: Torneos de diciembre
Link on message: #11934602
TiburonVegano, on Dec 23 2018 - 16:06, said: Felipe, con todo respeto...somos muchos los que vimos que
era un Mapa y luego fue otro. No es por mero capricho de generar
problemas. Asi sucedio.
Link on message: #11934602
TiburonVegano, on Dec 23 2018 - 16:06, said: Felipe, con todo respeto...somos muchos los que vimos que
era un Mapa y luego fue otro. No es por mero capricho de generar
problemas. Asi sucedio. Felipe6666Original: Perdón, pero con todo respeto, ¿dónde dije yo que el preview
del portal no fue cambiado? Obvio que no es capricho, yo estoy
diciendo que las reglas son las que prevalencen siempre ante todo y
esas reglas no cambiaron nunca, el preview sí (por si no queda en
claro, llamo preview al dibujo del mapa que aparece en el portal
cuando entrás a un torneo). ¡Saludos!
Subject: Winrate - What a Laugh!
Link on message: #11934492
Anublister, on Dec 23 2018 - 11:18, said: I think a lot of players posting here in defense of wr seem to
ignore the basic fact WoT isn't friendly towards many tank classes.
WoT benefits medium tank play especially at higher tiers. Mobility,
decent camo and good dpm equals flexibility, which is crucial to
high tier game play. Even light tanks suffer in the spotting role
in high tier matches. Dependencies based on tank class
dictate good playing behavior. Unfortunately many players do not
take the time to evaluate their team in order to make the best
strategy to win in random battles. Coordinated team play is
something different and the knowledge gained in clan battles
reflects the skills learned in guided warfare. My basic
point is wr isn't an extremely valuable stat to the player that
mostly plays solo random matches.
Link on message: #11934492
Anublister, on Dec 23 2018 - 11:18, said: I think a lot of players posting here in defense of wr seem to
ignore the basic fact WoT isn't friendly towards many tank classes.
WoT benefits medium tank play especially at higher tiers. Mobility,
decent camo and good dpm equals flexibility, which is crucial to
high tier game play. Even light tanks suffer in the spotting role
in high tier matches. Dependencies based on tank class
dictate good playing behavior. Unfortunately many players do not
take the time to evaluate their team in order to make the best
strategy to win in random battles. Coordinated team play is
something different and the knowledge gained in clan battles
reflects the skills learned in guided warfare. My basic
point is wr isn't an extremely valuable stat to the player that
mostly plays solo random matches.TeriyakiTanker: I play solo random matches, basically never platoon so why
isn't my win rate indicative of skill? I also play basically
everything except for artillery which I only play if needed for a
mission.
Subject: Who's the genius at WG . . .
Link on message: #11934310
Link on message: #11934310
HeadlockMvnky: Closing thread due to making non-constructive posts.
Subject: I'm out
Link on message: #11934281
Link on message: #11934281
TeriyakiTanker: Well if you are done you are done, nothing wrong with that.
But you might want to read this and see what you think before
making your decision https://worldoftanks.com/en/news/general-news/2019-sneak-preview/
Subject: Torneos de diciembre
Link on message: #11934224
Link on message: #11934224
Felipe6666Original: Ninguno de los torneos que se jugaron este fin de semana fueron
modificados de manera alguna. Lo único que sí cambió (al menos en
el torneo de ayer), como señalan varios, fue lo que se muestra en
el preview del portal, pero si bajaban hasta la parte de las
reglas, el texto señaló el mismo horario y el mismo mapa desde que
fue anunciado (de otra manera, un cambio tan importante como un
mapa se hubiera anunciado aquí ). Dicho sea de paso, sí cambiamos
los premios que figuraban en las reglas, pero solo para
aumentarlos, pero eso no ameritaba anuncio. Lo que está
escrito en las reglas SIEMPRE prevalece por sobre todos los otros
indicadores (es por eso también que siempre digo que no se guíen
por lo que dicen los torneos hasta que yo los anuncie aquí
oficialmente). Eso sin mencionar que aún cuando se podrían haber
hecho cambios, que no es el caso, se aclara que pueden efectuarse
en cualquier momento. ¿Cuántos hemos hecho amparándonos en esa
regla en este último tiempo? Uno solo, en el torneo que duró tres
días que nos obligó a patear el horario cada día para que
funcionara (por algo no volvimos a hacer un torneo con ese
formato). El resto de las inconsistencias fueron errores del
sistema o nuestros del tipo "texto vs. configuración interna".
Desde que 1984BigBrother tomó la posta en todo esto,
reforzamos la idea de honrar siempre lo anunciado en las reglas a
toda costa, así que modificamos la configuración interna en lugar
de ajustar el texto a lo programado. Dicho todo esto, obviamente
que al que se guió solo para la imagen de portada y se encontró con
un mapa diferente a la hora de jugar no le hizo ninguna gracia
(independientemente del resultado), pero insisto en que lo escrito
en las reglas prevalece por sobre todo lo demás. ¿Es bonito que el
sistema tenga vaya uno a saber cuántas incompatibilidades (y con
cada error descubrimos más) que generan este tipo de cosas? No,
para nada, porque al final del día eso no favore a nadie, ni a
ustedes que solo quieren jugar ni a nosotros que no podemos dejar
al programa funcionando solo por todos los problemas que tiene y
tenemos que monitorear todo estemos donde estemos por si surge
algún problema. Y para cerrar, porque creo que esto sí no lo
dije (solo recién al pasar), el sistema actual tiene varios
problemas de compatibilidad con otros programas y aplicaciones que
dependen de la ejecución de los torneos, lo que genera crasheos,
bugs, etc. que nos son imposibles de prever. Esto, como mencioné
antes, es algo que afecta a TODAS las regiones. ¿No me creen?
Pueden revisar entonces el thread de EU o el de CIS (Rusia y otros) y verán que todos
enfrentamos lo mismos problemas: horarios corridos, paradas
aleatorias de los torneos, y un largo etcétera. Ojo, esto no es
para tirarle el muerto al otro porque nosotros somos igual de
responsables, pero quiero que entiendan que esto es algo global, no
puntual de NA. Ni voy a hablar de los formatos porque vamos
a mantener solo la modalidad "todos contra todos" (con variaciones
en los grupos y los premios solamente) hasta que estemos seguros de
las que demás pueden funcionar sin problemas. Al respecto, el
programa que utilizamos debería recibir una actualización
importante para enero (fecha a determinar) que, esperamos,
solucionará este tipo de problemas. Insisto, esto no disminuye
nuestra responsabilidad en otro tipo de cosas (como ya ha
sucedido), como en los textos o las compensaciones, pero no porque
el programa presente fallas vamos a darnos por vencidos y cancerlar
las competiciones de manera indeterminada como se hizo en 2017.
¡Saludos!
Subject: Winrate - What a Laugh!
Link on message: #11934168
Mfezi, on Dec 23 2018 - 07:25, said: I notice that nobody has attempted to explain the anomaly where
skill based stats are all trending upwards , yet winrate is
trending steeply downward. This was the whole point of this
post!!!....
Link on message: #11934168
Mfezi, on Dec 23 2018 - 07:25, said: I notice that nobody has attempted to explain the anomaly where
skill based stats are all trending upwards , yet winrate is
trending steeply downward. This was the whole point of this
post!!!.... TeriyakiTanker: Actually they have explained it.... it isn't a trend.
You went up 4 points, that is completely negligible and doesn't
show anything!
Subject: Winrate - What a Laugh!
Link on message: #11934164
Mfezi, on Dec 23 2018 - 07:11, said: Do I need to explain trends to you George?.....
Link on message: #11934164
Mfezi, on Dec 23 2018 - 07:11, said: Do I need to explain trends to you George?..... TeriyakiTanker: Hahahaha.... thanks for the Christmas laugh. Always
good this time of year to bring the Christmas cheer...…. +4 to WN8
is not a trend.
Subject: Rein in the gold
Link on message: #11934086
montaillou, on Dec 23 2018 - 05:04, said: Gold rounds are just becoming too prevalent. People say arty
ruins this game, frankly I think it's gold rounds. The cost
doesn't mean anything to anyone that doesn't care about spending
money to win! I won't bother playing my tier 10 heavy, or
buy anymore tier 10 heavies because almost everyone in an all tier
10 match uses gold and then armour is almost worthless.
Lately I've been seeing more and more gold show up in lower tier
matches. And just like in the all tier 10 matches armour on
tanks is useless most of the time. If WoT is at a point when
paying customers can support the entire game then, do nothing and
rake in the fat stacks of cash. But, if you still need
free-to-play players, you might want to look at some other options
because people like myself (and I have paid some money in the past,
but I don't throw money at the game) will begin to leave because
we're tired of playing against pay-to-win players. And I'm
sure someone will say that not all gold shells land, and some do
bounce, but on average they will more easily pen (and I mean EASY)
a tank with a modicum of aim. It's like when armies moved
from the longbow to the crossbow and any idiot can use a crossbow.
Link on message: #11934086
montaillou, on Dec 23 2018 - 05:04, said: Gold rounds are just becoming too prevalent. People say arty
ruins this game, frankly I think it's gold rounds. The cost
doesn't mean anything to anyone that doesn't care about spending
money to win! I won't bother playing my tier 10 heavy, or
buy anymore tier 10 heavies because almost everyone in an all tier
10 match uses gold and then armour is almost worthless.
Lately I've been seeing more and more gold show up in lower tier
matches. And just like in the all tier 10 matches armour on
tanks is useless most of the time. If WoT is at a point when
paying customers can support the entire game then, do nothing and
rake in the fat stacks of cash. But, if you still need
free-to-play players, you might want to look at some other options
because people like myself (and I have paid some money in the past,
but I don't throw money at the game) will begin to leave because
we're tired of playing against pay-to-win players. And I'm
sure someone will say that not all gold shells land, and some do
bounce, but on average they will more easily pen (and I mean EASY)
a tank with a modicum of aim. It's like when armies moved
from the longbow to the crossbow and any idiot can use a crossbow.TeriyakiTanker: Instead of coming to the forums and complaining about the
same thing as five other people every day why don't you read the
news first https://worldoftanks.com/en/news/general-news/2019-sneak-preview/
Subject: Tournaments in 2019
Link on message: #11933676
Link on message: #11933676
1984BigBrother: Tankers, You may have noticed that there are not any
tournaments for Sunday or next week. Don't worry
tournaments will return January 5th, after the holiday
break! Also starting in 2019 we will not be posting a monthly
tournament schedule. Instead, we will be making a post for
every tournament as it goes live on the portal. This will help us
better gather feedback on each tournament, better inform you of
changes or issues (hopefully not often), and not have as many
inconsistencies with start times (especially if there are
changes) The "Back to Basics" (more standardized format)
will continue into the new year. You will see more groups of
6, 8, 10 round robins (with variations to prizing, tier, and map),
and less testing new formats until we are in a place where we are
consistently delivering tournaments without any
issue. Lastly, I wanted to take a second to thank each of you
and wish you all a Happy Holidays. - Big
Subject: Torneos de diciembre
Link on message: #11933498
HORACIO_ARG_XD, on Dec 22 2018 - 16:37, said: hola hoy dia 22/12 el torneo enpieza a las 23hs cambiaron el
horario
Link on message: #11933498
HORACIO_ARG_XD, on Dec 22 2018 - 16:37, said: hola hoy dia 22/12 el torneo enpieza a las 23hs cambiaron el
horarioFelipe6666Original: El horario siempre fue ese y así lo reflejan las reglas, de
otra manera hubiera avisado por aquí sobre cualquier cambio (como
he hecho en torneos anteriores). Lo único que "cambió" fue el
horario que se mostraba en el preview del portal, pero el horario
que cuenta siempre es el de las reglas. ¡Saludos!
Subject: Torneos de diciembre
Link on message: #11933101
kvbron, on Dec 21 2018 - 21:11, said: FELIPE!!! hay problemas con los torneos 1vs1 de tier 4 y tier 9,
empezaron a la misma hora y el mismo dia y hoy nadamas era el de
tier 4
Link on message: #11933101
kvbron, on Dec 21 2018 - 21:11, said: FELIPE!!! hay problemas con los torneos 1vs1 de tier 4 y tier 9,
empezaron a la misma hora y el mismo dia y hoy nadamas era el de
tier 4 Felipe6666Original: En verdad, las divisiones Desafío y Maestría siempre
comienzan a la misma hora del mismo día, así que no se trata de un
error. ¡Saludos!
Subject: Is The Decorider Designed To Frustrate You?
Link on message: #11932421
HeavyMetalMech, on Dec 21 2018 - 20:34, said: I have spent a lot of free time over the past week plus to focus on
an album in order to achieve even one camo before the holiday
campaign ends as most folks here have. I open an album, say New
Years, turn to a level that needs completing, click on the missing
ornament for that level, spend 120 or 1440 points, for what I
assume would be the decoration that I am requesting, and voila, I
get a duplicate deco I can only recover half my points when it is
shattered in hopes I will even finsh one of these albums. This has
happened repeatedly for the same decoration. I think once maybe
twice is enough given the missions required to even get the level
one decorations. I'm not a tin foil conspiracist but is the MM
programmer responsible for this?
Link on message: #11932421
HeavyMetalMech, on Dec 21 2018 - 20:34, said: I have spent a lot of free time over the past week plus to focus on
an album in order to achieve even one camo before the holiday
campaign ends as most folks here have. I open an album, say New
Years, turn to a level that needs completing, click on the missing
ornament for that level, spend 120 or 1440 points, for what I
assume would be the decoration that I am requesting, and voila, I
get a duplicate deco I can only recover half my points when it is
shattered in hopes I will even finsh one of these albums. This has
happened repeatedly for the same decoration. I think once maybe
twice is enough given the missions required to even get the level
one decorations. I'm not a tin foil conspiracist but is the MM
programmer responsible for this?TeriyakiTanker: they make it random because you are basically guaranteed to
not get enough shards without being super lucky which forces you to
spend cash. The best part part of random is that it’s easy to
implement and still frustrates the hell out of most people
Subject: SANTAMAUS vs. KRANVAGN - Everyone Wins
Link on message: #11931764
Ghastly_Permabanned, on Dec 21 2018 - 10:53, said: i didnt get any boxes, when are we getting them?
edit: i voted santa and completed all missions
Link on message: #11931764
Ghastly_Permabanned, on Dec 21 2018 - 10:53, said: i didnt get any boxes, when are we getting them?edit: i voted santa and completed all missions
CabbageMechanic: Boxes will be going out over the next few days
Subject: SANTAMAUS vs. KRANVAGN - Everyone Wins
Link on message: #11931730
Link on message: #11931730
CabbageMechanic: Hey Tankers,
Thanks to everyone who participated in Santa vs. Krampus!

Santa Maus won by a landslide, but in the spirit of the Holiday, we're giving the winner's rewards to everyone who put in a code for either side and completed at least one of this missions.
L-60 3x Small Christmas Boxes1x LargeChristmas Boxes10x Coffee with Cinnamon Buns
Enjoy your treats and get your holidays going with modded skins for both available here.
Merry Christmas!
Thanks to everyone who participated in Santa vs. Krampus!

Santa Maus won by a landslide, but in the spirit of the Holiday, we're giving the winner's rewards to everyone who put in a code for either side and completed at least one of this missions.
L-60 3x Small Christmas Boxes1x LargeChristmas Boxes10x Coffee with Cinnamon Buns
Enjoy your treats and get your holidays going with modded skins for both available here.
Merry Christmas!
Subject: Santa WON
Link on message: #11931722
JakeTheMystic, on Dec 21 2018 - 10:22, said: They announced it in the WOT stream, the event was combined for the
servers so Santa team won, but team Krampus also gets the same
rewards as the "winners" because its the spirit of giving. Rewards
won't go out for a few days from the sounds of it.
Good thing everyone wins a participation trophy...
Link on message: #11931722
JakeTheMystic, on Dec 21 2018 - 10:22, said: They announced it in the WOT stream, the event was combined for the
servers so Santa team won, but team Krampus also gets the same
rewards as the "winners" because its the spirit of giving. Rewards
won't go out for a few days from the sounds of it.
Good thing everyone wins a participation trophy... CabbageMechanic:
This is correct.
It's not so much a participation trophy as Santa Maus was just so obviously superior that it wasn't a fair enough fight
This is correct.
It's not so much a participation trophy as Santa Maus was just so obviously superior that it wasn't a fair enough fight
Subject: mod forum?
Link on message: #11931701
Link on message: #11931701
CabbageMechanic: It will be back up , some links in there were causing us some
technical issues, making sure we have a handle what was/will cause
them before bringing it back.
Subject: Had It With D.W.2
Link on message: #11930803
Link on message: #11930803
TeriyakiTanker: Personally I the DW2 is my favorite Tier IV. Gun is actually
pretty good with a great rate of fire and really good pen at tier
and solid pen at tier V with premium ammo. Tank is just sick
if you play it as a mid range support tank.
Subject: 2 ?'s about game experience gains
Link on message: #11930294
__WarChild__, on Dec 20 2018 - 15:16, said: Well, you have to play a battle in order to get a platoon
mate. Your info says 0 battles and -209 posts. I had no
idea you were that negative... 
Link on message: #11930294
__WarChild__, on Dec 20 2018 - 15:16, said: Well, you have to play a battle in order to get a platoon
mate. Your info says 0 battles and -209 posts. I had no
idea you were that negative... KRZYBooP: I broke the Forums when I was hired and had to delete a
bunch of posts. As for my battles I can see mine at
close to 3400.
Subject: 2 ?'s about game experience gains
Link on message: #11930287
owlgator, on Dec 20 2018 - 15:10, said: You "believe"? I must say that's a bit concerning.
Link on message: #11930287
owlgator, on Dec 20 2018 - 15:10, said: You "believe"? I must say that's a bit concerning.KRZYBooP: No one platoons with me so I have never seen it.
Subject: 2 ?'s about game experience gains
Link on message: #11930267
Nunya_000, on Dec 20 2018 - 14:53, said: I'm not sure if it is still in place, but there use to be an
increase in XP and/or credits for members in a platoon.
Link on message: #11930267
Nunya_000, on Dec 20 2018 - 14:53, said: I'm not sure if it is still in place, but there use to be an
increase in XP and/or credits for members in a platoon.KRZYBooP: I believe there still is a bonus to xp for players that
platoon together. I also enjoy the game more when I
play with a friend. 
Subject: KRZYBoop's Used Tank Emporium: Sherman VC FireFly and AMX M4 Liberte'...
Link on message: #11930205
Link on message: #11930205
KRZYBooP: Howdy Boom Jockies! On sale from now (20Dec) until 31Dec
are the FireFly and AMX M4 Liberte'. For more information on
the sale click on the Tanks pictured below. 
The Sherman VC FireFly
starts at 16.99 comes with extra cup holders and a light up gear
selector. In addition to the following: Rate of Fire -
13.88 Traverse speed - 43 degrees per second. HP - 750For
more information about the tank click HERE. The AMX M4 mle. 49 Liberte' starts
at 51.99 comes with a built in coffee dispenser for your crew
(coffee sold separately) and spill resistant upholstery. In
addition to the following: Armor pen. - 232/263/50mmHorse
Power - 1kHP - 1500For more information about the tank click
HERE. May the RNG be in your
favor!

The Sherman VC FireFly
starts at 16.99 comes with extra cup holders and a light up gear
selector. In addition to the following: Rate of Fire -
13.88 Traverse speed - 43 degrees per second. HP - 750For
more information about the tank click HERE. The AMX M4 mle. 49 Liberte' starts
at 51.99 comes with a built in coffee dispenser for your crew
(coffee sold separately) and spill resistant upholstery. In
addition to the following: Armor pen. - 232/263/50mmHorse
Power - 1kHP - 1500For more information about the tank click
HERE. May the RNG be in your
favor!
Subject: [Concurso] ¡De la fragua al foro! #2 - Edición Festiva
Link on message: #11930035
agtdetructor, on Dec 20 2018 - 14:34, said: Yo puse el mio en la primera pagina e.e por si se le olvida.
Link on message: #11930035
agtdetructor, on Dec 20 2018 - 14:34, said: Yo puse el mio en la primera pagina e.e por si se le olvida.Felipe6666Original: Faltó la fecha
Igual esto me da una idea. Por si no saben cuáles son
todos los participantes (por ahora) por los que pueden votar, vamos
con un resumen: Tanques 2D: rompe_testa Tanques 3D: Gamerwerfer Agustin0123 Desert_Fox9Majoras Ti4G0 Hans_Von_Grobel122 Montaje:
vanpirexxx agtdetructor tank_23_warrior ¡Saludos!
Subject: [ST] Premium Ammo Rebalance
Link on message: #11929817
Link on message: #11929817
DomoSapien: 
Today we’re starting work on one of the hottest and the most discussed issues among those mentioned at WG Fest 2018: the overall 25–30% drop in damage for special rounds. We want to make the shell choice more thoughtful in every battle situation, and lower the damage dealt by special rounds(especially against well-armored targets). It's worth noting that this is the very first testing iteration, aimed at general evaluation of our hypothesis described above.We'll start with a simple adjustment to Special Shell damage, without any adjustments to their cost. We’ll conduct the Supertest with a limited selection of vehicles (a bit more than 30) to check: the viability of the idea and the impact of its implementation on the game; the effect lowering the special shells’ damage has on the total damage dealt; the overall combat efficiency of the vehicles involved in testing.
Keep in mind, this decision isn't set in stone and will undergo additional changes and evaluations after the first wave of testing. Moving forward: we may change the amount of damage we slash off the special rounds, fine-tune the stats of individual vehicles, or enlarge the pool of tanks in the Supertest to gather even more data. We will be keeping a close eye on Supertest feedback and Community feedback for all of these tests. As for the testing pool, a variety of very different vehicles was selected—More variation in vehicle type will provide the most efficient data on the impact of this rebalance on battle stats. Vehicles with APCR as their basic rounds, will be receiving AP rounds with the same shell velocity in exchange. Conversely, vehicles with Special AP Rounds will receive APCR rounds in exchange. We’ll track the distribution of damage done per shell type, the changes in vehicles’ battle stats with regard to their class and role, as well as other parameters to ensure the changes will be a move in the right direction. A few questions we hope to have answered after this test: How much will the special rounds’ damage (especially against well-armored targets) be reduced? This is one of the key areas the players on heavily armored vehicles asked us to address. How will the damage be re-distributed between the two other shell types? Our aim is to reduce the special rounds damage (against well-armored targets in particular). Thus the overall damage of other shell types could grow; we want to check whether it’s true during the test. We’ll monitor these parameters and modify them if needed. How will the share of HE shell damage change? Currently the total share of HE damage is small, and we don’t intend to change it. Overall, the combined special HE shell damage is mostly dealt by the Type 4 Heavy and the Type 5 Heavy tanks (we adjusted some stats of both of these for the test). The special round for the Type 5 Heavy will be substituted with a HESH with an alpha of 750 points and a penetration of 193 mm. During the tests, we’ll thoroughly monitor the changes in HE shells usage after the special rounds rebalance. How will the rebalance affect the battle performance of individual vehicles? We know that currently, certain tanks are played with a greater-than-average special to non-special rounds ratio, to increase their efficiency. So we want to assess how these vehicles’ performance changes. Your feedback will be vital to ensuring that this ammunition rework is executed with the needs of our playerbase in mind. On a personal note, I would also like to point out that you shouldn't let past experiences, stats, etc. discourage you from leaving feedback. We want information from all kinds of players, to make sure the transition is as comfortable as possible for as much of our audience as we can.
You might have noticed all the Panhard EBR's running around on the live server lately. These are being tested in a live environment to make sure we get as much information and feedback on their performace as possible. With this in mind, I encourage you to leave your feedback about the ammo rework below; we're going to be conducting lots of testing so now is the time to have your opinion heard by our dev team. FIRST ROUND OF VEHICLES: NEW VALUES Vehicle Gun Shell Old damage New damage _S-3 _122mm_BL-9 _122mm_UBR-471P 390 290 T-44 _100mm_LB-1 _100mm_UBR-412P 250 190 IS-7 _130mm_S-70 _130mm_UBR-482P 490 360 KV-5 _107mm_ZiS-6M _107mm_UBR-420P 300 225 KV2 _152mm_M-10 _152mm_MPB_1915 700 500 Object268 _152mm_M64 _152mm_UBK551M 750 530 IS_4 _122mm_M62-T2 _122mm_BM11 440 320 T_100LT _100mm_T_100 _100mm_3VBB 300 225 Object_430_U _122mm_M62_T2 _122mm_BK_9U 440 320 Tiger_II _105mm_KwK46_L68 _105mm_Pzgr.40 320 240 Ferdinand _128mm_PaK44_L55 _128mm_PzGr40 490 360 Maus _128mm_KwK44_L55 _128mm_PzGr40 490 360 JagdTiger _128mm_PaK44_2_L61 _128mm_PzGr43 560 410 E-100 _150mm_KwK44_L38 _150mmGr_39H3A_G 750 530 Panther_II _88mm_KwK_L100 _88mm_Pzgr.40L 240 180 JagdPz_E100 _170mm_PaK_K72 _170mm_PaK_K72_PzGr45 1050 735 Leopard1 _105mm_BK_L7A3_L51 _105mm_HEAT-T_T384E4 390 290 Pershing _90mm_Gun_T15E2M2 _90mm_HVAP_M304 240 180 T57 _120mm_Gun_T179 _120mm_HEAT-T_M469 400 300 T110E4 _155mm_AT_Gun_T7E2 _155mm_AP_M112E1 750 530 T110E3 _155mm_AT_Gun_T7E2 _155mm_AP_M112E1 750 530 T69 _90mm_Gun_T178 _90mm_HEAT_M348 240 180 T49 _152mm_Gun_Launcher_M81 _152mm_HEAT_XM409 700 500 M48A5 _105mm_Gun_M68 _105mm_HEAT-T_T384E4 390 290 AMX_13_90 _90mm_F3M _90mm_FrtPrf1944 240 180 Bat_Chatillon25t _105mm_CN_105_57 _105mm_HEAT_OCC_F1 390 290 AMX_AC_Mle1948 _120mm_SA_46_AC _120mm_FrtPrf1945 400 300 Tortoise _120mm_AT_Gun_L1A1 _120mm_APDS_L1A1 400 300 Super_Conqueror _120mm_Gun_L1A1 _120mm_APDS_L1A1 400 300 FV217 _123mm_OQF_Mk_1 _123mm_APDS_Mk_2 480 350 TVP 50/51 _100mm_AK1 _100mm_Prupalny_vz_50 320 240 Progetto_M40_mod_65 Cannone_da_105_51_M68 _105mm_c_g_105_51_HEAT_M456 360 270 WZ111_1G_FT _130mm_59_130JG_FT _130mm_Po_130G 560 410 TYPE 5 Heavy _150mm_45_41st_Year_Type _150mm_Common_Type_0_HE_Kai 1400 750

Today we’re starting work on one of the hottest and the most discussed issues among those mentioned at WG Fest 2018: the overall 25–30% drop in damage for special rounds. We want to make the shell choice more thoughtful in every battle situation, and lower the damage dealt by special rounds(especially against well-armored targets). It's worth noting that this is the very first testing iteration, aimed at general evaluation of our hypothesis described above.We'll start with a simple adjustment to Special Shell damage, without any adjustments to their cost. We’ll conduct the Supertest with a limited selection of vehicles (a bit more than 30) to check: the viability of the idea and the impact of its implementation on the game; the effect lowering the special shells’ damage has on the total damage dealt; the overall combat efficiency of the vehicles involved in testing.
Keep in mind, this decision isn't set in stone and will undergo additional changes and evaluations after the first wave of testing. Moving forward: we may change the amount of damage we slash off the special rounds, fine-tune the stats of individual vehicles, or enlarge the pool of tanks in the Supertest to gather even more data. We will be keeping a close eye on Supertest feedback and Community feedback for all of these tests. As for the testing pool, a variety of very different vehicles was selected—More variation in vehicle type will provide the most efficient data on the impact of this rebalance on battle stats. Vehicles with APCR as their basic rounds, will be receiving AP rounds with the same shell velocity in exchange. Conversely, vehicles with Special AP Rounds will receive APCR rounds in exchange. We’ll track the distribution of damage done per shell type, the changes in vehicles’ battle stats with regard to their class and role, as well as other parameters to ensure the changes will be a move in the right direction. A few questions we hope to have answered after this test: How much will the special rounds’ damage (especially against well-armored targets) be reduced? This is one of the key areas the players on heavily armored vehicles asked us to address. How will the damage be re-distributed between the two other shell types? Our aim is to reduce the special rounds damage (against well-armored targets in particular). Thus the overall damage of other shell types could grow; we want to check whether it’s true during the test. We’ll monitor these parameters and modify them if needed. How will the share of HE shell damage change? Currently the total share of HE damage is small, and we don’t intend to change it. Overall, the combined special HE shell damage is mostly dealt by the Type 4 Heavy and the Type 5 Heavy tanks (we adjusted some stats of both of these for the test). The special round for the Type 5 Heavy will be substituted with a HESH with an alpha of 750 points and a penetration of 193 mm. During the tests, we’ll thoroughly monitor the changes in HE shells usage after the special rounds rebalance. How will the rebalance affect the battle performance of individual vehicles? We know that currently, certain tanks are played with a greater-than-average special to non-special rounds ratio, to increase their efficiency. So we want to assess how these vehicles’ performance changes. Your feedback will be vital to ensuring that this ammunition rework is executed with the needs of our playerbase in mind. On a personal note, I would also like to point out that you shouldn't let past experiences, stats, etc. discourage you from leaving feedback. We want information from all kinds of players, to make sure the transition is as comfortable as possible for as much of our audience as we can.
You might have noticed all the Panhard EBR's running around on the live server lately. These are being tested in a live environment to make sure we get as much information and feedback on their performace as possible. With this in mind, I encourage you to leave your feedback about the ammo rework below; we're going to be conducting lots of testing so now is the time to have your opinion heard by our dev team. FIRST ROUND OF VEHICLES: NEW VALUES Vehicle Gun Shell Old damage New damage _S-3 _122mm_BL-9 _122mm_UBR-471P 390 290 T-44 _100mm_LB-1 _100mm_UBR-412P 250 190 IS-7 _130mm_S-70 _130mm_UBR-482P 490 360 KV-5 _107mm_ZiS-6M _107mm_UBR-420P 300 225 KV2 _152mm_M-10 _152mm_MPB_1915 700 500 Object268 _152mm_M64 _152mm_UBK551M 750 530 IS_4 _122mm_M62-T2 _122mm_BM11 440 320 T_100LT _100mm_T_100 _100mm_3VBB 300 225 Object_430_U _122mm_M62_T2 _122mm_BK_9U 440 320 Tiger_II _105mm_KwK46_L68 _105mm_Pzgr.40 320 240 Ferdinand _128mm_PaK44_L55 _128mm_PzGr40 490 360 Maus _128mm_KwK44_L55 _128mm_PzGr40 490 360 JagdTiger _128mm_PaK44_2_L61 _128mm_PzGr43 560 410 E-100 _150mm_KwK44_L38 _150mmGr_39H3A_G 750 530 Panther_II _88mm_KwK_L100 _88mm_Pzgr.40L 240 180 JagdPz_E100 _170mm_PaK_K72 _170mm_PaK_K72_PzGr45 1050 735 Leopard1 _105mm_BK_L7A3_L51 _105mm_HEAT-T_T384E4 390 290 Pershing _90mm_Gun_T15E2M2 _90mm_HVAP_M304 240 180 T57 _120mm_Gun_T179 _120mm_HEAT-T_M469 400 300 T110E4 _155mm_AT_Gun_T7E2 _155mm_AP_M112E1 750 530 T110E3 _155mm_AT_Gun_T7E2 _155mm_AP_M112E1 750 530 T69 _90mm_Gun_T178 _90mm_HEAT_M348 240 180 T49 _152mm_Gun_Launcher_M81 _152mm_HEAT_XM409 700 500 M48A5 _105mm_Gun_M68 _105mm_HEAT-T_T384E4 390 290 AMX_13_90 _90mm_F3M _90mm_FrtPrf1944 240 180 Bat_Chatillon25t _105mm_CN_105_57 _105mm_HEAT_OCC_F1 390 290 AMX_AC_Mle1948 _120mm_SA_46_AC _120mm_FrtPrf1945 400 300 Tortoise _120mm_AT_Gun_L1A1 _120mm_APDS_L1A1 400 300 Super_Conqueror _120mm_Gun_L1A1 _120mm_APDS_L1A1 400 300 FV217 _123mm_OQF_Mk_1 _123mm_APDS_Mk_2 480 350 TVP 50/51 _100mm_AK1 _100mm_Prupalny_vz_50 320 240 Progetto_M40_mod_65 Cannone_da_105_51_M68 _105mm_c_g_105_51_HEAT_M456 360 270 WZ111_1G_FT _130mm_59_130JG_FT _130mm_Po_130G 560 410 TYPE 5 Heavy _150mm_45_41st_Year_Type _150mm_Common_Type_0_HE_Kai 1400 750
Subject: [Supertest] Rebalances en la munición
Link on message: #11929710
Link on message: #11929710
Felipe6666Original: ¡Saludos, tanquistas! ¡De las palabras a los hechos! En el
día de hoy, comenzamos a trabajar en uno de los problemas más
delicados y discutidos en la WG Fest 2018: la reducción general del
daño entre el 25% y el 30% en la munición especial. Queremos que la
elección de munición sea más importante en cada situación durante
la batalla, y reducir el daño que ocasiona la munición especial
(especialmente contra los enemigos bien blindados). Sin
embargo, deben tener en cuenta que esta es solo la primera fase de
pruebas que tiene como propósito hacer una evaluación general sobre
la hipótesis planteada. De momento, se trata solamente de un
rebalance del daño de la munición especial, sin ajustes a su
costo.
Llevaremos a cabo las pruebas con una selección limitada de vehículos (unos 30) para corroborar lo siguiente: La viabilidad de la idea y el impacto de implementar algo así en el juego. El efecto que tiene reducir el daño ocasionado por la munición especial en el daño total ocasionado. La eficiencia general de combate de los vehículos involucrados en las pruebas. La decisión de reducir el daño de la munición especial no es una decisión tomada, está aún en desarrollo y está sujeta a cambios. Luego de las pruebas, decidiremos cuáles serán nuestros próximos pasos: puede que cambiemos los valores de reducción de daño ocasionado por la munición especial, pulamos las especificaciones de vehículos puntuales, o contemplemos más vehículos en las pruebas para recolectar más datos.
Por supueso, tomaremos en cuenta sus opiniones sobre los cambios propuestos. Seleccionamos vehículos muy diferentes intencionalmente para evaluar todo esto dado que así el seguimiento sobre el impacto de este rebalance sobre el desempeño en batalla sea más efectivo . En el caso de los vehículos que usan proyectiles APCR como munición estándar, los reemplazamos por proyectiles AP al tiempo que retuvimos su velocidad. De la misma forma,reemplazamos la munición AP por APCR para los vehículos que usan la primera como especial. Monitorearemos la distribución del daño ocasionado de cada tipo de proyectil, los cambios en las estadísticas de batalla de cada vehículo de acuerdo a su tipo y rol, y muchos otros parámetros. Vehículo Cañón Proyectil Daño anterior Daño nuevo IS-3 122 mm BL-9 122mm UBR-471P 390 290 T-44 100 mm LB-1 100mm UBR-412P 250 190 IS-7 130 mm S-70 130mm UBR-482P 490 360 KV-5 107 mm ZiS-6 107mm UBR-420P 300 225 KV-2 152 mm M-10 152mm MPB 1915 700 500 Object 268 152 mm M64 152mm UBK551M 750 530 IS-4 122 mm M62-T2 122mm BM11 440 320 T-100 LT 100 mm T-100 100mm 3VBB 300 225 Object 430 U 122 mm M62-T2 122mm BK 9U 440 320 Tiger II 10,5 cm Kw.K. L/68 105mm Pzgr 40 320 240 Ferdinand 12,8 cm PaK 44 L/55 128mm PzGr 40 490 360 Maus 12,8 cm Kw.K. 44 L/55 128mm PzGr 40 490 360 JagdTiger 12,8 cm PaK L/61 128mm PzGr 43 560 410 E 100 15 cm Kw. K. L/38 150mm Gr 39 H3A G 750 530 Panther II 8,8 cm Kw. K L/100 88mm Pzgr 40 L 240 180 JagdPz E 100 17 cm PaK 170mm Gr 46 H1A 1050 735 Leopard 1 10,5 cm Bordkanone L7A3 105mm HEAT-T T384E4 390 290 M26 Pershing 90 mm Gun T15E2M2 90mm HVAP M304 240 180 T57 Heavy Tank 120 mm Gun T179 120mm HEAT-T M469 400 300 T110E4 155 mm AT Gun T7E2 155mm APCR M112E1 750 530 T110E3 155 mm AT Gun T7E2 155mm APCR M112E1 750 530 T69 90 mm Gun T178 90mm HEAT-T M348 240 180 T49 152 mm Gun Launcher XM81 (conventional) 152mm HEAT XM409 700 500 M48A5 Patton 105 mm Gun M68 105mm HEAT-T T384E4 390 290 AMX 13 90 90 mm F3M 90mm Frt.Prf. mle. 1944 240 180 Bat.-Chatillon 25 t 105 mm mle. 57 (D. 1504) 105mm OCC-105-57 390 290 AMX AC mle. 1948 120 mm AC SA46 120mm Frt.Prf. ble. 1945 400 300 Tortoise 120 mm AT Gun L1A1 120mm APDS L1 400 300 Super Conqueror 120 mm Gun L1A1 120mm APDS L1 400 300 FV217 Badger OQF 123 mm Mk. 1 123mm APDS Mk. 2 480 350 TVP T 50/51 100 mm AK1 100mm Prupalny vz. 50 320 240 Progetto M40 mod. 65 Cannone da 105/51 M68 105mm c.g. 105/51 HEAT M456 360 270 WZ-111-1G FT 130 mm 59-130JG FT 130mm Po-130G 560 410 Type 5 Heavy 15 cm/45 41st Year Type 150mm Common Type 0 НЕ Kai 1400 750 Con esta prueba, esperamos poder contestar las siguientes preguntas:
¿Cuál debería ser la reducción del daño de la munición especial (especialmente contra vehículos muy blindados? Este es uno de los puntos más importantes que los jugadores les gustaría saber. ¿Cómo se redistribuirá el daño entre los otros dos tipos de munición? Nuestro objetivo es reducir el daño de la munición especial (especialmente contra vehículos muy blindados). Por lo tanto, el daño general de los otros tipos de proyectil podría incrementarse; es algo que queremos comprobar durante la prueba. Seguiremos estos parámetros de cerca y modificaremos lo que sea necesario. ¿Cómo cambiará el daño de los proyectiles HE? De momento, el daño total ocasionado por munición HE es bajo, y no tenemos intención de cambiarlo. En general, el daño especial combinado de la munición HE lo ocasionan el Type 4 Heavy y el Type 5 Heavy (ajustamos algunas especificaciones de ambos para esta fase de pruebas). La munición especial de del Type 5 Heavy será reemplazada con proyectliles HESH con un daño alfa de 750 puntos y una penetración de 193 mm. Durante las pruebas, seguiremos de cerca los cambios en el uso de la munición HE luego del rebalance de la munición especial. ¿Cómo afectará el rebalance al rendimiento individual de los vehículos? Sabemos que algunos vehículos se utilizan frecuentemente con munición especial solamente para incrementar su rendimiendo, así que queremos saber cómo cabiará eso con estos cambios. Las pruebas acaban de comenzar y sus opiniones nos ayudarán a tomar la decisión correcta. Dígannos lo que piensan que lo tomaremos en cuenta cuando comenzemos a trabajar en los ajustes para la siguiente fase de pruebas. ¡Sigan las noticias y que la suerte esté de su lado en el campo de batalla!
Llevaremos a cabo las pruebas con una selección limitada de vehículos (unos 30) para corroborar lo siguiente: La viabilidad de la idea y el impacto de implementar algo así en el juego. El efecto que tiene reducir el daño ocasionado por la munición especial en el daño total ocasionado. La eficiencia general de combate de los vehículos involucrados en las pruebas. La decisión de reducir el daño de la munición especial no es una decisión tomada, está aún en desarrollo y está sujeta a cambios. Luego de las pruebas, decidiremos cuáles serán nuestros próximos pasos: puede que cambiemos los valores de reducción de daño ocasionado por la munición especial, pulamos las especificaciones de vehículos puntuales, o contemplemos más vehículos en las pruebas para recolectar más datos.
Por supueso, tomaremos en cuenta sus opiniones sobre los cambios propuestos. Seleccionamos vehículos muy diferentes intencionalmente para evaluar todo esto dado que así el seguimiento sobre el impacto de este rebalance sobre el desempeño en batalla sea más efectivo . En el caso de los vehículos que usan proyectiles APCR como munición estándar, los reemplazamos por proyectiles AP al tiempo que retuvimos su velocidad. De la misma forma,reemplazamos la munición AP por APCR para los vehículos que usan la primera como especial. Monitorearemos la distribución del daño ocasionado de cada tipo de proyectil, los cambios en las estadísticas de batalla de cada vehículo de acuerdo a su tipo y rol, y muchos otros parámetros. Vehículo Cañón Proyectil Daño anterior Daño nuevo IS-3 122 mm BL-9 122mm UBR-471P 390 290 T-44 100 mm LB-1 100mm UBR-412P 250 190 IS-7 130 mm S-70 130mm UBR-482P 490 360 KV-5 107 mm ZiS-6 107mm UBR-420P 300 225 KV-2 152 mm M-10 152mm MPB 1915 700 500 Object 268 152 mm M64 152mm UBK551M 750 530 IS-4 122 mm M62-T2 122mm BM11 440 320 T-100 LT 100 mm T-100 100mm 3VBB 300 225 Object 430 U 122 mm M62-T2 122mm BK 9U 440 320 Tiger II 10,5 cm Kw.K. L/68 105mm Pzgr 40 320 240 Ferdinand 12,8 cm PaK 44 L/55 128mm PzGr 40 490 360 Maus 12,8 cm Kw.K. 44 L/55 128mm PzGr 40 490 360 JagdTiger 12,8 cm PaK L/61 128mm PzGr 43 560 410 E 100 15 cm Kw. K. L/38 150mm Gr 39 H3A G 750 530 Panther II 8,8 cm Kw. K L/100 88mm Pzgr 40 L 240 180 JagdPz E 100 17 cm PaK 170mm Gr 46 H1A 1050 735 Leopard 1 10,5 cm Bordkanone L7A3 105mm HEAT-T T384E4 390 290 M26 Pershing 90 mm Gun T15E2M2 90mm HVAP M304 240 180 T57 Heavy Tank 120 mm Gun T179 120mm HEAT-T M469 400 300 T110E4 155 mm AT Gun T7E2 155mm APCR M112E1 750 530 T110E3 155 mm AT Gun T7E2 155mm APCR M112E1 750 530 T69 90 mm Gun T178 90mm HEAT-T M348 240 180 T49 152 mm Gun Launcher XM81 (conventional) 152mm HEAT XM409 700 500 M48A5 Patton 105 mm Gun M68 105mm HEAT-T T384E4 390 290 AMX 13 90 90 mm F3M 90mm Frt.Prf. mle. 1944 240 180 Bat.-Chatillon 25 t 105 mm mle. 57 (D. 1504) 105mm OCC-105-57 390 290 AMX AC mle. 1948 120 mm AC SA46 120mm Frt.Prf. ble. 1945 400 300 Tortoise 120 mm AT Gun L1A1 120mm APDS L1 400 300 Super Conqueror 120 mm Gun L1A1 120mm APDS L1 400 300 FV217 Badger OQF 123 mm Mk. 1 123mm APDS Mk. 2 480 350 TVP T 50/51 100 mm AK1 100mm Prupalny vz. 50 320 240 Progetto M40 mod. 65 Cannone da 105/51 M68 105mm c.g. 105/51 HEAT M456 360 270 WZ-111-1G FT 130 mm 59-130JG FT 130mm Po-130G 560 410 Type 5 Heavy 15 cm/45 41st Year Type 150mm Common Type 0 НЕ Kai 1400 750 Con esta prueba, esperamos poder contestar las siguientes preguntas:
¿Cuál debería ser la reducción del daño de la munición especial (especialmente contra vehículos muy blindados? Este es uno de los puntos más importantes que los jugadores les gustaría saber. ¿Cómo se redistribuirá el daño entre los otros dos tipos de munición? Nuestro objetivo es reducir el daño de la munición especial (especialmente contra vehículos muy blindados). Por lo tanto, el daño general de los otros tipos de proyectil podría incrementarse; es algo que queremos comprobar durante la prueba. Seguiremos estos parámetros de cerca y modificaremos lo que sea necesario. ¿Cómo cambiará el daño de los proyectiles HE? De momento, el daño total ocasionado por munición HE es bajo, y no tenemos intención de cambiarlo. En general, el daño especial combinado de la munición HE lo ocasionan el Type 4 Heavy y el Type 5 Heavy (ajustamos algunas especificaciones de ambos para esta fase de pruebas). La munición especial de del Type 5 Heavy será reemplazada con proyectliles HESH con un daño alfa de 750 puntos y una penetración de 193 mm. Durante las pruebas, seguiremos de cerca los cambios en el uso de la munición HE luego del rebalance de la munición especial. ¿Cómo afectará el rebalance al rendimiento individual de los vehículos? Sabemos que algunos vehículos se utilizan frecuentemente con munición especial solamente para incrementar su rendimiendo, así que queremos saber cómo cabiará eso con estos cambios. Las pruebas acaban de comenzar y sus opiniones nos ayudarán a tomar la decisión correcta. Dígannos lo que piensan que lo tomaremos en cuenta cuando comenzemos a trabajar en los ajustes para la siguiente fase de pruebas. ¡Sigan las noticias y que la suerte esté de su lado en el campo de batalla!
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