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Реклама | Adv

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

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DomoSapien
Friday Night Fights! 6/22-6/23
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23.06.2018 04:07:49
 
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11703472

DomoSapien: I just recreated the brackets, they should pop at 8:10 central. Sorry folks.


Jambijon
More time to register
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23.06.2018 01:01:22
 
Subject: More time to register
Link on message: #11703259

View Postgalladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.

Jambijon:   Like _Platform said, we will be providing a more dedicated schedule next month.  We just wanted to have some tournaments running this weekend to keep with the trend.  We are aiming for two weeks advance notice for July and we'll definitely keep you updated!


BigDaddyLaxative
More time to register
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23.06.2018 01:01:22
 
Subject: More time to register
Link on message: #11703259

View Postgalladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.

BigDaddyLaxative:   Like _Platform said, we will be providing a more dedicated schedule next month.  We just wanted to have some tournaments running this weekend to keep with the trend.  We are aiming for two weeks advance notice for July and we'll definitely keep you updated!


Hambijon
More time to register
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23.06.2018 01:01:22
 
Subject: More time to register
Link on message: #11703259

View Postgalladrel, on Jun 22 2018 - 21:42, said: You guys really need to give us more lead time.

Hambijon:   Like _Platform said, we will be providing a more dedicated schedule next month.  We just wanted to have some tournaments running this weekend to keep with the trend.  We are aiming for two weeks advance notice for July and we'll definitely keep you updated!


Jambijon
Discussion - Teamspeak Vs. Discord
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23.06.2018 00:08:26
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201

Jambijon: Also another thing to consider...Discord bots for pretty much anything!


BigDaddyLaxative
Discussion - Teamspeak Vs. Discord
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23.06.2018 00:08:26
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201

BigDaddyLaxative: Also another thing to consider...Discord bots for pretty much anything!


Hambijon
Discussion - Teamspeak Vs. Discord
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23.06.2018 00:08:26
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703201

Hambijon: Also another thing to consider...Discord bots for pretty much anything!


Jambijon
Discussion - Teamspeak Vs. Discord
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22.06.2018 23:41:10
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157

Jambijon: I switched to Discord a couple years ago and haven't gone back to TS. The password protection for servers is nice but assigning roles in discord is pretty simple.  


BigDaddyLaxative
Discussion - Teamspeak Vs. Discord
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22.06.2018 23:41:10
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157

BigDaddyLaxative: I switched to Discord a couple years ago and haven't gone back to TS. The password protection for servers is nice but assigning roles in discord is pretty simple.  


Hambijon
Discussion - Teamspeak Vs. Discord
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22.06.2018 23:41:10
 
Subject: Discussion - Teamspeak Vs. Discord
Link on message: #11703157

Hambijon: I switched to Discord a couple years ago and haven't gone back to TS. The password protection for servers is nice but assigning roles in discord is pretty simple.  


MA77
O Retorno dos Torneios
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22.06.2018 23:38:30
 
Subject: O Retorno dos Torneios
Link on message: #11703156

View PostFerdSnp, on Jun 22 2018 - 16:39, said: Tem alguma previsao de torneios no LATAM? Seria uma boa ideia para o pessoal que ainda nao se acostumou com a ideia venha jogar no LATAM

MA77:   Para os próximos torneios, não há planos para serem realizados no LATAM. Porém, estamos trabalhando para que quando tudo estiver normalizado, os jogadores sul-americanos possam competir com uma menor latência.


DomoSapien
Tier VIII of the Week: Löwe
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22.06.2018 23:17:04
 
Subject: Tier VIII of the Week: Löwe
Link on message: #11703143

View PostMacDaddyMatty, on Jun 22 2018 - 10:36, said:   My Pz4K has that dune buggy gas pedalthat looks like a cartoon foot.

DomoSapien: Tempted to install one of these in my Subaru :teethhappy:

View PostYANKEE137, on Jun 22 2018 - 11:05, said:   somebody needs a hug.

DomoSapien: I get plenty of hugs (facehugs, specifically) from heavy tanks on the battlefield :(

View PostNoivy, on Jun 22 2018 - 12:20, said: Lowe currently sits on the Meh Tier on my list of tier 8 premium ratings, a rating which does not seem to sit well with a lot of people, but I'll lay down the reasoning for it.   Pros: It's health pool is really good, has a decent enough turret front and the depression to go hull down, and has really good gun handling and accuracy.   Cons: It's morbidly slow, and pair that with its large size means that if it gets caught in a bad position, it will take fire. Its DPM is also one of the lowest in tier 8, tied with the T34 at ~1650. Its armor is also lacking and worst of all, flat, having a textbook example of a large weak lower glacis plate that most tier 6 top guns can penetrate without premium ammo.   It's a niche support tank on the battlefield, and there are other heavies, including premium ones, that can do its job better. But unless you have a VK7201, you can't ask for a better german heavy tank crew trainer.  

DomoSapien:
I have a Lowe-hate (get it, because it's pronounced Lur-vuh? :trollface: ;) relationship with this tank, much like the T34. It's definitely quite strong for frontlines, as it will make short work of the Obj 252U's upper plate. 

I agree with with you on all your points. It's a support vehicle, through-and-through. The Tier VIII of the week bundle offers a lot of extra goodies for a nominal difference in price.

 


DomoSapien
Can't join to Tournament 3v3 Friday night
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22.06.2018 22:58:35
 
Subject: Can't join to Tournament 3v3 Friday night
Link on message: #11703124

View Postyruputin, on Jun 22 2018 - 13:19, said:   :D When will they have 1v1 tournaments?

DomoSapien:   soon TM


DomoSapien
AMD FreeSync Technology works great
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22.06.2018 22:55:02
 
Subject: AMD FreeSync Technology works great
Link on message: #11703122

DomoSapien: Shameless plug: We use ASUS monitors with G-Sync for all of our demo stations. I give them two thumbs-up!


Felipe6666Original
3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
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22.06.2018 22:52:20
 
Subject: 3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
Link on message: #11703121

View Post_Aspirineta, on Jun 22 2018 - 15:34, said: Los ganadores de cada grupo de 128 juegan entre si? O cada llave de 128 tiene sus propios premios?

Felipe6666Original:   Cada llave tiene sus propios premios (son los mismos que se detallan al final del topic para todos).   ¡Saludos!


DomoSapien
Can't join to Tournament 3v3 Friday night
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22.06.2018 22:14:07
 
Subject: Can't join to Tournament 3v3 Friday night
Link on message: #11703074

DomoSapien: There is an extremely high demand for the tournament. We are looking to increase the number of teams for future tournaments, as this is the second week this has happened; folks are signing up so quickly that it is overloading the tournament system.

In the meantime, please keep trying, send me a PM with a link to your team and I will do my best to manually confirm


Gnomon
Don't Lose Out. Open This Now.
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22.06.2018 21:55:14
 
Subject: Don't Lose Out. Open This Now.
Link on message: #11703061

Gnomon: Thanks for sharing that! It was really interesting to see how they reconnected the tracks, especially when they hammered in that small pin. Those folks are doing great work :great:


TeriyakiTanker
X3 X 5
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22.06.2018 21:13:47
 
Subject: X3 X 5
Link on message: #11703022

View Postbull58, on Jun 22 2018 - 09:45, said: I think it is funny wot thinks there doing us a favor by X3  X5  weekends. When actually there not. I dont play to much on these weekends because the battles are the worst ever. Between MM stacking teams and people who usually dont play and only come out for the X3 X 5 points . Every body goes one way leaving flanks open and dont understand why they never stood a chance because there Brain mentality is to small to understand leave flank open enemy will see and push and get behind you you are done. Enjoy losing a lot of Battles on X3 X5 weekends no matter how good you play. 

TeriyakiTanker:   Yes, as opposed to normal weekends were everyone works together and gives hugs at the end of matches.........


Gnomon
Tier VIII of the Week: Löwe
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22.06.2018 20:56:25
 
Subject: Tier VIII of the Week: Löwe
Link on message: #11703007

View PostTommyBuns, on Jun 22 2018 - 11:49, said: Gnomon, Awhile back I commented on how you bore an uncanny resemblance to Sigourney Weaver in a bad wig (At the time being quite sure that WAS Sigourney Weaver in your pic).      Anyways, recalling that just now and having always had a penchant for sticking my foot in my mouth, I just thought to myself, "You dummie, that's probably really her, some apologizing may be in order if it is."  Anyways, some googling was required to put my mind at ease, and I can't even begin to express the relief I felt when finding your profile pic. under a search for Sigourney Weaver!  -TB

Gnomon:   Haha yeah, it is from a super old photo shoot or promo where she took a bunch of pictures with the cat.     

View PostMacDaddyMatty, on Jun 22 2018 - 09:51, said: Gnomon's Giant Gift Gathering of Great Grade Goods  of the Week   Emporium

Gnomon:    This is amazing. You win the Alliteration Prize for today! Unfortunately, the prize is just more alliteration and a broken-down Emporium. 


DomoSapien
Survey: What's your ideal tournament?
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22.06.2018 20:47:05
 
Subject: Survey: What's your ideal tournament?
Link on message: #11703002

View PostExo_W_G_OMEGALUL______hi, on Jun 19 2018 - 12:12, said: We're just having fun, and were low on gold. We won fair and square, no reason to be upset. ________________     To answer the question of the thread, larger teams 5 being a sweet spot and staying above tier 5.  Encounter is good on some maps.  

DomoSapien: Ex-WGLNA players are just as welcome to play in tournaments as everyone else. I would certainly be open to the idea of coming up with a tournament where we select team captains and then assign them teammates, as I think this would be a great learning opportunity for the community.

Two things have vastly helped me improve my gameplay: Playing with really good players, and playing competitively.

View PostMrSlow, on Jun 19 2018 - 23:05, said: I feel like having too many players per team is slightly hard to manage, especially if it is long periods of time such as the week long tournaments. keeping it to 1-4 players per team makes it simple, and better game play overall.    The optimal tournament in my opinion would be a 3v3 attack/defense in a round robin bracket of about 5 teams (tier 10). Every team does both an attack and a defense against every other team in the bracket. 3 points for winning both against a team and 1 point for winning 1. The top 2 teams from each round robin bracket then go on for a "super bracket". This would be composed of all of the 1st and 2nd place team from the round robin, in a single elimination. Best out of 3 in the "super bracket" 

DomoSapien: I'm sure you guys noticed we set up these tournaments rather quickly. Moving forward we do plan to start fleshing out a more regular tournament schedule, expanding the size of the tournaments, as well as trying out different formats.

The reason these are attack/defense is that we don't have to worry about tiebreakers with this format. If the tournaments get very large, round robin format is definitely useful.

View Postzombieyeti, on Jun 21 2018 - 07:25, said:   I like the idea that you're using a survey to get community input, but my overall 'feeling' is expressed best with this ^. Of course you gotta start somewhere. +1 Super Happy Tourneys are Coming Back!   I didn't realize how much I took tournaments for granted until they went away. And then subsequently disappeared from That Site That Shall Not be Named. A direct response to the question: - 1v1 up to 6v6, excepting 2v2. It seemed to me that a ratio of 1:x with x being the number of combinations you'd make available to be about right for each 'v'. - I generally prefer Standard mode. - A lot of complexity in the rules makes the tournaments more 'interesting' but if tournament management is a headache, I'd rather see more elementary tournaments than fewer complex tournaments. - I enjoyed unforced asymmetry in the team competition (e.g. 24 Tier points available, up to 4 players available, no higher than T7, no lower than T3) where there is no 'right answer' to the team composition (i.e. 3xT7? 4xT6? 2xT7 + 2xT5?, T7 + 2xT6 + T5?) resulting in some very unusual combinations of tanks. - I would enjoy (if it's practical) seeing something like many low tier tanks vs. a few high tier tanks, perhaps with teams forced to switch between formats each round.  

DomoSapien: We will be toying around with the tier points and cap times in future tournaments to mix things up a bit as well.

Quite a bit of feedback and responses to the survey, thanks everyone! We've got a loooot of reading to do.


Jambijon
Friday Night Fights! 6/22-6/23
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22.06.2018 20:34:37
 
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988

View PostSwraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to create a team... The same things as the last Friday event. You know before when they had tourny's, the event was advertised by the Monday of that week and open for registration 2-3 days prior to the event. Why are you doing it so last minute and giving people no time to be aware and prepared??

Jambijon:   That's just the initial rush to register.  Try again and it will work.  Also, we acknowledged that it was late notice and we will have a more dedicated schedule starting in July.


BigDaddyLaxative
Friday Night Fights! 6/22-6/23
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22.06.2018 20:34:37
 
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988

View PostSwraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to create a team... The same things as the last Friday event. You know before when they had tourny's, the event was advertised by the Monday of that week and open for registration 2-3 days prior to the event. Why are you doing it so last minute and giving people no time to be aware and prepared??

BigDaddyLaxative:   That's just the initial rush to register.  Try again and it will work.  Also, we acknowledged that it was late notice and we will have a more dedicated schedule starting in July.


Hambijon
Friday Night Fights! 6/22-6/23
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22.06.2018 20:34:37
 
Subject: Friday Night Fights! 6/22-6/23
Link on message: #11702988

View PostSwraved, on Jun 22 2018 - 17:06, said: Get "Operation Unavailable" for the last hour while trying to create a team... The same things as the last Friday event. You know before when they had tourny's, the event was advertised by the Monday of that week and open for registration 2-3 days prior to the event. Why are you doing it so last minute and giving people no time to be aware and prepared??

Hambijon:   That's just the initial rush to register.  Try again and it will work.  Also, we acknowledged that it was late notice and we will have a more dedicated schedule starting in July.


DomoSapien
Is it magic? Only explanation that makes sense...
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22.06.2018 19:48:29
 
Subject: Is it magic? Only explanation that makes sense...
Link on message: #11702943

DomoSapien: While I would certainly suggest that the ~20-30 thousand people logging in during prime-time indicates that there is no game-breaking malfunction with the client, it's possible something else on your end was updated as well. Additionally, there were some Windows updates in the interim. While we try our best to ensure the client will run on as many machines as possible, it's hard to guarantee that every possible hardware/software combination under the sun will run smoothly without issue.

Either way, the good thing is that you're back in-game, and you're able to enjoy blowing stuff up! Fingers crossed that the issue doesn't rear its ugly head again. See you on the battlefield :)


DomoSapien
"Map Mondays" Master List
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22.06.2018 19:43:44
 
Subject: "Map Mondays" Master List
Link on message: #11702937

View PostWhistling_Death_, on Jun 15 2018 - 04:39, said:   Thank you DomoSapien!  :)

DomoSapien:   No worries! I enjoy the process of making these guides quite a bit. Apologies for missing this week's guide, I've been slowly recovering from a fever that has been kicking my butt for most of the week.

Map Mondays will return next week! 


DomoSapien
[ST] Polish Heavy Tier VII
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22.06.2018 19:18:49
 
Subject: [ST] Polish Heavy Tier VII
Link on message: #11702911

View PostChristojojo, on Jun 22 2018 - 09:19, said:   Habich Ciężki - pronounced as ha-bick  see- eeez-key or Ha- bick  chell-ski depending on Polish dialect. The polish language tends to want you to pronounce every single letter.     Yankee thanks for changing your post as I was typing a response <:)

DomoSapien:   I was under the impression that "Ch" in polish makes an "H" sound. Just sayin :trollface:


DomoSapien
Tier VIII of the Week: Löwe
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22.06.2018 19:16:51
 
Subject: Tier VIII of the Week: Löwe
Link on message: #11702905

DomoSapien: I'm just here to say that if this vehicle were sold in my Premium Currency Bundle Emporium (working title)  it would be a certified-pre-owned vehicle, and all the interiors would be OEM instead of having some gaudy snake-skin seat covers or an 8-ball shifter knob. 100% German Steel or your money back, guaranteed.    


DomoSapien
do your camo values define how long you get spotted for
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22.06.2018 19:10:33
 
Subject: do your camo values define how long you get spotted for
Link on message: #11702900

DomoSapien: If I spot a target and get spotted, then break line of sight, I assume that I will go dark roughly around the same time that target does. Works pretty well, for the most part.

In theory, the better your camo rating, when you start reversing you will 'start' to go dark more quickly - assuming there is a 10 second timer and your camo rating negates 20% of the enemy view range, the 10 second timer will start ticking away when you're farther out than 80% of the enemy view range, as opposed to ticking away when you're 100% out of their view range. 


Gnomon
Tier VIII of the Week: Löwe
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22.06.2018 18:25:24
 
Subject: Tier VIII of the Week: Löwe
Link on message: #11702848

Gnomon: Guess what? More news!  If you aren't familiar with the Tier VII or VIII of the week, we pick a different tank each week from either of those Tiers and bundle it with Premium Time and other goodies as a bonus.  This week, we've got the Löwe! Löwe means "Lion', and this tank lives up to its namesake. It is deadly accurate with its cannon, and it can chip away at your enemy's health. It has strong armor as well, making it great for side-scraping.  The Löwe is not the speediest, but it can take quite a few hits and can send some shells flying back to the enemy in return.  The sale is from June 22nd until June 29th (04:20 PT | 06:20 CT | 07:20 ET). The Bundle contains: VIII Löwe    30 Days Premium Account x5 XP for the first 20 wins in the Löwe 1x Garage Slot Be sure to check out the Store for pricing.  We also have a few other Bundles for sale, so be sure to check them out in our portal article here - Tier VIII of the Week: Löwe Heavy Tank Thanks, y'all!
PS: I'm sorry I don't have a cool Emporium. Who is ready for Gnomon's Grand Gnarly Tier of the Week Emporium?! No one? I get it. We got shut down three years ago due to the opossum infestation. It was unfortunate.    


MA77
[Superteste] Mudanças em Província
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22.06.2018 18:22:19
 
Subject: [Superteste] Mudanças em Província
Link on message: #11702841

View PostV_A_C_A, on Jun 22 2018 - 11:30, said: Eu sou um dos gratos por terem trazido o mapa de volta. :medal:
Quanto ao desbalanceamento dos lados, e eventual limitação de tier, que bom que a WG esteja de olho nessas coisas.

Eu não costumo baixar o Superteste. Como funciona, normalmente? Existem jogadores que jogam em tiers baixos, ou o pessoal só joga em tier alto? Se o pessoal não jogar em tier baixo, a WG tem como ter uma base de dados para decidir o rebalanceamento de mapas considerando os tiers, ou vai ter de decidir apenas pelos gameplays de tiers altos?

MA77:   O Superteste são os nossos testes internos, V_A_C_A. Não são abertos ao público no geral. :(


MA77
Torneios de Futebol: Informações
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22.06.2018 18:19:51
 
Subject: Torneios de Futebol: Informações
Link on message: #11702836

View Postxxvitoor, on Jun 22 2018 - 11:36, said:   Achei aqui e consegui, obrigado, mas fiquei decepcionado ao ver que nenhuma as minhas batalhas sequer contou para o evento, não era só a visualização, agora eu consigo visualizar mas nenhuma das muitas que já fiz contou... =\

MA77:
Você deve estar visualizando a segunda etapa do Rolando o Aço.

Clique na primeira e veja se era isso, Vitoor  


Felipe6666Original
3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
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22.06.2018 18:16:27
 
Subject: 3 vs. 3 y 5 vs. 5: Luchas de Viernes por la Noche (22/06-23/06)
Link on message: #11702830

View Postgipianpa, on Jun 22 2018 - 12:03, said: No es muy poco oro en tier 5? Son 6 jugadores y si ganan 1000 de oro solo se quedan con menos de 190

Felipe6666Original:   No creemos que sea tan poco para un 33ro+ puesto ;)   ¡Saludos!


Gnomon
x3 XP Weekend
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22.06.2018 18:12:20
 
Subject: x3 XP Weekend
Link on message: #11702823

Gnomon: Hello again, folks!  It's almost the weekend! And that means x3 XP on your first wins.  The x3 XP weekend runs from June 22nd until June 25th (04:20 PT | 06:20 CT | 07:20 ET) We also have plenty of events running this weekend, including Soccer Mode, Tank Warfare Time Machine Missions, Tank Mastery Missions, and more!  Please check out our article, which lists all the current events: Don't You (Forget About x3 XP) and Other Weekend Events! Thanks, everyone, and hope you have a great weekend!  


Felipe6666Original
[Supertest] 45TP Habich Ciężki
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22.06.2018 17:51:57
 
Subject: [Supertest] 45TP Habich Ciężki
Link on message: #11702796

Felipe6666Original: ¡Saludos, Comandantes!   Las pruebas de Supertest ya comenzaron para los tanques pesados polacos y, en el día de hoy, estamos listos para dar detalles de uno más de ellos. El primer tanque pesado de la rama polaca, el Habich Ciężki (nombre no definitivo) será un vehículos de nivel VII.   Imágenes     En nivel VII los medianos polacos comienzan a convertirse en pesados. Como sus hermanos mayores, el Habich Ciężki cuenta con un gran daño alfa y un buen ángulo de depresión (-8°;). Además, cuenta con la movilidad de un mediano: su potencia específica es de 16,5 hp/t. Sin embargo, su blindaje es algo débil comparado con los pesados polacos de mayor nivel. La torreta es lo suficientemente dura para resistir al fuego de los vehículos de menor nivel, pero el chasis es muy vulnerable.   Su blindaje hace que el estilo de juego de este tanque no sea como el de cualquier otro pesado. Su rol en el campo de batalla será proveer de apoyo a aliados con mejor blindaje. Piensen que es un cañón con gran daño alfa que puede alcanzar la línea del frente muy rápido.     De acuerdo a los resultados de los pruebas del Supertest, puede que cambiemos las especificaciones del Habich Ciężki.   ¡Buena suerte en el campo de batalla!


MA77
Torneios de Futebol: Informações
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22.06.2018 17:35:19
 
Subject: Torneios de Futebol: Informações
Link on message: #11702763

View Postxxvitoor, on Jun 22 2018 - 11:23, said: e como se faz isso?

MA77:   Basta ir em "Configurações" no launcher do jogo e mudar o idioma do mesmo. :great:


Felipe6666Original
[Supertest] Mapa "Provincia" - Parte II
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22.06.2018 17:22:42
 
Subject: [Supertest] Mapa "Provincia" - Parte II
Link on message: #11702738

Felipe6666Original: ¡Saludos, tanquistas!   Provincia siempre ha sido un mapa especial. Algunos lo amaban, otros lo odiaban, y algunos otros siempre eran destruidos por enemigos invisibles (en general, esto siempre sucedía a los 10 segundos de comenzada la batalla). No había tanquistas con una opinión neutral sobre Provincia. Cuando lo removimos en 2015, hubo reacciones mezcladas. Muchos jugadores pedían que lo regresáramos.   Regresó en mayo de 2018, y el mapa se convirtió en especial de nuevo. La audiencia está dividida: algunos están felices de que este antiguo escenario esté de regreso (sí, esos jugadores existen, lo juramos), y otros están pidiendo que introduzcamos limitaciones de nivel. Estos últimos aseguran que el mapa favorece a los vehículos de nivel alto con un buen rango de detección y que ambos equipos permanecen detectados la mayor parte de la partida. Hemos visto estas opiniones tanto en los foros como en las redes sociales. Queremos asegurarles que estamos haciendo un seguimiento de la situación y analizando sus opiniones. Sin embargo, necesitamos un poco de tiempo para "estabilizar" la jugabilidad en Provincia: los jugadores deben acostumbrarse al escenario y desarrollar tácticas específicas para él.   ¿Cuánto tiempo demorará? No hay una respuesta concretra. Aun así, cuando nuestra audiencia se adapte al nuevo escenario, lo veremos (porque las estadísticas generales del mapa se estabilizarán). En general, esto sucede a los dos o tres meses del lanzamiento del mapa. Así que todavía no estamos listos para introducir limitaciones de nivel: necesitamos más datos para respaldar la opiniones. Monitorearemos la duración promedio de las batallas, por cuánto tiempo sobrevicven cada una de las clases de vehículos en Provincia, cuáles son las posiciones de tiro más recurrentes, y en dónde suelen ser destruidos los vehículos. La información que recolectemos y sus opiniones influenciarán la decisión que tomemos. Si la información refuerza la idea de que el mapa no es apropiado para vehículos de nivel alto, y si la comunidad insiste en que este es el caso, introduciremos limitaciones de nivel. Hasta entonces, les pedimos que sean pacientes y compartan sus opiniones (tanto a favor como en contra) de estas limitaciones.   ¿Entonces qué estamos cambiando ahora si no estamos introduciendo limitaciones de nivel? Bueno, hay cierto desbalance en las posiciones de los equipos, y tenemos la intención de deshacernos de él. Actualmente, el lado este se ve favorecido y gana más seguido. El lado oeste tiene menos posiciones de tiro, por lo que tiene menos posibilidades de diseñar distintos ataques. En el día de hoy, probaremos las mejoras que deberían balancear estas imperfecciones:   Imágenes   La esquina sureste del mapa. Movimos varias casas para que el equipo en el oeste pueda dispararle a sus enemigos desde el comienzo de la batalla (el lado este ya puede hacer eso). Cerca del monasterio, en el lado este de la pendiente de la montaña. Cambiamos la geometría de los edificios cercanos para que el equipo que ataque por abajo y dispare por detrás sea más eficiente. Agregamos cobertura que ayudará al equipo oeste en su lucha contra el equipo este por el control de la pendiente de la montaña. Luego de que el equipo oeste ocupe las posiciones mencionadas en el punto 3, pueden avanzar hasta una gran roca que ahora es más eficiente como cobertura y ofrece una mejor protección contra el fuego de los cazatanques. Las bases de ambos equipos. Agregamos varias posiciones de cobertura dentro de los círculos de captura para reducir la cantidad de empates. Actualmente, es casi imposible capturar una base dado que ambos equipos pueden disparar al círculo de captura desde casi cualquier lugar. La cobertura incrementará sus chances de capturar y también obligará al equipo defensor a jugar más activamente. Ya veremos si esto funciona porque sabemos que hay muchos jugadores a los que no les gusta la cobertura en base, así que seguiremos este cambio de cerca. Cubriremos las espaldas de los tanquistas del equipo oeste que defiendan el camino de la colina de los atanques del equipo este. Actualmente, reciben disparos desde el lado opuesto.   Las pruebas comienzan hoy, así que necesitaremos un tiempo para analizar los resultados. Esperamos eliminar los desbalances actuales del mapa.   ¡Mucha suerte en sus batallas!


Gnomon
[ST] Polish Heavy Tier VII
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22.06.2018 16:23:47
 
Subject: [ST] Polish Heavy Tier VII
Link on message: #11702698

Gnomon: Hey, everyone!    I have a bit more news for you!.
The Polish heavies’ Supertests are underway, and today we’re ready to talk about the next Polish tank. The first heavy tank in the Polish branch, the Habich Ciężki (name not final) stands at Tier VII:  
Tier VII is where the Polish mediums start to evolve into heavies. Like his bigger brothers, the Habich Ciężki has a gun with high alpha damage and excellent depression ( -8° ). At the same time, it has a medium tank’s mobility: its specific power-to-weight ratio is 16.5 hp/ton. However, it's armor is a weak point as it isn’t as solid as that of the top Polish Tiers. The turret is just well-protected against low-tier vehicles’ fire and the hull is even more vulnerable.
Its average armor prevents using this tank as a classical heavy. Its likely role on the battlefield is lending fire support to better-protected allies. Think of it as of a high alpha gun that can be delivered to an advantageous position relatively fast.   Screenshots            
Depending on the test outcome we may change this Habich Ciężki’s stats, so please follow the news and let us know what you think. Good luck in your battles!


Gnomon
[ST] Province
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22.06.2018 16:14:25
 
Subject: [ST] Province
Link on message: #11702695

Gnomon: Hey, everyone! Hope that you're having a good Friday. I've got some Supertest news for you, and it's that we’re balancing the Province map. Province has always been a special map. Some loved it, some hated it, some were always getting killed by invisible foes. It seemed there were no tankers with a neutral opinion on Province. When we took Province out of the game in 2015, the reaction was mixed. Quite a lot of people were actively demanding that we return it. The map made its comeback in May 2018, and received some mixed feebdack. The audience is split: some are grateful for having the legendary location back (these people exist, we promise), and some are asking us to introduce tier limitations. The latter are saying that the map is too crammed for top tier vehicles with great spotting ranges, and that the teams spend the battle being constantly lit up by the enemy. This opinion is expressed via the forums, social networks, and YouTube. We want to assure you that we are following the situation and examining the feedback very closely. We do think that some time is needed for the Province gameplay ‘stabilization’: the player base can get used to the location and develop map-specific tactics. How long will it take? There’s no exact answer; still, when the audience adapts to a location, we dp see this on our end, because the map’s overall stats stabilize. Usually this happens in 2 to 3 months after a map’s release. So, in Province’s case, we’re not yet ready to introduce any tier limitations: we need more data to support the feedback. We’re going to monitor the average battle duration, how long different tanks survive on Province, what firing positions are most popular, and where vehicles are destroyed most often. The info we collect will influence the decision we take, together with your feedback. If the data supports the feedback that the map isn’t suitable for top tiers, and if the community members continue to have this feedback, we’ll introduce the limitations by tier. Until then we kindly ask you to be patient, and share your reasoning in support (or against) the said limitations. The more info the better!  So what are we changing now if we’re not introducing limitations by tier?Well there’s a certain imbalance in team positions, and we intend to get rid of it. The eastern side currently has an upper hand and wins more often. The western team has less firing positions so they have fewer opportunities for building up and coordinating attacks. Today, we’ll try the improvements that should set the balance right.   They are:  The southwestern corner of the map. Several houses have been moved so it’s easier for the western team to shoot at their opponents right from the start (which the eastern side already had the ability to do.) Near the monastery, on the eastern side’s mountain slope. The nearby buildings’ geometry has changed, allowing the team attacking from below and firing from behind them to be more efficient. We’ve added a cover that will help the western team in a fight for the eastern team’s mountain slope. After the western side takes the position mentioned in (3), they can advance to a large rock which now is more comfortable as a cover and offers better protection from tank destroyer fire. Both teams’ bases. We’ve added several covered positions inside the capture circles to decrease the number of draws. In the current map setup, it’s almost impossible to capture a base, as both teams can be shoot from any slope. Cover will increase your chances to grab a base, and will also make the defending team play more active. We’ll see whether this works; we know that lots of people dislike base cover so we’ll follow the issue closely. We’ll cover the backs of tankers from the western team defending the uphill road from the eastern attackers. Currently, they are often shot at from the opposing slope. Province Screenshots         The Supertest starts today, and we need some time to analyze the results. We hope we’ll be able to eliminate the existing imbalance.As soon as we decide the fate of Province, we’ll make an announcement shortly. Let us know what you think!  Make sure to follow the news, and best of luck in battle! 


MA77
[Superteste] HT-7 Habich Ciężki
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22.06.2018 16:00:44
 
Subject: [Superteste] HT-7 Habich Ciężki
Link on message: #11702688

MA77: O Superteste dos tanques poloneses pesados está em andamento e hoje estamos prontos para testar mais um. O primeiro tanque pesado no ramo polonês, o Habich Ciężki (nome ainda não é final) está no Nível VII. Este nível é onde os médios poloneses começam a evoluir para pesados.     Como seus irmãos maiores, o Habich Ciężki tem um canhão com alto dano alpha e excelente depressão (-8°;). Ao mesmo tempo, tem a mobilidade de um tanque médio: sua relação específica potência/peso é de 16,5 hp/ton. No entanto, uma fraqueza é a sua blindagem que não é tão sólida quanto a dos principais poloneses. A torre está bem protegida contra o fogo de veículos de nível baixo e o casco é ainda mais vulnerável.       Mais Fotos       Sua blindagem média impede o uso deste tanque como um pesado clássico. Seu provável papel no campo de batalha é dar apoio de fogo a aliados mais protegidos, então pense que ele é uma arma de alto dano alpha que pode ser pegar uma posição vantajosa relativamente rápido.  
Dependendo do resultado do teste, podemos alterar as estatísticas do Habich Ciężki, então, por favor, sigam as notícias.   Boa sorte nas suas futuras batalhas!


MA77
[Superteste] Mudanças em Província
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22.06.2018 15:39:25
 
Subject: [Superteste] Mudanças em Província
Link on message: #11702678

MA77: Saudações, tanqueiros!
  Hoje tem mais novidades de nossos testes internos com relação a mapas e chegou a vez olharmos um pouco mais atentamente para Província, que por agora não há limitação de nível.

Província sempre foi um mapa especial. Alguns amavam, alguns odiavam, alguns estavam sempre sendo mortos por inimigos invisíveis (regularmente, dentro de 10 segundos após o início das batalhas). Parecia que não havia jogadores com uma opinião neutra sobre a província. Quando tiramos o mapa do jogo em 2015, a reação foi mista e muitas pessoas estavam exigindo ativamente que voltássemos.
O mapa retornou em maio de 2018 e tornou-se especial novamente. O público está dividido: alguns são gratos por ter o lendário local de volta (existem tais pessoas, nós juramos), e alguns estão nos pedindo para introduzir limitações de nível. Os últimos estão dizendo que o mapa está ruim demais para os veículos de nível alto com grandes alcances de visão e que as equipes passam a batalha sendo constantemente detectadas pelo inimigo. Esta opinião é expressa através do fórum, das redes sociais e do YouTube. Queremos garantir que estamos acompanhando a situação e examinando o feedback. No entanto, achamos que é necessário algum tempo para a estabilização do jogo em Província: a base de jogadores deve se acostumar com a localização e desenvolver táticas específicas no mapa.  
Quanto tempo vai demorar? Não há resposta exata; ainda assim, quando o público se adapta a um local, vemos isso, porque as estatísticas gerais do mapa se estabilizam. Geralmente isso acontece entre dois e três meses após o lançamento de um mapa. Então, no caso de Província, ainda não estamos prontos para introduzir quaisquer limitações de nível: precisamos de mais dados para dar suporte ao feedback. Vamos monitorar a duração média da batalha, por quanto tempo diferentes tanques sobrevivem, quais posições de tiro são mais populares e onde os veículos são destruídos com mais frequência. As informações que coletarmos influenciarão a decisão que tomarmos, juntamente com seu feedback. Se os dados apoiam a suposição de que o mapa não é adequado para os níveis mais altos e se os membros da comunidade continuarem insistindo nisso, apresentaremos as limitações por nível. Até lá, pedimos a gentileza de que você seja paciente e compartilhe seu raciocínio em apoio (ou contra) as limitações mencionadas.
Então, o que estamos mudando agora se não estamos introduzindo limitações por camada?  
Bem, há um certo desequilíbrio nas posições das equipes e pretendemos nos livrar dele. O lado oriental atualmente tem uma vantagem e ganha mais vezes. A equipe ocidental tem menos posições de disparo, então eles têm menos oportunidades de construir e desenvolver ataques. Hoje, tentaremos as melhorias que devem definir o equilíbrio certo.
    1. O canto sudoeste do mapa: Várias casas foram deslocadas, e agora é mais fácil para a equipa ocidental atirar nos seus adversários desde o início (o lado oriental já é capaz de fazer isso). 2. Perto do mosteiro, na encosta da montanha do lado leste: A geometria dos edifícios próximos mudou, permitindo que a equipe que ataca por baixo e atire atrás deles para ser mais eficiente. 3. Nós adicionamos uma proteção que ajudará a equipe ocidental a jogar usando a inclinação da montanha do time leste. 4. Após o lado oeste tomar a posição mencionada em (3), eles podem avançar para uma grande rocha que agora é mais confortável como cobertura e oferece melhor proteção contra o fogo do caça-tanques. 5. Ambas as equipes: Adicionamos várias posições cobertas dentro dos círculos de captura para diminuir a quantidade de empates. Na configuração atual do mapa, é quase impossível capturar uma base - ambas podem ser vistas em qualquer inclinação. A maior quantidade de cobertura aumentará suas chances de ganhar uma base e também tornará a equipe defensora mais ativa. Vamos ver se isso funciona; Sabemos que muitas pessoas não gostam de cobertura nas bases, então acompanharemos o assunto de perto. 6. Vamos cobrir as costas dos jogadores da equipe ocidental defendendo a subida dos atacantes orientais. Atualmente, eles geralmente são alvejados na inclinação oposta.

  Mais Fotos   Os testes começam hoje e precisaremos de tempo para analizar os resultados. Nós acreditamos que seremos capazes de eliminar o desequilíbrio do mapa.   Assim que decidirmos o futuro do mapa, avisaremos a vocês.   Grande abraço!  


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