Developers posts on forum
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Trevzor
*** Attention Wargaming Engineers*** - Ping increased after "Micro Patch...
10.03.2014 22:49:51
Subject: *** Attention Wargaming Engineers*** - Ping increased after "Micro Patch...
Link on message: #6754849
Link on message: #6754849
Trevzor: Heyo! I'm here to answer a few of the questions and concerns
that you folks have been asking/demonstrating regarding the
connection to NA East: Micro Patch The micro patch had nothing to
do with connectivity It was introduced to fix some issues that were
introduced with the 8.11 patch What was changed, connection wise,
during the down time was the IP structure of the Wargaming East
Coast servers The IP Change The IP change was made as we move
forward with restructuring our East Coast servers These changes are
designed to help with the stability of connections to all East
Coast server The new IP for NA East is 92.223.18.39 Routing
to our server infrastructure Any routing before our server
infrastructure is the responsibility of the individual
player's ISP Currently, connections to our servers are handled
by Level3 and Telia "Why does my connection routing show hops
to Europe?" This anomaly is due to Telia being a European company
These Telia hops that are shown in Europe are actually located in
Ashburn, VA Moving forward with connection related issues We are
currently in the process of establishing a new method for
connection issue data collection This method will differ from
previous methods of data collection for connection issues The
change has been requested by our Head of Networking from our Minsk
office When we have finished creating this methodology we will
begin collecting new connection issue data so that we can
hopefully improve connections for our players In the
meantime, if you are experiencing some form of connection problems,
please follow the steps found in our knowledge base, here:
https://na.wargaming...nnection-issues Good luck on the battlefield!
https://na.wargaming...nnection-issues Good luck on the battlefield!
Subject: Weekend Warfare 9
Link on message: #6754289
Napoleon_45, on Mar 10 2014 - 12:32, said: How will it still work with the 16 Team bracked?
Quote Skirmish 10 Playoff Schedule: Alpha & Bravo Playoff Round of 16 Friday, March 21st 18:30 PST (21:30 EST) Alpha & Bravo Quarterfinal Saturday, March 22nd 18:30 PST (21:30 EST) Alpha & Bravo Semifinal Sunday, March 23rd 15:30 PST (18:30 EST) Alpha & Bravo Final Sunday, March 23rd 18:30 PST (21:30 EST)
Link on message: #6754289
Napoleon_45, on Mar 10 2014 - 12:32, said: How will it still work with the 16 Team bracked?dance210: There are two rounds on Sunday, the Semi-finals and Finals.
Quote Skirmish 10 Playoff Schedule: Alpha & Bravo Playoff Round of 16 Friday, March 21st 18:30 PST (21:30 EST) Alpha & Bravo Quarterfinal Saturday, March 22nd 18:30 PST (21:30 EST) Alpha & Bravo Semifinal Sunday, March 23rd 15:30 PST (18:30 EST) Alpha & Bravo Final Sunday, March 23rd 18:30 PST (21:30 EST)
dance210:
Subject: Clan Spotlight: [Otter] 3/10
Link on message: #6754077
Link on message: #6754077
Quemapueblos: Another fortnight has passed, and that means it's time for another
Clan Spotlight. This time around, we have a look at Ottercratic
Teutonic Theocrats of the Eternal Reich, the clan that somehow
found an acronym to spell out [OTTER]
for their Clan tag. This clan has shown that they have what it
takes to be an elite Clan Wars Clan, and we celebrate their
one-year birthday by putting them in the Spotlight. This is the
extended version of the interview, you can view the abridged
version on the
portal. Allurai
– Commander, I do everything that is not actually fighting people
in tanks and recruiting Huck_
- Deputy Commander, basically yells at everybody to focus fire in
battle
QUESTIONS: When and how did your Clan form? Huck_ - Some of the senior officers in [PBKAC] wanted to start a sister clan and at the same time GSA and Black Berets were going through some internal issues. So it ended up being good timing and those three clans pulled some people together and went from there. Allurai – Yeah, our first birthday is March 11th. How would you describe the environment in your community? Allurai – Slightly organized chaos. Have you seen our TeamSpeak? Huck_ - Yeah, we are pretty belligerent. For the most part we have a lot of guys who like to fight. How is your Clan structured? How do you delegate roles? Huck_ – Well, that's you Allurai. You are the dictator so it starts with you. Allurai– OTTER has generally just followed in the footsteps of Ziddy (PBKAC) and each OTTER CO has put their own spin on the "Benevolent Dictator" approach. This is where the Commander is solely in charge of clan direction/decision making and is responsible for everything the clan does to function and exist. I delegate some stuff out, specifically recruitment to other people because it is a massive time sink, but I do all the diplomacy, plan all the chip movements, organize who turns up to which battles, etc. As long as I keep the DC's up to date on my plans, the clan runs itself on the days I'm not there. Hyp - With that kind of structure do you find members asking for more say in what goes on? Allurai – Yes and no. For the most part, we find that a system in which the whole group has a discussion, works out what's going on and then has a vote just doesn't work at all. We find that one person, one direction and everyone else working to implement their plan just makes for a much happier narrative for the Clan to operate in. What is the dynamic between the Petco Clans? Allurai – There is sort of actually two groups of Clans. There are Kitties, Otter, Badgr and Foxey. Then the rest and that is run by KingAlphyn and his crew. Hyp - What is the difference between the two groups? Allurai– I think it's sort of that benevolent dictator approach that I was talking about. The four clans in our group are basically run by an individual and a bunch of people that implement their plan. Whereas their Clans are more of a democracy and there have been some diplomatic clashes in the past but we all live on the same TeamSpeak server. You know, a dysfunctional family. Hyp - So you consider yourselves two halves of one group? Allurai – Sure. One of the big things was that Alphyn was very clear that he was never going to take direction from some of the other groups that maybe prefer to be a little tighter knit and because of that there has always been friction. At this point it's like, "yep, well they are going to do their own thing." They really are. A bit of misconception from the outside really. I was talking with Chai the other day and they asked "What's up with PUPEH?" and I said whoa don't talk to me about them. I don't know. What is involved in the recruiting process of OTTER? Allurai – I guess Gabe is probably our main guy. He will look at their stats, mostly Tier X damage just to see what sort of average damage they do in game of Tier X's. From there, we look at other aggregate statistics, like win rate and WN8 in order to gauge what level the player is at. If we like what we see then we will invite them to platoon with us and after a couple of hours of platooning with our guys, we will say yay or nay. There is a lot of stat padding going on and that does affect some statistics, but you can't fake being good while platooning with players that know what they are looking at. Huck_ – We have always been very heavily looking at tier X stats just because it is what you spend the majority of time doing in Clan Wars. What do you consider to be your clan's greatest achievement? Huck_ – I'd say fighting in the Purple Dawn War. We were only a month old fighting against Havok, SIMP and really good Clans that were much better than us on paper. Kind of coming together under pressure is what made our Clan stick and melded all these different parts together while the fire was going on. What are your goals for your Clan's future? Allurai – We don't really have any sort of long term goal. The Clan Wars map is very fluid and dynamic and changes pretty frequently with people pulling off and going other places. In between all that we have our own chaos of people wanting Gold versus people who are wanting to fight that we balance on a knife's edge by farming for a little bit and building up a treasury then going out and fighting people and continuing to be able to do full Gold payouts while we are away. Then coming back and farming Gold. Huck_ – Basically, what Allurai said plus we would like to get Toronto back from the Kitties. Allurai – Yeah that's important actually. Why don't you tell the history of that just so the world can know. Huck_ – Well the Kitties kind of agreed to sit on Toronto while we went and fought a war. It's 8 months later and they are still sitting on Toronto so we'd kind of like it back. Allurai – After Kitties lost it for themselves, we had to take it back for them but it was ransacked so we couldn't get anything from it. Then they wanted it back, sooooo maybe soon. Do you remember your first Clan Wars Battle and what the battle was like? Huck_ – Oh, absolutely. We started in March 2013, right when Europe was closing. I remember we were fighting Nuked over in France and then they closed Europe. We came over to America and got thrown right into the war. The first night of Tank Locking we had 5 battles and locked 57 tanks, so we really got thrown right into the fire. Do you think having players who had experience in Clan Wars and in other Clans when you began helped you get started? Huck_ – Yeah, I mean that is a difference between OTTER and a lot of the other Clans that are starting up. We had a lot of guys with a lot of Clan Wars Experience. You know DunxtonChexton and Onesh0t were DCs over in the kitties and we really brought over a lot of the "A teams" from GSA and Black Berets. So we had a lot of guys who were used to playing Clan Wars at a very high level every night. That definitely helped us hit the ground running and make a difference starting out versus starting from scratch. What advice do you have for a Clan that is starting from scratch? Allurai – One of my peeves about new Clans starting out is quite often their leadership has no experience of being within a Clan that's been on the map before. This holds back a lot of clans and gets a lot of soldiers frustrated because people are trying to jump into the "running a Clan business" before they understand what running a Clan actually entails. I consider running a clan like playing high stakes Texas Hold'em but the chips you're gambling and bluffing for is your personal time and sanity. Huck_ – It's all about playing the game. The newer Clans should be in Landing Zones every night. They should be running Tank Companies when they are not in landing zones building that cohesion. That really is the most important thing, finding 15 guys that play well together. If you can, you will end up on the map somewhere. What advice would you give yourself about running a Clan if you could go back to when you started? Allurai – I've been lucky because I have only been in Otter for 4 months at this point. It was pretty bad because I joined Otter after having left PBKAC and then went AFK for 2.5 months. I am a little new on the whole Otter side of this stuff. As far as running a Clan goes, I went back and learned a whole bunch from Templars. Just sort of learning by doing but then jumping in as head of Otter was great because instead of having a bunch of yellow and green players, I've got a whole bunch of blue and purple players. Now all a sudden, all these tools sets for field commanding are available. I can do a really aggressive flanking maneuver because I have medium drivers that really know what they are doing. So the most learning I have been doing recently is learning to call with better players, but all the diplo and chip movement stuff I learned well before I got here. Huck_ – For me, I was the former Commander and if I had to do it all over again, I would go into it with a better understanding of time commitment that is involved. It is definitely a commitment to run a successful Clan. We probably spend 4 or 5 hours a night online and maybe an hour playing tanks. Probably the other thing is to not reinvent the wheel. I learned about half way through to start going to the people that really knew the game and had done it for a long time. Guys like Ziddy, loz and Yankee. So instead of reinventing the wheel do what the really good Clans do. Mimic how they handle situations and it makes it a lot easier I've found. What prior clan leadership decision do you regret the most? Allurai– Oh my God I so do. Get this. This is how terrible at the game I used to be. When Rebellion, which was -G- subclan at the time, was breaking up and splitting off, I turned down an invitation to -G- to… go… to… Templars… Probably the worst decision of my tanks career. Quemapueblos - Why do you think you chose that path? Allurai – Ignorance. At the time, I would have much rather been a field commander in what I believed to be a good Clan than just a soldier in G. So dove head first into that with no idea of what I was doing. You know, going straight into leading a Clan that we then had to struggle to build and fight for to keep on the map. Blah Blah Blah and a big part of that was I didn't know what I was doing. Sure I came out after that, like a year later, knowing what I was doing but man was I burnt out from the game at that point. Hypnotik - Do you think if had gone to G that you would be prepared for leading Otter? Allurai – That's the thing. Probably not. I would just be a field caller. I'd probably be happier. Quemapueblos - Any regrets Huck? Huck_ – It's been good times and I really don't have regrets. We have fought nonstop for the last year and it's been a great time. What makes a good field commander? Allurai – Hundreds of games of Tank Company calling experience. Because of the way Tank Companies work with random side and random map, you have to take a very well-rounded team so that you can be effective on most maps. You can't take a whole bunch of TDs to some maps because you are chewed out on areas of maps where there is a middle point that whoever captures first has a good chance to win. If you bring a whole bunch of slow tanks, you are never going to do well on that type of map. So you have to bring this well rounded team and look at the other team's composition and figure out what they are roughly capable of doing in each map, then arrange your guys and attack and defend or set traps and bait people in. Huck_ – I agree. It all begins and ends with Tank Companies for me. A lot of the more experienced callers on the server came from Tank Companies and that is kind of lost now. I think a lot of the younger callers bring their tournament experience, which is good in some ways but bad in others. You really see this proliferation of flex calling right now which I think has filtered down from tournaments. It works really well in the 7 on 7 situation and there are some guys in G and in SIMP that can do it really well but for the most part if you are going against a really experienced caller with a good plan, good vision control and good map control, it is really difficult to make the flex work. Allurai - A well-rounded team going into any map makes you learn the map - the common areas where everyone goes and the generalized strategies. It also teaches what you can and can't do when you have a mobility advantage on your opponent. If they can move around the map faster than you can then at some point if you keep moving you are going to be isolated and get trapped. It's a lot of pushing forward and pulling back and relocating, scouting people out and that's a lost art that you don't get from tournaments because they don't have enough high tier tanks to do it. In the 7/42 format, you have 5 Tier VIIIs and you don't really want to risk 20% of your force going to die just by checking a flank. In a 15 on 15 Tier X battle, losing 1 tank and going down to 14 isn't that big of a deal in the whole scheme of things. You get a lot more of that experience when you have more tanks to play with. They are two very different beasts. Can you tell whose calling the other side of the battle? Allurai – It's very hard to pick that up off the enemy especially when there is Fog of War and you don't know who you are playing in Clan Wars. You might be able to make a guess at the end of the game as to who it was based on the people that were in it and roughly what they did but it is very hard to tell on a night to night basis when they have multiple field commanders. That is one of our strengths. I know we get a lot on the offensive; that we can attack on particular maps like Highway or Erlenberg, Prokhorovka or Malinovka and Murovanka. Huck and I have completely different approaches to how we would attack those maps and because of that, it is very nerve-wracking for a Clan that has one field commander that's having to defend against each of us. We take turn every night just breaking it down and throwing different things at them. Huck_ – I think that is definitely one of the advantages of OTTER having been drawn from different Clans with very different calling styles as opposed to a Havok or a SIMP, Clans have a very distinctive calling style because they have all kind of grown up in that environment and learned the mechanics of the games from the same group. For the most, other Clans we play have a very similar style regardless of who the caller is. Whereas Otter is different is that regard because of our backgrounds being so different we bring very different perspectives depending on whose calling. Allurai – We have a pool of about six field commanders we can pull from and because of that, while we throw different people at them each night and are doing different things, we often have the other field callers in the battle as well so they are gaining experience on what the enemy team does do. They see a lot more and can figure out a lot more while you are watching a game rather than while you are calling it. I could do an attack on Highway and do whatever and end of losing but Huck was in that battle watching. He can say then "Alright I see how that defender did that defense and how they flexed and what not. If I knew they were going to do something like that, I would be using my attack to push instead of here. Delay it by a minute and we will catch them all out in the open while they flex back or something." So we get the other field commanders watching and preparing counter-strategies while we are still getting the first initial fights in the war done. That is why you'll see the bigger Clans usually lose a couple of battles when they start the war but then will ramp up and end up crushing people because after a couple of battles on each map you just figure out what the opposing Clan is doing and what their styles. Huck_ – Otter has lost the first battle in every war we ever fought and we won every war we ever fought. Do you have a favorite map or line up that you prefer to play in Clan Wars? Huck_ – In general, I like to be aggressive with autoloaders, deny a portion of the map, and make them respond to what I am doing. If the other team goes the other direction or you lose another spot on the map then that is the sacrifice you are making. Allurai – I am very good at breaking turtles. That is sort of my strength, when a team gives away vision control of the map in order to have complex firing areas, I am very good at breaking them out reasonably quickly. That usually means city maps, Himmelsdorf in particular. I love how many different lanes you can get into for shots and peek or hide for the relatively small size of the map. It is so fun just flexing tanks around. As for make-up, city maps tend to prefer heavier tanks and autoloaders. Anything you can use to mitigate damage because it is usually one big brawl. If have a couple of tanks that can take a few extra shots within that first 40 seconds of firing you are more likely to get more damage done and more tanks killed. You push forward and pull back if you don't think you are going to win. However, I am much more at home with my style of calling on open maps, where mediums are very effective. Murovanka or Sand River. If you understand how vision works and dominance you can have on the map with vision and lack of vision then you can control so much more in a game. I find a lot more of the one side fights I have are on open maps. It's basically autoloaders as support fire for mediums or TDs as soak force for me these days. Autoloaders are pretty key. Have you played any of the maps that were changed in patch 8.11 in Clan Wars yet? How have the changes affected strategies on those maps? Allurai – Well, we played on Northwest a bunch [in the CW Map Exhibition] and you may have heard about that. Huck_ – CanadianImpact gets most of the credit for that. Him and xsoldier1007 did all the calling. These two up and coming field commanders really put the exhibition teams and strats together and did a great job with it. If you could change one element of Clan Wars, what would you do to give your Clan an unfair advantage? Allurai - Let us have 200 chips instead of 100, while still maintaining 100 in the Clan. Then the game would be about who can field 4 teams instead of who can field 2 teams - we can field 4 teams, it'd be great. It would just mean we could hold twice as many provinces and still have enough chips to fight all the riots. Anything you can give me to get OTTER more fights would be an advantage. Huck_ - Yeah, our attendance is really strong, so anything that would play to that. What upcoming game change do you think will alter gameplay the most? Havok physics, turret blowoffs, destructible buildings, etc... ? Huck_ - I think there's always an adjustment period, but the better clans are better clans. When Tier X mediums came out, there was an adjustment period where it was a little bit chaotic until the meta changed with strategies and team compositions. Any change introduced I don't think will change the status quo, but there will just be an adjustment period where it takes a little bit of time for the game to catch up to the changes. Allurai - I think maybe one change that will throw a big spanner in the works, and probably not for the better, but maybe, will be the circular draw distance. That'll be pretty big, but some maps that exist currently rely on that lack of east-west and north-south draw distance to be viable. Once you're going to have people sort of camping positions to set up the big cross-fires that will now be available, I think the game will slow down even more and favor alpha and stationary play much more than medium play. I am looking forward to this and also not looking forward to this at the same time. Who do you think will be the top 5 for Campaign 3? Huck_ - Can [-G-] get all 5 positions? Well, G will be right there, SIMP when they set their minds to it, I think Relic. And then there's a few fighting it out for 4/5th spots. Obviously Havok and Vilin are fighting it out right now and are both wildcards; I'd say CHAI is right there as well. Do you have any interesting traditions that are unique to your clan? Huck_ - We actually have a TeamSpeak icon that started out with us giving the MVP of Clan Wars for the night - somebody that carried the clan. That kinda changed over the course of the year, many people accumulated over the months, and we still give out the MVP award as a Gold bonus for excellence in Clan Wars. That's what Otter's always been about - Clan Wars and who performs under pressure to get us the win, so it's kind of a big deal to be recognized in front of the Clan for your performance. Allurai - Clan Wars is serious business. Huck_ - The other tradition is we try to encourage our battle callers to be the first to die, and preferably with 0 damage done. Any shout outs to friends/allies that make your lives easier? Allurai - I suppose I'd better mention Nemesis79 [-G-] Huck_ - I think the Kitties are generally terrible, but Ziddy is a great commander, and he deserves a lot of respect for helping the various Otter commanders throughout the year. We've had 4 commanders at this point. Allurai - That loops back into what we said at the start - that we have one guy that is in charge, what he says goes and everyone works to that plan. When he's had enough, someone else takes Commander and they go and do that thing. Any last comments? Allurai - I think the main thing is that we want to thank our sub-clan PBKAC and sub-clan BADGR, and our parent clan FOXEY that have made us into the clan that we are today.
QUESTIONS: When and how did your Clan form? Huck_ - Some of the senior officers in [PBKAC] wanted to start a sister clan and at the same time GSA and Black Berets were going through some internal issues. So it ended up being good timing and those three clans pulled some people together and went from there. Allurai – Yeah, our first birthday is March 11th. How would you describe the environment in your community? Allurai – Slightly organized chaos. Have you seen our TeamSpeak? Huck_ - Yeah, we are pretty belligerent. For the most part we have a lot of guys who like to fight. How is your Clan structured? How do you delegate roles? Huck_ – Well, that's you Allurai. You are the dictator so it starts with you. Allurai– OTTER has generally just followed in the footsteps of Ziddy (PBKAC) and each OTTER CO has put their own spin on the "Benevolent Dictator" approach. This is where the Commander is solely in charge of clan direction/decision making and is responsible for everything the clan does to function and exist. I delegate some stuff out, specifically recruitment to other people because it is a massive time sink, but I do all the diplomacy, plan all the chip movements, organize who turns up to which battles, etc. As long as I keep the DC's up to date on my plans, the clan runs itself on the days I'm not there. Hyp - With that kind of structure do you find members asking for more say in what goes on? Allurai – Yes and no. For the most part, we find that a system in which the whole group has a discussion, works out what's going on and then has a vote just doesn't work at all. We find that one person, one direction and everyone else working to implement their plan just makes for a much happier narrative for the Clan to operate in. What is the dynamic between the Petco Clans? Allurai – There is sort of actually two groups of Clans. There are Kitties, Otter, Badgr and Foxey. Then the rest and that is run by KingAlphyn and his crew. Hyp - What is the difference between the two groups? Allurai– I think it's sort of that benevolent dictator approach that I was talking about. The four clans in our group are basically run by an individual and a bunch of people that implement their plan. Whereas their Clans are more of a democracy and there have been some diplomatic clashes in the past but we all live on the same TeamSpeak server. You know, a dysfunctional family. Hyp - So you consider yourselves two halves of one group? Allurai – Sure. One of the big things was that Alphyn was very clear that he was never going to take direction from some of the other groups that maybe prefer to be a little tighter knit and because of that there has always been friction. At this point it's like, "yep, well they are going to do their own thing." They really are. A bit of misconception from the outside really. I was talking with Chai the other day and they asked "What's up with PUPEH?" and I said whoa don't talk to me about them. I don't know. What is involved in the recruiting process of OTTER? Allurai – I guess Gabe is probably our main guy. He will look at their stats, mostly Tier X damage just to see what sort of average damage they do in game of Tier X's. From there, we look at other aggregate statistics, like win rate and WN8 in order to gauge what level the player is at. If we like what we see then we will invite them to platoon with us and after a couple of hours of platooning with our guys, we will say yay or nay. There is a lot of stat padding going on and that does affect some statistics, but you can't fake being good while platooning with players that know what they are looking at. Huck_ – We have always been very heavily looking at tier X stats just because it is what you spend the majority of time doing in Clan Wars. What do you consider to be your clan's greatest achievement? Huck_ – I'd say fighting in the Purple Dawn War. We were only a month old fighting against Havok, SIMP and really good Clans that were much better than us on paper. Kind of coming together under pressure is what made our Clan stick and melded all these different parts together while the fire was going on. What are your goals for your Clan's future? Allurai – We don't really have any sort of long term goal. The Clan Wars map is very fluid and dynamic and changes pretty frequently with people pulling off and going other places. In between all that we have our own chaos of people wanting Gold versus people who are wanting to fight that we balance on a knife's edge by farming for a little bit and building up a treasury then going out and fighting people and continuing to be able to do full Gold payouts while we are away. Then coming back and farming Gold. Huck_ – Basically, what Allurai said plus we would like to get Toronto back from the Kitties. Allurai – Yeah that's important actually. Why don't you tell the history of that just so the world can know. Huck_ – Well the Kitties kind of agreed to sit on Toronto while we went and fought a war. It's 8 months later and they are still sitting on Toronto so we'd kind of like it back. Allurai – After Kitties lost it for themselves, we had to take it back for them but it was ransacked so we couldn't get anything from it. Then they wanted it back, sooooo maybe soon. Do you remember your first Clan Wars Battle and what the battle was like? Huck_ – Oh, absolutely. We started in March 2013, right when Europe was closing. I remember we were fighting Nuked over in France and then they closed Europe. We came over to America and got thrown right into the war. The first night of Tank Locking we had 5 battles and locked 57 tanks, so we really got thrown right into the fire. Do you think having players who had experience in Clan Wars and in other Clans when you began helped you get started? Huck_ – Yeah, I mean that is a difference between OTTER and a lot of the other Clans that are starting up. We had a lot of guys with a lot of Clan Wars Experience. You know DunxtonChexton and Onesh0t were DCs over in the kitties and we really brought over a lot of the "A teams" from GSA and Black Berets. So we had a lot of guys who were used to playing Clan Wars at a very high level every night. That definitely helped us hit the ground running and make a difference starting out versus starting from scratch. What advice do you have for a Clan that is starting from scratch? Allurai – One of my peeves about new Clans starting out is quite often their leadership has no experience of being within a Clan that's been on the map before. This holds back a lot of clans and gets a lot of soldiers frustrated because people are trying to jump into the "running a Clan business" before they understand what running a Clan actually entails. I consider running a clan like playing high stakes Texas Hold'em but the chips you're gambling and bluffing for is your personal time and sanity. Huck_ – It's all about playing the game. The newer Clans should be in Landing Zones every night. They should be running Tank Companies when they are not in landing zones building that cohesion. That really is the most important thing, finding 15 guys that play well together. If you can, you will end up on the map somewhere. What advice would you give yourself about running a Clan if you could go back to when you started? Allurai – I've been lucky because I have only been in Otter for 4 months at this point. It was pretty bad because I joined Otter after having left PBKAC and then went AFK for 2.5 months. I am a little new on the whole Otter side of this stuff. As far as running a Clan goes, I went back and learned a whole bunch from Templars. Just sort of learning by doing but then jumping in as head of Otter was great because instead of having a bunch of yellow and green players, I've got a whole bunch of blue and purple players. Now all a sudden, all these tools sets for field commanding are available. I can do a really aggressive flanking maneuver because I have medium drivers that really know what they are doing. So the most learning I have been doing recently is learning to call with better players, but all the diplo and chip movement stuff I learned well before I got here. Huck_ – For me, I was the former Commander and if I had to do it all over again, I would go into it with a better understanding of time commitment that is involved. It is definitely a commitment to run a successful Clan. We probably spend 4 or 5 hours a night online and maybe an hour playing tanks. Probably the other thing is to not reinvent the wheel. I learned about half way through to start going to the people that really knew the game and had done it for a long time. Guys like Ziddy, loz and Yankee. So instead of reinventing the wheel do what the really good Clans do. Mimic how they handle situations and it makes it a lot easier I've found. What prior clan leadership decision do you regret the most? Allurai– Oh my God I so do. Get this. This is how terrible at the game I used to be. When Rebellion, which was -G- subclan at the time, was breaking up and splitting off, I turned down an invitation to -G- to… go… to… Templars… Probably the worst decision of my tanks career. Quemapueblos - Why do you think you chose that path? Allurai – Ignorance. At the time, I would have much rather been a field commander in what I believed to be a good Clan than just a soldier in G. So dove head first into that with no idea of what I was doing. You know, going straight into leading a Clan that we then had to struggle to build and fight for to keep on the map. Blah Blah Blah and a big part of that was I didn't know what I was doing. Sure I came out after that, like a year later, knowing what I was doing but man was I burnt out from the game at that point. Hypnotik - Do you think if had gone to G that you would be prepared for leading Otter? Allurai – That's the thing. Probably not. I would just be a field caller. I'd probably be happier. Quemapueblos - Any regrets Huck? Huck_ – It's been good times and I really don't have regrets. We have fought nonstop for the last year and it's been a great time. What makes a good field commander? Allurai – Hundreds of games of Tank Company calling experience. Because of the way Tank Companies work with random side and random map, you have to take a very well-rounded team so that you can be effective on most maps. You can't take a whole bunch of TDs to some maps because you are chewed out on areas of maps where there is a middle point that whoever captures first has a good chance to win. If you bring a whole bunch of slow tanks, you are never going to do well on that type of map. So you have to bring this well rounded team and look at the other team's composition and figure out what they are roughly capable of doing in each map, then arrange your guys and attack and defend or set traps and bait people in. Huck_ – I agree. It all begins and ends with Tank Companies for me. A lot of the more experienced callers on the server came from Tank Companies and that is kind of lost now. I think a lot of the younger callers bring their tournament experience, which is good in some ways but bad in others. You really see this proliferation of flex calling right now which I think has filtered down from tournaments. It works really well in the 7 on 7 situation and there are some guys in G and in SIMP that can do it really well but for the most part if you are going against a really experienced caller with a good plan, good vision control and good map control, it is really difficult to make the flex work. Allurai - A well-rounded team going into any map makes you learn the map - the common areas where everyone goes and the generalized strategies. It also teaches what you can and can't do when you have a mobility advantage on your opponent. If they can move around the map faster than you can then at some point if you keep moving you are going to be isolated and get trapped. It's a lot of pushing forward and pulling back and relocating, scouting people out and that's a lost art that you don't get from tournaments because they don't have enough high tier tanks to do it. In the 7/42 format, you have 5 Tier VIIIs and you don't really want to risk 20% of your force going to die just by checking a flank. In a 15 on 15 Tier X battle, losing 1 tank and going down to 14 isn't that big of a deal in the whole scheme of things. You get a lot more of that experience when you have more tanks to play with. They are two very different beasts. Can you tell whose calling the other side of the battle? Allurai – It's very hard to pick that up off the enemy especially when there is Fog of War and you don't know who you are playing in Clan Wars. You might be able to make a guess at the end of the game as to who it was based on the people that were in it and roughly what they did but it is very hard to tell on a night to night basis when they have multiple field commanders. That is one of our strengths. I know we get a lot on the offensive; that we can attack on particular maps like Highway or Erlenberg, Prokhorovka or Malinovka and Murovanka. Huck and I have completely different approaches to how we would attack those maps and because of that, it is very nerve-wracking for a Clan that has one field commander that's having to defend against each of us. We take turn every night just breaking it down and throwing different things at them. Huck_ – I think that is definitely one of the advantages of OTTER having been drawn from different Clans with very different calling styles as opposed to a Havok or a SIMP, Clans have a very distinctive calling style because they have all kind of grown up in that environment and learned the mechanics of the games from the same group. For the most, other Clans we play have a very similar style regardless of who the caller is. Whereas Otter is different is that regard because of our backgrounds being so different we bring very different perspectives depending on whose calling. Allurai – We have a pool of about six field commanders we can pull from and because of that, while we throw different people at them each night and are doing different things, we often have the other field callers in the battle as well so they are gaining experience on what the enemy team does do. They see a lot more and can figure out a lot more while you are watching a game rather than while you are calling it. I could do an attack on Highway and do whatever and end of losing but Huck was in that battle watching. He can say then "Alright I see how that defender did that defense and how they flexed and what not. If I knew they were going to do something like that, I would be using my attack to push instead of here. Delay it by a minute and we will catch them all out in the open while they flex back or something." So we get the other field commanders watching and preparing counter-strategies while we are still getting the first initial fights in the war done. That is why you'll see the bigger Clans usually lose a couple of battles when they start the war but then will ramp up and end up crushing people because after a couple of battles on each map you just figure out what the opposing Clan is doing and what their styles. Huck_ – Otter has lost the first battle in every war we ever fought and we won every war we ever fought. Do you have a favorite map or line up that you prefer to play in Clan Wars? Huck_ – In general, I like to be aggressive with autoloaders, deny a portion of the map, and make them respond to what I am doing. If the other team goes the other direction or you lose another spot on the map then that is the sacrifice you are making. Allurai – I am very good at breaking turtles. That is sort of my strength, when a team gives away vision control of the map in order to have complex firing areas, I am very good at breaking them out reasonably quickly. That usually means city maps, Himmelsdorf in particular. I love how many different lanes you can get into for shots and peek or hide for the relatively small size of the map. It is so fun just flexing tanks around. As for make-up, city maps tend to prefer heavier tanks and autoloaders. Anything you can use to mitigate damage because it is usually one big brawl. If have a couple of tanks that can take a few extra shots within that first 40 seconds of firing you are more likely to get more damage done and more tanks killed. You push forward and pull back if you don't think you are going to win. However, I am much more at home with my style of calling on open maps, where mediums are very effective. Murovanka or Sand River. If you understand how vision works and dominance you can have on the map with vision and lack of vision then you can control so much more in a game. I find a lot more of the one side fights I have are on open maps. It's basically autoloaders as support fire for mediums or TDs as soak force for me these days. Autoloaders are pretty key. Have you played any of the maps that were changed in patch 8.11 in Clan Wars yet? How have the changes affected strategies on those maps? Allurai – Well, we played on Northwest a bunch [in the CW Map Exhibition] and you may have heard about that. Huck_ – CanadianImpact gets most of the credit for that. Him and xsoldier1007 did all the calling. These two up and coming field commanders really put the exhibition teams and strats together and did a great job with it. If you could change one element of Clan Wars, what would you do to give your Clan an unfair advantage? Allurai - Let us have 200 chips instead of 100, while still maintaining 100 in the Clan. Then the game would be about who can field 4 teams instead of who can field 2 teams - we can field 4 teams, it'd be great. It would just mean we could hold twice as many provinces and still have enough chips to fight all the riots. Anything you can give me to get OTTER more fights would be an advantage. Huck_ - Yeah, our attendance is really strong, so anything that would play to that. What upcoming game change do you think will alter gameplay the most? Havok physics, turret blowoffs, destructible buildings, etc... ? Huck_ - I think there's always an adjustment period, but the better clans are better clans. When Tier X mediums came out, there was an adjustment period where it was a little bit chaotic until the meta changed with strategies and team compositions. Any change introduced I don't think will change the status quo, but there will just be an adjustment period where it takes a little bit of time for the game to catch up to the changes. Allurai - I think maybe one change that will throw a big spanner in the works, and probably not for the better, but maybe, will be the circular draw distance. That'll be pretty big, but some maps that exist currently rely on that lack of east-west and north-south draw distance to be viable. Once you're going to have people sort of camping positions to set up the big cross-fires that will now be available, I think the game will slow down even more and favor alpha and stationary play much more than medium play. I am looking forward to this and also not looking forward to this at the same time. Who do you think will be the top 5 for Campaign 3? Huck_ - Can [-G-] get all 5 positions? Well, G will be right there, SIMP when they set their minds to it, I think Relic. And then there's a few fighting it out for 4/5th spots. Obviously Havok and Vilin are fighting it out right now and are both wildcards; I'd say CHAI is right there as well. Do you have any interesting traditions that are unique to your clan? Huck_ - We actually have a TeamSpeak icon that started out with us giving the MVP of Clan Wars for the night - somebody that carried the clan. That kinda changed over the course of the year, many people accumulated over the months, and we still give out the MVP award as a Gold bonus for excellence in Clan Wars. That's what Otter's always been about - Clan Wars and who performs under pressure to get us the win, so it's kind of a big deal to be recognized in front of the Clan for your performance. Allurai - Clan Wars is serious business. Huck_ - The other tradition is we try to encourage our battle callers to be the first to die, and preferably with 0 damage done. Any shout outs to friends/allies that make your lives easier? Allurai - I suppose I'd better mention Nemesis79 [-G-] Huck_ - I think the Kitties are generally terrible, but Ziddy is a great commander, and he deserves a lot of respect for helping the various Otter commanders throughout the year. We've had 4 commanders at this point. Allurai - That loops back into what we said at the start - that we have one guy that is in charge, what he says goes and everyone works to that plan. When he's had enough, someone else takes Commander and they go and do that thing. Any last comments? Allurai - I think the main thing is that we want to thank our sub-clan PBKAC and sub-clan BADGR, and our parent clan FOXEY that have made us into the clan that we are today.
Subject: Clan Spotlight: [Otter] 3/10
Link on message: #6754077
Link on message: #6754077
Quemapueblos: Another fortnight has passed, and that means it's time for
another Clan Spotlight. This time around, we have a look at
Ottercratic Teutonic Theocrats of the Eternal Reich, the clan that
somehow found an acronym to spell out [OTTER] for their Clan tag. This clan has shown that
they have what it takes to be an elite Clan Wars Clan, and we
celebrate their one-year birthday by putting them in the Spotlight.
This is the extended version of the interview, you can view the
abridged version on
the portal. Allurai– Commander, I do everything that is not
actually fighting people in tanks and recruiting Huck_ - Deputy Commander, basically yells at
everybody to focus fire in battle
QUESTIONS: When and how did your Clan form? Huck_ - Some of the senior officers in [PBKAC] wanted to start a sister clan and at the same time GSA and Black Berets were going through some internal issues. So it ended up being good timing and those three clans pulled some people together and went from there. Allurai – Yeah, our first birthday is March 11th. How would you describe the environment in your community? Allurai – Slightly organized chaos. Have you seen our TeamSpeak? Huck_ - Yeah, we are pretty belligerent. For the most part we have a lot of guys who like to fight. How is your Clan structured? How do you delegate roles? Huck_ – Well, that's you Allurai. You are the dictator so it starts with you. Allurai– OTTER has generally just followed in the footsteps of Ziddy (PBKAC) and each OTTER CO has put their own spin on the "Benevolent Dictator" approach. This is where the Commander is solely in charge of clan direction/decision making and is responsible for everything the clan does to function and exist. I delegate some stuff out, specifically recruitment to other people because it is a massive time sink, but I do all the diplomacy, plan all the chip movements, organize who turns up to which battles, etc. As long as I keep the DC's up to date on my plans, the clan runs itself on the days I'm not there. Hyp - With that kind of structure do you find members asking for more say in what goes on? Allurai – Yes and no. For the most part, we find that a system in which the whole group has a discussion, works out what's going on and then has a vote just doesn't work at all. We find that one person, one direction and everyone else working to implement their plan just makes for a much happier narrative for the Clan to operate in. What is the dynamic between the Petco Clans? Allurai – There is sort of actually two groups of Clans. There are Kitties, Otter, Badgr and Foxey. Then the rest and that is run by KingAlphyn and his crew. Hyp - What is the difference between the two groups? Allurai– I think it's sort of that benevolent dictator approach that I was talking about. The four clans in our group are basically run by an individual and a bunch of people that implement their plan. Whereas their Clans are more of a democracy and there have been some diplomatic clashes in the past but we all live on the same TeamSpeak server. You know, a dysfunctional family. Hyp - So you consider yourselves two halves of one group? Allurai – Sure. One of the big things was that Alphyn was very clear that he was never going to take direction from some of the other groups that maybe prefer to be a little tighter knit and because of that there has always been friction. At this point it's like, "yep, well they are going to do their own thing." They really are. A bit of misconception from the outside really. I was talking with Chai the other day and they asked "What's up with PUPEH?" and I said whoa don't talk to me about them. I don't know. What is involved in the recruiting process of OTTER? Allurai – I guess Gabe is probably our main guy. He will look at their stats, mostly Tier X damage just to see what sort of average damage they do in game of Tier X's. From there, we look at other aggregate statistics, like win rate and WN8 in order to gauge what level the player is at. If we like what we see then we will invite them to platoon with us and after a couple of hours of platooning with our guys, we will say yay or nay. There is a lot of stat padding going on and that does affect some statistics, but you can't fake being good while platooning with players that know what they are looking at. Huck_ – We have always been very heavily looking at tier X stats just because it is what you spend the majority of time doing in Clan Wars. What do you consider to be your clan's greatest achievement? Huck_ – I'd say fighting in the Purple Dawn War. We were only a month old fighting against Havok, SIMP and really good Clans that were much better than us on paper. Kind of coming together under pressure is what made our Clan stick and melded all these different parts together while the fire was going on. What are your goals for your Clan's future? Allurai – We don't really have any sort of long term goal. The Clan Wars map is very fluid and dynamic and changes pretty frequently with people pulling off and going other places. In between all that we have our own chaos of people wanting Gold versus people who are wanting to fight that we balance on a knife's edge by farming for a little bit and building up a treasury then going out and fighting people and continuing to be able to do full Gold payouts while we are away. Then coming back and farming Gold. Huck_ – Basically, what Allurai said plus we would like to get Toronto back from the Kitties. Allurai – Yeah that's important actually. Why don't you tell the history of that just so the world can know. Huck_ – Well the Kitties kind of agreed to sit on Toronto while we went and fought a war. It's 8 months later and they are still sitting on Toronto so we'd kind of like it back. Allurai – After Kitties lost it for themselves, we had to take it back for them but it was ransacked so we couldn't get anything from it. Then they wanted it back, sooooo maybe soon. Do you remember your first Clan Wars Battle and what the battle was like? Huck_ – Oh, absolutely. We started in March 2013, right when Europe was closing. I remember we were fighting Nuked over in France and then they closed Europe. We came over to America and got thrown right into the war. The first night of Tank Locking we had 5 battles and locked 57 tanks, so we really got thrown right into the fire. Do you think having players who had experience in Clan Wars and in other Clans when you began helped you get started? Huck_ – Yeah, I mean that is a difference between OTTER and a lot of the other Clans that are starting up. We had a lot of guys with a lot of Clan Wars Experience. You know DunxtonChexton and Onesh0t were DCs over in the kitties and we really brought over a lot of the "A teams" from GSA and Black Berets. So we had a lot of guys who were used to playing Clan Wars at a very high level every night. That definitely helped us hit the ground running and make a difference starting out versus starting from scratch. What advice do you have for a Clan that is starting from scratch? Allurai – One of my peeves about new Clans starting out is quite often their leadership has no experience of being within a Clan that's been on the map before. This holds back a lot of clans and gets a lot of soldiers frustrated because people are trying to jump into the "running a Clan business" before they understand what running a Clan actually entails. I consider running a clan like playing high stakes Texas Hold'em but the chips you're gambling and bluffing for is your personal time and sanity. Huck_ – It's all about playing the game. The newer Clans should be in Landing Zones every night. They should be running Tank Companies when they are not in landing zones building that cohesion. That really is the most important thing, finding 15 guys that play well together. If you can, you will end up on the map somewhere. What advice would you give yourself about running a Clan if you could go back to when you started? Allurai – I've been lucky because I have only been in Otter for 4 months at this point. It was pretty bad because I joined Otter after having left PBKAC and then went AFK for 2.5 months. I am a little new on the whole Otter side of this stuff. As far as running a Clan goes, I went back and learned a whole bunch from Templars. Just sort of learning by doing but then jumping in as head of Otter was great because instead of having a bunch of yellow and green players, I've got a whole bunch of blue and purple players. Now all a sudden, all these tools sets for field commanding are available. I can do a really aggressive flanking maneuver because I have medium drivers that really know what they are doing. So the most learning I have been doing recently is learning to call with better players, but all the diplo and chip movement stuff I learned well before I got here. Huck_ – For me, I was the former Commander and if I had to do it all over again, I would go into it with a better understanding of time commitment that is involved. It is definitely a commitment to run a successful Clan. We probably spend 4 or 5 hours a night online and maybe an hour playing tanks. Probably the other thing is to not reinvent the wheel. I learned about half way through to start going to the people that really knew the game and had done it for a long time. Guys like Ziddy, loz and Yankee. So instead of reinventing the wheel do what the really good Clans do. Mimic how they handle situations and it makes it a lot easier I've found. What prior clan leadership decision do you regret the most? Allurai– Oh my God I so do. Get this. This is how terrible at the game I used to be. When Rebellion, which was -G- subclan at the time, was breaking up and splitting off, I turned down an invitation to -G- to… go… to… Templars… Probably the worst decision of my tanks career. Quemapueblos - Why do you think you chose that path? Allurai – Ignorance. At the time, I would have much rather been a field commander in what I believed to be a good Clan than just a soldier in G. So dove head first into that with no idea of what I was doing. You know, going straight into leading a Clan that we then had to struggle to build and fight for to keep on the map. Blah Blah Blah and a big part of that was I didn't know what I was doing. Sure I came out after that, like a year later, knowing what I was doing but man was I burnt out from the game at that point. Hypnotik - Do you think if had gone to G that you would be prepared for leading Otter? Allurai – That's the thing. Probably not. I would just be a field caller. I'd probably be happier. Quemapueblos - Any regrets Huck? Huck_ – It's been good times and I really don't have regrets. We have fought nonstop for the last year and it's been a great time. What makes a good field commander? Allurai – Hundreds of games of Tank Company calling experience. Because of the way Tank Companies work with random side and random map, you have to take a very well-rounded team so that you can be effective on most maps. You can't take a whole bunch of TDs to some maps because you are chewed out on areas of maps where there is a middle point that whoever captures first has a good chance to win. If you bring a whole bunch of slow tanks, you are never going to do well on that type of map. So you have to bring this well rounded team and look at the other team's composition and figure out what they are roughly capable of doing in each map, then arrange your guys and attack and defend or set traps and bait people in. Huck_ – I agree. It all begins and ends with Tank Companies for me. A lot of the more experienced callers on the server came from Tank Companies and that is kind of lost now. I think a lot of the younger callers bring their tournament experience, which is good in some ways but bad in others. You really see this proliferation of flex calling right now which I think has filtered down from tournaments. It works really well in the 7 on 7 situation and there are some guys in G and in SIMP that can do it really well but for the most part if you are going against a really experienced caller with a good plan, good vision control and good map control, it is really difficult to make the flex work. Allurai - A well-rounded team going into any map makes you learn the map - the common areas where everyone goes and the generalized strategies. It also teaches what you can and can't do when you have a mobility advantage on your opponent. If they can move around the map faster than you can then at some point if you keep moving you are going to be isolated and get trapped. It's a lot of pushing forward and pulling back and relocating, scouting people out and that's a lost art that you don't get from tournaments because they don't have enough high tier tanks to do it. In the 7/42 format, you have 5 Tier VIIIs and you don't really want to risk 20% of your force going to die just by checking a flank. In a 15 on 15 Tier X battle, losing 1 tank and going down to 14 isn't that big of a deal in the whole scheme of things. You get a lot more of that experience when you have more tanks to play with. They are two very different beasts. Can you tell whose calling the other side of the battle? Allurai – It's very hard to pick that up off the enemy especially when there is Fog of War and you don't know who you are playing in Clan Wars. You might be able to make a guess at the end of the game as to who it was based on the people that were in it and roughly what they did but it is very hard to tell on a night to night basis when they have multiple field commanders. That is one of our strengths. I know we get a lot on the offensive; that we can attack on particular maps like Highway or Erlenberg, Prokhorovka or Malinovka and Murovanka. Huck and I have completely different approaches to how we would attack those maps and because of that, it is very nerve-wracking for a Clan that has one field commander that's having to defend against each of us. We take turn every night just breaking it down and throwing different things at them. Huck_ – I think that is definitely one of the advantages of OTTER having been drawn from different Clans with very different calling styles as opposed to a Havok or a SIMP, Clans have a very distinctive calling style because they have all kind of grown up in that environment and learned the mechanics of the games from the same group. For the most, other Clans we play have a very similar style regardless of who the caller is. Whereas Otter is different is that regard because of our backgrounds being so different we bring very different perspectives depending on whose calling. Allurai – We have a pool of about six field commanders we can pull from and because of that, while we throw different people at them each night and are doing different things, we often have the other field callers in the battle as well so they are gaining experience on what the enemy team does do. They see a lot more and can figure out a lot more while you are watching a game rather than while you are calling it. I could do an attack on Highway and do whatever and end of losing but Huck was in that battle watching. He can say then "Alright I see how that defender did that defense and how they flexed and what not. If I knew they were going to do something like that, I would be using my attack to push instead of here. Delay it by a minute and we will catch them all out in the open while they flex back or something." So we get the other field commanders watching and preparing counter-strategies while we are still getting the first initial fights in the war done. That is why you'll see the bigger Clans usually lose a couple of battles when they start the war but then will ramp up and end up crushing people because after a couple of battles on each map you just figure out what the opposing Clan is doing and what their styles. Huck_ – Otter has lost the first battle in every war we ever fought and we won every war we ever fought. Do you have a favorite map or line up that you prefer to play in Clan Wars? Huck_ – In general, I like to be aggressive with autoloaders, deny a portion of the map, and make them respond to what I am doing. If the other team goes the other direction or you lose another spot on the map then that is the sacrifice you are making. Allurai – I am very good at breaking turtles. That is sort of my strength, when a team gives away vision control of the map in order to have complex firing areas, I am very good at breaking them out reasonably quickly. That usually means city maps, Himmelsdorf in particular. I love how many different lanes you can get into for shots and peek or hide for the relatively small size of the map. It is so fun just flexing tanks around. As for make-up, city maps tend to prefer heavier tanks and autoloaders. Anything you can use to mitigate damage because it is usually one big brawl. If have a couple of tanks that can take a few extra shots within that first 40 seconds of firing you are more likely to get more damage done and more tanks killed. You push forward and pull back if you don't think you are going to win. However, I am much more at home with my style of calling on open maps, where mediums are very effective. Murovanka or Sand River. If you understand how vision works and dominance you can have on the map with vision and lack of vision then you can control so much more in a game. I find a lot more of the one side fights I have are on open maps. It's basically autoloaders as support fire for mediums or TDs as soak force for me these days. Autoloaders are pretty key. Have you played any of the maps that were changed in patch 8.11 in Clan Wars yet? How have the changes affected strategies on those maps? Allurai – Well, we played on Northwest a bunch [in the CW Map Exhibition] and you may have heard about that. Huck_ – CanadianImpactgets most of the credit for that. Him and xsoldier1007 did all the calling. These two up and coming field commanders really put the exhibition teams and strats together and did a great job with it. If you could change one element of Clan Wars, what would you do to give your Clan an unfair advantage? Allurai - Let us have 200 chips instead of 100, while still maintaining 100 in the Clan. Then the game would be about who can field 4 teams instead of who can field 2 teams - we can field 4 teams, it'd be great. It would just mean we could hold twice as many provinces and still have enough chips to fight all the riots. Anything you can give me to get OTTER more fights would be an advantage. Huck_ - Yeah, our attendance is really strong, so anything that would play to that. What upcoming game change do you think will alter gameplay the most? Havok physics, turret blowoffs, destructible buildings, etc... ? Huck_ - I think there's always an adjustment period, but the better clans are better clans. When Tier X mediums came out, there was an adjustment period where it was a little bit chaotic until the meta changed with strategies and team compositions. Any change introduced I don't think will change the status quo, but there will just be an adjustment period where it takes a little bit of time for the game to catch up to the changes. Allurai - I think maybe one change that will throw a big spanner in the works, and probably not for the better, but maybe, will be the circular draw distance. That'll be pretty big, but some maps that exist currently rely on that lack of east-west and north-south draw distance to be viable. Once you're going to have people sort of camping positions to set up the big cross-fires that will now be available, I think the game will slow down even more and favor alpha and stationary play much more than medium play. I am looking forward to this and also not looking forward to this at the same time. Who do you think will be the top 5 for Campaign 3? Huck_ - Can [-G-] get all 5 positions? Well, G will be right there, SIMP when they set their minds to it, I think Relic. And then there's a few fighting it out for 4/5th spots. Obviously Havok and Vilin are fighting it out right now and are both wildcards; I'd say CHAI is right there as well. Do you have any interesting traditions that are unique to your clan? Huck_ - We actually have a TeamSpeak icon that started out with us giving the MVP of Clan Wars for the night - somebody that carried the clan. That kinda changed over the course of the year, many people accumulated over the months, and we still give out the MVP award as a Gold bonus for excellence in Clan Wars. That's what Otter's always been about - Clan Wars and who performs under pressure to get us the win, so it's kind of a big deal to be recognized in front of the Clan for your performance. Allurai - Clan Wars is serious business. Huck_ - The other tradition is we try to encourage our battle callers to be the first to die, and preferably with 0 damage done. Any shout outs to friends/allies that make your lives easier? Allurai - I suppose I'd better mention Nemesis79 [-G-] Huck_ - I think the Kitties are generally terrible, but Ziddy is a great commander, and he deserves a lot of respect for helping the various Otter commanders throughout the year. We've had 4 commanders at this point. Allurai - That loops back into what we said at the start - that we have one guy that is in charge, what he says goes and everyone works to that plan. When he's had enough, someone else takes Commander and they go and do that thing. Any last comments? Allurai - I think the main thing is that we want to thank our sub-clan PBKAC and sub-clan BADGR, and our parent clan FOXEY that have made us into the clan that we are today.
QUESTIONS: When and how did your Clan form? Huck_ - Some of the senior officers in [PBKAC] wanted to start a sister clan and at the same time GSA and Black Berets were going through some internal issues. So it ended up being good timing and those three clans pulled some people together and went from there. Allurai – Yeah, our first birthday is March 11th. How would you describe the environment in your community? Allurai – Slightly organized chaos. Have you seen our TeamSpeak? Huck_ - Yeah, we are pretty belligerent. For the most part we have a lot of guys who like to fight. How is your Clan structured? How do you delegate roles? Huck_ – Well, that's you Allurai. You are the dictator so it starts with you. Allurai– OTTER has generally just followed in the footsteps of Ziddy (PBKAC) and each OTTER CO has put their own spin on the "Benevolent Dictator" approach. This is where the Commander is solely in charge of clan direction/decision making and is responsible for everything the clan does to function and exist. I delegate some stuff out, specifically recruitment to other people because it is a massive time sink, but I do all the diplomacy, plan all the chip movements, organize who turns up to which battles, etc. As long as I keep the DC's up to date on my plans, the clan runs itself on the days I'm not there. Hyp - With that kind of structure do you find members asking for more say in what goes on? Allurai – Yes and no. For the most part, we find that a system in which the whole group has a discussion, works out what's going on and then has a vote just doesn't work at all. We find that one person, one direction and everyone else working to implement their plan just makes for a much happier narrative for the Clan to operate in. What is the dynamic between the Petco Clans? Allurai – There is sort of actually two groups of Clans. There are Kitties, Otter, Badgr and Foxey. Then the rest and that is run by KingAlphyn and his crew. Hyp - What is the difference between the two groups? Allurai– I think it's sort of that benevolent dictator approach that I was talking about. The four clans in our group are basically run by an individual and a bunch of people that implement their plan. Whereas their Clans are more of a democracy and there have been some diplomatic clashes in the past but we all live on the same TeamSpeak server. You know, a dysfunctional family. Hyp - So you consider yourselves two halves of one group? Allurai – Sure. One of the big things was that Alphyn was very clear that he was never going to take direction from some of the other groups that maybe prefer to be a little tighter knit and because of that there has always been friction. At this point it's like, "yep, well they are going to do their own thing." They really are. A bit of misconception from the outside really. I was talking with Chai the other day and they asked "What's up with PUPEH?" and I said whoa don't talk to me about them. I don't know. What is involved in the recruiting process of OTTER? Allurai – I guess Gabe is probably our main guy. He will look at their stats, mostly Tier X damage just to see what sort of average damage they do in game of Tier X's. From there, we look at other aggregate statistics, like win rate and WN8 in order to gauge what level the player is at. If we like what we see then we will invite them to platoon with us and after a couple of hours of platooning with our guys, we will say yay or nay. There is a lot of stat padding going on and that does affect some statistics, but you can't fake being good while platooning with players that know what they are looking at. Huck_ – We have always been very heavily looking at tier X stats just because it is what you spend the majority of time doing in Clan Wars. What do you consider to be your clan's greatest achievement? Huck_ – I'd say fighting in the Purple Dawn War. We were only a month old fighting against Havok, SIMP and really good Clans that were much better than us on paper. Kind of coming together under pressure is what made our Clan stick and melded all these different parts together while the fire was going on. What are your goals for your Clan's future? Allurai – We don't really have any sort of long term goal. The Clan Wars map is very fluid and dynamic and changes pretty frequently with people pulling off and going other places. In between all that we have our own chaos of people wanting Gold versus people who are wanting to fight that we balance on a knife's edge by farming for a little bit and building up a treasury then going out and fighting people and continuing to be able to do full Gold payouts while we are away. Then coming back and farming Gold. Huck_ – Basically, what Allurai said plus we would like to get Toronto back from the Kitties. Allurai – Yeah that's important actually. Why don't you tell the history of that just so the world can know. Huck_ – Well the Kitties kind of agreed to sit on Toronto while we went and fought a war. It's 8 months later and they are still sitting on Toronto so we'd kind of like it back. Allurai – After Kitties lost it for themselves, we had to take it back for them but it was ransacked so we couldn't get anything from it. Then they wanted it back, sooooo maybe soon. Do you remember your first Clan Wars Battle and what the battle was like? Huck_ – Oh, absolutely. We started in March 2013, right when Europe was closing. I remember we were fighting Nuked over in France and then they closed Europe. We came over to America and got thrown right into the war. The first night of Tank Locking we had 5 battles and locked 57 tanks, so we really got thrown right into the fire. Do you think having players who had experience in Clan Wars and in other Clans when you began helped you get started? Huck_ – Yeah, I mean that is a difference between OTTER and a lot of the other Clans that are starting up. We had a lot of guys with a lot of Clan Wars Experience. You know DunxtonChexton and Onesh0t were DCs over in the kitties and we really brought over a lot of the "A teams" from GSA and Black Berets. So we had a lot of guys who were used to playing Clan Wars at a very high level every night. That definitely helped us hit the ground running and make a difference starting out versus starting from scratch. What advice do you have for a Clan that is starting from scratch? Allurai – One of my peeves about new Clans starting out is quite often their leadership has no experience of being within a Clan that's been on the map before. This holds back a lot of clans and gets a lot of soldiers frustrated because people are trying to jump into the "running a Clan business" before they understand what running a Clan actually entails. I consider running a clan like playing high stakes Texas Hold'em but the chips you're gambling and bluffing for is your personal time and sanity. Huck_ – It's all about playing the game. The newer Clans should be in Landing Zones every night. They should be running Tank Companies when they are not in landing zones building that cohesion. That really is the most important thing, finding 15 guys that play well together. If you can, you will end up on the map somewhere. What advice would you give yourself about running a Clan if you could go back to when you started? Allurai – I've been lucky because I have only been in Otter for 4 months at this point. It was pretty bad because I joined Otter after having left PBKAC and then went AFK for 2.5 months. I am a little new on the whole Otter side of this stuff. As far as running a Clan goes, I went back and learned a whole bunch from Templars. Just sort of learning by doing but then jumping in as head of Otter was great because instead of having a bunch of yellow and green players, I've got a whole bunch of blue and purple players. Now all a sudden, all these tools sets for field commanding are available. I can do a really aggressive flanking maneuver because I have medium drivers that really know what they are doing. So the most learning I have been doing recently is learning to call with better players, but all the diplo and chip movement stuff I learned well before I got here. Huck_ – For me, I was the former Commander and if I had to do it all over again, I would go into it with a better understanding of time commitment that is involved. It is definitely a commitment to run a successful Clan. We probably spend 4 or 5 hours a night online and maybe an hour playing tanks. Probably the other thing is to not reinvent the wheel. I learned about half way through to start going to the people that really knew the game and had done it for a long time. Guys like Ziddy, loz and Yankee. So instead of reinventing the wheel do what the really good Clans do. Mimic how they handle situations and it makes it a lot easier I've found. What prior clan leadership decision do you regret the most? Allurai– Oh my God I so do. Get this. This is how terrible at the game I used to be. When Rebellion, which was -G- subclan at the time, was breaking up and splitting off, I turned down an invitation to -G- to… go… to… Templars… Probably the worst decision of my tanks career. Quemapueblos - Why do you think you chose that path? Allurai – Ignorance. At the time, I would have much rather been a field commander in what I believed to be a good Clan than just a soldier in G. So dove head first into that with no idea of what I was doing. You know, going straight into leading a Clan that we then had to struggle to build and fight for to keep on the map. Blah Blah Blah and a big part of that was I didn't know what I was doing. Sure I came out after that, like a year later, knowing what I was doing but man was I burnt out from the game at that point. Hypnotik - Do you think if had gone to G that you would be prepared for leading Otter? Allurai – That's the thing. Probably not. I would just be a field caller. I'd probably be happier. Quemapueblos - Any regrets Huck? Huck_ – It's been good times and I really don't have regrets. We have fought nonstop for the last year and it's been a great time. What makes a good field commander? Allurai – Hundreds of games of Tank Company calling experience. Because of the way Tank Companies work with random side and random map, you have to take a very well-rounded team so that you can be effective on most maps. You can't take a whole bunch of TDs to some maps because you are chewed out on areas of maps where there is a middle point that whoever captures first has a good chance to win. If you bring a whole bunch of slow tanks, you are never going to do well on that type of map. So you have to bring this well rounded team and look at the other team's composition and figure out what they are roughly capable of doing in each map, then arrange your guys and attack and defend or set traps and bait people in. Huck_ – I agree. It all begins and ends with Tank Companies for me. A lot of the more experienced callers on the server came from Tank Companies and that is kind of lost now. I think a lot of the younger callers bring their tournament experience, which is good in some ways but bad in others. You really see this proliferation of flex calling right now which I think has filtered down from tournaments. It works really well in the 7 on 7 situation and there are some guys in G and in SIMP that can do it really well but for the most part if you are going against a really experienced caller with a good plan, good vision control and good map control, it is really difficult to make the flex work. Allurai - A well-rounded team going into any map makes you learn the map - the common areas where everyone goes and the generalized strategies. It also teaches what you can and can't do when you have a mobility advantage on your opponent. If they can move around the map faster than you can then at some point if you keep moving you are going to be isolated and get trapped. It's a lot of pushing forward and pulling back and relocating, scouting people out and that's a lost art that you don't get from tournaments because they don't have enough high tier tanks to do it. In the 7/42 format, you have 5 Tier VIIIs and you don't really want to risk 20% of your force going to die just by checking a flank. In a 15 on 15 Tier X battle, losing 1 tank and going down to 14 isn't that big of a deal in the whole scheme of things. You get a lot more of that experience when you have more tanks to play with. They are two very different beasts. Can you tell whose calling the other side of the battle? Allurai – It's very hard to pick that up off the enemy especially when there is Fog of War and you don't know who you are playing in Clan Wars. You might be able to make a guess at the end of the game as to who it was based on the people that were in it and roughly what they did but it is very hard to tell on a night to night basis when they have multiple field commanders. That is one of our strengths. I know we get a lot on the offensive; that we can attack on particular maps like Highway or Erlenberg, Prokhorovka or Malinovka and Murovanka. Huck and I have completely different approaches to how we would attack those maps and because of that, it is very nerve-wracking for a Clan that has one field commander that's having to defend against each of us. We take turn every night just breaking it down and throwing different things at them. Huck_ – I think that is definitely one of the advantages of OTTER having been drawn from different Clans with very different calling styles as opposed to a Havok or a SIMP, Clans have a very distinctive calling style because they have all kind of grown up in that environment and learned the mechanics of the games from the same group. For the most, other Clans we play have a very similar style regardless of who the caller is. Whereas Otter is different is that regard because of our backgrounds being so different we bring very different perspectives depending on whose calling. Allurai – We have a pool of about six field commanders we can pull from and because of that, while we throw different people at them each night and are doing different things, we often have the other field callers in the battle as well so they are gaining experience on what the enemy team does do. They see a lot more and can figure out a lot more while you are watching a game rather than while you are calling it. I could do an attack on Highway and do whatever and end of losing but Huck was in that battle watching. He can say then "Alright I see how that defender did that defense and how they flexed and what not. If I knew they were going to do something like that, I would be using my attack to push instead of here. Delay it by a minute and we will catch them all out in the open while they flex back or something." So we get the other field commanders watching and preparing counter-strategies while we are still getting the first initial fights in the war done. That is why you'll see the bigger Clans usually lose a couple of battles when they start the war but then will ramp up and end up crushing people because after a couple of battles on each map you just figure out what the opposing Clan is doing and what their styles. Huck_ – Otter has lost the first battle in every war we ever fought and we won every war we ever fought. Do you have a favorite map or line up that you prefer to play in Clan Wars? Huck_ – In general, I like to be aggressive with autoloaders, deny a portion of the map, and make them respond to what I am doing. If the other team goes the other direction or you lose another spot on the map then that is the sacrifice you are making. Allurai – I am very good at breaking turtles. That is sort of my strength, when a team gives away vision control of the map in order to have complex firing areas, I am very good at breaking them out reasonably quickly. That usually means city maps, Himmelsdorf in particular. I love how many different lanes you can get into for shots and peek or hide for the relatively small size of the map. It is so fun just flexing tanks around. As for make-up, city maps tend to prefer heavier tanks and autoloaders. Anything you can use to mitigate damage because it is usually one big brawl. If have a couple of tanks that can take a few extra shots within that first 40 seconds of firing you are more likely to get more damage done and more tanks killed. You push forward and pull back if you don't think you are going to win. However, I am much more at home with my style of calling on open maps, where mediums are very effective. Murovanka or Sand River. If you understand how vision works and dominance you can have on the map with vision and lack of vision then you can control so much more in a game. I find a lot more of the one side fights I have are on open maps. It's basically autoloaders as support fire for mediums or TDs as soak force for me these days. Autoloaders are pretty key. Have you played any of the maps that were changed in patch 8.11 in Clan Wars yet? How have the changes affected strategies on those maps? Allurai – Well, we played on Northwest a bunch [in the CW Map Exhibition] and you may have heard about that. Huck_ – CanadianImpactgets most of the credit for that. Him and xsoldier1007 did all the calling. These two up and coming field commanders really put the exhibition teams and strats together and did a great job with it. If you could change one element of Clan Wars, what would you do to give your Clan an unfair advantage? Allurai - Let us have 200 chips instead of 100, while still maintaining 100 in the Clan. Then the game would be about who can field 4 teams instead of who can field 2 teams - we can field 4 teams, it'd be great. It would just mean we could hold twice as many provinces and still have enough chips to fight all the riots. Anything you can give me to get OTTER more fights would be an advantage. Huck_ - Yeah, our attendance is really strong, so anything that would play to that. What upcoming game change do you think will alter gameplay the most? Havok physics, turret blowoffs, destructible buildings, etc... ? Huck_ - I think there's always an adjustment period, but the better clans are better clans. When Tier X mediums came out, there was an adjustment period where it was a little bit chaotic until the meta changed with strategies and team compositions. Any change introduced I don't think will change the status quo, but there will just be an adjustment period where it takes a little bit of time for the game to catch up to the changes. Allurai - I think maybe one change that will throw a big spanner in the works, and probably not for the better, but maybe, will be the circular draw distance. That'll be pretty big, but some maps that exist currently rely on that lack of east-west and north-south draw distance to be viable. Once you're going to have people sort of camping positions to set up the big cross-fires that will now be available, I think the game will slow down even more and favor alpha and stationary play much more than medium play. I am looking forward to this and also not looking forward to this at the same time. Who do you think will be the top 5 for Campaign 3? Huck_ - Can [-G-] get all 5 positions? Well, G will be right there, SIMP when they set their minds to it, I think Relic. And then there's a few fighting it out for 4/5th spots. Obviously Havok and Vilin are fighting it out right now and are both wildcards; I'd say CHAI is right there as well. Do you have any interesting traditions that are unique to your clan? Huck_ - We actually have a TeamSpeak icon that started out with us giving the MVP of Clan Wars for the night - somebody that carried the clan. That kinda changed over the course of the year, many people accumulated over the months, and we still give out the MVP award as a Gold bonus for excellence in Clan Wars. That's what Otter's always been about - Clan Wars and who performs under pressure to get us the win, so it's kind of a big deal to be recognized in front of the Clan for your performance. Allurai - Clan Wars is serious business. Huck_ - The other tradition is we try to encourage our battle callers to be the first to die, and preferably with 0 damage done. Any shout outs to friends/allies that make your lives easier? Allurai - I suppose I'd better mention Nemesis79 [-G-] Huck_ - I think the Kitties are generally terrible, but Ziddy is a great commander, and he deserves a lot of respect for helping the various Otter commanders throughout the year. We've had 4 commanders at this point. Allurai - That loops back into what we said at the start - that we have one guy that is in charge, what he says goes and everyone works to that plan. When he's had enough, someone else takes Commander and they go and do that thing. Any last comments? Allurai - I think the main thing is that we want to thank our sub-clan PBKAC and sub-clan BADGR, and our parent clan FOXEY that have made us into the clan that we are today.
Subject: Weekend Warfare 9
Link on message: #6752893
Napoleon_45, on Mar 10 2014 - 08:47, said: Which 3 days will it be? Will thursday be left out?
Link on message: #6752893
Napoleon_45, on Mar 10 2014 - 08:47, said: Which 3 days will it be? Will thursday be left out?dance210: Yes, the playoff will run Friday, Saturday, Sunday.
Subject: Weekend Warfare 9
Link on message: #6748584
Link on message: #6748584
dance210: This was, sadly, the final Weekend Warfare, for now at least.
The new Skirmish 10 format offers a 3 day Bravo Playoff (which you can register for here), that is similar to the Weekend Warfare layout. It goes slightly shorter, but a higher gold payout - 2,500 gold for first place! Brackets are still limited to 16 teams, so there's a good chance to win some gold
The new Skirmish 10 format offers a 3 day Bravo Playoff (which you can register for here), that is similar to the Weekend Warfare layout. It goes slightly shorter, but a higher gold payout - 2,500 gold for first place! Brackets are still limited to 16 teams, so there's a good chance to win some gold
Subject: Weekend Warfare 9
Link on message: #6747268
Link on message: #6747268
dance210: REMINDER TO ALL TEAMS: Daylight Savings Time begins today.
Battles will still be at 1 pm and 7 pm Pacific; however it is now
PDT not PST for those who need to do time conversions.
Please make sure to plan accordingly. Thanks!
Subject: World of Tanks Classic, Season 4: Standings
Link on message: #6747162
Link on message: #6747162
dance210: Group Stage 2, Round 1 (Top 2 teams move on, based on combined
scores from Rounds 1, 2, and 3) Group 1 Rank Team Points 1
omg!!! [OTTER]ly Ridiculous 18 2 BADGR 12 2 HavoK: Team Unknown 12
2 RED_K 12 5 AR-CO 3 5 The Defiant Few 3 5 UV TOOOO 3 Group
2 Rank Team Points 1 OKP Operation Kill People 15 2 -RU- 15 3
Berserkers [Tyr] 12 4 Craps 9 5 Endurance 6 6 Insert Team Name Here
6 7 A.I.Cuza-Disivion- 0 Group 3 Rank Team Points 1 S.I.M.P.
15 2 Crimson Cavalier 12 3 Enjoy Free 9 4 Dreki 4 5 Inmortal Fire
(BAC) 2 6 [BE] Beasts of the East 0 Group 4 Rank Team Points
1 Guerrillas 15 2 10SBP 12 3 D-O-S 9 4 GAME-OVER 3 4 Partisan 3 4
Volga 3 Group 5 Rank Team Points 1 Elbow Deep 13 1 Hammer
Time & Friends 13 3 Forged in Victory 9 4 CAVALO DE TROYA! 6 5
PL1AD 3 6 Quebekers 0 Group 6 Rank Team Points 1 RelicHax 12
1 Sarge and Friends 12 1 zzzSleepy Goons are bad, NTR too 12 4
_SoB_ 6 5 Mario is Red 3 6 Doge Squad Macht 2.0 0 Group 7
Rank Team Points 1 Bad at Tanks 13 2 Linking Sapient Dreams 10 3
Allegro of Red Iron 9 4 GKC 7 5 Simposaurus Rex 4 6 DoomDeath 0
Group 8 Rank Team Points 1 [RELIC] Sperglords 15 2 last
minute team 12 3 O CHORO E LIVRE 7 3 PREDATORS 7 5 Demi 3 6 Husares
de la Muerte 0
Subject: Ping increased after "Micro Patch"
Link on message: #6744857
Link on message: #6744857
Laera: We're looking in to this issue now. I don't have any information
for you right now, but I've notified the proper parties to
investigate this situation.
Subject: *** Attention Wargaming Engineers*** - Ping increased after "Micro Patch...
Link on message: #6744857
Link on message: #6744857
Laera: We're looking in to this issue now. I don't have any information
for you right now, but I've notified the proper parties to
investigate this situation.
Subject: *** Attention Wargaming Engineers*** - Ping increased after "Micro Patch...
Link on message: #6744857
Link on message: #6744857
Laera: We're looking in to this issue now. I don't have any information
for you right now, but I've notified the proper parties to
investigate this situation.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera.
This is all we are asking for.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera. This is all we are asking for.
Laera: You're welcome, I just wish we had been more timely with our
response.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera.
This is all we are asking for.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera. This is all we are asking for.
Laera: You're welcome, I just wish we had been more timely with our
response.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera.
This is all we are asking for.
Link on message: #6744732
Sym_MkV, on Mar 08 2014 - 18:34, said: Thank you Laera. This is all we are asking for.
Laera: You're welcome, I just wish we had been more timely with our
response.
Subject:
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?Laera: Yes, he was running illegal mods. Illegal mods are bad, and
you shouldn't use them especially be publicly steaming with
them.
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.Laera: Not yet. The ban was because the mods they were
using was giving the player an extremely unfair advantage.
From what I understand, one of our staff members was watching the
stream and took action.
Subject:
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?Laera: Yes, he was running illegal mods. Illegal mods are bad, and
you shouldn't use them especially be publicly steaming with
them.
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.Laera: Not yet. The ban was because the mods they were
using was giving the player an extremely unfair advantage.
From what I understand, one of our staff members was watching the
stream and took action.
Subject:
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.
Link on message: #6744727
TK3600, on Mar 08 2014 - 18:24, said: So it has nothing to do with illegal mods?Laera: Yes, he was running illegal mods. Illegal mods are bad, and
you shouldn't use them especially be publicly steaming with
them.
zerkis, on Mar 08 2014 - 18:25, said: thats automated So there is no list as of yet. So why the ban. Just
curious.Laera: Not yet. The ban was because the mods they were
using was giving the player an extremely unfair advantage.
From what I understand, one of our staff members was watching the
stream and took action.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744656
Link on message: #6744656
Laera: Hi folks! I've been out of the office the past two days, and
am just catching up on this issue. In regards to Sela's ban, there
was a bit of a misunderstanding and the permanent suspension
was accidental. The suspension has been lessened to a seven day
game ban. In regards to policies on which mods
are prohibited, there has been a global effort between all offices
to compile a unified list as to which mods should be
a bannable offence. This list as yet to be communicated to the
community yet, as we want to make sure that the rulings will be the
same across all servers. The list is currently awaiting final
approval from HQ and should be posted on all forums globally as
soon as everyone has signed off on it. I would like to
take this time to apologize to Sela and the rest
of community for the way this issue was handled as well as the
time it took to get a response from staff. We will strive to be
better at communication in the future, this Team is capable of
great things and I know we can do better.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744656
Link on message: #6744656
Laera: Hi folks! I've been out of the office the past two days, and
am just catching up on this issue. In regards to Sela's ban, there
was a bit of a misunderstanding and the permanent suspension
was accidental. The suspension has been lessened to a seven day
game ban. In regards to policies on which mods
are prohibited, there has been a global effort between all offices
to compile a unified list as to which mods should be
a bannable offence. This list as yet to be communicated to the
community yet, as we want to make sure that the rulings will be the
same across all servers. The list is currently awaiting final
approval from HQ and should be posted on all forums globally as
soon as everyone has signed off on it. I would like to
take this time to apologize to Sela and the rest
of community for the way this issue was handled as well as the
time it took to get a response from staff. We will strive to be
better at communication in the future, this Team is capable of
great things and I know we can do better.
Subject: All this talk about Mods and Bans and not a peep from WGNA.
Link on message: #6744656
Link on message: #6744656
Laera: Hi folks! I've been out of the office the past two days, and
am just catching up on this issue. In regards to Sela's ban, there
was a bit of a misunderstanding and the permanent suspension
was accidental. The suspension has been lessened to a seven day
game ban. In regards to policies on which mods
are prohibited, there has been a global effort between all offices
to compile a unified list as to which mods should be
a bannable offence. This list as yet to be communicated to the
community yet, as we want to make sure that the rulings will be the
same across all servers. The list is currently awaiting final
approval from HQ and should be posted on all forums globally as
soon as everyone has signed off on it. I would like to
take this time to apologize to Sela and the rest
of community for the way this issue was handled as well as the
time it took to get a response from staff. We will strive to be
better at communication in the future, this Team is capable of
great things and I know we can do better.
Subject: Detected Ratings ? where did it go
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.Yoott:
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Subject: Detected Ratings ? where did it go
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.Yoott:
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Subject: Detected Ratings ? where did it go
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.Yoott:
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Subject: Detected Ratings ? where did it go
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.
Link on message: #6741824
Beerstein, on Mar 08 2014 - 09:56, said: I can confirm it is Yootts fault.Yoott:
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Its definitely my fault.....LOL and to the OP I dont know why that exactly was removed. I can try and find out for you but note I may not get an exact answer but I will do my best.
Subject: Weekend Warfare 9
Link on message: #6741736
klymar8, on Mar 08 2014 - 09:14, said: well it says we will be notified by 9am pacific time that our
opponents team captain and I ( team captain of our team ) of
the dispute . I still have not received any such notification . And
then the other team has until noon (pst ) to rebut . Can I
get an idea of how much longer I may have to wait for
notification ?
Link on message: #6741736
klymar8, on Mar 08 2014 - 09:14, said: well it says we will be notified by 9am pacific time that our
opponents team captain and I ( team captain of our team ) of
the dispute . I still have not received any such notification . And
then the other team has until noon (pst ) to rebut . Can I
get an idea of how much longer I may have to wait for
notification ? Captain_Judo: It doesn't say that you'll be notified by a certain time. If
you know you're in the clear, I suggest you prepare
your teammates to play in the next round.
Subject: Weekend Warfare 9
Link on message: #6741736
klymar8, on Mar 08 2014 - 09:14, said: well it says we will be notified by 9am pacific time that our
opponents team captain and I ( team captain of our team ) of
the dispute . I still have not received any such notification . And
then the other team has until noon (pst ) to rebut . Can I
get an idea of how much longer I may have to wait for
notification ?
Link on message: #6741736
klymar8, on Mar 08 2014 - 09:14, said: well it says we will be notified by 9am pacific time that our
opponents team captain and I ( team captain of our team ) of
the dispute . I still have not received any such notification . And
then the other team has until noon (pst ) to rebut . Can I
get an idea of how much longer I may have to wait for
notification ? Captain_Judo: It doesn't say that you'll be notified by a certain time. If
you know you're in the clear, I suggest you prepare
your teammates to play in the next round.
Subject: Community Charity Livestream
Link on message: #6739833
Link on message: #6739833
Quemapueblos: Hanging out approaching hour 9. Special thank you Nindy for your
generosity!
Subject: Community Charity Livestream
Link on message: #6739833
Link on message: #6739833
Quemapueblos: Hanging out approaching hour 9. Special thank you Nindy for your
generosity!
Subject: Community Charity Livestream
Link on message: #6739776
Link on message: #6739776
Hypnotik: Congrats Griff (and everyone who donated too!) for hitting your
goal. You've really shown how generous this community can be.
Hang in there Griff, 15.5 hours to go!
Subject: Skirmish 10
Link on message: #6739447
Extraordinaire, on Mar 07 2014 - 14:39, said: Another question. How long is group play each evening? It says 10
minute battles every 15 minutes, but how long does this go on each
night? 1 hour?(4 matches) -- 2 hours?(8 matches)
-- etc.
Link on message: #6739447
Extraordinaire, on Mar 07 2014 - 14:39, said: Another question. How long is group play each evening? It says 10
minute battles every 15 minutes, but how long does this go on each
night? 1 hour?(4 matches) -- 2 hours?(8 matches)
-- etc.dance210:
It depends on the number of teams within a group. Generally, groups are 10 teams, which is 2 hr 15 minutes. Obviously, more teams would go longer, and fewer teams would be shorter.
It depends on the number of teams within a group. Generally, groups are 10 teams, which is 2 hr 15 minutes. Obviously, more teams would go longer, and fewer teams would be shorter.
TragicLoss
My good deed of the day, back to the basics guide for all those noobs buying...
08.03.2014 05:26:40
Subject: My good deed of the day, back to the basics guide for all those noobs buying...
Link on message: #6739305
Link on message: #6739305
TragicLoss: Had to come back to this to show to a couple of friends, but I had
to dig through my own posts to find it. Knocking it to the
top of the list.
Subject: Weekend Warfare 9
Link on message: #6739279
reh3d, on Mar 07 2014 - 19:18, said: Seeing tier 3 lights when rules state otherwise.? -T-O- vs USBO
Link on message: #6739279
reh3d, on Mar 07 2014 - 19:18, said: Seeing tier 3 lights when rules state otherwise.? -T-O- vs USBO
dance210:
FYI, disputes need to be sent to tournaments@wargamingamerica.com, NOT discussed on the forums Dispute rules Disputes that do not fall under the following guidelines or fail to include the following information may be immediately disregarded by the tournament staff. Disputes may be filed for the following reasons: unsportsmanlike conduct (profanity, vulgar acts or statements, team or personal insults, etc.), racism, disrespect of an official/streamer/caster, violation of general or specific tournament rules, collusion, violation of forum or game rules. Disputes must be emailed to tournaments@wargamingamerica.com. The email subject must include the name of the event for which you are filing a dispute followed by the word "Dispute." Example: Weekend Warfare 1 Dispute Disputes must be filed by the team captain. Disputes are due by 9 am PST the day following the battle. Any disputes received after that time will be disregarded. Example: Battle occurred Thursday evening. Disputes are due no later than 9 am PST Friday morning The opposing team captain will be alerted of the pending dispute once a dispute has been filed. A dispute rebuttal must be submitted by noon (12:00 pm PST) prior to the start of the following round. A resolution will be communicated with both involved team captains at least two hours prior to the start of the following round. Publicizing disputes, prior to their resolution, is subject to penalties including, but not limited to: Disregarding of the dispute Immediate team disqualification Removal of the offending player(s) from the event Disputes must include the following information. Failure to provide the following will result in the dispute not being processed. In-game name of the player submitting the dispute. Player must be the team captain. Name of the Weekend Warfare the team is participating in Name of both teams involved in the dispute Reason for the dispute Example: I would like to report the team for using a tank that is not allowed, the StuG III. A replay and/or screenshot(s) of the match(es) in question
FYI, disputes need to be sent to tournaments@wargamingamerica.com, NOT discussed on the forums Dispute rules Disputes that do not fall under the following guidelines or fail to include the following information may be immediately disregarded by the tournament staff. Disputes may be filed for the following reasons: unsportsmanlike conduct (profanity, vulgar acts or statements, team or personal insults, etc.), racism, disrespect of an official/streamer/caster, violation of general or specific tournament rules, collusion, violation of forum or game rules. Disputes must be emailed to tournaments@wargamingamerica.com. The email subject must include the name of the event for which you are filing a dispute followed by the word "Dispute." Example: Weekend Warfare 1 Dispute Disputes must be filed by the team captain. Disputes are due by 9 am PST the day following the battle. Any disputes received after that time will be disregarded. Example: Battle occurred Thursday evening. Disputes are due no later than 9 am PST Friday morning The opposing team captain will be alerted of the pending dispute once a dispute has been filed. A dispute rebuttal must be submitted by noon (12:00 pm PST) prior to the start of the following round. A resolution will be communicated with both involved team captains at least two hours prior to the start of the following round. Publicizing disputes, prior to their resolution, is subject to penalties including, but not limited to: Disregarding of the dispute Immediate team disqualification Removal of the offending player(s) from the event Disputes must include the following information. Failure to provide the following will result in the dispute not being processed. In-game name of the player submitting the dispute. Player must be the team captain. Name of the Weekend Warfare the team is participating in Name of both teams involved in the dispute Reason for the dispute Example: I would like to report the team for using a tank that is not allowed, the StuG III. A replay and/or screenshot(s) of the match(es) in question
Subject: Weekend Warfare 9
Link on message: #6739170
Katoleras, on Mar 07 2014 - 18:53, said:
This
Link on message: #6739170
Katoleras, on Mar 07 2014 - 18:53, said:
Thisdance210:
If that's from the Special Battles, all we can do is set a max. tier. Any special restrictions (e.g. lights only Tier 2, no TDs allowed, all tanks must be from one nation) are posted on the tournament page for the one you signed up for. Those are the rules that teams are expected to know and go by. If that's not from Special Battles, please link where you got it from.
If that's from the Special Battles, all we can do is set a max. tier. Any special restrictions (e.g. lights only Tier 2, no TDs allowed, all tanks must be from one nation) are posted on the tournament page for the one you signed up for. Those are the rules that teams are expected to know and go by. If that's not from Special Battles, please link where you got it from.
Subject: I see a weird number istead of my nickname in NA EAST!
Link on message: #6738811
Link on message: #6738811
Trevzor: Heyo! Try deleting the cache and dossier data for your game.
To do this:
Please click on your start menu and in the search/run box type "%appdata%" (without the quotes) and press enter, then in the folder that comes up we would like you to double-click on the wargaming.net folder. Now delete the World of Tanks folder. Once you have done this, run World of Tanks. If there is no change, please send us a ticket in support. We'll be able to investigate the issue further. Good luck! I hope to see you on the battlefield!
Please click on your start menu and in the search/run box type "%appdata%" (without the quotes) and press enter, then in the folder that comes up we would like you to double-click on the wargaming.net folder. Now delete the World of Tanks folder. Once you have done this, run World of Tanks. If there is no change, please send us a ticket in support. We'll be able to investigate the issue further. Good luck! I hope to see you on the battlefield!
Subject: Syncronizing Personal File Forever!
Link on message: #6738770
Link on message: #6738770
Trevzor: Heyo! This issue can either be caused by mods that are
interfering with your game or if you are experiencing
connection issues. If you are still having problems after
some connection maintenance please send us a ticket so that we can
investigate your issue further. Good luck!
Subject: Community Charity Livestream
Link on message: #6738747
Link on message: #6738747
Quemapueblos: Only $600 away from the goal already woohoo!!
Subject: Community Charity Livestream
Link on message: #6738747
Link on message: #6738747
Quemapueblos: Only $600 away from the goal already woohoo!!
Subject: Skirmish 10
Link on message: #6738128
Link on message: #6738128
Captain_Judo: Each team is allowed 5 reserves for a total of 14 players. If you
have already submitted your team for approval and wish to add more
players to your team, feel free to email us
(tournaments@wargamingamerica.com) or PM me directly for
assistance. Please remember that Skirmish 10 holds a 2-week
registration period. Games begin on March 17th.
Subject: Skirmish 10
Link on message: #6738128
Link on message: #6738128
Captain_Judo: Each team is allowed 5 reserves for a total of 14 players. If you
have already submitted your team for approval and wish to add more
players to your team, feel free to email us
(tournaments@wargamingamerica.com) or PM me directly for
assistance. Please remember that Skirmish 10 holds a 2-week
registration period. Games begin on March 17th.
Subject: Weekend Warfare 9
Link on message: #6737665
Katoleras, on Mar 07 2014 - 13:22, said: What is the deal with the rules? When we are picking the tanks it
is "all nations, all types, 1-3", but in these rules light tanks
has to be a tier lower. Yesterday we were facing tier 2 lights,
today we are facing tier 3 lights. Can we please get a
clarification on this
Quote Tier Limits With a maximum of 4 players per battle (maximum 7 players per team), a team must field a selection of tanks based on the below, maximum tier limits. 4 vs. 4 Tier Limits and Points will increase each day. Thursday Tier Limits Heavy: N/A Medium: 2 TD: 2 Light: 1 SPG: 2 Maximum Points: 7 Friday Tier Limits Heavy: N/A Medium: 3 TD: 3 Light: 2 SPG: 3 Maximum Points: 11 Saturday Tier Limits Heavy: 4 Medium: 4 TD: 4 Light: 3 SPG: 4 Maximum Points: 15 Sunday Tier Limits Heavy: 5 Medium: 5 TD: 5 Light: 4 SPG: 5 Maximum Points: 19 Map: Winter Himmelsdorf Encounter Special Restriction: Limit of 2 tank models in each battle (e.g. two KV-1, 2 Matildas, etc)
Link on message: #6737665
Katoleras, on Mar 07 2014 - 13:22, said: What is the deal with the rules? When we are picking the tanks it
is "all nations, all types, 1-3", but in these rules light tanks
has to be a tier lower. Yesterday we were facing tier 2 lights,
today we are facing tier 3 lights. Can we please get a
clarification on thisdance210:
Quote Tier Limits With a maximum of 4 players per battle (maximum 7 players per team), a team must field a selection of tanks based on the below, maximum tier limits. 4 vs. 4 Tier Limits and Points will increase each day. Thursday Tier Limits Heavy: N/A Medium: 2 TD: 2 Light: 1 SPG: 2 Maximum Points: 7 Friday Tier Limits Heavy: N/A Medium: 3 TD: 3 Light: 2 SPG: 3 Maximum Points: 11 Saturday Tier Limits Heavy: 4 Medium: 4 TD: 4 Light: 3 SPG: 4 Maximum Points: 15 Sunday Tier Limits Heavy: 5 Medium: 5 TD: 5 Light: 4 SPG: 5 Maximum Points: 19 Map: Winter Himmelsdorf Encounter Special Restriction: Limit of 2 tank models in each battle (e.g. two KV-1, 2 Matildas, etc)
dance210: The tiers increase every day. It has never been, all types,
all tiers. Lights are 1 tier less than the other tank types.
If you go up against a team that brings the wrong line-up, you need
to send in a dispute to tournaments@wargamingamerica.com
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