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Subject: A summary of my experience in WoT Classic Season 1
Link on message: #2172774
Link on message: #2172774
GeneralDirection: We fully agree that the downtime was too long. It won't happen
again.
We're going to weigh options on schedules for the next season.
We're going to weigh options on schedules for the next season.
Subject: [Guide] - How to Win Assault Mode as an Attacker
Link on message: #2172460
Garbad, on Jul 01 2012 - 21:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.
GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Link on message: #2172460
Garbad, on Jul 01 2012 - 21:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Subject: [Guide] - How to Win Assault Mode as an Attacker
Link on message: #2172460
Garbad, on Jul 01 2012 - 20:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.
GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Link on message: #2172460
Garbad, on Jul 01 2012 - 20:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Subject: [Guide] - How to Win Assault Mode as an Attacker
Link on message: #2172460
Garbad, on Jul 01 2012 - 20:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.
GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Link on message: #2172460
Garbad, on Jul 01 2012 - 20:35, said: This guide will discuss and demonstrate how to win as an attacker
in assault mode. Comments welcome.GENERAL STRATEGY:
- You MUST concentrate your force. Because the defenders have a major advantage, the only realistic way to win is to concentrate firepower into a place where you have temporary numerical superiority, and roll them before they can react. You will not win a war of attrition (like most people play on most maps), a snipe war, or a multifront attack very often.
- Defense should be very minimal. Heavies should not defend at all, ever. The only defense that is ever required is a fast mover who can counterattack fast tanks (to protect arty). A single mid tier medium is usually best at this role. This tank also serves as eyes on the weaker flank.
- Snipers are Not very valuable. In general, you want only 1-2 tanks not attacking with the main blob. These tanks are to protect arty, keep eyes on the field generally, and to provide overwatch. But since the base defenders know damn well where you can snipe from, sniping will get limited results sitting back. You simply do not have the time to snipe and win.
- COORDINATE! If you are in a platoon, stick close together (unlike a regular map, its essential to support each other). Tell your pubs what you are going to do, and ask them specifically to help. Most are learning to do this, and will help. If you are stuck with mouthbreathers, you will likely lose (players under 45% usually contribute literally nothing, and will probably sit uselessly in base bitching about how bad their teams always are). You can work with a 50%er, so do so.
Malinovka

One of the most hated maps in WOT, ass mode adds a new level by forcing the poor attackers to attack uphill across a field with a time limit. Yes, WG thinks this is balanced.
The defense spawns on top of the hill, and many dumb pubbies will sit there. Fortunately, this is a weak position most of the time. In order to fire, they have to crest the ridge, which should give you easy lights and counterfire. Much like a standard map, driving someone off the hill can be tough, but they can't accomplish a whole lot until they come down.
This map allows for two realistic paths of advance - North offers good camo up the hill, and a church to sit behind, but its difficult to advance past the church. Accordingly, this should be the secondary route. A couple of tanks there can tie up a block of the defenders (without having to commit too hard) and provide supporting fire into the town and onto the hills along the south. They finally allow for a pincer if things go well. South offers good camo almost to the cap, as well as ridges that provide limited cover. It also offers a lot more space to attack from different paths, allowing for a mass to move a lot better.
One of the primary weaknesses of south is a good defense scout taking the bushes in the middle and/or active scouting you running along the ridge. You can deal with this by moving as far as possible to the south before moving north (giving you good camo/ridge to work with) and/or sending a medium to flush out the scout while using the shadow of the middle hills to shield him from fire.
Here's an example of my heroic KV-5 leading an attack up the south:
http://www.fileswap.com/dl/ILSezwkfX6/
SAND RIVER:

Sand river is possibly even worse balanced than campinova. One of the worst features of this map is the ridge right in the middle. On this ridge, tanks can hull down and spot almost the entire map, allowing the defense to rain down on you early and often. Its also effectively impossible to attack the ridge without arty. Accordingly, you must avoid contact with tanks on the ridge at all cost. Hostile arty also has a clear angle to fire almost anywhere from a position of near complete safety.
This map has four basic ways to advance. The E3 gap is suicide. Any tanks wandering down this path are arty bait with no cover and no way to hide, plus they have to go up and over to fight tanks on the ridge. There is no way to do this without losing massive HP, and accordingly, this path should never be used. However, someone should keep an eye on it because mid/late game its an easy, direct path for a scout to get into your arty, so a single defender in G1 or D2 is prudent. F7 has similar flaws, although its much more shielded by the terrain and can be used on occasion. The C1 path offers decent, familiar sniping position and reasonable cover/concealment. However, since you can't win by camping, its far too easy to get to this point and stagnate. Furthermore, advancing along A2 can be a serious challenge, as there is no effective arty cover for the attackers yet defenders have cover. Its theoretically possible to punch through here, but I would only attempt it in fast tanks.
The key area attackers need to control is the G9 region. With two paths in (allowing for flank attacks/pincers) and decent cover/concealment, this is a decent place to stay alive. More importantly, the defenders have no realistic way to attack this place without paying for it severely, so its easy to mass here early without much risk. From here, hull down firing from E9 can start to sweep out the inner bowl, plus tanks can flow up to the C9 area and such to provide another angle of attack with decent cover. Meanwhile, tanks on the camper ridge can provide fire support (although they are at risk), and should be able to dig out all but the most determined defenders from the bowl. Once the bowl is secure, you can drive defenders off the E and F lines easily, and then swarm/flank any defenders near the cap using familiar tactics.
Here's a battle in my patton showing an east push.
http://www.fileswap.com/dl/Qnjur7c3Ba/
Prokhorovka

Probably the most hated ass map of all, proko combines the worst of the other two maps. The train allows defenders a perfectly safe way to move easily from side to side without risk, to proximity spot attackers, and to hull down in some places. Meanwhile, the hill allows for a reasonably protected sniping spot and is effectively an inner keep of defense if the barbarians somehow manage to breach the outer walls. The defenders have three chokes, each of which requires the attacker to skyline over in single file before moving into the wide open death traps, with no possible cover in any direction. Even minimal scouting will ensure hostile snipers can hit any of the three chokes with ease, regardless of any attempts to hide or find cover. Seriously, WG thought this would be a fair fight. Working as Intended, amirite?
Both the north and the south chokes are simply unassailable. Unless you have a large advantage, you will be picked apart if not outright repulsed. There are limited hull down opportunity on each, but not enough to fire without taking shots back. Nevertheless, its important to have at least a couple of tanks on each ramp as a thread to tie up defenders, prevent scouts from getting through, and to provide a flank when the time comes.
This map turns on the middle. Although its still pretty exposed, some american tanks can fire and spot with some cover, and defenders can only really strike back from a few positions. If they fire from the hill, you can ideally light the hill and sweep it down with arty/sniping from the middle. You are also close enough to light arty or at least see tracers almost anywhere, allowing for good CB ideally. Once the hill is repulsed or pushed back, the middle force can storm the little town, getting some cover to fire from and turning the tables. From here, they can push either way (and as the fresh tanks jump the ramps to engage) force a pincer on their terms. Its not even close to a fair fight, but its the best you've got.
Here is my patton on this map:
http://www.fileswap.com/dl/iuMXdRAjVT/
I might get around to posting the other two maps later.
Subject: Almost a point of pride...
Link on message: #2172454
otakuben, on Jul 02 2012 - 00:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.
I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Link on message: #2172454
otakuben, on Jul 02 2012 - 00:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Vallter: So you have a replay? Would be intersting to see it-) You can
submit it here, so we can download it:
http://mwreplays.com/
http://mwreplays.com/
Subject: Almost a point of pride...
Link on message: #2172454
otakuben, on Jul 01 2012 - 23:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.
I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Link on message: #2172454
otakuben, on Jul 01 2012 - 23:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Vallter:
So you have a replay? Would be intersting to see it-) You can submit it here, so we can download it:
http://mwreplays.com/
So you have a replay? Would be intersting to see it-) You can submit it here, so we can download it:
http://mwreplays.com/
Subject: Almost a point of pride...
Link on message: #2172454
otakuben, on Jul 01 2012 - 23:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.
I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Link on message: #2172454
otakuben, on Jul 01 2012 - 23:41, said: Ok so I've seen threads made about shots made from abnormally long
distances while targeting a tank from a sitting position.I've seen some made from great distances as well on my part and some on another person's part. But seeing as I'm a medium tank driver mostly I take many of my shots while moving. Which at some times can be a grab bag of hits and misses.
However there are shots I've taken at distance while moving that I am quite proud of. i know you can attribute it to Rng or any other variance but the point is it can be much more difficult to shoot while moving at a target that may be moving as well.
Well here's one I can say I'm actually proud of.
The map was Abbey and I was driving my Type 59. We had a KV-5 capping but a Lowe and T34 were coming up the hill on our side to the cap. So I rushed over to help in case they overran the tanks we had. I made it to the other side of that middle building when the Lowe at 9% came lumbering up the hill. I turned towards the cap so in case I missed I could be up there when he tried to get over. I centered my sights on his tank and shot and killed him.
Distance: 342 meters
Moving Speed: 52 km/h
I rolled another 4 meters before the shell hit the Lowe.
I know for some it's not impressive but I was quite proud of it.
So for all of you fast movers out there, what's your longest/best rolling shot?
Vallter:
So you have a replay? Would be intersting to see it-) You can submit it here, so we can download it:
http://mwreplays.com/
So you have a replay? Would be intersting to see it-) You can submit it here, so we can download it:
http://mwreplays.com/
Subject: Always report deliberate TK'ers
Link on message: #2172065
Link on message: #2172065
Vallter: This is a good topic.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Subject: Always report deliberate TK'ers
Link on message: #2172065
Link on message: #2172065
Vallter: This is a good topic.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Subject: Always report deliberate TK'ers
Link on message: #2172065
Link on message: #2172065
Vallter: This is a good topic.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Please, remember, that reporting a player, who does not behave well, you help us making WoT community better.
Even if this battle he is in enemy team, please, use a report system. Because next time he can be your worst ally.
Subject: How is that possible?!?!?!?!?!?
Link on message: #2172058
Emothic, on Jul 01 2012 - 22:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!
I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Link on message: #2172058
Emothic, on Jul 01 2012 - 22:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Vallter: You can use WoT official Fan-Site - http://mwreplays.com/
There you will be able to upload a replay and add a link in your post.
There you will be able to upload a replay and add a link in your post.
Subject: How is that possible?!?!?!?!?!?
Link on message: #2172058
Emothic, on Jul 01 2012 - 21:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!
I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Link on message: #2172058
Emothic, on Jul 01 2012 - 21:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Vallter:
You can use WoT official Fan-Site - http://mwreplays.com/
There you will be able to upload a replay and add a link in your post.
You can use WoT official Fan-Site - http://mwreplays.com/
There you will be able to upload a replay and add a link in your post.
Subject: How is that possible?!?!?!?!?!?
Link on message: #2172058
Emothic, on Jul 01 2012 - 21:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!
I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Link on message: #2172058
Emothic, on Jul 01 2012 - 21:21, said: I was playing on my Tiger I using my 8,8 cm L/71. What happend was
that I saw a M3 Lee American tier 4 med tank. I shot at it from
about 40 meters away in the back and my shell bounced. How is that
possible!?!?!?!I shot at it stright on, no angles perfectly leveled and it bounced. The M3 Lee only has 38 mm of armor in the rear, my gun does a minimual pen of 152. What the hell?
I would post a replay of it. But I don't know how to. I don't have a winzip account and not paying for it. And I don't know how to use any other way.
Vallter:
You can use WoT official Fan-Site - http://mwreplays.com/
There you will be able to upload a replay and add a link in your post.
You can use WoT official Fan-Site - http://mwreplays.com/
There you will be able to upload a replay and add a link in your post.
Vallter
The Circle of Life in WoT - a prediction of how the game as we know it may ch...
02.07.2012 00:24:11
Subject: The Circle of Life in WoT - a prediction of how the game as we know it may ch...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 22:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...
Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 22:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Vallter: Intresting thoughts-) Also intrested in players opinion.
Vallter
The Circle of Life in WoT - a prediction of how the game as we know it may ch...
02.07.2012 00:24:11
Subject: The Circle of Life in WoT - a prediction of how the game as we know it may ch...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 21:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...
Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 21:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Vallter:
Intresting thoughts-) Also intrested in players opinion.
Intresting thoughts-) Also intrested in players opinion.
Vallter
The Circle of Life in WoT - a prediction of how the game as we know it may ch...
02.07.2012 00:24:11
Subject: The Circle of Life in WoT - a prediction of how the game as we know it may ch...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 21:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...
Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Link on message: #2172047
XenomorphZZ, on Jul 01 2012 - 21:06, said: First off, this is a prediction, and quite frankly I can be
completely wrong, and nothing may not change at all...Right now, the most used tank in UC is the Heavy Tank.
SPGs probably make a close second since teams are more likely bring SPGs than medium tanks.
Lights and Mediums tend to be used in the same regards, but usually bringing one or two lights is the norm...
TDs are mostly a joke, mostly...
Now we with the incoming tier 10 vehicles for mediums and TDs...
I personally do not expect a huge power creep with these vehicles - to the point that nobody brings a tier 10 heavy tank over a TD or medium tank.
What I do expect is that TDs suddenly become much more revelent. Also mediums just might be able to brawl with heavy tanks and have a better surival chance 1v1 utilizing agility and not by standing right infront and shooting the front glacis of a heavy tank, also not being borked in CQC...
Back to TDs... Serb (the WG dev) has stated that the average damage for the 17cm gun for the german tier 10 TDs to be 1000 damage... thats a lot compared to what the most practical tier 10 Heavy tanks can do...
In addition to that... its said that the average damage for 150mm/155mm guns is going up from 750 to 850... notice these guns are almost exclusively found on TDs...
So... It seems to me that TDs will almost mimic SPGs, key differences being that they will fight from much shorter ranges, and from a direct angle of fire. This may cause tier 10 TDs to be signicantly more of a threat then they are currently to heavy tanks... or atleast make TDs a more viable choice in UC... I dont play TDs as much as I do mediums, but I noticed that TDs are much more easy to suppress than a heavy tank especialy when you look at what a TD gets over a heavy tank in regards to raw firepower and the lack of a turret...
Now in regards to the tier 10 Mediums, the hints that they might actually get APDS rounds as a standard (but expensive) credit round might shake things up. We can expect higher penetration, but possibly lower damage. However I'm not expecting anything beyond 10% in damage loss... I could be wrong though... how will this change the dynamic in a 1v1 fight between a medium and a heavy tank?
- It will level the armor advantage any given Heavy has over any given Medium (tier 10s).
- Heavies will have an Alpha and Hitpoint advantage over Mediums
- Mediums will have an Agility and RoF advantage over Heavies
If these preditictions do come to fruitation... I imagine that:
1. A T10 Heavy cannot bull rush a TD T10 from the front at most distances but extreme CQC and expect to survive or come out with more than 40% of his total hitpoints.
2. That Mediums will not be quite as soft and weak as before, enabliling them to fight and push directly with Heavies.
Thoughts? Is this just a silly prediction? Am I a QQing Medium player that has psychosis in regards to Heavies? Will this break the game and/or further strengthen the power creep with new tanks that some players claim that WG is practicing? Are Heay tanks supposed to be the be all and end all of UC? Will this enrage the playerbase? Speak!
I know this rather premature...
Vallter:
Intresting thoughts-) Also intrested in players opinion.
Intresting thoughts-) Also intrested in players opinion.
Subject: [NDP] Chairinabasket Memorial Thread
Link on message: #2170345
THE_RED_MENACE, on Jul 01 2012 - 13:25, said: http://www.youtube.c...eature=youtu.be
Link on message: #2170345
THE_RED_MENACE, on Jul 01 2012 - 13:25, said: http://www.youtube.c...eature=youtu.beHypnotik: The authorities have been notified and this battle will be
overturned. It was very rude and unsportsmanlike for you to shoot
that tank. We had 100% cap, you should've accepted your defeat and
ridden off into the nightlands with Chair.
Also, it is very disturbing that one of the video preview things after your video is one of those Tyler Perry Madea things. What do you watch on YouTube?
(But seriously, awesome fights last night)
Also, it is very disturbing that one of the video preview things after your video is one of those Tyler Perry Madea things. What do you watch on YouTube?
(But seriously, awesome fights last night)
Subject: Skirmish VI
Link on message: #2168557
Link on message: #2168557
lord_farquad: The tournament is on hold for now, and will likely be closed soon.
We again apologize for the inconvenience, we will let you know on
Monday how this will be resolved.
Subject: Skirmish VI
Link on message: #2168557
Link on message: #2168557
lord_farquad: The tournament is on hold for now, and will likely be closed soon.
We again apologize for the inconvenience, we will let you know on
Monday how this will be resolved.
Subject: Make all coast province landing spots
Link on message: #2168517
Link on message: #2168517
GeneralDirection: We're pretty heavily considering adding extra landing zones to
spice things up a bit. We're still discussing it, but it's a real
possibility.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2168511
PhantomDragoon, on Jul 01 2012 - 03:16, said: OK.....Some Webmaster came in and changed it to:
[/b]
vice starting on June 29, 2012.
It is a way of solving the problem we have pointed out. Now, will they also solve the problem with the Gift Shop, not just the website announcement?
Alain_Mafart, on Jul 01 2012 - 03:41, said: Not there yet. My card is shivering with anticipa
........................... tion!
How much longer?
crazytrain, on Jul 01 2012 - 03:57, said: The Gift Shop page on your current web site is dysfunctiuonal. It
is ONLY showing 3 items !!
Link on message: #2168511
PhantomDragoon, on Jul 01 2012 - 03:16, said: OK.....Some Webmaster came in and changed it to:[/b]
vice starting on June 29, 2012.
It is a way of solving the problem we have pointed out. Now, will they also solve the problem with the Gift Shop, not just the website announcement?
GeneralDirection: The listed items do not go live for another 3 1/2 hours.
Alain_Mafart, on Jul 01 2012 - 03:41, said: Not there yet. My card is shivering with anticipa
........................... tion!How much longer?
GeneralDirection:
crazytrain, on Jul 01 2012 - 03:57, said: The Gift Shop page on your current web site is dysfunctiuonal. It
is ONLY showing 3 items !!GeneralDirection:
Subject: Skirmish VI
Link on message: #2168495
Link on message: #2168495
lord_farquad: Please let me know how tonight's rounds went.
Subject: Skirmish VI
Link on message: #2168495
Link on message: #2168495
lord_farquad: Please let me know how tonight's rounds went.
Subject: Skirmish VI
Link on message: #2168105
Canaduck, on Jul 01 2012 - 01:31, said: So can't it be remade again and just put the teams in the right
spot?
Link on message: #2168105
Canaduck, on Jul 01 2012 - 01:31, said: So can't it be remade again and just put the teams in the right
spot?lord_farquad: It cannot, as the bracket cannot be manually edited (even when
creating the tournament), only the seeding can.
Subject: Skirmish VI
Link on message: #2168105
Canaduck, on Jul 01 2012 - 00:31, said: So can't it be remade again and just put the teams in the right
spot?
Link on message: #2168105
Canaduck, on Jul 01 2012 - 00:31, said: So can't it be remade again and just put the teams in the right
spot?lord_farquad:
It cannot, as the bracket cannot be manually edited (even when creating the tournament), only the seeding can.
It cannot, as the bracket cannot be manually edited (even when creating the tournament), only the seeding can.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2167642
BCTiger, on Jul 01 2012 - 01:10, said: Why so late in the day? and why not on friday then today? most
people have already spent their cash on fireworks and other party
supplies by now, you are shrinking the amount of cash you will
recieve in this event by making it that late.
Thanks for the special though.
Link on message: #2167642
BCTiger, on Jul 01 2012 - 01:10, said: Why so late in the day? and why not on friday then today? most
people have already spent their cash on fireworks and other party
supplies by now, you are shrinking the amount of cash you will
recieve in this event by making it that late.Thanks for the special though.
GeneralDirection: I agree with you on the start time, and that it should have been a
little earlier. We'll figure something out to take that feedback
into account moving forward.
Subject: World of Tanks Classic, Season I
Link on message: #2167615
Link on message: #2167615
GeneralDirection: That bolding bug on the previous page is an interesting one.
Regarding news updates, I'll make sure they happen more timely and more frequently moving forward.
Regarding news updates, I'll make sure they happen more timely and more frequently moving forward.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2167594
tankgunner1933, on Jul 01 2012 - 00:57, said: isnt the Canadian specials part of the packages or did i read it
wrong ?? if so sorry but it looks like some of the packages should
be on right now???The Canada Day gift package will also start on
June 30, 2012 at 23:00 PDT through July 3, 2012 at 04:00 PDT.
Link on message: #2167594
tankgunner1933, on Jul 01 2012 - 00:57, said: isnt the Canadian specials part of the packages or did i read it
wrong ?? if so sorry but it looks like some of the packages should
be on right now???The Canada Day gift package will also start on
June 30, 2012 at 23:00 PDT through July 3, 2012 at 04:00 PDT.GeneralDirection: That was supposed to read as June 30th, rather than the 29th. It
should be fixed now.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2167588
Starzfan, on Jul 01 2012 - 00:51, said: Optimize all you want, but if they dont show in the gift shop, as
none of these do, the effort is worthless, right????
Starzfan, on Jul 01 2012 - 00:54, said: Love how they took away all the smaller gift packages. Guess they
expect us all to just hand them 100 dollar bills .. not happening.
Link on message: #2167588
Starzfan, on Jul 01 2012 - 00:51, said: Optimize all you want, but if they dont show in the gift shop, as
none of these do, the effort is worthless, right????GeneralDirection: Please see my earlier post--the gift shop offers do not go live for
another 7 hours. 
Starzfan, on Jul 01 2012 - 00:54, said: Love how they took away all the smaller gift packages. Guess they
expect us all to just hand them 100 dollar bills .. not happening.GeneralDirection: We will have some lower priced offers in the gift shop from July
16-31.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2167552
tankgunner1933, on Jun 30 2012 - 23:33, said: WoT screwed the pooch again ..nothing shows up is the Gift shop.???
where they at WG?? you want good old US cash( while its worth
something,before our new KING Screws that up) Please check cause it
aint working... pretty soon its WoT or my new TAX... mmmmm WOT
maybe
Link on message: #2167552
tankgunner1933, on Jun 30 2012 - 23:33, said: WoT screwed the pooch again ..nothing shows up is the Gift shop.???
where they at WG?? you want good old US cash( while its worth
something,before our new KING Screws that up) Please check cause it
aint working... pretty soon its WoT or my new TAX... mmmmm WOT
maybeGeneralDirection: The gift shop offers don't go live for another 7 hours, so that's
probably why you're not seeing anything.
Subject: Canada Day and July Gift Shop Packages
Link on message: #2167546
44sunsets, on Jun 30 2012 - 13:40, said: Wargaming has said that the gift packages aren't meant to be good
value, usually they're equal or worse value than just straight-up
buying gold. The great value Military Month deals earlier were an
exception, but it doesn't look like WG will do that again.
Link on message: #2167546
44sunsets, on Jun 30 2012 - 13:40, said: Wargaming has said that the gift packages aren't meant to be good
value, usually they're equal or worse value than just straight-up
buying gold. The great value Military Month deals earlier were an
exception, but it doesn't look like WG will do that again.GeneralDirection: The goal is definitely to offer something that has value to it.
It'd be pointless to create these limited offers if not. We'll
continue to optimize the cost of packages, and it's good timing for
feedback since we're working on August's now.
Subject: Skirmish VI
Link on message: #2167443
MooseKnuckle, on Jun 30 2012 - 19:23, said: you also need to swap Cazadores vs River of Blood 6.0 to the other
bracket with 7thAD vs Pirates of the Mississipi to match what it
was. We were looking forward to the possiblility of
facing clan mates in the final.
Link on message: #2167443
MooseKnuckle, on Jun 30 2012 - 19:23, said: you also need to swap Cazadores vs River of Blood 6.0 to the other
bracket with 7thAD vs Pirates of the Mississipi to match what it
was. We were looking forward to the possiblility of
facing clan mates in the final.lord_farquad: Unfortunately the tool will not allow me to change the brackets
like that. 
Subject: Skirmish VI
Link on message: #2167443
MooseKnuckle, on Jun 30 2012 - 18:23, said: you also need to swap Cazadores vs River of Blood 6.0 to the other
bracket with 7thAD vs Pirates of the Mississipi to match what it
was. We were looking forward to the possiblility of
facing clan mates in the final.
Link on message: #2167443
MooseKnuckle, on Jun 30 2012 - 18:23, said: you also need to swap Cazadores vs River of Blood 6.0 to the other
bracket with 7thAD vs Pirates of the Mississipi to match what it
was. We were looking forward to the possiblility of
facing clan mates in the final.lord_farquad:
Unfortunately the tool will not allow me to change the brackets like that.
Unfortunately the tool will not allow me to change the brackets like that.
Subject: Skirmish VI
Link on message: #2165883
Link on message: #2165883
lord_farquad: I apologize for the confusion, I did not realize the issue occurred
in the quarter-finals. Since that is the case the quarter finals
will be rescheduled for tonight. For the semi-finals and finals I
will communicate individually with each team captain and we will
schedule their battles individually around times most convenient
for both teams (in order to avoid conflicting with other
tournaments they may be participating in or any plans they made
that would not have normally conflicted with the Skirmish).
Subject: Skirmish VI
Link on message: #2165883
Link on message: #2165883
lord_farquad: I apologize for the confusion, I did not realize the issue occurred
in the quarter-finals. Since that is the case the quarter finals
will be rescheduled for tonight. For the semi-finals and finals I
will communicate individually with each team captain and we will
schedule their battles individually around times most convenient
for both teams (in order to avoid conflicting with other
tournaments they may be participating in or any plans they made
that would not have normally conflicted with the Skirmish).
Subject: Have the devs abandoned it?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 16:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the help
Recently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 16:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the helpRecently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Vallter: It was just delayed and will appear later, probably closer to the
NY, Currently new pjysics and new render are much higer priority.
Subject: Have the devs abandoned it?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 15:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the help
Recently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 15:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the helpRecently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Vallter:
It was just delayed and will appear later, probably closer to the NY, Currently new pjysics and new render are much higer priority.
It was just delayed and will appear later, probably closer to the NY, Currently new pjysics and new render are much higer priority.
Subject: Have the devs abandoned it?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 15:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the help
Recently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Link on message: #2165773
bobobobobiy, on Jun 30 2012 - 15:30, said: About half a year ago, I started hearing rumors about a multi-gun
system being added to the advantage of the B1, M3 Lee, Maus, etc.
The M3 Lee REALLY needs the helpRecently, I heard that it's being dropped by the devs. I check the wiki, and sure enough, the info about the system is deleted from the M3 Lee's page. However, I check the B1's page, and see that it still has info about the system. A few days later, it has even MORE info about it, like being able to take out KV's with it.
Does that mean that the multi-gun system is being dropped, delayed, or what?
Vallter:
It was just delayed and will appear later, probably closer to the NY, Currently new pjysics and new render are much higer priority.
It was just delayed and will appear later, probably closer to the NY, Currently new pjysics and new render are much higer priority.
Subject: system error: missing d3dx9_43.dll
Link on message: #2165504
Link on message: #2165504
Vallter: Please, install Direct X 9 and then update it to the last version.
Should help.
Subject: system error: missing d3dx9_43.dll
Link on message: #2165504
Link on message: #2165504
Vallter: Please, install Direct X 9 and then update it to the last version.
Should help.
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