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Developers posts on forum

In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com

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Vallter
“Don’t worry, be happy”
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13.05.2011 13:44:07
 
Subject: “Don’t worry, be happy”
Link on message: #535498

Vallter: We are starting a contest of a brand new type. Everyone knows about some special smileys in Skype, which are not listed in the official list (bug). Now we want you to make your own smileys for our game.
The contest starts immediately and will end on the 5th of June 23:59 UTC.

Important requirements and notes about creating smileys for the contest:
• Every user can take part in the contest;
• Players should make smileys that suit our forum and have a tank theme. (you can use current smileys as an example);
• Each user can submit up to five different smiles;
• The smiley has to be animated (GIF format), do not exceed the size of 20Kb;
• Each smiley should have a tag (Example:    :contestsmile:  )
• Each smiley will be taken into consideration;

Each smiley, that we will consider suitable and good enough for our forums will be probably added to official smiles list. User will receive 500 Gold for each smiley of above-mentioned type.

Attention! The Administration reserves the right to cancel or prolong the event without announcing their reasons. According to Chapter 3 Section D. of WN Terms of Service: if you upload any photograph, video, or audio file to or through any WN Communication Feature, you grant to WN the non-exclusive, worldwide right to use, post, publish and display such material, without royalty or compensation of any kind, expressly waive any and all rights of privacy, moral rights or rights of attribution and integrity.


Vallter
“Don’t worry, be happy”
arrow
13.05.2011 13:44:07
 
Subject: “Don’t worry, be happy”
Link on message: #535498

Vallter: We are starting a contest of a brand new type. Everyone knows about some special smileys in Skype, which are not listed in the official list (bug). Now we want you to make your own smileys for our game.
The contest starts immediately and will end on the 5th of June 23:59 UTC.

Important requirements and notes about creating smileys for the contest:
• Every user can take part in the contest;
• Players should make smileys that suit our forum and have a tank theme. (you can use current smileys as an example);
• Each user can submit up to five different smiles;
• The smiley has to be animated (GIF format), do not exceed the size of 20Kb;
• Each smiley should have a tag (Example:    :contestsmile:  )
• Each smiley will be taken into consideration;

Each smiley, that we will consider suitable and good enough for our forums will be probably added to official smiles list. User will receive 500 Gold for each smiley of above-mentioned type.

Attention! The Administration reserves the right to cancel or prolong the event without announcing their reasons. According to Chapter 3 Section D. of WN Terms of Service: if you upload any photograph, video, or audio file to or through any WN Communication Feature, you grant to WN the non-exclusive, worldwide right to use, post, publish and display such material, without royalty or compensation of any kind, expressly waive any and all rights of privacy, moral rights or rights of attribution and integrity.


Tanitha
Oceania Server & Clanwars Availability
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13.05.2011 08:45:35
 
Subject: International Forums\Oceania Timezone\Oceania Clan Discussion & Diplomacy\Oceania Server & Clanwars Availability
Link on message: #535268

View PostOverlord, on 17 April 2011 - 12:27 AM, said: Aussie server anyone?

Tanitha: Oceania
Posted Image
The real world could be split up into 3 timezones, as are the WOT servers (See map below).
The American timezone, covering -9 to -4 UTC on a global map (See map below).
The European timezone, covering +0 to +2 UTC on a global map (See map below).
The Russian timezone, covering +3 to +12 UTC on a global map (See map below).
And wot also has a server in china, +8 UTC.
However that still leaves the English speaking Oceania region uncovered timezone wise. Oceania traditionally plays on a North American server due to acceptable pings and to play on a English speaking server with our North American comrades.. Although the Russian server's timezone would be more suitable, 400+ pings and no English stops it from being a valid solution.
So that leaves a fairly large English speaking population on the USA server, in a completely different and usually unsupported timezone.
Posted Image
Clan-Wars availability for Oceania
The great news for the USA server is that Clan-Wars is approaching quickly and should arrive shortly after the major 6.4 patch. And its bigger and better than ever. Instead of a European map like was previously previewed, the map is now much much bigger and consists of Europe & Mediterranean. Work is continually being done on the map as it expands to a full world map.
The future plans for clanwars is to link the three main WOT servers (European, American, Russian), so all three servers can compete against each other on the world map. Many systems need to be put in place for this to be setup, such as account roaming, so accounts may be moved from one server to another for inter-server battles to take place, Etc.. When this system is fully in place, battles are planned to be scheduled at the prime-time of the land that is being attacked. For example, if a Russian clan attacks a USA clan that owns land in Africa, then the battle will be scheduled at the primetime of the land, IE Africa's primetime, and the battle will be fought on either the Russian or USA server.
But until the above system is developed, Initially clanwars on the USA server will see all battles scheduled for approximately 9pm of a appropriate North American timezone.
A problem with this proposed system, is the lack of support for oceanic players.
9pm West USA time = 5am in Indonesia.
9pm West USA time = 6am in Western Australia.
9pm West USA time = 8am in Eastern Australia.
9pm West USA time = 10am in New Zealand.
9pm East USA time = 8am in Indonesia.
9pm East USA time = 9am in Western Australia.
9pm East USA time = 11am in Eastern Australia.
9pm East USA time = 1pm in New Zealand.
Which unfortunately makes Clan-wars unavailable for any working player in the Oceania region 5 out of 7 days a week. The lack of support for the Oceania timezone probably comes from statistics that show only 5% of the NA server player population comes from Australia, 12.5% (AUS, NZ, Jap, Korea, Taiwan, Vietnam, Philippines). But these figures should also be padded by the North American players who work at nights and play during the day, or play 24/7.
The number of players playing at peak NA times IE 9pm NA time, is about 13k. It is hard to judge the players playing at peak AUS times IE 9pm AUS time because thats when the server maintenance is scheduled. But its usually around 6.5k, So there is only 2x more players playing at peak NA times compared to the peak Oceania times. Its a lot of players to not be providing clanwars support to.
The purpose of this section is three-fold.
To increase the player number within that timezone, and to build the Oceania community.
To retain the current players within that timezone.
To bring to the Admins attention that so many play within that timezone currently, to gain clanwar and competition support for that timezone.
As it stands player's within that timezone are likely to drop off if events and especially clanwars are not supported within that time zone.
It will be difficult to make the Oceania timezone to come alive later, if the existing members in that timezone start disappearing due to the lack of support.
Suggested change to Clan-Wars for Oceania Timezone
Eastern Russia AKA Siberia is on the same timezones as Oceania. The map region for eastern Russia is complete and going onto the Russian server on May 16th it is not going onto the USA server however due to less land being needed for a much lower NA server population. If Siberia was added to he NA server though, and all battles within that land being scheduled for Oceania/Siberian Times it would open up clanwars to the Oceania timezone and players. This might be the best solution to get clanwar support for that timezone.
I have forwarded this suggestion onto the Senior Administrator, who replied with...

View PostOverlord, on 18 August 2010 - 12:02 PM, said: At the moment no one knows that for sure. :) If the game is successful, we will definitely set up our servers all round the world.

Tanitha: So the possibility for clan-wars support to this timezone is possible. Helping to advertise WOT to the gamers within Oceania Timezone, and increasing the player numbers within the timezone will probably help with gaining clanwars support for those players.
How can you help with this? Ive made a thread here ( Oceania Based Gaming Websites ) to help advertise WOT around into the Oceania timezone. If you can help with that, it would be appreciated.
Clan-Wars for the Oceania timezone, Please. :Smile-izmena:

Quote This needs to be discussed with game designers, will do

Tanitha:


merig00
Please HELP!
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13.05.2011 04:54:45
 
Subject: Technical Support & Bug Reporting\General Error Reporting\Please HELP!
Link on message: #534894

merig00: moved to the proper forum
Also try starting the game with WoT.exe instead of the launcher


merig00
Please HELP!
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13.05.2011 04:54:45
 
Subject: Please HELP!
Link on message: #534894

merig00: moved to the proper forum

Also try starting the game with WoT.exe instead of the launcher


Overlord
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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12.05.2011 23:30:07
 
Subject: Game Discussion\Gameplay Discussion\World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #534085

View PostGiganaut, on 12 May 2011 - 12:02 PM, said: 3rd or 4th quarter of may?

Overlord: Next week.


Overlord
First post-6.4 developer Q&A on the Russian forums
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12.05.2011 19:08:48
 
Subject: Game Discussion\Gameplay Discussion\First post-6.4 developer Q&A on the Russian forums
Link on message: #533438

View PostKruzenshtern, on 12 May 2011 - 06:04 PM, said: 1. This is what you people are focusing on? THIS? Really?
2. The devs on the Russian forums have developed a bit of a reputation for occasionally "counter-trolling" posters. Especially in their responses to questions that basically boil down to "please up this tank that I'm driving right now because I'm driving it". Sometimes it feels rude. Other times it just feels snarky, and I personally don't mind the snark from the "tech" guys (who are not in the PR department to begin with).
3. The "Happy Trails" remark. As Overlord pointed out, the literal translation of the phrase was "good luck in battle". The "emotional" meaning, however (to me, at least, and I'm a native speaker), was more along the lines of a sarcastic "enjoy", "have fun", or - the expression I ultimately chose - "happy trails". [Whereas "take a hike" is a simple pejorative, which wasn't what Storm had said.] I suppose I should have known better given THIS reaction to garden variety sarcasm.
Also bear in mind that I didn't translate every bit of nonsense, snark, and outright swearing that was contained in the player questions. Partly as I didn't have time, partly as it wasn't relevant. [The "Happy Trails" question was only included to illustrate the type of topics that frequently come up over there.] This wasn't a case of some "chan" that adds "desu" to literally every word being wailed upon by a circa-1980s Ivan Drago stereotype.
4. Anyone using any one Internet forum to make blanket judgments about any given language is, at the least, confused about this thing called the Internet. In my personal opinion.

Overlord: Yup, the topic took the wrong turn I believe.
I ask you to focus on the essence.


Overlord
First post-6.4 developer Q&A on the Russian forums
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12.05.2011 18:36:13
 
Subject: Game Discussion\Gameplay Discussion\First post-6.4 developer Q&A on the Russian forums
Link on message: #533370

View Postxamdam, on 12 May 2011 - 05:20 PM, said: Perhaps more, now that we are paying... I find no amusement in your "joke" whatsoever.
Oh, and I can edit in post too....
"Happy Trails" is no different than "Take a hike", "Piss off" or "GTFO" given the context of the question. <_<
So what exactly was it in Russian? "We are very sorry, we hope you will stay and play our game and we will do our upmost to ensure it is fairly balanced and enjoyable for fans of each nation's tanks / vehicle type"?

Overlord: Do you really want to go deeper in the translation issues?
Original post - http://forum.worldof...ost__p__2666845 - #1432
The answer was: good luck in battle.


Overlord
First post-6.4 developer Q&A on the Russian forums
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12.05.2011 18:26:11
 
Subject: Game Discussion\Gameplay Discussion\First post-6.4 developer Q&A on the Russian forums
Link on message: #533343

View Postxamdam, on 12 May 2011 - 05:20 PM, said: Perhaps more, now that we are paying... I find no amusement in your "joke" whatsoever.

Overlord: I'm ok with it, the idea was to stress that the communication on Russian server is not better or worse, it is different first of all.


Overlord
First post-6.4 developer Q&A on the Russian forums
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12.05.2011 18:18:44
 
Subject: Game Discussion\Gameplay Discussion\First post-6.4 developer Q&A on the Russian forums
Link on message: #533325

View PostElbow, on 12 May 2011 - 05:14 PM, said: Intersting though I find the Dev lacks a bit of Tact when working in PR role. Thanks for passing the info along.

Overlord: Hopefully you will be blaming myself a bit less now. :)
Seriously: in Russian it sounds ok mostly, there is a partial shade of meaning loss when translating.

View Postxamdam, on 12 May 2011 - 05:15 PM, said: Yup, lack of tact and downright rude at times. "Happy Trails"... This to the people he expects to pay his salary?

Overlord:


ARGO
Have you ever had this happen to you
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12.05.2011 14:49:30
 
Subject: Off-Topic Discussion\Off-Topic\Have you ever had this happen to you
Link on message: #532956

ARGO: This next story has been eating at me now for at least six months. Now to start off, I am by no means supersticious but it seems to me out of the list of tanks I have I always seem to have one tank each night "or so it seems" that is just not going to win a match to save it's life. I mean I could play this thing 10 times and ten times it will end up losing. Have you ever had this happen? Now I know we all go through those night where you just can't seem to get a winning match, but to have a night with one tank that can't seem to do it.....Now that's strange. And the wierdest part is that it is almost never the same tank.
Now feel free to add a story of your own regarding strange things.


Mad_Hatter
Fan Zone
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12.05.2011 14:27:15
 
Subject: Fan Zone Fan Art\Fan Art
Link on message: #532934

Mad_Hatter: Dear Warriors!
World of Tanks gives you a chance to show everyone the things you find exciting! We would like you to post WoT related pictures in this topic, the best images will be added to Fan Art section of the website! The only requirement for the works is to meet World of Tanks Game Rules. And all the rest depends on your imagination and field of search!
Show your artistic talent off and share your WoT masterpieces!


Mad_Hatter
Fan Art
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12.05.2011 14:27:15
 
Subject: Fan Art
Link on message: #532934

Mad_Hatter: Dear Warriors!
World of Tanks gives you a chance to show everyone the things you find exciting! We would like you to post WoT related pictures in this topic, the best images will be added to Fan Art section of the website! The only requirement for the works is to meet World of Tanks Game Rules. And all the rest depends on your imagination and field of search!

Show your artistic talent off and share your WoT masterpieces!


Mad_Hatter
Fan Art
arrow
12.05.2011 14:27:15
 
Subject: Fan Art
Link on message: #532934

Mad_Hatter: Dear Warriors!
World of Tanks gives you a chance to show everyone the things you find exciting! We would like you to post WoT related pictures in this topic, the best images will be added to Fan Art section of the website! The only requirement for the works is to meet World of Tanks Game Rules. And all the rest depends on your imagination and field of search!

Show your artistic talent off and share your WoT masterpieces!


Mad_Hatter
Fan Art
arrow
12.05.2011 14:27:15
 
Subject: Fan Art
Link on message: #532934

Mad_Hatter: Dear Warriors!
World of Tanks gives you a chance to show everyone the things you find exciting! We would like you to post WoT related pictures in this topic, the best images will be added to Fan Art section of the website! The only requirement for the works is to meet World of Tanks Game Rules. And all the rest depends on your imagination and field of search!

Show your artistic talent off and share your WoT masterpieces!


Hypnotik
M-51 Super Sherman VS T-54/T-55
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12.05.2011 06:10:47
 
Subject: M-51 Super Sherman VS T-54/T-55
Link on message: #532375

Hypnotik: What nation would it go on? Chile, Israel, Lebanon, or Palestine? It never saw service with anyone else.


Hypnotik
General discussion
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12.05.2011 05:48:28
 
Subject: General discussion
Link on message: #532334

View PostGunther_Herrmann, on May 12 2011 - 03:19, said: Mausketeers wipes out Iron Raiders 2:2:1


Hypnotik: You beat Iron Wolves actually. We'll meet next round if we both win though.


Tanitha
Welcome to the world of Master Sgt Kim
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12.05.2011 03:12:40
 
Subject: Fan Zone\Fan Videos\Welcome to the world of Master Sgt Kim
Link on message: #532036

View PostRyahn, on 12 May 2011 - 12:32 AM, said: Not trolling, but you do need a better computer. 10 to 14 FPS!?!?!
Should turn everything down on the graphics.

Tanitha: Frapsing while playing chews up a lot of power.
What FPS do you get while frapsing WOT?
Re the vid, less running into walls/objects, and driving around, and more action would make it better imo.
And [ media ] tags will link it into the forums directly.
Good luck with your next attempt.


Tanitha
T-44, a GOD among tanks?
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12.05.2011 03:02:51
 
Subject: In-Game Vehicles\Soviet Vehicles\Medium Tanks\T-44, a GOD among tanks?
Link on message: #532013

View PostLacrobat, on 09 May 2011 - 09:58 AM, said: Hey!
I have finally grinded all the way up to the T-44 tank! And what a tank!!. There is many threads about the T-54 to be over-powered. But this little monster, the T-44, I haven´t seen any threads about it (being OP).

Tanitha: There was many many many threads complaining about the T44 being OP, before the T54 came out.
The T44 was a very popular tank, so, a lot of people were getting killed by it, and then thus complaining about it..
When the T9 mediums came out, most people went for the T54, because they already had the T44 with masses of exp on it. So there was a flood of T54's and a flood of T54's are op threads.
Its a decent tank, but I prefer the T54, and after driving a T54 its hard to go back to a T44.


Tanitha
Trouble with posting screen shots..
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12.05.2011 02:56:38
 
Subject: Game Discussion\Gameplay Discussion\Trouble with posting screen shots..
Link on message: #532004

Tanitha: photobucket.com or http://imageshack.us/
For uploading photos, then you can link them.
Regards.


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 21:32:16
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #531130

View PostJRzez, on May 11 2011 - 19:07, said: First of all, before I get into this, I would like to really thank you for taking some time and posting here so we can finally have someone to work with us and communicate what we're experiencing in game.

ChrisK: You're entirely welcome!  :Smile-izmena:

Quote One can't blame the tempermental nature of German tank's equipment, then ignore the problems the Russians experienced.

ChrisK: We're not - that was just by way of comparison. Mechanical reliability, training differences, tactics - that stuff is all out the window. This is only about tanks. None of the other factors impact gameplay, making it quite different from the historical experience of WWII tankers with air support, training, etc.

Quote ...EVERYONE (outside of Russia apparently) feared German tanks until the very end of the war.

ChrisK: No, they feared German tankers. The fact that those tankers were in German tanks is what made them tankers, but the German crews in the captured tanks from other countries (French/Czech/American/Russian) did very, very well, in spite of difficulties in ammunition and parts supply. Even in lousy tanks (Wittmann started out in armored cars and graduated to StuGs before moving into Tigers).

Quote You guys...

ChrisK: FYI I am all-American  :rolleyes:

Quote ...every surrounding and non-surrounding country got information from captured tanks to use it to their best knowledge in case of confrontation.

ChrisK: The Soviet Union conducted some of the most thorough tests on foreign armor ever made, but the commies didn't want to share very well back then. The bulk of the war was fought on their soil, and once they started winning it (1943), they had quite a lot of material to use for testing. In addition, they had Lend-Lease US and British tanks by the hundreds. I'll try to dig some up and post it. BTW, they hated the British stuff. :Smile_harp:

Quote It's called game balancing.

ChrisK: Hence all of the tweaking and nerfing that everyone complains about with every patch - trying to get the balance right. It's a long, tough process. BTW I have worked on a bunch of other games and teach game design, so I'd be happy to describe the process to anyone interested.

Quote Right now German tanks are at a disadvantage being "snipers", as the game for the most part doesn't present the opportunity to do so, and when you spot say a Russian tank due to view range cap, even though they lack accuracy, they still hit you, and when they hit, they hit harder than anything out there.

ChrisK: When I play TDs (about half the time), I play German. I kill commies without too much difficulty. It is a bit like sniping, which is probably why I enjoy it. :Smile-izmena:

Quote now the 88 buffs are not happening to beyond 6.4?

ChrisK: I'm still tracking that specific info down and I will post it when I get it. Honest.

Quote I'm curious to see what you guys do to the E-series tanks.

ChrisK: Me too!  :lol:  

Quote Thank you again for your time.

ChrisK: Once again, you're quite welcome and I hope I've explained our line of reasoning adequately. More questions are always welcome (just don't expect me to live online, LOL!).


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 20:24:33
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530939

View PostManic_Moran, on May 11 2011 - 17:52, said: How about this. Make it an optional toggle as you currently have it planned. But give a 5% (or whatever) xp/credit penalty for people who leave it turned off. That way people can make their own choice as to if they consider the synchronisation of their gun and server to be so important, and it will encourage people to leave it turned on, to the benefit of the light tank drivers who find that 'annoying' the opposition by repeatedly hammering them is sometimes their best chance for survival.
NTM

ChrisK: I need a "Like" button...  :Smile-izmena:


ARGO
To the Devs, Mods, and Players.
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11.05.2011 20:12:35
 
Subject: Off-Topic Discussion\Off-Topic\To the Devs, Mods, and Players.
Link on message: #530913

ARGO: You are most certainly welcome and I hope you are having a good time on forum and ingame as well. It is always nice to hear positive feeback from the community.


Tanitha
To the Devs, Mods, and Players.
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11.05.2011 20:10:27
 
Subject: Off-Topic Discussion\Off-Topic\To the Devs, Mods, and Players.
Link on message: #530908

Tanitha: No problems, glad you are having fun..
6.4 and then clanwars, should make it a lot better too.


ChrisK
Detailed tank balance changelog for 0.6.4 is out
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11.05.2011 19:28:22
 
Subject: Detailed tank balance changelog for 0.6.4 is out
Link on message: #530816

ChrisK: Jryder, it's a French tank... and if that isn't enough (OK, OK - just kidding French people!) the stats do have to match up with the Hotchkiss H35 on the French tech tree for balance when their tanks get into the game (http://statcdn.world...g)_for_book.jpg).

Also, Premium tanks are for fun and to be different, not to take advantage of other players just by spending money. We don't like to discriminate against players based on whether they pay or not - we want everyone to be on the same equal footing as much as possible (and everyone else, please keep the OP Russian/SPG/etc. comments to yourselves, LOL!).


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 18:37:29
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530701

ChrisK: Personally, I play only the German TDs - I'm not a fan of the Russian ones. And I would hate to see them nerfed, since I enjoy killing Russian tanks with them, but I know we have good reasons (/checks pockets... I know there's a good reason in here somewhere!). Although I am looking forward to the light and fast "scout TDs" with the big guns that will come with the American TDs as well. You just won't catch me in the Russian TDs if I can help it.


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 18:32:56
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530686

View PostLtChief, on May 11 2011 - 16:22, said: Will do :) My question still is WHY is their a delay? We have been told countless times by Overlord about how patching will be simultanious across all servers since Beta. And still we see a delay.  Are you not confident that your patches will work or something?


ChrisK:
There are several reasons. For one thing, updating a server cluster is no simple task, and updating several at the same time magnifies the headache several times. Additionally, we have to edit for linguistic adaptation, the support team has to be prepped for questions and issues, and a completely separate build has to be created. Finally, we want to make sure there's no "fatal flaw" that kills the game somehow. Look at it this way - we're testing on them so it works for you! :Smile_harp:

Having said that, we fully expect patch releases to go much more smoothly now than they did in beta, and the time between cluster patches shouldn't be more than a week unless something goes horribly wrong. Like zombies invade the host facility. Or worse, zombies get inside of our tanks! :Smile-playing:


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 18:21:43
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530662

View PostSmurphy1, on May 11 2011 - 16:03, said: Can we please get a dev comment on this? It seems to be ignored in the whole is Russian Op discussion going on.


ChrisK:
Yeah! Let's get a... oh, wait... how about I ask around and get back to you with an answer?

I will also be addressing other issues as I dig around for specific answers. With over 200 developers in the studio, nobody knows everything about the game, so I am literally making a list and following up as I go to make sure. Some of these issues (like matchmaking, spotting, OP, etc.) might be worth an entire blog post of clarification. I'll try to present our logic (where we have logic) and I'll be extra thankful when you find our flaws (when you've uncovered them, we can fix them!). Fair enough?


ChrisK
Detailed tank balance changelog for 0.6.4 is out
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11.05.2011 18:10:31
 
Subject: Detailed tank balance changelog for 0.6.4 is out
Link on message: #530636

View PostChewie, on May 11 2011 - 16:05, said: Why would I invite my friends to play this game, if we have to pay to play together?  I would try to get far more people to play this game if I didn't have to append it with, "oh, sorry, you have to pay to play together."

ChrisK: I totally agree with you! I'm working on that issue (among many others) and I'll let you know how it goes. In the meantime, only one of you has to pay, so you can at least take turns for now.


ARGO
Am I at fault for blocking?
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11.05.2011 17:58:33
 
Subject: Game Discussion\Newcomers' Forum\Am I at fault for blocking?
Link on message: #530606

ARGO: Blocking would be if you drove up to him and not allowed him an avenue of escape. If your just sitting there and someone approches you and winds up dead than no it is not your problem however it does hurt your team if you don't in some cases move to let your allies escape.


ARGO
Why Is-4 It'S So Op.
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11.05.2011 17:35:46
 
Subject: Off-Topic Discussion\Off-Topic\Why Is-4 It'S So Op.
Link on message: #530550

ARGO: The IS4 does not move at all, It's appearence to move is simply created by the earth beneath it trying to runaway from it.
Medusa herself once looked at an IS4 and she turned to stone.
IS4s are known for bullying Tiger IIs and taking their lunch money.
The IRS gets audited by the IS4.
The IS4 was invited to the Royal Wedding to be best man but was too cool to show up.
Donald Trump was fired by IS4.


ARGO
Chasing the elusive Darwin Award
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11.05.2011 17:07:22
 
Subject: Off-Topic Discussion\Off-Topic\Chasing the elusive Darwin Award
Link on message: #530500

ARGO: Yes, We have all been there ingame and have seen it. Someone goes and does something so monumentally dumb you sit there and scratch your head...Look away from the screen.....Look back.....mumble swears to yourself....put your face in your hands and ask yourself "WTF". But what we really never delved into is when we personally failed. Sure, it's easy to think up a good one about someone else, but now let's all have some fun with ourselves here and tell a few yarns on moments when we have achieved the seldom saught after Darwin Award. So sit back, think for a while and join the ranks here of those who have dared to be stupid.....
I will throw the first epic fail out there:
I had been playing for a few hours and having fun going through my tank trying to garner some much needed XP to climb. I had saved up a good deal of gold and had me around 2,500,000 creds and was well on my way to my goals before I turned in for the night. I came home from work ate supper and decieded to jump on WoT to start again but to my horror I noticed something wrong....a good portion of my gold was gone. I thought to myself "Holy Crap I must have put something in the consumables in auto" Because I did by a 50 gold auto fire extinguisure for my tanks and looked them over and to my surprise, nothing was on auto load. Now I was confused but relieved so I went on and played for the night then turned in, and the next day I went on....Gold missing...AGAIN. Now I am really ticked off thinking that maybe, just maybe someone got access to my account so now what do I do....I decieded to just keep an eye out and play some more and that's when A buddy of mine on Skype says to me "Hey Argo, How are you liking your new SPG"? I said it was very nice. He then say's "Yeah, it's ashamed some arty does'nt have AP rounds and just HE and gold........GOLD?......"You got to be kidding me" I thought and immediately go to the Priest and look up its ammo to find that I mistakingly picked Gold rounds for HE and because I had been just breaking it in, I was playing it a lot.....Man did I feel stupid.


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 14:33:24
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530311

View PostLtChief, on May 11 2011 - 12:20, said: Edit - Just saw on the Ru forums they are getting patched today, and our ETA says May.....wonderful, reminds me of the weeks of delays from Beta before we saw any patch.


ChrisK:
One week. Quote me.  :Smile-hiding:


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 14:31:46
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530310

View Postfritz3d, on May 11 2011 - 12:19, said: The problem is not that Soviet tanks are "stronger". The problem is the way the tech trees are tiered. You cannot tier stronger Soviet tanks against weaker German/US tanks and call it balanced. The planned revisions of the tech trees are step in the right direction but we'll only know for sure when we get them.


ChrisK:
Agreed, and we are working on that, as you have noted. Once we add the higher-end E-series vehicles and push some of the current top-Tier German tanks down a Tier, they should be better matches for their Soviet counterparts. We're still heavily into the process of adding American tanks, so we won't really be able to see how that balances out until the TDs and other new tanks (like the M24 Chaffee light tank!) get added to the tree. Like every other MMO, we've launched with as much playable, balanced, and fun content as we can produce within our limited budget, and now we'll use the fuel of any revenue we get to improve the game and add more content, challenges, and enjoyment.


ChrisK
Detailed tank balance changelog for 0.6.4 is out
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11.05.2011 13:43:44
 
Subject: Detailed tank balance changelog for 0.6.4 is out
Link on message: #530265

View PostOrkel2, on May 11 2011 - 11:20, said: Excellent. No more getting banned for killing a teamkiller.


ChrisK:
Don't forget to WAIT until the color changes! Otherwise, you'll be as guilty as they are (and you might even change color first!).


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 13:38:57
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530262

View PostOqltosLokos, on May 11 2011 - 11:27, said: Can anyone tell me how many deg obj has now ?

ChrisK: 15 degrees each direction, so it's being reduced slightly.


ChrisK
World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
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11.05.2011 13:32:59
 
Subject: World of Tanks v.0.6.4 update: Discussion of preliminary patch notes
Link on message: #530258

ChrisK: 0.6.4 patch notes have been finalized - http://forum.worldof...post__p__530122
This patch should be out on Russian servers now and will come to NA/EU servers in about a week (maybe less!).
More of my comments here: http://forum.worldof...post__p__530234
The mythical Russian bias is likely based on the common misperception in the West that German tanks were mechanically superior - in fact, they were pretty temperamental and very complicated. Even during the invasion of France in 1940 (Fall Gelb), the French armored forces outweighed the Panzers in both quantity and quality. Although the quality of German tank production was excellent (armor plate, optics, gun barrels, shells, and welding in particular), especially compared to the Soviet tanks, the Russian vehicles general had greater maneuverability (both in terms of ground pressure and power-to-weight ratio), thicker and more heavily sloped armor, and bigger guns (with accordingly larger shells). The reason the Germans beat the snot out of the RKKA so badly at the beginning of the war was the excellent training, tactical initiative, organization, and combat experience of the German forces. The Soviet Union didn't really catch up in this area until 1943 or so, and Germany still managed to maintain a higher kill ratio until the end of the war (around 1:12 in 1941 with an average of about 1:7 throughout the war, lower ratios against the Western Allies). Why does this all matter in World of Tanks? Because players don't have the German tactical advantages or the Russian weaknesses (for example, very few cars in a mostly agrarian society meant few decent drivers for tanks), and we all know the technological advances because they happened in the past, all that matters are vehicle stats and player skill. Of course, crew skill plays a huge role, but since all players start out evenly matched, that is balanced, which the real war was not. For a more "realistic" balance, perhaps German tank crews should start at 60% and go to 110%, and Soviet crews should start at 40% and go to 90% (leaving the Americans at 50%/100%)? Of course I'm joking - this wouldn't be fair to the players - but the fact is, the Soviet tanks were well ahead of their time in the balance of production, armor, firepower, and mobility, even though they lacked quality technology and skilled crews.
OK, enough ranting - I'll address armor issues elsewhere. :Smile-izmena:


ChrisK
Detailed tank balance changelog for 0.6.4 is out
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11.05.2011 13:09:40
 
Subject: Detailed tank balance changelog for 0.6.4 is out
Link on message: #530234

ChrisK: 0.6.4 patch notes have been finalized - http://forum.worldof...post__p__530122

This patch should be out on Russian servers now and will come to NA/EU servers in about a week (maybe less!).

If you read all of the vehicle changes, you'll see that they have been balanced pretty evenly. There have also been a lot of bug fixes, plus new vehicles and maps. Probably the most important things in this patch are the spotting (Overlord posted specifics - http://forum.worldof...hanics-in-v064/) and matchmaking balance changes. The combination of more frequent spotting checks with more checkboxes on each vehicle means that those "invisible pop-up tanks" should appear much less frequently. The matchmaking changes are relatively minor (on the US server, the main problem is that there aren't enough players to make teams as even as they should be, as Zedzded mentioned - invite your friends!), but will be followed by more specific changes for v7.0. The new automatic TK features will reduce the need to constantly report teamkillers - in fact, when their colors change, you can shoot them freely! Also, they are "fined" (out of their credits for the battle) part of the cost of repairs to friendly vehicles hit (this credit goes to the target vehicle).

:Smile-izmena:


Overlord
Visibility Mechanics in v.0.6.4
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11.05.2011 12:36:37
 
Subject: News from the Front\Developers Break Down Game Mechanics\Visibility Mechanics in v.0.6.4
Link on message: #530208

Overlord: v.0.6.4 update brings the following changes to visibility and spotting mechanics:
1. Added 2 new checkpoints for more credible visibility checks. These checkpoints are located on each side of the turret (see the drawing - Checkpoints 5 and 6). If the ray that goes from view range port to a visiblility checkpoint freely (terrain, objects), taking into account camouflage value of your tank, view range of the enemy tank, bushes effect, your tank is spotted by the enemy.
Posted Image
The rate of visibility checks is as follows:
* within 50m range - every 0.1 sec
* within 150m range - every 0.5 sec
* within 270m range - every 1.0 sec
* within 445m range (maximum indirect visibility range) - every 2.0 sec
2. A dynamic view range port was added to the place where gun joins turret. It changes its location during turret traverse. In general it works as static view range port. The two view range ports take turns, e.g. for 445 radius: at first works the port on commander's coppula, 2 sec later - the one on the gun, then - on the coppula, etc.
Posted Image
3. When the vehicle is firing it loses camouflage bonus from all bushes within 15m radius, barring the one that has the greatest invisibility coefficient. This applies to each ray that goes from view range port to a visiblility checkpoint of the firing vehicle.


Overlord
World of Tanks v.0.6.4 update
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11.05.2011 10:56:00
 
Subject: Important Information\Updates & Patch Notes\World of Tanks v.0.6.4 update
Link on message: #530122

Overlord: Finalized
World of Tanks v.0.6.3.11 – 0.6.4 patch notes:
Vehicles and balance. General:
- Added new vehicles: premium heavy Lowe and KV-5, KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
- Fixed hitboxes for the following tanks: IS-7, Jagdpanther, Tiger, Tiger II, VK4502, Ferdinand, Jagdtiger, Panther II, M41, T2 Med.
- Fixed minor inaccuracies in hitboxes of several tanks.
- Fixed a number of model and texture bugs.
- Added new gun 3d models to the following tanks: VK4502, Ferdinand, Tiger II, Jagdtiger.
- Readjusted visibility parameters of all vehicles while standing still and on the move.
- Readjusted visibility of all guns when firing.
- Readjusted maximum range of fire for all shells.
- Readjusted shell velocity for all shells: fixed errors, improved gameplay balance.
- Introduced detailed damage mechanics for tracks. Reworked durability of tracks and repair time for all vehicles.
- Increased match-making value for tier 9 medium tanks.
Combat mechanics:
- Added extra checkpoints on tank models for more accurate visibility checks.
- Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle.
- Engine now catches fire, if is has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. It can’t be put on fire after a regular hit.
- Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank.
- Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out.
- Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed hitboxes of several open top SPGs during a minor contact (ramming) with other vehicles
- Fixed the condition of getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition of getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the condition of getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the discrepancy between arcade and sniper reticle, when the tank is positioned on a slope.
Non-combat mechanics:
- Added the possibility of dismounting nondemountable equipment ("Rammer", "Coated Optics" and other) for 10 gold. To dismount it, click the module and choose “dismount equipment” option at the end of the dropdown list.
- Now when leveling the crew (on an elite tank with marked “Rapid crew training”) – bonus experience received for the crew is given to the least experienced crew member. The estimation is based on the general experience (not on the basis of skills percentage); if several crew members have equal values, the first one is chosen.
- Added the automated ban system for teamkillers.
Content:
- Added new maps: Mountain Pass and Prairies.
- Visually redesigned Pagorki map, map name changed to Mines.
- Komarin map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Corrected borders and skyboxes’ junctions on some maps.
- Fixed full-screen effects on Abbey map.
- For most of the maps the red line marking the edges of the map removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hitboxes for a large number of small objects.
- Fixed missing objects on Ensk map when rotating the camera.
- Optimized texture sizes for some objects and buildings.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
Garage Interface:
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added extra statuses displayed while loading.
- Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
- Fixed the bug with client’s hangup when joining platoon or tank company when voice chat ports are blocked.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added Clan section with its members to the Contacts window.
- Corrected and updated tips displayed when map is loading.
- Corrected the message when changing the engine with installed consumable of a different type (e.g. diesel engine and “105 octane gasoline” consumable).
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterix” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Fixed vehicle overlapping by the elements of a premium hangar (balcony, ladder).
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has reclogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Added the display of already researched modules for unresearched vehicle.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
- Fixed incorrect resolution of Ensk map at loading screen.
Combat interface:
- Minimap reworked in flash, as well as the rest of UI. Added the display of different tank classes.
- The icon of the player’s tank who has killed several allies turns blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- Added pop-up panel with possible actions when player’s vehicle is destroyed.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
System/graphics:
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Reworked post-effect displayed when player’s vehicle is destroyed.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Changed the display of the track prints. For different types of terain the prints are different.
- Added the protection against client-side changing the colour, brightness and the time of tracer effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
Full list of balance adjustments:
Changes to German vehicles:
PzKpfw 38H735(f) (Hotchkiss): increased match-making value.
PzKpfw B2 740(f) (B-1bis): hit points decreased by 15.
Bison:
- Hit points increased by 10.
- Rate of fire for 150mm_sIG33L11 gun set to 4.4 rounds per minute.
- Dispersion during movement and traverse increased by 10%.
Grille: hit points decreased by 20.
Hummel:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 150mm_sFH13_L17 gun set to 4 rounds per minute.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
Gw-Panther:
- Hit points decreased by 60.
- Dispersion during movement and traverse for top suspension increased by 10%.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
- Rate of fire for 150mm_sFH36_L43 gun set to 2.92 rounds per minute.
- Damage for 150mm_sFH36_L43 shells increased to 1200/900/1200.
Gw-Tiger:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Dispersion for 210mm_Morser_21 gun decreased to 0.51.
- Added AP shells for 210mm_Morser_21 gun.
Hetzer:
- Rate of fire for 75mm_PaK_39_L48 and 75 mm StuK 40 L/43 un set to 17.14 rounds per minute.
- Added ventilation equipment.
StuG III:
- Rate of fire for 75mm_StuK40_L43 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK40_L48 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 15.38 rounds per minute.
JagdPanzer IV:
- Rate of fire for 75mm_PaK_39_L48 gun set to 19.35 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 17.14 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 11.7 rounds per minute.
Jagdpanther:
- Reworked hitbox: significantly decreased the size of transmission, fixed wrong elements at the rear part, reworked gun mantles.
- Rate of fire for 75mm_StuK42_L70 gun set to 18.2 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Aiming time for 88mm_PaK_43_L71 gun set to 2 sec.
- Rate of fire for 105mm_K18_L52 gun set to 8.57 rounds per minute.
- Aiming time for 105mm_K18_L52 gun set to 1.5 sec.
Ferdinand:
- Reworked gun mantles
- Side hull armor decreased from 85 to 80mm.
- Aiming time for 88mm_PaK_43_L71 gun reduced to 2 sec.
- Reloading time 105mm_K18_L52 gun increased to 7 sec.
- Aiming time for 105mm_K18_L52 gun reduced to 1.5 sec.
Jagdtiger:
- Hit points increased by 200.
- Dispersion during movement and traverse decreased by 15%.
- Reworked gun mantles.
- Rate of fire for 128mm_PaK44_L55 gun set to 6.32 rounds per minute.
- Rate of fire for 128mm_PaK44_2_L61 gun set to 6 rounds per minute.
- Aiming time for 128mm_PaK44_2_L61 gun set to 2 sec, accuracy set to 2 sec.
- Changed model for 128mm_PaK44_2_L61 gun.
Pz38t: research branch to Hetzer replaced by a branch to Pz38 NA.
PzII Luchs: turret traverse for the PzIIL Luchstrum turret increased from 30 to 45 degrees per second.
PzIII: increased passability for stock suspension.
PzIII/IV:
- Changed the thickness for front hull armor from 80 to 60 mm.
- Weight of the vehicle hull decreased from 14570 to 13570 kg.
- Increased the front armor for the PzIV ausfH turret from 65 to 80 mm.
- Weight of the PzIV ausfH turret increased from 3500 to 4000 kg.
- Traverse speed increased for the PzIV ausfH turret from 50 to 60 degrees per second.
- Hit points of the PzIV ausfH turret decreased by 10.
- Maximum speed increased from 43 to 55 km/h.
- Hit points of the tank hull increased by 30.
PzIV:
- Rate of fire for 75mm_KwK_37_L24 gun with top turret set to 17 rounds per minute.
- Rate of fire for 50mm_KwK_39_L60 gun with top turret set to 30 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3001H:
- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 7 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
VK3001P:
- Traverse speed for stock suspension increased to 28 deg/sec.
- Traverse speed for top suspension decreased to 28 deg/sec.
- Rate of fire for 75mm_KwK_40_L48 gun with both turrets set to 17 rounds per minute.
VK3002 DB:
- Rate of fire for 75mm_KwK_40_L48 gun with stock turret set to 16 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3601H:
- Rate of fire for 105mm_StuH42_L28 gun with stock turret set to 8 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
PzV Panther:
- Increased the front hull armor thickness from 80 mm (upper) and 60 mm (lower) to 82 and 62 mm, also the armor plating over the tracks from 30 to 41 mm, bottom and roof plating from 16 to 17 mm.
- Front plating for the PV-V_Standardturm turret changed from 110 to 100 mm, shielding for view ports from 16 to 30 mm.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun set to 9.84 rounds per minute.
Armoring of Pz V/IV and Pz V/IV alpha changed in accordance with the tank Pz V Panther.
Panther II:
- Changed the model of the stock turret.
- Reworked gun mantels.
- Weight limit of the stock suspension now allows mounting the 8.8cm L/71 gun.
- Reworked the tank research tree: 8.8cm L/71 gun is now moved to the first turret.
PzVI Tiger:
- Rate of fire for 88mm_KwK_36_L56 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 8.82 rounds per minute.
- Significantly decreased the size of the transmission and engine in the hitbox model.
PzVIB Tiger II:
- Reworked gun mantels for both turrets.
- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm.
- Rate of fire for 88mm_KwK_36_ L71 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 88mm_KwK_36_ L71 gun with top turret set to 9.83 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 6 rounds per minute.
VK4502P:
- Detailed armoring for VK4502P_Standardturm turret.
- Detailed armoring for VK4502P_Eliteturm turret.
- Reworked gun mantels for both turrets.
- Rate of fire for 88mm_KwK_43_L71 gun with stock turret set to 9.84 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with stock turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 6.67 rounds per minute..
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 7.69 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 7.5 rounds per minute.
- Rate of fire for 128mm_KwK44_L55 set to 4.38 rounds per minute.
Maus:
- Reworked hull armoring taking into account armor shielding.
- Reworked gun mantel.
- Ammunition set to 68 rounds.
Changes to German shells:
- 128mm_PzGr39: damage increased from 470 to 490
- 128mm_PzGr40: damage increased from 470 to 490
- 128mm_SprG18: damage increased from 620 to 630
- 150mm_Sprg: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L: explosion radius decreased from 4.06 to 3.57
- 150mm_SprgG: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L.erz.: explosion radius decreased from 4.06 to 3.57
- 128mm_PzGr39L: damage increased from 540 to 560
- 128mm_PzGr43: damage increased from 540 to 560
- 170mm_Sprg18: explosion radius decreased from 4.81 to 4.59
- 170mm_Sprg18_Ausf_G: explosion radius decreased from 6.95 to 6.57
- 210mm_Sprg18: explosion radius decreased from 7.35 to 7.0
- 210mm_Sprg18_Ausf_G: explosion radius increased from 10.0 to 10.02
- 150mm_SprgG36:
- cost of a shell increased from 12 to 13 gold
- explosion radius decreased from 5.38 to 5.11
- damage increased from 950 to 1200
Changes to American vehicles:
T1 Cunningham: added 20mm Hispano Suiza gun.
T2 med:
- Added 20mm Hispano Suiza gun.
- Reworked gun mantel.
M7 Priest:
- Hit pints decreased by 30.
- Rate of fire for 105mm_Howitzer_M3 gun set to 5.22 rounds per minute.
- Rate of fire for 105mm_Howitzer_M2A1 gun set to 7.41 rounds per minute.
M41:
- Hit points decreased by 60.
- Rate of fire for 155mm_Gun_M1918M1 gun set to 3.3 rounds per minute.
M12: rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
M40/M43:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
- Rate of fire for 203mm_Howitzer_M1 gun set to 1.78 rounds per minute.
T1 hvy: gun depression decreased by 3 degrees.
M6: gun depression decreased by 4 degrees.
T29: rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6 rounds per minute.
Т32:
- View range of stock turret decreased to 430 meters.
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6.32 rounds per minute.
Т34:
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun for both turrets set to 7.5 rounds per minute.
M26 Pershing: dispersion during movement decreased by 10%.
Changes to American shells:
- 12.7mm_AP_M2: damage to modules increased from 16 to 20
- 76mm_HE_M42B1: explosion radius decreased from 0.96 to 0.92
- 105mm_HE_M1: explosion radius decreased from 1.84 to 1.75
- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320
- 105mm_HE_M11: damage decreased from 450 to 420
- 155mm_HE_M101: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M102: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M101M2: explosion radius decreased from 5.38 to 5.34
- 203mm_HE_M106: explosion radius decreased from 6.87 to 6.54
- 203mm_HE_A1M1: explosion radius decreased from 9.81 to 9.54
Changes to Soviet vehicles:
IS-3:
- Maximum speed forward and reverse set from 36 and 16 to 38 and 17 km/h respectively.
- Increased passability for top tracks by 5%.
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 40.
IS-7:
- Reworked armoring on the turret around external machine guns.
- Decreased the size of the turret rotation mechanism.
KV-1S:
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 10.
- Increased passability for medium terrain by 10%.
KV-220:
- Front hull armoring decreased from 120 to 100 mm.
- Battle tier decreased by 1.
S-51:
- Hit points decreased by 30.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3 rounds a minute.
- Rate of fire for 203mm_B-4 gun set to 1.58 rounds a minute.
SU-14:
- Hit points decreased by 90.
- Traverse increased by 2 deg/sec.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds per minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds per minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 212:
- Hit points decreased by 90.
- Reworked gun mantel.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds a minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 704:
- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h.
- Dispersion during movement and traverse decreased by 10%.
- Horizontal traverse angle for the gun is set to 11 degrees in each direction.
- Hit points increased by 250.
- Dispersion decreased to 0.34.
- Aim time decreased to 2.5 seconds.
SU-18: rate of fire for 76mm_cannon_mod_1927 gun set to 9.84 rounds per minute.
SU-26: rate of fire for 76mm_cannon_mod_1927 gun set to 10 rounds per minute.
SU-5:
- Hit points decreased by 30.
- Rate of fire for 76mm_cannon_mod_1905_30 gun set to 11.54 rounds per minute.
- Rate of fire for 122mm_cannon_mod_1930 gun set to 8 rounds per minute.
SU-8:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Accuracy for 152mm Howitzer ML-20 mod. 1931 gun set to 0.5.
T-34-85: hit points of the T-34-85 turret decreased by 20.
T-54:
- Weight of the top turret increased by 500 kg.
- Power of the top engine increased to 700 h.p.
- Price of the top engine increased to 82300 credits.
Changes to Soviet shells:
- 76mm_UOF-354K: explosion radius decreased from 0.96 to 0.92
- 122mm_UOF-471: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SO: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SOMSH: explosion radius decreased from 2.68 to 2.36
- 152mm_53OF500:
- explosion radius decreased from 3.85 to 3.67
- damage increased from 290 to 330
- 152mm_53-OF-530: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551BM: explosion radius decreased from 5.39 to 5.13
- 203mm_F-625D: explosion radius decreased from 6.87 to 6.54
- 203mm_F-625DBM: explosion radius decreased from 9.62 to 9.16
ETA - May.
Some minor corrections were added (marked with red color)/ Mediahead
Topic for discussion.


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