Developers posts on forum
In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com
Subject:
Archives\Junkyard\Discussion of pre-release notes
Link on message: #400208
alpoc, on 10 February 2011 - 06:29 PM, said: Just to clarify, tier 8 arty will now be available AFTER release?
The only reason I ask(again) is that initially it was stated they
would be after release, but then a more recent post from Overlord
indicated they would be released PRIOR to release. Thanks.

Link on message: #400208

Overlord: They will be available after the release.
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #400207
Quote 4.5 Restrictions on Administrators and Moderators
Administrators and support staff being official employee's are representatives of Wargaming.net, are allowed to play but not partake in clans and clan wars.
Moderators however are not official employee's of Wargaming.net and recruited from the player base. They have no special abilities in game to give them any advantage, other than the ability to issue chat bans within the game. So there is no need to limit moderators participation within clans or clan-wars. If users believe a moderator to be biased in any way or acted inappropriately, they are to send the details to support via the website (http://support.worldoftanks.com) or by sending an email to support@worldoftanks.com and it shall be looked at and dealt with by administrators if needed.

Link on message: #400207
Quote 4.5 Restrictions on Administrators and Moderators
Administrators and support staff being official employee's are representatives of Wargaming.net, are allowed to play but not partake in clans and clan wars.
Moderators however are not official employee's of Wargaming.net and recruited from the player base. They have no special abilities in game to give them any advantage, other than the ability to issue chat bans within the game. So there is no need to limit moderators participation within clans or clan-wars. If users believe a moderator to be biased in any way or acted inappropriately, they are to send the details to support via the website (http://support.worldoftanks.com) or by sending an email to support@worldoftanks.com and it shall be looked at and dealt with by administrators if needed.
Tanitha: So if you wish to dispute the admins rules, as per any situation,
it needs to be done to support. Not within the forums. Disputing
the admins rules etc within the forums is a no warning 7 day ban
situation.. So.. please don't continue..
Mods being allowed to play, is a privilege, If any mod acts biassedly it will be a situation of all the other mods pouncing on them to make sure they don't jeopardize the situation, or players are free to report mods to support for this reason, or any other appropriate reason.. If mods ever weren't allowed to play in clans, it would be simple, WOT wouldn't have any mods so they would have to employ some external mods, who didn't give a dam about the game and were just doing the job for the cash.. Also if they don't play they would have no idea about the game or how to play it..
As for advantages, well, I can chat ban, and forum ban, IE mute a player. It doesn't effect the game play, or clan-wars.
Info? we don't get any that players don't. You can read every post on the forums every day like I do, if you wish, nothing is stopping you..
Super-beta? I had it at one stage, I logged in, and i was the only person online (me), i looked at the tanks, then exited. Later I dragged someone else to the superbeta, so there was 2 people online so we could goto the training room for a couple of 1v1 matches.. Big deal.. if you call that an advantage. then.... its just being paranoid..
Do I still have access to super-beta? no idea. I've not logged into it for a month or two.. I believe everyone's accounts were suspended from the super-beta due to leaks a month ago. But ive not bothered checking to be honest,. I don't have it installed.
The above pretty much sums the situation up. No further discussion please. If you wish to pursue it, do it via the rules with a complaint to support.
******************************
Back onto the topic of clanwars..
http://challenge.wor.../clanwars/maps/
It looks like there has been changes to the world..
All Gold revenue looks like its doubled? Looking nice...
Mods being allowed to play, is a privilege, If any mod acts biassedly it will be a situation of all the other mods pouncing on them to make sure they don't jeopardize the situation, or players are free to report mods to support for this reason, or any other appropriate reason.. If mods ever weren't allowed to play in clans, it would be simple, WOT wouldn't have any mods so they would have to employ some external mods, who didn't give a dam about the game and were just doing the job for the cash.. Also if they don't play they would have no idea about the game or how to play it..
As for advantages, well, I can chat ban, and forum ban, IE mute a player. It doesn't effect the game play, or clan-wars.
Info? we don't get any that players don't. You can read every post on the forums every day like I do, if you wish, nothing is stopping you..
Super-beta? I had it at one stage, I logged in, and i was the only person online (me), i looked at the tanks, then exited. Later I dragged someone else to the superbeta, so there was 2 people online so we could goto the training room for a couple of 1v1 matches.. Big deal.. if you call that an advantage. then.... its just being paranoid..
Do I still have access to super-beta? no idea. I've not logged into it for a month or two.. I believe everyone's accounts were suspended from the super-beta due to leaks a month ago. But ive not bothered checking to be honest,. I don't have it installed.
The above pretty much sums the situation up. No further discussion please. If you wish to pursue it, do it via the rules with a complaint to support.
******************************
Back onto the topic of clanwars..
http://challenge.wor.../clanwars/maps/
It looks like there has been changes to the world..
All Gold revenue looks like its doubled? Looking nice...

Subject:
Archives\Junkyard\Discussion of pre-release notes
Link on message: #400188
ed_anger, on 10 February 2011 - 06:06 PM, said: "Implementation of tier 8 SPGs is not going to cause significant
rebalancing of lower tier units"
if there is not going to be rebalancing of arty damage amounts, it might be wise to limit arty tier separately from tank tier in the battle league groups, ie junior should be T6 tanks and T4 arty then.

Link on message: #400188

if there is not going to be rebalancing of arty damage amounts, it might be wise to limit arty tier separately from tank tier in the battle league groups, ie junior should be T6 tanks and T4 arty then.
Overlord: Perhaps, but I don't think that lets say SU-14 is more useful than
VK3601 in such battles.
Subject:
Archives\Junkyard\Discussion of pre-release notes
Link on message: #400167
LezbianSeagull, on 10 February 2011 - 05:49 PM, said: Will clan wars in some form be available to US server when the game
is released?

Link on message: #400167

Overlord: As it is written there, a few months after the release.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #400158
jackal40, on 10 February 2011 - 05:29 PM, said: Overlord, will you be posting the 0.6.4.x patch notes and creating
a comment thread on the forums or are we shifting to using the blog
as the information and comment location. I like having the
information available, I just don't like having to go multiple
places to find it.
Tanks!

Link on message: #400158

Tanks!
Subject:
Archives\Junkyard\Discussion of pre-release notes
Link on message: #400148

Link on message: #400148
Overlord: Topic for discussion.
Read pre-release notes.
Read pre-release notes.
Subject:
News from the Front\Developers Break Down Game Mechanics\Pre-release notes
Link on message: #400146

Link on message: #400146
Overlord: Last updated March 11, 2011
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: April, approximately 2 weeks before the release.
Release date: April. Hardwipe confirmed.
Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars
EU server:
set in Euros
1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1), and a slot.
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.
Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
[Distant plan]Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
[Distant plan]Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update
Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: April, approximately 2 weeks before the release.
Release date: April. Hardwipe confirmed.
Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars
EU server:
set in Euros
1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1), and a slot.
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.
Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
[Distant plan]Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
[Distant plan]Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x update
Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
Subject: Pre-release notes
Link on message: #400146
Link on message: #400146
Overlord: Last updated March 11, 2011
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: April, approximately 2 weeks before the release.
Release date: April. Hardwipe confirmed.Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1), and a slot.
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
[Distant plan]Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
[Distant plan]Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x updateNote! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.
1. Release: Hardwipe & Prices For Gold
These dates are still considered to be rough, but should give batter understanding of projected time-lines.
ETAs:
Pre-orders launch: April, approximately 2 weeks before the release.
Release date: April. Hardwipe confirmed.Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.
The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.
US server:
set in US dollars EU server:
set in Euros 1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.
Note! Available payment systems and other related details are to be announced.
Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1), and a slot.
Pre-order stuff can be added to existing account.
2. Release Version and the Upcoming Major Update
Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.
Major update v.0.6.4 - preliminary patch notes:
New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.
Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.
New movement system that is supposed to remove about 70-80% of stuck cases.
Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).
Added gold transfers between clan members.
Reworked detracking system. See new detracking mechanics section.
[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.
Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.
Added advanced settings for voice chat and reworked some interfaces.
Added mute player function for voice chat.
Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.
[Possibly] Fixed several cases of memory leak.
Reworked outlines of bases to reflect the actual radius more accurately.Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.
3. Visibility and Spotting Mechanics
Visibility and spotting system are being worked on. Below are some details.
Overall performance if the system will be optimized so as to consume less server resources
The rate of visibility checks will see significant increase (approx 3-5 times more frequent)
The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.
The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.
"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.
"Post-firing" visibility will be systematized and redesigned according to gun specs
ETA is to be announced.
4. Revision of Tech Trees
Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.
US tech tree, to a high extent, can be revised in the light of community feedback here.
5. Match-making System
The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).
Plans for future:
Match-making spread for the majority of the vehicles is not planned to be decreased
Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread
It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)
Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added
Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers
No match-making system for company battles
Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles
Most probably overall tier division for companies will correspond to current battle leagues
6. Clan Wars
International clan wars beta will start in a few months after the release.
Non-exhaustive list of features for clan wars currently in development:
New territories on global map.
Special in-game maps for most important historical provinces.
Fog of war in special battles. Neither team is aware of its opponent's roster.
Reconnaissance.
[Distant plan]Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
[Distant plan]Call for artillery- and air-strike covering the whole square.
New battle formats. One base per map, bigger teams.
Political features: diplomacy and alliances, super-capitals, revolts.
Volunteers functionality (replacement for mercenaries).
Nomad clans.
7. German Vehicles
Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.
1. Fixed hit-box for Maus (example)
Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)
8 additional armor groups for gun and mantlet that can be assigned with separate parameters.
Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.
Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.
ETA - v.0.6.4.x updateNote! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.
2. Reconsidered and systematized visibility values for tanks and especially TDs.
ETA - v.0.6.4.x update
3. Adjustments to max speed values of Tiger and Tiger II are under consideration.
8. SPGs & Balance
Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations
No major changes are planned
Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units
9. New Game Modes
Several new game modes are in development
Assault mode - one team is to defend the base, the other one is to capture it
Domination mode - there is one base in the center of the map and both teams are to capture it
Current maps will be reworked and adjusted to suit new game modes
At this time - no ETAs
10. New Detracking Mechanics
The size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspension/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.

Green areas will be limited to the size of leading wheel and idler.
This post will be timely updated.
Topic for discussion.
Subject:
Archives\Junkyard\Preliminary patch notes of v.0.6.4
Link on message: #399954
Diedel, on 10 February 2011 - 10:15 AM, said: If i understood that comment on the .ru forum right the US changes
will be after 0.6.4, so maybe 4 month or so, not sure if it was the
US TD's or the general changes, google is pretty bad at russian.
The french tanks will be far later.

Link on message: #399954

Overlord: US TDs will be added with the update that comes after 0.6.4. French
tanks will be added later.
Subject:
Fan Zone\World of Tanks Wiki\USA Navbar
Link on message: #399625

Link on message: #399625
MrVic: Was poking through some of the wiki today, wanted to check do we
want more history stuff for tanks? Hoping to get some time and can
update many that we have with data from records.
Subject:
In-Game Vehicles\Soviet Vehicles\Tank Destroyers\TD turret armor value
Link on message: #399575

Link on message: #399575
MrVic: Above post covered it 

Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\Losing control of tank
Link on message: #399572

Link on message: #399572
MrVic: Never experienced that myself. What keyboard and mouse are you guys
using by chance? curious if its a hardware hiccup
Subject: Losing control of tank
Link on message: #399572
Link on message: #399572
MrVic: Never experienced that myself. What keyboard and mouse are you guys
using by chance? curious if its a hardware hiccup
Subject: Losing control of tank
Link on message: #399572
Link on message: #399572
MrVic: Never experienced that myself. What keyboard and mouse are you guys
using by chance? curious if its a hardware hiccup
Subject:
Archives\Beta\Suggestions\Coward should be banned
Link on message: #399522
snowmen10, on 08 February 2011 - 05:48 PM, said: If the whole team is on defensive position, then there is no
problem.
However, today I've encountered a fight where I was in Panther 2, my friend is in 704. There's another IS-7 coming alone.
We have advantage on the spot even though the enemy have one IS-7 and 3 T-54 coming due to terrain.
I've manage to get 2 T-54 to half hp and damage IS-7. 704 is doing his job damaging IS-7 as well, so the situation is looking good.
However, after IS-7 looked at the situation, and flee!
He turn back, and run back to base!
I really really want to TK him at that point. Because of his action we lost a strategic position with 2 tier 9s and a lose in the end.
It's really not only today. After the server split I see a lot of people using foreign language chatting in the game without much moving. They basically stay at the base doing pretty much nothing! This really ruin the game play.
If TKer are being banned in a similar military courtroom situation (because we have to report and TKer got time to explain his action), then why can't we report Coward and ban them?
I'd suggest after the fight, we are allowed to vote to ban anybody. If the vote have more than 4 people voting yes, then the ban will send request to dev team or moderator.
These people who vote yes and the people who got reported will have to submit a situation report within 100 words to the dev team or moderator. They can judge either to ban the coward or do nothing. If the non of the people who vote yes submit the vote, then there will be no ban. If the coward doesn't submit the report or he really stay at base for nothing, then there will be a same penalty to TKers.

Link on message: #399522

However, today I've encountered a fight where I was in Panther 2, my friend is in 704. There's another IS-7 coming alone.
We have advantage on the spot even though the enemy have one IS-7 and 3 T-54 coming due to terrain.
I've manage to get 2 T-54 to half hp and damage IS-7. 704 is doing his job damaging IS-7 as well, so the situation is looking good.
However, after IS-7 looked at the situation, and flee!
He turn back, and run back to base!
I really really want to TK him at that point. Because of his action we lost a strategic position with 2 tier 9s and a lose in the end.
It's really not only today. After the server split I see a lot of people using foreign language chatting in the game without much moving. They basically stay at the base doing pretty much nothing! This really ruin the game play.
If TKer are being banned in a similar military courtroom situation (because we have to report and TKer got time to explain his action), then why can't we report Coward and ban them?
I'd suggest after the fight, we are allowed to vote to ban anybody. If the vote have more than 4 people voting yes, then the ban will send request to dev team or moderator.
These people who vote yes and the people who got reported will have to submit a situation report within 100 words to the dev team or moderator. They can judge either to ban the coward or do nothing. If the non of the people who vote yes submit the vote, then there will be no ban. If the coward doesn't submit the report or he really stay at base for nothing, then there will be a same penalty to TKers.
ARGO: In a nutshell, I agree with Soulspecter that this idea would never
fly. Also being a proud driver of the IS7 myself I will say I never
ran from a fight however I have definately seen exactly what your
talking about and as I said before in a post, that is a definate
sign of P.U.T.T.S. syndrome. I will say again that TKing is the
wrong move but usually cowards eventually make a name for
themselves and what happens is that once other players know them by
name they usually wind up by themselves in a battle because no one
will help them. Karma has a way of doing that.....
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #399492
a1fox3, on 09 February 2011 - 09:34 PM, said: Are you going to give the M6A2E1 the long 105mm or just the 76mm.

Link on message: #399492

Overlord: 105mm.
Subject:
Clans\Clan Recruitment\Tankbusters goes clan
Link on message: #399483

Link on message: #399483
MrVic: Got all of the above
If I missed you on a application let
me know. Sorry on the delay 


Subject:
Archives\Beta\1 shots = 14 kills
Link on message: #399383

Link on message: #399383
ARGO: My question is did he get the credit for all the kills or just one?
Subject:
Off-Topic Discussion\Off-Topic\The Magic Vending Machine!
Link on message: #399380
Cpt_Milton, on 09 February 2011 - 05:09 PM, said: You get a deadly serious court appearance. 
I put in a English teacher showing his students The Simpsons: Treehouse of Horror - The Raven. (Just happened)

Link on message: #399380


I put in a English teacher showing his students The Simpsons: Treehouse of Horror - The Raven. (Just happened)

ARGO: You get Mr. Garrison....Mmmmmmkay?
I put in another winter blizzard
I put in another winter blizzard
Subject:
Archives\Beta\Can I Play Both US and EU servers? - (Fixed)
Link on message: #399369
welshy, on 09 February 2011 - 03:14 PM, said: i made a mess of things when choosing server, im from the UK but
somehow i play on USA servers with a very high ping
is there anyway that i could go back
to EU servers without making a second account, as i have used the
same account since the start of beta. thx

Link on message: #399369


Tanitha: I already replied to your other threads.And pmed you the reply..
Basically contact support please.
Closing this thread. its answered by Vallter above /Tanitha
Closing this thread. its answered by Vallter above /Tanitha
Subject:
Archives\Beta\Looking for a competitive Clan
Link on message: #399333
Madocchi, on 29 January 2011 - 05:58 PM, said: found a clan to join, no longer looking

Link on message: #399333

Tanitha: guys.. this means he doesn't need a clan any more : )
Locking thread. good luck with your clan.. /Tanitha
Locking thread. good luck with your clan.. /Tanitha
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #11
Link on message: #399316
MrVic, on 04 February 2011 - 09:12 PM, said: Arrrr! shes done!

Link on message: #399316

Tanitha: Aye, good job as usual mate, well done.
Thanks.
Thanks.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #399292
Gatt, on 09 February 2011 - 03:53 PM, said: May we know how many new Premium tanks we'll have in the
packages?
So far I know about the KV-5 and the Lowe ...
Thanks.

Link on message: #399292

So far I know about the KV-5 and the Lowe ...
Thanks.
Overlord: No, KV-5 and Lowe won't be in pre-order packages. They are reqular
premuim tanks.
M6A2E1, Pz. V/IV, and A-32 will be available.
M6A2E1, Pz. V/IV, and A-32 will be available.
Subject:
Archives\Junkyard\Dead but not dead.......
Link on message: #399239
hipcanuck, on 09 February 2011 - 02:00 PM, said: Is this supposed to happen?

Link on message: #399239

Tanitha: Yes. But it happens that rarely that its a shock when it does
happen. : )
I remember the first time this happened to me, clearly.. I was quite confused.
No crew = useless tank.
Closing the thread. Since its no a bug as such. /Tanitha
I remember the first time this happened to me, clearly.. I was quite confused.
No crew = useless tank.
Closing the thread. Since its no a bug as such. /Tanitha
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #399187
bradofcanada, on 09 February 2011 - 01:17 AM, said: My question Overlord is What is the price of the Pre-order and what
will you get with it ?I heard months back that we can pay 100 bucks
up front and receive some goodies 

Link on message: #399187


Overlord: They will appear on the website in about 2 weeks offering 10%
discount on gold and premium tank for free. There should be 3
packages.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #399182
Wallachia, on 09 February 2011 - 12:46 AM, said: Overlord, I have a question.
Are there going to be any possibilities of buying the premium account in a definitive basis?
Also, can beta testers choose, if they want, to have more garage slots after the hardwipe, instead of one specific tank or whatever you have planned?

Link on message: #399182

Are there going to be any possibilities of buying the premium account in a definitive basis?
Also, can beta testers choose, if they want, to have more garage slots after the hardwipe, instead of one specific tank or whatever you have planned?
Overlord: This is not planned.
No, there will be a specific tank.
No, there will be a specific tank.
Subject:
Archives\Junkyard\Get rid of the effing holiday crap
Link on message: #399029

Link on message: #399029
MrVic: It will be removed soon
Devs have posted in regards to it
numerous times. Closing

Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #398644
WarWolverineWarrior, on 08 February 2011 - 10:39 PM, said: Are there any problems in clan wars on the Russian server?

Link on message: #398644

Overlord: There are some technical issues, but nothing critical. My personal
estimation, the main problem is that there are too many clans and
too few provinces.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #398583
WingNut, on 08 February 2011 - 04:35 PM, said: So does this mean that the upcoming release will be delayed?

Link on message: #398583

Overlord: Yes, looks like in March. There are some issues that are to be
sorted out prior to the launch.
Subject:
Archives\Beta\To whom it may concern:
Link on message: #398576
PAtri0T, on 08 February 2011 - 09:20 PM, said: I have looked around in the forums and I cannot seem to find any
communications to the effect of when the game is planned to be
rollout out live. Any chance for feedback from Overlord or someone
in the know? Thank you and have a great day!!

Link on message: #398576

Tanitha: Various old dates have been floating around for ages, it was "1st Q
2011" then was "late February/early march". And newer information
should be public very soon. I believe the information will be
announced tomorrow. But I'll leave the details for a overlord
official post.
Regards..
Regards..
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #11
Link on message: #398414
Diastant, on 07 February 2011 - 11:39 PM, said: Looks great. Could I ask where the review is?

Link on message: #398414

MrVic: That would be my question
only 2 were provided 


Subject: WoT Newsletter Volume #11
Link on message: #398414
Diastant, on Feb 07 2011 - 22:39, said: Looks great. Could I ask where the review is?
Link on message: #398414

MrVic: That would be my question
only 2 were provided 


Subject: WoT Newsletter Volume #11
Link on message: #398414
Diastant, on Feb 07 2011 - 22:39, said: Looks great. Could I ask where the review is?
Link on message: #398414

MrVic: That would be my question
only 2 were provided 


Subject:
Archives\Beta\hiding behind ohter tanks
Link on message: #398385
kongman, on 07 February 2011 - 03:49 AM, said: ok im gettin really sick of this shit ......hiding behind other
tanks so you live a bit longer is BS , if i find any usin me as a
bullet shield ill just shoot them ......screw the tk rules

Link on message: #398385

ARGO: Don't get me wrong Kongman, I am by no means trying to dis you but
I think your looking at it the wriong way.
For starters,
1. This is a war game which means one way or another your eventually going to get lit up.
2. Having tanks accompanying you is also part of the game....Get used to it.
3. Team mates hiding behind you while firing is a tried and true tactic in any war game.
4. Using your burnt out corpse is also a tactic much like hiding behind rocks/houses.
5. You too can do it, theres no law that says you can't so why complain.
6. Your lucky if you have player sticking with you, it actually increases your chance of winning "The more guns the better".
So if you really want something to gripe about, there are plenty of other things that are far more irritating:
That guy who backs into you and accidently tracks you so you get killed then runs away.
The guy who just keeps moving infront of you while your aiming.
The guy who follows you around continuously stealing your kills after you take the enemy down to 1%.
The guy who decieds to move off the flag when it's 3/4 captured only to get himself killed and lose the game.
The team that chases after that Maus while your base is getting embarassingly capped by a freakin Loltracktor.
Those idiots that deciede to have a personal issue at games start TKing each other and the rest of your team suffers for it by being two tanks short.
I could go on and on but I like you must remember that although WoT can change a lot of game features, what they cannot change is the human factor. And for the record, You already know how we feel about TKing so please don't try it. And if you run into my IS4 on the battlefield, feel free to use me for cover.
For starters,
1. This is a war game which means one way or another your eventually going to get lit up.
2. Having tanks accompanying you is also part of the game....Get used to it.
3. Team mates hiding behind you while firing is a tried and true tactic in any war game.
4. Using your burnt out corpse is also a tactic much like hiding behind rocks/houses.
5. You too can do it, theres no law that says you can't so why complain.
6. Your lucky if you have player sticking with you, it actually increases your chance of winning "The more guns the better".
So if you really want something to gripe about, there are plenty of other things that are far more irritating:
That guy who backs into you and accidently tracks you so you get killed then runs away.
The guy who just keeps moving infront of you while your aiming.
The guy who follows you around continuously stealing your kills after you take the enemy down to 1%.
The guy who decieds to move off the flag when it's 3/4 captured only to get himself killed and lose the game.
The team that chases after that Maus while your base is getting embarassingly capped by a freakin Loltracktor.
Those idiots that deciede to have a personal issue at games start TKing each other and the rest of your team suffers for it by being two tanks short.
I could go on and on but I like you must remember that although WoT can change a lot of game features, what they cannot change is the human factor. And for the record, You already know how we feel about TKing so please don't try it. And if you run into my IS4 on the battlefield, feel free to use me for cover.
Subject:
Archives\Beta\Premium tanks
Link on message: #398365

Link on message: #398365
ARGO: Ram II is a great tank, I personally do not have one but I faught
plenty and I will say it took a few hits from my IS4's 130mm and
kept on truckin. It also took out me and a buddy he was in a
sherman and I was in a VK3601H I do not remember if we were damaged
but it was truly imprwessive for a premium tank and I would buy one
if I had the gold to spare.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #398343
ijazrazik, on 08 February 2011 - 03:15 PM, said: ru server gets the patch on February 7th and still we looking 4 a
date with less than a month or so to hard wipe
the current status is still ru test server only

Link on message: #398343

the current status is still ru test server only
Overlord: Updated projected timeline for US server. 0.6.3.7 update is
scheduled for February 14-17.
Subject:
Important Information\Updates & Patch Notes\beta v.0.6.3.x update
Link on message: #398341

Link on message: #398341
Overlord: Projected timeline for v.0.6.3.7 on US server - February 14-17.
Subject: beta v.0.6.3.x update
Link on message: #398341
Link on message: #398341
Overlord: Projected timeline for v.0.6.3.7 on US server - February 14-17.
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