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\Beta\schedued Maintenance
Link on message: #227615

Link on message: #227615
MrVic: Right now it falls into the lowest population hours for both EU and
NA. Down the road we will probably see this maybe adjusted for
different times after the EU sever is up and running.
Subject:
Archives\Junkyard\Chat ban..
Link on message: #227610

Link on message: #227610
MrVic: Filter or not Filter its against the rules. Also its a helps but
does not stop it. This has been covered before please feel free to
check into the rules section.
Closing this out.
Closing this out.
Subject:
Archives\Junkyard\My poll thread was deleted why?
Link on message: #227603

Link on message: #227603
MrVic: I did not remove the thread but, there are numerous other threads
and a main thread dedicated to balance testing.
Having numerous threads on the same topic mainly leads to not all the feedback being read if its in 26 threads as
opposed to a single thread.
You also posted in the main thread about 20mins ago
That is a good place to voice your
concerns (mind you not troll)
Closing this out
Having numerous threads on the same topic mainly leads to not all the feedback being read if its in 26 threads as
opposed to a single thread.
You also posted in the main thread about 20mins ago

Closing this out

Subject:
In-Game Vehicles\American Vehicles\Light Tanks\M24 Chaffee
Link on message: #227566
Panzerpete, on 14 November 2010 - 06:37 AM, said: I was really surprised to see this tank not included. The Germans
and russians have really nice T5 light tanks but the US seems to be
lacking.

Link on message: #227566

MrVic: 

Subject: M24 Chaffee
Link on message: #227566
Panzerpete, on Nov 14 2010 - 05:37, said: I was really surprised to see this tank not
included. The Germans and russians have really nice T5
light tanks but the US seems to be lacking.
Link on message: #227566

Subject: M24 Chaffee
Link on message: #227566
Panzerpete, on Nov 14 2010 - 05:37, said: I was really surprised to see this tank not
included. The Germans and russians have really nice T5
light tanks but the US seems to be lacking.
Link on message: #227566

Subject:
Archives\Beta\Anyone else cant connect for the last 2 days
Link on message: #227364
wagga2650, on 14 November 2010 - 04:00 AM, said: I have downloaded the new patch played it a few times came to play
again a few hours after and now I cant connect.
Any help would be much appreciated as I haven't seen any notifications saying the site is down.

Link on message: #227364

Any help would be much appreciated as I haven't seen any notifications saying the site is down.
Tanitha: Its online now and i've had no problems. So provide more info so
people can help you out.
Subject:
Archives\Junkyard\Invite Code
Link on message: #227315
Rhym, on 14 November 2010 - 12:59 AM, said: Enjoy, still <1000 keys here: http://mmohut.com/gi...ta-key-giveaway
Free Valentine (and garage slot) included.

Link on message: #227315

Free Valentine (and garage slot) included.
Tanitha: Thanks, but there is a stickied topic here.
http://forum.worldof...available-here/
So closing this resurrected thread.
http://forum.worldof...available-here/
So closing this resurrected thread.
Subject:
Archives\Junkyard\Germany vs. USA - 1v1 slugging match, 1944
Link on message: #227183

Link on message: #227183
ARGO: To be honest here,
They all had very very good planes/fighters/ships/equipment....All of them. The air war was won by the pilots and in the case of Axis loosing the war, it wasn't that their planes where not good or their guns or pilots for that matter. It was because by the ending days of the war they didn't have enough of any of them to keep up. In the end, it's the numbers that really mattered and not the quality.
They all had very very good planes/fighters/ships/equipment....All of them. The air war was won by the pilots and in the case of Axis loosing the war, it wasn't that their planes where not good or their guns or pilots for that matter. It was because by the ending days of the war they didn't have enough of any of them to keep up. In the end, it's the numbers that really mattered and not the quality.

Subject:
Archives\Junkyard\What if Nazis Lost
Link on message: #227161

Link on message: #227161
ARGO: Maybe it's just me. I know this is "Alternate History" section but
I have read through this entire thread not once.....BUT
TWICE!!!!!
and I still don't get it!!!!!!
I am now dizzy, confused, and have a headache...
Where's my alka seltzer....
and I still don't get it!!!!!!
I am now dizzy, confused, and have a headache...

Where's my alka seltzer....
Subject:
Off-Topic Discussion\Historical Discussion\Sherman v Tiger
Link on message: #227146

Link on message: #227146
ARGO: [color="#8B0000"] [b][/b]Needless to say and sadly this thread has
kind of gone astray from a very intelectual debate reagarding tanks
to a bit of unreasonable name calling which is off-topic and not I
believe the original writers intent here but before I close it, I
will answer the question of which tanks are better.
The tank that got it's crew home....
Topic closed.....
Argo66[/color]
The tank that got it's crew home....
Topic closed.....
Argo66[/color]
Subject:
Archives\Junkyard\Small Icon at Players List?
Link on message: #227125

Link on message: #227125
ARGO: There's your answer Pille and welcome to WoT, I hope you enjoy it
as much as I do! 
This topic is offically closed.
Argo_66

This topic is offically closed.
Argo_66
Subject:
Archives\Junkyard\"Matchmaking" System
Link on message: #227103
nandeee94, on 13 November 2010 - 11:43 PM, said: Hy! I like the idea of this game and it was grat at the begging!
But after i got my hetzer it was a ..... i thought that's ok
because it's slow and severely armored.(but i still don't know why
was i put against Tigers, Tiger IIs) But now with the Stug III it's
better, i can use it i can damage a Tiger I but still i can't
damage the Tiger II it would be okay, but sometimes i got Tier IX
(you know that thing before the maus) and i can't do anything(BTW i
never saw a stug III with me against tiger IIs or those strong
tanks but a bunch of JagdTigers,Ferdinands,JagdPZIV). And then i
want to play with my T46. And i got 3 STUG III against me. So why i
can't go against T46 if i see them against me? So pls do something
i don't want to hunt tigers with hetzer or STUG.
I know that you may think i'm whining but c'mon! there should be battles between the TierI-II Tier II-III Tier III-IV Tier IV-V(and the some light tanks like leopards) and so on and so on I hope that in the full game this problem will be solved!

Link on message: #227103

I know that you may think i'm whining but c'mon! there should be battles between the TierI-II Tier II-III Tier III-IV Tier IV-V(and the some light tanks like leopards) and so on and so on I hope that in the full game this problem will be solved!
ARGO: Don't give up just yet Nandee, stick with it! As your tank and crew
improve, so does your survivability chances too. We all have been
where you are and I can say If you like what you drive, make it the
best it can be. If you don't, move up the ladder to a better one
until you find what suits you. Talk to other players, make friends
to play with in a platoon or stick with other heavier tanks/TDs as
support for them or protect arty at the base until your a little
better suited to go on your own. Remember that this Beta game is
under many changes so keep reporting any bugs or issues to the
"Technical" section of the forum and help out the Devs do their
thing.
Good hunting and nice to meet you
Argo
Good hunting and nice to meet you
Argo
Subject: American tanks Engines
Link on message: #226894
Link on message: #226894
Overlord: Thanks will fix this one shortly.
Subject:
Archives\Beta\Why the heck the tank turns when it gets tracked?
Link on message: #226346
BigBadVuk, on 06 November 2010 - 11:42 PM, said: It is simple:
Damaged track will stop moving due to tracks being jammed between wheels or simply by wheel starting to sink into ground without support of tracks.
Other undamaged track will move at same speed for a while --> tank pivots around slower track like in real life when driver slows 1 and accelerate other track..
It is a really nice add to reality.

Link on message: #226346

Damaged track will stop moving due to tracks being jammed between wheels or simply by wheel starting to sink into ground without support of tracks.
Other undamaged track will move at same speed for a while --> tank pivots around slower track like in real life when driver slows 1 and accelerate other track..
It is a really nice add to reality.
Tanitha: IMO the question in nicely answered here. So i dont see the need to
leave this in the dev's section, the devs time is short.
So I'll move this to the closed beta discussion section.
So I'll move this to the closed beta discussion section.
Subject:
Archives\Beta\Stronger measures against offensive players
Link on message: #226196

Link on message: #226196
Tanitha: I don't think stronger measures are needed. Just ask the 10 or so
people that have been banned from garage chat in the last hour for
1-3 days. The problem more is, there's 150 games going at a time,
they cant have in game mod coverage in the games like you can in
garage chat.
But there is a reporting system. Just screen cap things. And email them in.
There's also a few months until release (1st Q 2011). I'm sure things will be easier and streamlined more before then.
Personally id like to see games continue after the game for a few minutes. People are still free to exit if they wish, but they dont have to be forced out like it is at the moment. Where you get full stats instead of just kills. Exp, credits, kills, shots, hits, damage done. etc Time to discuss the above after game. And reporting features you can click for team damage, AFK, macroing, abuse, etc.
Sending in emails is a pain, but it is what it is at the moment, beta and still under construction.
But there is a reporting system. Just screen cap things. And email them in.
There's also a few months until release (1st Q 2011). I'm sure things will be easier and streamlined more before then.
Personally id like to see games continue after the game for a few minutes. People are still free to exit if they wish, but they dont have to be forced out like it is at the moment. Where you get full stats instead of just kills. Exp, credits, kills, shots, hits, damage done. etc Time to discuss the above after game. And reporting features you can click for team damage, AFK, macroing, abuse, etc.
Sending in emails is a pain, but it is what it is at the moment, beta and still under construction.
Subject:
Archives\Beta\Bad player behavior
Link on message: #225931
BCTiger, on 09 November 2010 - 06:07 PM, said: @whoever said that saying "u mad" ingame is bannable, is that
seriously true? seems a bit much.

Link on message: #225931

Tanitha: Fad statements like IBLT are chat/forum banable.
There's no way id apply that rule to "Umad?" though. But i am only one mod of many so I cant speak for "mods" in general.
There's no way id apply that rule to "Umad?" though. But i am only one mod of many so I cant speak for "mods" in general.
Subject:
Archives\Beta\ppl calling you a camper
Link on message: #225924

Link on message: #225924
Tanitha: Defending, Camping, its the same thing.
If someone says you are camping they are just pointing out the obvious.
I wouldn't let it get to you. Defending is a good option for a lot of tanks.
If someone says you are camping they are just pointing out the obvious.
I wouldn't let it get to you. Defending is a good option for a lot of tanks.
Subject:
Archives\Junkyard\Refill Balance Gold Interface
Link on message: #225917

Link on message: #225917
Tanitha: You can buy gold on release, release is about 1st quarter 2011 so a
way away.
This is in many many topics throughout the forum, no need to start another.
Thread lock and moved.
This is in many many topics throughout the forum, no need to start another.
Thread lock and moved.
Subject:
Archives\Beta\Suggestions\Indication for 1st game of the day.
Link on message: #225914
Evisicator, on 12 November 2010 - 10:42 PM, said: First off I would like to ask a Mod/Admin to move this thread to
the suggestions thread. I can not start a new topic there, why I do
not know.
With the addition of the first game of the day giving out double exp. I think it would be nice to have some kind of indication as to when that time is.
Something like a timer in the garage frame when you select a tank.
Also, I think that the double exp. should be changed to first win of the day. I played a game last night with one of my tanks and got knocked out due to lucky artillery fire within a few seconds of the match starting. Our team lost, and I got a whooping 78 exp after it being doubled. So that means I earned a whooping 39 exp for the game, that is a pretty craptastic number to have be your one doubled exp game.

Link on message: #225914

With the addition of the first game of the day giving out double exp. I think it would be nice to have some kind of indication as to when that time is.
Something like a timer in the garage frame when you select a tank.
Also, I think that the double exp. should be changed to first win of the day. I played a game last night with one of my tanks and got knocked out due to lucky artillery fire within a few seconds of the match starting. Our team lost, and I got a whooping 78 exp after it being doubled. So that means I earned a whooping 39 exp for the game, that is a pretty craptastic number to have be your one doubled exp game.
Tanitha: Sure i'll move it..
And on topic, I agree, id like tanks who's next game will be "double exp" to have a little * exp icon on their top left in the garage.
When you play the tank, it disappears, When the day ticks over, it comes back..
It should be easy to program, and would make it a bit nicer IMO..
And on topic, I agree, id like tanks who's next game will be "double exp" to have a little * exp icon on their top left in the garage.
When you play the tank, it disappears, When the day ticks over, it comes back..
It should be easy to program, and would make it a bit nicer IMO..
Subject:
In-Game Vehicles\American Vehicles\Medium Tanks\T-23 stats and comparison with Panther an T-44
Link on message: #225901

Link on message: #225901
Tanitha: Ive played a fair few T44 v's T23's 1v1 in the training room.
They appear to be very similar.
Speed. T23
Acceleration. T23
Turning. T44 but not by much and its probably balanced out with the extra speed the T23 has.
Looks. T44 ^^
Gun. Not much difference between the T44's 100mm and the T23's 90mm
The T23 has a quicker rate of fire, does more damage, and penetrates less.
T23 v's T44 slugout, the T23 usually wins.
T23 & T44 V's IS7. the T44 would probably out damage the T23 and land more hits due to having a higer penetration value. But i've not tested this yet.
All in all, I think the T23 replaces the T44 as the clan wars scout vehicle. It equals it at least.
The T23 also has a smaller 21 rounds/min gun too, which is fun.
They appear to be very similar.
Speed. T23
Acceleration. T23
Turning. T44 but not by much and its probably balanced out with the extra speed the T23 has.
Looks. T44 ^^
Gun. Not much difference between the T44's 100mm and the T23's 90mm
The T23 has a quicker rate of fire, does more damage, and penetrates less.
T23 v's T44 slugout, the T23 usually wins.
T23 & T44 V's IS7. the T44 would probably out damage the T23 and land more hits due to having a higer penetration value. But i've not tested this yet.
All in all, I think the T23 replaces the T44 as the clan wars scout vehicle. It equals it at least.
The T23 also has a smaller 21 rounds/min gun too, which is fun.
Subject:
Archives\Junkyard\Prem broken
Link on message: #225792
Athrin, on 13 November 2010 - 01:50 AM, said: plz fix this bug or that u aglodge this bug or something
devs.......

Link on message: #225792

Tanitha: There is 8 Posts in this thread, 4 (Half) of them are yours.
You have already been warned once today for swearing, You seemed to have ignored the warning to behave.
Reading through your 31 posts that you have made since joining the forums.
All 31 of them were posted today In a 12 hour period. Most of them on the same topic "not getting enough EXP", All in 4 different threads.
1/4 of the posts are on "My premium is broken so I don't get exp"
1/4 of the posts are on "The patch nerfed EXP so I don't gain much exp since the patch"
1/4 of the posts are on "I have trouble hitting anything now since the patch"
1/4 of the posts are just one liners whining, swearing, abusing, insulting the devs, threatening, etc..
"Read Only' Ro ban Placed for 28 days.
14 days for flooding the forums + 14 days for insulting devs and swearing.
And continuance after a warning earlier today.
Thread locked, there is other threads on this topic already.
Please continue the topic in the open threads..
You have already been warned once today for swearing, You seemed to have ignored the warning to behave.
Reading through your 31 posts that you have made since joining the forums.
All 31 of them were posted today In a 12 hour period. Most of them on the same topic "not getting enough EXP", All in 4 different threads.
1/4 of the posts are on "My premium is broken so I don't get exp"
1/4 of the posts are on "The patch nerfed EXP so I don't gain much exp since the patch"
1/4 of the posts are on "I have trouble hitting anything now since the patch"
1/4 of the posts are just one liners whining, swearing, abusing, insulting the devs, threatening, etc..
"Read Only' Ro ban Placed for 28 days.
14 days for flooding the forums + 14 days for insulting devs and swearing.
And continuance after a warning earlier today.
Thread locked, there is other threads on this topic already.
Please continue the topic in the open threads..
Subject:
Archives\Beta\Does what you do in the Closed Beta carry on into the full game?
Link on message: #225178
WaRRi0R_FarseeR, on 24 September 2010 - 09:56 PM, said: Are you guys sure beta testers are going to get a free tank?

Link on message: #225178

Tanitha: There's nothing confirmed at this stage, no. Release is still a
while away.
Subject:
Game Discussion\Game Guides and Tutorials\[FAQ] Match-making system
Link on message: #225172

Link on message: #225172
merig00: A lot of people are asking how the match-making system functions.
So here is the general info based on the devs answers.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.

This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.

This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.
Subject: [FAQ] Match-making system
Link on message: #225172
Link on message: #225172
merig00: A lot of people are asking how the match-making system functions.
So here is the general info based on the devs answers.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.

This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.
Information is updated for the beta v 0.6.1.5
1.General Provision
The match-making system is an algorithm which distributes players into the teams before the start of battle. The way it works is really simple. You press the big red button "Battle!" and you are added to the waiting list. The mach-making system considers the info about your vehicle and assigns your a number (weight). It is based on that weight you are assigned to one or another group of players. Do not ask about the formula used to make the calculations - I don't know it. We'll talk below about what influences the final weight of the tank. There is a ceiling to the maximum weight of the team. It is a floating number but total weight of each of the two battlign teams under any conditions always will be equal.
The total weight limit of a team is floating because the level of the tanks in the game is always growing. The number of low level tanks gets lower. They give way to a higher level tanks, since players always improve their hangar collection by getting higher level tanks. The number of low level tanks is compensated with influx of new players. However the influx of new players is always fluctuating, so the weight ceiling for the team also varies. Do not confuse the level and model of the tank with the "weight". It is important.
2.Weight of the tank.
Every tank has its own weight.
Weight is a number which describes median battle effectiveness of the given tank. The effectiveness of the tank is calculated based on the tank's level. Every tank type has it's own effectiveness coefficient. MT lvl 8 has its own coefficient, TD lvl 9 has another, etc. Artillery is calculated separately.
The match-making system is "blind" - its purpose is to form teams so that the total weight of each team is equal to the weight of the enemy team.
- The system does not consider:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
Example:
King Tiger can be balanced with 2 SU-152. It is normal.
Example 2:
One tank IS-7 can be easily balanced with 3 tanks IS-3. It is normal.
Important!!!
The match-making system does not take into account the armor penetration ability of your gun in relation to the armor of the enemy tanks.
The light tanks of low level end up in the battles with tanks of the high level because of the need for the scouts (light) in every battle regardless of the level.
It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6. This is why the light tanks like A20 and BT-7 often end up in battles with high level tanks.
Ever tank has a diapason of the battle levels in which the tank can end up in. And depending on this range the tank is assigned into the battle.
In the future there might be a possibility to consider player's skill in calculating the weight of the tank. The mechanics of making this happen is unclear and it is uncertain if this will be implemented at all.
3. Balancing Artillery.
Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
Sometimes you can see that the number of arties differs, but on one side you have 4 SU-26 and on the other 2 Hummels. It is so because the weight of the Hummel equal to the weight of 2 SU-26 (approximately)
4. Balancing platoons.
The weight of the tanks in a platoon will be equal to the weight of the same tanks not in the platoon. In other words the platoon of 3 IS-7 will be balanced by 3 IS-7 or by a number of tanks whose total weight is equal to the weight of 3 IS-7.
5. Table of tank distribution by weight.

This table displays level of tanks and levels of battles in which they can end up at.
The game has several levels of distributing tanks into battles (so far 10 levels). It is done so to maximally diversify the number and quality of vehicles in the battle.
Exceptions:
BT-7: 3-5 (a little bit better than the rest of the tank of its level)
А-32: 4-10 (in fact a scout)
Bison: 2-5 (the gun of the next level)
PzIII: 3-10 (in fact a scout)
LT1 can meet only LT1 or LT in the battle.
LT2 can meet LT1, LT2, LT3, TD2, SPG2.
In the battles of the top levels (level 10 with participation of HT10) can end up the following tanks
LT4
MT6+
HT6+
TD5+
SPG5+
In the future it is possible to add option so player could expend the range of the levels (s)he can play at by raising the ceiling level to the maximum.
So by making certain adjustment in options, SU-18 (level 2 SPG) will have a chance to end up in the battles of levels 2-10 instead of the standard 2-3.
There are no plans to change the general principle of the match-making system. However it is possible that we will see some adjustment in coefficients and introduction of additional limitations on team make up.
If additional limitations will be added, it is possible that the waiting time will increase and it will be impossible to increase the maximum size of a platoon.
The following currently is NOT provided:
- Equal number of the top tanks
- Equal weight or number of the Light tanks
- Equal weight or number of the Medium tanks
- Equal weight or number of the Heavy tanks
- Equal weight or number of the Tank destroyers
- Maximal symmetry in models (now one team might have 2 Maus, and the other 2 IS-7)
- Equal number of platoons in teams
6. Summary.
Let's summarize in the form of a short FAQ
- Why did enemy tank had 2 IS-7 and we had 2 VK4502 and 4 KTs?
- It is so because the weight of 2х IS-7 is equal to the weight of 2х VK4502 and 4 KT.
- Why does enemy has 5 SPGs in the team, and we have only 3?
- Because your arties are higher tier.
- How does the match-making system works?
- The system forms teams based on the total weight of the teams and sends them into a battle, when they are ideally formed based on the total weight.
- What is match-making system?
- It is a mechanism which distributes players into teams before the beginning of a battle.
- What is weight of a tank?
- Weight is a number which describes median battle effectiveness of the given tank. Effectiveness of the tank is calculated based on its level and type.
- What influences the system in forming the teams?
- It is influenced by the weight of all tanks in both teams.
- What does not influence the weight of a tank? Is it possible to reduce the weight?
- The system does not take into account:
1. installed additional equipment and/or expendables.
2. experience level of the crew.
3. how good the player is.
4. nation of the tank.
5. tank's modules.
- How does artillery get balanced?
- Artillery has a special place in any team. And because of that the weight of the artillery is calculated separately from the rest of the vehicles. There is a separate formula to calculate weight of the SPG.
Also, except making sure that both teams have equal weights, the system ensures the equality of the weights for SPGs in every team.
Additionally the system tries to reach the equality in the number of the SPGs (maximum difference - 2 units).
Simply - arties live their own lives, they have their own weight and balance in the teams.
The number of SPGs in teams depends on their number in relation to a total number of tanks on the weighting list. So if there are about 100 players and 20% of them are on SPGs then the system will try to get 20% of spgs from 30 battle participants - somewhere 3 (+/- 1) SPGs for each team.
- How does platoon weight get calculated?
- The weight of a platoon is calculated just like regular tanks. Platoon weight = weight of vehicles in the platoon.
- Why am I on BT-2 is being thrown in a game against Maus???? I can't penetrate him!!!! It's not faaaaaiiiirrrrr!!!!
- It is so because the system does not take into account the armor penetration of your tank.
- Why is my KV-3 sometimes end up with tanks of levels 6-10 and sometime in a battle with level 3-6?
- It can happen that a level 5 tank can end up in a battle with level 6-10 tanks as one of the last tanks on the list, or it can end up being a top tank in the battle with tanks of levels 3-6.
7. The End Game.
In conclusion here are the basic tenants of the match-making system:
1. The system does not mirrors team make up.
2. There will be never identical composition of vehicles in two teams. Never.
3. The system might make mistakes.
4. The system does not care who you are and where you are from.
5. The major criteria in forming teams - the weight of tanks in teams.
6. Platoon weight = weight of tanks in the platoon.
7. Artillery is always balanced separately.
8. The changes in the system are possible.
Subject:
Archives\Beta\Why was auto-aim (Lead computation) taken out in yesterdays patch?
Link on message: #225165
ThaTrip, on 12 November 2010 - 10:02 PM, said: No offense there are many topics of Auto-Aim already. Only
different names, but they all mean the same. Can you next time post
in there.
For auto-aim being changed. It takes more skills now to shoot at a tank. So work on that. And you love it.
Here are the topics that have been already created about discussing about Auto-Aim.
New aiming system, good or bad?
They Need to fix Auto-Aim quickly

Link on message: #225165

For auto-aim being changed. It takes more skills now to shoot at a tank. So work on that. And you love it.
Here are the topics that have been already created about discussing about Auto-Aim.
New aiming system, good or bad?
They Need to fix Auto-Aim quickly
Tanitha: Correct, +1'ed the neg rep you had.
In future though if you press report, or pm me, I'll get to it quicker : )
I'll merge these three threads.
In future though if you press report, or pm me, I'll get to it quicker : )
I'll merge these three threads.
Subject:
Archives\Beta\EXP nerf
Link on message: #225107
Homer_J, on 12 November 2010 - 10:20 PM, said: So do you think it could be a bug.... or some people are having a
hard time adjusting to the changes?
Played some more today, don't see any difference to before the patch.

Link on message: #225107

Played some more today, don't see any difference to before the patch.
Tanitha: A few things that will effect the exp.
1. 20% shell speed reduction, and a apparent alteration in the auto aim.
I usually rely pretty heavily on auto aim. My excuse is I'm from Australia and I'm normally on about 350+ ping. So when I first logged in, I was missing a lot!. Playing the dog fighting tanks wasn't much different, but playing the long range snipers and trying to auto aim snipe moving tanks that are 400m away. yeah big difference.
2. New usa tanks has effected the team balance, I'm finding a lot more lower tanks (usa) in the games and shooting tanks lower than your tier pays less exp.
Please mention what tanks you are in, maybe add some screenshots too to show what tiers you were up against.. etc..
Exp is based on the tanks you are shooting, And atm there is lots of low tier USA tanks in the game. Id guess this is the problem.
1. 20% shell speed reduction, and a apparent alteration in the auto aim.
I usually rely pretty heavily on auto aim. My excuse is I'm from Australia and I'm normally on about 350+ ping. So when I first logged in, I was missing a lot!. Playing the dog fighting tanks wasn't much different, but playing the long range snipers and trying to auto aim snipe moving tanks that are 400m away. yeah big difference.
2. New usa tanks has effected the team balance, I'm finding a lot more lower tanks (usa) in the games and shooting tanks lower than your tier pays less exp.
Please mention what tanks you are in, maybe add some screenshots too to show what tiers you were up against.. etc..
Exp is based on the tanks you are shooting, And atm there is lots of low tier USA tanks in the game. Id guess this is the problem.
Subject:
Archives\Beta\Achievement Medals?
Link on message: #224998
ThaTrip, on 12 November 2010 - 09:53 PM, said: Little earlier I was in a battle. I was being owned hard, by 6
tanks shooting me for at least 1min+. I got hit more then 20 times
at least. And I didn't get the Steel Wall medal.
Yesterday a friend of mine in his IS-3 also was complaining about he didn't get a medal for sniper. Is it changed or is it bugged for him and me?

Link on message: #224998

Yesterday a friend of mine in his IS-3 also was complaining about he didn't get a medal for sniper. Is it changed or is it bugged for him and me?
Tanitha: Its changed.
1. Steel wall now needs you to survive and live.
2. Sniper now needs you to shoot more than 10times, and hit 85% of the time.
So 9/10 for a example.
1. Steel wall now needs you to survive and live.
2. Sniper now needs you to shoot more than 10times, and hit 85% of the time.
So 9/10 for a example.
Subject:
In-Game Vehicles\Soviet Vehicles\Heavy Tanks\super heavys = crap ?
Link on message: #224995

Link on message: #224995
ARGO: Good way to find out and at least have fun doing it is to set up a
training room and have a buddie whos equally good in a IS4 and you
in your IS7 go best of ten rounds and see how both tanks fair vs.
the specs.....Then post your findings. I would love to see which
one wins.
Yes I am a IS4 driver.......
Yes I am a IS4 driver.......
Subject:
Archives\Junkyard\when us European will be able to play us?
Link on message: #224829

Link on message: #224829
Tanitha: Problems solved. Moving thread then..
Subject:
Archives\Beta\Why was auto-aim (Lead computation) taken out in yesterdays patch?
Link on message: #224789
Phazuka, on 12 November 2010 - 08:00 PM, said: ETA: Should I post this under Gameplay? Please reply with
intelligent responses, not anonymous negative reputation dings.

Link on message: #224789

Tanitha: All posts on the closed beta should be in the closed beta section,
this was not..
I'll move it.
I'll move it.
Subject:
Archives\Beta\Where are the patch notes?
Link on message: #224443

Link on message: #224443
ARGO: Check out "Notifications section" of the forum for all pertinent
information and rules.
Subject:
Archives\Junkyard\AA clan recruiting
Link on message: #224202

Link on message: #224202
Tanitha: Closing this duplicate recruiting post as requested.
Have fun and good luck with your clan.
Have fun and good luck with your clan.
Subject: beta 0.6.1.5 update - full list of tank specs changes
Link on message: #223968
Link on message: #223968
Overlord: Nothing is hidden anymore.
All vehicles and all modules changes that affect balance are as follows:
Engines:
Porsche_Typ_180_2: type petrol->diesel, horsepower 740->840, chance of fire 20%->15%.
Guns:
37mm_KwK_38t_L47: dispersion 0.4->0.36
37mm_PaK_38t_L47: aiming time 1.0->1.5, dispersion 0.38->0.35
47mm_PaK_38t_L43: aiming time 1.0->1.6, dispersion 0.4->0.34, 50% reduction of dispersion during movement and turret rotation.
105mm_leFH16_L22: dispersion 0.4->0.44
105mm_leFH18_L28: dispersion 0.36->0.4
150mm_sFH13_L17: dispersion 0.4->0.44
150mm_sFH18_L30: dispersion 0.36->0.4
150mm_sIG33L11: reloading time 9.8->8, aiming time 3.0->4.0, dispersion 0.4->0.46, 150mm_Sprg_L.erz. penetration 60->75
76mm_cannon_mod_1927: dispersion 0.39->0.43
76mm_cannon_mod_1905_30: dispersion 0.38->0.42
122mm_cannon_mod_1930: dispersion 0.4->0.44
122mm_howitzer_A-19: dispersion 0.4->0.44
152mm_mortar_NM_mod1931: reloading time 7.79->8, aiming time 3.0->2.0, dispersion 0.4->0.41
152mm_BR-2: dispersion 0.36->0.4, HE shells set on default.
152mm_ML-20_mod_1937: reloading time 14.58->15.5
152mm_howitzer_ML-20_mod_1931: dispersion 0.44->0.48
152mm_ML-20C: reloading time 15.98->15
203mm_B-4: dispersion 0.44->0.48
Shells:
152mm_53OF500: damage 330->290
152mm_53BP520: damage 330->290
Vehicles:
The speed of ammo rack fire decreased for all tanks.
Bison_I: traverse speed -3 deg/sec.
Ferdinand: repair costs +10%.
Hummel: repair costs +15%.
JagdTiger: repair costs +20%.
Pz38t: traverse speed -5 deg/sec, 10% reduction of dispersion during movement, cross-country ability for top suspension increased by 10%.
Panther: added ability to pivot turn on a spot, traverse speed decreased by 1 deg/sec.
Tiger: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.
TigerII: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec, load limit for top suspension icreased by 170 kg.
VK1602: gun depression increased by 3 deg, tracks repair time decreased by 20%.
VK3601H: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.
BT-7: urgrade costs for 23mm VJa gun decreased from 360 to 180 exp points.
SU-85B: gun depression decreased by 3 deg.
IS: repair costs +15%.
IS-3: urgrade costs for 10 RK radio decreased from 5650 tp 5600 exp points.
S-51: repair costs +20%.
SU-152: repair costs +20%.
ISU-152: repair costs +20%.
SU-5: for both suspensions: cross-country ability increased by 5%, traverse speed increased by 8 deg/sec.
SU-8: repair costs +5%.
Т-43: repair costs +10%.
Т-44: ammo rack hit points +7%.
All vehicles and all modules changes that affect balance are as follows:
Engines:
Porsche_Typ_180_2: type petrol->diesel, horsepower 740->840, chance of fire 20%->15%.
Guns:
37mm_KwK_38t_L47: dispersion 0.4->0.36
37mm_PaK_38t_L47: aiming time 1.0->1.5, dispersion 0.38->0.35
47mm_PaK_38t_L43: aiming time 1.0->1.6, dispersion 0.4->0.34, 50% reduction of dispersion during movement and turret rotation.
105mm_leFH16_L22: dispersion 0.4->0.44
105mm_leFH18_L28: dispersion 0.36->0.4
150mm_sFH13_L17: dispersion 0.4->0.44
150mm_sFH18_L30: dispersion 0.36->0.4
150mm_sIG33L11: reloading time 9.8->8, aiming time 3.0->4.0, dispersion 0.4->0.46, 150mm_Sprg_L.erz. penetration 60->75
76mm_cannon_mod_1927: dispersion 0.39->0.43
76mm_cannon_mod_1905_30: dispersion 0.38->0.42
122mm_cannon_mod_1930: dispersion 0.4->0.44
122mm_howitzer_A-19: dispersion 0.4->0.44
152mm_mortar_NM_mod1931: reloading time 7.79->8, aiming time 3.0->2.0, dispersion 0.4->0.41
152mm_BR-2: dispersion 0.36->0.4, HE shells set on default.
152mm_ML-20_mod_1937: reloading time 14.58->15.5
152mm_howitzer_ML-20_mod_1931: dispersion 0.44->0.48
152mm_ML-20C: reloading time 15.98->15
203mm_B-4: dispersion 0.44->0.48
Shells:
152mm_53OF500: damage 330->290
152mm_53BP520: damage 330->290
Vehicles:
The speed of ammo rack fire decreased for all tanks.
Bison_I: traverse speed -3 deg/sec.
Ferdinand: repair costs +10%.
Hummel: repair costs +15%.
JagdTiger: repair costs +20%.
Pz38t: traverse speed -5 deg/sec, 10% reduction of dispersion during movement, cross-country ability for top suspension increased by 10%.
Panther: added ability to pivot turn on a spot, traverse speed decreased by 1 deg/sec.
Tiger: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.
TigerII: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec, load limit for top suspension icreased by 170 kg.
VK1602: gun depression increased by 3 deg, tracks repair time decreased by 20%.
VK3601H: added ability to pivot turn on a spot, traverse speed decreased by 3 deg/sec.
BT-7: urgrade costs for 23mm VJa gun decreased from 360 to 180 exp points.
SU-85B: gun depression decreased by 3 deg.
IS: repair costs +15%.
IS-3: urgrade costs for 10 RK radio decreased from 5650 tp 5600 exp points.
S-51: repair costs +20%.
SU-152: repair costs +20%.
ISU-152: repair costs +20%.
SU-5: for both suspensions: cross-country ability increased by 5%, traverse speed increased by 8 deg/sec.
SU-8: repair costs +5%.
Т-43: repair costs +10%.
Т-44: ammo rack hit points +7%.
Subject: Penetration, bounce, ricochet
Link on message: #223773
Grimvirus, on Nov 10 2010 - 08:46, said: Overlord,
Would there be an easy explanation for these disappearing rounds?
Link on message: #223773

Would there be an easy explanation for these disappearing rounds?
Overlord: This issue should be fixed in 0.6.1.5. Mostly.
Subject:
In-Game Vehicles\American Vehicles\Heavy Tanks\T20 or the Pershing
Link on message: #223226

Link on message: #223226
MrVic: T20 was one of the programs that lead to the pershing design.
Similiar but very different tanks
Subject: T20 or the Pershing
Link on message: #223226
Link on message: #223226
MrVic: T20 was one of the programs that lead to the pershing
design. Similiar but very different tanks
Subject: T20 or the Pershing
Link on message: #223226
Link on message: #223226
MrVic: T20 was one of the programs that lead to the pershing
design. Similiar but very different tanks
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