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\kickass idea
Link on message: #24104

Link on message: #24104
MrVic: I was thinking submarine warfare in Lakeville 

Subject:
In-Game Vehicles\Vehicle Comparison\Official Tank Destroyers Discussion
Link on message: #24090
Wyvernrider, on 12 July 2010 - 08:09 PM, said: I am curious as I haven't played through a change in the game yet.
When an update is release, are the notes of the changes also
released? Seeing such tweaks will help in knowing what to expect.

Link on message: #24090

MrVic: Yeah, There should be patch notes for patches typically containing
anything that really is of importance to us as players. Sometimes
it takes a couple days to get out but you should see them. In the
past we have seen them 

Subject: Official Tank Destroyers Discussion
Link on message: #24090
Wyvernrider, on Jul 12 2010 - 19:09, said: I am curious as I haven't played through a change in the game yet.
When an update is release, are the notes of the changes also
released? Seeing such tweaks will help in knowing what to
expect.
Link on message: #24090

MrVic:
Yeah, There should be patch notes for patches typically containing anything that really is of importance to us as players. Sometimes it takes a couple days to get out but you should see them. In the past we have seen them
Yeah, There should be patch notes for patches typically containing anything that really is of importance to us as players. Sometimes it takes a couple days to get out but you should see them. In the past we have seen them

Subject: Official Tank Destroyers Discussion
Link on message: #24090
Wyvernrider, on Jul 12 2010 - 19:09, said: I am curious as I haven't played through a change in the game yet.
When an update is release, are the notes of the changes also
released? Seeing such tweaks will help in knowing what to
expect.
Link on message: #24090

MrVic:
Yeah, There should be patch notes for patches typically containing anything that really is of importance to us as players. Sometimes it takes a couple days to get out but you should see them. In the past we have seen them
Yeah, There should be patch notes for patches typically containing anything that really is of importance to us as players. Sometimes it takes a couple days to get out but you should see them. In the past we have seen them

Subject:
Archives\Beta\not alot of exp n credits from scouting
Link on message: #23966
MrFunnyBoots, on 11 July 2010 - 10:13 PM, said: It is not enough to just spot them. You get much more credits if
one of your team mates inflicts any damage/destroys the enemy
you've spotted. The stronger that spotted/destroyed/damaged enemy
is, the more credits and exp. you get. In BT-7 you can get up to
10K credits and 900 exp per battle; in A-20 - up to 35K credits and
3K exp.

Link on message: #23966

MrVic: I do believe MrFunnyBoots hit the nail on the head
From what I understand spotting is
nice but the bulk of the exp comes from your spotting helping your
team score hits.
In essence running up and going "I see you" 13 times and dying doesn't give ya to much. Waiting for a good tactical time to scout them with your team setup and prepared for the "spotting" would probably yield much more exp.
In the end it makes sense why scout if no one can act on it
The fast snap shot of where they are
before you die is some help but not much, hence probably less exp
for it 

In essence running up and going "I see you" 13 times and dying doesn't give ya to much. Waiting for a good tactical time to scout them with your team setup and prepared for the "spotting" would probably yield much more exp.
In the end it makes sense why scout if no one can act on it


Subject: [FAQ] Equipment
Link on message: #23947
Lilisam, on Jul 12 2010 - 17:53, said: So if i understand well you can use same equipment on multiple
tanks ?
Link on message: #23947

merig00: Several of them are limited to level or nation but overall yes -
you can buy one and just move them to other tanks.
Subject: [FAQ] Equipment
Link on message: #23947
Lilisam, on Jul 12 2010 - 17:53, said: So if i understand well you can use same equipment on multiple
tanks ?
Link on message: #23947

merig00: Several of them are limited to level or nation but overall yes -
you can buy one and just move them to other tanks.
Subject:
In-Game Vehicles\Vehicle Comparison\Official Tank Destroyers Discussion
Link on message: #23943
Wyvernrider, on 12 July 2010 - 07:51 PM, said: Thank you. This helps. It would be nice for the release to have
these values in game to help with the understanding. 

Link on message: #23943


MrVic: Overviews and guides such as the Tankopedia will help with such
matters. Some things are easier noticed from the perspective of
other tank classes also.
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes
These things make betas great fun.
Mush like the old submarine tanks we had for a bit 
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes


Subject: Official Tank Destroyers Discussion
Link on message: #23943
Wyvernrider, on Jul 12 2010 - 18:51, said: Thank you. This helps. It would be nice for the release to have
these values in game to help with the
understanding. 
Link on message: #23943


MrVic:
Overviews and guides such as the Tankopedia will help with such matters. Some things are easier noticed from the perspective of other tank classes also.
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes
These things
make betas great fun. Mush like the old
submarine tanks we had for a bit 
Overviews and guides such as the Tankopedia will help with such matters. Some things are easier noticed from the perspective of other tank classes also.
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes


Subject: Official Tank Destroyers Discussion
Link on message: #23943
Wyvernrider, on Jul 12 2010 - 18:51, said: Thank you. This helps. It would be nice for the release to have
these values in game to help with the
understanding. 
Link on message: #23943


MrVic:
Overviews and guides such as the Tankopedia will help with such matters. Some things are easier noticed from the perspective of other tank classes also.
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes
These things
make betas great fun. Mush like the old
submarine tanks we had for a bit 
Overviews and guides such as the Tankopedia will help with such matters. Some things are easier noticed from the perspective of other tank classes also.
The game is rapidly changing and the Devs adjust things on frequent intervals which is amazing and shows their efforts. The only downside is things evolve faster
then information can be gathered sometimes


Subject:
In-Game Vehicles\Vehicle Comparison\Official Tank Destroyers Discussion
Link on message: #23833
Ryu84, on 12 July 2010 - 05:35 PM, said: someone of you have played SU-76??
I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76

Link on message: #23833

I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76
MrVic: Whats your crew exp at? That has a great effect. Also you moved
into the open tiers currently with the SU-76 so starting out it may
take some getting used to what tanks are weaker where ect. Much
like my recent use of the KV-2. I took me a good while to really
get things sorted out for each tank.
Subject: Official Tank Destroyers Discussion
Link on message: #23833
Ryu84, on Jul 12 2010 - 16:35, said: someone of you have played SU-76??
I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76
Link on message: #23833

I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76
MrVic:
Whats your crew exp at? That has a great effect. Also you moved into the open tiers currently with the SU-76 so starting out it may take some getting used to what tanks are weaker where ect. Much like my recent use of the KV-2. I took me a good while to really get things sorted out for each tank.
Whats your crew exp at? That has a great effect. Also you moved into the open tiers currently with the SU-76 so starting out it may take some getting used to what tanks are weaker where ect. Much like my recent use of the KV-2. I took me a good while to really get things sorted out for each tank.
Subject: Official Tank Destroyers Discussion
Link on message: #23833
Ryu84, on Jul 12 2010 - 16:35, said: someone of you have played SU-76??
I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76
Link on message: #23833

I'd like a feedback from you,because for my opinion it is a very bad tank
low accuracy,low armor(most of the tanks,no spg,shoot and kill me with 1 shot -.- ,, i am talking about German TD),low damage(i don't kill noone with 1 shot)
so, where am i going to wrong?! It's strange because with the previous tank,the AT-1 i killed more than SU-76
MrVic:
Whats your crew exp at? That has a great effect. Also you moved into the open tiers currently with the SU-76 so starting out it may take some getting used to what tanks are weaker where ect. Much like my recent use of the KV-2. I took me a good while to really get things sorted out for each tank.
Whats your crew exp at? That has a great effect. Also you moved into the open tiers currently with the SU-76 so starting out it may take some getting used to what tanks are weaker where ect. Much like my recent use of the KV-2. I took me a good while to really get things sorted out for each tank.
Subject:
Game Discussion\Gameplay Discussion\Gold Per Day
Link on message: #23794
Trebs, on 12 July 2010 - 04:15 PM, said: Not in the battle.(But you do get your tank 50% Faster than
others)
But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.

Link on message: #23794

But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.
MrVic: But under the same idea if I have no job and play 24 hours a day, I
will make probably 60% more exp and credits then the average player
in the course of a day. So I have an advantage? Yes of sorts, but
its all based on the perspective that you want to look at it. In
the long term there is no advantage. I think for players that feel
they need to have the biggest tank to win the battle, they will
probably invest heavily to maintain the bigger tanks. Others will
take what they have and carry the day more so with skill then a out
leveling another tank.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
Subject: Gold Per Day
Link on message: #23794
Trebs, on Jul 12 2010 - 15:15, said: Not in the battle.(But you do get your tank 50% Faster than
others)
But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.
Link on message: #23794

But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.
MrVic:
But under the same idea if I have no job and play 24 hours a day, I will make probably 60% more exp and credits then the average player in the course of a day. So I have an advantage? Yes of sorts, but its all based on the perspective that you want to look at it. In the long term there is no advantage. I think for players that feel they need to have the biggest tank to win the battle, they will probably invest heavily to maintain the bigger tanks. Others will take what they have and carry the day more so with skill then a out leveling another tank.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
But under the same idea if I have no job and play 24 hours a day, I will make probably 60% more exp and credits then the average player in the course of a day. So I have an advantage? Yes of sorts, but its all based on the perspective that you want to look at it. In the long term there is no advantage. I think for players that feel they need to have the biggest tank to win the battle, they will probably invest heavily to maintain the bigger tanks. Others will take what they have and carry the day more so with skill then a out leveling another tank.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
Subject: Gold Per Day
Link on message: #23794
Trebs, on Jul 12 2010 - 15:15, said: Not in the battle.(But you do get your tank 50% Faster than
others)
But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.
Link on message: #23794

But whit gold you dont have to worry about buying new tank's ammo extra stuff like those things that cost 500,000 And Premium ammo. And repair. So whit this you do get a advantage.
MrVic:
But under the same idea if I have no job and play 24 hours a day, I will make probably 60% more exp and credits then the average player in the course of a day. So I have an advantage? Yes of sorts, but its all based on the perspective that you want to look at it. In the long term there is no advantage. I think for players that feel they need to have the biggest tank to win the battle, they will probably invest heavily to maintain the bigger tanks. Others will take what they have and carry the day more so with skill then a out leveling another tank.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
But under the same idea if I have no job and play 24 hours a day, I will make probably 60% more exp and credits then the average player in the course of a day. So I have an advantage? Yes of sorts, but its all based on the perspective that you want to look at it. In the long term there is no advantage. I think for players that feel they need to have the biggest tank to win the battle, they will probably invest heavily to maintain the bigger tanks. Others will take what they have and carry the day more so with skill then a out leveling another tank.
Also if I have this right from my experiences. The higher the tier tank you damage the more cash you get for damaging it. The inverse is also true. So if your in a IS-7 killing tons of MS-1's your going to lose money. If you fight people of equal level your profits greatly increase.
Subject:
Archives\Junkyard\Can I use the same equiptment for every tank?
Link on message: #23701
GraveDigger, on 12 July 2010 - 05:01 PM, said: E.G. When I buy camouflage nets or a tool box. Is it bound to this
tank or can i freely use this?

Link on message: #23701

MrVic: If I remember correctly its not bound to your tank but a module you
can move to another tank.
I think as long as you remove it prior to selling you can apply it to another tank.
I could be wrong I have not purchased one yet as I am not that the rich right now
I think as long as you remove it prior to selling you can apply it to another tank.
I could be wrong I have not purchased one yet as I am not that the rich right now

Subject: [FAQ]What will get you experience and what will not
Link on message: #23698
Immanio, on Jul 12 2010 - 11:20, said: From what I've gathered, warrior is 5+ kills. Scout I suspect might
be more than 10 detects? Sharpshooter is obviously high accuracy.
No idea exactly how steel wall works, though, beyond getting shot
at.
Link on message: #23698

merig00: I'm about to post a FAQ here on that
Subject: [FAQ]What will get you experience and what will not
Link on message: #23698
Immanio, on Jul 12 2010 - 11:20, said: From what I've gathered, warrior is 5+ kills. Scout I suspect might
be more than 10 detects? Sharpshooter is obviously high accuracy.
No idea exactly how steel wall works, though, beyond getting shot
at.
Link on message: #23698

merig00: I'm about to post a FAQ here on that
Subject:
Archives\Junkyard\Official SPG (Artillery) Discussion
Link on message: #23687
MrFunnyBoots, on 12 July 2010 - 04:51 PM, said: MrVic, it may sound nice, but think about the consequences. If what
you have suggested will be implemented then artillery will be able
to shoot anything only if it's lucky or the target is immobile for
a LONG time under SPGs fire (which is nonesence). Almost no skill
is involved. Either luck or stupidity of the target. Personally, I
think that it is a really bad idea.

Link on message: #23687

MrVic: I do not have any information or will be given any about changes
coming (I am not a Dev) This is just ideas I have kicked around and
maybe others can improve them 
You have to remember the picture is not to scale
This is a basic idea to start from
also. that is just a basic representation of it. Depending on the
ranging area sizes a player may be able to move out of the area
rather fast thus requiring some skill to predict their pattern.
Also the final size circle would probably not be that small
creating auto hits. Combined with the fact that the target may
disappear from sight during this process due to spotters and such
and thus losing the target.
As to skill with the current SPGs, There is no more skill there then with this system. Their the same level pretty much.
Once you level your crew up for accuracy increase/aiming speed increase, and you learn the base distance to lead light/mediums/heavies its pretty much auto hits with a tiny bit of practice

You have to remember the picture is not to scale

As to skill with the current SPGs, There is no more skill there then with this system. Their the same level pretty much.
Once you level your crew up for accuracy increase/aiming speed increase, and you learn the base distance to lead light/mediums/heavies its pretty much auto hits with a tiny bit of practice

Subject:
Archives\Junkyard\Official SPG (Artillery) Discussion
Link on message: #23677

Link on message: #23677
MrVic: Another Idea I have had as of recently was a shotgun effect.
This involves lower overall accuracy to a larger "circle" area.
But when a SPG fires it fires 3 successive shots into that area, one after another (rather fast)
So essentially you are not laser precision but you have a good chance of striking a target in that area or damaging him. With all rounds landing in random locations within the area of aiming direct hits are likely but not nearly as perfectly percise.
Also in direct fire mode you would only still fire a single round. (I also think direct fire mode should not be able to use auto aim or lower its accuracy more)
Basics:
1) Enlarge the circular area of targeting at max aim (aka bigger area)
2) Fire 3 successive shots into that area per trigger pull
3) Decrease ammo costs down to 1/3 of their normal costs to create the same cost to SPG's (Or leave it the same but it fires 3 shots for 1
4) Maybe increase ammo capacity to help if needed for ammo.
Perks More area effect attacks with less accuracy (better represents a barrage this way)
More area effect adds the chance to break up formations of enemies moving into the attack. Or blind fire counter artillery your enemies artillery.
It would look really cool 8D
Greater chance to hit more tanks and cause more carnage.
Last but not least we return artillery to 1943 tech
(aka no smart bombs) hehe
Just some more ideas
This involves lower overall accuracy to a larger "circle" area.
But when a SPG fires it fires 3 successive shots into that area, one after another (rather fast)
So essentially you are not laser precision but you have a good chance of striking a target in that area or damaging him. With all rounds landing in random locations within the area of aiming direct hits are likely but not nearly as perfectly percise.
Also in direct fire mode you would only still fire a single round. (I also think direct fire mode should not be able to use auto aim or lower its accuracy more)
Basics:
1) Enlarge the circular area of targeting at max aim (aka bigger area)
2) Fire 3 successive shots into that area per trigger pull
3) Decrease ammo costs down to 1/3 of their normal costs to create the same cost to SPG's (Or leave it the same but it fires 3 shots for 1
4) Maybe increase ammo capacity to help if needed for ammo.
Perks More area effect attacks with less accuracy (better represents a barrage this way)
More area effect adds the chance to break up formations of enemies moving into the attack. Or blind fire counter artillery your enemies artillery.
It would look really cool 8D
Greater chance to hit more tanks and cause more carnage.
Last but not least we return artillery to 1943 tech

Just some more ideas

Subject:
Archives\Junkyard\Official SPG (Artillery) Discussion
Link on message: #23665

Link on message: #23665
MrVic: Figured I would move a idea I had once about arty over to this
forum to let folks see it and maybe they will come up with more
ideas from it 

The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable. This is a must due to speed increase across the board to all tanks for game fun reasons.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
9) Last but not least add smoke rounds and SPG's will gain the ability to help units escape or advance by covering a assualt or retreat or helping to block the line of sight of a enemy unit in a defensive position.
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway


The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable. This is a must due to speed increase across the board to all tanks for game fun reasons.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
9) Last but not least add smoke rounds and SPG's will gain the ability to help units escape or advance by covering a assualt or retreat or helping to block the line of sight of a enemy unit in a defensive position.
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway
Subject:
In-Game Vehicles\Vehicle Comparison\Official Tank Destroyers Discussion
Link on message: #23215
Wyvernrider, on 12 July 2010 - 05:53 AM, said: You are missing all my logical arguments...
I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.

Link on message: #23215

I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.
MrVic: All tanks have a base amount of what I call "camouflage" (Harder to
been spotted due to range and firing your weapon from a concealed
position)
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking

Subject: Official Tank Destroyers Discussion
Link on message: #23215
Wyvernrider, on Jul 12 2010 - 04:53, said: You are missing all my logical arguments...
I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.
Link on message: #23215

I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.
MrVic:
All tanks have a base amount of what I call "camouflage" (Harder to been spotted due to range and firing your weapon from a concealed position)
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking
All tanks have a base amount of what I call "camouflage" (Harder to been spotted due to range and firing your weapon from a concealed position)
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking

Subject: Official Tank Destroyers Discussion
Link on message: #23215
Wyvernrider, on Jul 12 2010 - 04:53, said: You are missing all my logical arguments...
I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.
Link on message: #23215

I see what you are trying to say. You just aren't backing it up with justifiable information. I am providing in-game information to support my argument.
MrVic:
All tanks have a base amount of what I call "camouflage" (Harder to been spotted due to range and firing your weapon from a concealed position)
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking
All tanks have a base amount of what I call "camouflage" (Harder to been spotted due to range and firing your weapon from a concealed position)
when in or behind objects that obscure view to them. The more your exposed the easier you are
spotted by enemy tanks. All tanks have this ability and it can even been improved with modules bought to enhance your tank more.
TD's during previous testing were having issues with being spotted and countered to fast. Patch 0.4.0? I think was when the increase to the
innate level of "camouflage" came into effect. This helped TD's in better servering in their roles as ambushers and snipers.
I can confirm that they have a bonus to their hiding ability. What these values are I do not know, but TD's have a bonus to theirs to aid in their use.
A long time ago in a beta far far away....
TD's were fun to pick off, they would fire and then SPG's fire and every tank in the area would drill them into the ground. Now their like ninjas (15+ ton ninjas mind you)
I think, Most move around cover to cover and change their attack angles and strike hard and fast then relocate to and do it again. I have been within 20 yards
of a TD and not spotted it. He waited, not firing until I passed and then opened up full salvo into my rear armor. (Very bold move banking on his hiding skill) Now if he had fired while I was approaching
I probably would of spotted him. My crew level was mid level and that is why I probably missed spotting him. Regardless their a huge threat and in the last
few days of the Beta I have began writing down the names of those that I know are going to be hard to root out of the bushes and hunt down. My only prayer is
hopping they miss the first shots of their attack.
I currently play a KV-1 with a 107mm Gun. My gun is superior in damage and armor penetration vs many of the TD's in game right now. I am big and my modifiers for
hiding are pretty much between zero and nil. In a heavy tank the one thing I fear most right now on a battlefield is TD's. Heavies I can see and slug it out.
Arty I can absorb or try to avoid. Mediums are mean but I am tough. Lights I can almost ignore. TD's are my bane.......
Hopefully this solves this for all asking

Subject:
Archives\Junkyard\How are the developers reviewing fan's suggestions?
Link on message: #23190
Jeremy Taylor, on 11 July 2010 - 07:52 PM, said: All of your suggestions (if reasonable
) are thoroughly analyzed by
developers.

Link on message: #23190


MrVic: I wanted to add to what Jeremy posted
This is what I tell anyone that is
got a good idea and are having troubles getting
it noticed and understood. The better thought out and explanation of "what" you think needs adjusting and examples "why" and ideas of how to adjust things
goes a long way. The in battle occurrence that made you think there is something out of wack is always helpful. It can allow the Devs to find similar fights in
WoT going on and logs of past ones to see how it is matching up.
Rants get ignored but the clearer picture and better explained the more its impact will be.

it noticed and understood. The better thought out and explanation of "what" you think needs adjusting and examples "why" and ideas of how to adjust things
goes a long way. The in battle occurrence that made you think there is something out of wack is always helpful. It can allow the Devs to find similar fights in
WoT going on and logs of past ones to see how it is matching up.
Rants get ignored but the clearer picture and better explained the more its impact will be.
Subject:
Archives\Junkyard\New player problem whit chat
Link on message: #23183

Link on message: #23183
MrVic: Information on issues found and solutions can be found at http://forum.worldof...hnical-section/
Also this is the area you should post to to faster help regarding your problem
Hopefully support can get you up and running soon!
Also this is the area you should post to to faster help regarding your problem

Hopefully support can get you up and running soon!
Subject: Gold Per Day
Link on message: #23096
Link on message: #23096
merig00: In the release you will be able to buy gold for real money and then
with gold you can buy premium things.
Subject: Gold Per Day
Link on message: #23096
Link on message: #23096
merig00: In the release you will be able to buy gold for real money and then
with gold you can buy premium things.
Subject: Hints from loading screens
Link on message: #22567
otirruborez, on Jul 11 2010 - 12:12, said: msgid "tip85"
msgstr "Compared to other vehicles, tank destroyers are pretty hard to detect."
interesting. i notice no difference in spotting td's or being spotted myself.
Link on message: #22567

msgstr "Compared to other vehicles, tank destroyers are pretty hard to detect."
interesting. i notice no difference in spotting td's or being spotted myself.
merig00: Well that does not apply to Ferdinand 
Try hiding in large bushes and do not actually turn (travesty your gun left-right) is ok

Try hiding in large bushes and do not actually turn (travesty your gun left-right) is ok
Subject: Hints from loading screens
Link on message: #22567
otirruborez, on Jul 11 2010 - 12:12, said: msgid "tip85"
msgstr "Compared to other vehicles, tank destroyers are pretty hard to detect."
interesting. i notice no difference in spotting td's or being spotted myself.
Link on message: #22567

msgstr "Compared to other vehicles, tank destroyers are pretty hard to detect."
interesting. i notice no difference in spotting td's or being spotted myself.
merig00: Well that does not apply to Ferdinand 
Try hiding in large bushes and do not actually turn (travesty your gun left-right) is ok

Try hiding in large bushes and do not actually turn (travesty your gun left-right) is ok
Subject:
Archives\Junkyard\How are the developers reviewing fan's suggestions?
Link on message: #22506

Link on message: #22506
Jeremy Taylor: All of your suggestions (if reasonable
) are thoroughly analyzed by
developers.

Subject: W.o.T. videos
Link on message: #22289
Link on message: #22289
merig00: You can use only these official videos http://www.youtube.c...dOfTanksCom#p/u
Subject: W.o.T. videos
Link on message: #22289
Link on message: #22289
merig00: You can use only these official videos http://www.youtube.c...dOfTanksCom#p/u
Subject:
Archives\Beta\Can't start the game
Link on message: #21948

Link on message: #21948
MrVic: Heyas, You might want to check the forum in the Technical Beta
section Found here http://forum.worldof...chnical-issues/
Also you should be able to contact support off of the WoT launcher for additional help.
Thanks
Also you should be able to contact support off of the WoT launcher for additional help.
Thanks

Subject:
Archives\Beta\Is WoT really an mmo?
Link on message: #21942
lordsilence, on 11 July 2010 - 10:21 AM, said: Hello,
Being a community manager over at another site, the internal discussion for those of us in the closed beta is how to classify this game.
I've been looking through the FAQ
With 60 people battling in each "map" this is hardly an MMO.
It's not instanced, the changes arent pesistant (except with the upgrades you buy).
Could someone explain what makes this game different to lets say BF2142 with upgrade paths as you gain experience?
Will there be any persistant changes at all anywhere?

Link on message: #21942

Being a community manager over at another site, the internal discussion for those of us in the closed beta is how to classify this game.
I've been looking through the FAQ
With 60 people battling in each "map" this is hardly an MMO.
It's not instanced, the changes arent pesistant (except with the upgrades you buy).
Could someone explain what makes this game different to lets say BF2142 with upgrade paths as you gain experience?
Will there be any persistant changes at all anywhere?
MrVic: MMO (Mass Multiplayer Online) With 60 people per Battle is good
enough to call it that I think. The other thing to consider is the
Clan War aspect and Global warfare maps between numerous clans
fighting for control over European Theater for example. Toss in 100
people in a clan and just 10 clans your at 1,000 players and thats
just an example. I am not a Developer just a lackey helping out
But it seems to fit the bill for a
MMO as opposed to a solo game. I think mostly most people attribute
MMO with other online media and then judge the abbreviation based
on the larger games in the past/present/future. I know I am still
eager to see what the Devs have in store for us in Clan wars!
Just my 2 Cents but might help. I for one have died to MASSIVE amounts of new players everyday..... So it fits for me

Just my 2 Cents but might help. I for one have died to MASSIVE amounts of new players everyday..... So it fits for me

Subject: [FAQ]What will get you experience and what will not
Link on message: #21814
Sternzy, on Jul 11 2010 - 06:17, said: Could you per chance add to this post a little describing exactly
what the three different Experience types listed mean exactly?
1.) Experience Not Distributed
2.) Free Experience
3.) Experience Earned
Sorry for being a noob, I couldn't find this information anywhere. This seems like a great place to put the info in case there are more n()()bs like me out there 8)
Link on message: #21814

1.) Experience Not Distributed
2.) Free Experience
3.) Experience Earned
Sorry for being a noob, I couldn't find this information anywhere. This seems like a great place to put the info in case there are more n()()bs like me out there 8)
merig00: No problems. It's a fair question - I updated the FAQ
Subject: [FAQ]What will get you experience and what will not
Link on message: #21814
Sternzy, on Jul 11 2010 - 06:17, said: Could you per chance add to this post a little describing exactly
what the three different Experience types listed mean exactly?
1.) Experience Not Distributed
2.) Free Experience
3.) Experience Earned
Sorry for being a noob, I couldn't find this information anywhere. This seems like a great place to put the info in case there are more n()()bs like me out there 8)
Link on message: #21814

1.) Experience Not Distributed
2.) Free Experience
3.) Experience Earned
Sorry for being a noob, I couldn't find this information anywhere. This seems like a great place to put the info in case there are more n()()bs like me out there 8)
merig00: No problems. It's a fair question - I updated the FAQ
Subject: Game settings in preferences.xml
Link on message: #21808
Schizophrenic, on Jul 11 2010 - 06:26, said: Couldn't you just put the settings on low, and then go in
preferences.xml and change far_plane to 0?
Also, the resolution setting worked for me on my 1920x1080 monitor.
Link on message: #21808

Also, the resolution setting worked for me on my 1920x1080 monitor.
merig00: That's what I did. It all works for me.
Subject: Game settings in preferences.xml
Link on message: #21808
Schizophrenic, on Jul 11 2010 - 06:26, said: Couldn't you just put the settings on low, and then go in
preferences.xml and change far_plane to 0?
Also, the resolution setting worked for me on my 1920x1080 monitor.
Link on message: #21808

Also, the resolution setting worked for me on my 1920x1080 monitor.
merig00: That's what I did. It all works for me.
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