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: Update 1.0.2
Link on message: #11689260
JakeTheMystic, on Jun 12 2018 - 12:01, said: What was the point in the 277 nerf? Its not even worth the time,
boosters, credits, and xp I spent to grind for it... And
only one day compensation for the server issues that have lasted
more than a day? Thanks... At least the update will arrive
on time. Hopefully...
Omq_Creampuff, on Jun 12 2018 - 11:50, said: Gnomon is the obj 277 nerf going into the live
server, because its not on the test server
Link on message: #11689260
JakeTheMystic, on Jun 12 2018 - 12:01, said: What was the point in the 277 nerf? Its not even worth the time,
boosters, credits, and xp I spent to grind for it... And
only one day compensation for the server issues that have lasted
more than a day? Thanks... At least the update will arrive
on time. Hopefully...Gnomon: The compensation is not for the server issues, it is for the
maintenance/downtime for 1.0.2 that happens tonight. We are
discussing compensation for the server issues from yesterday, as
CabbageMechanic mentioned here: June 11th Server Issues Megathread Be
sure to keep an eye out there for compensation news.
In regards to the Object 277, the dev team made the changes based
on data from the test server. They will continue to monitor the
vehicle's performance on the live server. If it does
underperform, future balance changes are always possible.
Omq_Creampuff, on Jun 12 2018 - 11:50, said: Gnomon is the obj 277 nerf going into the live
server, because its not on the test serverGnomon: Check out this page: Fixing the Comrades It shows the stats
of the K-91, the Object 277, and the Object 268 v4 for 1.0.2
Also, these changes
are from the patch notes for the 277: Changed the turret
traverse speed from 26 to 27 deg/s. Changed dispersion from 0.35 to
0.38 m. Changed reload time from 11.5 to 12.5 s. Changed aiming
time from 2.5 to 2.7 s. Replaced the 3BM (experimental) AP shell
with the 3VBK HEAT shell (penetration: 340 mm). Increased
concealment by 20%. Changed the positions of ammo rack and fuel
tanks. Hope this helps!
Subject: [Carrera Armamentista] Problemas/Correcciones
Link on message: #11689237
Link on message: #11689237
Felipe6666Original: Bien, un par de cuestiones: Particulamente, y de acuerdo con
lo aquí expresado, tengo mis reservas de que los clanes "top" son
los que más dinero invierten en el juego si "siempre ganan todo,
obtienen montones de oro por semana y consiguen las recompensas
extra de campaña (léase tanques, camuflajes y demás)". Las Clan
Wars sirven como suerte de uno de los end-game del juego. Es
accesible a todos, pero es altamente competitivo. Podemos discutir
cómo generar más oportunidades para clanes no tan competitivos o
incluso dividir por estratos de acuerdo al nivel de competitividad,
pero generar "incentivos" por tener y administrar un clan me parece
mucho. Como contrapartida, ¿cómo podríamos verificar nosotros que
los incentivos otorgados se administran bien? ¿Qué criterios se
utilizarían para otorgarlos? Tachar de "desertores" a los jugadores
que prefieren jugar en el clan que se sienten más cómodos me
resulta algo totalitario. Creo que cada uno es libre de disfrutar
el juego y sus modos como prefiera en tanto no quebrante ninguna
regla. Nupetiet, te pido amistosamente que no me faltes el respeto.
Todos saben que no puedo obligar a nadie a que se ajuste a los
lineamientos del foro, solo puedo actuar en consecuencia.
¡Saludos!
Subject: Friday Night Fights: 3v3 Tournament
Link on message: #11689232
Vampiresbane, on Jun 12 2018 - 11:22, said: Oh sure. Hell, 3 hrs is fine. I have certain
other obligations at night time that make this time slot very
difficult to fit in. It's usually why Dance's Saturday
morning/mid day tournaments were what I participated in. If
I do this, I may have to create or become part of a team whose
sole intention is to win the first two rounds and then drop
out. But that doesn't seem be in the spirit of fun for all
those involved.
Link on message: #11689232
Vampiresbane, on Jun 12 2018 - 11:22, said: Oh sure. Hell, 3 hrs is fine. I have certain
other obligations at night time that make this time slot very
difficult to fit in. It's usually why Dance's Saturday
morning/mid day tournaments were what I participated in. If
I do this, I may have to create or become part of a team whose
sole intention is to win the first two rounds and then drop
out. But that doesn't seem be in the spirit of fun for all
those involved.DomoSapien:
A potential alternative would be joining a 3-man team as an alternate, with the assumption that you'd like to play in the first two stages.
Registration is open in <1Hr, folks!
A potential alternative would be joining a 3-man team as an alternate, with the assumption that you'd like to play in the first two stages.
Registration is open in <1Hr, folks!
Subject: Still waiting for my compensation wargaming, where IS IT ?
Link on message: #11689225
Link on message: #11689225
DomoSapien: Alright folks, the entirety of this thread is basically
non-constructive now. Thread locked.
Subject: [Atualização 1.0.2] Central de Reportes
Link on message: #11689222
Link on message: #11689222
MA77: Salve!
Amanhã nós iremos lançar Atualização 1.0.2 que trás novos veículos de nível X soviéticos, mudanças em alguns mapas e muito mais. Você a nossa análise no vídeo abaixo: Os servidores ficarão offline amanhã (13 de Junho) de 04:00 ET | 05:00 BRT até 10:30 ET | 11:30 BRT. Os jogadores que atualmente tem Conta Premium receberão 24h para compensar o tempo em que os servidores ficarão em manutenção. Para informações mais completas, acesse nosso artigo sobre a atualização. Lembramos que este tópico é destinado aos relatos de bugs da Atualização 1.0.2. Grande abraço e boa sorte no campo de batalha!
Amanhã nós iremos lançar Atualização 1.0.2 que trás novos veículos de nível X soviéticos, mudanças em alguns mapas e muito mais. Você a nossa análise no vídeo abaixo: Os servidores ficarão offline amanhã (13 de Junho) de 04:00 ET | 05:00 BRT até 10:30 ET | 11:30 BRT. Os jogadores que atualmente tem Conta Premium receberão 24h para compensar o tempo em que os servidores ficarão em manutenção. Para informações mais completas, acesse nosso artigo sobre a atualização. Lembramos que este tópico é destinado aos relatos de bugs da Atualização 1.0.2. Grande abraço e boa sorte no campo de batalha!
Subject: [Avanços] Adiamento - 12/06
Link on message: #11689185
Link on message: #11689185
MA77: Saudações, comandantes! Com os recentes problemas no
servidor, nós estamos cancelando os Avanços na data de hoje
(12/06/2018) para evitar possíveis problemas que podem ocorrer até
que todos os problemas sejam solucionados. Pedimos desculpas
por qualquer inconveniente causado e iremos mantê-los atualizados
assim que tivermos qualquer novidade.
Subject: 3 vs. 3: Lucha de Viernes por la Noche
Link on message: #11689180
Pollenz, on Jun 12 2018 - 13:52, said: Te faltó poner el link del conversor horario
Enhorabuena
Link on message: #11689180
Pollenz, on Jun 12 2018 - 13:52, said: Te faltó poner el link del conversor horario Felipe6666Original: ¡Corregido!
Subject: Update 1.0.2
Link on message: #11689175
pickpocket293, on Jun 12 2018 - 11:12, said: I would like to say that I really appreciate the transparency in
listing the specific bugs that were acknowledged and fixed. This is
much better than the standard "fixed some technical issues" that we
normally get. Thank you.
__WarChild__, on Jun 12 2018 - 11:30, said: Thanks Gnomon for posting. I really appreciate knowing
when the updates are coming. Especially when I know that my
replays won't work anymore so I can copy them ahead of time!
__WarChild__
Cognitive_Dissonance, on Jun 12 2018 - 11:32, said: Yay! Thanks, good stuff.
Link on message: #11689175
pickpocket293, on Jun 12 2018 - 11:12, said: I would like to say that I really appreciate the transparency in
listing the specific bugs that were acknowledged and fixed. This is
much better than the standard "fixed some technical issues" that we
normally get. Thank you.Gnomon: Thanks for that feedback about that! I'll be sure to bring
it up with our teams for the next patch and see if we can keep that
going.
__WarChild__, on Jun 12 2018 - 11:30, said: Thanks Gnomon for posting. I really appreciate knowing
when the updates are coming. Especially when I know that my
replays won't work anymore so I can copy them ahead of time!
Gnomon:
Cognitive_Dissonance, on Jun 12 2018 - 11:32, said: Yay! Thanks, good stuff.Gnomon: Anytime! Thanks for the kind words
I'll have a feedback post up tomorrow
(after the update goes live) in Wargaming Community Feedback
Requests, so keep an eye out for that as well.
Subject: Combates de Sexta à Noite: 3x3
Link on message: #11689163
MADE, on Jun 12 2018 - 13:47, said: Pessoal, estou voltando ao WoT depois de um longo tempo. Então, por
favor considerem uma pergunta Noob. Alguém teria a paciência
de me explicar como funciona este Formato 3/30? "Formato
3/30 (Pontuação Mínima de Nível: 27)" Obrigado fodão!
Link on message: #11689163
MADE, on Jun 12 2018 - 13:47, said: Pessoal, estou voltando ao WoT depois de um longo tempo. Então, por
favor considerem uma pergunta Noob. Alguém teria a paciência
de me explicar como funciona este Formato 3/30? "Formato
3/30 (Pontuação Mínima de Nível: 27)" Obrigado fodão!MA77: Oi MADE, É bastante simples: 3 = número máximo de
jogadores em batalha e 30 = pontuação máxima da soma do nível dos
tanques. Dito isto, você pode entrar na batalha com até três
jogadores usando três tanques de nível X. 
Subject: some E3 highlights
Link on message: #11689162
DomoSapien, on Jun 12 2018 - 11:09, said: BANNED!
Kidding, of course, but you should check out the series if you haven't already. I know the art style can be a bit cartoony for some, but the gameplay is just so darn solid. I hear the FFVII Remake is going to have a similar style of Action RPG combat, so maybe try that out first and see if it's up your alley
I haven't had a chance to watch Nintendo direct today, but I'm stoked about Ridley! If only they would change the physics back to Melee style, with the proper movement speed and fall speed
I miss the feel of that game, and I'm always happy to
see a bunch of CRT screens set up at LAN events for people to throw
down on SSBM. Also, I hear there's a new Mario Party coming?
Nintendo is going to make a killing in replacement Joycons, because
controllers will be thrown 
CapPhrases, on Jun 12 2018 - 11:13, said: The new Spider-Man game 
Link on message: #11689162
DomoSapien, on Jun 12 2018 - 11:09, said: BANNED!Kidding, of course, but you should check out the series if you haven't already. I know the art style can be a bit cartoony for some, but the gameplay is just so darn solid. I hear the FFVII Remake is going to have a similar style of Action RPG combat, so maybe try that out first and see if it's up your alley
I haven't had a chance to watch Nintendo direct today, but I'm stoked about Ridley! If only they would change the physics back to Melee style, with the proper movement speed and fall speed
Gnomon: I'm excited for an ice-powered Sora.
CapPhrases, on Jun 12 2018 - 11:13, said: The new Spider-Man game Gnomon: I was looking forward to this game, and the trailer does not
disappoint. I played way too much of those old Spiderman open-world
games. Also, pretty hype for Shadows Die Twice:
Subject: some E3 highlights
Link on message: #11689124
CapPhrases, on Jun 12 2018 - 10:54, said: sorry Domo i never was a Kingdom Hearts fan (plz no ban) but
just got announced the new Smash Bros will have Ridley as a
playable character!
Link on message: #11689124
CapPhrases, on Jun 12 2018 - 10:54, said: sorry Domo i never was a Kingdom Hearts fan (plz no ban) but
just got announced the new Smash Bros will have Ridley as a
playable character!DomoSapien: BANNED!
Kidding, of course, but you should check out the series if you haven't already. I know the art style can be a bit cartoony for some, but the gameplay is just so darn solid. I hear the FFVII Remake is going to have a similar style of Action RPG combat, so maybe try that out first and see if it's up your alley
I haven't had a chance to watch Nintendo direct today, but I'm stoked about Ridley! If only they would change the physics back to Melee style, with the proper movement speed and fall speed
I miss the feel of that game, and
I'm always happy to see a bunch of CRT screens set up at LAN events
for people to throw down on SSBM. Also, I hear there's a new Mario
Party coming? Nintendo is going to make a killing in replacement
Joycons, because controllers will be thrown

Kidding, of course, but you should check out the series if you haven't already. I know the art style can be a bit cartoony for some, but the gameplay is just so darn solid. I hear the FFVII Remake is going to have a similar style of Action RPG combat, so maybe try that out first and see if it's up your alley
I haven't had a chance to watch Nintendo direct today, but I'm stoked about Ridley! If only they would change the physics back to Melee style, with the proper movement speed and fall speed
Subject: Update 1.0.2
Link on message: #11689104
Link on message: #11689104
Gnomon: Hey, everyone! I hope you are ready for the arrival of
Update 1.0.2 tomorrow! The servers will go
down June 13 from 01:00 PT | 03:00 CT | 04:00 PT until 07:30
PT | 09:30 CT | 10:30 ET. Please keep in mind that current Premium
time players will be credited an additional 24 hours of Premium
time to make up for the maintenance times. With 1.0.2
comes two new Soviet tanks, adjustments to the Object 268 v4 and
Object 430 II, revisited maps and the return of Klondike,
customization for more Tiers, and some Bootcamp improvements!
The patch notes can be found in the following spoiler:
Update 1.0.2 Main Changes Bootcamp has been
significantly improved. A set of combat and Garage missions have
been added. After completing Bootcamp, the missions are available
to new players who have fought less than 1,000 battles and do not
have any vehicles Tier VI and higher. Players learn important basic
game mechanics and, upon completing the missions, earn useful
items. The missions comprises three sets: Completion of
Bootcamp Briefing Road to Glory After completing all sets,
the player gets a token to exchange for any Tier VI non-Premium
vehicle, even if the player has not researched it. 4.
Introduces Training Center to help new players learn game basics.
All topics are sorted by categories and presented as files
containing images and brief descriptions. To access the Training
Center, at the Game Menu, press ESC. Training Center consists of
the following sections:
For Newcomers
Game Modes
Player's Vehicle
Vehicle Types
Attack Basics
Defense Basics
Other 5. Map Revisions: Several issues regarding specific map locations have been fixed, as some passages to areas not intended for playing have been removed. These include: Ruinberg Cliff Abbey Sand River Tundra
6. Map Balance Improvements: Fjords Malinovka Mountain Pass Erlenberg
7. The Klondike map is re-worked in HD, added for Grand Battles only, and is intended only for the Standard Battle type. 8. Vehicle Exterior Customization: If a player wants to change the vehicle exterior, the vehicle is now transferred to a special customization area in the Garage. Styles are now applicable to Tier VI and VIII vehicles, and not only Premiums. The Exterior window interface has been improved.
9. Some changes to the Garage Interface and the introduction of new sounds. 10. Changes when launching the game via WGC: The WoT launch script has been improved, so players get to Garage as fast as possible. The current login screen has been reworked to reduce the amount of information a player needs to enter when launching the game. Players can now select the server via the game settings in order to meet their interests (clan battles, tournaments, etc.).
Changes to Vehicle Technical Characteristics
1. The following vehicles have been added to the U.S.S.R. nation: К-91 Object 277
2. The following vehicles were added for Supertest players: T-34 Shielded (U.S.S.R.) Sherman VC Firefly (U.K.) 50TP prototyp (Poland) T26E3 Eagle 7 (U.S.A.)
3. Changes to Object 268 Version 4: Added a new armor group to the vehicle hull Increased dispersion on the suspension during movement by 33% Increased dispersion on hull traverse by 33% Changed the traverse speed of the suspension from 23 to 22 deg/s Increased dispersion on the 152 mm M-53S gun traverse by 20% Changed the aiming time of the 152 mm M-53S gun from 2 to 2.5 s. Changed the gun traverse speed from 30 to 28 deg/s Decreased hull armor Changed the top speed from 55 to 50 km/h Changed the rear speed from 22 to 18 km/h Changed the engine power from 1,500 to 1,350 hp Changed the vehicle durability from 2,100 to 2,000 HP
4. Changes to Object 430 Version II: Replaced the 100 mm D-54 gun with the 100 mm D-54U gun. Decreased dispersion during movement of the enhanced suspension by 14%. Decreased dispersion on hull traverse of the enhanced suspension by 14%. Changed dispersion of the 100 mm D-54U gun for the enhanced turret from 0.38 to 0.35 m. Changed the reload time of the 100 mm D-54U gun for the enhanced turret from 8 to 7.5 s. Changed the aiming time of the 100 mm D-54U gun for the enhanced turret from 2.9 to 2 s. Decreased dispersion on turret traverse of the 100 mm D-54U gun for the enhanced turret by 25%. Decreased dispersion after firing the 100 mm D-54U gun for the enhanced turret by 13%. Changed penetration of the UBR-412B shell for the 100 mm D-54U gun from 219 to 246 mm. Changed the vehicle view range of the enhanced turret from 390 to 400 m. Decreased hull and turret armor. Changed vehicle durability of the turret from 1,600 to 1,500 HP. Changed vehicle durability of the enhanced turret from 1,700 to 1,600 HP.
5. Object 277 technical characteristic changes according to the results of Common Test 2: Changed the turret traverse speed from 26 to 27 deg/s. Changed dispersion from 0.35 to 0.38 m. Changed reload time from 11.5 to 12.5 s. Changed aiming time from 2.5 to 2.7 s. Replaced the 3BM (experimental) AP shell with the 3VBK HEAT shell (penetration: 340 mm). Increased concealment by 20%. Changed the positions of ammo rack and fuel tanks.
6. K-91 technical characteristic changes according to the results of Common Test 2: Changed the durability from 1,800 to 1,950 HP. Changed the turret traverse sector from 180 to 220 degrees (from 90 to 110 degrees on each side). Increased the engine power to 860 h.p. Changed reload time from 6.5 to 6.3 s. Changed the depression angle of the 100 mm D-46T gun (on vehicle sides) from -5 to -9 degrees.
7. Fixed the following issues: Removed an invisible obstacle on the Tundra map. Fixed the issue of earning Mastery Badges on the Centurion Mk. 5/1 RAAC. Fixed the issue that prevented players from purchasing camouflage when using low-screen resolutions. Battle events and in-battle notifications settings (text) are displayed in the same way. Improved display of camouflage applied to the Object 705. Mannerheim Line and Fjords maps: Removed some passages to areas not intended for playing and areas where players could get stuck. Improved quality of some objects on maps.
8. Fixed the following known issues: The issue related to improper display position of Marks of Excellence on the 8,8 cm Flak 41 L/74 mounted on the Pz.Sfl. IVc tank destroyer. The vehicle panel does not get locked upon confirming readiness in Special Battles. Crew members can be retrained to special vehicles that are currently not available in the game. No protection from spam-clicking on the minimap. Equipment tooltips do not display dynamic technical characteristics. Vehicle type icons in the vehicle panels do not change their color dynamically, when selecting the Colorblind mode in battle. Disabled "free" crew retraining to vehicles of the same type. When a player destroys a vehicle by overturning it, this vehicle is not counted towards the total number of vehicles the player destroyed. A vehicle with mounted standard and Improved equipment cannot be sold. The recruiter's Recruiting Office does not display the recruits and reservists they invited — if the recruiter's account is restored to a state, before the moment when recruits accepted the invitation. Mismatch the Personal Missions descriptions (for Platoons) in battle (upon pressing TAB), Battle Results, and congratulation window. The Recruit button is displayed in the congratulation window, though a female crew member has already been recruited. The badge about base capture is displayed before the indicated number of points is accumulated. The order of events for received damage is sometimes mixed up in the damage log. The text of Mission conditions is not displayed in the congratulation window, provided the required vehicle type is specified in the Mission conditions. In some cases, the sound and effect of receiving damage are missing. Upon clicking Paint the Whole Vehicle, paint is not applied to the entire vehicle in case of some tank destroyers and SPGs. When changing a shell type while reloading a magazine, shells in the magazine are displayed as already loaded. When a spotted enemy vehicle gets stunned, it is no longer visible, and the stunned player uses a First Aid Kit, while still unspotted, then the stun indicator is still displayed above this vehicle to its opponents when spotted again. When a vehicle is destroyed, the log disappears, provided the player has not enabled the "Show in Postmortem mode vehicle that destroyed your vehicle" option. The amount of damage received by the shot that destroyed a player's vehicle is not displayed in the log. Also, be sure to check out our portal article for more information about 1.0.2: Update 1.0.2 Is Here! Thanks, everyone, and see you on the battlefield tomorrow!
Game Modes
Player's Vehicle
Vehicle Types
Attack Basics
Defense Basics
Other 5. Map Revisions: Several issues regarding specific map locations have been fixed, as some passages to areas not intended for playing have been removed. These include: Ruinberg Cliff Abbey Sand River Tundra
6. Map Balance Improvements: Fjords Malinovka Mountain Pass Erlenberg
7. The Klondike map is re-worked in HD, added for Grand Battles only, and is intended only for the Standard Battle type. 8. Vehicle Exterior Customization: If a player wants to change the vehicle exterior, the vehicle is now transferred to a special customization area in the Garage. Styles are now applicable to Tier VI and VIII vehicles, and not only Premiums. The Exterior window interface has been improved.
9. Some changes to the Garage Interface and the introduction of new sounds. 10. Changes when launching the game via WGC: The WoT launch script has been improved, so players get to Garage as fast as possible. The current login screen has been reworked to reduce the amount of information a player needs to enter when launching the game. Players can now select the server via the game settings in order to meet their interests (clan battles, tournaments, etc.).
Changes to Vehicle Technical Characteristics
1. The following vehicles have been added to the U.S.S.R. nation: К-91 Object 277
2. The following vehicles were added for Supertest players: T-34 Shielded (U.S.S.R.) Sherman VC Firefly (U.K.) 50TP prototyp (Poland) T26E3 Eagle 7 (U.S.A.)
3. Changes to Object 268 Version 4: Added a new armor group to the vehicle hull Increased dispersion on the suspension during movement by 33% Increased dispersion on hull traverse by 33% Changed the traverse speed of the suspension from 23 to 22 deg/s Increased dispersion on the 152 mm M-53S gun traverse by 20% Changed the aiming time of the 152 mm M-53S gun from 2 to 2.5 s. Changed the gun traverse speed from 30 to 28 deg/s Decreased hull armor Changed the top speed from 55 to 50 km/h Changed the rear speed from 22 to 18 km/h Changed the engine power from 1,500 to 1,350 hp Changed the vehicle durability from 2,100 to 2,000 HP
4. Changes to Object 430 Version II: Replaced the 100 mm D-54 gun with the 100 mm D-54U gun. Decreased dispersion during movement of the enhanced suspension by 14%. Decreased dispersion on hull traverse of the enhanced suspension by 14%. Changed dispersion of the 100 mm D-54U gun for the enhanced turret from 0.38 to 0.35 m. Changed the reload time of the 100 mm D-54U gun for the enhanced turret from 8 to 7.5 s. Changed the aiming time of the 100 mm D-54U gun for the enhanced turret from 2.9 to 2 s. Decreased dispersion on turret traverse of the 100 mm D-54U gun for the enhanced turret by 25%. Decreased dispersion after firing the 100 mm D-54U gun for the enhanced turret by 13%. Changed penetration of the UBR-412B shell for the 100 mm D-54U gun from 219 to 246 mm. Changed the vehicle view range of the enhanced turret from 390 to 400 m. Decreased hull and turret armor. Changed vehicle durability of the turret from 1,600 to 1,500 HP. Changed vehicle durability of the enhanced turret from 1,700 to 1,600 HP.
5. Object 277 technical characteristic changes according to the results of Common Test 2: Changed the turret traverse speed from 26 to 27 deg/s. Changed dispersion from 0.35 to 0.38 m. Changed reload time from 11.5 to 12.5 s. Changed aiming time from 2.5 to 2.7 s. Replaced the 3BM (experimental) AP shell with the 3VBK HEAT shell (penetration: 340 mm). Increased concealment by 20%. Changed the positions of ammo rack and fuel tanks.
6. K-91 technical characteristic changes according to the results of Common Test 2: Changed the durability from 1,800 to 1,950 HP. Changed the turret traverse sector from 180 to 220 degrees (from 90 to 110 degrees on each side). Increased the engine power to 860 h.p. Changed reload time from 6.5 to 6.3 s. Changed the depression angle of the 100 mm D-46T gun (on vehicle sides) from -5 to -9 degrees.
7. Fixed the following issues: Removed an invisible obstacle on the Tundra map. Fixed the issue of earning Mastery Badges on the Centurion Mk. 5/1 RAAC. Fixed the issue that prevented players from purchasing camouflage when using low-screen resolutions. Battle events and in-battle notifications settings (text) are displayed in the same way. Improved display of camouflage applied to the Object 705. Mannerheim Line and Fjords maps: Removed some passages to areas not intended for playing and areas where players could get stuck. Improved quality of some objects on maps.
8. Fixed the following known issues: The issue related to improper display position of Marks of Excellence on the 8,8 cm Flak 41 L/74 mounted on the Pz.Sfl. IVc tank destroyer. The vehicle panel does not get locked upon confirming readiness in Special Battles. Crew members can be retrained to special vehicles that are currently not available in the game. No protection from spam-clicking on the minimap. Equipment tooltips do not display dynamic technical characteristics. Vehicle type icons in the vehicle panels do not change their color dynamically, when selecting the Colorblind mode in battle. Disabled "free" crew retraining to vehicles of the same type. When a player destroys a vehicle by overturning it, this vehicle is not counted towards the total number of vehicles the player destroyed. A vehicle with mounted standard and Improved equipment cannot be sold. The recruiter's Recruiting Office does not display the recruits and reservists they invited — if the recruiter's account is restored to a state, before the moment when recruits accepted the invitation. Mismatch the Personal Missions descriptions (for Platoons) in battle (upon pressing TAB), Battle Results, and congratulation window. The Recruit button is displayed in the congratulation window, though a female crew member has already been recruited. The badge about base capture is displayed before the indicated number of points is accumulated. The order of events for received damage is sometimes mixed up in the damage log. The text of Mission conditions is not displayed in the congratulation window, provided the required vehicle type is specified in the Mission conditions. In some cases, the sound and effect of receiving damage are missing. Upon clicking Paint the Whole Vehicle, paint is not applied to the entire vehicle in case of some tank destroyers and SPGs. When changing a shell type while reloading a magazine, shells in the magazine are displayed as already loaded. When a spotted enemy vehicle gets stunned, it is no longer visible, and the stunned player uses a First Aid Kit, while still unspotted, then the stun indicator is still displayed above this vehicle to its opponents when spotted again. When a vehicle is destroyed, the log disappears, provided the player has not enabled the "Show in Postmortem mode vehicle that destroyed your vehicle" option. The amount of damage received by the shot that destroyed a player's vehicle is not displayed in the log. Also, be sure to check out our portal article for more information about 1.0.2: Update 1.0.2 Is Here! Thanks, everyone, and see you on the battlefield tomorrow!
Subject: some E3 highlights
Link on message: #11689021
Link on message: #11689021
DomoSapien: No Kingdom Hearts 3 Trailer, though? 
My personal highlights: KH3, Tunic, My Friend Pedro, *Unannounced Square Enix Title* on the schedule for today's Sony conference (we all know it's FFVII Remake), Halo, Fallout 76
My personal highlights: KH3, Tunic, My Friend Pedro, *Unannounced Square Enix Title* on the schedule for today's Sony conference (we all know it's FFVII Remake), Halo, Fallout 76
Subject: Still waiting for my compensation wargaming, where IS IT ?
Link on message: #11689015
Link on message: #11689015
DomoSapien: CM Made a comment about this in the June 11th Megathread (which your thread was
likely merged into, rather than deleted) - We are discussing
compensation today and will post more info as soon as we have it.
Subject: Map Mondays: Mines
Link on message: #11689002
Cajun_, on Jun 12 2018 - 09:54, said: If i knew that you were going to just post my strat sketch i would
have made it easier to read. I also said don't use my name. oh well
and get better domo you baddy :^)
Link on message: #11689002
Cajun_, on Jun 12 2018 - 09:54, said: If i knew that you were going to just post my strat sketch i would
have made it easier to read. I also said don't use my name. oh well
and get better domo you baddy :^)DomoSapien:
Did you? Gah, sorry. I just try to give credit where credit is due
I was going to make my own strat sketch but I already dumped so many hours into the screenshots that I was super-fried and didn't have the energy to go the extra mile. They're legible enough! Gitting gud is one of those unattainable goals that I will perpetually struggle towards but never achieve :'(
Did you? Gah, sorry. I just try to give credit where credit is due
I was going to make my own strat sketch but I already dumped so many hours into the screenshots that I was super-fried and didn't have the energy to go the extra mile. They're legible enough! Gitting gud is one of those unattainable goals that I will perpetually struggle towards but never achieve :'(
Subject: Advances will be postponed today due to server issues
Link on message: #11688978
Link on message: #11688978
Jambijon: Hey Everybody, With the recent server issues we are going to
postpone advances for today to avoid any other issues that may
occur until we get these server issues flushed out. Sorry for
the inconvenience and we will update you as soon as we have more
information.
Subject: Advances will be postponed today due to server issues
Link on message: #11688978
Link on message: #11688978
BigDaddyLaxative: Hey Everybody, With the recent server issues we are going to
postpone advances for today to avoid any other issues that may
occur until we get these server issues flushed out. Sorry
for the inconvenience and we will update you as soon as we have
more information.
Subject: Advances will be postponed today due to server issues
Link on message: #11688978
Link on message: #11688978
Hambijon: Hey Everybody, With the recent server issues we are going to
postpone advances for today to avoid any other issues that may
occur until we get these server issues flushed out. Sorry
for the inconvenience and we will update you as soon as we have
more information.
Subject: Map Mondays: Mines
Link on message: #11688974
xtc4, on Jun 12 2018 - 08:50, said: Thanks, Domo. This may be the best guide yet. I'd only emphasize
that, from the South, the C9 flanking position seems underused. It
gives the South a useful position to shoot flanks and rears, just
like the North has Island. In fact, I would argue that C9 for South
is a more reliable position than Island for North. C9 is
rarely contested, and you can get there pretty safely at the
beginning of the match if you have even mediocre speed. But players
are well-aware of the Island flanking position, and you generally
have a difficult fight to even get there. Also, from
the north, I like getting tucked into that pocket at E4 and
shooting towards the brawl and hill. It is especially dominant in a
lower- or mid-tier battle, where the players aren't as aware. You
are basically helping the hill brawl, but without the
all-or-nothing risk of an immediate rush.
ThePigSheFlies, on Jun 12 2018 - 09:07, said: ...this guy that I have dynamic platooned with. he's been in
a number of 'good' clans over the years, and moved from wga-a to
the LATM side of the house a bit ago. http://wotlabs.net/n.../Algray_Solipso
Link on message: #11688974
xtc4, on Jun 12 2018 - 08:50, said: Thanks, Domo. This may be the best guide yet. I'd only emphasize
that, from the South, the C9 flanking position seems underused. It
gives the South a useful position to shoot flanks and rears, just
like the North has Island. In fact, I would argue that C9 for South
is a more reliable position than Island for North. C9 is
rarely contested, and you can get there pretty safely at the
beginning of the match if you have even mediocre speed. But players
are well-aware of the Island flanking position, and you generally
have a difficult fight to even get there. Also, from
the north, I like getting tucked into that pocket at E4 and
shooting towards the brawl and hill. It is especially dominant in a
lower- or mid-tier battle, where the players aren't as aware. You
are basically helping the hill brawl, but without the
all-or-nothing risk of an immediate rush.DomoSapien: Great points! Hope you don't mind I snagged your tips and added
them to my guide
I had a traumatic experience around C9 during the "Open Fire!" finals in Cyprus, so I definitely don't utilize that position as much as I should. Definitely should have grabbed some screenshots of that position, in retrospect.
I had a traumatic experience around C9 during the "Open Fire!" finals in Cyprus, so I definitely don't utilize that position as much as I should. Definitely should have grabbed some screenshots of that position, in retrospect.
ThePigSheFlies, on Jun 12 2018 - 09:07, said: ...this guy that I have dynamic platooned with. he's been in
a number of 'good' clans over the years, and moved from wga-a to
the LATM side of the house a bit ago. http://wotlabs.net/n.../Algray_SolipsoDomoSapien: Algray is amazing. Not only is he an excellent player, he's
one of the most knowledgeable and friendly people we have in CS. I
can't say enough good things about him.
Subject: Friday Night Fights: 3v3 Tournament
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible.
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible. Jambijon: This is just the beginning! We will have more that
fall on different days for sure!
Subject: Friday Night Fights: 3v3 Tournament
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible.
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible. BigDaddyLaxative: This is just the beginning! We will have more that
fall on different days for sure!
Subject: Friday Night Fights: 3v3 Tournament
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible.
Link on message: #11688951
stevezaxx, on Jun 12 2018 - 03:20, said: I applaud the return of tournaments! Tier 10 for TREMENDOUS amounts
of gold is certainly a good way to start. 3v3 is a GREAT format to
open the gates. Friday is certainly a more popular day to play than
any other. Unfortunately for me, tier 10 and even more so, Friday
are not possible for me, so I sincerely hope more tournaments are
added on MORE DAYS as soon as is feasible. Hambijon: This is just the beginning! We will have more that
fall on different days for sure!
Subject: WG are pathetic!
Link on message: #11688942
Link on message: #11688942
DomoSapien: Having worked in support for over 2 years, I can confirm that
asking you to disable your mods is one of the first steps in any
tech related troubleshooting. Eliminating false positives will
provide the team with more accurate data, that they can provide to
the dev team when filing a bug report.
Subject: 6/11 Server Issues
Link on message: #11688925
Link on message: #11688925
DomoSapien: Tankers, You may have noticed that all our hamsterwheels are
spinning again, and the server issues appear to have stabilized.
If you continue to experience issues please make sure
to leave a comment in the thread I linked above. ^ Shoutout
to CabbageMechanic for getting that announcement out ASAP this
morning!
TeriyakiTanker
Mahou doesnt deserve to be #1, talented people joining same team, lost respect.
12.06.2018 18:03:13
Subject: Mahou doesnt deserve to be #1, talented people joining same team, lost respect.
Link on message: #11688910
_Promote_Synergy_, on Jun 12 2018 - 09:26, said: It's not even being about chai sniping. If you watch super
unicums you will watch most of them position themselves to shut
down portions of the map with their gun. The reason that they are
so good is that they keep their gun in the fight for as long as
possible, even if it means they have to abandon a spot to survive.
The higher WR someone has usually means that they can influence the
match to their favor by corralling allies or putting a nice
dent/stop to the enemy. I still have a ton of fun even while
pulling 3k+ win8
Link on message: #11688910
_Promote_Synergy_, on Jun 12 2018 - 09:26, said: It's not even being about chai sniping. If you watch super
unicums you will watch most of them position themselves to shut
down portions of the map with their gun. The reason that they are
so good is that they keep their gun in the fight for as long as
possible, even if it means they have to abandon a spot to survive.
The higher WR someone has usually means that they can influence the
match to their favor by corralling allies or putting a nice
dent/stop to the enemy. I still have a ton of fun even while
pulling 3k+ win8TeriyakiTanker: You mean it isn't hacks? Mind blown.......
Subject: Anyone know when there will be a x35 free xp event?
Link on message: #11688908
BlitzReaper, on Jun 12 2018 - 04:21, said: I grinded my [edited]out for the gold during the last events and
I'm still waiting for this event to happen. I saw this more
frequently during the past 2 years but haven't seen anything this
year yet.
Link on message: #11688908
BlitzReaper, on Jun 12 2018 - 04:21, said: I grinded my [edited]out for the gold during the last events and
I'm still waiting for this event to happen. I saw this more
frequently during the past 2 years but haven't seen anything this
year yet.TeriyakiTanker: That's funny because they have had it 3 times this year so
far; 1 January, 26-29 January, and 27 April - 1 May. Seems to
me they are doing it more often than past years. I would
guess around the 4th of July will be the next one.
Subject: Map Mondays: Mines
Link on message: #11688878
Armadaus_Baldwin, on Jun 11 2018 - 20:49, said: Because none of the WG-NA staff are actually good at
Tanks?
TommyBuns, on Jun 11 2018 - 19:48, said: Hey Domo, has Wargaming ever had a map designing contest for WOT?
If not, has it ever been considered? Reason I ask, is take Fallout
4 for example the amount of user generated content is absolutely
incredible and really added a lot to the original game.
THE_GOONS_R_COMMING_RUNN, on Jun 11 2018 - 20:19, said: Moderated by Volier_Zcit
Link on message: #11688878
Armadaus_Baldwin, on Jun 11 2018 - 20:49, said: Because none of the WG-NA staff are actually good at
Tanks? DomoSapien: Well, there's _Irony_who was my team captain for the
company-wide internal 3v3 tournament a couple years ago. I'd say
he's pretty good. Thanks to him we went to Cyprus for the finals;
he also won the 1v1 tournament last year and was on the Wargaming
team at Tokyo Game Show
TommyBuns, on Jun 11 2018 - 19:48, said: Hey Domo, has Wargaming ever had a map designing contest for WOT?
If not, has it ever been considered? Reason I ask, is take Fallout
4 for example the amount of user generated content is absolutely
incredible and really added a lot to the original game.DomoSapien:
Well, I wouldn't say Fallout 4 is the best example because Fallout games have always relied in part on their thriving mod community. I actually just started re-playing FO4 because of the FO76 announcement, and running it with mods this time around has definitely made it much more enjoyable. I have a foliage mod installed that makes the wasteland look beautiful and lush instead of barren; highly recommend.
I digress, though. To my knowledge we have not had a map design contest, and as much as I would absolutely love to have one that would be something that would need to be a cross-regional initiative, if it were tied to any promises of potential implementation. I'd hate for someone to put in a bunch of work designing a map, only to never see it implemented.
I am indeed quite happy to bring it up with the team, as I personally would love to see more user-generated content implemented in the game client. The closest thing to that we've done so far would probably be the SPG view that we eventually adopted into the game client (press G to change view in artillery mode) which was originally the winning entry in a community mod contest.
Well, I wouldn't say Fallout 4 is the best example because Fallout games have always relied in part on their thriving mod community. I actually just started re-playing FO4 because of the FO76 announcement, and running it with mods this time around has definitely made it much more enjoyable. I have a foliage mod installed that makes the wasteland look beautiful and lush instead of barren; highly recommend.
I digress, though. To my knowledge we have not had a map design contest, and as much as I would absolutely love to have one that would be something that would need to be a cross-regional initiative, if it were tied to any promises of potential implementation. I'd hate for someone to put in a bunch of work designing a map, only to never see it implemented.
I am indeed quite happy to bring it up with the team, as I personally would love to see more user-generated content implemented in the game client. The closest thing to that we've done so far would probably be the SPG view that we eventually adopted into the game client (press G to change view in artillery mode) which was originally the winning entry in a community mod contest.
THE_GOONS_R_COMMING_RUNN, on Jun 11 2018 - 20:19, said: Moderated by Volier_ZcitDomoSapien: I actually have mixed feelings about this being moderated
because although it was definitely non-constructive, I was hoping
to respond to it. The reason a 1500 recent WN8 employee is giving
you strategies for the game is that these strategies are directed
primarily at new or returning players that haven't played the game
in quite some time. The maps were re-worked in HD and there are
some small differences between the old and new versions. If
you'd like to hop on your main and platoon with me, maybe I'll
finally git gud so my WN8 is higher than 1500?
_____
Thanks for the feedback, everyone! Make sure to check out the Supertest thread for Mines & Glacier! I'm happy to forward any feedback from this thread but the best place to get the most visibility on your suggestions will be the dedicated thread.
_____
Thanks for the feedback, everyone! Make sure to check out the Supertest thread for Mines & Glacier! I'm happy to forward any feedback from this thread but the best place to get the most visibility on your suggestions will be the dedicated thread.
Subject: June 11th Server Problems Megathread
Link on message: #11688828
Link on message: #11688828
CabbageMechanic: Hey Tankers,
The morning server team got in earlier and set to work, they say they have now resolved the issue. We are still monitoring but so far our tests confirm stability. Keep us updated if you experience any more issues, we will be discussing compensation today and I will report back when I have details.
Apologies again for the inconvenience,
CM
The morning server team got in earlier and set to work, they say they have now resolved the issue. We are still monitoring but so far our tests confirm stability. Keep us updated if you experience any more issues, we will be discussing compensation today and I will report back when I have details.
Apologies again for the inconvenience,
CM
Subject: I wish we could ban the province map...
Link on message: #11688811
Link on message: #11688811
TeriyakiTanker: I enjoy this map a lot when I play it BUT they really need to do
something about making the middle of the map playable. And
there is an issue with the North spawn being able to scout all the
tanks from the south spawn crossing the map extremely easily giving
the north spawn a serious advantage if they have a good scout.
Subject: 3 vs. 3: Lucha de Viernes por la Noche
Link on message: #11688790
Link on message: #11688790
Felipe6666Original: ¡Atención, tanquistas! ¡Estamos felices de anunciar el
regreso de los torneos con esta primera
competición bien cargada de oro!
Programa Solo los primeros
128 equipos que confirmen su registro serán aceptados. El registro
comienza el 12 de junio a las 12:00 PT | 14:00 CT | 15:00 ET y
finaliza el 15 de junio a las 12:00 PT | 14:00 CT | 15:00 ET El
torneo comienza el 15 de junio a las 18:00 PT | 20:00 CT | 21:00 ET
El programa completo está sujeto a cambios una vez que el último
recuento de equipos haya sido determinado al cierre del registro.
WG puede cambiar las fechas y horarios para completar el
torneo. ¿Quieren saber los horarios en su país? ¡Usen este
útil Conversor de Huso Horario para saberlo!
Información general Las batallas y llaves serán publicados
una vez que cierre el registro. Premios (oro por equipo): 1er:
60.960 de oro 2do: 45.720 de oro 3er: 30.480 de oro 4to-8vo: 15.240
de oro 9no-16to: 7.620 de oro 17mo-32do: 2.857 de oro Los premios
serán entregados una semana después de que finalice el torneo.
Reglas Formato 3/30 (27 puntos de nivel mínimo)
Las batallas durarán un máximo de 10 min. Los equipos pueden
participar con un máximo de 3 tanques equivalentes a 30 puntos de
nivel, con un mínimo de 27 puntos de nivel Ataque/Defensa en Minas
Habrá tres minutos de Descanso entre las batallas Al mejor de tres
por eliminación individual Sin desempates Pueden registrar un
cuarto jugador en reserva, pero, en el caso de que ganen, el premio
será dividido entre los 4 jugadores. Enlace al torneo:
https://worldoftanks...nts/1000000694/
¡Saludos!
Subject: ¡Regresan los torneos!
Link on message: #11688779
Link on message: #11688779
Felipe6666Original: El anuncio está listo desde ayer, pero no lo
compartí porque, por algún motivo, el sistema no muestra la
traducción que hice, sino la versión original en inglés. Estoy
trabajando en eso ahora para que aparezca lo antes posible.
¡Saludos y perdón por la demora! P.D.: Abrí un topic específico con las reglas e información
que deberían mostrarse en el anuncio para que estén al tanto.
Subject: Artilharia ter ou não ter eis a questão
Link on message: #11688740
AgentePM22, on Jun 12 2018 - 03:26, said: Isso aqui ta parecendo um circo. Um monte de nego que n entende do
jogo querendo opinar. Vá estudar sobre o jogo antes de expressar
sua ignorância sobre assuntos que vc não conhece. Um exemplo bem
básico, eu não entendo sobre carro e mecânica automotiva. Eu NUNCA
DISCUTI E NEM VOU DISCUTIR com alguém sobre esse assunto, pois é
algo que eu não conheço. Vcs deviam tomar vergonha na cara e fazer
o mesmo. Esse comentário é pra você que tem menos de 2k de recent e
vem falar o q n sabe aqui.
Link on message: #11688740
AgentePM22, on Jun 12 2018 - 03:26, said: Isso aqui ta parecendo um circo. Um monte de nego que n entende do
jogo querendo opinar. Vá estudar sobre o jogo antes de expressar
sua ignorância sobre assuntos que vc não conhece. Um exemplo bem
básico, eu não entendo sobre carro e mecânica automotiva. Eu NUNCA
DISCUTI E NEM VOU DISCUTIR com alguém sobre esse assunto, pois é
algo que eu não conheço. Vcs deviam tomar vergonha na cara e fazer
o mesmo. Esse comentário é pra você que tem menos de 2k de recent e
vem falar o q n sabe aqui.MA77: Vale o lembrete que o fórum é um local público para que
todos os jogadores de World of Tanks possam debater sobre o jogo.
Independente do nível de conhecimento, todos tem o direito de
postar e discutir os assuntos relacionados ao jogo desde que
não passem do limite das regras e ofendam o próximo. 
Subject: June 11th Server Problems Megathread
Link on message: #11688399
Godzilla20, on Jun 11 2018 - 19:32, said: Hey Cabbage, Will there be an compensation for the time lost
being able to reliably play today and make credits and experience.
I was hoping today I could finish grinding exp for the obj 277 and
continuing the credit grind for that tank as well, but that did
happen unfortunately. I understand that you guys did not know this
was going to happen, but neither did us consumers (especially the
paying ones). I wish you the best of luck in finding the problem
that is causing this issue! Thanks, Godzilla20
Link on message: #11688399
Godzilla20, on Jun 11 2018 - 19:32, said: Hey Cabbage, Will there be an compensation for the time lost
being able to reliably play today and make credits and experience.
I was hoping today I could finish grinding exp for the obj 277 and
continuing the credit grind for that tank as well, but that did
happen unfortunately. I understand that you guys did not know this
was going to happen, but neither did us consumers (especially the
paying ones). I wish you the best of luck in finding the problem
that is causing this issue! Thanks, Godzilla20CabbageMechanic:
We will 100% be compensating Premium Time, and will pursue other options (I know a lot of people have mentioned boosters). At this time I don't know what it looks like exactly yet, so I have no more details to share.
We will 100% be compensating Premium Time, and will pursue other options (I know a lot of people have mentioned boosters). At this time I don't know what it looks like exactly yet, so I have no more details to share.
Subject: June 11th Server Problems Megathread
Link on message: #11688349
Saffron_Blaze, on Jun 11 2018 - 19:19, said: Confirmed. Games still crashing.
TishLover, on Jun 11 2018 - 19:20, said: It's crashing again...... Weird thing is that it only crashes when
I'm doing good!!!!!!!!!!!!! 
Link on message: #11688349
Saffron_Blaze, on Jun 11 2018 - 19:19, said: Confirmed. Games still crashing.CabbageMechanic:
TishLover, on Jun 11 2018 - 19:20, said: It's crashing again...... Weird thing is that it only crashes when
I'm doing good!!!!!!!!!!!!! CabbageMechanic:
Thanks for posting, we have also confirmed. 1984BigBrother is submitting more data to the server team now. Apologies for the inconvenience everyone, we're not engineers but we have dispatched MeatheadMilitia to the server room to give inspiring speeches and deliver bacon and coffee to them.
Thanks for posting, we have also confirmed. 1984BigBrother is submitting more data to the server team now. Apologies for the inconvenience everyone, we're not engineers but we have dispatched MeatheadMilitia to the server room to give inspiring speeches and deliver bacon and coffee to them.
Subject: June 11th Server Problems Megathread
Link on message: #11688315
_Tsavo_, on Jun 11 2018 - 19:12, said: Any ideas what caused it?
TehGoobz I got boned in a different way. bought 3 pieces of equipment, and shells for a new tank, when the whole server went down at like 6pm. logged back in to see my credits were gone for the equipment and shells, but the tank was empty still so I had to buy it all a second time. Ticket sent in with no response
Link on message: #11688315
_Tsavo_, on Jun 11 2018 - 19:12, said: Any ideas what caused it? CabbageMechanic:
Not sure yet
Not sure yet
TehGoobz I got boned in a different way. bought 3 pieces of equipment, and shells for a new tank, when the whole server went down at like 6pm. logged back in to see my credits were gone for the equipment and shells, but the tank was empty still so I had to buy it all a second time. Ticket sent in with no response
CabbageMechanic:
CS is (very understandably) flooded right now, and may have to hold up until a full accounting of damages can be done. We will make sure you get your equipment/credits returned.
CS is (very understandably) flooded right now, and may have to hold up until a full accounting of damages can be done. We will make sure you get your equipment/credits returned.
Subject: June 11th Server Problems Megathread
Link on message: #11688295
Link on message: #11688295
CabbageMechanic: We just did a full cluster restart, things appear to be stable now
but we are monitoring the situation.
Subject: Map Mondays: Mines
Link on message: #11688036
Cajun_ The role of every fast tank on this map should be to get to the hill, where they can shoot at tanks attempting to get up the hill. While going up the hill is very risky, if done correctly it can win the game for your team if you use it correctly. Once the push happens, then everyone can go to their positions. The North spawn should put most of their tanks into holding the hill and the east flank while using as many fast tanks as they can to take the southwest island and shoot the other team in the rear. Having a single tank in the hull down position and a tank at d7 all being supported by tank destroyers should be able to hold the entire east flank alone. The South spawn should attempt to gain hill control and place tanks on the West flank in order to shoot sniping TD's in the rear as soon as they are spotted. The South flank typically wins when the enemy team place too many tanks on the Western flank or when the North team plays too passively, as taking the hill from the South spawn is more difficult, and holding it after taking it is more dangerous.
Letting the North team take the hill is usually the main reason the South loses, as they have a lot of different hill spots from which they can fire without getting hit by returning TD fire from the South. A note on the TD Locations near LT locations I've indicated on the maps: This refers to fast TD's such as the S-tank or Obj 268 v4, as slower TD's will struggle to get in position in time.
Link on message: #11688036
Cajun_ The role of every fast tank on this map should be to get to the hill, where they can shoot at tanks attempting to get up the hill. While going up the hill is very risky, if done correctly it can win the game for your team if you use it correctly. Once the push happens, then everyone can go to their positions. The North spawn should put most of their tanks into holding the hill and the east flank while using as many fast tanks as they can to take the southwest island and shoot the other team in the rear. Having a single tank in the hull down position and a tank at d7 all being supported by tank destroyers should be able to hold the entire east flank alone. The South spawn should attempt to gain hill control and place tanks on the West flank in order to shoot sniping TD's in the rear as soon as they are spotted. The South flank typically wins when the enemy team place too many tanks on the Western flank or when the North team plays too passively, as taking the hill from the South spawn is more difficult, and holding it after taking it is more dangerous.
Letting the North team take the hill is usually the main reason the South loses, as they have a lot of different hill spots from which they can fire without getting hit by returning TD fire from the South. A note on the TD Locations near LT locations I've indicated on the maps: This refers to fast TD's such as the S-tank or Obj 268 v4, as slower TD's will struggle to get in position in time.
DomoSapien: FIRING LANES Map Division:
North Spawn:
South Spawn:
Mines is a North-South map,
with the typical split of positioning orienting itself diagonally,
more of the western flank being accessible to the North and more of
the Eastern town being accessible to the South. Typically featuring
an explosive start, a bit of a lull towards the middle of the
battle with poking and prodding to control the central
hill. The West Flank:
This flank offers a bit more cover and safe sniping positions for the North-spawning team; a bold push by this team can allow lights and fast mediums to take advantageous sniping positions and land shells in the rear and sides of enemy heavies pushing middle, through some gaps in the rocks. Both teams on this flank must be hyper-aware of hidden TD's lurking near spawn, as one can quickly find their hitpoints reduced to nothing, sometimes in a split-second. It is important to ensure coverage of this flank without over-committing resources that would better be utilized elsewhere. If you are finding yourself waiting for half your team to get wiped out before firing at anything from this flank, consider relocating early next time.EXPAND:
The Middle Flank:I'm
inclined to agree with Cajun_'s assessment: The middle flank is one
of the most important on this map, and it often makes or breaks the
game for either team. Control of this zone is vital in the early
game: If you have the mobility, plan to either rush up the hill or
rush up to just before the middle rock near the hill.
You will have the opportunity to tag some enemies in the
flank while they rush up to the top - and often a well-placed track
shot will result in a completely-melted enemy health bar before
they can get their tracks back up and resume their climb. Heavies
should plan to stick around and play some peek-a-boo with the enemy
heavies and medium on the hill, if they are not committing to one
of the other heavy tank hotspots such as the Northeast
corner. EXPAND:
The East Flank:The
East Flank Typically consists of brawling in/around the town in the
Northeast corner. Your heavies will tend to go to the corner of the
hill/castle, where the rocks and an abandoned portion of the castle
offer opportunities for sidescraping and hulldown play. The town,
despite its ample buildings, is surprisingly vulnerable to
crossfire. Both teams, if choosing to enter the town, will approach
from a direction that is as far as possible from the enemy
position. Teams spawning in the North tend to go around the
Northernmost side of the city, or sit in the natural depression
directly to the West of town. Vehicles with strong turrets and
decent gun depression can utilize this as a defensive foothold and
support any vehicles that choose to brawl directly around the
corner instead. On the other hand, the Southern team has to
traverse an arguably more dangerous approach to town, typically
hanging as far East as possible and keeping any potential hard
cover between the enemy spawn (and the hill) as sparse as it may
be. Once in town, the Southern team will need to be aware of TD
support from the Northern spawn, as well as supporting fire from
the hill right next to them, if the North team won the hill push.
If you spawned in the South, keep an eye on your map, and consider
relocating sooner than later if you get pinched around the
Northeast corner.
EXPAND

Anyway, that's about all I have for Mines. I know this map can be quite confusing for some players, as I definitely struggle with it myself. Hopefully you found something up here helpful, and hopefully a bit of light reading is a nice break for everyone being affected by the ongoing server issues. Fingers crossed that hopefully we're getting close to a solution, and our hamsterwheels will all start turning again soon.
As a friendly reminder, we have some changes for Mines (and Glacier!) currently being tested. Please check out the forum thread, and make sure to leave some feedback about what you think of the new versions!
North Spawn:
South Spawn:
Mines is a North-South map,
with the typical split of positioning orienting itself diagonally,
more of the western flank being accessible to the North and more of
the Eastern town being accessible to the South. Typically featuring
an explosive start, a bit of a lull towards the middle of the
battle with poking and prodding to control the central
hill. The West Flank:This flank offers a bit more cover and safe sniping positions for the North-spawning team; a bold push by this team can allow lights and fast mediums to take advantageous sniping positions and land shells in the rear and sides of enemy heavies pushing middle, through some gaps in the rocks. Both teams on this flank must be hyper-aware of hidden TD's lurking near spawn, as one can quickly find their hitpoints reduced to nothing, sometimes in a split-second. It is important to ensure coverage of this flank without over-committing resources that would better be utilized elsewhere. If you are finding yourself waiting for half your team to get wiped out before firing at anything from this flank, consider relocating early next time.EXPAND:

The Middle Flank:I'm
inclined to agree with Cajun_'s assessment: The middle flank is one
of the most important on this map, and it often makes or breaks the
game for either team. Control of this zone is vital in the early
game: If you have the mobility, plan to either rush up the hill or
rush up to just before the middle rock near the hill.
You will have the opportunity to tag some enemies in the
flank while they rush up to the top - and often a well-placed track
shot will result in a completely-melted enemy health bar before
they can get their tracks back up and resume their climb. Heavies
should plan to stick around and play some peek-a-boo with the enemy
heavies and medium on the hill, if they are not committing to one
of the other heavy tank hotspots such as the Northeast
corner. EXPAND:
The East Flank:The
East Flank Typically consists of brawling in/around the town in the
Northeast corner. Your heavies will tend to go to the corner of the
hill/castle, where the rocks and an abandoned portion of the castle
offer opportunities for sidescraping and hulldown play. The town,
despite its ample buildings, is surprisingly vulnerable to
crossfire. Both teams, if choosing to enter the town, will approach
from a direction that is as far as possible from the enemy
position. Teams spawning in the North tend to go around the
Northernmost side of the city, or sit in the natural depression
directly to the West of town. Vehicles with strong turrets and
decent gun depression can utilize this as a defensive foothold and
support any vehicles that choose to brawl directly around the
corner instead. On the other hand, the Southern team has to
traverse an arguably more dangerous approach to town, typically
hanging as far East as possible and keeping any potential hard
cover between the enemy spawn (and the hill) as sparse as it may
be. Once in town, the Southern team will need to be aware of TD
support from the Northern spawn, as well as supporting fire from
the hill right next to them, if the North team won the hill push.
If you spawned in the South, keep an eye on your map, and consider
relocating sooner than later if you get pinched around the
Northeast corner.EXPAND


Anyway, that's about all I have for Mines. I know this map can be quite confusing for some players, as I definitely struggle with it myself. Hopefully you found something up here helpful, and hopefully a bit of light reading is a nice break for everyone being affected by the ongoing server issues. Fingers crossed that hopefully we're getting close to a solution, and our hamsterwheels will all start turning again soon.

As a friendly reminder, we have some changes for Mines (and Glacier!) currently being tested. Please check out the forum thread, and make sure to leave some feedback about what you think of the new versions!
Subject: Combates de Sexta à Noite: 3x3
Link on message: #11687979
Fan_Vina, on Jun 11 2018 - 22:18, said: Não li nada nas regras, uso de mesmos tanks liberados??
Link on message: #11687979
Fan_Vina, on Jun 11 2018 - 22:18, said: Não li nada nas regras, uso de mesmos tanks liberados??MA77: Não há nenhuma restrição quanto ao mesmo tipo de tanque,
Fan_Vina. 
Subject: Do you still want tickets submitted for the issue?
Link on message: #11687788
Link on message: #11687788
DomoSapien: We're probably good on WGCheck reports for now, quite a few players
have submitted them.
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