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: Call to Arms
Link on message: #11140868
Devildog8, on Jul 27 2017 - 05:16, said: any idea when new CTA will continue?
Link on message: #11140868
Devildog8, on Jul 27 2017 - 05:16, said: any idea when new CTA will continue?dance210: Hi Devildog8, I have moved over to Total War: ARENA
and am no longer working on World of Tanks. I am finishing up the
previously announced tournaments (Platournament and 1v1 Throwdown
on Saturday and the Absolute Clan Cup) but will not be running any
other tournaments. At this time, there is no additional
information on when tournaments may be resuming. I would suggest
keeping an eye on the portal and forums for more information

Subject: 1v1 Throwdown - Questions and Answer
Link on message: #11140859
zanzan, on Jul 27 2017 - 18:30, said: I would suggest that the 1x1 rule had to be only a tie if
the 2 players were alive and with the same hp and in case of
different hps, the winner would be the one with the most
hp.
This would avoid many boring matches where some players are hiding or fleeing the entire game, after taking a few shots and being low hp.
Link on message: #11140859
zanzan, on Jul 27 2017 - 18:30, said: I would suggest that the 1x1 rule had to be only a tie if
the 2 players were alive and with the same hp and in case of
different hps, the winner would be the one with the most
hp.This would avoid many boring matches where some players are hiding or fleeing the entire game, after taking a few shots and being low hp.
dance210: That is an interesting suggestion. At this time though, our
tournament tools would not allow us to run matches like that.
Thanks for your suggestion!
Subject: Absolute Clan Cup
Link on message: #11140854
Huck_, on Jul 28 2017 - 00:39, said: IIRC, in the Absolute Classic, a certain number of techs would
disqualify a team from the tournament. The team captain would
report the no-show opponent, and if that opponent were reported
twice, they got DQ'd from the event. I assume other
tournaments have had similar systems in place. For this
event, clans that tech'd against us in week 1 should not have been
allowed to field a team to tech against us again in week 2.
Link on message: #11140854
Huck_, on Jul 28 2017 - 00:39, said: IIRC, in the Absolute Classic, a certain number of techs would
disqualify a team from the tournament. The team captain would
report the no-show opponent, and if that opponent were reported
twice, they got DQ'd from the event. I assume other
tournaments have had similar systems in place. For this
event, clans that tech'd against us in week 1 should not have been
allowed to field a team to tech against us again in week 2.dance210: Tournaments like the Absolute Classic, Silver League, Clan
League had that mechanic because they lasted over several months.
While the Absolute Clan Cup lasts over several months, each
tournament only lasts a week. It doesn't have the rule where you
can report a team for no-showing and they will be DQ'd either for
that week or for the rest of the tournaments.
Subject: Absolute Clan Cup Standings
Link on message: #11140842
Link on message: #11140842
dance210: Absolute Clan Cup Standings: Week 2, Group Stage 1 + 2 Standings
are not final until after all three Group Stages are complete
Rank Team title Points Earned Points Possible Points Ratio 1
Bulba 30 30 1.000 1 HavoK 30 30 1.000 1 RUSHB 30 30 1.000 1 VILIN
30 30 1.000 5 MAHOU 28 30 0.933 6 Guerrillas 27 30 0.900 6 R-7
TACO'S LIFE 27 30 0.900 8 GOFD 26 30 0.867 8 OTTER Redux 26 30
0.867 8 RDDT: Ledif's Angels 26 30 0.867 11 FD_UP 25 30 0.833 11
YOUJO 25 30 0.833 13 DENIX¬.¬KRU 24 30 0.800 13 JxSmathley [NICO]
24 30 0.800 15 CARTEL 22 30 0.733 16 CLAWS 21 30 0.700 16 NEWBI 21
30 0.700 18 LOAD Gaming 20 30 0.667 18 Relic 2nd 20 30 0.667 18
RELIC'FU 20 30 0.667 18 WANKA ( ͡° ͜ʖ ͡°
20 30 0.667 22 BRASIL REVOLUTION
19 30 0.633 22 Slapnut Magoos [FU] 19 30 0.633 24 Wolves Baby Girl
18 30 0.600 25 HARM 17 30 0.567 26 -4K- 16 30 0.533 26 Soyuz 16 30
0.533 26 Triad 16 30 0.533 29 [RS] 15 30 0.500 29
TheNewKidsOnTheBlock 15 30 0.500 31 PRAVi, vidi, vici 14 30 0.467
31 Prime³ [RDDT3] 14 30 0.467 31 Revenge of -0K- 14 30 0.467 31
Where is Horth?[M0B] 14 30 0.467 35 C-T-L 13 30 0.433 35 NEW NooBS
[-HERO] 13 30 0.433 37 _4K_ 12 30 0.400 37 IS-5 FOR THE WIN 12 30
0.400 37 L-PRO 12 30 0.400 37 ORYX Exp Force 12 30 0.400 37 TATAR
MONGOLS 12 30 0.400 37 TEMPL Shenanigans 12 30 0.400 37 T-GBU 12 30
0.400 44 Elena tiene comezón 11 30 0.367 45 /-PUA-/ 9 30 0.300 45
Glory Fades 9 30 0.300 47 WARRIOR TANKISTS ORG 8 30 0.267 48 Clan
Chile 7 30 0.233 48 Just Fluking Around 7 30 0.233 50 BRIGADA Z 6
30 0.200 50 H1VOC 6 30 0.200 52 2HARM 5 30 0.167 53 1BAC 4 30 0.133
53 討賊è¯è» [PRC] 4 30 0.133 53 EXILES 4 30 0.133 53 WARMG 4 30
0.133 57 Monkey Biz [-M1-] 3 30 0.100 58 H2OW 2 30 0.067 58 IN-KA 2
30 0.067 58 steellions 2 30 0.067 61 -DIG- 1 30 0.033 61 IA-BR 1 30
0.033 61 -RH- 1 30 0.033 61 -SDS- 1 30 0.033 65 4HIM 0 30 0.000 65
BWSO 0 30 0.000
Subject: T110's Northern Migration
Link on message: #11139989
Jarms48, on Jul 28 2017 - 02:29, said: Just WG continuing the new norm. The game is moving further
and further from any historical basis.
Link on message: #11139989
Jarms48, on Jul 28 2017 - 02:29, said: Just WG continuing the new norm. The game is moving further
and further from any historical basis.The_Chieftain: If they are made up, and I am not in a position to say one
way or the other, I am quite confident that WG did not make them
up. Not unless SerB outright lied to me when he gave me the
drawings for them a few years ago, saying they were provided from
China.
Subject: T110's Northern Migration
Link on message: #11139639
GoldMountain, on Jul 27 2017 - 12:09, said: Dunkirk in imax... sounds so tempting.
Link on message: #11139639
GoldMountain, on Jul 27 2017 - 12:09, said: Dunkirk in imax... sounds so tempting.The_Chieftain: Friend of mine said that 70mm is better: The slight grainy
effect results in a more atmospheric watch.
Subject: Upcoming 9.20 General Notes
Link on message: #11139146
cardona3, on Jul 27 2017 - 10:33, said: When is this supposed to come out? Also it seems now Arty
will have to worry about range now? Depending on how big the map is
they "may" ™ have to move to get in range of juicy targets.
SilverEaglewing, on Jul 27 2017 - 10:37, said: Yes arty deserves that and please Chinese Tds. Please I need moar
tenks for Chinese Collection!!!11!
YANKEE137, on Jul 27 2017 - 10:42, said: Grand Battles, because "Dirty Thirty" sounded too sleazy.
blazer285, on Jul 27 2017 - 11:02, said: Any news on front line mode?
AndrewSledge, on Jul 27 2017 - 10:44, said: Question regarding the 30v30 battle mode. Based on the wording, it
is implied the new mode will come up in the random battle queue
along with standard battles, encounter, and assault modes, when
you're playing tier 10. Is this correct?
Link on message: #11139146
cardona3, on Jul 27 2017 - 10:33, said: When is this supposed to come out? Also it seems now Arty
will have to worry about range now? Depending on how big the map is
they "may" ™ have to move to get in range of juicy targets.CabbageMechanic: No set date, soon . Maybe not moving for range, but
definitely for firing angles for shooting at vehicles in cover.
SilverEaglewing, on Jul 27 2017 - 10:37, said: Yes arty deserves that and please Chinese Tds. Please I need moar
tenks for Chinese Collection!!!11! CabbageMechanic: they're coming soon!
YANKEE137, on Jul 27 2017 - 10:42, said: Grand Battles, because "Dirty Thirty" sounded too sleazy.CabbageMechanic:
blazer285, on Jul 27 2017 - 11:02, said: Any news on front line mode?CabbageMechanic: Referring to the 30v30? Now the aforementioned "Grand
Battles"
AndrewSledge, on Jul 27 2017 - 10:44, said: Question regarding the 30v30 battle mode. Based on the wording, it
is implied the new mode will come up in the random battle queue
along with standard battles, encounter, and assault modes, when
you're playing tier 10. Is this correct?CabbageMechanic: My current understanding is that it will be optional and
availability will depend on the Tier X queue population.
Subject: 9.20 Vehicle Balance Notes
Link on message: #11139110
55tanki, on Jul 27 2017 - 12:37, said: It has come to my attention that there will be various vehicle
rebalances included in update 9.20. Included in these
rebalances, Soviet mediums are receiving a buff to turret armor to
cement their roles as active MTs as the have grown underwhelming
due to addition of other more powerful tank lines as the game
progressed. The specific tanks receiving this buff are
the T-44, T-54 first prototype, T-44-100, T-54. and the Object
140. However, in my humble opinion, lower tier russian
mediums such as the T-43 and the KV-13 have also become quite
underwhelming over the past few months. They have lackluster
mobility compared to the Comet and Leo and poor penetration and
damage on their top-gun compared to the T20 and T-34-100.
Additionally, their armor is not stacking up to be as
effective as it used to be. As such, I am proposing that
various buffs should be applied to the KV-13 and the T-43 as part
of this balancing patch. The two tanks should receive a
better top gun as the average penetration of 144 in AP rounds is
nigh useless in tier VIII-IX matches where they are often matched
up in. This could be in the form of the 85 mm D-10-85
that is currently unique to the LTTB or the 100 mm D10T of the
T-43. The latter of which could even help streamline research
when progressing from tier VII to tier VIII. Also, a buff to
the side armor covered by the tracks to the KV-13 would help
reaffirm its role as a brawling MT. Increasing the side armor
of the KV-13 all to 115mm would allow to sidescrape and increase
its versatility. Lastly, the turret armor of the T-43 could
stand to be increased similarly to the T-44 to allow it to perform
better in hull down situations. These previously stated
changes will help balance the KV-13 and the T-43 and make them more
fun to play and I hope that you (Esteemed Wargaming Employee) will
consider implementing them as part of the 9.20 Update Balances.
Thank you for taking your time to read this,
Xx1Tommy1xX, on Jul 27 2017 - 12:38, said: Why is the WT auf E-100 in the Chinese patch notes?
Link on message: #11139110
55tanki, on Jul 27 2017 - 12:37, said: It has come to my attention that there will be various vehicle
rebalances included in update 9.20. Included in these
rebalances, Soviet mediums are receiving a buff to turret armor to
cement their roles as active MTs as the have grown underwhelming
due to addition of other more powerful tank lines as the game
progressed. The specific tanks receiving this buff are
the T-44, T-54 first prototype, T-44-100, T-54. and the Object
140. However, in my humble opinion, lower tier russian
mediums such as the T-43 and the KV-13 have also become quite
underwhelming over the past few months. They have lackluster
mobility compared to the Comet and Leo and poor penetration and
damage on their top-gun compared to the T20 and T-34-100.
Additionally, their armor is not stacking up to be as
effective as it used to be. As such, I am proposing that
various buffs should be applied to the KV-13 and the T-43 as part
of this balancing patch. The two tanks should receive a
better top gun as the average penetration of 144 in AP rounds is
nigh useless in tier VIII-IX matches where they are often matched
up in. This could be in the form of the 85 mm D-10-85
that is currently unique to the LTTB or the 100 mm D10T of the
T-43. The latter of which could even help streamline research
when progressing from tier VII to tier VIII. Also, a buff to
the side armor covered by the tracks to the KV-13 would help
reaffirm its role as a brawling MT. Increasing the side armor
of the KV-13 all to 115mm would allow to sidescrape and increase
its versatility. Lastly, the turret armor of the T-43 could
stand to be increased similarly to the T-44 to allow it to perform
better in hull down situations. These previously stated
changes will help balance the KV-13 and the T-43 and make them more
fun to play and I hope that you (Esteemed Wargaming Employee) will
consider implementing them as part of the 9.20 Update Balances.
Thank you for taking your time to read this,CabbageMechanic: Thanks for taking the time to write it - the focus is
currently on higher tiers but other changes are always possible.
Xx1Tommy1xX, on Jul 27 2017 - 12:38, said: Why is the WT auf E-100 in the Chinese patch notes?CabbageMechanic: Where exactly? The T10 Chinese TD is the WZ-113G
FT.
-edit- Found it. I can't speak for China, that's their business.
-edit- Found it. I can't speak for China, that's their business.
Subject: 9.20 Vehicle Balance Notes
Link on message: #11139057
Link on message: #11139057
CabbageMechanic: Update 9.20 contains a significant amount of vehicle rebalances
spanning 5 Nations
Soviet Vehicles
As the game evolved, some Soviet tanks grew underwhelming, while the line’s expansion messed with the progression at higher tiers. Update 9.20 attempts to restore coherency throughout the Tech Tree with comprehensive changes to tank destroyers, medium, and heavy tanks. Medium Tanks: T-44, T-44/100, T-54 First Prototype: The T-44’s top turret received 200mm of effective armor on the turret front (previously 120–140mm) and up to 300mm of effective side armor, so it should no longer shy away from same-tier opponents and can march on after a duel with enemies of higher tiers. The T-54 first prototype and Т-44-100 had their top turrets bolstered in just the same way. In addition, the gun choices didn’t really give you a sense of diverse gameplay. So we went on to tweak the 100mm LB-1 and the122mm D-25-44 guns. The 122mm got a boost in fire rate and is now the alpha-brawling gun of choice. The 100mm now has a better chance at making successful shots when firing on the move and while standing, thanks to improved stabilization and aiming time. It’ll shine in more careful mid-range engagements.
T-54 The intimidating tier IX T-54 can put virtually any medium tank to shame. However, its tough and angular turret lost some of its value with time, and the T-54 doesn’t feel as good as it used to in mid- and long-distance engagements. We strengthened its turret armor (the area by the gun mantlet) to restore its confidence. Also, the T-54’s top guns were revised to stress the difference in advancing from the T-54 to the T-62A or to the Object 140. The T-62A with its better aim and gun handling is unlocked with the 100mm D-54, which suits mid to long-range gameplay. The Object 140 is more mid- to close-range and thus is unlocked with the close-quarter combat style D-10T2S. We also took the opportunity to buff the turret to allow the T-54 to up its competitive ability.
Object 140 The blend of decent speed, easy gun handling, and solid
protection make the tier X Object
140 extremely versatile — it can do anything from
scouting to flanking. However, its weak turret roof is way too easy
to overmatch and spoils an otherwise great picture. To fix it, we
increased its turret roof armor thickness to the level of the
T-62A. Note though, that vulnerable hatches remain. Be careful when
you take the rebalanced Object 140 for a stroll, or you may end up
with a face full of AP real quick. Heavy Tanks: IS-7
Update 9.20 sets the course for the Soviet heavy tank
revision with the rebalance of the IS-7. Poor gun handling and
moderate accuracy made it unfeasible for it to land a precise shot,
especially on the move, and often left a player feeling outclassed
by almost every other tier x heavy tank. To give the
IS-7 a much-needed leg-up, we reduced its aiming time, and
dispersion on the move and from the turret. This should allow it to
fully realize its firepower, while the 2,400 HP will ensure its
longevity. Together, these changes are designed to stress the
IS-7’s role as a close-range breakthrough vehicle that can
effectively lead an attack. Moving forward, we’ll be making a
stronger distinction between the IS and KV lines. Our goal is
bringing the KV lines back into relevance and cementing their role
as powerful, well-protected damage dealers. Tank Destroyers:
Although there are two lines of Soviet TDs, most players
would play the one that leads to Object 268; and within that, a
disproportional amount of people stop at the ISU-152 or go on to
unlock the tier X Object 268 and then never play it. It was clear
that we needed to give a real reason to unlock and play the Object
268. To do that, we had to rebalance the ISU-152, and that was
always going to be tricky. The solution was to keep the fearsome
alpha of the ISU-152, but reduce its penetration compensating for
it with added mobility and larger HP. This then allowed us to
improve the Object 704 and ultimately get a better set of stats for
the Object 268 at Tier X. ISU-152 If you look at the ISU-152, it’s a great
point-blank “boom” TD; the Object 704 is a lot like the ISU-152 but
stronger, while the Object 268 looks somewhat lackluster in this
trio. We needed the road to the Object 268 to make more sense and
started by replacing its top BL-10 gun with the 152mm D-4S. It’s
similar to the BL-10 in every parameter except for slightly lower
penetration (260mm). It still allows the ISU-152 to be that “boom”
TD, but it also gives us a little room to improve its armor,
increase HP and give it higher mobility. Aside from that, the
ISU-152 will also lose some 122mm guns, which will make it easier
to research its top gun. If you haven’t researched the top gun yet
and use the 122mm BL-9S, you’ll get the new top gun at the release
of 9.20. Object 704 The fearsome tier IX Object 704 adds an
alternative gun, the 152mm D-4S, while keeping the mighty BL-10 as
its top option, bringing more versatility to its gameplay. Object 268 To make the tier X a
fitting reward for working all the way to the end of the line, we
boosted its AP shell speed from 760m/s to 950m/s, while also
bringing its gun depression on par with the Object 704. This should
make it more efficient at hitting enemies at range and destroying
moving targets. French Vehicles Once great,
the French line is now a shadow of its former self: its TDs have been crippled
to the point no one wants to unlock them, while the АМХ 30 and AMX
30 B play the same as the German Leopard
1 and Leopard Prototyp A. We attempt
to bring it back to relevance with 9.20: We rebalanced tier IX and
X medium tanks so they play as mid-range sniper support,
lending them a unique look and feel. To let its TDs work
wonders again, we leaned into what the French line likes to do and
gave them autoloaders that matter. We also fixed the imbalance in
mobility and the inconsistency with their armor and weak spots.
Medium Tanks: АМХ 30 and AMX 30 B The АМХ 30 and AMX 30 B getting more
resilient thanks to significantly reinforced turret armor and can
leverage uneven terrain to pick off enemies. Be mindful that the
hull stays thin and vulnerable to enemy shells. The two also
receive better gun stabilization, which, paired with their decent
speed and maneuverability, lets them move across the battlefield
quickly and bring their guns to places they are needed. Regarding
guns, the АМХ 30 and AMX 30 B now sport the best damage per minute
of all medium tanks. So you can get the jump on your enemies, shell
out large damage, and duck back behind cover. To make them most
efficient at mid-range, we slightly reduced their accuracy and
penetration with AP shells.
We know how many of you hold
the Bat.-Châtillon 25 t. dear.
So do we! Upon considering your feedback on the changes we planned
to introduce, we took a step back to review the testing results and
didn't find a solid enough reason to rebalance this treasured
vehicle. We will leave it unchanged for now.
Heavy Tanks: AMX 50-100 The AMX 50-100 sports superb mobility combined with impressive damage potential. However, it often fails to leverage these in combat due to a large profile and vulnerable hull armor. 9.20 bolsters the AMX 50-100’s durability and chances at making an impact with a noticeable improvement to gun depression. Now it can rain destruction from behind the hills, keeping its massive, poorly-protected hull safe from enemy shells. Tank Destroyers: We wanted to make autoloaders a signature feature of Tier VIII–X French TDs, so we added an autoloader for the AMX AC mle. 48 and AMX 50 Foch. AMX AC mle. 48 and AMX 50 Foch The AMX 50 Foch (tier IX) gets a four-round 120mm autoloader gun with an average alpha damage of 400. The AMX AC mle. 48 now packs a three-round 120mm autoloader with the same 400 average alpha. Furthermore, the two TDs now sport side armor thick enough to bounce enemy shells. The AMX AC mle. 48 also benefits from a slight boost in mobility, while the AMX 50 Foch gets its mobility reduced a bit. AMX 50 Foch (155) The AMX 50 Foch (155) is definitely a keeper. Although it developed a few weaknesses over the years and pales in comparison to other top-tier TDs, it can be seen rolling down the battlefields every once in while. At the same time, following the tweaks to Tiers VIII–IX, this TD became unfit for the top Tier, which created a dilemma. Many players in the community have a soft spot for the AMX 50 Foch (155) and removing it from the game would make no one happy. It took us a while, but we found a way out that should give the revised TD line a Tier X to match, and leave the good ol’ Foch (155) in the roster. Starting in 9.20, the AMX 50 Foch (155) becomes a special vehicle, while a completely new TD, the AMX 50 Foch B, rolls out on tier X. Basically, this newcomer is a revised version of the AMX 50 Foch (155), equipped with a six-round 120mm autoloader capable of dealing 400 alpha damage instead of the 155 gun. It is also reinforced with better side and front armor. Due to a low silhouette, the AMX 50 Foch (155) used to have fairly poor gun depression and elevation, limiting the tank’s usefulness. We increased both to boost its effectiveness on uneven terrain. AMX 50 Foch B Let's explain some purely technical details of the transition: What's with the AMX 50 Foch's (155) combat parameters?
It benefits from the same set of improvements the new Tier X received (except for the gun; it retains the 155mm autoloader): its front and side armor got thicker and gun depression and elevation went up a few degrees. How can you get the AMX 50 Foch B and the AMX 50 Foch (155)? If you researched and purchased the AMX 50 Foch (155), it remains in your Garage, changing its status to a special vehicle, and you also get the AMX 50 Foch B. If you researched but haven't purchased it just yet, you have until 9.20's launch to do so. Lastly, if you're in the process of researching it, you have to hurry, as the AMX 50 Foch (155) won't be available for purchase after 9.20. What stays on the AMX 50 Foch (155)? It keeps its battle statistics, XP, acheivements, medals, and marks of excellence. What gets transferred to the AMX 50 Foch B?
All customization items (camo, emblems, and inscriptions) go to the AMX 50 Foch B for their remaining duration. The AMX 50 Foch's (155) Crew gets retrained for the AMX 50 Foch B. Since the AMX 50 Foch (155) has a special status, you can recruit a Crew from any French TD without penalty. What about rounds and equipment? Shells were removed, but feat not; you'll get the full amount of Credits they cost you credited to your account. Equipment gets de-mounted and moved to Storage, and you can use it on any other vehicle. German Vehicles Heavy Tanks: Mäuschen The tier IX Mäuschen doesn’t require any major balance tweaks, except one: it was proving to be frustrating in its standard configuration, so we gave it more mobility, making it more enjoyable to play. This should also streamline the progression down the Maus line. Maus The Maus returned to its position as the great damage-soaking fortress. However, in our eagerness to improve the tank we went a little too far with its damage output. We wanted to retain its powerhouse nature, while also shining a little spotlight on the E100. So we cut its HP pool and slowed down its reload speed. While this superheavy won’t deal as much damage as it used to, these changes shouldn’t affect its overall gameplay. It remains an armored fortress. Tank Destroyers: 8.8cm Pak 43 Jagdtiger The fast-firing and accurate 8,8 cm Pak 43 Jagdtiger used to disappoint in the mobility department, making it difficult to get the best out of it. When help was needed on the opposite flank, this TD couldn't cover the distance in time. We ramped up the 8.8cm Pak 43 Jagdtiger’s mobility, enabling it to reach the fight in enough time to be useful. This should create a more rewarding experience where you decide when to start racking up damage, instead of waiting for the enemy to close the distance American Medium Tanks The M48A1 Patton and M46 Patton are loved by veteran players. At one point, they dominated the battlefield. However, over time, they fell out of favor and survivability. The weakened turret wasn’t strong enough to reward good ridge and hill play. The cupola was also too easy to target. We gave them a new turret with a smaller cupola and better protection to make them a dangerous weapon in the hands of experts again.
Japanese Heavy Tanks: The
Japanese heavy line called for a refocus and rebalance from tier V
all the way to tier X. We put balance and complementary gameplay
styles at the center of design, tweaking its every vehicle with the
only exception of the O-Ni. These changes should give
the superheavies a feel of their own: more “break out and assault”
in style with great frontal armor and two choices of gun styles.
O-I Exp The huge-for-tier-V penetration with the
105mm gun made the O-I Experimental. a
one-shotting monster. We removed it, which should encourage players
develop a more elaborate battle plan than peek-a-boom. Mobility
takes a hit as well, but the tank receives a considerable addition
to its frontal armor thickness. This should even the odds against
higher tiers, bringing its gameplay more in line with the rest of
the Japanese heavies.
O-I If you ever crossed paths with the tier VI O-I while playing a lower
tier, you should know how terribly difficult it was to break
through its thick armor. Even flanking wouldn’t work. Update 9.20
cuts down on its rear armor thickness ramping up your chances at
outflanking it.
O-Ho Tank guns should offer an
incremental benefit or a different play style. For example, the
10cm Experimental Tank Gun Kai was supposed to offer
the O-Ho a faster firing gun
with lower alpha than the 15cm. Going with the upgraded option, you
benefited from 30 more damage and could punch through higher tier
tanks, aiming carefully at weak spots. However, when the battle is
raging you don't always have time to take careful aim and would
rather use Premium ammo to damage a higher tier before this
opportunity disappears. The O-Ho's 10cm gun didn't offer this
choice — now it does. Type 4 and Type 5 Heavy The tweaks
the Type
4 and Type 5 Heavy received back
in 9.17.1 fared well — at least partially. Once sluggish and
vulnerable to their peers, these tanks went away with a
significantly thicker frontal plate which, together with a boost in
firepower, carved them a spot among heavies. However, we admit we
went a bit too far with the armor. These two have almost no weak
spots on the front, which made them immune to damage
from tier VII–VIII vehicles. To
restore the balance, we revised their frontal armor, adding several
thinner areas (240–260mm for Tier X and 220–240mm for tier
IX).

Soviet Vehicles
As the game evolved, some Soviet tanks grew underwhelming, while the line’s expansion messed with the progression at higher tiers. Update 9.20 attempts to restore coherency throughout the Tech Tree with comprehensive changes to tank destroyers, medium, and heavy tanks. Medium Tanks: T-44, T-44/100, T-54 First Prototype: The T-44’s top turret received 200mm of effective armor on the turret front (previously 120–140mm) and up to 300mm of effective side armor, so it should no longer shy away from same-tier opponents and can march on after a duel with enemies of higher tiers. The T-54 first prototype and Т-44-100 had their top turrets bolstered in just the same way. In addition, the gun choices didn’t really give you a sense of diverse gameplay. So we went on to tweak the 100mm LB-1 and the122mm D-25-44 guns. The 122mm got a boost in fire rate and is now the alpha-brawling gun of choice. The 100mm now has a better chance at making successful shots when firing on the move and while standing, thanks to improved stabilization and aiming time. It’ll shine in more careful mid-range engagements.

T-54 The intimidating tier IX T-54 can put virtually any medium tank to shame. However, its tough and angular turret lost some of its value with time, and the T-54 doesn’t feel as good as it used to in mid- and long-distance engagements. We strengthened its turret armor (the area by the gun mantlet) to restore its confidence. Also, the T-54’s top guns were revised to stress the difference in advancing from the T-54 to the T-62A or to the Object 140. The T-62A with its better aim and gun handling is unlocked with the 100mm D-54, which suits mid to long-range gameplay. The Object 140 is more mid- to close-range and thus is unlocked with the close-quarter combat style D-10T2S. We also took the opportunity to buff the turret to allow the T-54 to up its competitive ability.
Object 140 The blend of decent speed, easy gun handling, and solid
protection make the tier X Object
140 extremely versatile — it can do anything from
scouting to flanking. However, its weak turret roof is way too easy
to overmatch and spoils an otherwise great picture. To fix it, we
increased its turret roof armor thickness to the level of the
T-62A. Note though, that vulnerable hatches remain. Be careful when
you take the rebalanced Object 140 for a stroll, or you may end up
with a face full of AP real quick. Heavy Tanks: IS-7
Update 9.20 sets the course for the Soviet heavy tank
revision with the rebalance of the IS-7. Poor gun handling and
moderate accuracy made it unfeasible for it to land a precise shot,
especially on the move, and often left a player feeling outclassed
by almost every other tier x heavy tank. To give the
IS-7 a much-needed leg-up, we reduced its aiming time, and
dispersion on the move and from the turret. This should allow it to
fully realize its firepower, while the 2,400 HP will ensure its
longevity. Together, these changes are designed to stress the
IS-7’s role as a close-range breakthrough vehicle that can
effectively lead an attack. Moving forward, we’ll be making a
stronger distinction between the IS and KV lines. Our goal is
bringing the KV lines back into relevance and cementing their role
as powerful, well-protected damage dealers. Tank Destroyers:
Although there are two lines of Soviet TDs, most players
would play the one that leads to Object 268; and within that, a
disproportional amount of people stop at the ISU-152 or go on to
unlock the tier X Object 268 and then never play it. It was clear
that we needed to give a real reason to unlock and play the Object
268. To do that, we had to rebalance the ISU-152, and that was
always going to be tricky. The solution was to keep the fearsome
alpha of the ISU-152, but reduce its penetration compensating for
it with added mobility and larger HP. This then allowed us to
improve the Object 704 and ultimately get a better set of stats for
the Object 268 at Tier X. ISU-152 If you look at the ISU-152, it’s a great
point-blank “boom” TD; the Object 704 is a lot like the ISU-152 but
stronger, while the Object 268 looks somewhat lackluster in this
trio. We needed the road to the Object 268 to make more sense and
started by replacing its top BL-10 gun with the 152mm D-4S. It’s
similar to the BL-10 in every parameter except for slightly lower
penetration (260mm). It still allows the ISU-152 to be that “boom”
TD, but it also gives us a little room to improve its armor,
increase HP and give it higher mobility. Aside from that, the
ISU-152 will also lose some 122mm guns, which will make it easier
to research its top gun. If you haven’t researched the top gun yet
and use the 122mm BL-9S, you’ll get the new top gun at the release
of 9.20. Object 704 The fearsome tier IX Object 704 adds an
alternative gun, the 152mm D-4S, while keeping the mighty BL-10 as
its top option, bringing more versatility to its gameplay. Object 268 To make the tier X a
fitting reward for working all the way to the end of the line, we
boosted its AP shell speed from 760m/s to 950m/s, while also
bringing its gun depression on par with the Object 704. This should
make it more efficient at hitting enemies at range and destroying
moving targets. French Vehicles Once great,
the French line is now a shadow of its former self: its TDs have been crippled
to the point no one wants to unlock them, while the АМХ 30 and AMX
30 B play the same as the German Leopard
1 and Leopard Prototyp A. We attempt
to bring it back to relevance with 9.20: We rebalanced tier IX and
X medium tanks so they play as mid-range sniper support,
lending them a unique look and feel. To let its TDs work
wonders again, we leaned into what the French line likes to do and
gave them autoloaders that matter. We also fixed the imbalance in
mobility and the inconsistency with their armor and weak spots.
Medium Tanks: АМХ 30 and AMX 30 B The АМХ 30 and AMX 30 B getting more
resilient thanks to significantly reinforced turret armor and can
leverage uneven terrain to pick off enemies. Be mindful that the
hull stays thin and vulnerable to enemy shells. The two also
receive better gun stabilization, which, paired with their decent
speed and maneuverability, lets them move across the battlefield
quickly and bring their guns to places they are needed. Regarding
guns, the АМХ 30 and AMX 30 B now sport the best damage per minute
of all medium tanks. So you can get the jump on your enemies, shell
out large damage, and duck back behind cover. To make them most
efficient at mid-range, we slightly reduced their accuracy and
penetration with AP shells.
We know how many of you hold
the Bat.-Châtillon 25 t. dear.
So do we! Upon considering your feedback on the changes we planned
to introduce, we took a step back to review the testing results and
didn't find a solid enough reason to rebalance this treasured
vehicle. We will leave it unchanged for now.Heavy Tanks: AMX 50-100 The AMX 50-100 sports superb mobility combined with impressive damage potential. However, it often fails to leverage these in combat due to a large profile and vulnerable hull armor. 9.20 bolsters the AMX 50-100’s durability and chances at making an impact with a noticeable improvement to gun depression. Now it can rain destruction from behind the hills, keeping its massive, poorly-protected hull safe from enemy shells. Tank Destroyers: We wanted to make autoloaders a signature feature of Tier VIII–X French TDs, so we added an autoloader for the AMX AC mle. 48 and AMX 50 Foch. AMX AC mle. 48 and AMX 50 Foch The AMX 50 Foch (tier IX) gets a four-round 120mm autoloader gun with an average alpha damage of 400. The AMX AC mle. 48 now packs a three-round 120mm autoloader with the same 400 average alpha. Furthermore, the two TDs now sport side armor thick enough to bounce enemy shells. The AMX AC mle. 48 also benefits from a slight boost in mobility, while the AMX 50 Foch gets its mobility reduced a bit. AMX 50 Foch (155) The AMX 50 Foch (155) is definitely a keeper. Although it developed a few weaknesses over the years and pales in comparison to other top-tier TDs, it can be seen rolling down the battlefields every once in while. At the same time, following the tweaks to Tiers VIII–IX, this TD became unfit for the top Tier, which created a dilemma. Many players in the community have a soft spot for the AMX 50 Foch (155) and removing it from the game would make no one happy. It took us a while, but we found a way out that should give the revised TD line a Tier X to match, and leave the good ol’ Foch (155) in the roster. Starting in 9.20, the AMX 50 Foch (155) becomes a special vehicle, while a completely new TD, the AMX 50 Foch B, rolls out on tier X. Basically, this newcomer is a revised version of the AMX 50 Foch (155), equipped with a six-round 120mm autoloader capable of dealing 400 alpha damage instead of the 155 gun. It is also reinforced with better side and front armor. Due to a low silhouette, the AMX 50 Foch (155) used to have fairly poor gun depression and elevation, limiting the tank’s usefulness. We increased both to boost its effectiveness on uneven terrain. AMX 50 Foch B Let's explain some purely technical details of the transition: What's with the AMX 50 Foch's (155) combat parameters?
It benefits from the same set of improvements the new Tier X received (except for the gun; it retains the 155mm autoloader): its front and side armor got thicker and gun depression and elevation went up a few degrees. How can you get the AMX 50 Foch B and the AMX 50 Foch (155)? If you researched and purchased the AMX 50 Foch (155), it remains in your Garage, changing its status to a special vehicle, and you also get the AMX 50 Foch B. If you researched but haven't purchased it just yet, you have until 9.20's launch to do so. Lastly, if you're in the process of researching it, you have to hurry, as the AMX 50 Foch (155) won't be available for purchase after 9.20. What stays on the AMX 50 Foch (155)? It keeps its battle statistics, XP, acheivements, medals, and marks of excellence. What gets transferred to the AMX 50 Foch B?
All customization items (camo, emblems, and inscriptions) go to the AMX 50 Foch B for their remaining duration. The AMX 50 Foch's (155) Crew gets retrained for the AMX 50 Foch B. Since the AMX 50 Foch (155) has a special status, you can recruit a Crew from any French TD without penalty. What about rounds and equipment? Shells were removed, but feat not; you'll get the full amount of Credits they cost you credited to your account. Equipment gets de-mounted and moved to Storage, and you can use it on any other vehicle. German Vehicles Heavy Tanks: Mäuschen The tier IX Mäuschen doesn’t require any major balance tweaks, except one: it was proving to be frustrating in its standard configuration, so we gave it more mobility, making it more enjoyable to play. This should also streamline the progression down the Maus line. Maus The Maus returned to its position as the great damage-soaking fortress. However, in our eagerness to improve the tank we went a little too far with its damage output. We wanted to retain its powerhouse nature, while also shining a little spotlight on the E100. So we cut its HP pool and slowed down its reload speed. While this superheavy won’t deal as much damage as it used to, these changes shouldn’t affect its overall gameplay. It remains an armored fortress. Tank Destroyers: 8.8cm Pak 43 Jagdtiger The fast-firing and accurate 8,8 cm Pak 43 Jagdtiger used to disappoint in the mobility department, making it difficult to get the best out of it. When help was needed on the opposite flank, this TD couldn't cover the distance in time. We ramped up the 8.8cm Pak 43 Jagdtiger’s mobility, enabling it to reach the fight in enough time to be useful. This should create a more rewarding experience where you decide when to start racking up damage, instead of waiting for the enemy to close the distance American Medium Tanks The M48A1 Patton and M46 Patton are loved by veteran players. At one point, they dominated the battlefield. However, over time, they fell out of favor and survivability. The weakened turret wasn’t strong enough to reward good ridge and hill play. The cupola was also too easy to target. We gave them a new turret with a smaller cupola and better protection to make them a dangerous weapon in the hands of experts again.
Japanese Heavy Tanks: The
Japanese heavy line called for a refocus and rebalance from tier V
all the way to tier X. We put balance and complementary gameplay
styles at the center of design, tweaking its every vehicle with the
only exception of the O-Ni. These changes should give
the superheavies a feel of their own: more “break out and assault”
in style with great frontal armor and two choices of gun styles.
O-I Exp The huge-for-tier-V penetration with the
105mm gun made the O-I Experimental. a
one-shotting monster. We removed it, which should encourage players
develop a more elaborate battle plan than peek-a-boom. Mobility
takes a hit as well, but the tank receives a considerable addition
to its frontal armor thickness. This should even the odds against
higher tiers, bringing its gameplay more in line with the rest of
the Japanese heavies.
O-I If you ever crossed paths with the tier VI O-I while playing a lower
tier, you should know how terribly difficult it was to break
through its thick armor. Even flanking wouldn’t work. Update 9.20
cuts down on its rear armor thickness ramping up your chances at
outflanking it.
O-Ho Tank guns should offer an
incremental benefit or a different play style. For example, the
10cm Experimental Tank Gun Kai was supposed to offer
the O-Ho a faster firing gun
with lower alpha than the 15cm. Going with the upgraded option, you
benefited from 30 more damage and could punch through higher tier
tanks, aiming carefully at weak spots. However, when the battle is
raging you don't always have time to take careful aim and would
rather use Premium ammo to damage a higher tier before this
opportunity disappears. The O-Ho's 10cm gun didn't offer this
choice — now it does. Type 4 and Type 5 Heavy The tweaks
the Type
4 and Type 5 Heavy received back
in 9.17.1 fared well — at least partially. Once sluggish and
vulnerable to their peers, these tanks went away with a
significantly thicker frontal plate which, together with a boost in
firepower, carved them a spot among heavies. However, we admit we
went a bit too far with the armor. These two have almost no weak
spots on the front, which made them immune to damage
from tier VII–VIII vehicles. To
restore the balance, we revised their frontal armor, adding several
thinner areas (240–260mm for Tier X and 220–240mm for tier
IX).

Subject: Upcoming 9.20 General Notes
Link on message: #11138754
Link on message: #11138754
CabbageMechanic: Hey Tankers,
Here are the recent preview notes for 9.20: SPG Updates
The work on fine-tuning SPGs didn’t stop with 9.18. The team spent a few months analyzing your feedback and came up with a set of tweaks to improve the experience for players in arty and those fighting them. The increased splash radius often resulted in confusing instances where you thought you were safe from an enemy SPG, laying low behind cover, but received damage regardless. To alleviate these issues, we refined the stun and damage calculation mechanic, adding an extra set of variable for shooting over obstacles: Don’t worry about arty shells if the construction (destructible or indestructible) you use for cover is two or more meters thick and your tank stays completely hidden behind it. You’re safe there: if an SPG shoots, your tank won’t get stunned or damaged. Tanks hiding behind a fence or a small house that are less than 2m thick will get stunned and receive the same amount of damage they would get if they were in the open. There’s also a third scenario: while cover is thick (2+ meters), a vehicle isn’t fully hidden (think of any corner maneuver). In this case, the stun duration and damage depend directly on how exposed a tank is. Based on the sizes of the visible area, a vehicle can get: - 25% of the total damage and stun time - 50% of the total damage and stun time - 75% of the total damage and stun time - 100% of the total damage and stun time Also, to provide you a full lowdown on your performance in a battle, the post-battle stats will now brief you on the total stun time you caused.
New Chinese TDs
They're here! Check out more details for the whole line on our content article. Grand Battle Mode Have you ever wanted to test your mettle outside the 15v15 setup? Well, you’ll soon get your chance. Starting in 9.20, the game adds a new 30v30 “Grand Battle” mode with 60 players fighting over an all-new 1.4x1.4 “Nebelburg” map, created specifically for this scenario. Available alongside other Random Battles types, it’s exclusive to Tier X vehicles and follows the rules of Standard battles: capture an enemy base or destroy all opponents to secure victory. The number of SPGs is limited to four per side to ensure enjoyable experience for all vehicle classes
HD Models New models for BC 12 t,
KV-5, SU-14-1, SU-5, M12, M5A1 Stuart, PzKpfw 38H 735(f), Pz. 4
Ausf. D, VK 30.01(D), T69, Matilda BP, Churchill III, T-44-85
Here are the recent preview notes for 9.20: SPG Updates
The work on fine-tuning SPGs didn’t stop with 9.18. The team spent a few months analyzing your feedback and came up with a set of tweaks to improve the experience for players in arty and those fighting them. The increased splash radius often resulted in confusing instances where you thought you were safe from an enemy SPG, laying low behind cover, but received damage regardless. To alleviate these issues, we refined the stun and damage calculation mechanic, adding an extra set of variable for shooting over obstacles: Don’t worry about arty shells if the construction (destructible or indestructible) you use for cover is two or more meters thick and your tank stays completely hidden behind it. You’re safe there: if an SPG shoots, your tank won’t get stunned or damaged. Tanks hiding behind a fence or a small house that are less than 2m thick will get stunned and receive the same amount of damage they would get if they were in the open. There’s also a third scenario: while cover is thick (2+ meters), a vehicle isn’t fully hidden (think of any corner maneuver). In this case, the stun duration and damage depend directly on how exposed a tank is. Based on the sizes of the visible area, a vehicle can get: - 25% of the total damage and stun time - 50% of the total damage and stun time - 75% of the total damage and stun time - 100% of the total damage and stun time Also, to provide you a full lowdown on your performance in a battle, the post-battle stats will now brief you on the total stun time you caused.
New Chinese TDs
They're here! Check out more details for the whole line on our content article. Grand Battle Mode Have you ever wanted to test your mettle outside the 15v15 setup? Well, you’ll soon get your chance. Starting in 9.20, the game adds a new 30v30 “Grand Battle” mode with 60 players fighting over an all-new 1.4x1.4 “Nebelburg” map, created specifically for this scenario. Available alongside other Random Battles types, it’s exclusive to Tier X vehicles and follows the rules of Standard battles: capture an enemy base or destroy all opponents to secure victory. The number of SPGs is limited to four per side to ensure enjoyable experience for all vehicle classes
HD Models New models for BC 12 t,
KV-5, SU-14-1, SU-5, M12, M5A1 Stuart, PzKpfw 38H 735(f), Pz. 4
Ausf. D, VK 30.01(D), T69, Matilda BP, Churchill III, T-44-85
Subject: T110's Northern Migration
Link on message: #11137661
Daigensui, on Jul 27 2017 - 01:15, said: Poor Mattis. He was only doing good work like trying to slash
powerpoint training.
Link on message: #11137661
Daigensui, on Jul 27 2017 - 01:15, said: Poor Mattis. He was only doing good work like trying to slash
powerpoint training.The_Chieftain: Which includes transgender training. I've already sat
through that. Like anything else in the US Army, one doesn't just
wave an administrative wand and things happen. One may ask, which
set of haircut standards applies at which stage in the reassignment
process, for example? How about civilian vs military doctor (Yes,
it matters). Regs and policies for everything. Mattis is
going to get a lot of support for that new policy on mandatory
training. https://www.ausa.org...ll-requirements
"Fast-forward to 2015, wherein a study at Fort Leavenworth, Kan.,
revealed a training deficit of 258 days—so nearly 20 months of
annual mandatory training crammed into a 12-month calendar
year." When the US lost the tank challenge again this year,
there were a lot of biting comments along the lines of "Well, the
contest was rigged. It just had tests about how to operate tanks.
Had it also included exams on POSH, Resiliency and EO, we'd have
nailed the competition." Mattis has started a culture of asking "If
it does not help us better kill people, why are we doing it?" And,
frankly, that includes transgender troops. There are so few folks
affected by it, is it really worth the time and effort? The
services have never been on board with the transgender policy, so
this pause on recruiting is to last long enough for them to finish
the assessments of the merits, which they have been asking for for
months.
Subject: Another War Gaming Anniversary
Link on message: #11137218
Gunadie Champaign
Link on message: #11137218
Gunadie Champaign
CabbageMechanic: Is that a yacht-club crowd themed WWE wrestler?
As for maps, I hear you - I'm getting a little tired of seeing Abbey load up as well. We'll pass it on, and hopefully we'll have some more map update info to share soon.
As for maps, I hear you - I'm getting a little tired of seeing Abbey load up as well. We'll pass it on, and hopefully we'll have some more map update info to share soon.
Subject: World of Tanks Minimum Requirements
Link on message: #11137203
moogleslam, on Jul 25 2017 - 05:13, said: This should say "Hard Drive Space" 
Link on message: #11137203
moogleslam, on Jul 25 2017 - 05:13, said: This should say "Hard Drive Space" CabbageMechanic: Yup!
As for the other comments, I don't write the min specs, but they are written specifically from the perspective of what will run the game. We are definitely not in the business of recommending operating systems for general use. Fair points that XP is quite long in the tooth though.
As for the other comments, I don't write the min specs, but they are written specifically from the perspective of what will run the game. We are definitely not in the business of recommending operating systems for general use. Fair points that XP is quite long in the tooth though.
Subject: Meet the Staff: CabbageMechanic
Link on message: #11137189
X32Wright, on Jul 25 2017 - 10:43, said: Welcome CabbageMechanic to one of the hardest jobs there is.
I had the impression that mugsy was doing this. I have been
there from the beginning with Major Rampage and company (doing
Friday Ruckus and Sheriff events) and certainly is a new era now
that he is gone as well as most of the old Community Relations gang
(Jewel,Pico,Laera etc.). But it is very nice to see
that WGNA is trying to re-engage the community again because there
was such an absence after the initial years of WGNA. Looking
forward to seeing new community events and such.
NovaTempest I too am a pie person, because cherry pie.
WMd76 Glad to see you again Cabbage! From blitz to PC, I'll be able to join you soon
landedkiller http://forum.worldof...1-ask-the-devs/ can we have a repeat of this for 2017 it seems as if other regions get these way more often than NA does.
Link on message: #11137189
X32Wright, on Jul 25 2017 - 10:43, said: Welcome CabbageMechanic to one of the hardest jobs there is.
I had the impression that mugsy was doing this. I have been
there from the beginning with Major Rampage and company (doing
Friday Ruckus and Sheriff events) and certainly is a new era now
that he is gone as well as most of the old Community Relations gang
(Jewel,Pico,Laera etc.). But it is very nice to see
that WGNA is trying to re-engage the community again because there
was such an absence after the initial years of WGNA. Looking
forward to seeing new community events and such.CabbageMechanic: Mugsy is still here doing good stuff! Thanks for the
welcome.
NovaTempest I too am a pie person, because cherry pie.
CabbageMechanic: Good man!
WMd76 Glad to see you again Cabbage! From blitz to PC, I'll be able to join you soon
CabbageMechanic: Cool!
landedkiller http://forum.worldof...1-ask-the-devs/ can we have a repeat of this for 2017 it seems as if other regions get these way more often than NA does.
CabbageMechanic: We can certainly ask
Saffr0n
outside of San fran but connection goes through Warsaw Poland to get to san f...
27.07.2017 01:22:01
Subject: outside of San fran but connection goes through Warsaw Poland to get to san f...
Link on message: #11137054
DocSkinner, on Jul 20 2017 - 18:34, said: Having major lag issues (yet again) so ran pingplotter...
It shows that I go through a server in Warsaw, Poland to then come back and get to the servers in San Francisco - LESS THAN 50 MILES from me.
That puts me through east coast network servers that seem to be the issue with lag and packet loss.
So if I am signing into NA-West server, why does it have to go through Poland?
Link on message: #11137054
DocSkinner, on Jul 20 2017 - 18:34, said: Having major lag issues (yet again) so ran pingplotter...It shows that I go through a server in Warsaw, Poland to then come back and get to the servers in San Francisco - LESS THAN 50 MILES from me.
That puts me through east coast network servers that seem to be the issue with lag and packet loss.
So if I am signing into NA-West server, why does it have to go through Poland?
Saffr0n: You may be seeing this as a report error when you look up
the IP using IP lookup. What those sites are reporting is the
location of the ISP and not necessarily the hop location. I also
live outside of San Francisco and confirm that routing goes along
the South Bay (Santa Clara/San Jose) to the West server. Keep in
mind that I'm giving this information without looking at your
PingPlotter report. If you're concerned about how your connection
is being routed, I can look into it some more, but will need that
report.
Subject: 9.19 non stop crashing
Link on message: #11137040
Link on message: #11137040
Saffr0n: If you're using Win10 and a pre-release build, it may cause
crashes. I don't have any other information about your systems so I
couldn't tell you much else.
Subject: Premium giveaway! 50$!
Link on message: #11135569
Link on message: #11135569
Mezurashi: Anyone can join? Even me? I'll be watching this closely.
Subject: T110's Northern Migration
Link on message: #11135508
CaptianNemo_VA_, on Jul 25 2017 - 22:25, said: The files I have been copying are finished, but I changed my mind.
Wont be releasing them . Sorry.
Probably going to start in on copying a few other series.
Nemo.
Link on message: #11135508
CaptianNemo_VA_, on Jul 25 2017 - 22:25, said: The files I have been copying are finished, but I changed my mind.
Wont be releasing them . Sorry.Probably going to start in on copying a few other series.
Nemo.
The_Chieftain: Found more than you expected and realized you could make a
book out of it? I can relate...
Subject: Absolute Clan Cup Rivalry & Discussion
Link on message: #11135357
Every_Good_Name_Is_Taken, on Jul 25 2017 - 15:42, said: I have to ask the question. So is GOFD purposely getting the best
groups or do BR flags really give better rng? If so here is
a photo to give me better rng
HI_FIVE, on Jul 25 2017 - 17:09, said: yea ive notice them getting the easiest groups. Last week as well
as this week. Id also look into their python logs. Just saying.
Link on message: #11135357
Every_Good_Name_Is_Taken, on Jul 25 2017 - 15:42, said: I have to ask the question. So is GOFD purposely getting the best
groups or do BR flags really give better rng? If so here is
a photo to give me better rng
dance210:
HI_FIVE, on Jul 25 2017 - 17:09, said: yea ive notice them getting the easiest groups. Last week as well
as this week. Id also look into their python logs. Just saying.dance210: Teams are randomly assigned to groups by the tournament
management system. So, unless you think an inanimate computer is
somehow stacking a deck, it's all the luck of the draw.
Subject: Absolute Clan Cup Rivalry & Discussion
Link on message: #11135177
iWrangleEmus, on Jul 25 2017 - 13:59, said: 14 team of nothing but arty and no one wants that
Link on message: #11135177
iWrangleEmus, on Jul 25 2017 - 13:59, said: 14 team of nothing but arty and no one wants thatdance210: Looks like Tedster_ is on board! And I think it would be
amazing *insert evil grin*
Subject: Absolute Clan Cup Rivalry & Discussion
Link on message: #11134976
iWrangleEmus, on Jul 25 2017 - 12:37, said: I wish we have a specified attack/defense caller 
Link on message: #11134976
iWrangleEmus, on Jul 25 2017 - 12:37, said: I wish we have a specified attack/defense caller dance210: Can I nominate you? I mean....what could possibly go wrong!
:-D
Subject: Meet the Staff: CabbageMechanic
Link on message: #11134730
Steamboat_Willy_Sr, on Jul 24 2017 - 19:37, said: Firstly, welcome CabbageMechanic So you are now about number
six or seven, maybe more, that is going to turn things
around. Good luck, as you'll need it, as all those who
have come before you have for the most part watched as the NA
server continues to decline despite good intentions and well
meaning efforts. My biggest complaint with WGNA has been the
total lack of consistency with regards to implementing the rules
and punishments for those who violate them. The recent five
strikes rules have somewhat reduced the toxicity and for that I am
grateful and has increased my participation, but like so many
before you, talk is cheap, it's the actions that matter and catch
the eye of this player base.
Nunya_000, on Jul 25 2017 - 08:27, said: 1. The length of time it took to resolve the chat issue (if it is
resolved yet) was a major FUBAR. The fact that we receive
very little feedback even exasperated the issue. Even a "it
is a complicated issue, please be patient while we are attempting
to resolve the issue" can go a very long ways....even if this
message is given daily. 2. Bring back credit rewards.
Many players have a lifetime supply of auto-fire
extinguishers and Personal Reserves. Daily credit rewards
created incentive to play on a daily basis, as they could be used
immediately (and who doesn't need credits). Auto-FE and PR
just go into a pool if a player already has plenty. 3. Add a
filter in the garage so that non-elite tanks are sorted.
These are the tanks players are grinding on. It makes
little sense that they can not be accessed quickly. 4. Many
threads become cesspools because moderators seldom provide feedback
and/or squash "rumors". I believe the quality of the forum
would improve if the moderators provide more input other than "this
thread is causing unrest. Locked". 5. While naming and
shaming should still not be allowed. I monthly tally of
players punished for physics abuse, illegal mod usage, and/or
excessive reports against would go a long way and remove the
appearance that WG does not really care and are not doing anything.
6. This game is repetitive and can become boring. A
variety of maps is what removes that repetition and boredom.
This game can never have too many maps. A new map
should be introduced every update. "Broken" maps should be
fixed, but not removed. 7. The Mutant sale upset a lot of
players. It should have been added as a reward tank in a
fairly difficult series of missions instead of offered in the
Premium Store. 8. Do not stop the practice of making Premium
tanks slightly worse than a similar fully upgraded regular tank.
The Defender and Chrysler K made the game appeared Pay-2-Win.
This alienated many players. I understand that many of
these are not things you can do anything about. These are
just some items I see as game killers or that should be fixed.
Mudman24, on Jul 25 2017 - 08:44, said: Well, thanks for at least responding. The removal of neg reps was
floated by WG as a "trail" but of course they never communicated
with us after that and just left it. I did a poll in the months
that followed and the forum users pretty overwhelmingly thought
that it increased trolling and had a negative impact on the forums,
which seems to be the opposite of WGs intent. http://forum.worldof...-neg-reps-poll/
Link on message: #11134730
Steamboat_Willy_Sr, on Jul 24 2017 - 19:37, said: Firstly, welcome CabbageMechanic So you are now about number
six or seven, maybe more, that is going to turn things
around. Good luck, as you'll need it, as all those who
have come before you have for the most part watched as the NA
server continues to decline despite good intentions and well
meaning efforts. My biggest complaint with WGNA has been the
total lack of consistency with regards to implementing the rules
and punishments for those who violate them. The recent five
strikes rules have somewhat reduced the toxicity and for that I am
grateful and has increased my participation, but like so many
before you, talk is cheap, it's the actions that matter and catch
the eye of this player base. CabbageMechanic: Happy to hear you have noticed an improvement since the new
RV Policy, I was extensively involved in deploying it. It's a
lot of work and a job our CSRs still manage every day, but we have
thankfully been able to remove a lot of the most extreme behavior.
If you see more, keep reporting it.
Nunya_000, on Jul 25 2017 - 08:27, said: 1. The length of time it took to resolve the chat issue (if it is
resolved yet) was a major FUBAR. The fact that we receive
very little feedback even exasperated the issue. Even a "it
is a complicated issue, please be patient while we are attempting
to resolve the issue" can go a very long ways....even if this
message is given daily. 2. Bring back credit rewards.
Many players have a lifetime supply of auto-fire
extinguishers and Personal Reserves. Daily credit rewards
created incentive to play on a daily basis, as they could be used
immediately (and who doesn't need credits). Auto-FE and PR
just go into a pool if a player already has plenty. 3. Add a
filter in the garage so that non-elite tanks are sorted.
These are the tanks players are grinding on. It makes
little sense that they can not be accessed quickly. 4. Many
threads become cesspools because moderators seldom provide feedback
and/or squash "rumors". I believe the quality of the forum
would improve if the moderators provide more input other than "this
thread is causing unrest. Locked". 5. While naming and
shaming should still not be allowed. I monthly tally of
players punished for physics abuse, illegal mod usage, and/or
excessive reports against would go a long way and remove the
appearance that WG does not really care and are not doing anything.
6. This game is repetitive and can become boring. A
variety of maps is what removes that repetition and boredom.
This game can never have too many maps. A new map
should be introduced every update. "Broken" maps should be
fixed, but not removed. 7. The Mutant sale upset a lot of
players. It should have been added as a reward tank in a
fairly difficult series of missions instead of offered in the
Premium Store. 8. Do not stop the practice of making Premium
tanks slightly worse than a similar fully upgraded regular tank.
The Defender and Chrysler K made the game appeared Pay-2-Win.
This alienated many players. I understand that many of
these are not things you can do anything about. These are
just some items I see as game killers or that should be fixed.CabbageMechanic: Thank you, a lot of useful benchmarks and actionable
feedback there. As for #3, is being able to set Primary tanks
for the ones you're grinding insufficient? My own habits
usually just involve filtering for the tier of what I know I want
to play and I find that quite quick, but I'm weird so that may not
be practical for many. Let me know.
Mudman24, on Jul 25 2017 - 08:44, said: Well, thanks for at least responding. The removal of neg reps was
floated by WG as a "trail" but of course they never communicated
with us after that and just left it. I did a poll in the months
that followed and the forum users pretty overwhelmingly thought
that it increased trolling and had a negative impact on the forums,
which seems to be the opposite of WGs intent. http://forum.worldof...-neg-reps-poll/CabbageMechanic: Thanks for the link, that certainly lends more weight to the
argument. I will look more into what making that change would
entail and look into what factors might be creating internal
resistance to it.
Subject: British Medium Changes
Link on message: #11134706
Link on message: #11134706
CabbageMechanic: Hey Tankers,
Here's the most recent Supertest changes for the latter end of the Brit Medium line and the FV4202:


Here's the most recent Supertest changes for the latter end of the Brit Medium line and the FV4202:



Subject: Absolute Clan Cup Standings
Link on message: #11134586
Link on message: #11134586
dance210: Absolute Clan Cup Standings: Week 2, Group Stage 1 Standings are
not final until after all three Group Stages are complete
Rank Team title Points Earned Points Possible Points Ratio 1 RUSHB
15 15 1.000 1 Bulba 15 15 1.000 1 VILIN 15 15 1.000 1 HavoK 15 15
1.000 1 Guerrillas 15 15 1.000 1 RDDT: Ledif's Angels 15 15 1.000 1
JxSmathley [NICO] 15 15 1.000 1 GOFD 15 15 1.000 9 WANKA ( ͡°
͜ʖ ͡°
13 15 0.867 9 OTTER Redux 13 15
0.867 9 MAHOU 13 15 0.867 12 R-7 TACO'S LIFE 12 15 0.800 12 CARTEL
12 15 0.800 12 BRASIL REVOLUTION 12 15 0.800 12 FD_UP 12 15 0.800
12 DENIX¬.¬KRU 12 15 0.800 17 Relic 2nd 11 15 0.733 18 YOUJO 10
15 0.667 18 HARM 10 15 0.667 20 Soyuz 9 15 0.600 21 NEWBI 8 15
0.533 21 [RS] 8 15 0.533 21 PRAVi, vidi, vici 8 15 0.533 21 LOAD
Gaming 8 15 0.533 21 CLAWS 8 15 0.533 21 Wolves Baby Girl 8 15
0.533 21 -4K- 8 15 0.533 28 L-PRO 7 15 0.467 28 RELIC'FU 7 15 0.467
28 Just Fluking Around 7 15 0.467 28 Prime³ [RDDT3] 7 15 0.467 28
Revenge of -0K- 7 15 0.467 28 Where is Horth?[M0B] 7 15 0.467 28
C-T-L 7 15 0.467 28 T-GBU 7 15 0.467 36 Slapnut Magoos [FU] 6 15
0.400 36 ORYX Exp Force 6 15 0.400 36 Triad 6 15 0.400 39
TheNewKidsOnTheBlock 5 15 0.333 39 NEW NooBS [-HERO] 5 15 0.333 39
IS-5 FOR THE WIN 5 15 0.333 39 _4K_ 5 15 0.333 39 /-PUA-/ 5 15
0.333 39 BRIGADA Z 5 15 0.333 39 Glory Fades 5 15 0.333 39 Elena
tiene comezón 5 15 0.333 39 TATAR MONGOLS 5 15 0.333 48 WARRIOR
TANKISTS ORG 4 15 0.267 48 Clan Chile 4 15 0.267 48 討賊è¯è»
[PRC] 4 15 0.267 48 2HARM 4 15 0.267 52 H1VOC 3 15 0.200 52 Monkey
Biz [-M1-] 3 15 0.200 54 EXILES 1 15 0.067 54 IA-BR 1 15 0.067 54
steellions 1 15 0.067 54 IN-KA 1 15 0.067 54 1BAC 1 15 0.067 54
-RH- 1 15 0.067 54 WARMG 1 15 0.067 61 BWSO 0 15 0.000 61 4HIM 0 15
0.000 61 H2OW 0 15 0.000 61 -DIG- 0 15 0.000 61 TEMPL Shenanigans 0
15 0.000 61 -SDS- 0 15 0.000
Subject: tk the arty window licker
Link on message: #11134096
Link on message: #11134096
Mezurashi: Just a warning. Please be civil or this topic will be locked and
sanctions are given out.
Subject: Gen Con 2017
Link on message: #11133639
Link on message: #11133639
CabbageMechanic: This year is Gen Con's 50s Anniversary! August 17th-20th in
Indianapolis The Best Four Days in Gaming™. It's
primarily a tabletop games show but there is a growing vidya game
contingent.
Any tankers planning on going this year?
Any tankers planning on going this year?
Subject: World of Tanks Minimum Requirements
Link on message: #11133356
Link on message: #11133356
CabbageMechanic: Minimum Requirements:OS: Windows XP / Vista / 7 / 8 /
10Processor: At least two physical cores supporting
SSE2RAM: 1.5 GB for Windows XP, 2 GB for Windows Vista /
7 / 8 / 10GPU: GeForce 6800 / ATI HD X2400 XT with 256 MB RAM
& compatible with DirectX9.0c
Sound: Compatible with DirectX9.0c
Hard Drive Space: 16 GB
Connection Speed: 256 Kbps
Recommended:OS: Windows XP / Vista / 7 / 8 / 10 (64-bit)Processor: Intel Core i5-3330
RAM: 4 GB GPU: GeForce GTX660 (2GB) / Radeon HD 7850 2GB, DirectX 9.0c
Sound: Compatible with DirectX9.0c
Hard Drive Speed: 30 GB Connection Speed: 1024 Kbps or higher (for voice chat)
Sound: Compatible with DirectX9.0c
Hard Drive Space: 16 GB
Connection Speed: 256 Kbps
Recommended:OS: Windows XP / Vista / 7 / 8 / 10 (64-bit)Processor: Intel Core i5-3330
RAM: 4 GB GPU: GeForce GTX660 (2GB) / Radeon HD 7850 2GB, DirectX 9.0c
Sound: Compatible with DirectX9.0c
Hard Drive Speed: 30 GB Connection Speed: 1024 Kbps or higher (for voice chat)
Subject: Hi I would like to thank the Staff members who reply Tickets
Link on message: #11133321
Yakuza137, on Jul 22 2017 - 10:30, said: Hi, I'm yakuza137. I'm not one of the best players as you can see
from my stats, but I do work hard. I have around 800 battles and
I'm at tier 9. Loved CVs and BBs so I went for the Yamato,
but I ran into Izumo and had issues. So I decided to skip her
and to buy the Kaga. Love it and it's so much fun. As
well as helps me get through izumo. Unfortunately I
had issues of double payment and such, but War gaming calmly
responded to my panicked self and unclear descriptions. As
well as every comment I made and helped me resolve my issue. I have
a good time in the game and have a greater time knowing that the
staff members care so much for the community. THANK
YOU!
UTurnTerminator, on Jul 23 2017 - 16:50, said: I feel the support reps hand's are often tied, as a lot of problems
people report are much bigger than they can tackle (the contact
bug, for example), but I've never gotten the impression that their
help was "phoned in" or insincere, which is quite a feat for any
company, let alone one as large as Wargaming. I'm not sure where
they get their support staff, or how they train them, but they are
very, very good.
Link on message: #11133321
Yakuza137, on Jul 22 2017 - 10:30, said: Hi, I'm yakuza137. I'm not one of the best players as you can see
from my stats, but I do work hard. I have around 800 battles and
I'm at tier 9. Loved CVs and BBs so I went for the Yamato,
but I ran into Izumo and had issues. So I decided to skip her
and to buy the Kaga. Love it and it's so much fun. As
well as helps me get through izumo. Unfortunately I
had issues of double payment and such, but War gaming calmly
responded to my panicked self and unclear descriptions. As
well as every comment I made and helped me resolve my issue. I have
a good time in the game and have a greater time knowing that the
staff members care so much for the community. THANK
YOU!CabbageMechanic:
UTurnTerminator, on Jul 23 2017 - 16:50, said: I feel the support reps hand's are often tied, as a lot of problems
people report are much bigger than they can tackle (the contact
bug, for example), but I've never gotten the impression that their
help was "phoned in" or insincere, which is quite a feat for any
company, let alone one as large as Wargaming. I'm not sure where
they get their support staff, or how they train them, but they are
very, very good.CabbageMechanic:
Thanks for the kind words! Our CS Staff do the best they can with what they have and work very hard to respond to every single player who submits a ticket.
Thanks for the kind words! Our CS Staff do the best they can with what they have and work very hard to respond to every single player who submits a ticket.
Subject: Meet the Staff: CabbageMechanic
Link on message: #11133235
Mudman24, on Jul 21 2017 - 15:23, said: As many of us have argued, it actually has 1 purpose that works
very well. It helps the uninformed make a quick judgement about
gameplay opinions. When we had negs, I could have told players in
the newcomers forum that they should put spall liners on all their
light tanks. The post would have lit up red and people would have
moved along, knowing i was a troll or an idiot. Now I could make
that post and get 10 green upvotes, probably indicating to some
that it's a good idea. This is why it worked well and why many of
us want it.
Otter_von_Bismarck That's fine, the more input we get the better. So long as there's an actual skill requirement to participate. Someone with 50k battles and 10k posts who's still awful at the game will contribute nothing worthwhile.
Silvers_ Also could we get more than a day or less notice on when events etc go on? You should have an idea of how long our you are planning things like tournaments, the RETURN OF CW's and Campaigns than a day or so. If you could maybe post a 2-3 month timetable of things you have planned for the community that would be great.
TBH most of us are getting tired of no warning or very little warning of when something happens.
slashngut21 Is wot going to bring back customer support?
poppavein 2. Have you seen how Eve Online gets feedback? The players vote in representatives annually to the CSM. These reps sign an NDA and Eve discusses the future directions with them. In WoT, we get the feeling of being ignored and the design decisions lately do not make sense. Feels like a Russian culture issue.
Link on message: #11133235
Mudman24, on Jul 21 2017 - 15:23, said: As many of us have argued, it actually has 1 purpose that works
very well. It helps the uninformed make a quick judgement about
gameplay opinions. When we had negs, I could have told players in
the newcomers forum that they should put spall liners on all their
light tanks. The post would have lit up red and people would have
moved along, knowing i was a troll or an idiot. Now I could make
that post and get 10 green upvotes, probably indicating to some
that it's a good idea. This is why it worked well and why many of
us want it. CabbageMechanic: I'll take that into consideration, I can see value in having
a quick reference available, but I question whether the volume of
bad advice is so large that it cannot be responded to with a
constructive response explaining why it isn't good.
Otter_von_Bismarck That's fine, the more input we get the better. So long as there's an actual skill requirement to participate. Someone with 50k battles and 10k posts who's still awful at the game will contribute nothing worthwhile.
CabbageMechanic: I disagree entirely, there is plenty of feedback regarding
lots of different things about the game that could be useful from
someone with that much experience. For game balance purposes?
Probably not - but you don't have to be good at the game to have
quality input regarding a confusing aspect of the garage UI or the
contents of a Premium Shop deal. Naturally, for more
specialized items like CW or Ranked certain player group's feedback
should be weighed more heavily, but I am focused on quality and
constructive feedback on all aspects of the game, which I don't
believe will be limited to the best players.
Silvers_ Also could we get more than a day or less notice on when events etc go on? You should have an idea of how long our you are planning things like tournaments, the RETURN OF CW's and Campaigns than a day or so. If you could maybe post a 2-3 month timetable of things you have planned for the community that would be great.
TBH most of us are getting tired of no warning or very little warning of when something happens.
CabbageMechanic:
I can see why you find that frustrating and will pass that along as general feedback. I will say that a 2-3 month timeline is a little unrealistic because things that far out are frequently tentative and subject to change, but I think more advance notice of significant events like those is a reasonable request.
I can see why you find that frustrating and will pass that along as general feedback. I will say that a 2-3 month timeline is a little unrealistic because things that far out are frequently tentative and subject to change, but I think more advance notice of significant events like those is a reasonable request.
slashngut21 Is wot going to bring back customer support?
CabbageMechanic:
Customer Support is alive and well, are you experiencing an issue you are having trouble contacting them about?
Customer Support is alive and well, are you experiencing an issue you are having trouble contacting them about?
poppavein 2. Have you seen how Eve Online gets feedback? The players vote in representatives annually to the CSM. These reps sign an NDA and Eve discusses the future directions with them. In WoT, we get the feeling of being ignored and the design decisions lately do not make sense. Feels like a Russian culture issue.
CabbageMechanic: I am familiar with Eve (played it for a few years in the
good ol' days), and that's a fair criticism. I don't know if
an identical process is possible for WoT, but I can at least
account for the collection and submission of NA feedback.
Subject: The Chieftain's Random Musings Thread
Link on message: #11133054
Link on message: #11133054
The_Chieftain: For those wondering about the missing words on p186 of the
Firepower reprint, the full sentence is "the armor was
“unquestionably less than that required of the heavy tank” and that
the weight imposed significant limitations."
Subject: Hunnicutt's Firepower
Link on message: #11133053
Link on message: #11133053
The_Chieftain: Only one line is missing. The full line is "the armor was
“unquestionably less than that required of the heavy tank” and that
the weight imposed significant limitations."
Subject: T110's Northern Migration
Link on message: #11132885
Link on message: #11132885
The_Chieftain: So apparently the Weald Jagdpanther was out of commission for
TankFest, which was a bit disappointing, especially considering all
the 'push' on their facebook page about how it was going to be
running at the show. The problem, it seems, was that it was left
outside and it rained the night before, which got into the magneto
system, and killed it. I made mention to Hilary that it seemed a
little surprising that a tank would not be better protected against
something like rain, which seems a reasonable hazard in Western
Europe. He smiled and said that the vehicles had reliability
problems for a reason... I didn't ask, but I presume that if
it's raining and uncovered, the engine should be running and would
keep it dry.
Subject: Why I Love Arty
Link on message: #11132133
Link on message: #11132133
Mezurashi: Just a friendly reminder. Some of the posts are getting a bit too
personal and nonconstructive. Please keep this discussion civil.
Thanks.
Subject: WHY arty is hated by good players
Link on message: #11131126
Link on message: #11131126
Mezurashi: Locked this topic for non-constructive posting.
Subject: Very little patience for arty losers anymore
Link on message: #11130906
Link on message: #11130906
Mezurashi: This is just a reminder. Some of the posts are getting personal and
out of line. Keep it on track please. Thanks.
Subject: This Summer in Clan Wars
Link on message: #11130312
LostMyMarbles, on Jul 22 2017 - 11:05, said: the summer is about half over Dance210 any updates on CW campaign
now
Link on message: #11130312
LostMyMarbles, on Jul 22 2017 - 11:05, said: the summer is about half over Dance210 any updates on CW campaign
nowdance210: Hi LostMyMarbles, I have no additional information.
I also no longer work on World of Tanks, other than finishing up
the tournaments running in July. Keep an eye on the Portal; when
the next season for the Global Map is announced, it will likely be
there 
Subject: 3v3 Platournament - Questions and Answers
Link on message: #11130308
Link on message: #11130308
dance210: For any player who signed up for Solo Registration for
Platournament 7.20 or 7.22 and did not have a full team (4 players)
by the time registration closes: There was an update to the
Tournament Management System on Wednesday, July 19. This update is
now preventing me from creating Solo teams, as it gives me an error
when trying to add players to a new team. Unfortunately,
other than contacting the developers, there is no way for me to fix
this issue. Sorry, I will be unable to add you to a team today.
For the Platournaments next Tuesday, Thursday, and Saturday:
I am waiting to hear whether they will actually be able to fix this
issue. As of now, ONLY teams that have at least 3 players on the
roster for either Team or Solo registration can be accepted.
I understand that this completely negates what we have been trying
to do with Solo Registration, and I apologize for it. If I find out
any additional information before the tournament on Tuesday, I will
let you know. Thanks.
Subject: Update on Continuing Problems with Contact and Clan Lists
Link on message: #11129222
Link on message: #11129222
Quemapueblos: Hi folks, Your daily chat server update: Thank you to
everyone who has let us know they are having issues and posted
their specs. We have added several more chat servers this
morning to reduce the load and hopefully also reduce problems. Most
players are reporting it's working fine for them but we have
sporadic reports of contact lists still not connecting even
after waiting 5-10 minutes. If you are having issues
restart your client and wait a few minutes. Some contact lists with
many entries might take some time to load. This is still a
temporary fix as the long term solution is still a few weeks out.
We will continue to do what we can in the short term to keep
it stable. We are still considering what to do in terms of
compensation as we hopefully get near to the end of this for
good.
Subject: Meet the Staff: CabbageMechanic
Link on message: #11129195
moogleslam, on Jul 20 2017 - 16:59, said: Cabbage, tried to send you a message, but got this error:
The following errors were found The member CabbageMechanic can not
use the messaging system This personal message has not been sent
mojave, on Jul 21 2017 - 03:27, said: While i stated the Olde Guard wouldnt stear cabbage in the wrond
direction I did not intend it to mean that it was the qualification
for giving advice. Just rather that we have experience in what
worked and what didnt and like you only want whats best for the
game. For example its best to seek advice from someone whos played
clans wars for a significant period of time thsn it is for someone
who hasnt played clan wars at all. This works for all aspects of
the game.
Otter_von_Bismarck, on Jul 20 2017 - 16:43, said: If you're actually serious about this: 1. Bring back
the Council of Armed Forces. 2. Bring back CR/D, and restrict
posting access to those with a minimum number of posts & games. 3.
Bring back downvotes. 4. In general listen to the advice given to
you by the Olde Guard. Just doing those 3 things along with the
return of Clan Wars 1.0 would breath new life into the game and
bring about the return of many good players & community members who
once helped make this game great.
Link on message: #11129195
moogleslam, on Jul 20 2017 - 16:59, said: Cabbage, tried to send you a message, but got this error:
The following errors were found The member CabbageMechanic can not
use the messaging system This personal message has not been sentCabbageMechanic:
There was an option selected on my forum account in the backend that should not have, I have resolved it and messages to me should be working normally now.
There was an option selected on my forum account in the backend that should not have, I have resolved it and messages to me should be working normally now.
mojave, on Jul 21 2017 - 03:27, said: While i stated the Olde Guard wouldnt stear cabbage in the wrond
direction I did not intend it to mean that it was the qualification
for giving advice. Just rather that we have experience in what
worked and what didnt and like you only want whats best for the
game. For example its best to seek advice from someone whos played
clans wars for a significant period of time thsn it is for someone
who hasnt played clan wars at all. This works for all aspects of
the game. CabbageMechanic:
Otter_von_Bismarck, on Jul 20 2017 - 16:43, said: If you're actually serious about this: 1. Bring back
the Council of Armed Forces. 2. Bring back CR/D, and restrict
posting access to those with a minimum number of posts & games. 3.
Bring back downvotes. 4. In general listen to the advice given to
you by the Olde Guard. Just doing those 3 things along with the
return of Clan Wars 1.0 would breath new life into the game and
bring about the return of many good players & community members who
once helped make this game great. CabbageMechanic: I appreciate that and will note the feedback that I report
accordingly, I do also have Yoott, dance, Hypnotik, pizzastorm, and
veganzombie among others available to lend a seasoned perspective.
However, as CC my ultimate role here is to communicate, not
make design decisions. I will do my best to represent your
sentiments to our team and vice versa.
As for downvotes, I would suggest that if you feel strongly enough about a post that you want to show your displeasure, creating your own post offering a well thought out opposing view is a more constructive way of approaching the situation. My reasoning here is that since this forum format is always determined by chronological order, down-votes do not really serve a functional purpose.
To CoAF, I am working on the creation of a group for highly engaged players whom I trust to deliver quality feedback, but it will likely not take the same shape as CoAF did. It will not be limited to perspectives focused on Clan Wars and competitive gameplay, but those subjects will certainly be open for feedback.
As for downvotes, I would suggest that if you feel strongly enough about a post that you want to show your displeasure, creating your own post offering a well thought out opposing view is a more constructive way of approaching the situation. My reasoning here is that since this forum format is always determined by chronological order, down-votes do not really serve a functional purpose.
To CoAF, I am working on the creation of a group for highly engaged players whom I trust to deliver quality feedback, but it will likely not take the same shape as CoAF did. It will not be limited to perspectives focused on Clan Wars and competitive gameplay, but those subjects will certainly be open for feedback.
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