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: 1st Radley Walters's Medal!
Link on message: #7439850
Link on message: #7439850
pizzastorm: Grats on the nice game! Very rare to get that many kills.
Subject: What is the chance of 10 games losing streak?
Link on message: #7439844
bigday, on Jul 07 2014 - 12:01, said: I think most people in this forum have experienced losing streaks.
However, if a chance to win a game is roughly 50% (for average
player like me) then the chance for something like a 10 games
losing streak is about 0.5 ^ 10 = 0.0009765625 = 0.09765625
(%) this even smaller than 0.1% or one thousandth. This method of
calculate while is very crude and unsophisticated, do make me very
uncomfortable. If the odd of the 10 games losing streak is such a
small number, then why does it happen so frequently
You can call it a tin foil hat theory if you want, but please show
me a better way to calculate the right number.
Link on message: #7439844
bigday, on Jul 07 2014 - 12:01, said: I think most people in this forum have experienced losing streaks.
However, if a chance to win a game is roughly 50% (for average
player like me) then the chance for something like a 10 games
losing streak is about 0.5 ^ 10 = 0.0009765625 = 0.09765625
(%) this even smaller than 0.1% or one thousandth. This method of
calculate while is very crude and unsophisticated, do make me very
uncomfortable. If the odd of the 10 games losing streak is such a
small number, then why does it happen so frequently
You can call it a tin foil hat theory if you want, but please show
me a better way to calculate the right number.pizzastorm: My record is 16. I could not believe it. I should have
stopped but needed to see it through to the end.
Subject: When is Blitz for Android?
Link on message: #7439820
Bryden38, on Jul 07 2014 - 11:52, said: Partnership with Apple? O.e In exchange for what,
exactly. I'm curious .-.
Link on message: #7439820
Bryden38, on Jul 07 2014 - 11:52, said: Partnership with Apple? O.e In exchange for what,
exactly. I'm curious .-.pizzastorm: Marketing mostly.
Subject: When is Blitz for Android?
Link on message: #7439734
Redwing6, on Jul 07 2014 - 11:33, said: "Working as intended..."
Link on message: #7439734
Redwing6, on Jul 07 2014 - 11:33, said: "Working as intended..."pizzastorm: Actually yes. We had a partnership with Apple to release on the iOS
exclusively. We are also using the iOS launch to work
out any issues that we encounter.
Subject: La Cámara De Un Soldado Que Murió
Link on message: #7439658
Link on message: #7439658
SchnellerDamon: Que padre, una buena contribución a este foro.
Subject: La Cámara De Un Soldado Que Murió
Link on message: #7439658
Link on message: #7439658
ElPozoleOlmeca: Que padre, una buena contribución a este foro.
Subject: Just Fix It Already, WarGaming . . .
Link on message: #7439555
Thingummywut, on Jul 06 2014 - 00:04, said: Having played this game for a while, I have noticed that WarGaming
has an odd policy in regard to improving their game. Below is a
comparison of their current policy, and a suggested change.
So, here are six seven eight things that need to
be fixed, and could have been fixed ten patches ago.
Problem: Troll platoons Solution: Don't allow them. Duh. How has WG
yet to put a message into the platooning interface that says “the
tiers of your tanks are not compatible. Please try a new
combination of tanks”? It's hard to fathom . . .
Problem: The matchmaker No, I'm not talking about the “why do I get
all the red platoons, while all the purples are on the other team.”
I'm talking about this:
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.
EDIT: In case
it wasn't obvious, this was not entirely serious. Feel free
to post your own ideas for how to fix the game.
Link on message: #7439555
Thingummywut, on Jul 06 2014 - 00:04, said: Having played this game for a while, I have noticed that WarGaming
has an odd policy in regard to improving their game. Below is a
comparison of their current policy, and a suggested change.
So, here are six seven eight things that need to
be fixed, and could have been fixed ten patches ago.
Problem: Troll platoons Solution: Don't allow them. Duh. How has WG
yet to put a message into the platooning interface that says “the
tiers of your tanks are not compatible. Please try a new
combination of tanks”? It's hard to fathom . . .
Problem: The matchmaker No, I'm not talking about the “why do I get
all the red platoons, while all the purples are on the other team.”
I'm talking about this:
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.pizzastorm: So, here are six seven eight things that need to
be fixed, and could have been fixed ten patches ago.
Problem: Troll platoons Solution: Don't allow them. Duh. How has WG
yet to put a message into the platooning interface that says “the
tiers of your tanks are not compatible. Please try a new
combination of tanks”? It's hard to fathom . . .
Problem: The matchmaker No, I'm not talking about the “why do I get
all the red platoons, while all the purples are on the other team.”
I'm talking about this:
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.
EDIT: In case
it wasn't obvious, this was not entirely serious. Feel free
to post your own ideas for how to fix the game.
Thanks for this! Was looking for a good post to summarize
some of the main issues in the game at the moment.
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.
Subject: habiliten pago facil o mensajeria por sms
Link on message: #7439552
Link on message: #7439552
SchnellerDamon: Seria una buena idea, déjame investigar y ver si es algo que es
posible.
Subject: habiliten pago facil o mensajeria por sms
Link on message: #7439552
Link on message: #7439552
ElPozoleOlmeca: Seria una buena idea, déjame investigar y ver si es algo que es
posible.
Subject: When is Blitz for Android?
Link on message: #7439527
tedbearsurvivalist, on Jul 06 2014 - 15:39, said: I really want Blitz on Android OS because World of Tanks is really
cool and it deserves a larger community, when does it come out for
Android? Thanks Please notify me when there is any news.
Link on message: #7439527
tedbearsurvivalist, on Jul 06 2014 - 15:39, said: I really want Blitz on Android OS because World of Tanks is really
cool and it deserves a larger community, when does it come out for
Android? Thanks Please notify me when there is any news.pizzastorm: It is in development so keep on the look out for more news!
Subject: League Night! Namenlos vs. Simplistic @ 6:15 pm tonight!
Link on message: #7439479
Link on message: #7439479
dance210: Watch the Bronze league teams fight on Abbey tonight @ 6:15 pm
PDT!!
Subject: Summer 2014 Clan Invitational Tournament Details
Link on message: #7439428
Allurai, on Jul 07 2014 - 02:03, said: At this point, all 16 invitees have been decided right? Can they be
published? Also, I just saw the 'turn up or die'
clause... If a team fails to show up for a match or does not
meet the Tier Point requirement, they forfeit their prize to their
opponent and the Clan will not be allowed to participate in
Wargaming sponsored Clan events for six (6) months, excluding those
on the Clan Wars map.
Link on message: #7439428
Allurai, on Jul 07 2014 - 02:03, said: At this point, all 16 invitees have been decided right? Can they be
published? Also, I just saw the 'turn up or die'
clause... If a team fails to show up for a match or does not
meet the Tier Point requirement, they forfeit their prize to their
opponent and the Clan will not be allowed to participate in
Wargaming sponsored Clan events for six (6) months, excluding those
on the Clan Wars map.Hypnotik: There are still 3 to be determined. The list is available on the
tournament page and in the original
announcement article that details how to earn an entry.
2 Spots are to be awarded to the
Month of Clans play-in, which begins today. The final way to
qualify will be announced very soon.
Subject: Discussion: WGLNA Silver League, Summer 2014
Link on message: #7439313
Scrublet, on Jul 07 2014 - 09:01, said: So is every league on break this week or is it only Gold?
Link on message: #7439313
Scrublet, on Jul 07 2014 - 09:01, said: So is every league on break this week or is it only Gold?dance210: Only Gold has a break this week. Open, Bronze and
Silver play as normal tonight.
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7439284
Super_Noodle, on Jul 07 2014 - 18:10, said: Dare I ask what happened after I left?
Link on message: #7439284
Super_Noodle, on Jul 07 2014 - 18:10, said: Dare I ask what happened after I left?The_Chieftain: Nothing happened. Only Comfort. IS THAT CLEAR?!
Subject: Concurso: #selfie
Link on message: #7439207
Ozymandias_, on Jul 07 2014 - 09:58, said: Una cosa que tuvieron en cuenta es el uso de efectos. Las ganadoras
lo tienen al máximo, dejando de lado lo dicho en el siguiente post:
Link on message: #7439207
Ozymandias_, on Jul 07 2014 - 09:58, said: Una cosa que tuvieron en cuenta es el uso de efectos. Las ganadoras
lo tienen al máximo, dejando de lado lo dicho en el siguiente post:
SchnellerDamon: Acabo de revisar los ganadores y el único que quizá lo tenga al
máximo es Piyul, los demás se ven a nivel medio-medio bajo.
Editado: Retracto mi mensaje, perdón.
Subject: Concurso: #selfie
Link on message: #7439207
Ozymandias_, on Jul 07 2014 - 09:58, said: Una cosa que tuvieron en cuenta es el uso de efectos. Las ganadoras
lo tienen al máximo, dejando de lado lo dicho en el siguiente post:
Link on message: #7439207
Ozymandias_, on Jul 07 2014 - 09:58, said: Una cosa que tuvieron en cuenta es el uso de efectos. Las ganadoras
lo tienen al máximo, dejando de lado lo dicho en el siguiente post:
ElPozoleOlmeca: Acabo de revisar los ganadores y el único que quizá lo tenga al
máximo es Piyul, los demás se ven a nivel medio-medio bajo.
Editado: Retracto mi mensaje, perdón.
pizzastorm
Independence Month - 4th of July, Canada Day, Día de la Independencia, and mo...
07.07.2014 19:58:18
Subject: Independence Month - 4th of July, Canada Day, Día de la Independencia, and mo...
Link on message: #7439128
invictus97, on Jul 07 2014 - 04:48, said: Neat! Do we have until the 10th to post? I have a neat story, but
need some time to upload the pics!
Link on message: #7439128
invictus97, on Jul 07 2014 - 04:48, said: Neat! Do we have until the 10th to post? I have a neat story, but
need some time to upload the pics!pizzastorm: Yeah you have some time!
Subject: Concurso: #selfie
Link on message: #7439111
matawarenes, on Jul 07 2014 - 09:47, said: oye man Mod no es por ser enojado
ni nada de eso pero hagas perder tiempo si al
final ni te fijaras si estan buena o malas
no te daré nombres pero REVISA ¡¡¡¡
aquí en los ganadores hay gente que
puso mínimo 5 post puso
unas babosadas y después los edito y puso
su foto SELFIE por favor si
haces un concurso fíjate en esas cosas por
que sino BUEEEE¡¡¡¡ vamos a hacer
trampa todo no ?
Link on message: #7439111
matawarenes, on Jul 07 2014 - 09:47, said: oye man Mod no es por ser enojado
ni nada de eso pero hagas perder tiempo si al
final ni te fijaras si estan buena o malas
no te daré nombres pero REVISA ¡¡¡¡
aquí en los ganadores hay gente que
puso mínimo 5 post puso
unas babosadas y después los edito y puso
su foto SELFIE por favor si
haces un concurso fíjate en esas cosas por
que sino BUEEEE¡¡¡¡ vamos a hacer
trampa todo no ?SchnellerDamon: Apenas es el tercer concurso que hemos echo, denos tiempo
para perfeccionar el sistema de concursos. Los ganadores fueron
escogidos por un panel de 5 empleados de Wargaming, cada persona
tiene un criterio diferente. Con tiempo podemos ver
que funciona y que no así podemos llegar a un estándar de como se
escogen los ganadores que todos los empleados pueden seguir como
una guía
Subject: Concurso: #selfie
Link on message: #7439111
matawarenes, on Jul 07 2014 - 09:47, said: oye man Mod no es por ser enojado
ni nada de eso pero hagas perder tiempo si al
final ni te fijaras si estan buena o malas
no te daré nombres pero REVISA ¡¡¡¡
aquí en los ganadores hay gente que
puso mínimo 5 post puso
unas babosadas y después los edito y puso
su foto SELFIE por favor si
haces un concurso fíjate en esas cosas por
que sino BUEEEE¡¡¡¡ vamos a hacer
trampa todo no ?
Link on message: #7439111
matawarenes, on Jul 07 2014 - 09:47, said: oye man Mod no es por ser enojado
ni nada de eso pero hagas perder tiempo si al
final ni te fijaras si estan buena o malas
no te daré nombres pero REVISA ¡¡¡¡
aquí en los ganadores hay gente que
puso mínimo 5 post puso
unas babosadas y después los edito y puso
su foto SELFIE por favor si
haces un concurso fíjate en esas cosas por
que sino BUEEEE¡¡¡¡ vamos a hacer
trampa todo no ?ElPozoleOlmeca: Apenas es el tercer concurso que hemos echo, denos tiempo
para perfeccionar el sistema de concursos. Los ganadores fueron
escogidos por un panel de 5 empleados de Wargaming, cada persona
tiene un criterio diferente. Con tiempo podemos ver
que funciona y que no así podemos llegar a un estándar de como se
escogen los ganadores que todos los empleados pueden seguir como
una guía
Subject: Saboteo a LL
Link on message: #7438914
superplayer, on Jul 05 2014 - 00:09, said:
75 ahorra :)
Link on message: #7438914
superplayer, on Jul 05 2014 - 00:09, said: 75 ahorra :)
SchnellerDamon: Que bueno que se estén recuperando tan rápido 
Subject: Saboteo a LL
Link on message: #7438914
superplayer, on Jul 05 2014 - 00:09, said:
75 ahorra :)
Link on message: #7438914
superplayer, on Jul 05 2014 - 00:09, said: 75 ahorra :)
ElPozoleOlmeca: Que bueno que se estén recuperando tan rápido 
Subject: Por favor no presten sus cuentas.
Link on message: #7438903
MirrorTank, on Jul 04 2014 - 12:09, said: Yo creo que se refiere precisamente a prestar la cuenta a gente que
solo conoces on-line, no en la vida real, prohibir eso ya sería
estúpido.. Ademas me parece que eso no amerita una sanción,
cualquiera es libre de prestar su cuenta, nadie te obliga u
amenaza, y si pues efectivamente te dejan pelada la cuenta, ahi
esta tu castigo, on eso creo que uno ya aprende la leccion y dudo
mucho que la persona vuelva a prestar y no creo que sea meritorio
por un ban, tampoco al que entro y jodio la cuenta... Pero
si hablamos de comercializar las cuentas o vender, ahi si hay
tabla... https://www.youtube....h?v=CBismHfw3wA
Link on message: #7438903
MirrorTank, on Jul 04 2014 - 12:09, said: Yo creo que se refiere precisamente a prestar la cuenta a gente que
solo conoces on-line, no en la vida real, prohibir eso ya sería
estúpido.. Ademas me parece que eso no amerita una sanción,
cualquiera es libre de prestar su cuenta, nadie te obliga u
amenaza, y si pues efectivamente te dejan pelada la cuenta, ahi
esta tu castigo, on eso creo que uno ya aprende la leccion y dudo
mucho que la persona vuelva a prestar y no creo que sea meritorio
por un ban, tampoco al que entro y jodio la cuenta... Pero
si hablamos de comercializar las cuentas o vender, ahi si hay
tabla... https://www.youtube....h?v=CBismHfw3wASchnellerDamon: Si, el que presta su cuenta a personas ajenas corre varios
riesgos (aunque también hay casos donde uno lo comparte con su
novia/esposa y pues...). Como dije en el otro topic, uno solamente
es castigado si se trata de un tipo de comercialización.
Subject: Por favor no presten sus cuentas.
Link on message: #7438903
MirrorTank, on Jul 04 2014 - 12:09, said: Yo creo que se refiere precisamente a prestar la cuenta a gente que
solo conoces on-line, no en la vida real, prohibir eso ya sería
estúpido.. Ademas me parece que eso no amerita una sanción,
cualquiera es libre de prestar su cuenta, nadie te obliga u
amenaza, y si pues efectivamente te dejan pelada la cuenta, ahi
esta tu castigo, on eso creo que uno ya aprende la leccion y dudo
mucho que la persona vuelva a prestar y no creo que sea meritorio
por un ban, tampoco al que entro y jodio la cuenta... Pero
si hablamos de comercializar las cuentas o vender, ahi si hay
tabla... https://www.youtube....h?v=CBismHfw3wA
Link on message: #7438903
MirrorTank, on Jul 04 2014 - 12:09, said: Yo creo que se refiere precisamente a prestar la cuenta a gente que
solo conoces on-line, no en la vida real, prohibir eso ya sería
estúpido.. Ademas me parece que eso no amerita una sanción,
cualquiera es libre de prestar su cuenta, nadie te obliga u
amenaza, y si pues efectivamente te dejan pelada la cuenta, ahi
esta tu castigo, on eso creo que uno ya aprende la leccion y dudo
mucho que la persona vuelva a prestar y no creo que sea meritorio
por un ban, tampoco al que entro y jodio la cuenta... Pero
si hablamos de comercializar las cuentas o vender, ahi si hay
tabla... https://www.youtube....h?v=CBismHfw3wAElPozoleOlmeca: Si, el que presta su cuenta a personas ajenas corre varios
riesgos (aunque también hay casos donde uno lo comparte con su
novia/esposa y pues...). Como dije en el otro topic, uno solamente
es castigado si se trata de un tipo de comercialización.
Subject: Picking tanks is like picking golf clubs
Link on message: #7438862
DrPepperUnlimited, on Jul 07 2014 - 09:06, said: Luckily...WG has yet to nerf my perfect golf club and I hope it
stays that way. :3
Link on message: #7438862
DrPepperUnlimited, on Jul 07 2014 - 09:06, said: Luckily...WG has yet to nerf my perfect golf club and I hope it
stays that way. :3pizzastorm: What is your tank?! Tell me now!
Subject: Inauguración de mi canal de videos
Link on message: #7438840
Link on message: #7438840
SchnellerDamon: No había puesto este topic en pinned?
Subject: Inauguración de mi canal de videos
Link on message: #7438840
Link on message: #7438840
ElPozoleOlmeca: No había puesto este topic en pinned?
Subject: ¿Que concurso debe de seguir?
Link on message: #7438830
Link on message: #7438830
SchnellerDamon: Va, ahora que se termino el selfie vamos para el siguiente.
Subject: Ideas de Concursos
Link on message: #7438830
Link on message: #7438830
ElPozoleOlmeca: Va, ahora que se termino el selfie vamos para el siguiente.
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7438827
Blackhorse_Six, on Jul 07 2014 - 16:56, said: Make S3 yet, or are you gonna have to go shopping?
Link on message: #7438827
Blackhorse_Six, on Jul 07 2014 - 16:56, said: Make S3 yet, or are you gonna have to go shopping?The_Chieftain: No, the job went, surprisingly, to the guy who replaced me
as a company commander. (Much to the annoyance of one of my
colleague company commanders who I think would have been quite
deserving). Instead I'm slated to take over OCS.
Subject: Concurso: #selfie
Link on message: #7438816
Link on message: #7438816
SchnellerDamon: Aquí estan los gandores del concurso #Selfie. 1) Piyul
2) carw650
3) ElJefeAplikDuro
4) Darkscoo 5) Rxtw Felicitaciones y les prometo que el
próximo concurso sera más rápido
.
Subject: Concurso: #selfie
Link on message: #7438816
Link on message: #7438816
ElPozoleOlmeca: Aquí estan los gandores del concurso #Selfie. 1) Piyul
2) carw650
3) ElJefeAplikDuro
4) Darkscoo 5) Rxtw Felicitaciones y les prometo que el
próximo concurso sera más rápido
.
Subject: Concurso: #selfie
Link on message: #7438744
Link on message: #7438744
SchnellerDamon: ¡Mil Disculpas! Por razones de días festivos no pudimos dar
los ganadores el viernes, hoy anuncio los ganadores a las 12:00
(utc-7) Osea en 2 horas, otra vez perdón
Subject: Concurso: #selfie
Link on message: #7438744
Link on message: #7438744
ElPozoleOlmeca: ¡Mil Disculpas! Por razones de días festivos no pudimos dar
los ganadores el viernes, hoy anuncio los ganadores a las 12:00
(utc-7) Osea en 2 horas, otra vez perdón
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7438671
Link on message: #7438671
The_Chieftain: People ask me, sometimes, if I like the Army so much, why don't I
do it full time. The wake-up hour has much to do with it.
Subject: Exercise Dracula
Link on message: #7438585
Quote I don't understand his comment about the British being the "world's worst salesmen", as they weren't trying to sell the Cromwell to the Americans anyway, as far as I know.
Link on message: #7438585
Quote I don't understand his comment about the British being the "world's worst salesmen", as they weren't trying to sell the Cromwell to the Americans anyway, as far as I know.
The_Chieftain: For a good while in the first part of the war, the British
were trying to convince the Americans to incorporate certain of
their features which they thought beneficial into US designs, once
they had given up on the concept of trying to get the Americans to
build British designs under license. About the only one which they
had any huge success in encouraging was power traverse. An abysmal
showing by Britain's latest efforts were not likely to encourage
the Americans to incorporate any particular features which the
British wanted.
Subject: Exercise Dracula
Link on message: #7438478
Link on message: #7438478
The_Chieftain: You are correct, I saw the Bovington copy, and it was only the
final report. With respect to the politics, it may well be
that there was something to a political intent behind the reason
for the trials, but I think it unlikely that there was any
particular sabotaging going on. If Last Parade for a Cromwell took
longer than for Sherman, then that's pretty objective. Same with
whether or not the oil leaked or crews had steering difficulty.
Now, you can say that maybe the 3,000 mile "Test to destruction"
was overkilling it a bit: Maybe they had good reason to believe
that Sherman would survive longer and were counting on it: I note
that in the 21st AG report, they're talking about tanks with
mileages of less than 2,000. (And even in the Dracula days,
that one officer was saying "Reliable, at least to 2,000
miles"). Again, though, two years later, it would stand to reason
that they'd have fixed the problems. New idlers, tension systems,
maybe a more efficient first/last parade schedule, etc. Obviously
there's nothing fundamentally wrong with the basic power plant once
they sorted out the teething problems, Centurion is proof of that.
That said again, though, the Dracula exercise also does seem to
indicate that the US testing was fair, and not particularly biased.
I saw nothing in the files you sent which were damning of
Sherman, however. The only negative I saw was the issue that they
tended to brew up in comparison to British-made tanks with armoured
bins, which isn't particularly surprising since the Brits didn't
get all that many wet stowage Shermans, as far as I'm aware.
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7438042
Link on message: #7438042
The_Chieftain: Or, in this case, thread discomfort I would normally sleep through
(these things do tend to blow up when I'm asleep for some reason.
Threaddites: Stop being nocturnal posters and get a social
life! [Edit: OK, JD has a medical excuse]
Subject: Exercise Dracula
Link on message: #7437999
Link on message: #7437999
The_Chieftain: If it's good enough, I'll hatch it as well. There's is a
slight difference between mid 1943 and mid 1945. It would not
surprise me that over two years they would have fixed the most
glaring issues that Cromwell had.
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7437987
Link on message: #7437987
The_Chieftain: Ah. the benefits of jet lag...
Subject: T110's Second Summer of Love (And Tolerance)
Link on message: #7437325
Link on message: #7437325
The_Chieftain: I know, and the thought has occurred to me. But since I'm planning
on buying a house, I also don't want to be tied to a lease
Реклама | Adv















