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: Design your own Map Contest
Link on message: #1263524
TheHighRoller, on Jan 04 2012 - 21:40, said: Uhhh I got a question. Can we make our maps, based in maps from
other games? No copied, but influenced by them?
Link on message: #1263524

Gaea:
As long as the submission is an original that you made with some influences, that's ok.
As long as the submission is an original that you made with some influences, that's ok.
Subject: Design your own Map Contest
Link on message: #1263514
malize, on Jan 04 2012 - 21:31, said: Are we limited to just one submission?
Link on message: #1263514

Gaea:
Yes only one submission per player allowed.
Yes only one submission per player allowed.
Subject: Design your own Map Contest
Link on message: #1263514
malize, on Jan 04 2012 - 21:31, said: Are we limited to just one submission?
Link on message: #1263514

Gaea:
Yes only one submission per player allowed.
Yes only one submission per player allowed.
Subject: December Comic Contest
Link on message: #1263148
Link on message: #1263148
Gaea: Today is the last day of this contest! Please send in any work you
have done so far by tonight! We will go over the submissions this
week and have the winners by next week!
Subject: December Comic Contest
Link on message: #1263148
Link on message: #1263148
Gaea: Today is the last day of this contest! Please send in any work you
have done so far by tonight! We will go over the submissions this
week and have the winners by next week!
Subject:
World of Tanks News and Information\News and Information\Update v.7.1 Maintenance
Link on message: #1263014
MntRunner, on Jan 04 2012 - 19:23, said: These times don't match up. PST is UTC minus 8 hours, not UTC minus
11 hours like it's listed above. So which time are we supposed to
believe the UTC or PST? It will make a big difference on if I can
get my doubles in before the server restart or not.

Link on message: #1263014

GeneralDirection: You're right, and it's my fault for not catching that. The times
listed are actually based on Minsk, Belarus time compared to PST.
I'll fix it so that the proper UTC times are listed.
Subject:
World of Tanks News and Information\News and Information\Update v.7.1 Maintenance
Link on message: #1262945
Joe_B, on Jan 04 2012 - 19:16, said: 12 AM EST to 12 PM EST of the 5th
So the maintenance will be done long before the first primetimes of UC on the 5th....
Will UC be returning Jan 5th or sometime later? What will be the finalized format (Fog of War?) and times of UC?
jamie7575, on Jan 04 2012 - 19:17, said: No SPG's for the French at this time...Do they have any planned for
later? 

Link on message: #1262945

So the maintenance will be done long before the first primetimes of UC on the 5th....
Will UC be returning Jan 5th or sometime later? What will be the finalized format (Fog of War?) and times of UC?
GeneralDirection: Probably not on the 5th, since we have to ensure 7.1's release is
stable and there are no issues with the servers. I've requested an
update on that though, and we should hopefully have more info soon.


GeneralDirection: Absolutely. 

Subject:
World of Tanks News and Information\News and Information\Update v.7.1 Maintenance
Link on message: #1262913

Link on message: #1262913
GeneralDirection: World of Tanks version 7.1 comes to the North American cluster on
January 5, 2012.
Read more!
Read more!
Subject: Design your own Map Contest
Link on message: #1262882
Link on message: #1262882
Gaea: Please read the news post before asking
any questions!
You may use any program/drawing that you like as long as the file you send it is easily opened, such as .doc, .docx, pptx, .pdf, .jpg etc...
We are happy to announce the first design contest for January 2012.
The contest begins now and ends January 17th at 11:59 PM PST (7:59 AM UTC Wednesday 18 January). This contest is set up with a set number of points you can earn for each part of you submission. The maximum number of points you can receive for each part is stated below.
Here is a guide for what is required for this contest:
Your game name must be included in the email.
The name of the map: 0-5 points
Name your map. Optionally you can create a logo with your map name.
Examples: Dusk, Airport, Mountain Madness, Sundown
General Description of the map: 0-15 points
Give a brief description of the map. Highlights why a player would want to play it. Keep this brief. 30 words or less.
Example: Sundown takes the player to a desert in the American west during the waning hours of daylight. Its uniquely American terrain will challenge tankers to fight the desert as well as each other.
Key Objects on the Map: 0-15 points
What are the key features of the map? What makes it unique and flavorful? 30 words or less
Example: Sundown features a North American desert landscape full of cacti and rocky gullies. The sun is setting in the background over a giant mesa. Abandoned mines and sun-bleached animal bones add a certain western flair to the map. Yeehaw!
Map Layout: 0-50 points
Provide a drawing, sketch, painting, or rough rendering of the map from an overhead view. This can be directly overhead or a perspective. This can be a mockup of what the map would look like in the minimap. A thorough sketch/mock up of the map is acceptable, it is NOT required to send in a mini map. Check the examples below.
Also provide a description of tactics, areas, and any other information about your map concept. 300 words or less.
https://worldoftanks...map_example.jpg
(Ensk map used as example)
Blue zone – Urban area for vehicles to experience close quarters street combat. Perfect for heavy tank slogging, as well as hit-and-run tactics.
Red zone – A quick and deadly path to the enemy base. Trains create barriers, hindering lateral movement. Great for tank destroyers patient for their prey to arrive.
Light Blue Zone- A Suburban area – an alternate path to the enemy base with more terrain to hide incoming vehicles. A wall to the east of the zone provides cover from the eastern green zone.
Green Zone – Open terrain with rolling hills. A medium and light friendly zone that allows a long sweeping flank path to the opponent’s base.
Other Notable features – Each base compound is partly surrounded by buildings, walls, and trains to create some choke points around the base. To east and west of each base area feature artillery friendly terrain in which to set up.
Sketch example:
https://worldoftanks..._translated.jpg
Additional Pictures of Sketches: 0-10 points
Provide any additional sketches of key features of the map or concept drawings, 2 maximum.
Summary: 0-5 points
Why do you think your map should win? What does it provide that is currently missing from the game, or why does it do it better? 30 words or less.
Example:
Sundown should win this contests due to its unique features. It provides the players with opportunities for strategies based on the unique combination of choke points and terrain features.
You may use any program/drawing that you like as long as the file you send it is easily opened, such as .doc, .docx, pptx, .pdf, .jpg etc...
We are happy to announce the first design contest for January 2012.
The contest begins now and ends January 17th at 11:59 PM PST (7:59 AM UTC Wednesday 18 January). This contest is set up with a set number of points you can earn for each part of you submission. The maximum number of points you can receive for each part is stated below.
Here is a guide for what is required for this contest:
Your game name must be included in the email.
The name of the map: 0-5 points
Name your map. Optionally you can create a logo with your map name.
Examples: Dusk, Airport, Mountain Madness, Sundown
General Description of the map: 0-15 points
Give a brief description of the map. Highlights why a player would want to play it. Keep this brief. 30 words or less.
Example: Sundown takes the player to a desert in the American west during the waning hours of daylight. Its uniquely American terrain will challenge tankers to fight the desert as well as each other.
Key Objects on the Map: 0-15 points
What are the key features of the map? What makes it unique and flavorful? 30 words or less
Example: Sundown features a North American desert landscape full of cacti and rocky gullies. The sun is setting in the background over a giant mesa. Abandoned mines and sun-bleached animal bones add a certain western flair to the map. Yeehaw!
Map Layout: 0-50 points
Provide a drawing, sketch, painting, or rough rendering of the map from an overhead view. This can be directly overhead or a perspective. This can be a mockup of what the map would look like in the minimap. A thorough sketch/mock up of the map is acceptable, it is NOT required to send in a mini map. Check the examples below.
Also provide a description of tactics, areas, and any other information about your map concept. 300 words or less.
https://worldoftanks...map_example.jpg
(Ensk map used as example)
Blue zone – Urban area for vehicles to experience close quarters street combat. Perfect for heavy tank slogging, as well as hit-and-run tactics.
Red zone – A quick and deadly path to the enemy base. Trains create barriers, hindering lateral movement. Great for tank destroyers patient for their prey to arrive.
Light Blue Zone- A Suburban area – an alternate path to the enemy base with more terrain to hide incoming vehicles. A wall to the east of the zone provides cover from the eastern green zone.
Green Zone – Open terrain with rolling hills. A medium and light friendly zone that allows a long sweeping flank path to the opponent’s base.
Other Notable features – Each base compound is partly surrounded by buildings, walls, and trains to create some choke points around the base. To east and west of each base area feature artillery friendly terrain in which to set up.
Sketch example:
https://worldoftanks..._translated.jpg
Additional Pictures of Sketches: 0-10 points
Provide any additional sketches of key features of the map or concept drawings, 2 maximum.
Summary: 0-5 points
Why do you think your map should win? What does it provide that is currently missing from the game, or why does it do it better? 30 words or less.
Example:
Sundown should win this contests due to its unique features. It provides the players with opportunities for strategies based on the unique combination of choke points and terrain features.
Subject: Design your own Map Contest
Link on message: #1262882
Link on message: #1262882
Gaea: Please read the news post before asking
any questions!
You may use any program/drawing that you like as long as the file you send it is easily opened, such as .doc, .docx, pptx, .pdf, .jpg etc...
We are happy to announce the first design contest for January 2012.
The contest begins now and ends January 17th at 11:59 PM PST (7:59 AM UTC Wednesday 18 January). This contest is set up with a set number of points you can earn for each part of you submission. The maximum number of points you can receive for each part is stated below.
Here is a guide for what is required for this contest:
Your game name must be included in the email.
The name of the map: 0-5 points
Name your map. Optionally you can create a logo with your map name.
Examples: Dusk, Airport, Mountain Madness, Sundown
General Description of the map: 0-15 points
Give a brief description of the map. Highlights why a player would want to play it. Keep this brief. 30 words or less.
Example: Sundown takes the player to a desert in the American west during the waning hours of daylight. Its uniquely American terrain will challenge tankers to fight the desert as well as each other.
Key Objects on the Map: 0-15 points
What are the key features of the map? What makes it unique and flavorful? 30 words or less
Example: Sundown features a North American desert landscape full of cacti and rocky gullies. The sun is setting in the background over a giant mesa. Abandoned mines and sun-bleached animal bones add a certain western flair to the map. Yeehaw!
Map Layout: 0-50 points
Provide a drawing, sketch, painting, or rough rendering of the map from an overhead view. This can be directly overhead or a perspective. This can be a mockup of what the map would look like in the minimap. A thorough sketch/mock up of the map is acceptable, it is NOT required to send in a mini map. Check the examples below.
Also provide a description of tactics, areas, and any other information about your map concept. 300 words or less.
https://worldoftanks...map_example.jpg
(Ensk map used as example)
Blue zone – Urban area for vehicles to experience close quarters street combat. Perfect for heavy tank slogging, as well as hit-and-run tactics.
Red zone – A quick and deadly path to the enemy base. Trains create barriers, hindering lateral movement. Great for tank destroyers patient for their prey to arrive.
Light Blue Zone- A Suburban area – an alternate path to the enemy base with more terrain to hide incoming vehicles. A wall to the east of the zone provides cover from the eastern green zone.
Green Zone – Open terrain with rolling hills. A medium and light friendly zone that allows a long sweeping flank path to the opponent’s base.
Other Notable features – Each base compound is partly surrounded by buildings, walls, and trains to create some choke points around the base. To east and west of each base area feature artillery friendly terrain in which to set up.
Sketch example:
https://worldoftanks..._translated.jpg
Additional Pictures of Sketches: 0-10 points
Provide any additional sketches of key features of the map or concept drawings, 2 maximum.
Summary: 0-5 points
Why do you think your map should win? What does it provide that is currently missing from the game, or why does it do it better? 30 words or less.
Example:
Sundown should win this contests due to its unique features. It provides the players with opportunities for strategies based on the unique combination of choke points and terrain features.
You may use any program/drawing that you like as long as the file you send it is easily opened, such as .doc, .docx, pptx, .pdf, .jpg etc...
We are happy to announce the first design contest for January 2012.
The contest begins now and ends January 17th at 11:59 PM PST (7:59 AM UTC Wednesday 18 January). This contest is set up with a set number of points you can earn for each part of you submission. The maximum number of points you can receive for each part is stated below.
Here is a guide for what is required for this contest:
Your game name must be included in the email.
The name of the map: 0-5 points
Name your map. Optionally you can create a logo with your map name.
Examples: Dusk, Airport, Mountain Madness, Sundown
General Description of the map: 0-15 points
Give a brief description of the map. Highlights why a player would want to play it. Keep this brief. 30 words or less.
Example: Sundown takes the player to a desert in the American west during the waning hours of daylight. Its uniquely American terrain will challenge tankers to fight the desert as well as each other.
Key Objects on the Map: 0-15 points
What are the key features of the map? What makes it unique and flavorful? 30 words or less
Example: Sundown features a North American desert landscape full of cacti and rocky gullies. The sun is setting in the background over a giant mesa. Abandoned mines and sun-bleached animal bones add a certain western flair to the map. Yeehaw!
Map Layout: 0-50 points
Provide a drawing, sketch, painting, or rough rendering of the map from an overhead view. This can be directly overhead or a perspective. This can be a mockup of what the map would look like in the minimap. A thorough sketch/mock up of the map is acceptable, it is NOT required to send in a mini map. Check the examples below.
Also provide a description of tactics, areas, and any other information about your map concept. 300 words or less.
https://worldoftanks...map_example.jpg
(Ensk map used as example)
Blue zone – Urban area for vehicles to experience close quarters street combat. Perfect for heavy tank slogging, as well as hit-and-run tactics.
Red zone – A quick and deadly path to the enemy base. Trains create barriers, hindering lateral movement. Great for tank destroyers patient for their prey to arrive.
Light Blue Zone- A Suburban area – an alternate path to the enemy base with more terrain to hide incoming vehicles. A wall to the east of the zone provides cover from the eastern green zone.
Green Zone – Open terrain with rolling hills. A medium and light friendly zone that allows a long sweeping flank path to the opponent’s base.
Other Notable features – Each base compound is partly surrounded by buildings, walls, and trains to create some choke points around the base. To east and west of each base area feature artillery friendly terrain in which to set up.
Sketch example:
https://worldoftanks..._translated.jpg
Additional Pictures of Sketches: 0-10 points
Provide any additional sketches of key features of the map or concept drawings, 2 maximum.
Summary: 0-5 points
Why do you think your map should win? What does it provide that is currently missing from the game, or why does it do it better? 30 words or less.
Example:
Sundown should win this contests due to its unique features. It provides the players with opportunities for strategies based on the unique combination of choke points and terrain features.
Subject:
World of Tanks News and Information\Patch Notes\World of Tanks 7.1 Update
Link on message: #1262788

Link on message: #1262788
GeneralDirection: Version 7.1 Update Notes
General
Added a preliminary French Tech Tree (18 vehicles): Renault FT, D1, D2, B1, BDR G1B, Arl 44, AMX M4(1945), AMX 50 100, AMX 50 120, AMX 50 68t, Hotchkiss H35, AMX 38, AMX 40, AMX12t, AMX 13 75, AMX 13 90, Lorraine 40t, Bat Chatillon 25tAutomatic and semiautomatic guns transferred into a new system of auto-loading multi-round mechanismsMaximum battle level for Type 59 increased by 1Type 59 battle profitability increased by 5%Maximum battle level for Tier 4 and Tier 5 SPGs decreased by 1Fixed tank armor: IS-3 (top turret front), IS-4 (hull side and 122mm BL-9 gun mantlet), T95 (hull side armor increased)Fixed or reworked tank damage models: StuG III, Pz II Luchs, Pz B2 740 (f), BT-SV, T95, M5 Stuart, M4 Sherman, Maus (inconsistent front hull penetration by HE rounds)TD ISU-152 moved to anew armor system with 16 groups and sided armorChurchill moved to anew armor system with 16 groups and sided armorFixed tank camouflage: VK 4502A, KV-220, Pz II, M26 Pershing, M3 LeeFixed bugs in tank models: T1 Cunningham, T34, Maus, Pz III, T-46, Churchill, KV-1S, Object 212,Pz VI Tiger, T32, Grille, Pz II Luchs, VK3001P, LoweFixed incorrect gunshot effects: JagdPz IV 7,5 cm StuK 42 L/70 gun, PzVI Tiger 8,8 cm KwK 43L/71 gun, PzIV Ausf G 7,5 cm KwK 42 L/70 gunFixed the same gun models 7.5cm L/70 and 8.8cm L/56 for JagdPantherFixed bugs in burning effects of destroyed tanksFixed some errors on maps: Fjords, Marsh, Steppe, MalinovkaFixed "Fjords" mini mapFixed client-to-server synchronization upon tank destruction by rammingFixed ammunition resupply as a default settingFixed impossible-to-close windows of private chat channelsAdded name of tank model (short) after the player's name in parentheses in battle screen for all communications (chat, information about damage and destruction, etc.)Fixed cluster indicator in login queuing notification (now visible)Fixed bugs in the mechanism for automatic cluster selection on loginReduced ‘end of session’ interval when switching from cluster to clusterFixed some bugs with battle replaysFixed a client crash after a long loading of battle replaysContact list removed from player’s battle logAdded an interface visibility toggle during battle replays ("v" key)Fixed the red "Texture not found" square instead of a clan logo when changing settingsAdded an alternate color scheme for a reload progress-bar and a gun markerFixed bug with not displayed new invitations for an open invite channelFixed blinking of an invite channel in the absence of active invitationsFixed a Commander modifier disappearance while hovering a cursor over a crew memberFixed bug of loading pre-battle room for ready but un-distributed company playersFixed a system message while adding /purchasing an already existing player's tankFixed garage freezing at the game entry with a pressed "Enter" key on the login screenFixed reload indicator ‘freeze’Fixed a tank tier indicator displacement in team listsFixed voice chat malfunctionFixed voice chat animation for terminated chat connectionsRestored ‘tank in company battle’ indicator for company battlesFixed a bug within ability to press "Ready" once a tank company is in battleFixed a rare bug in random switching to “Not ready” in company interfaceFixed incorrect message when mounting an ‘already in depot’ consumableFixed a rare bug within ability to close a pop-up modal message when changing graphics settingsFixed a display of 'Attention to sector' message in chat from an ‘ignore’ playerReworked battle menu popping up on pressing "Esc" keyAdded a “background” image for a number of remaining roundsFixed incorrect display of available resolutions when switching from a full screen to window modeFixed a sharp change in transparency of trees when moving in sniper modeFixed short hand names for E-series tanksFixed non-functional interface when switching between tanks in service windowFixed client crash when selling modules from depotAdded a message notifying that a gold camouflage will be destroyed if changed
Vehicle Changes
Germany
Ferdinand:8.8cm PaK 43 L/71 gun reload time increased from 4.8 to 5.3 secJagdpanther:8.8cm PaK 43 L/71 gun reload time increased from 4.8 to 5.3 secLeichttraktor:Suspension traverse speed increased by 2 deg/secDispersion from movement and suspension traversing decreased by 5%I turret traverse speed increased by 10 deg/secII turret traverse speed increased by 5 deg/secI turret view range increased to 300 mII turret view range increased to 350 mPzKpfw 35 (t):I turret view range increased to 330 mII turret view range increased to 370 mAmmo rack sizes changed for 3.cm KwK 34t L/40 and 3.7cm KwK 38t L/47 gunsPzKpfw 38 (t):Ammo rack sizes changed for the 3.7cm KwK 38t L/47 gunAim time for the II turret 4.7cm PaK 38t L/43 gun set at 1.5 secPzKpfw III:I turret view range increased to 380 mGuns:2.0cm KwK 30:Added a multi-roundreload system with 10 shells per clip and rate of fire 280 rounds/minChanged parameters for tanks: PzKpfw 35 (t), PzKpfw IIPenetration with standard AP shells increased to 46 mm2.0cm Breda:Added a multi-round reload system with 12 shells per clip and rate of fire 240 rounds/minChanged basic characteristics: reload time, aim time, gun dispersionChanged parameters for LeichttraktorPenetration with standard AP shells increased to 30 mm2.0cm Flak 38 L/112:Added a multi-round reload system with 10 shells per clip and rate of fire 450 rounds/minRe-adjusted the vehicle gun parameters: PzKpfw 35 (t), PzKpfw 38 nA, PzKpfw II, PzKpfw 38 (t),PzKpfw III, PzKpfw III Ausf. A, PzKpfw II Luchs, VK 1602 Leopard2.0cm KwK 38 L/55:Added a multi-round reload system with 10 shells per clip and rate of fire 450 rounds/minRe-adjusted the vehicle gun parameters: Leichttraktor, PzKpfw II, PzKpfw III Ausf. A, PzKpfw II LuchsPenetration with a standard AP shell increased to 46 mm3.7cm KwK 34t L/40:Penetration with a standard AP shell increased up to 40 mmPenetration with an APCR shell increased to 69 mm3.7cm KwK 38t L/47 and 3.7cm PaK 38t L/47:Penetration with a standard AP shell increased to 41 mmPenetration with an APCR shell increased to 74 mm3.7cm KwK L/46:Penetration with a standard AP shell increased to 40 mmPenetration with an APCR shell increased to 74 mm4.7cm PaK 38t L/43:Penetration with a standard AP shell increased to 62 mmPenetration with an APCR shell increased to 115 mmShells:Shell damage of 3.7cm Pzgr36 increased to 36Shell damage of 3.7cm Pzgr40 decreased to 36Shell damage of 4.7cm Pzgr39t increased to 60Shell damage of 4.7cm Pzgr40t increased to 60Shell damage of 4.7cm Sprg18t increased to 75
USSR
BT-2:II turret view range increased to 320 metersChanged reload and aim time: 37mm Hotchkiss and 37mm B-3 gunsMS-1:Traverse speed of both suspensions reduced by 5 deg/secChanged reload time, aim time, ammo rack size: 37mm Hotchkiss and 37mm B-3 gunsT-26M:I suspension traverse speed reduced to 52 deg/secI turret view range increased to 320 metersII turret view range increased to 350 metersGuns:20mm TNSh:Added a multi-round reload system with 20 shells per clip and rate of fire 600 rounds/minChanged gun parameters: MS-1, BT-2Penetration with a standard AP shell increased to 28 mm23mm VYa:Added a multi-round reload system with 9 shells per clip with with rate of fire 300 rounds/minChanged gun parameters: T-26M, MS-1, BT-7, BT-2Penetration with a standard AP shell reduced to 30 mm37mm Sh-37:Added a multi-round reload system with 5 shells per clip and rate of fire 170 rounds/minChanged gun parameters: Т-46, Т-50, Т-52, А-2037mm B-3: penetration with an APCR shell increased to 40 mm37mm Hotchkiss: penetration with an APCR shell increased to 34 mm45mm 20K: penetration with an APCR shell increased to 88 mm45mm (1932):Penetration with a standard AP shell increased to 51 mmPenetration with an APCR shell increased to 88 mm
American
M2 Light Tank: I turret view range reduced to 300 metersM5 Stuart: I turret view range increased to 380 metersGuns:12.7mm MG HB M2:Added a multi-round reload system with 40 shells per clip and rate of fire 450 rounds/minChanged gun parameters: M2 Light Tank20mm Hispano Suiza Birgikt gun:Added a multi-round reload system with 15 shells per clip and rate of fire 600 rounds/minChanged gun parameters: T1 Cunningham, T2 Light Tank, T2 Medium Tank, M5 Stuart, M3 Stuart, M2 Light Tank37mm Gun M1916:Changed basic gun parameters: reload time, aim time, dispersionPenetration with a standard AP shell reduced to 28 mmPenetration with an APCR shell reduced to 45 mm37mm semiautomatic gun M1924:Added a multi-round reload system with 5 shells per clip and rate of fire 120 rounds/minChanged gun parameters: T2 Medium Tank, T1 CunninghamPenetration with a standard AP shell reduced to 33 mm37mm Browning semiautomatic gun:Added a multi-round reload system with 5 shells per clip and rate of fire 120 rounds/minChanged gun parameters: T2 Medium Tank, T1 CunninghamPenetration with a standard AP shell reduced to 39 mm37mm M-6 L/53 M2:Dispersion reduced to 0.3637mm M-5:Changed reload and aim time: M3 Stuart, T2 Medium Tank
General
Added a preliminary French Tech Tree (18 vehicles): Renault FT, D1, D2, B1, BDR G1B, Arl 44, AMX M4(1945), AMX 50 100, AMX 50 120, AMX 50 68t, Hotchkiss H35, AMX 38, AMX 40, AMX12t, AMX 13 75, AMX 13 90, Lorraine 40t, Bat Chatillon 25tAutomatic and semiautomatic guns transferred into a new system of auto-loading multi-round mechanismsMaximum battle level for Type 59 increased by 1Type 59 battle profitability increased by 5%Maximum battle level for Tier 4 and Tier 5 SPGs decreased by 1Fixed tank armor: IS-3 (top turret front), IS-4 (hull side and 122mm BL-9 gun mantlet), T95 (hull side armor increased)Fixed or reworked tank damage models: StuG III, Pz II Luchs, Pz B2 740 (f), BT-SV, T95, M5 Stuart, M4 Sherman, Maus (inconsistent front hull penetration by HE rounds)TD ISU-152 moved to anew armor system with 16 groups and sided armorChurchill moved to anew armor system with 16 groups and sided armorFixed tank camouflage: VK 4502A, KV-220, Pz II, M26 Pershing, M3 LeeFixed bugs in tank models: T1 Cunningham, T34, Maus, Pz III, T-46, Churchill, KV-1S, Object 212,Pz VI Tiger, T32, Grille, Pz II Luchs, VK3001P, LoweFixed incorrect gunshot effects: JagdPz IV 7,5 cm StuK 42 L/70 gun, PzVI Tiger 8,8 cm KwK 43L/71 gun, PzIV Ausf G 7,5 cm KwK 42 L/70 gunFixed the same gun models 7.5cm L/70 and 8.8cm L/56 for JagdPantherFixed bugs in burning effects of destroyed tanksFixed some errors on maps: Fjords, Marsh, Steppe, MalinovkaFixed "Fjords" mini mapFixed client-to-server synchronization upon tank destruction by rammingFixed ammunition resupply as a default settingFixed impossible-to-close windows of private chat channelsAdded name of tank model (short) after the player's name in parentheses in battle screen for all communications (chat, information about damage and destruction, etc.)Fixed cluster indicator in login queuing notification (now visible)Fixed bugs in the mechanism for automatic cluster selection on loginReduced ‘end of session’ interval when switching from cluster to clusterFixed some bugs with battle replaysFixed a client crash after a long loading of battle replaysContact list removed from player’s battle logAdded an interface visibility toggle during battle replays ("v" key)Fixed the red "Texture not found" square instead of a clan logo when changing settingsAdded an alternate color scheme for a reload progress-bar and a gun markerFixed bug with not displayed new invitations for an open invite channelFixed blinking of an invite channel in the absence of active invitationsFixed a Commander modifier disappearance while hovering a cursor over a crew memberFixed bug of loading pre-battle room for ready but un-distributed company playersFixed a system message while adding /purchasing an already existing player's tankFixed garage freezing at the game entry with a pressed "Enter" key on the login screenFixed reload indicator ‘freeze’Fixed a tank tier indicator displacement in team listsFixed voice chat malfunctionFixed voice chat animation for terminated chat connectionsRestored ‘tank in company battle’ indicator for company battlesFixed a bug within ability to press "Ready" once a tank company is in battleFixed a rare bug in random switching to “Not ready” in company interfaceFixed incorrect message when mounting an ‘already in depot’ consumableFixed a rare bug within ability to close a pop-up modal message when changing graphics settingsFixed a display of 'Attention to sector' message in chat from an ‘ignore’ playerReworked battle menu popping up on pressing "Esc" keyAdded a “background” image for a number of remaining roundsFixed incorrect display of available resolutions when switching from a full screen to window modeFixed a sharp change in transparency of trees when moving in sniper modeFixed short hand names for E-series tanksFixed non-functional interface when switching between tanks in service windowFixed client crash when selling modules from depotAdded a message notifying that a gold camouflage will be destroyed if changed
Vehicle Changes
Germany
Ferdinand:8.8cm PaK 43 L/71 gun reload time increased from 4.8 to 5.3 secJagdpanther:8.8cm PaK 43 L/71 gun reload time increased from 4.8 to 5.3 secLeichttraktor:Suspension traverse speed increased by 2 deg/secDispersion from movement and suspension traversing decreased by 5%I turret traverse speed increased by 10 deg/secII turret traverse speed increased by 5 deg/secI turret view range increased to 300 mII turret view range increased to 350 mPzKpfw 35 (t):I turret view range increased to 330 mII turret view range increased to 370 mAmmo rack sizes changed for 3.cm KwK 34t L/40 and 3.7cm KwK 38t L/47 gunsPzKpfw 38 (t):Ammo rack sizes changed for the 3.7cm KwK 38t L/47 gunAim time for the II turret 4.7cm PaK 38t L/43 gun set at 1.5 secPzKpfw III:I turret view range increased to 380 mGuns:2.0cm KwK 30:Added a multi-roundreload system with 10 shells per clip and rate of fire 280 rounds/minChanged parameters for tanks: PzKpfw 35 (t), PzKpfw IIPenetration with standard AP shells increased to 46 mm2.0cm Breda:Added a multi-round reload system with 12 shells per clip and rate of fire 240 rounds/minChanged basic characteristics: reload time, aim time, gun dispersionChanged parameters for LeichttraktorPenetration with standard AP shells increased to 30 mm2.0cm Flak 38 L/112:Added a multi-round reload system with 10 shells per clip and rate of fire 450 rounds/minRe-adjusted the vehicle gun parameters: PzKpfw 35 (t), PzKpfw 38 nA, PzKpfw II, PzKpfw 38 (t),PzKpfw III, PzKpfw III Ausf. A, PzKpfw II Luchs, VK 1602 Leopard2.0cm KwK 38 L/55:Added a multi-round reload system with 10 shells per clip and rate of fire 450 rounds/minRe-adjusted the vehicle gun parameters: Leichttraktor, PzKpfw II, PzKpfw III Ausf. A, PzKpfw II LuchsPenetration with a standard AP shell increased to 46 mm3.7cm KwK 34t L/40:Penetration with a standard AP shell increased up to 40 mmPenetration with an APCR shell increased to 69 mm3.7cm KwK 38t L/47 and 3.7cm PaK 38t L/47:Penetration with a standard AP shell increased to 41 mmPenetration with an APCR shell increased to 74 mm3.7cm KwK L/46:Penetration with a standard AP shell increased to 40 mmPenetration with an APCR shell increased to 74 mm4.7cm PaK 38t L/43:Penetration with a standard AP shell increased to 62 mmPenetration with an APCR shell increased to 115 mmShells:Shell damage of 3.7cm Pzgr36 increased to 36Shell damage of 3.7cm Pzgr40 decreased to 36Shell damage of 4.7cm Pzgr39t increased to 60Shell damage of 4.7cm Pzgr40t increased to 60Shell damage of 4.7cm Sprg18t increased to 75
USSR
BT-2:II turret view range increased to 320 metersChanged reload and aim time: 37mm Hotchkiss and 37mm B-3 gunsMS-1:Traverse speed of both suspensions reduced by 5 deg/secChanged reload time, aim time, ammo rack size: 37mm Hotchkiss and 37mm B-3 gunsT-26M:I suspension traverse speed reduced to 52 deg/secI turret view range increased to 320 metersII turret view range increased to 350 metersGuns:20mm TNSh:Added a multi-round reload system with 20 shells per clip and rate of fire 600 rounds/minChanged gun parameters: MS-1, BT-2Penetration with a standard AP shell increased to 28 mm23mm VYa:Added a multi-round reload system with 9 shells per clip with with rate of fire 300 rounds/minChanged gun parameters: T-26M, MS-1, BT-7, BT-2Penetration with a standard AP shell reduced to 30 mm37mm Sh-37:Added a multi-round reload system with 5 shells per clip and rate of fire 170 rounds/minChanged gun parameters: Т-46, Т-50, Т-52, А-2037mm B-3: penetration with an APCR shell increased to 40 mm37mm Hotchkiss: penetration with an APCR shell increased to 34 mm45mm 20K: penetration with an APCR shell increased to 88 mm45mm (1932):Penetration with a standard AP shell increased to 51 mmPenetration with an APCR shell increased to 88 mm
American
M2 Light Tank: I turret view range reduced to 300 metersM5 Stuart: I turret view range increased to 380 metersGuns:12.7mm MG HB M2:Added a multi-round reload system with 40 shells per clip and rate of fire 450 rounds/minChanged gun parameters: M2 Light Tank20mm Hispano Suiza Birgikt gun:Added a multi-round reload system with 15 shells per clip and rate of fire 600 rounds/minChanged gun parameters: T1 Cunningham, T2 Light Tank, T2 Medium Tank, M5 Stuart, M3 Stuart, M2 Light Tank37mm Gun M1916:Changed basic gun parameters: reload time, aim time, dispersionPenetration with a standard AP shell reduced to 28 mmPenetration with an APCR shell reduced to 45 mm37mm semiautomatic gun M1924:Added a multi-round reload system with 5 shells per clip and rate of fire 120 rounds/minChanged gun parameters: T2 Medium Tank, T1 CunninghamPenetration with a standard AP shell reduced to 33 mm37mm Browning semiautomatic gun:Added a multi-round reload system with 5 shells per clip and rate of fire 120 rounds/minChanged gun parameters: T2 Medium Tank, T1 CunninghamPenetration with a standard AP shell reduced to 39 mm37mm M-6 L/53 M2:Dispersion reduced to 0.3637mm M-5:Changed reload and aim time: M3 Stuart, T2 Medium Tank
Subject: So when I'm placed with tier 7 and 8 as an M4...
Link on message: #1261104
garmeth, on Jan 04 2012 - 04:50, said: What should I do? I'm running the gun on the M4 that has better
penetration than the 105 and armor pen shells.
Link on message: #1261104

Hypnotik: You should use HE shells against tanks that you can't penetrate.
You'll do some damage against them. Also remember that the M4 isn't
that fast, you cant use it to scout like a T-50-2, so take it slow,
there's no need to suicide rush unless you like being an easy
target.
Subject: All Star #1
Link on message: #1260620
Desdichado, on Jan 04 2012 - 02:08, said: Thanks for clarifying. I appreciate that it probably
gets old answering silly minutiae.
Link on message: #1260620

Gaea:
I'm hoping that at some point the All star contests will run very smoothly. I certainly do expect some changes, questions, feedback from all of you to make these as fun and fair as possible. The main one for now is the frequency, if twice a week is too much or not.
I'm hoping that at some point the All star contests will run very smoothly. I certainly do expect some changes, questions, feedback from all of you to make these as fun and fair as possible. The main one for now is the frequency, if twice a week is too much or not.
Subject: All Star #1
Link on message: #1260620
Desdichado, on Jan 04 2012 - 02:08, said: Thanks for clarifying. I appreciate that it probably
gets old answering silly minutiae.
Link on message: #1260620

Gaea:
I'm hoping that at some point the All star contests will run very smoothly. I certainly do expect some changes, questions, feedback from all of you to make these as fun and fair as possible. The main one for now is the frequency, if twice a week is too much or not.
I'm hoping that at some point the All star contests will run very smoothly. I certainly do expect some changes, questions, feedback from all of you to make these as fun and fair as possible. The main one for now is the frequency, if twice a week is too much or not.
Subject: All Star #1
Link on message: #1260556
Kalis, on Jan 03 2012 - 05:13, said: 2 Questions:
1. Why is it that for this month's All-Star events Boelter’s Medal is 3 All Star points, and Steel Wall is worth nothing? Is this a typo, or intentional?
It's especially weird because Boelter's is impossible for the Grille (SPGs can't get it) and Valentine (you never face 7+ Tier 4 tanks).
2. It doesn't say random battles only. Does that mean tanks companies and even CW are allowed for All Star events?
Link on message: #1260556

1. Why is it that for this month's All-Star events Boelter’s Medal is 3 All Star points, and Steel Wall is worth nothing? Is this a typo, or intentional?
It's especially weird because Boelter's is impossible for the Grille (SPGs can't get it) and Valentine (you never face 7+ Tier 4 tanks).
2. It doesn't say random battles only. Does that mean tanks companies and even CW are allowed for All Star events?
Gaea:
1. Steel Wall was added.
2. Platoons and random battles only.
1. Steel Wall was added.
2. Platoons and random battles only.
Subject: All Star #1
Link on message: #1260556
Kalis, on Jan 03 2012 - 05:13, said: 2 Questions:
1. Why is it that for this month's All-Star events Boelter’s Medal is 3 All Star points, and Steel Wall is worth nothing? Is this a typo, or intentional?
It's especially weird because Boelter's is impossible for the Grille (SPGs can't get it) and Valentine (you never face 7+ Tier 4 tanks).
2. It doesn't say random battles only. Does that mean tanks companies and even CW are allowed for All Star events?
Link on message: #1260556

1. Why is it that for this month's All-Star events Boelter’s Medal is 3 All Star points, and Steel Wall is worth nothing? Is this a typo, or intentional?
It's especially weird because Boelter's is impossible for the Grille (SPGs can't get it) and Valentine (you never face 7+ Tier 4 tanks).
2. It doesn't say random battles only. Does that mean tanks companies and even CW are allowed for All Star events?
Gaea:
1. Steel Wall was added.
2. Platoons and random battles only.
1. Steel Wall was added.
2. Platoons and random battles only.
Subject: All Star #1
Link on message: #1260553
Desdichado, on Jan 03 2012 - 22:37, said: Just to clarify, the email title should be the name of the tank
category, i.e. "Grille" or "Valentine" right?
Also, Steel Wall isn't on the list? Curious omission.
Link on message: #1260553

Also, Steel Wall isn't on the list? Curious omission.
Gaea:
Steel wall was added. Also, in the subject line it would help me immensely if you wrote: "Grille All star" or "Valentine All Star."
Steel wall was added. Also, in the subject line it would help me immensely if you wrote: "Grille All star" or "Valentine All Star."
Subject: All Star #1
Link on message: #1260553
Desdichado, on Jan 03 2012 - 22:37, said: Just to clarify, the email title should be the name of the tank
category, i.e. "Grille" or "Valentine" right?
Also, Steel Wall isn't on the list? Curious omission.
Link on message: #1260553

Also, Steel Wall isn't on the list? Curious omission.
Gaea:
Steel wall was added. Also, in the subject line it would help me immensely if you wrote: "Grille All star" or "Valentine All Star."
Steel wall was added. Also, in the subject line it would help me immensely if you wrote: "Grille All star" or "Valentine All Star."
Subject: Last epic All Star of the year!
Link on message: #1260544
Eliminateur, on Jan 03 2012 - 21:53, said: well not including your name is not the end of the world, because
the name appears in the garage screenshot AND the replay
itself.
i'd say that missing either of those is more serious
Link on message: #1260544

i'd say that missing either of those is more serious
Gaea: Including your game name in the email is quite important. If I had
to go through all the hundreds of emails received and manually type
in the game names from the screenshosts and then need to check the
spelling of those names with the player base, the winners of these
events would take a lot longer for me to process.
Therefore, it is REQUIRED to add your game name in the emails for efficiency's sake. If you forget and then resend the same email with your game name, I do accept that. I will not accept emails that have no name included.
Therefore, it is REQUIRED to add your game name in the emails for efficiency's sake. If you forget and then resend the same email with your game name, I do accept that. I will not accept emails that have no name included.
Subject: Last epic All Star of the year!
Link on message: #1260544
Eliminateur, on Jan 03 2012 - 21:53, said: well not including your name is not the end of the world, because
the name appears in the garage screenshot AND the replay
itself.
i'd say that missing either of those is more serious
Link on message: #1260544

i'd say that missing either of those is more serious
Gaea: Including your game name in the email is quite important. If I had
to go through all the hundreds of emails received and manually type
in the game names from the screenshosts and then need to check the
spelling of those names with the player base, the winners of these
events would take a lot longer for me to process.
Therefore, it is REQUIRED to add your game name in the emails for efficiency's sake. If you forget and then resend the same email with your game name, I do accept that. I will not accept emails that have no name included.
Therefore, it is REQUIRED to add your game name in the emails for efficiency's sake. If you forget and then resend the same email with your game name, I do accept that. I will not accept emails that have no name included.
Subject: Last epic All Star of the year!
Link on message: #1259356
Jkrauser, on Jan 03 2012 - 18:26, said: When will the winners be announced????????????
Link on message: #1259356

Gaea: I am currently working on the winners right now - please be patient


Subject: Last epic All Star of the year!
Link on message: #1259356
Jkrauser, on Jan 03 2012 - 18:26, said: When will the winners be announced????????????
Link on message: #1259356

Gaea: I am currently working on the winners right now - please be patient


Subject:
World of Tanks News and Information\News and Information\Clan Wars Freeze Time
Link on message: #1259024

Link on message: #1259024
GeneralDirection: Poll is now available on the main page.
Subject: All Star #1
Link on message: #1258834
Eliminateur, on Jan 03 2012 - 15:15, said: Gaea, in the "all star" template you posted, you are not station
the starting and end times, do we assume those to be 00:00 UTC for
both?
Link on message: #1258834

Gaea:
End time: midnight PST Tuesday, which is 8 am UTC (the next day). So, 8 AM UTC Wednesday.
For All Star #2 it will end midnight PST on Thursday, so 8 AM UTC Friday.
End time: midnight PST Tuesday, which is 8 am UTC (the next day). So, 8 AM UTC Wednesday.
For All Star #2 it will end midnight PST on Thursday, so 8 AM UTC Friday.
Subject: All Star #1
Link on message: #1258834
Eliminateur, on Jan 03 2012 - 15:15, said: Gaea, in the "all star" template you posted, you are not station
the starting and end times, do we assume those to be 00:00 UTC for
both?
Link on message: #1258834

Gaea:
End time: midnight PST Tuesday, which is 8 am UTC (the next day). So, 8 AM UTC Wednesday.
For All Star #2 it will end midnight PST on Thursday, so 8 AM UTC Friday.
End time: midnight PST Tuesday, which is 8 am UTC (the next day). So, 8 AM UTC Wednesday.
For All Star #2 it will end midnight PST on Thursday, so 8 AM UTC Friday.
Subject:
World of Tanks News and Information\News and Information\Last epic All Star of the year!
Link on message: #1258800
YouBeQuiet, on Jan 03 2012 - 16:41, said: when does the winner get announced?

Link on message: #1258800

GeneralDirection: After Gaea has gone over submissions, which will be done today. The
office was closed this weekend to observe New Year's Day. 

Subject:
Off-Topic Discussion\Off-Topic\Mod Q's
Link on message: #1258449
hihilow56, on Jan 03 2012 - 14:58, said: Okay i have some questions to wallachia or any mod for that
matter:
1.) What does the 'ban hammer' look like to you? like is it just a drop down menu, or like a hammer that you pop up and have a little mini game of 'wack a mole'. (please dont show it on me
) screen shots or a vid
would be cool
2.) When you are in game, do you automaticaly get all tanks, or do you start out at teir one like us?
3.) If it is no from above, can you just ask for a tank and WG will give it to you?
4.) What is your favorite tank?
5.) What 'perks' do you get as a mod? (i.e. banhammer, but what else?)
I will update with other peoples Q's too, as you ask them
Cenotaph, on Jan 03 2012 - 15:10, said: Moderators are normal players that get paid a small amount of gold
to deal with the forums, and to a lesser extent, ingame chat.
They are not given special privaleges beyond the ability to ban people, which requires a writen report each time they excercise that power.
They grind their tanks just like everyone else.
They are not WG employees...

Link on message: #1258449

1.) What does the 'ban hammer' look like to you? like is it just a drop down menu, or like a hammer that you pop up and have a little mini game of 'wack a mole'. (please dont show it on me

2.) When you are in game, do you automaticaly get all tanks, or do you start out at teir one like us?
3.) If it is no from above, can you just ask for a tank and WG will give it to you?
4.) What is your favorite tank?
5.) What 'perks' do you get as a mod? (i.e. banhammer, but what else?)
I will update with other peoples Q's too, as you ask them

Tanitha: 1. Something like this.

2. "Moderators" accounts are player accounts.
So they have what they have.
3. No.
All mods, news, wiki, translators etc. received a PZ IV/V Alpha tank back before release, so the old timers will still have one of them.
4. Most of them like the Hotchkisses & Vk3601H with Konisch gun, but, it will be a personal thing.
5. Some gold gifted.

2. "Moderators" accounts are player accounts.
So they have what they have.
3. No.
All mods, news, wiki, translators etc. received a PZ IV/V Alpha tank back before release, so the old timers will still have one of them.
4. Most of them like the Hotchkisses & Vk3601H with Konisch gun, but, it will be a personal thing.
5. Some gold gifted.

They are not given special privaleges beyond the ability to ban people, which requires a writen report each time they excercise that power.
They grind their tanks just like everyone else.
They are not WG employees...
Tanitha: ^ pretty much sums it up.
Except the ability to "ban" is better written as the ability to assign forum and chat mutes, as per outlined in their moderators guidelines.
Game bans and sanctions outside of those clear guidelines require authorisation by myself.
Regards
Tan.
Except the ability to "ban" is better written as the ability to assign forum and chat mutes, as per outlined in their moderators guidelines.
Game bans and sanctions outside of those clear guidelines require authorisation by myself.
Regards
Tan.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Goodbye Wargaming?
Link on message: #1258314
MagicSchoolbus, on Jan 03 2012 - 06:47, said: http://thenextweb.co...lic-of-belarus/
Copying text from article here:
According to the US Library of Congress, the Republic of Belarus has just recently published a law making it illegal for Belarusian citizens and residents access and/or use foreign websites (particularly for commercial purposes). Violations of the law are recognized as a misdemeanor and result in a charge of up to $125.
The law requires companies and individuals that are registered as entrepreneurs to only use domestic domains for providing online services, conducting sales, or exchanging email messages. This likely means that domain holders with any connection to outside services will likely have to forfeit their domains.
The law will begin on January 6, completely destroying the benefits that an open Web can have on the economy and quality of life for citizens. From the LoC:
It appears that business requests from Belarus cannot be served over the Internet if the service provider is using online services located outside of the country. The tax authorities, together with the police and secret police, are authorized to initiate, investigate, and prosecute such violations.
Additionally, the Law states that the owners and administrators of Internet cafés or other places that offer access to the Internet might be found guilty of violating this Law and fined and their businesses might be closed if users of Internet services provided by these places are found visiting websites located outside of Belarus and if such behavior of the clients was not properly identified, recorded, and reported to the authorities. The Law states that this provision may apply to private individuals if they allow other persons to use their home computers for browsing the Internet.
The law serves in complete contrast to a new Malaysian law, which requires restaurants in Kuala Lumpur (the second largest city in Malaysia) to have Wi-Fi. Instead of attempting to increase connectivity, The Belarusian Government is clearly trying to assert complete control over the Internet.
It’s noteworthy that the law now authorizes the government to establish a blacklist of websites to be blocked by ISPs. Content such as pornographic websites and anything that contains content of an “extremist nature” will be blocked.
More from the LoC:
Commentators believe that these measures will lead to outside websites blocking access from Belarus. For example, suppose someone in Belarus buys something from Amazon, which is not a Belarusian company and thus is not registered in Belarus. The transaction is illegal, and so the Belarusian Attorney General would send a note to Amazon informing it that it is violating national law and might be sued.
The law, which is a pure regression, shares many overtones and practical functions with the much maligned SOPA bill here in the United States. And like SOPA, the Belarusian law will stifle innovation and plague its economy.
So does this mean that Wargaming will no longer be able to sell WoT? Is our favorite tanking game going to be banned by its own country of origin?

Link on message: #1258314

Copying text from article here:
According to the US Library of Congress, the Republic of Belarus has just recently published a law making it illegal for Belarusian citizens and residents access and/or use foreign websites (particularly for commercial purposes). Violations of the law are recognized as a misdemeanor and result in a charge of up to $125.
The law requires companies and individuals that are registered as entrepreneurs to only use domestic domains for providing online services, conducting sales, or exchanging email messages. This likely means that domain holders with any connection to outside services will likely have to forfeit their domains.
The law will begin on January 6, completely destroying the benefits that an open Web can have on the economy and quality of life for citizens. From the LoC:
It appears that business requests from Belarus cannot be served over the Internet if the service provider is using online services located outside of the country. The tax authorities, together with the police and secret police, are authorized to initiate, investigate, and prosecute such violations.
Additionally, the Law states that the owners and administrators of Internet cafés or other places that offer access to the Internet might be found guilty of violating this Law and fined and their businesses might be closed if users of Internet services provided by these places are found visiting websites located outside of Belarus and if such behavior of the clients was not properly identified, recorded, and reported to the authorities. The Law states that this provision may apply to private individuals if they allow other persons to use their home computers for browsing the Internet.
The law serves in complete contrast to a new Malaysian law, which requires restaurants in Kuala Lumpur (the second largest city in Malaysia) to have Wi-Fi. Instead of attempting to increase connectivity, The Belarusian Government is clearly trying to assert complete control over the Internet.
It’s noteworthy that the law now authorizes the government to establish a blacklist of websites to be blocked by ISPs. Content such as pornographic websites and anything that contains content of an “extremist nature” will be blocked.
More from the LoC:
Commentators believe that these measures will lead to outside websites blocking access from Belarus. For example, suppose someone in Belarus buys something from Amazon, which is not a Belarusian company and thus is not registered in Belarus. The transaction is illegal, and so the Belarusian Attorney General would send a note to Amazon informing it that it is violating national law and might be sued.
The law, which is a pure regression, shares many overtones and practical functions with the much maligned SOPA bill here in the United States. And like SOPA, the Belarusian law will stifle innovation and plague its economy.
So does this mean that Wargaming will no longer be able to sell WoT? Is our favorite tanking game going to be banned by its own country of origin?
GeneralDirection: Just to clarify a few points, as has been mentioned in the thread
(but to make it more official):
- Wargaming.net, as a company, is based out of London.
- Wargaming.net has multiple development studios, including locations in Minsk, Kiev and Moscow.
- World of Tanks NA is operated by Wargaming America, a wholly owned subsidiary located in the United States.
- World of Tanks EU is operated by Wargaming Europe, a wholly owned subsidiary located in Paris, France.
- Wargaming.net, as a company, is based out of London.
- Wargaming.net has multiple development studios, including locations in Minsk, Kiev and Moscow.
- World of Tanks NA is operated by Wargaming America, a wholly owned subsidiary located in the United States.
- World of Tanks EU is operated by Wargaming Europe, a wholly owned subsidiary located in Paris, France.
Subject:
World of Tanks News and Information\News and Information\Clan Wars Freeze Time
Link on message: #1258309
Arctander2, on Jan 02 2012 - 17:07, said: Any ETA on the poll?

Link on message: #1258309

GeneralDirection: Sorry, was out of the office over the weekend due to January 1st.
I'll look at getting the poll up today as an emergency poll, since
we had January polls planned out already.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Players Questions and Developers Answers
Link on message: #1258308
Drakenred, on Dec 29 2011 - 19:34, said: Which reminds me,
When are you opening the Gift shop on the US server.
and are you going to sell the M6A2E1 through it?

Link on message: #1258308

When are you opening the Gift shop on the US server.
and are you going to sell the M6A2E1 through it?
Vallter: It will be released along with or soon after 7.1. Most probably,
within this week.
Yes, it will most probably include it.
Yes, it will most probably include it.
Subject:
World of Tanks News and Information\News and Information\January Events Preview
Link on message: #1258304
Desdichado, on Jan 02 2012 - 20:20, said: This reasoning seems a bit thin. All the gold awarded in every
contest since release is a tiny drop in the bucket compared to the
gold that gets spit out in clan wars.
The lower gold purse is one thing, since they are having a ton of these contests this month, but the inability to tie really alters the value proposition of these contests. Before, you knew as long as you produced a stellar match you would probably at least tie for something. But now that's no longer possible. You could quite plausibly have a fantastic match and still end up with nothing. In my experience, it typically takes somewhere between 50-100 matches to produce a match with a shot at winning. Sometimes you get lucky and get a great match sooner than that, sometimes not so much. It's rather a lot of time to invest with what is now a far lower chance of return.
CptBlood does have a point. I've bought a few premiums only for use in contests. Now the reward has always paid for mine, but how many people bought them and didn't win? I would never have bought the Matilda for the All-Star if the top prize had been 2k with no ability to tie since the odds of paying for itself would have been much too low to be worth the risk.
I'll try a few of these low-ballers I happen to already have the tanks for to see how it goes and go from there. Maybe the low purse will push away all the good players
.

Link on message: #1258304

The lower gold purse is one thing, since they are having a ton of these contests this month, but the inability to tie really alters the value proposition of these contests. Before, you knew as long as you produced a stellar match you would probably at least tie for something. But now that's no longer possible. You could quite plausibly have a fantastic match and still end up with nothing. In my experience, it typically takes somewhere between 50-100 matches to produce a match with a shot at winning. Sometimes you get lucky and get a great match sooner than that, sometimes not so much. It's rather a lot of time to invest with what is now a far lower chance of return.
CptBlood does have a point. I've bought a few premiums only for use in contests. Now the reward has always paid for mine, but how many people bought them and didn't win? I would never have bought the Matilda for the All-Star if the top prize had been 2k with no ability to tie since the odds of paying for itself would have been much too low to be worth the risk.
I'll try a few of these low-ballers I happen to already have the tanks for to see how it goes and go from there. Maybe the low purse will push away all the good players

GeneralDirection: We'll take a look at how many would have tied in the first few All
Stars and can make a decision then on whether or not ties are
allowed, and will change it for next week if it's looking like ties
won't be an issue.
One thing that could balance it out and allow ties is that there's less time to actually get a competitive score, meaning there will be fewer top scores than in previous events. Two days is a challenging amount of time, I'd say.
One thing that could balance it out and allow ties is that there's less time to actually get a competitive score, meaning there will be fewer top scores than in previous events. Two days is a challenging amount of time, I'd say.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Players Questions and Developers Answers
Link on message: #1258285
Orkel2, on Dec 23 2011 - 15:55, said: Interesting, thanks. When can we expect the new yawr?
Mizar_Panzer, on Dec 24 2011 - 12:34, said: Hi Vallter,
three question in a row about multicluster
What is the progress on Multicluster? What is the developer's future plans for it? Does it mean I (who currently has a NA account) will be able to log on to a European cluster and still use the tanks I obtained at the NA server?
Yiffy
misscleo, on Dec 24 2011 - 16:38, said: Any plans for removing friendly-fire / team-damage for random
battles? If not, why?
chriton, on Dec 25 2011 - 02:56, said: are there any plans to make top tiers more credit viable?
I love the new tank company tiers, makes it so much more accessible, but there are zero, and I mean ZERO absolute tank companies being played because it costs too much to repair tier 9-10 tanks on a loss. I don't mind playing tier 8's but my top tier tanks are only useful for randoms and clan wars which I don't do. IMO right now tier 9-10 heavies and meds and 7-8 arty are for all intents and purposes being shelved, and that's very sad and not a good sign for longevity. I'd much rather play my E-50 in a group that uses strategy than in a random that's just, well, random. Why even level past 8 any more?
No_Ammo, on Dec 26 2011 - 02:32, said: 1ST "Crew modifier" "not avaible with the major qualifycation" what
is it, does it do?
2ND New Crew skills. i heard it was in the 7.0 beta then it dissapered. what were the new skills gona be and when?
MGSgtRock, on Dec 27 2011 - 09:05, said: -why is it that some tanks have to be right up on you before they
even show up? they are the ones moving and you can not see them
until it is to late.
-I am seeing a lot mor we just dinged them since the new patch.
-and a hell of a lot more misses. and it is not just me a lot of my clan is seeing it too.
-what is with taking out the “tank locking” do we have that many mamby pambys on the NA server that they can not work to get there tanks? Most in our Clan looked forward to it because it would change the game play a lot and make it better but i guess we have a lot of whiners on the NA server they need to grow up and get a pair! if the other server can do it so can we!
yacare1975, on Dec 27 2011 - 16:05, said: a mi cinseramente me parece una falta de respeto a todos los que
jugamos este hermoso juego estar 1 mes sin clan wars yo ya le he
puesto 350 dolares a este juego y tengo 2 tiers 10 y voy por la
gwtipe y el casa t95 se hace aburridisimo el juego asi
[size="1"]
[/size]
TK3600, on Dec 27 2011 - 22:27, said: is overlord russian? saw his profile picture.
(i am not racist, but i wonders.)
Eliminateur, on Dec 27 2011 - 23:42, said: Vallter,
it is my understanding that multi-gun/turret system was to be implemented along with french tanks(due to some of them using it), but on the 7.1 (and 7.1.2) notes and test server i see no mention of said feature.
is it going to be implemented with 7.1? if not, which patch number?
Otto_matic_Reiffel, on Dec 28 2011 - 01:05, said: Hi Vallter
I've read on the EU forums from Overlord that smart matchmaking for new tanks has been turned off. Any particular reason for this? Will it be back?
DarkElf, on Dec 28 2011 - 10:38, said: What are WG plan with HE? Before patch 7.0 HE used to be the only
way for lower tier to do something when put in bottom list against
high tier tank, it even write somewhere as tips.
(skipped)
wefow, on Dec 29 2011 - 02:38, said: I have two question:
1.Will there be team deathmatch?(which you can respawn, and can repair instantly with money, If needed.)
2.Are the developers going to raise the match player limit?(like now is 15 vs 15. What about letting us have more people fighting?)
Reklaw, on Dec 29 2011 - 23:18, said: I know it's the holidays and all, but we haven't gotten any word
about anything in weeks. No Overlord, no game updates, no news,
nothing.
Here's a question: since it looks like we aren't going to get 7.1 this year anyway, are you going to slip anything extra in there? Or are you completely focused on the Russian server right now, as usual?
callmesarge, on Dec 30 2011 - 18:19, said: Will there be improvements to the current form of communication in
random battles or any other type of battles to be added?
SpectreHD, on Dec 31 2011 - 18:25, said: How did you guys manage to up the effects of explosions and smoke
without the game slowing down but also increase performance as
well?

Link on message: #1258285

Vallter: Soon enough, though it was a bit delayed.

three question in a row about multicluster
What is the progress on Multicluster? What is the developer's future plans for it? Does it mean I (who currently has a NA account) will be able to log on to a European cluster and still use the tanks I obtained at the NA server?
Yiffy
Vallter: The multicluster technology has already been implemented. This
allowed us to maintain both main cluster and the Common Test in
America.
For playing on all servers with one account, the Account-Transfer automatic system should be designed. It'll cost us some time, but we will do it for sure.
For playing on all servers with one account, the Account-Transfer automatic system should be designed. It'll cost us some time, but we will do it for sure.

Vallter: There no such plans, because it will remove another part of reality
from the game.

I love the new tank company tiers, makes it so much more accessible, but there are zero, and I mean ZERO absolute tank companies being played because it costs too much to repair tier 9-10 tanks on a loss. I don't mind playing tier 8's but my top tier tanks are only useful for randoms and clan wars which I don't do. IMO right now tier 9-10 heavies and meds and 7-8 arty are for all intents and purposes being shelved, and that's very sad and not a good sign for longevity. I'd much rather play my E-50 in a group that uses strategy than in a random that's just, well, random. Why even level past 8 any more?
Vallter: Top Tier vehicles are not intended to be very profitable, since in
other case after some time we would see only Top vehicles in-game.
And this is one of the ways to make players drive tanks with more
Tier spread.

2ND New Crew skills. i heard it was in the 7.0 beta then it dissapered. what were the new skills gona be and when?
Vallter: 1 - Could you be so kind and link me please to the place, where
you've found it, since I have not completely understood your
question.
2 - they have always remained on Super Test. Since they still need some work to do, we have not added them neither on the common test server nor on the main one.
2 - they have always remained on Super Test. Since they still need some work to do, we have not added them neither on the common test server nor on the main one.

-I am seeing a lot mor we just dinged them since the new patch.
-and a hell of a lot more misses. and it is not just me a lot of my clan is seeing it too.
-what is with taking out the “tank locking” do we have that many mamby pambys on the NA server that they can not work to get there tanks? Most in our Clan looked forward to it because it would change the game play a lot and make it better but i guess we have a lot of whiners on the NA server they need to grow up and get a pair! if the other server can do it so can we!
Vallter: With your permission I've edited your text a bit to make it more
understandable. You're welcome.
- Server checks visibility from different point each N seconds.Depending on the distance the time can vary from 0.3 to 5.0 seconds between the checks. So the vehicles can leave their cover within this period and remain unseen. Unfortunately, due to server power limits we cannot remove this 'cool down'
- The AP normalization have slightly changed with the last update, but it have not influenced the penetration to much according to statistics.
- Nothing was changed in these mechanics.
- Well, everything is good with it!
- Server checks visibility from different point each N seconds.Depending on the distance the time can vary from 0.3 to 5.0 seconds between the checks. So the vehicles can leave their cover within this period and remain unseen. Unfortunately, due to server power limits we cannot remove this 'cool down'
- The AP normalization have slightly changed with the last update, but it have not influenced the penetration to much according to statistics.
- Nothing was changed in these mechanics.
- Well, everything is good with it!


Vallter: Me alegro mucho, que Usted tiene tanta pasión jugando 'World of
Tanks' y quiere seguir obteniendo los topes. Pero Guerras de Clanes
fueran 'enfriados' según el deseo de mayoría de jugadores.

(i am not racist, but i wonders.)
Vallter: Unfortunately, I cannot answer this question, but you can ask him
via PM on the EU forums, of you wish.

it is my understanding that multi-gun/turret system was to be implemented along with french tanks(due to some of them using it), but on the 7.1 (and 7.1.2) notes and test server i see no mention of said feature.
is it going to be implemented with 7.1? if not, which patch number?
Vallter: Unfortunately, multi-turret won't be implemented in 7.1, but we
will do our best to add this feature ASAP. Unfortunately, I cannot
give you any ETA for now.

I've read on the EU forums from Overlord that smart matchmaking for new tanks has been turned off. Any particular reason for this? Will it be back?
Vallter: The version we had previously was turned off, since it created to
much workload on the server and made big queues. Also, people, who
upgraded their vehicles to TOP with free experience had to much
advantages in comparison to ones, who had to grind the parts
first.
We will probably return it, but make it more polished and sophisticated first. Or we will add another MM changes with similar game functions. The tests will show.
We will probably return it, but make it more polished and sophisticated first. Or we will add another MM changes with similar game functions. The tests will show.

(skipped)
Vallter: We will probably consider the change in penetration values for HE

1.Will there be team deathmatch?(which you can respawn, and can repair instantly with money, If needed.)
2.Are the developers going to raise the match player limit?(like now is 15 vs 15. What about letting us have more people fighting?)
Vallter: 1. There will be garage battles, in which people will be able to
take up to 5 vehicles in one match and play them one-by-one
2. Yes, there are such plans, but not in the nearest future.
2. Yes, there are such plans, but not in the nearest future.

Here's a question: since it looks like we aren't going to get 7.1 this year anyway, are you going to slip anything extra in there? Or are you completely focused on the Russian server right now, as usual?
Vallter: In weeks? Really?
Yes, version for NA will have more language packs in it.
Yes, version for NA will have more language packs in it.

Vallter: There are plans to rework the battle chat, but this feature has low
priority.

Vallter: We are constantly working on the game engine and improving it from
update to update. Normally, such changes are not seen by the player
and were performed by us to allow future changes in graphics, one
of them - new effects. There are much more coming in 2012.
Also a tip about new physics - the new engine is ready! This is a great milestone, but we now have to rework almost all maps, change the way objects will be destructed with, for example, ramming. It will still cost us a lot of time, but still, we are much closer to such major improvement of our game.
Also a tip about new physics - the new engine is ready! This is a great milestone, but we now have to rework almost all maps, change the way objects will be destructed with, for example, ramming. It will still cost us a lot of time, but still, we are much closer to such major improvement of our game.
Subject:
Off-Topic Discussion\Off-Topic\The Ratte Is Here!
Link on message: #1258224
ForcestormX, on Jan 03 2012 - 11:56, said: Are they trolling the spanish server?

Link on message: #1258224

Tanitha: Yes, they celebrate a "Day of Innocence" 28th December, similar to
our April Fool's.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Goodbye Wargaming?
Link on message: #1258209
MagicSchoolbus, on Jan 03 2012 - 06:47, said: law making it illegal for Belarusian citizens and residents access
and/or use foreign websites (particularly for commercial
purposes)
le, suppose someone in Belarus buys something from Amazon, which is not a Belarusian company and thus is not registered in Belarus. The transaction is illegal

Link on message: #1258209

le, suppose someone in Belarus buys something from Amazon, which is not a Belarusian company and thus is not registered in Belarus. The transaction is illegal
Tanitha: Seems to me "from a glance", that the main purpose is to stop
Belarusian's from buying things from outside of their country
(buying online), and thus forcing them to buy locally.
And as said, Wargaming has offices everywhere. Including the NA server being run and managed by the NA office in San Francisco.
PS, one of the Minsk Staff shared this link with me today, so, I thought is share it here too.
Regards
Tan.
And as said, Wargaming has offices everywhere. Including the NA server being run and managed by the NA office in San Francisco.
PS, one of the Minsk Staff shared this link with me today, so, I thought is share it here too.
Regards
Tan.
Subject:
World of Tanks Game Discussion\Suggestions\April Fool's Day Idea
Link on message: #1258177

Link on message: #1258177
Tanitha: Or wargaming's hot title World of Belaz
From April fools a couple of years ago.
From April fools a couple of years ago.
Subject:
World of Tanks Game Discussion\Suggestions\April Fool's Day Idea
Link on message: #1258170

Link on message: #1258170
Tanitha: I thought wargaming did a nice job with Aprils fools already
recently.
In Spain they have a "Day of innocence' on December 28th, similar to our April fools.
So Wargaming announced the Ratte as the new T10 premium.
http://worldoftanks....en-world-tanks/
I love the photo.


In Spain they have a "Day of innocence' on December 28th, similar to our April fools.
So Wargaming announced the Ratte as the new T10 premium.
http://worldoftanks....en-world-tanks/
I love the photo.


Subject:
World of Tanks Game Discussion\Gameplay Discussion\MM
Link on message: #1258083

Link on message: #1258083
Tanitha: 
You can link to the photo, if you display the photo.. You were trying to display a website with a photo embedded in it.
MM posts goto the MM Thread which can be located here.
http://forum.worldof...iscussion-v-7x/

You can link to the photo, if you display the photo.. You were trying to display a website with a photo embedded in it.
MM posts goto the MM Thread which can be located here.
http://forum.worldof...iscussion-v-7x/
ARGO
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