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Subject:
World of Tanks Game Discussion\Gameplay Discussion\Credit revision, please explain
Link on message: #1207204
strykerpsg, on Dec 19 2011 - 11:42, said:
New Text Document.txtOK team, here's what I
found in one night of fighting, using absolutely no HE rounds and
no arty. I also left my Heavies alone for fear of going more in the
deficit.Side Note, the format did not retain for the posting but
know the format is 1)vehicle, 2) Credit Earned, 3) Credit Expended
and 4)Balance after repairs and replenishment.
Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?

Link on message: #1207204


Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?
Vallter: Please, explain, how have you came to conclusion that your results
show an income nerf? To understand why I'm asking, please, compare
the income changes in the update notes in
comparison with vehicles you used.
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Subject: Credit revision, please explain
Link on message: #1207204
strykerpsg, on Dec 19 2011 - 11:42, said:
New Text Document.txtOK team,
here's what I found in one night of fighting, using absolutely no
HE rounds and no arty. I also left my Heavies alone for fear of
going more in the deficit.Side Note, the format did not retain for
the posting but know the format is 1)vehicle, 2) Credit Earned, 3)
Credit Expended and 4)Balance after repairs and replenishment.
Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?
Link on message: #1207204


Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?
Vallter: Please, explain, how have you came to conclusion that your results
show an income nerf? To understand why I'm asking, please, compare
the income changes in the update notes in comparison with
vehicles you used.
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Subject: Credit revision, please explain
Link on message: #1207204
strykerpsg, on Dec 19 2011 - 11:42, said:
New Text Document.txtOK team,
here's what I found in one night of fighting, using absolutely no
HE rounds and no arty. I also left my Heavies alone for fear of
going more in the deficit.Side Note, the format did not retain for
the posting but know the format is 1)vehicle, 2) Credit Earned, 3)
Credit Expended and 4)Balance after repairs and replenishment.
Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?
Link on message: #1207204


Starting Credit Balance: 202,254
Vehicle Credit Earned Credit Expended Balance
M7 9348(1st Win) 2969 6379
M24 7726(Loss) 9140 -1414
M24 6367(1st Win) 9435 -3068
Luchs 2934(Loss) 981 1953
Luchs 6451(1st Win) 1135 5316
*Consumables* 2 x Octane Boost for Luchs -10,000
Leopard 10,041(1st Win) 2642 7399
VK2801 11,643(1st Win) 10581 1062
Marder II 7561(1st Win) 536 7025
Stug III 18457(1st Win) 872 17585
JgdPzIV 16812(1st Win) 6744 10068
JgdPanther 21840(1st Win) 8725 13115
JgdTiger 11974(Loss) 19500 -7526
JgdTiger 12807(Loss) 24257 -11450
Type 59 36580(1st Win) 13538 23042
*Consumable* Quality Oil for Type 59 -5000
JgdTiger 23073(1st Win) 12760 10313
Panther 9436(Loss) 11851 -2415
Panther 18187(1st Win) 6966 11221
Panther II 5878(Loss) 14185 -8307
Panther II 20427(Loss) 18846 1581
Panther II 32313(1st Win) 18814 13499
*Consumable* 1 x Small Repair kit -3000
Total Credits Earned: 289,855
Consumables Used: 18,000
Total Lost; 212,177
Residual Credits: 77,678 (27% gain)
So, what I found is a drastic change to gross credits earned since the induction of version 7.0. As an end result, no longer will I use consumables except repair kits as the credit system is horribly tweaked against us. I agree that perhaps this is a sales technique to get players to buy more gold to build up their accounts. I was already spending on the average of $50.00 a month, sometimes more, sometimes less, but about that per month. It allowed me to buy gold ammo, convert experience to get next tank and buy the occasional credits when short for next vehicle. However, to have spent about 3 hours getting first victories on the above tanks and writing this narrative, I only gained a 27% profit in credits. That's insane nerfing! Granted, had I survived all of them, would have made a bigger difference, but in version 6.7, I was easily making 50-60% gains in credit profit each night, so there was plenty to spare.
Anyone from the development team care to elaborate on future changes?
Vallter: Please, explain, how have you came to conclusion that your results
show an income nerf? To understand why I'm asking, please, compare
the income changes in the update notes in comparison with
vehicles you used.
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Also JgdTiger, Panther II, VK2801 and M24 Chafee in your list are Top Tier vehicles, which are not meant to be profitable
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Players Questions and Developers Answers
Link on message: #1207153
inphinity, on Dec 12 2011 - 20:52, said: Can we get a proper explanation of why the M103 has (according to
Overlord in EU Q&A thread) been dropped from 7.1, despite us
having been told that the tank is ready for testing/balancing for a
long time? Seems like a big middle finger to US tank players.
Given that the poll Overlord's blog ran recently showed 42% wanted US/USSR revisions before French (14%), it seems like an unusual decision. Or are you hoping that by introducing another tank line with post-it-note armour that we will stfu about the T34/T30?
KroganCommander, on Dec 12 2011 - 23:23, said: I have but one question,
Why do you and your company continuously push back the M103?
Otto_matic_Reiffel, on Dec 13 2011 - 01:45, said: A note on the transmission fire thing. While I agree that WWII era
German transmission fluid is flammable, I imagine its flash /
ignition point would be much higher than that of diesel or gasoline
and its vapour level would be lower. In other words it's a lot less
flammable than fuel.
Wouldn't it then make sense that hits to the transmission would have a much lower chance of causing a fire?
I am also interested in any specific reports of transmission fires caused by enemy shell impacts. While I'm not that much a tank nerd as others on the forum, I would have thought that particular circumstance to be unusual enough to have heard of if it happened.
Otto_matic_Reiffel, on Dec 13 2011 - 06:53, said: Hi Vallter
If 7.1 is released after Christmas could you please not include any decorations in it. Don't want a repeat of last year.
HLS30, on Dec 13 2011 - 08:19, said: Question that came up while playing my SU-5 today against a JT:
Will the tier spread for low tier arty be reduced in conjunction
with the HE mechanic changes, and if not, how does the dev team
plan/expect them to be competitive still?
turtle722, on Dec 13 2011 - 17:47, said: Can we please get the details on tank freezing? Since 7.0 is live
on 2 servers the code must be complete. Can you please publish a
list of freezing times per tier/type of tanks?
Tupinambis, on Dec 13 2011 - 18:05, said: OL confirmed that the M103 is coming in 7.2, along with the premie
IS-6/8 whatever and the 88mm Jagdtiger.
The M103 is by far the most important feature of this patch, so the chances of it being stripped again are close to 0%.
Plus the 7.2 update itself seems relatively small so I'm actually expecting it early/mid January. The 7.1 public test may come out tomorrow. It seems like WG can pump out these content patches very quickly. On the other hand, the network/coding patches have been frickin' disasters as far as time is concerned.
js23, on Dec 13 2011 - 18:08, said: So with this mutli cluster feature will all of our progress and
tanks be the same on all servers?
Lex_Striker, on Dec 14 2011 - 19:19, said: There seems to be some things that did not quite make it into
Update 7.0 as advertised. One is the Comsumable Adaptive Camo
(which then begs the question about Camo in general). Special Note:
Found the Minimap Transparency thing... my bust.
Is there a place where we can see what actually made it into the Update 7.0 as of patch day 14Dec2011?
Thank you. So far the graphics are great. Appreciate the effort.
turtle722, on Dec 14 2011 - 19:48, said: Can we get a 2012 plan sometime in January? I know you all are
scrambling to get 7.1 in this year and deliver on French tanks in
2011. Sometime in January I would enjoy seeing a rough layout of
the development plans. I think identifying the quarter they are
targeted for instead of specific patches would be better.
Key things I am interested in:
1 - 5 man platoons, hopefully this is a 1Q - 2012 addition
2 - New game mods, I think there were 3 discussed, Garage, Assualt (1 flag), Escort something about only 5 tanks can capture flag and they have to be protected.
3 - Release of North America in Clan wars. Is there any chance you would move us to North America prior to the combination of the Clan Wars servers into a single server?
4 - Combination of all servers onto single global map for clan wars
5 - Are 30v30 or larger maps planned for at all?
There are also a ton of tanks expected in 2012, British, Japanese, German TD line split, Russian Heavy line split.
turtle722, on Dec 15 2011 - 21:37, said: Could we please get a new article or some type of announcement that
focuses on the plans for new game modes? Way back in September we
were given some info that mentioned:
* Company battle divisions: tier 10 max with no overall tier limitation, tiers 8, 6, and 4 max with the respective overall tier limitation - Q4 2011;
* Assault (one team attacks, the other one defends the base) and Encounter battle (two teams are to capture the base in the center of the map) - Q4 2011;
* Garage battle – players can use several tanks (one after another) in one battle (“limited respawn”) - Q1 2012;
* Escort (only a few tanks from the team have the ability to capture enemy's base, the opposite team is to stop potential invaders) - Q1 2012;
* Historical battle - faction based battles with historically justified restrictions on vehicles and modules available - 2012.
I believe new game modes are the most anticipated updates we are all waiting for. There has also been some rumor that 5 man platoons will be a game mode and they won't be dropped into random pubs. Any information you can provide on what is upcoming would be greatly appreciated.
Mizar_Panzer, on Dec 16 2011 - 00:22, said: Hi Vallter,
What is the progress of the re-making of the new Russian heavy line and are they still in line for a Q1 2012 release?
captking, on Dec 17 2011 - 04:48, said: With All the Changes to Armor that has really Hurt the HE tanks
ability to deal damage without ACCURATE shots. Is there going to be
a buff to the accuracy of the guns to allow for more aimed shots?
The main reason for the lack of accuraqcy was because HE always
hurt. Thanks


Link on message: #1207153

Given that the poll Overlord's blog ran recently showed 42% wanted US/USSR revisions before French (14%), it seems like an unusual decision. Or are you hoping that by introducing another tank line with post-it-note armour that we will stfu about the T34/T30?
Vallter: The polls and community feedback was the main reason why we had
decided to make US tree changes before USSR tree changes, if the
USSR tree changes will have to be postponed.
French vehicles was something we promised to do even before the game release. They are almost ready now and we see no reasons to postpone them because of American vehicles exchange delay. Or you would prefer to wait the next update for 1.5-2 months?
The American vehicles are ready and should be balanced only. It's a question of testing, not development. BUT I want to remind you that the implementation of these vehicles goes along with replacement/move in Tech Tree. This a server-side technologically difficult process, which requires a lot of efforts. With the 7.0 server updates (multi-cluster system etc.) the process we had previously can't be implemented and a totally new one should be developed. To ensure that everything goes smooth (since we don't want our users to lose some vehicles in process) lots and lots of tests are required.
We can only beg our sincere pardon for the delay and ask you for patience.
French vehicles was something we promised to do even before the game release. They are almost ready now and we see no reasons to postpone them because of American vehicles exchange delay. Or you would prefer to wait the next update for 1.5-2 months?
The American vehicles are ready and should be balanced only. It's a question of testing, not development. BUT I want to remind you that the implementation of these vehicles goes along with replacement/move in Tech Tree. This a server-side technologically difficult process, which requires a lot of efforts. With the 7.0 server updates (multi-cluster system etc.) the process we had previously can't be implemented and a totally new one should be developed. To ensure that everything goes smooth (since we don't want our users to lose some vehicles in process) lots and lots of tests are required.
We can only beg our sincere pardon for the delay and ask you for patience.

Why do you and your company continuously push back the M103?
Vallter: It's planned to separate engine and transmissions modules in
future. It will change the system we have now.

Wouldn't it then make sense that hits to the transmission would have a much lower chance of causing a fire?
I am also interested in any specific reports of transmission fires caused by enemy shell impacts. While I'm not that much a tank nerd as others on the forum, I would have thought that particular circumstance to be unusual enough to have heard of if it happened.
Vallter: Yeap, it will include decorations, but I assure you that they won't
be enabled for 2 months as Christmas Tree was the last year-)

If 7.1 is released after Christmas could you please not include any decorations in it. Don't want a repeat of last year.
Vallter: The statistics are being gathered now and MM chart will be changed,
if necessary

Vallter: Tank freezing feature was delayed for NA server. Since the system
will at least slightly changed, if we implement it afterwards, I
won't give you any details for now.

Vallter: I would not be so sure, that Premium IS will take place in 7.2. It
can be rescheduled to the update with USSR Tech Tree changes.

The M103 is by far the most important feature of this patch, so the chances of it being stripped again are close to 0%.
Plus the 7.2 update itself seems relatively small so I'm actually expecting it early/mid January. The 7.1 public test may come out tomorrow. It seems like WG can pump out these content patches very quickly. On the other hand, the network/coding patches have been frickin' disasters as far as time is concerned.
Vallter: Not now, but for sure in future.

Vallter: You can find them here. Adaptive Camouflage
was not planned for 7.0, but announced as separate future
consumable.

Is there a place where we can see what actually made it into the Update 7.0 as of patch day 14Dec2011?
Thank you. So far the graphics are great. Appreciate the effort.
Vallter: 5 man platoons will probably come with 30vs30 battles. We cannot
give you any exact ETA on them for now.
New game modes will be added gradually over Q1-2 2012
North American continent for clan wars is something almost finished. We are awaiting to release it in Q1 2012 Also we will implement some changes to the Global Map for NA before moving the warfare to the NA continent.
The unite of the Global map is something that requires finishing some mechanics and parts of the Map first. Everything depends on that so I cannot give you any ETA on that.
New game modes will be added gradually over Q1-2 2012
North American continent for clan wars is something almost finished. We are awaiting to release it in Q1 2012 Also we will implement some changes to the Global Map for NA before moving the warfare to the NA continent.
The unite of the Global map is something that requires finishing some mechanics and parts of the Map first. Everything depends on that so I cannot give you any ETA on that.

Key things I am interested in:
1 - 5 man platoons, hopefully this is a 1Q - 2012 addition
2 - New game mods, I think there were 3 discussed, Garage, Assualt (1 flag), Escort something about only 5 tanks can capture flag and they have to be protected.
3 - Release of North America in Clan wars. Is there any chance you would move us to North America prior to the combination of the Clan Wars servers into a single server?
4 - Combination of all servers onto single global map for clan wars
5 - Are 30v30 or larger maps planned for at all?
There are also a ton of tanks expected in 2012, British, Japanese, German TD line split, Russian Heavy line split.
Vallter: You can check out Tiered Company battles just logging on the
server. They have been implemented already.
We will release new info on the game modes soon for sure. Please, follow the news.
We will release new info on the game modes soon for sure. Please, follow the news.

* Company battle divisions: tier 10 max with no overall tier limitation, tiers 8, 6, and 4 max with the respective overall tier limitation - Q4 2011;
* Assault (one team attacks, the other one defends the base) and Encounter battle (two teams are to capture the base in the center of the map) - Q4 2011;
* Garage battle – players can use several tanks (one after another) in one battle (“limited respawn”) - Q1 2012;
* Escort (only a few tanks from the team have the ability to capture enemy's base, the opposite team is to stop potential invaders) - Q1 2012;
* Historical battle - faction based battles with historically justified restrictions on vehicles and modules available - 2012.
I believe new game modes are the most anticipated updates we are all waiting for. There has also been some rumor that 5 man platoons will be a game mode and they won't be dropped into random pubs. Any information you can provide on what is upcoming would be greatly appreciated.
Vallter: Yes, they are in Q1 2012 release and will probably come out after
American Tech Tree changes

What is the progress of the re-making of the new Russian heavy line and are they still in line for a Q1 2012 release?
Vallter: We will look on statistics and collect players feedback regarding
the matter. The changes will be implemented afterwards, if
necessary.


Vallter:
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Players Questions and Developers Answers
Link on message: #1207100

Link on message: #1207100
Vallter: It was quite a while since my last answer due to big amount of
meetings with the rest of Departments we had regarding NA server
and community. You will notice some changes soon and meanwhile I
will answer the questions one-by-one.
Subject:
World of Tanks News and Information\Patch Notes\World of Tanks 7.0 Update
Link on message: #1207076

Link on message: #1207076
Tanitha: Version 7.0 Update Notes
Featured Changes
Implemented several game clusters (multi-cluster technology).Added the camouflage feature. Camo purchase and its mounting are available in the game section ‘Appearance’. This feature is currently intended for visual customization only, and does not increase tour camo rating.Added levels of tank companies varied by tier: up to tier 4, up to tier 6, up to tier 8 and up to tier 10 (including tier 10). Implemented tier limits for SPGs in up to tier 4, up to tier 6 and up to tier 8 battles (the next test version will include light tanks limitations).Added the complaint system. You can choose the complaint type when in battle by right-clicking on the player's nickname shown in the pop-up context menu.Added a test system for recording and replaying battles. A ‘Record battle to replay’ setting saves battle videos in ‘Replays’ folder. Content
Added new maps – Marsh and Fjords. Fixed multiple bugs in tank models.Fixed multiple bugs, blockings and jam-ups on the majority of maps.Added animated birds on several maps. Balance Changes
Re-worked collision models for German vehicles:
Pz B2 740 (f): new armour system (16 groups+spaced armour).Pz 38H735 (f): new armour system (16 groups+spaced armour). Added suspension spaced armour.Pz S35 739 (f): new armour system (16 groups+spaced armour). Added suspension spaced armour.Leichttraktor: new armour system (16 groups+spaced armour).Panther II: small fixes in gun mantlet armouring.Pz 38 (t): new armour system (16 groups+spaced armour).Pz 38 nA: new armour system (16 groups+spaced armour).Pz III/IV: new armour system (16 groups+spaced armour).Pz II Luchs: new armour system (16 groups+spaced armour).Pz VI Tiger: new armour system (16 groups+spaced armour).Pz V-IV: fixes in turret armouring.StuG III: new armour system (16 groups+spaced armour). Hull front armour is now 80mm.JagdPz IV: new armour system (16 groups+spaced armour).VK 1602 Leopard: new armour system (16 groups+spaced armour).VK 3001 (H): new armour system (16 groups+spaced armour).VK 3001 (P): new armour system (16 groups+spaced armour).VK 3002 (DB): new armour system (16 groups+spaced armour).VK 3601 (H): new armour system (16 groups+spaced armour). Changes of in-game characteristics of German vehicles and guns:
Added a new special round type for the 8.8cm L/71 gun with damage increased to 240. Old type rounds will be sold from ammunition at purchase prices.Increased minimum battle levels for tanks VK1602 and T-50.Removed "improved ventilation" equipment in SPG GW Tiger and GW Panther. Players will be compensated (at purchase price) if they had this equipment installedSPG GW Panther income decreased by 10%. VK 3601 (H):
Reload time for the 7.5cm KwK 41 L/58 gun increased from 3.5 to 4.5 sec.Aiming time for the 7.5cm KwK 41 L/58 increased from 1.1 to 2 sec.Dispersion by a turret rotation and movement for the 7.5cm KwK 41 L/58 gun increased by 10%. PzKpfw V Panther:
Ammo rack durability decreased by 20%.Top turret view range increased from 420 to 430 metres. Panther II:
Ammo rack durability decreased by 10%.Stock turret view range decreased from 460 to 430 metres.Top turret view range decreased from 460m to 450m.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. E-50:
Ammo rack durability decreased by 5%.Stock turret view range decreased from 460 to 450 metres.Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6 to 6.6 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. PzKpfw VI Tiger:
Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.8 to 7.5 sec. PzKpfw VI Tiger (P):
Reload time for the first turret 8.8cm KwK 43 L/71 gun changed from 7.3 to 8.0 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.8 to 7.5 sec. PzKpfw VIB Tiger II:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.5 to 7.2 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. VK 4502 (P) Ausf. A:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.5 to 7.2 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. VK 4502 (P) Ausf. B:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.1 tо 6.7 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. Е-75:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. GW Tiger:
Income decreased by 20%. Reload time for the 170mm K72 Sf gun changed from 27.3 to 25.5 sec.Dispersion for the 170mm K72 Sf changed from 0.41 to 0.4.Dispersion by turning for the 170mm K72 Sf gun decreased by 5%. Re-worked collision models for Soviet vehicles:
А-20: new armour system (16 groups+spaced armour).А-32: new armour system (16 groups+spaced armour).АТ-1: new armour system (16 groups+spaced armour).BT-7: new armour system (16 groups+spaced armour).SU-85B: new armour system (16 groups+spaced armour).IS-3: new armour system (16 groups+spaced armour). Added suspension armour plates.IS-4: new armour system (16 groups+spaced armour).IS-7: new armour system (16 groups+spaced armour). Improved front turret armour, re-enforced hull stem, added suspension armour plates.KV-13: new armour system (16 groups+spaced armour).KV-220: new armour system (16 groups+spaced armour).KV-3: new armour system (16 groups+spaced armour).KV: new armour system (16 groups+spaced armour).Matilda: new armour system (16 groups+spaced armour).MS-1: new armour system (16 groups+spaced armour).Object 704: new armour system (16 groups+spaced armour). Added suspension armour plates.SU-14: new armour system (16 groups+spaced armour).SU-152: new armour system (16 groups+spaced armour).SU-18: new armour system (16 groups+spaced armour).SU-76: new armour system (16 groups+spaced armour).T-34: new armour system (16 groups+spaced armour).Т-44: new armour system (16 groups+spaced armour).Т-54: new armour system (16 groups+spaced armour).Valentine: new armour system (16 groups+spaced armour). Changes of in-game characteristics of Soviet vehicles and guns:
The cost of 203mm G-620 was increased from 1092 to1200 credits.Changed models and parameters of the both turrets of IS-3.Income of SPG SU-14 decreased by 13%.Income of SPG S-51 decreased by 15%.Income of SPG Object 212 decreased by 25%.180mm F-600D round price increased from 1890 to 1980 credits.180mm URB-600 round price increased from 1890 to 1980 credits.203mm F-625D round price increase from 1442 to 1568 credits.180mm G-620 increased from 1092 to 1200 credits. Т-44:
Ammo rack durability increased by 15%.Stock suspension traverse speed increase by 2 deg/sec.Top suspension traverse speed increased by 1 deg/sec.Stock turret view range decreased from 430 to 420m.Top turret view range increased from 430 to 440m.Added the second turret LB-1 gun. Added the 680hp B-54-6 engine. T-54:
Ammo rack durability increased by 5%. Reworked Collision Models of American vehicles:
M12: fixed gun shieldsM2 Light Tank: new armor system (16 groups + spaced armor)M2 Medium Tank: new armor system (16 groups + spaced armor)M4A2E4: new armor system (16 groups + spaced armor)M4A3E8: new armor system (16 groups + spaced armor)M4 Sherman: new armor system (16 groups + spaced armor)M5 Stuart: change the display of hull armour thicknessM7: new armor system (16 groups + spaced armor)Ram II: new armor system (16 groups + spaced armor)T-14: new armor system (16 groups + spaced armor). Added spaced armor on sides.T1 Cunningham: new armor system (16 groups + spaced armor)T29: new armor system (16 groups + spaced armor)T2 Light Tank: new armor system (16 groups + spaced armor)T30: new armor system (16 groups + spaced armor)T32: new armor system (16 groups + spaced armor)T34: new armor system (16 groups + spaced armor)T40: new armor system (16 groups + spaced armor) Changes of in-game characteristics of American Tanks:
M4A3E8 Sherman: 105 SPH M4 L/23 gun added for both turretsReduced the repair cost of T40 TD by 60%Reduced 105mm APCR T29E3M2 round price from 12 to 10 goldReduced M37 SPG income by 30%Reduced M7 Priest SPG income by 8%Reduced M41 SPG income by 3%Reduced M12 SPG income by 10%Reduced M40/43 SPG income by 20%Reduced T92 SPG income by 15% T20:
Ammo rack durability increased by 10%Stock turret view range increased from 400m to 420mTop turret view range increased from 420m to 440m M26 Pershing:
Gun dispersion by movement reduced by 10%Stock turret view range increased from 430m to 440mTop turret view range increased from 450m to 460m M46 Patton:
Ammo rack durability increased by 20%Stock turret view range increased from 450m to 460m Changes in vehicle prices (in credits):
Bison I : 6083 -> 6000Pz 38(t): 36066 -> 36000PanzerJager I: 3816 -> 3800Sturmpanzer II: 45066 -> 45000Pz III A: 53133 -> 53100Wespe: 53533 -> 53500Marder II: 52133 -> 52100BТ-2: 7466 -> 7400T-46: 47466 -> 47400T-18: 5316 -> 5300AT-1: 4483 -> 4400T-26: 54333 -> 54300M2 light: 4166 -> 4100M2 medium: 45666 -> 45600T82: 56933 -> 56900 Changes of vehicle prices (in gold; used for selling vehicles converting into credits)
M6A2E1: 10000 -> 7500PzV_PzIV: 1500 -> 3000A-32: 1250 -> 2500 Gameplay and in-game mechanics
Changed the mechanism for finding minimal armor thickness while penetrating with HE roundsAdded tracers representation from enemies in sight – the narrow sector in a direction of a player’s gunAdded tracers representation from enemies in the SPG mode, if the firing tank is in the view screenOnce exiting the battle, your tank will stay on the battlefield till the end of the battle. If it is not destroyed, it will automatically be destroyed at the end.Fixed the rare issue of scouting the whole enemy team while they are not in sight.Fixed the rare issue with the horizontal violent movement of the gun sight while switching into sniper mode.Fixed the rare bug with the low turning velocity of the Pz IV.Fixed the rare issue of the gun sight freezing while it’s moved in sniper mode near a buildingFixed the issue with ‘Invader’ achievementFixed the issue with not receiving the ‘Mouse Trap’ achievement. All not yet received achievements will be added to the account after a battle, in which at least one tank is destroyed by a player.The normalization of AP and APCR rounds was slightly downgraded. Interface
Improvements of the mini-map: scale change, transparency change, turning on/off, markers for commands: ‘Help’, ‘Follow me!’, ‘Attack’Added tips for garage interface elements. They can be activated by pressing ‘F1’ button in garage screen.Improved vehicle markers: range sorting added.Added more settings for markers above vehicles.Added the possibility to switch to alternative marker colors for vehicles (‘Alternative Colour Scheme’ in Settings).Reworked players lists in the map loading windowAdded the battle tasks description at the map loading windowAdded the new mode of representing player lists; Buttons for switching between modes were added as well (Ctrl+Tab as defaults)While selling a tank you can now quickly remove crew and equipment from itAdded clan information in the player’s statistics windowIn the battle interface, additional equipment (camo net and binocular telescope) performance will now be shown.Added the automatic removal of consumables that cannot be mounted with a current vehicle set-upAdded a notification sound for when the gun reticle is at its smallestChanged the sound of hitting and damaging a tank module.Changed the sound of collision between a static object and tank at speeds higher than 10 km per hour.Added the sound of friendly base capture notification.Added a filter for symbols, smiles and messages spamming in-game chats.Added the option of mapping the controls on additional mouse buttons.Added a notification if attempting to sell a tank, which cannot be purchased in the shop (PzKpfw V-IV, for example).Functions of personal file opening, demobilization and sending to barracks remapped from Left Mouse Button to Right Mouse Button.Added a notification for a successful screenshot.Screenshots are now saved into a separate folder.Added a notification of reaching the daily tank sale limit.Added a notification for attempting to resupply gold ammunition and consumables with gold or without it.Fixed the button order for in-game and garage menu’s. Removed the control setting ‘Camera position’.The Caps Lock indicator is now enabled on the login screen.In tank crew personal files all achievements other than ‘Battle Heroes’ and Epic Achievements were removedIn tank crew personal files removed statistics of battles participated and w/l ratio.In tank crew personal files added representation of XP amount needed for acquiring new skills.Fixed the representation of additional XP earned in the first battle during specialsFixed and reworked the names of some American vehiclesFixed and reworked the text of some interface tips and dialogue screensAdded the representation of awards received by World of Tanks on the login screen System
Improved game performance on some PC configurationsReworked the system of special effects; new effects for shots, hits and explosionsAdded more settings for special effectsImproved game settings behavior when using Logitech keyboards and Alienware notebooks.Fixed some troubles with running the game on multiscreen PC configurations.Completely reworked the mechanics of improved dynamic shadows.Added the new anti-aliasing type – FXAA.Improved the quality of in-game voice chat.Added the ‘vignette’ post-effect.
Featured Changes
Implemented several game clusters (multi-cluster technology).Added the camouflage feature. Camo purchase and its mounting are available in the game section ‘Appearance’. This feature is currently intended for visual customization only, and does not increase tour camo rating.Added levels of tank companies varied by tier: up to tier 4, up to tier 6, up to tier 8 and up to tier 10 (including tier 10). Implemented tier limits for SPGs in up to tier 4, up to tier 6 and up to tier 8 battles (the next test version will include light tanks limitations).Added the complaint system. You can choose the complaint type when in battle by right-clicking on the player's nickname shown in the pop-up context menu.Added a test system for recording and replaying battles. A ‘Record battle to replay’ setting saves battle videos in ‘Replays’ folder. Content
Added new maps – Marsh and Fjords. Fixed multiple bugs in tank models.Fixed multiple bugs, blockings and jam-ups on the majority of maps.Added animated birds on several maps. Balance Changes
Re-worked collision models for German vehicles:
Pz B2 740 (f): new armour system (16 groups+spaced armour).Pz 38H735 (f): new armour system (16 groups+spaced armour). Added suspension spaced armour.Pz S35 739 (f): new armour system (16 groups+spaced armour). Added suspension spaced armour.Leichttraktor: new armour system (16 groups+spaced armour).Panther II: small fixes in gun mantlet armouring.Pz 38 (t): new armour system (16 groups+spaced armour).Pz 38 nA: new armour system (16 groups+spaced armour).Pz III/IV: new armour system (16 groups+spaced armour).Pz II Luchs: new armour system (16 groups+spaced armour).Pz VI Tiger: new armour system (16 groups+spaced armour).Pz V-IV: fixes in turret armouring.StuG III: new armour system (16 groups+spaced armour). Hull front armour is now 80mm.JagdPz IV: new armour system (16 groups+spaced armour).VK 1602 Leopard: new armour system (16 groups+spaced armour).VK 3001 (H): new armour system (16 groups+spaced armour).VK 3001 (P): new armour system (16 groups+spaced armour).VK 3002 (DB): new armour system (16 groups+spaced armour).VK 3601 (H): new armour system (16 groups+spaced armour). Changes of in-game characteristics of German vehicles and guns:
Added a new special round type for the 8.8cm L/71 gun with damage increased to 240. Old type rounds will be sold from ammunition at purchase prices.Increased minimum battle levels for tanks VK1602 and T-50.Removed "improved ventilation" equipment in SPG GW Tiger and GW Panther. Players will be compensated (at purchase price) if they had this equipment installedSPG GW Panther income decreased by 10%. VK 3601 (H):
Reload time for the 7.5cm KwK 41 L/58 gun increased from 3.5 to 4.5 sec.Aiming time for the 7.5cm KwK 41 L/58 increased from 1.1 to 2 sec.Dispersion by a turret rotation and movement for the 7.5cm KwK 41 L/58 gun increased by 10%. PzKpfw V Panther:
Ammo rack durability decreased by 20%.Top turret view range increased from 420 to 430 metres. Panther II:
Ammo rack durability decreased by 10%.Stock turret view range decreased from 460 to 430 metres.Top turret view range decreased from 460m to 450m.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. E-50:
Ammo rack durability decreased by 5%.Stock turret view range decreased from 460 to 450 metres.Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6 to 6.6 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. PzKpfw VI Tiger:
Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.8 to 7.5 sec. PzKpfw VI Tiger (P):
Reload time for the first turret 8.8cm KwK 43 L/71 gun changed from 7.3 to 8.0 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.8 to 7.5 sec. PzKpfw VIB Tiger II:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.5 to 7.2 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. VK 4502 (P) Ausf. A:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.5 to 7.2 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. VK 4502 (P) Ausf. B:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.1 tо 6.7 sec.Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. Е-75:
Reload time for the stock turret 8.8cm KwK 43 L/71 gun changed from 6.1 to 6.7 sec. Reload time for the second turret 8.8cm KwK 43 L/71 gun changed from 5.8 to 6.4 sec. GW Tiger:
Income decreased by 20%. Reload time for the 170mm K72 Sf gun changed from 27.3 to 25.5 sec.Dispersion for the 170mm K72 Sf changed from 0.41 to 0.4.Dispersion by turning for the 170mm K72 Sf gun decreased by 5%. Re-worked collision models for Soviet vehicles:
А-20: new armour system (16 groups+spaced armour).А-32: new armour system (16 groups+spaced armour).АТ-1: new armour system (16 groups+spaced armour).BT-7: new armour system (16 groups+spaced armour).SU-85B: new armour system (16 groups+spaced armour).IS-3: new armour system (16 groups+spaced armour). Added suspension armour plates.IS-4: new armour system (16 groups+spaced armour).IS-7: new armour system (16 groups+spaced armour). Improved front turret armour, re-enforced hull stem, added suspension armour plates.KV-13: new armour system (16 groups+spaced armour).KV-220: new armour system (16 groups+spaced armour).KV-3: new armour system (16 groups+spaced armour).KV: new armour system (16 groups+spaced armour).Matilda: new armour system (16 groups+spaced armour).MS-1: new armour system (16 groups+spaced armour).Object 704: new armour system (16 groups+spaced armour). Added suspension armour plates.SU-14: new armour system (16 groups+spaced armour).SU-152: new armour system (16 groups+spaced armour).SU-18: new armour system (16 groups+spaced armour).SU-76: new armour system (16 groups+spaced armour).T-34: new armour system (16 groups+spaced armour).Т-44: new armour system (16 groups+spaced armour).Т-54: new armour system (16 groups+spaced armour).Valentine: new armour system (16 groups+spaced armour). Changes of in-game characteristics of Soviet vehicles and guns:
The cost of 203mm G-620 was increased from 1092 to1200 credits.Changed models and parameters of the both turrets of IS-3.Income of SPG SU-14 decreased by 13%.Income of SPG S-51 decreased by 15%.Income of SPG Object 212 decreased by 25%.180mm F-600D round price increased from 1890 to 1980 credits.180mm URB-600 round price increased from 1890 to 1980 credits.203mm F-625D round price increase from 1442 to 1568 credits.180mm G-620 increased from 1092 to 1200 credits. Т-44:
Ammo rack durability increased by 15%.Stock suspension traverse speed increase by 2 deg/sec.Top suspension traverse speed increased by 1 deg/sec.Stock turret view range decreased from 430 to 420m.Top turret view range increased from 430 to 440m.Added the second turret LB-1 gun. Added the 680hp B-54-6 engine. T-54:
Ammo rack durability increased by 5%. Reworked Collision Models of American vehicles:
M12: fixed gun shieldsM2 Light Tank: new armor system (16 groups + spaced armor)M2 Medium Tank: new armor system (16 groups + spaced armor)M4A2E4: new armor system (16 groups + spaced armor)M4A3E8: new armor system (16 groups + spaced armor)M4 Sherman: new armor system (16 groups + spaced armor)M5 Stuart: change the display of hull armour thicknessM7: new armor system (16 groups + spaced armor)Ram II: new armor system (16 groups + spaced armor)T-14: new armor system (16 groups + spaced armor). Added spaced armor on sides.T1 Cunningham: new armor system (16 groups + spaced armor)T29: new armor system (16 groups + spaced armor)T2 Light Tank: new armor system (16 groups + spaced armor)T30: new armor system (16 groups + spaced armor)T32: new armor system (16 groups + spaced armor)T34: new armor system (16 groups + spaced armor)T40: new armor system (16 groups + spaced armor) Changes of in-game characteristics of American Tanks:
M4A3E8 Sherman: 105 SPH M4 L/23 gun added for both turretsReduced the repair cost of T40 TD by 60%Reduced 105mm APCR T29E3M2 round price from 12 to 10 goldReduced M37 SPG income by 30%Reduced M7 Priest SPG income by 8%Reduced M41 SPG income by 3%Reduced M12 SPG income by 10%Reduced M40/43 SPG income by 20%Reduced T92 SPG income by 15% T20:
Ammo rack durability increased by 10%Stock turret view range increased from 400m to 420mTop turret view range increased from 420m to 440m M26 Pershing:
Gun dispersion by movement reduced by 10%Stock turret view range increased from 430m to 440mTop turret view range increased from 450m to 460m M46 Patton:
Ammo rack durability increased by 20%Stock turret view range increased from 450m to 460m Changes in vehicle prices (in credits):
Bison I : 6083 -> 6000Pz 38(t): 36066 -> 36000PanzerJager I: 3816 -> 3800Sturmpanzer II: 45066 -> 45000Pz III A: 53133 -> 53100Wespe: 53533 -> 53500Marder II: 52133 -> 52100BТ-2: 7466 -> 7400T-46: 47466 -> 47400T-18: 5316 -> 5300AT-1: 4483 -> 4400T-26: 54333 -> 54300M2 light: 4166 -> 4100M2 medium: 45666 -> 45600T82: 56933 -> 56900 Changes of vehicle prices (in gold; used for selling vehicles converting into credits)
M6A2E1: 10000 -> 7500PzV_PzIV: 1500 -> 3000A-32: 1250 -> 2500 Gameplay and in-game mechanics
Changed the mechanism for finding minimal armor thickness while penetrating with HE roundsAdded tracers representation from enemies in sight – the narrow sector in a direction of a player’s gunAdded tracers representation from enemies in the SPG mode, if the firing tank is in the view screenOnce exiting the battle, your tank will stay on the battlefield till the end of the battle. If it is not destroyed, it will automatically be destroyed at the end.Fixed the rare issue of scouting the whole enemy team while they are not in sight.Fixed the rare issue with the horizontal violent movement of the gun sight while switching into sniper mode.Fixed the rare bug with the low turning velocity of the Pz IV.Fixed the rare issue of the gun sight freezing while it’s moved in sniper mode near a buildingFixed the issue with ‘Invader’ achievementFixed the issue with not receiving the ‘Mouse Trap’ achievement. All not yet received achievements will be added to the account after a battle, in which at least one tank is destroyed by a player.The normalization of AP and APCR rounds was slightly downgraded. Interface
Improvements of the mini-map: scale change, transparency change, turning on/off, markers for commands: ‘Help’, ‘Follow me!’, ‘Attack’Added tips for garage interface elements. They can be activated by pressing ‘F1’ button in garage screen.Improved vehicle markers: range sorting added.Added more settings for markers above vehicles.Added the possibility to switch to alternative marker colors for vehicles (‘Alternative Colour Scheme’ in Settings).Reworked players lists in the map loading windowAdded the battle tasks description at the map loading windowAdded the new mode of representing player lists; Buttons for switching between modes were added as well (Ctrl+Tab as defaults)While selling a tank you can now quickly remove crew and equipment from itAdded clan information in the player’s statistics windowIn the battle interface, additional equipment (camo net and binocular telescope) performance will now be shown.Added the automatic removal of consumables that cannot be mounted with a current vehicle set-upAdded a notification sound for when the gun reticle is at its smallestChanged the sound of hitting and damaging a tank module.Changed the sound of collision between a static object and tank at speeds higher than 10 km per hour.Added the sound of friendly base capture notification.Added a filter for symbols, smiles and messages spamming in-game chats.Added the option of mapping the controls on additional mouse buttons.Added a notification if attempting to sell a tank, which cannot be purchased in the shop (PzKpfw V-IV, for example).Functions of personal file opening, demobilization and sending to barracks remapped from Left Mouse Button to Right Mouse Button.Added a notification for a successful screenshot.Screenshots are now saved into a separate folder.Added a notification of reaching the daily tank sale limit.Added a notification for attempting to resupply gold ammunition and consumables with gold or without it.Fixed the button order for in-game and garage menu’s. Removed the control setting ‘Camera position’.The Caps Lock indicator is now enabled on the login screen.In tank crew personal files all achievements other than ‘Battle Heroes’ and Epic Achievements were removedIn tank crew personal files removed statistics of battles participated and w/l ratio.In tank crew personal files added representation of XP amount needed for acquiring new skills.Fixed the representation of additional XP earned in the first battle during specialsFixed and reworked the names of some American vehiclesFixed and reworked the text of some interface tips and dialogue screensAdded the representation of awards received by World of Tanks on the login screen System
Improved game performance on some PC configurationsReworked the system of special effects; new effects for shots, hits and explosionsAdded more settings for special effectsImproved game settings behavior when using Logitech keyboards and Alienware notebooks.Fixed some troubles with running the game on multiscreen PC configurations.Completely reworked the mechanics of improved dynamic shadows.Added the new anti-aliasing type – FXAA.Improved the quality of in-game voice chat.Added the ‘vignette’ post-effect.
Subject:
Contests & Competitions\World of Tanks Tournaments\Challenges\December Challenge Cancelled
Link on message: #1206472
Dawbacca, on Dec 19 2011 - 02:40, said: Hi GD,
Our clan is looking to start getting some teams organised, as the first Monday in Jan will come around pretty quick.
Is it safe to assume that all three servers will get a Tourney? We really enjoyed our first experience in the Nov 2011 Oceanic Challenge.
And will it be a 5 player team again? Is that subject to change?
Just trying to get a heads up to get our clan members organised (which can be a challenge sometimes!!)
Regards,
Dawbs.

Link on message: #1206472

Our clan is looking to start getting some teams organised, as the first Monday in Jan will come around pretty quick.
Is it safe to assume that all three servers will get a Tourney? We really enjoyed our first experience in the Nov 2011 Oceanic Challenge.
And will it be a 5 player team again? Is that subject to change?
Just trying to get a heads up to get our clan members organised (which can be a challenge sometimes!!)
Regards,
Dawbs.
GeneralDirection: There will be a tournament for both regions again, yes. It will
likely start at the same times as the November tournament. And yes,
for January it will once again be 5-vs.-5, though I'm considering
adding a third reserve spot to provide extra reserve coverage in
case there are 256 or more teams.
I should have the revised rules available for posting some time this week.
I should have the revised rules available for posting some time this week.
Subject:
World of Tanks News and Information\News and Information\Logitech World of Tanks Holiday Promotion
Link on message: #1205922
Leisure_Shoot, on Dec 19 2011 - 00:10, said: really disappointed to see existing accounts exempted. I was ready
to buy a mouse. :-(

Link on message: #1205922

GeneralDirection: Existing accounts aren't necessarily exempted. In fact, I'd say
existing accounts get more of the value out of the "up to $25."
Granted it's more specific--you can't choose due to not receiving
gold--but even if you sell off the Matilda, it's still a decent
value. The prices of the peripherals are not being increased due to
the World of Tanks content being offered. Heck, I'll probably be
ordering a mouse myself before the promotion ends, since I need to
get a new one. 
Plus you do get the code for the 2000 gold that can be given to a friend, to get them into the game with a nice little boost of gold.

Plus you do get the code for the 2000 gold that can be given to a friend, to get them into the game with a nice little boost of gold.
Subject:
World of Tanks Game Discussion\Suggestions\Kill The Courier
Link on message: #1203893
Tankeroo, on Dec 18 2011 - 14:15, said: 3. 21st century gaming (sometime between the last 10 years and the
next 90 years) - The game checks who made the kill, which team they
were on, sends the prize after the match.

Link on message: #1203893

Tanitha: Hi Tankeroo, its currently in development and due for the 7.2
update.
Tan.
Tan.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\7.0 A big flop?
Link on message: #1203858
EVILx666, on Dec 18 2011 - 12:13, said: Hey guys and girls my 2 cents on patch 7.0
i feel the patch was just created to make the player spend more money, ie-cammo, not to mention all this so called stuff they where ment to be doing for patch 7.0 never got done, where are the clan embelems for your tank? where is the cammo that changes depending on what map you are thrown into? where are the new tech tree's for american tanks?
my biggest hurdle is why was the armor on the IS series tanks beefed up so much? my E100 with the 150mm (new improved) cannon cant pen the IS7 on the side? wtf is with that? 2 GOLD rounds nothing 2 AP still nothing 1 HE round 5 percent damage???????? SERIOUSLY these shots where taken at no more then 50-60m away he didnt even stop to shoot me cause i couldnt damage it, and on another instance E100 cant penitrate a KV5? was the armor on the engine (rear of tank) beefed up also?
Not to also forget why are the servers so bloody laggy? with every patch that comes out my lag gets worse, and its always packet lose from the server to me :/ ready to pack it in, is WoT really worth spending so much money on? i honestly believe the dev's dont care about the player more only care about how much money they can stick into there pockets, at this rate i think id rather go spend 80 bucks on CoD or BF and have decent servers to play on with next to no lag and they never make you PAY for anythig special except maybe a map pack every 3-4 months that is only 10-15 bucks anyways.

Link on message: #1203858

i feel the patch was just created to make the player spend more money, ie-cammo, not to mention all this so called stuff they where ment to be doing for patch 7.0 never got done, where are the clan embelems for your tank? where is the cammo that changes depending on what map you are thrown into? where are the new tech tree's for american tanks?
my biggest hurdle is why was the armor on the IS series tanks beefed up so much? my E100 with the 150mm (new improved) cannon cant pen the IS7 on the side? wtf is with that? 2 GOLD rounds nothing 2 AP still nothing 1 HE round 5 percent damage???????? SERIOUSLY these shots where taken at no more then 50-60m away he didnt even stop to shoot me cause i couldnt damage it, and on another instance E100 cant penitrate a KV5? was the armor on the engine (rear of tank) beefed up also?
Not to also forget why are the servers so bloody laggy? with every patch that comes out my lag gets worse, and its always packet lose from the server to me :/ ready to pack it in, is WoT really worth spending so much money on? i honestly believe the dev's dont care about the player more only care about how much money they can stick into there pockets, at this rate i think id rather go spend 80 bucks on CoD or BF and have decent servers to play on with next to no lag and they never make you PAY for anythig special except maybe a map pack every 3-4 months that is only 10-15 bucks anyways.
Tanitha: I understand 7.0 isn't as fun as it could have been, but the main
feature of 7.0 was the multi-cluster support, Its a huge step
towards inter-server clanwars. Something that you wont be seeing
the effects or fun from yet.
7.1 is currently scheduled for end of Jan, so its not that long away and includes some of the fun stuff that didn't make it into 7.0
Tan.
7.1 is currently scheduled for end of Jan, so its not that long away and includes some of the fun stuff that didn't make it into 7.0
Tan.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Official zero damage critical answer and discussion thread
Link on message: #1203808
Monkits, on Dec 18 2011 - 13:00, said: So great from a gameplay perspective - WE'VE HIT THEM HARD! (looks
at tank, still 100%)

Link on message: #1203808

GeneralDirection: The health of the tank does not always convey the situation.
"Hitting them hard" usually means you've dealt significant damage
to the crew or key modules. Doing that is just as important as
dealing damage in almost every case.
Subject:
World of Tanks Game Discussion\Gameplay Discussion\Official zero damage critical answer and discussion thread
Link on message: #1203716
LuckySoul, on Dec 18 2011 - 03:00, said: There is a ton of crap that is completely F'd with the patch, BUT
WE NOW HAVE BIRDS GOOD JOB

Link on message: #1203716

GeneralDirection: Please do post in the bug reports section if you've found something
"F'd" with the update.
Subject:
Clans\Clan Rivalry / Diplomacy\Thank you WG for listening to the NA server population
Link on message: #1203278
TEForest, on Dec 18 2011 - 07:13, said: Ya man I understand that I just with they would have said some
thing about not having 5-man platoons because lots of people where
expecting them, and I personally was really disappointed in it.
There is plenty I like about this patch but just so much was
promised and so little was given that it kind of hurt my confidence
in stuff promised in patches. I mean in the other patches little
stuff was left out but in this one It was supposed to be like a
supper patch and it feels like more was left out than given. But
again I appreciate the fact you guys actually listened to the voice
of the NA server even though I didn't agree with what they where
saying, you cant please every one and I understand that. I'm not
mad at the dev's I just wish that they wouldn't promise you the
world and then just give you Nebraska, just tell us your giving us
Nebraska so we don't get our hopes up.

Link on message: #1203278

GeneralDirection: We definitely agree with you; the assessment that we bit off more
than we can chew with regard to information on features in
development is a fair one. We were excited about all the cool plans
we have for the game and wanted to share that. In retrospect, I
think we all agree it would have been better to take things one
step at a time.
Subject:
Clans\Clan Rivalry / Diplomacy\Thank you WG for listening to the NA server population
Link on message: #1203226
GodTom, on Dec 18 2011 - 04:14, said: Sorry, but you don't have an ETA for new gamemodes? I thought we
were suppose to recieve new Clan Wars Regions in November?
Sorry sir but there are ETAs for these features, but you guys don't hold to any of them.

Link on message: #1203226

Sorry sir but there are ETAs for these features, but you guys don't hold to any of them.
GeneralDirection: The under development page was intended to give a rough idea of our
plans for the remainder of 2011 and the whole of 2012. That list is
always subject to change--we're not specifying a hard ETA there.
Different challenges will crop up in the development of a feature,
or a need may arise for features we didn't expect to have to
implement until later. In those cases, things may be delayed or the
development schedule shifted.
Subject: Clan Emblems
Link on message: #1203037
Quote - Fixed the red "Texture not found" square replacing clan logo when changing settings;
Introducing the display of clan logos. It hasn't been added in 7.0, since some rework was required.
Link on message: #1203037
Quote - Fixed the red "Texture not found" square replacing clan logo when changing settings;
Introducing the display of clan logos. It hasn't been added in 7.0, since some rework was required.
Hypnotik: From Overlord's Blog
Hypnotik
Can anyone point me twords a mod that makes minimap icons bigger thats workin...
18.12.2011 06:28:41
Subject: Can anyone point me twords a mod that makes minimap icons bigger thats workin...
Link on message: #1203022
Link on message: #1203022
Hypnotik: I'd enjoy this as well. There was one for 0.6.7, but I haven't seen
one 0.7 compatible yet.
Subject:
Clans\Clan Rivalry / Diplomacy\Thank you WG for listening to the NA server population
Link on message: #1202811
deathTouch, on Dec 18 2011 - 03:58, said: I wish this had been out in the first few months, it could have
added more depth to the CW game. Any ETA on additional gamemodes?
If anything has a chance to possibly revive the competitive aspect
of CWs, it would be a combination of alliance feature
implementation, possibly a resource management game with the
territories, and certainly additional gamemodes or at least map
rotations on the same territories so clans within a particular
region don't have to fight the same map day in and day out.

Link on message: #1202811

GeneralDirection: Because we try to create maps that closely resemble the provinces,
it's unlikely we'll introduce map rotations. That said, we're
looking at other options to keep things interesting--especially the
strategies needed to win on a given map.
We don't have an ETA on additional game modes, but I can say that Diplomacy and its related features (Alliances, for example) are being worked on fairly heavily right now. It along with the NA region is the primary focus for the clan wars designers.
We'll see about putting together a preview of Diplomacy once it's closer to release. There are still a few things that need to be hammered out--some of them from our chat with clan leaders a few months ago.
We don't have an ETA on additional game modes, but I can say that Diplomacy and its related features (Alliances, for example) are being worked on fairly heavily right now. It along with the NA region is the primary focus for the clan wars designers.
We'll see about putting together a preview of Diplomacy once it's closer to release. There are still a few things that need to be hammered out--some of them from our chat with clan leaders a few months ago.
Subject:
World of Tanks News and Information\News and Information\Logitech World of Tanks Holiday Promotion
Link on message: #1202411
The_Dutch_Oven, on Dec 17 2011 - 15:44, said: I am just going to be blunt. I WANT MY DAMNED CHRISTMAS BONUS!!!!!!
There, I said it.

Link on message: #1202411

GeneralDirection: If a Christmas bonus is what you seek, you'll be pleasantly
surprised next week. 

Subject:
Clans\Clan Rivalry / Diplomacy\Thank you WG for listening to the NA server population
Link on message: #1199417
deathTouch, on Dec 15 2011 - 20:52, said: As you are likely aware, the ultimate risk you face is your
playerbase realizing that instead of getting features that increase
what they are able to do and accomplish in game, they are instead
being increasingly restricted and limited, and decide to move on to
other games. Implement at your own risk.

Link on message: #1199417

GeneralDirection: Diplomacy is a feature that will allow quite a bit that isn't
currently possible on the global map, including game-supported
alliances. That should be coming shortly after the NA region is
implemented.
Subject:
Contests & Competitions\World of Tanks Tournaments\Challenges\December Challenge Cancelled
Link on message: #1199392

Link on message: #1199392
GeneralDirection: We're devising a formula for prize pools now, actually. It will be
based in part on the tier of tanks used and the total number of
teams in the tournament. So the more challenging the tournament
(e.g. the higher the number of teams), the more rewarding it will
be.
Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\No text telling me who killed me.
Link on message: #1198988
Undead_Clown, on Dec 16 2011 - 23:56, said: When I get killed it no longer shows the text at the bottom of the
screen that says who killed me. Also the text that pops up when you
die to explain spectator mode is missing some letters.
I think my text file for the game is bad, can someone upload the text files?

Link on message: #1198988

I think my text file for the game is bad, can someone upload the text files?
Tanitha: It should be a bug produced by a player made module, and probably
the OTM mod you probably have running : )
Tan.
Tan.
Subject:
Off-Topic Discussion\Off-Topic\About 7.0 Test
Link on message: #1198975
TheoG, on Dec 16 2011 - 23:41, said: Are you sure?
Well, thanks!
And as always, have a nice day!

Link on message: #1198975

Well, thanks!
And as always, have a nice day!
Tanitha: Hello Theog, make sure you install the US client to a different
directory, or uninstall the test client before installing the US
client.
It sounds like you lost your original NA client by installing the 7.0 test over the top is of.
Tan
It sounds like you lost your original NA client by installing the 7.0 test over the top is of.
Tan
Subject:
Off-Topic Discussion\Off-Topic\how do i use horn?
Link on message: #1198863
jacione, on Dec 16 2011 - 22:38, said: Assuming im correct, they were added this last patch (7.0) But how
do i use them? i asked in a game the only response was "alt-F4"
but anyway, could somebody please
tell me?

Link on message: #1198863


Tanitha: Alt F4 lol, sigh.. : ) some people...
Yes they were removed from this patch due to player feedback.
Regards
Tan.
Yes they were removed from this patch due to player feedback.
Regards
Tan.
Subject:
Technical Support & Bug Reporting\General Error Reporting\Game Crash(7.0)
Link on message: #1198802
Ingoo8, on Dec 15 2011 - 19:33, said: Hi All
Not sure if anybody else is having this problem but I have noticed alot more crashes on my system since the 7.0 patch(just exits game can load back in asp just annoying). And it happens after the game starts and the tanks have moved out. Had about 5 or 6 since the patch. Used to have them once in awhile during the load screen roughly 1 or 2 times a week.

Link on message: #1198802

Not sure if anybody else is having this problem but I have noticed alot more crashes on my system since the 7.0 patch(just exits game can load back in asp just annoying). And it happens after the game starts and the tanks have moved out. Had about 5 or 6 since the patch. Used to have them once in awhile during the load screen roughly 1 or 2 times a week.
Tanitha: Hello Ingoo
Have you tried playing with a mod free client? Some of the player made mods mode for the 6/7 version do not work correctly with the 7/0 update and are the common cause for most bugs like this.
Have you tried playing with a mod free client? Some of the player made mods mode for the 6/7 version do not work correctly with the 7/0 update and are the common cause for most bugs like this.
Subject:
Technical Support & Bug Reporting\General Error Reporting\Promo code from Computer Bild has a bug?
Link on message: #1198782
Monkits, on Dec 14 2011 - 05:44, said: Pretty sure it got fixed so you couldn't keep spamming them for
free premium and credits.

Link on message: #1198782

Tanitha: Its been reset to a one per account limit, yes.
Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\Bugs fixing and 7.0
Link on message: #1198757

Link on message: #1198757
Tanitha: Hello Guys / Gals.
There has been a lot of major changes to the client in version 7.0, some of the player made modules made for the previous 6.7 version currently cause glitches and bugs with the 7.0 client until they are Tweaked and updated.
Please try to run a mod free client initially, so you can make sure everything is working as it should before you install associational player made mods.
When installing mods, please try to do them one at a time with a test for each, so you can pinpoint any possible bugs to being caused by a particular mod.
If you are unable to isolate your problem, try reverting back to a fresh install and a mod free client to see if the issues are still there.
The above is the only way to really identify if you are having problems with the 7.0 update or a old mod you have installed.
Enjoy the update, and especially enjoy your xmas break.
Tan.
There has been a lot of major changes to the client in version 7.0, some of the player made modules made for the previous 6.7 version currently cause glitches and bugs with the 7.0 client until they are Tweaked and updated.
Please try to run a mod free client initially, so you can make sure everything is working as it should before you install associational player made mods.
When installing mods, please try to do them one at a time with a test for each, so you can pinpoint any possible bugs to being caused by a particular mod.
If you are unable to isolate your problem, try reverting back to a fresh install and a mod free client to see if the issues are still there.
The above is the only way to really identify if you are having problems with the 7.0 update or a old mod you have installed.
Enjoy the update, and especially enjoy your xmas break.
Tan.
Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\colorblind mod reticle messed up
Link on message: #1198717
brdhntr, on Dec 15 2011 - 03:35, said: The penetration reticle seems to be messed up. It stays blue, which
I'm assuming means no chance of penetration. Even on tanks I know I
can and do penetrate. Like the KV side of the turret when in the
T32 with the 105 at less than 100 meters. If I point at tracks, I
sometimes get a yellow, but have yet to see green. Other than that
it works well, thanks.

Link on message: #1198717

Tanitha: Its good to see they got the colour blind reticle into the 7.0
patch..
Hopefully some players have some information to sort this out for you, if not I'll try to get the information for you from the developers.
Is it possible the blue means you can penetrate?
Tan.
Hopefully some players have some information to sort this out for you, if not I'll try to get the information for you from the developers.
Is it possible the blue means you can penetrate?
Tan.
Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\Is there a 7.0 Torrent?
Link on message: #1198688
Overdile_Spittle, on Dec 16 2011 - 00:18, said: I realized that it was my mods in game that might be preventing the
update from running. I uninstalled 6.7 and reinstalled it. Launched
the launcher and it is now updating for me.

Link on message: #1198688

Tanitha: Thanks for the feedback Overdile_Spittle , hopefully it will assist
other players.
Tan.
Tan.
Subject:
Off-Topic Discussion\Off-Topic\Junkyard?
Link on message: #1197946
JRod101st, on Dec 16 2011 - 18:21, said: Are you sure it is only 7 days? Because I was able to look up
topics in there from months ago.

Link on message: #1197946

Tanitha: The mod procedures are mods can move posts (that are in the
junkyard) that are over 7 days old, to a archival junk-yard that
players cant see.
That way if a thread is junked, players can still find and read the thread for 7+ days if they wish.
Its not a high priority job for th emods though, so sure it can be left a month in between it being done.
Then when its done anything newer than 7 days isn't moved.
^ Thats normal, this time they all were moved in a mods permission test.
I've moved the latest ~weeks worth back to the junkyard just in case anyone wanted them.
Regards
Tan.
That way if a thread is junked, players can still find and read the thread for 7+ days if they wish.
Its not a high priority job for th emods though, so sure it can be left a month in between it being done.
Then when its done anything newer than 7 days isn't moved.
^ Thats normal, this time they all were moved in a mods permission test.
I've moved the latest ~weeks worth back to the junkyard just in case anyone wanted them.
Regards
Tan.
Subject:
Off-Topic Discussion\Off-Topic\Junkyard?
Link on message: #1197562
JRod101st, on Dec 16 2011 - 17:59, said: I've just noticed that there are no longer any topics in the
Junkyard. Was it emptied? Or is it just me?

Link on message: #1197562

Tanitha: Junkyarded posts are usually dumped when they are over 7 days old,
to a non player archive section.
In a permissions test a mod just moved all the posts including the <7days old ones.
It didn't take you long to notice, it was only a minute ago : )
Tan.
In a permissions test a mod just moved all the posts including the <7days old ones.
It didn't take you long to notice, it was only a minute ago : )
Tan.
Subject:
Off-Topic Discussion\Junkyard\Team Short Tanks Clan starting up!
Link on message: #1196932

Link on message: #1196932
Tanitha: Closed at clans request.
Subject:
World of Tanks News and Information\News and Information\Logitech World of Tanks Holiday Promotion
Link on message: #1193024
Thearl, on Dec 15 2011 - 16:23, said: I needed a new mouse anyway, and the prices are better than what I
would get at say... Best Buy.
Question though... I already have a Matilda.
Konev, on Dec 15 2011 - 16:23, said: The 2000 gold, is a "gift" to new players, do existing players
receive this to give out to there new player friends? just wanted
to be clear.
Angalacon, on Dec 15 2011 - 16:54, said: If you're going to pimp this type of deal you REALLY need to
clarify if the code is going to work for existing players. The copy
in your link indicates "new players get 2k gold" ... so is that
real or can everyone get this reward?

Link on message: #1193024

Question though... I already have a Matilda.
GeneralDirection: You can sell your existing Matilda prior to redeeming the code, and
you will receive the Matilda from the code.

GeneralDirection: The 2000 gold is an additional code that can be given to a friend
to use on an account they're creating, yes.

GeneralDirection: The 2000 gold is for new accounts.
Subject:
Technical Support & Bug Reporting\General Error Reporting\BOOTED WHILE LOADING BATTLE 5Xin a row
Link on message: #1192563
MadmanVin, on Dec 15 2011 - 07:11, said: DITTO.. Reinstalled.. works fine now..

Link on message: #1192563

Tanitha: I suggest you backup before reinstalling the mods back, so you can
pinpoint what mod is causing your issues.
Tan.
Tan.
Subject:
Technical Support & Bug Reporting\General Error Reporting\WoT Wiki?
Link on message: #1192557
SaucerGumshoe, on Dec 14 2011 - 02:43, said: Thanks Tanitha
SumiXam, on Dec 14 2011 - 17:41, said: Thank you.

Link on message: #1192557

Tanitha: Sorry guys, with the release of the 7.0 across multi servers, Ive
still been unable to get a ETA of when this extended maintenance
will finish.
But I'll continue to try to get it back asap.
Sorry for the inconvenience.
But I'll continue to try to get it back asap.
Sorry for the inconvenience.

Tanitha:
Subject:
Technical Support & Bug Reporting\General Error Reporting\Upgraded to 7.0 and my account was deleted?
Link on message: #1192549
Andyb2820, on Dec 14 2011 - 18:41, said: I just upgraded to 7.0 and I went to sign on and my tanks, gold,
credits and stats, are all reset. This has to be a problem I am not
starting all over. I have also put a lot of time and money into my
tanks. Is this fixable?

Link on message: #1192549

Tanitha: Hello Andy, each server has its own client, so make sure you
download the right one for your server from the right portal.
worldoftanks.com for us
worldoftanks.eu for EU
and worldoftanks.ru for Russian.
Regards
Tan.
worldoftanks.com for us
worldoftanks.eu for EU
and worldoftanks.ru for Russian.
Regards
Tan.
Subject:
Technical Support & Bug Reporting\General Error Reporting\Accept EULA
Link on message: #1192542
XNoArchive, on Dec 14 2011 - 22:37, said: When the game loads... I accept. It goes away.
If I click disconnect, it disconnects then shows me the EULA screen again.
If I accept and reconnect without shutting down the game I can reconnect without seeing the EULA screen.
If I shut down the game it will ask me to accept the ELUA.

Link on message: #1192542

If I click disconnect, it disconnects then shows me the EULA screen again.
If I accept and reconnect without shutting down the game I can reconnect without seeing the EULA screen.
If I shut down the game it will ask me to accept the ELUA.
Tanitha: Hello Xno, long time no see.
As above try running it as Admin, and let us know how you went.
Regards
Tan.
As above try running it as Admin, and let us know how you went.
Regards
Tan.
Subject:
Technical Support & Bug Reporting\General Error Reporting\Problems downloading patch or game
Link on message: #1192537
Krankmeister, on Dec 14 2011 - 20:18, said: I downloaded the patch and it corrupted my game when I tried to
install it. Fine, I unistalled WOT and went to download the full
version of 7.0. I am at my third attempt and each time previously
it has ended prematurely without my ending it. There is something
seriously wrong with your servers. If this does it again, I don't
know what to do. And to think I pay to play this game, what was I
thinking?
This is the server I've been using: http://cdn1.worldoft....0_us_setup.exe Yours.
And now a 3rd time it dies at 2gb. Check your files!!!!!!!!!!!!!!!!!!!!!!!

Link on message: #1192537

This is the server I've been using: http://cdn1.worldoft....0_us_setup.exe Yours.
And now a 3rd time it dies at 2gb. Check your files!!!!!!!!!!!!!!!!!!!!!!!
Tanitha: Hello Krankmeister
Any hiccups during the download will result in a incomplete file that wont install.
I suggest you use a download manager when downloading large files, such as Jdownloader.org
It usually downloads a lot quicker without the errors when a DL manager is used.
Regards
Tan.
Any hiccups during the download will result in a incomplete file that wont install.
I suggest you use a download manager when downloading large files, such as Jdownloader.org
It usually downloads a lot quicker without the errors when a DL manager is used.
Regards
Tan.
Subject: Problems downloading patch or game
Link on message: #1192537
Krankmeister, on Dec 14 2011 - 20:18, said: I downloaded the patch and it corrupted my game when I tried to
install it. Fine, I unistalled WOT and went to download the full
version of 7.0. I am at my third attempt and each time previously
it has ended prematurely without my ending it. There is something
seriously wrong with your servers. If this does it again, I don't
know what to do. And to think I pay to play this game, what was I
thinking?
This is the server I've been using: http://cdn1.worldoft....0_us_setup.exe Yours.
And now a 3rd time it dies at 2gb. Check your files!!!!!!!!!!!!!!!!!!!!!!!
Link on message: #1192537

This is the server I've been using: http://cdn1.worldoft....0_us_setup.exe Yours.
And now a 3rd time it dies at 2gb. Check your files!!!!!!!!!!!!!!!!!!!!!!!
Tanitha:
Hello Krankmeister
Any hiccups during the download will result in a incomplete file that wont install.
I suggest you use a download manager when downloading large files, such as Jdownloader.org
It usually downloads a lot quicker without the errors when a DL manager is used.
Regards
Tan.
Hello Krankmeister
Any hiccups during the download will result in a incomplete file that wont install.
I suggest you use a download manager when downloading large files, such as Jdownloader.org
It usually downloads a lot quicker without the errors when a DL manager is used.
Regards
Tan.
Subject:
Technical Support & Bug Reporting\In-Game Bug Reporting\Game freezes since 7.0 while driving type 59
Link on message: #1192515
Ezz, on Dec 15 2011 - 02:54, said: It's happened 3 out of 4 battles i've had in my type 59 since 7.0.
All 3 maps were different. The 4th when it didn't crash was a new
one (swamp i think). Never happened prior. Game freezes and and i
need to ctrl-alt-del to get to task manager. Sometimes i can get
back in (at which point i'm often dead
) but not always. Game has not frozen
in my T29 - the other tank i've driven so far. I'm running ATI
5850s in xfire.
Help! i'm now afraid to drive my type 59 until this is sorted out. Either that, or just add a few hundred thousand CR to my account every day...
Thanks in advance.

Link on message: #1192515


Help! i'm now afraid to drive my type 59 until this is sorted out. Either that, or just add a few hundred thousand CR to my account every day...

Thanks in advance.
Tanitha: Have you got any player made mods running? You should start with a
clean client before modding into it. Some of the mods will probably
still be a bit buggy with the new version.
Subject: Game freezes since 7.0 while driving type 59
Link on message: #1192515
Ezz, on Dec 15 2011 - 02:54, said: It's happened 3 out of 4 battles i've had in my type 59 since 7.0.
All 3 maps were different. The 4th when it didn't crash was a new
one (swamp i think). Never happened prior. Game freezes and and i
need to ctrl-alt-del to get to task manager. Sometimes i can get
back in (at which point i'm often dead
) but not always. Game has not frozen
in my T29 - the other tank i've driven so far. I'm running ATI
5850s in xfire.
Help! i'm now afraid to drive my type 59 until this is sorted out. Either that, or just add a few hundred thousand CR to my account every day...
Thanks in advance.
Link on message: #1192515


Help! i'm now afraid to drive my type 59 until this is sorted out. Either that, or just add a few hundred thousand CR to my account every day...

Thanks in advance.
Tanitha:
Have you got any player made mods running? You should start with a clean client before modding into it. Some of the mods will probably still be a bit buggy with the new version.
Have you got any player made mods running? You should start with a clean client before modding into it. Some of the mods will probably still be a bit buggy with the new version.
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