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:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388637
ramp4ge, on 29 January 2011 - 01:55 AM, said: What is "passing ability"?

Link on message: #388637

Overlord: Passing-ability determines speed and acceleration of the vehicle on
terrains, i.e. different kinds of non-asphalted soils.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388617
Mrbustanut, on 29 January 2011 - 01:37 AM, said: Is the major update patch scheduled for release before retail?

Link on message: #388617

Overlord: No ETA currently. Either along with release or shortly after it.
The update is going to be huge and contain up to 15 new vehicles,
some new maps, multiple fixes, including the fix for 90% of current
notorious stuck places, and much more.
But let's leave it for another conversation.
But let's leave it for another conversation.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388611
ZiggyDeath, on 29 January 2011 - 01:31 AM, said: Might we assume this means that American TDs are introduced
somewhere in the 0.6.3.X series?

Link on message: #388611

Overlord: Unfortunately, no. They will be added in 0.6.4.X, they are going
through internal testing at this time.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388605
zayack, on 29 January 2011 - 01:21 AM, said: Will this decrease affect the JTs stock gun as well? or will it
keep the ROF it has now?

Link on message: #388605

Overlord: This is not supposed to affect Jagdtiger, as it requires some
"positive" adjustments.
Subject:
Archives\Junkyard\Christmas Theme....STILL?
Link on message: #388604
boggintuff, on 27 January 2011 - 08:16 PM, said: Christmas theme...it was late when implemented.

Link on message: #388604

Tanitha: They fixed that, its 11 months early now.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388594
Diastant, on 29 January 2011 - 01:11 AM, said: I have a question Overlord, is Westfield the "Siegfried Line" map?

Link on message: #388594

Overlord: Not 100% sure, think no. It's not.


Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388590
K4rn, on 29 January 2011 - 01:02 AM, said: 
But the rof on ferdi is just so much fun!
I'm guessing that stats show is OP?

Link on message: #388590


But the rof on ferdi is just so much fun!
I'm guessing that stats show is OP?
Overlord: Not that much OP, but Ferdinand had 1.3% better survival ratio, 4%
higher avg experience per battle than ISU-152.
Can't say it is a nerf in the full sense, more like minor adjustments, since the decrease is insignificant.
Can't say it is a nerf in the full sense, more like minor adjustments, since the decrease is insignificant.
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #388587
matter3, on 28 January 2011 - 11:23 PM, said: There is Tan and Hazardz who support having no tier limits
everywhere, they can run their big tank all day long and pay in
only once to get to it then be done.
Overlord, on 22 January 2011 - 04:59 PM, said: 6. Difficult to assess. About 50% or thereabouts. New features will
be added gradually throughout clan wars beta.

Link on message: #388587

Tanitha: Its not that I support "no tier limits" Its usually more like..
Tan: Its meant to be like this... "no tier limits etc"
Players: WTH? WHY?
Tan: Probably because of x, y, z.
I don't usually spend much time complaining about things, because from a lot of beta experience I know things change so much and so often. The clan war's isn't into beta yet. When it lands in game there should be plenty of time for us to look at it, and suggest changes to things.
Tan: Its meant to be like this... "no tier limits etc"
Players: WTH? WHY?
Tan: Probably because of x, y, z.
I don't usually spend much time complaining about things, because from a lot of beta experience I know things change so much and so often. The clan war's isn't into beta yet. When it lands in game there should be plenty of time for us to look at it, and suggest changes to things.

Tanitha: When it does land in game, its only 50% complete. So sounds like
they have masses planned to add to it.
As for low quality land and tier limits on the low quality low earning land, its sounds likes good suggestion. But I think the map might be a little small for it. For starters there will be a euro only map and 200 pieces of land.
If you have a 100 player clan, and have 15 players on the map in 6 pieces of land that's 90 of your 100 players active. 33 clans holding 6 land each is the 200 land. Its not as though there's a ton of land to set 1/2 of it to low level land. Imagine the Russian server with 1+ mil players currently and the same 200 land map. That's already 5000 players in game per 1 piece of land.
As for low quality land and tier limits on the low quality low earning land, its sounds likes good suggestion. But I think the map might be a little small for it. For starters there will be a euro only map and 200 pieces of land.
If you have a 100 player clan, and have 15 players on the map in 6 pieces of land that's 90 of your 100 players active. 33 clans holding 6 land each is the 200 land. Its not as though there's a ton of land to set 1/2 of it to low level land. Imagine the Russian server with 1+ mil players currently and the same 200 land map. That's already 5000 players in game per 1 piece of land.
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #388566
Smokintodd, on 28 January 2011 - 08:18 PM, said: Prime Time 8-10. Well, that may be prime for some, but many in my
clan are members with families. We don't game until the family is
off to bed. That usually mean 10PM+. This limited window of battle
time is disappointing.
Haroldwolf, on 28 January 2011 - 09:25 PM, said: Tanitna, Great Post!! But it brought a few questions or ideas. I
didn't see them addressed in other posts so I'll ask them now and
apologize in advance if already answered.
1. If I garrison a tank in Province A to prevent revolts can I use a different tank in my garage to participate in a battle for province B?
2. This will be a bit longer of a question or maybe it is a future feature in work.
Will a clan be able to spend gold or experience points to make conquered territory more secure? What I am thinking is, for example, I can buy a Tier 1 bunker made up of sandbags and a 20mm AT gun for 20 gold. Maybe a Tier 3 bunker is a layer of logs with a 37mm PAK 36 AT gun for 60 gold and a Tier 5 bunker is two layer of logs was a 75mm PAK 38 with two additional Panzserchreck weapons for 120 gold. There could be specific hard points around the base to build these with the limit maybe being the value of the province or territory. This has the side benefit of moving SPG into the role they had in WW2, that is eliminating fortifications and strong points rather than an anti-tank role which they did not have in WW2. This does add the obvious code burden for some AI but is not rocket science either as I have seen this in other single player and MMO games.Thanks,
Haroldwolf

Link on message: #388566

Tanitha: Battles scheduled for server time is only a beta feature. When its
finished and their is a world map, battle times will be map
time.
So if you are in Florida, and fighting in Cali, the battle time will be 8-10 Cali time. So you can adjust the time of your battles, by adjusting where you attack and what land you own.
So if you are in Florida, and fighting in Cali, the battle time will be 8-10 Cali time. So you can adjust the time of your battles, by adjusting where you attack and what land you own.

1. If I garrison a tank in Province A to prevent revolts can I use a different tank in my garage to participate in a battle for province B?
2. This will be a bit longer of a question or maybe it is a future feature in work.
Will a clan be able to spend gold or experience points to make conquered territory more secure? What I am thinking is, for example, I can buy a Tier 1 bunker made up of sandbags and a 20mm AT gun for 20 gold. Maybe a Tier 3 bunker is a layer of logs with a 37mm PAK 36 AT gun for 60 gold and a Tier 5 bunker is two layer of logs was a 75mm PAK 38 with two additional Panzserchreck weapons for 120 gold. There could be specific hard points around the base to build these with the limit maybe being the value of the province or territory. This has the side benefit of moving SPG into the role they had in WW2, that is eliminating fortifications and strong points rather than an anti-tank role which they did not have in WW2. This does add the obvious code burden for some AI but is not rocket science either as I have seen this in other single player and MMO games.Thanks,
Haroldwolf

Tanitha: 1. garrisons i think are tokens, so not linked to a particular
player or tank.
2. The land will be able to be developed eventually, with things like building factories to produce ammo, tank parts, etc. Buildings that do other things sounds like something that would be fun to have in there towards the end of clan beta.
2. The land will be able to be developed eventually, with things like building factories to produce ammo, tank parts, etc. Buildings that do other things sounds like something that would be fun to have in there towards the end of clan beta.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388561
JerryLopez, on 29 January 2011 - 12:27 AM, said: Poor Hetzers 

Link on message: #388561


Overlord: Why poor? New engine should help a bit.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388559
alpoc, on 29 January 2011 - 12:26 AM, said: I did not see any mention of tier 8 SPGs. Will they be released
before release? I have been grinding XP on the GW-Tiger for the
tier 8, but if it will not come out till release(and hard wipe), I
can stop the hamster wheel 

Link on message: #388559


Overlord: They will be added in the next major update, the one after this
"transition" patch.
Subject:
Archives\Beta\Windows Verification FAILED!
Link on message: #388548

Link on message: #388548
Tanitha: The FAQ states your machine is not big enough to run it.
http://game.worldoftanks.com/faq
Minimum system requirements:
CPU: 2 GHz
RAM: 1 GB
Video: GeForce 6600GT (128 MB) / ATI analog
HDD: 2GB
Connection rate: 128 Kbps
1gig is about 1000 meg, above what your system has.
But mainly your computer doesn't have any graphics card, and id guess back then a onboard graphics 5 years ago, would be way below a gforce.
http://game.worldoftanks.com/faq
Minimum system requirements:
CPU: 2 GHz
RAM: 1 GB
Video: GeForce 6600GT (128 MB) / ATI analog
HDD: 2GB
Connection rate: 128 Kbps
1gig is about 1000 meg, above what your system has.
But mainly your computer doesn't have any graphics card, and id guess back then a onboard graphics 5 years ago, would be way below a gforce.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388544
spambung, on 29 January 2011 - 12:13 AM, said: Does this mean the A-32 is getting added? Someone pointed it out to
me on the website and it seems to be a premium tank according to
the trees. I'm kind of excited to try out a new scout.

Link on message: #388544

Overlord: Hint: A-32 is going to be one of the tanks available for pre-order.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388539
Mrbustanut, on 29 January 2011 - 12:02 AM, said: Strange they would nerf the SU-14 and not the S-51 since they use
the same gun...just one more reason to get S-51 instead, not that
it needed another reason to play it.

Link on message: #388539

Overlord: SU-14 was a bit better than S-51 according to the statistics.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388517
zayack, on 28 January 2011 - 11:39 PM, said: - JagdPanther: increased armor for 88mm Pak 43 L/71 cannon.
Can you tell us how much armor? will it be equal or greater then the rest of the front or will the mantle still be a weak spot?

Link on message: #388517

Can you tell us how much armor? will it be equal or greater then the rest of the front or will the mantle still be a weak spot?
Overlord: Approx by 15-20%, the defference should be noticeable.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388503
Sturmtiger_304, on 28 January 2011 - 11:30 PM, said: "Upcomming patch" thread localisation error:

Link on message: #388503

Overlord: Fixed. 

Subject:
Archives\Junkyard\v0632-update-preliminary-discussion
Link on message: #388489

Link on message: #388489
Overlord: Switching to a new topic.
Locked.
Locked.
Subject:
Archives\Junkyard\v.0.6.3.7 update - prelininary discussion
Link on message: #388486

Link on message: #388486
Overlord: Discussing the upcoming patch.
Note! How to join RU public test:
1. Your account on main Russian server must be registered prior to January 27, 1:30 am EST
2. Donwload and install.
v.0.6.2.7 client
v.0.6.2.8 update
v.0.6.3.2 update
v.0.6.3.7a update
v.0.6.3.7b update
v.0.6.3.7c update
v.0.6.3.7d update
3. Log in with your account credentials for main Russian server.
February 11
! RU public test server is offline.
Note! How to join RU public test:
1. Your account on main Russian server must be registered prior to January 27, 1:30 am EST
2. Donwload and install.
v.0.6.2.7 client
v.0.6.2.8 update
v.0.6.3.2 update
v.0.6.3.7a update
v.0.6.3.7b update
v.0.6.3.7c update
v.0.6.3.7d update
3. Log in with your account credentials for main Russian server.
February 11
! RU public test server is offline.
Subject:
Important Information\Updates & Patch Notes\beta v.0.6.3.x update
Link on message: #388480

Link on message: #388480
Overlord: v.0.6.3.2 - v.0.6.3.7a patch notes
- Added new map Westfield.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed mistiming of "the battle starts in" counter for different players.
- Removed turret for GW-Panther, M12, M40M43 from the shop.
- Removed unupgradable modules of top tier tanks from the store.
- Removed "showcaptchadialog" line from hangar's headline.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Fixed bug of missing scrollbars at chat window.
- Fixed bug of positioning in chat window after switching to it.
- Fixed copyright year at intro screen.
- Decreased Panther II size.
- Fixed from with missing some textures for destroyed T-28 model.
- 105mm_KwK45_L52_ausf_B gun (Panther II): shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion during turret traverse increased by 12%, range of fire decreased by 15%, increased trajectory curve..
- 150mm_sFH36_L43 gun: dispersion during turret traverse increased by 25%, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passing-ability for normal and bad terrain by 15%.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 gun.
- VK3001H: durability increased by 20 Hit Points.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- PzV/IV, PzV/IV A: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passing-ability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passing-ability.
- 155mm Gun M1A1 gun: rate of fire increased by 5%.
- 90mm_AT_Gun_M3 gun: price increased from 110550 to 127300 credits.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M12: decreased horizontal aiming curve.
- T14: slightly increased passing-ability.
- T1 heavy: slightly increased passing-ability.
- Т23: repair costs increased by 30%.
- T2 med, M2 lt, M2 med, M3 Lee, and M4 Sherman: increased reverse speed.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- T-43: increased rate of fire for 100mm D10T gun.
- Т-26: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- T-46: increased reverse speed, durability increased by 10 Hit Points.
- KV-3: slightly increased passing-ability.
- KV-1S: slightly increased passing-ability.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7, А-32: increased reverse speed.
- ISU-152: increased weight limit for top suspension.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm gun.
Projected timeline: coming soon.
Current status: in public RU testing since January 28.
Topic for discussion.
- Added new map Westfield.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed mistiming of "the battle starts in" counter for different players.
- Removed turret for GW-Panther, M12, M40M43 from the shop.
- Removed unupgradable modules of top tier tanks from the store.
- Removed "showcaptchadialog" line from hangar's headline.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Fixed bug of missing scrollbars at chat window.
- Fixed bug of positioning in chat window after switching to it.
- Fixed copyright year at intro screen.
- Decreased Panther II size.
- Fixed from with missing some textures for destroyed T-28 model.
- 105mm_KwK45_L52_ausf_B gun (Panther II): shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion during turret traverse increased by 12%, range of fire decreased by 15%, increased trajectory curve..
- 150mm_sFH36_L43 gun: dispersion during turret traverse increased by 25%, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passing-ability for normal and bad terrain by 15%.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 gun.
- VK3001H: durability increased by 20 Hit Points.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- PzV/IV, PzV/IV A: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passing-ability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passing-ability.
- 155mm Gun M1A1 gun: rate of fire increased by 5%.
- 90mm_AT_Gun_M3 gun: price increased from 110550 to 127300 credits.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M12: decreased horizontal aiming curve.
- T14: slightly increased passing-ability.
- T1 heavy: slightly increased passing-ability.
- Т23: repair costs increased by 30%.
- T2 med, M2 lt, M2 med, M3 Lee, and M4 Sherman: increased reverse speed.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- T-43: increased rate of fire for 100mm D10T gun.
- Т-26: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- T-46: increased reverse speed, durability increased by 10 Hit Points.
- KV-3: slightly increased passing-ability.
- KV-1S: slightly increased passing-ability.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7, А-32: increased reverse speed.
- ISU-152: increased weight limit for top suspension.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm gun.
Projected timeline: coming soon.
Current status: in public RU testing since January 28.
Topic for discussion.
Subject: beta v.0.6.3.x update
Link on message: #388480
Link on message: #388480
Overlord: v.0.6.3.2 - v.0.6.3.7a patch notes
- Added new map Westfield.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed mistiming of "the battle starts in" counter for different players.
- Removed turret for GW-Panther, M12, M40M43 from the shop.
- Removed unupgradable modules of top tier tanks from the store.
- Removed "showcaptchadialog" line from hangar's headline.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Fixed bug of missing scrollbars at chat window.
- Fixed bug of positioning in chat window after switching to it.
- Fixed copyright year at intro screen.
- Decreased Panther II size.
- Fixed from with missing some textures for destroyed T-28 model.
- 105mm_KwK45_L52_ausf_B gun (Panther II): shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion during turret traverse increased by 12%, range of fire decreased by 15%, increased trajectory curve..
- 150mm_sFH36_L43 gun: dispersion during turret traverse increased by 25%, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passing-ability for normal and bad terrain by 15%.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 gun.
- VK3001H: durability increased by 20 Hit Points.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- PzV/IV, PzV/IV A: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passing-ability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passing-ability.
- 155mm Gun M1A1 gun: rate of fire increased by 5%.
- 90mm_AT_Gun_M3 gun: price increased from 110550 to 127300 credits.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M12: decreased horizontal aiming curve.
- T14: slightly increased passing-ability.
- T1 heavy: slightly increased passing-ability.
- Т23: repair costs increased by 30%.
- T2 med, M2 lt, M2 med, M3 Lee, and M4 Sherman: increased reverse speed.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- T-43: increased rate of fire for 100mm D10T gun.
- Т-26: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- T-46: increased reverse speed, durability increased by 10 Hit Points.
- KV-3: slightly increased passing-ability.
- KV-1S: slightly increased passing-ability.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7, А-32: increased reverse speed.
- ISU-152: increased weight limit for top suspension.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm gun.
Projected timeline: coming soon.
Current status: in public RU testing since January 28.
Topic for discussion.
- Added new map Westfield.
- Fixed certain cases of shells flying outside the aim circle.
- Fixed certain cases of disappearing shells.
- Fixed bug of autoaim sticking to destroyed tank.
- Fixed mistiming of "the battle starts in" counter for different players.
- Removed turret for GW-Panther, M12, M40M43 from the shop.
- Removed unupgradable modules of top tier tanks from the store.
- Removed "showcaptchadialog" line from hangar's headline.
- Fixed discrepancy of turret traverse speed between turret specs window and the corresponding tech tree.
- Fixed bug in searching for a contact with less than 4 symbols in its name.
- Fixed bug of missing scrollbars at chat window.
- Fixed bug of positioning in chat window after switching to it.
- Fixed copyright year at intro screen.
- Decreased Panther II size.
- Fixed from with missing some textures for destroyed T-28 model.
- 105mm_KwK45_L52_ausf_B gun (Panther II): shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion during turret traverse increased by 12%, range of fire decreased by 15%, increased trajectory curve..
- 150mm_sFH36_L43 gun: dispersion during turret traverse increased by 25%, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf gun: rate of fire decreased by 20%, damage increased from 1100 to 1400.
- Hetzer: added new 220 HP engine, traverse speed decreased, decreased passing-ability for normal and bad terrain by 15%.
- JagdPanther: increased armor for 88mm Pak 43 L/71 gun.
- Pz35(t), Pz38(t): increased reverse speed, durability increased by 10 Hit Points.
- Ferdinand: decreased rate of fire for 128mm Pak 44 L/55 gun.
- VK3001H: durability increased by 20 Hit Points.
- LTraktor: durability increased by 10 Hit Points.
- PzII: increased reverse speed, durability increased by 5 Hit Points.
- PzII Luchs: increased reverse speed, durability increased by 10 Hit Points.
- PzIII/IV: increased reverse speed, durability increased by 20 Hit Points.
- PzIII: durability increased by 10 Hit Points.
- PzIIIA: increased reverse speed, durability increased by 20 Hit Points.
- PzV/IV, PzV/IV A: durability increased by 20 Hit Points.
- S35 739(f): tank tier decreased from 4 to 3, durability decreased by 20 Hit Points, decreased passing-ability for normal terrain by 10%.
- 38H 735(f), Pz IV, and VK1602: increased reverse speed.
- Grille: fixed turret name.
- M3 Stuart, M5 Stuart, T2 lt: increased reverse speed, adjusted shaking effect after firing.
- Ram2: engine changed to less powerful Wright Continental R-975C (440 HP), increased reverse speed, increased passing-ability.
- 155mm Gun M1A1 gun: rate of fire increased by 5%.
- 90mm_AT_Gun_M3 gun: price increased from 110550 to 127300 credits.
- QF 6 pounder Mk III gun: decreased penetration by 5 and 10 mm for AP and APCR shells respectively.
- M12: decreased horizontal aiming curve.
- T14: slightly increased passing-ability.
- T1 heavy: slightly increased passing-ability.
- Т23: repair costs increased by 30%.
- T2 med, M2 lt, M2 med, M3 Lee, and M4 Sherman: increased reverse speed.
- V-2-44, V-2-54, V-55U, and V-2-54IS engines: chance of fire on impact increased by 2%.
- T-43: increased rate of fire for 100mm D10T gun.
- Т-26: increased reverse speed, durability increased by 10 Hit Points.
- Т-28: increased reverse speed, increased rate of fire for 57mm ZiS-4 gun.
- T-46: increased reverse speed, durability increased by 10 Hit Points.
- KV-3: slightly increased passing-ability.
- KV-1S: slightly increased passing-ability.
- Т-34: increased rate of fire for 57mm ZiS-4 gun.
- BТ-2, BТ-7, А-32: increased reverse speed.
- ISU-152: increased weight limit for top suspension.
- SU-14: dispersion increased during movement and turret traverse, rate of fire decreased by 5% for 152mm gun, rate of fire decreased by 3% for 203mm gun.
Projected timeline: coming soon.
Current status: in public RU testing since January 28.
Topic for discussion.
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #388300

Link on message: #388300
MrVic: Will be done this evening
putting together last parts of it
today

Subject: WoT Newsletter Volume #9
Link on message: #388300
Link on message: #388300
MrVic: Will be done this evening
putting together last parts of it
today

Subject: WoT Newsletter Volume #9
Link on message: #388300
Link on message: #388300
MrVic: Will be done this evening
putting together last parts of it
today

Subject:
Archives\Beta\comander lost 50% of skill
Link on message: #388293
NastyAss, on 28 January 2011 - 04:49 PM, said: hi...i think bug happened on my acc..i transfered crew from vk db
to panther..i trained them all 100% but my commander has lost skill
repair from 96% to 50%..is this bug or what??????

Link on message: #388293

Tanitha: Did you swap servers? what server was you on, and what server are
you on now?
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #388291
Hazardz, on 28 January 2011 - 05:10 PM, said: If clan wars starts with release then why did all those clans apply
for the clan wars beta ? and why only a certain amount been
selected. No time to find quote now byut there will be a wipe of
the world map when it is opened fully to all , which will be after
release. I am not totally sure of this so i will look up exactly
what is happening when i have time.

Link on message: #388291

Tanitha: There is..
Game Closed beta, Game open beta. Game release. Clan wars beta, Clan wars release.
They are independent of each other. Clan wars beta should start after Game release.
Wipe of the clan wars map, doesn't mean any other wipes of tanks or accounts.. As for the link, its the OP of this thread.
Why the recruiting thread? And then only picking 50 of 150 clans? I don't know, it could be many reasons. Here's some educated guesses.
Clan-wars was initially scheduled for beta, it was delayed to release. Maybe this effected things.
Maybe they weren't expecting 150 clans to sign up.
The server split happened in the middle (17th) and the selection/banning didn't happen as expected, which is why it was done again on the 27th. Maybe this effected things.
There probably was a lot of unknown, very small clans, 1 player clans, Clans that didn't apply properly with the info they asked for, etc.
Why only 50? probably 50 is all they want to enter manually. Entering 150 manually is a bigger job.
Or a combination of the above or something different.
Things (Dates, times, schedules, etc) change all the time in betas.
Game Closed beta, Game open beta. Game release. Clan wars beta, Clan wars release.
They are independent of each other. Clan wars beta should start after Game release.
Wipe of the clan wars map, doesn't mean any other wipes of tanks or accounts.. As for the link, its the OP of this thread.
Why the recruiting thread? And then only picking 50 of 150 clans? I don't know, it could be many reasons. Here's some educated guesses.
Clan-wars was initially scheduled for beta, it was delayed to release. Maybe this effected things.
Maybe they weren't expecting 150 clans to sign up.
The server split happened in the middle (17th) and the selection/banning didn't happen as expected, which is why it was done again on the 27th. Maybe this effected things.
There probably was a lot of unknown, very small clans, 1 player clans, Clans that didn't apply properly with the info they asked for, etc.
Why only 50? probably 50 is all they want to enter manually. Entering 150 manually is a bigger job.
Or a combination of the above or something different.
Things (Dates, times, schedules, etc) change all the time in betas.
Subject:
Archives\Beta\Booting/Penalyzing the AFKers and Artillery Feedback
Link on message: #388252
Unknown0ne, on 28 January 2011 - 05:41 PM, said: Sure, stuff happens in real life but why should the rest of the
players be punished for it? If a simple AI and a votekick system
was added (the AI would detect if a player was AFK) then players
would have the option to kick out AFK players. The votekick system
should require no more than 12 votes (or 27 if it's for both teams)
to prevent platoons from AFKing together and stonewalling any
attempts to votekick simply due to the lack of a majority.

Link on message: #388252

ARGO: A "vote/kick" system? Think about that for a second. Your going to
try to drum up a vote in the middle of a battle with the same bunch
of guys who even if you have a good battle plan still all run like
lemmings to their deaths on one side of the map. Good luck with
that. Don't take me wrong but in a perfect world thats a fine idea
on paper but in practice It would not be feasable because no ones
going to wanna give up that kill or cap to stop and vote.
Subject:
Archives\Beta\"Unable to Connect"
Link on message: #388239

Link on message: #388239
Vallter: There is a real possibility that you are suffer a connection issue.
We need some more information. Will you be so kind and grant in to
us?
1. Please install the following program on your computer: http://www.pingplott.../pngplt_std.exe
2. Close all the applications, including torrents, DC-clients, Skype, ICQ, Browser (IE, Mozilla Firefox, Opera), Mail client and etc.
3. Launch the program, and maximize the dialog window.
4. Type login-master.worldoftanks.eu in the field "Address to Trace" (upper left corner). (http://wiki.worldoft...target=pp-1.png)
5. Set 1 second in the field "Trace Interval".
6. Press the "Trace" button (lower left corner) or the "Enter" button. (http://wiki.worldoft...target=pp-2.png)
7. Now click the right mouse on each figure one by one in the upper window (green or yellow background) and select "Show this Timeline Graph" (If there is no tick apposite it - v !). (http://wiki.worldoft...target=pp-3.png)
8. As the result, there is a black band under each figure in the column and the number of diagrams should be equal to the highest number in the column. (http://wiki.worldoft...target=pp-4.png)
9. To set up the time scale on the diagrams (in the lower part of the window) it's required to click the right mouse and in the opened menu select the time scale you need. (http://wiki.worldoft...target=pp-5.png)
10. Save the results in the png-file. (In File, "Save as").
1. Please install the following program on your computer: http://www.pingplott.../pngplt_std.exe
2. Close all the applications, including torrents, DC-clients, Skype, ICQ, Browser (IE, Mozilla Firefox, Opera), Mail client and etc.
3. Launch the program, and maximize the dialog window.
4. Type login-master.worldoftanks.eu in the field "Address to Trace" (upper left corner). (http://wiki.worldoft...target=pp-1.png)
5. Set 1 second in the field "Trace Interval".
6. Press the "Trace" button (lower left corner) or the "Enter" button. (http://wiki.worldoft...target=pp-2.png)
7. Now click the right mouse on each figure one by one in the upper window (green or yellow background) and select "Show this Timeline Graph" (If there is no tick apposite it - v !). (http://wiki.worldoft...target=pp-3.png)
8. As the result, there is a black band under each figure in the column and the number of diagrams should be equal to the highest number in the column. (http://wiki.worldoft...target=pp-4.png)
9. To set up the time scale on the diagrams (in the lower part of the window) it's required to click the right mouse and in the opened menu select the time scale you need. (http://wiki.worldoft...target=pp-5.png)
10. Save the results in the png-file. (In File, "Save as").
Subject:
Archives\Beta\Какой будет пинг, если играть с РФ
Link on message: #388138

Link on message: #388138
merig00: you can ask the guys over here: http://forum.worldof...u-ua-community/
They all played from Russia on the US server.
Please, use English on this forum.
They all played from Russia on the US server.
Please, use English on this forum.
Subject:
Archives\Beta\[HELP ME] WoT isnt starting! :S
Link on message: #388113

Link on message: #388113
Vallter: Please tell us whether you still have this issue?
Subject:
Archives\Beta\Base defense
Link on message: #388106
GoonCommando, on 22 January 2011 - 08:52 AM, said: I just did a tier 2-3 match where I use a 38h, there was 1 enemy at
our base holding the base, which was nearing 90%, I shot him, and
only I was around, and ended up with a base defense of 6%. Is this
being calculated correctly?

Link on message: #388106

Vallter: We will check this case and post our answer.
Subject:
Archives\Beta\cannot log into game says (incorrect account/password)
Link on message: #388099

Link on message: #388099
Vallter: All players who still have this issue please contact our Support
Center
http://support.worldoftanks.com/
In this way we'll solve your problems faster. Also we need some private information from you that can not be posted on the game forum.
http://support.worldoftanks.com/
In this way we'll solve your problems faster. Also we need some private information from you that can not be posted on the game forum.
Subject:
Archives\Beta\no server choise and cant get to main web page
Link on message: #388097

Link on message: #388097
Vallter: To play on the US server download the US game client
If you wish the European server - the European game client.
Install them to different folder from one were the game client is installed right now. Then just enter the game.
If you wish the European server - the European game client.
Install them to different folder from one were the game client is installed right now. Then just enter the game.
Subject:
Archives\Beta\New Servers
Link on message: #388094

Link on message: #388094
Vallter: Please download the specific game client and
install it to the other folder. Then choose the server (EU this
time).
Subject:
Archives\Beta\Why can't I start a topic in any meaningful place?
Link on message: #387883
Captain_Dorja, on 28 January 2011 - 06:28 AM, said: So...
WoT has this forum (your on it now) and for some reason I get the idea that a large reason for having it is to give organized feedback to the devs. If this is true, why can't I start a topic in hardly any of the boards? How am I supposed to give feedback or ask a question if I can't ask it on the board labeled, "Questions."
What's the deal?

Link on message: #387883

WoT has this forum (your on it now) and for some reason I get the idea that a large reason for having it is to give organized feedback to the devs. If this is true, why can't I start a topic in hardly any of the boards? How am I supposed to give feedback or ask a question if I can't ask it on the board labeled, "Questions."
What's the deal?
Tanitha: This question is answered here in this announcement.
http://forum.worldof...opers-sections/
You didn't read that, did you?
And that's why there is extra restrictions on the developers section (which they read), So the devs dont have to waste 12 hours a day reading questions from players that have already been answered, and instead can get on with finishing the game.
If after reading the forums, there is a question you have that hasn't already been answered, then there is a section for you to ask the devs directly.
http://forum.worldof...opers-sections/
You didn't read that, did you?
And that's why there is extra restrictions on the developers section (which they read), So the devs dont have to waste 12 hours a day reading questions from players that have already been answered, and instead can get on with finishing the game.
If after reading the forums, there is a question you have that hasn't already been answered, then there is a section for you to ask the devs directly.
Subject:
Archives\Beta\EU server IP
Link on message: #387600

Link on message: #387600
merig00: I don't know the actual IP but you can derive it from this:
login-master.worldoftanks.eu
Subject:
Archives\Beta\Report all red ground bugs here
Link on message: #387585

Link on message: #387585
merig00: Due to the engine limitations the game doesn't support x64 so it
simply doesn't "see" all the extra memory you have.
Though it is strange that you get the red texture right after the first round. Usually it takes a good hour of gameplay to get that warning.
I would recommend to lower your settings so that the memory fill up slowly, that way you don't need to restart your client as often.
Also
-Reduce Object LOD (http://forum.worldof...preferencesxml/)
-Disable Post Processing, Advanced Post Processing, Edge detect AA
And this might help: http://forum.worldof...post__p__326552
Check your temperature - if your card is running at high temp it might be a contributing factor.
Though it is strange that you get the red texture right after the first round. Usually it takes a good hour of gameplay to get that warning.
I would recommend to lower your settings so that the memory fill up slowly, that way you don't need to restart your client as often.
Also
-Reduce Object LOD (http://forum.worldof...preferencesxml/)
-Disable Post Processing, Advanced Post Processing, Edge detect AA
And this might help: http://forum.worldof...post__p__326552
Check your temperature - if your card is running at high temp it might be a contributing factor.
Subject:
Archives\Junkyard\US/EU Server Split
Link on message: #387576

Link on message: #387576
merig00: The server database was copied once and for all on the day of the
split and can not be constantly synced between the two servers. I
would recommend to make your decision as soon as possible because
the inactive account will be banned very soon.
Subject:
Archives\Beta\Game bug or GFX card bug?
Link on message: #387538
xecute, on 28 January 2011 - 12:43 AM, said: For awhile now I have noticed that if I hit an enemy tank and hear
the ping that it doesn't always take any percentage off the enemy
tank. That is until I unhighlight the tank and then rehighlight it.
(so I have hit it for damage, just the stats do not change until I
move recticle away and then back over)
So for example. A tank is at 100% and I hit it. It still says 100% to me. Even though I know damage has been dealt. If I look away and then look back at the tank, only then does it show the updated damage I had delt in my last shot. (also I know no one else has hit it, i'm just simply making it not glow red for data to change)
I am unsure if this is a GFX card problem or a game problem. I did go through a stage where tanks where not highlighted at all. Also another where I could see tanks line of fire vectors. Both down to GFX driver glitches. So unsure if this one is GFX Card side or Game Client Side. (I'm using Radeon HD 5770 - latest drivers from Catalyst).
The above happens each match.
---
On a seperate note. I am still getting sometimes shells going through tanks bug which I think was supposed to be fixed. I hear the ping meaning I have hit the tank and no critical hit message (for module damage) and yet tank stays at 100% even if I do unhighlight it and rehighlight it.
Obviously I should not be hearing a ping for no hit point damage and no module damage. Also I don't get ricoche voice or no penetration message. To all purposes it looks like a good shot but simply nothing happens.
This happens about once every 3 or 4 matches.
-
Just wondering if anyone else has noticed any of the above recently? I'd say I've noticed the above bugs since last patch (unfortunatelty at same time I got new GFX drivers).

Link on message: #387538

So for example. A tank is at 100% and I hit it. It still says 100% to me. Even though I know damage has been dealt. If I look away and then look back at the tank, only then does it show the updated damage I had delt in my last shot. (also I know no one else has hit it, i'm just simply making it not glow red for data to change)
I am unsure if this is a GFX card problem or a game problem. I did go through a stage where tanks where not highlighted at all. Also another where I could see tanks line of fire vectors. Both down to GFX driver glitches. So unsure if this one is GFX Card side or Game Client Side. (I'm using Radeon HD 5770 - latest drivers from Catalyst).
The above happens each match.
---
On a seperate note. I am still getting sometimes shells going through tanks bug which I think was supposed to be fixed. I hear the ping meaning I have hit the tank and no critical hit message (for module damage) and yet tank stays at 100% even if I do unhighlight it and rehighlight it.
Obviously I should not be hearing a ping for no hit point damage and no module damage. Also I don't get ricoche voice or no penetration message. To all purposes it looks like a good shot but simply nothing happens.
This happens about once every 3 or 4 matches.
-
Just wondering if anyone else has noticed any of the above recently? I'd say I've noticed the above bugs since last patch (unfortunatelty at same time I got new GFX drivers).
MrVic: I get that issue at times, so used to quick panning off forget its
even there now days. Think that is probably server side. Not 100%
sure tho.
Subject:
Archives\Beta\Questions\Clan Wars
Link on message: #387474
WarWolverineWarrior, on 27 January 2011 - 09:00 PM, said: I read through http://forum.worldof...r-1-global-map/ which
was posted a long time ago. Can we please get an update on Clan
Wars and how it's doing in Russian test server?
Also is this going to be a web based or in-game type of interface?

Link on message: #387474

Also is this going to be a web based or in-game type of interface?
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #387450
Morrigan, on 27 January 2011 - 07:30 PM, said: First, the suggestion has repeatedly been "put weight or tier or
class limits on SOME of the territories", I've personally suggested
a quarter or a third. This would only serve to encourage players to
keep MORE tanks in their garages so they can engage on more kinds
of "terrain". They'll not only pay gold for slots, but they'll pimp
the tanks with a million or two million creds worth of gear, and
they'll burn gold ammo in any case.
Second, MANY players don't care to grind high tiers because it's BORING as all hell to sit in a tank for that many battles. So they're going to grind up a few lower tier tanks, see that they're essentially locked out of clan wars, get bored, and be done with this game. They won't see the "end game".
Third, the more players the devs get involved in clan wars early the better. If they can get you hooked on the meta game, they'll inspire players to keep playing and grinding. If I hit the 3 month point and I have yet to taste Clan Wars because my brand new, stock Tiger is outclassed and unwanted, I'm probably done playing for good.
Overlord, on 22 January 2011 - 01:04 AM, said: Overall should be somewhat similar to KT, 105mm gun, 1700+ HP.

Link on message: #387450

Second, MANY players don't care to grind high tiers because it's BORING as all hell to sit in a tank for that many battles. So they're going to grind up a few lower tier tanks, see that they're essentially locked out of clan wars, get bored, and be done with this game. They won't see the "end game".
Third, the more players the devs get involved in clan wars early the better. If they can get you hooked on the meta game, they'll inspire players to keep playing and grinding. If I hit the 3 month point and I have yet to taste Clan Wars because my brand new, stock Tiger is outclassed and unwanted, I'm probably done playing for good.
Tanitha: They are all very good points.
But take the 15v15 random games, IE the game as it is now before clanwars. There is no real need for premium, or high tier tanks. The only thing that happens when you level up more, is you earn less exp and credits, with about T5 usually being the most profitable tier. If you level up to a T8 tanks, its not much different, because you are then matched into harder games which are balanced still, with another T8 put against you and there's T9-10 above you. So no matter what tank you are in, the games are balanced and the only difference being the bigger your tank the less you make on it. No real incentive at all to pay premium and goto a T10. Just as much fun and just as useful to not pay a cent, and stay around T5's.
The desire of getting bigger tanks for clanwars, is one of the main things that will encourage people to pay money into the game I think.
A bigger tank in clanwars will make a difference, a bigger tank in the 15v15 games doesn't make much difference.
That's the way it is for me anyway, If wot had no clan wars, id not pay, play casually and play for free. When its released with clanwars, I'll pay premium for a month, sink in a reasonable amount into gold (maybe $40 worth), To get ahead and get into a T9 medium or T10 quickly within that month. And then id probably never transfer gold to credits again, and probably wont need to buy premium again.
And don't forget for casual players who want to get into clan-wars quickly without the grind, there is always the T8 heavy premium lowe.
But take the 15v15 random games, IE the game as it is now before clanwars. There is no real need for premium, or high tier tanks. The only thing that happens when you level up more, is you earn less exp and credits, with about T5 usually being the most profitable tier. If you level up to a T8 tanks, its not much different, because you are then matched into harder games which are balanced still, with another T8 put against you and there's T9-10 above you. So no matter what tank you are in, the games are balanced and the only difference being the bigger your tank the less you make on it. No real incentive at all to pay premium and goto a T10. Just as much fun and just as useful to not pay a cent, and stay around T5's.
The desire of getting bigger tanks for clanwars, is one of the main things that will encourage people to pay money into the game I think.
A bigger tank in clanwars will make a difference, a bigger tank in the 15v15 games doesn't make much difference.
That's the way it is for me anyway, If wot had no clan wars, id not pay, play casually and play for free. When its released with clanwars, I'll pay premium for a month, sink in a reasonable amount into gold (maybe $40 worth), To get ahead and get into a T9 medium or T10 quickly within that month. And then id probably never transfer gold to credits again, and probably wont need to buy premium again.
And don't forget for casual players who want to get into clan-wars quickly without the grind, there is always the T8 heavy premium lowe.

Tanitha:
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