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\What open beta means for you.
Link on message: #383763
Shireknight, on 24 January 2011 - 12:41 AM, said: Tanitha, can you tell us more about the new Assault and Dominion
game modes please 

Link on message: #383763


Tanitha: Sure the mods have been testing this out with each other.
Assault

Domination

Or in other words..
Assault - one team is to defend the base, the other one is to capture it.
Domination - there is one base in the center of the map and both teams are to capture it.
Current maps will be reworked and adjusted to suit these two plus new maps will be added.
Assault

Domination

Or in other words..
Assault - one team is to defend the base, the other one is to capture it.
Domination - there is one base in the center of the map and both teams are to capture it.
Current maps will be reworked and adjusted to suit these two plus new maps will be added.
Subject:
Archives\Junkyard\What open beta means for you.
Link on message: #383744
Umi, on 24 January 2011 - 06:24 AM, said: The new list of rules is quite thorough, I must say. Hope the
enforcement is effective enough to be a deterrent to in-game
trolls.

Link on message: #383744

Tanitha: Thanks, there is a thorough set of mod rules that was introduced
over the server split to go with them too. So there should be more
standardization between different mods rule enforcement and ban
times.
The main changes to the rules were.
Game:
Only the killed can report TKers.
You cant report your platoon, company or clan mates.
The killed needs to supply sufficient proof that the kill was intentional.
Swearing is permitted in game, but not excessive swearing or swearing AT people (insults) The usual other chat rules still apply.
Game chat ban times were generally reduced. Except for the more severe things like racism, abusing mods, etc..
Posting of battle reports is now allowed.
Players can post recruiting/platoon messages if they ask permission, once every 15 mins.
Forum:
Forum ban times generally went up a bit.
They wont be all the changes, but I think that's the most important changes.
The main changes to the rules were.
Game:
Only the killed can report TKers.
You cant report your platoon, company or clan mates.
The killed needs to supply sufficient proof that the kill was intentional.
Swearing is permitted in game, but not excessive swearing or swearing AT people (insults) The usual other chat rules still apply.
Game chat ban times were generally reduced. Except for the more severe things like racism, abusing mods, etc..
Posting of battle reports is now allowed.
Players can post recruiting/platoon messages if they ask permission, once every 15 mins.
Forum:
Forum ban times generally went up a bit.
They wont be all the changes, but I think that's the most important changes.
Subject:
Archives\Junkyard\What open beta means for you.
Link on message: #383728
dock, on 23 January 2011 - 09:23 AM, said: Funny, didn't see anything in there about fixing the spotting,
tracking, balancing issues. Why add more tanks, FIX the problems
you have first before creating new ones.

Link on message: #383728

Tanitha: They have already stated that the spotting is getting completely
reworked, so have I in another thread. Thats not really related to
open beta though.
Tracking they are introducing a 3 part track system. This has already been announced.
Track HP and balancing usually gets small tweakings in each patch.
There really was no need to turn the open beta post into the usual whine about game mechanics, especially since they have stated they are getting worked on.
Tracking they are introducing a 3 part track system. This has already been announced.
Track HP and balancing usually gets small tweakings in each patch.
There really was no need to turn the open beta post into the usual whine about game mechanics, especially since they have stated they are getting worked on.
Subject:
Game Discussion\Map Discussion\Map Styles you'd like to see.
Link on message: #383725

Link on message: #383725
ARGO: I would love to see a WW1 style map containing various obsticles
such as:
1. Barb wire
2. Trenches "maze like making it harder to traverse"
3. Mine fields "that change locations each time you enter the map" hitting mine damages tanks and temporarily stops them.
4. Narrow rocky passes "where ambushes may be set up"
5. "No Mans Land" That large area between sides where there is absolutly no cover to hide.
It may sound like it's tough but it would all the tanks to be on equal terms. It would also require serious strategy to win making player learn to use the terrain to their advantage. Mines being the wild card may ever change the course of a battle as well.
1. Barb wire
2. Trenches "maze like making it harder to traverse"
3. Mine fields "that change locations each time you enter the map" hitting mine damages tanks and temporarily stops them.
4. Narrow rocky passes "where ambushes may be set up"
5. "No Mans Land" That large area between sides where there is absolutly no cover to hide.
It may sound like it's tough but it would all the tanks to be on equal terms. It would also require serious strategy to win making player learn to use the terrain to their advantage. Mines being the wild card may ever change the course of a battle as well.
Subject:
Off-Topic Discussion\Off-Topic\The Magic Vending Machine!
Link on message: #383713

Link on message: #383713
ARGO: You get put into the Sand River map where your TD is useless
I put in a lovely red rose
I put in a lovely red rose
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #383706
zriel, on 24 January 2011 - 04:39 PM, said: Overlord, about my other question - restore "anti fragmentation
net" ?

Link on message: #383706

Overlord: "Anti fragmentation net" with -50% to HE damage taken? Nope, not
planned.
Subject: WoT Newsletter Volume #9
Link on message: #383706
zriel, on Jan 24 2011 - 15:39, said: Overlord, about my other question - restore "anti fragmentation
net" ?
Link on message: #383706

Overlord:
"Anti fragmentation net" with -50% to HE damage taken? Nope, not planned.
"Anti fragmentation net" with -50% to HE damage taken? Nope, not planned.
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #383705
PzGrenKdr, on 24 January 2011 - 12:52 PM, said: so the the GW E-Serie get the 240mm Haubitze(howitzer) 39 or the
210mm Mrs 18?

Link on message: #383705

Overlord: 21cm one. Confirmed.
Subject: WoT Newsletter Volume #9
Link on message: #383705
PzGrenKdr, on Jan 24 2011 - 11:52, said: so the the GW E-Serie get the 240mm Haubitze(howitzer) 39 or the
210mm Mrs 18?
Link on message: #383705

Overlord:
21cm one. Confirmed.
21cm one. Confirmed.
Subject:
Archives\Junkyard\v0632-update-preliminary-discussion
Link on message: #383700
Otto_matic_Reiffel, on 24 January 2011 - 10:22 AM, said: Just to clarify, does this mean reduced jerking when in sniper mode
or when using the artillery overview? Can't say that I've noticed
any jerking when hit in artillery overview. Jerking in sniper mode
is very annoying though, especially since it doesn't happen in
third person or autoaim.

Link on message: #383700

Overlord: This applies only to SPGs and only to howitzer mode.
Subject:
Archives\Beta\Wet Ammo Racks
Link on message: #383677

Link on message: #383677
ARGO: Don't mind me people, I am just going to move this topic over to
off-topic seeing it doesn't have much in the way of history...You
guys keep on posting.....Argo66
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #383667
OJ191, on 24 January 2011 - 05:07 PM, said: Awesome post regarding clan wars, it's looking good so far. Although I hope there is some limitations on tanks that can be fielded so that you don't have clans consisting of 100 tier 10 tanks, some form of taxation system or similar would be nice. So a clan that own a lot of land could field better tanks to protect it, but at the same time their forces are more thinly spread, and maybe base it off the amount of vulnerable territories (on the edge of owned territory) as well, so say someone with 20 territories but all 20 were vulnerable, could field the same tier and amount of tanks as a clan with 40 territories but only 10 vulnerable. Maybe make it so #of territories with a multiplier for extra amounts of vulnerable territories determines the population/tier cap, and make it so that running costs have to be payed out of the clan treasury, with no individual money or rewards in clan wars (well xp obviously), but a bounty/salvage reward for the clan upon victory. So a clan that consistently loses can't afford to run those tier 10 tank's and may need to go fight weaker targets or something.
Heck, I was thinking about putting this in the suggestion forums but since we don't know enough about how it will work yet... Well I will archive this, or you could pass it on or something. Don't feel pressured to do so, I can just post it in suggestions forum once we get beta clan wars
.

Link on message: #383667
OJ191, on 24 January 2011 - 05:07 PM, said: Awesome post regarding clan wars, it's looking good so far. Although I hope there is some limitations on tanks that can be fielded so that you don't have clans consisting of 100 tier 10 tanks, some form of taxation system or similar would be nice. So a clan that own a lot of land could field better tanks to protect it, but at the same time their forces are more thinly spread, and maybe base it off the amount of vulnerable territories (on the edge of owned territory) as well, so say someone with 20 territories but all 20 were vulnerable, could field the same tier and amount of tanks as a clan with 40 territories but only 10 vulnerable. Maybe make it so #of territories with a multiplier for extra amounts of vulnerable territories determines the population/tier cap, and make it so that running costs have to be payed out of the clan treasury, with no individual money or rewards in clan wars (well xp obviously), but a bounty/salvage reward for the clan upon victory. So a clan that consistently loses can't afford to run those tier 10 tank's and may need to go fight weaker targets or something.
Heck, I was thinking about putting this in the suggestion forums but since we don't know enough about how it will work yet... Well I will archive this, or you could pass it on or something. Don't feel pressured to do so, I can just post it in suggestions forum once we get beta clan wars

Tanitha: There is no planned limitations on tanks that can be fielded so you
can have clans consisting of 100 players who have T10 tanks. It
would be my guess its done this way to make premium desirable. IE
the quicker leveling and maintaining of higher vehicles etc..
But there is 200 pieces of land, 150 clans nominated last sweep. So that's 1.5 pieces of land each? The smaller clans that have 1 piece of land defended by 15 players. Is as strong as a 100 player clan with 1 piece of land defended by 15 players. 15 players per piece of land is max either way.
As for tax, there is a tax system, land pays gold. The tax rate is settable, the higher the tax rate the higher chance of revolt. Stationing troops there will allow you to set the tax rate higher. Etc..
The above doesn't answer some of your things directly, but pretty much covers your questions i think.
But there is 200 pieces of land, 150 clans nominated last sweep. So that's 1.5 pieces of land each? The smaller clans that have 1 piece of land defended by 15 players. Is as strong as a 100 player clan with 1 piece of land defended by 15 players. 15 players per piece of land is max either way.
As for tax, there is a tax system, land pays gold. The tax rate is settable, the higher the tax rate the higher chance of revolt. Stationing troops there will allow you to set the tax rate higher. Etc..
The above doesn't answer some of your things directly, but pretty much covers your questions i think.
Subject:
Archives\Beta\Awesome match making
Link on message: #383661
nublex, on 24 January 2011 - 04:38 PM, said: Can anyone explain this?
img

Link on message: #383661

img
Overlord: US server, correct? Guess, online was too low for proper
match-making, even on EU side it happens rarely.
Subject:
Archives\Junkyard\NA and EU servers. Post split status.
Link on message: #383641

Link on message: #383641
Overlord: Auto-ban system will be turned at the start of open beta on January
27.
Mind the server you will be logging on.
Mind the server you will be logging on.
Subject:
Archives\Junkyard\Clans and ClanWars
Link on message: #383612

Link on message: #383612
Tanitha: Clans and Clan Wars
Planned schedule
EU Servers & Server Split (completed) ->
Open Beta (27th January) (completed) ->
Game Release & Hard Wipe (April 17th) (completed) ->
Clan Wars Beta -> (Due a couple of months after release)
Clan Wars Full Release (Global world map) (3 servers Russian/European/USA connected for international clan wars) & (clan wars map wipe)
So there's a thousand and one FPS (first person shooter) games out there, and I don't like them and don't want to play them. I'm here in WOT and here to stay because WOT has something extra and something different that all the other FPS's don't have. A major clan-wars system with a world domination map.
So forget about the game, and the game balance and matchmaking and whatever.. Clan-wars is where its at.. Well for me it is at least..
Unfortunately there is a lot of confusion around the clan-wars, I don't think many players understand how in depth a system wot are making, they haven't listed WOT as a MMO because of its 15v15 random battles, its clan system it has in the works is HUGE...
There's been one released info on clan wars so far Link , and like most players, I read it, scratched my head and read it again. After reading it three or four times with a lot of falling sleep in between I was left with one expression left in my mind. WTH?. So I'll try to write a summary of the old guide which hopefully you will find to be easier to read, there's also been some newer updated information thrown in aswell.
The original clanwars guide was from back in October, since then many players have snuck in questions to overlord, and overlord's leaks bits of information here and there. So I'm going to attempt to piece pieces of info together to share my view of what I *think* clan-wars entails..
Ive tried to confirm the validity of whats contained within here. But things might change a bit between now and when they are officially announced and placed in game, so read things as a guide, instead of a this is exactly how things will be..
Clans and Clan Registrations
On the 23rd December nominations opened for clans to request registration into the game, this closed on the 10th January. Approximately 150 clans nominated, and about 50 of the largest, most active, oldest clans were selected to be the first clans into the game.
Preliminary list of accepted clans.
Aseveljet
CS Army
Fallen Angels
SILENT SCOPE
Red Tide
Company of Reveran
Team Germany
Beerpanzer
130. Panzer-Lehr-Division
Triple Entente
115th Scwhere Panzer Division KampfGruppe Schwarzen Lanze
A Red Sky
Treasure Trove
Strategy Games Italia Team
Forgotten Hope Alliance
Hellenic Armored Division
116th Panzer Division
Relic Armoured
Iron Wolves
World of Tanks France
7th Armored Cavalry Regiment
1.Tábori Páncéloshadosztály
Britannia
Hearts of Draconia
War Geeks United
Pro-Internet Gaming Society
7th Armored Division
Finnish Tank Clan
Division Wüstenfuchs
Crimson Blade
División Acorazada 250
Die Söhne Guderians
Men of War
Unknown-Warriors
DoubleDutchClan
TankBusters
2nd Armored Division
503rd Joint Fighter Wing Typhoon Witches
Stahlpakt
1ª Cavalaria Blindada ROTA
Survivors Of Chaos
Stug Lyfe
1st Armored Division
Angels of Death
Armoured Assassins
RaGe Balcanians
Terminus Est
Divisione Corazzata Ariete
DarkStar Alliance
3d Armored Cavalry Regiment
1stPolish Armoured Division
Pirates
Kampfgruppe FHW
These clans will be manually added to the game (free), this manual addition of the clans is to mainly secure these clan's names and to ensure the clan names aren't stolen by another player or clan.
The same day these clans are manually added to the game, Open clan registration will also commence, where clan leaders can register their clans within the game.
Registering a clan costs 2500 gold. So it is better for you to do this during beta with the free gold that is provided, instead of registering the clan after release where the gold would cost you about $10. Clans will not be wiped on release. Players joining an existing clan has no cost associated with that. Players will get 250 gold a day when we switch to open beta on the 27th January, so if you are a clan leader, start saving up for your clan registrations now.
Clan wars, the info..
Pre clan wars beta
Cant wait for clan wars beta? well this will pass a couple of hours for you, and get you motivated and give you some clan war training. Ever play risk? then try TripleA its similar to what I envision wot to be like.
TripleA is a sourceforge free to download free to play game.
Download page: http://triplea.sourceforge.net/mywiki
There is some screenshots of TrippleA on that website, i wont post them here because the people that just look at the pictures and don't read anything will get confused.
You can have a solo game, or you can play online in a lobby against friends.
Now hopefully that's got you warmed up for mixing WOT's game, with a risk type clan-wars map. Imagine the two together? maybe not, so let me tease your appetite a little further.
Please note: posting links to other games is against the forum rules, the above has been posted with WOT approval, as an exception.
The Map, Clan Wars Beta, Clan Wars Release, The World Map, Time Zones, And Other Info..



Full Interface (Russian) The interface is considered an "alpha" test and should be revised before Clan Wars Beta
The Russian version is here for you to have a full look at.
http://challenge.wor.../clanwars/maps/
Ain't it sweet?
For clan wars beta the play zone will be a euro only map placed onto the three servers, Russian, European and North American. All three servers will play the clan wars beta on their separate servers. This will be placed into our USA server "soon", yeah I know you hate that word, but when its done its will be put in, its almost done now and hits the devs test-servers very soon for some dev testing, then onto the main servers. When it hits the devs servers, I'll get a sneak look at it, and I can (with devs permission) start leaking a lot more info out.
This "clan wars beta", is looking to be introduced soon after release, So you will start playing clan wars after the full wipe on release on an even playing field. Quick leveling after release would therefore help you and your clan get a head start into the clan wars.
When clan wars beta is fully finished, and ready for a full clan wars release, it will be operating on a full world map that should cover all area's except the arctic regions. So it should cover Australia and Asian for the Australians to take over, Europe for the euro's to take over, Russia for the Russians, and America for the Americans and all the other major counties on the map. When clan wars full release is ready and comes out, the three servers will link together to battle on this new and clear and empty world map. IE a clan-wars wipe, NOT an account wipe, or a server wipe, just the old euro only beta map being deleted, and a new shiny empty world map put up for clans to "start conquering again"..
During clan-wars beta, All battles will be scheduled at the prime time the next day of the server time. So for example, a USA clan attacks a German piece of land on the euro clan wars beta map, That battle will be scheduled in the game for the next day, USA time, somewhere between about 8pm -> 10pm IE prime time server time.
On the full clan-wars release, with the full map, battles will then be scheduled at the prime time of the country you are attacking. So on the above example. A USA clan attacks a German piece of land on the world clan wars full release map, That battle will be scheduled in the game for the next day, German time, somewhere between about 8pm -> 10pm German time IE the prime time of the time zone of the country you are attacking. It is done this way to stop the Russian clans from taking over the whole map, or the euros or the USAers. Attacking, taking, and then defending land that is not in your time zone, will be inconvenient, and thus unlikely. Similarly as the above, the server the game will be played on on this multi server game, will be the server of the land that's being attacked. If you are fighting for USA land, it will be on the USA server, if you are fighting for Russian land, it will be on the Russian server, a roaming system for accounts is being worked on.
When there is just a euro map, players outside of the USA Prime-time timezone will struggle to partake in clan wars, with all the battles being scheduled at the prime time of the server. When clan-wars is fully finished, and a world map introduced, it opens up all the options for non USA time zone players. So an all Australian clan could then take land in Australia and Asia and battle for that land in their time zone, An all UK clan could play on the USA server and could then battle for euro land, in the timezone of the land they are fighting for IE euro timezone, etc..
How big are the maps?
The initial Euro only clan wars beta map will contain about 200 provinces, each on the three servers.
What maps are the clan wars fought on
Initially maps will be a bit random, and selected from roughly appropriate maps, Like countrysides will be a random countryside map, cities will be one of the current city maps randomly selected. With more maps constantly being added. For example Paris atm would either be fought on the Himmelsdorf or Ruinberg maps. In the long run all key historical and capital provinces will have their own unique maps.
Team limits & Tier limits
Unlike companies, clan wars will not contain limits on the teams. The teams are open, up to 15 players attacking / defending, with a minimum of 5 players per side.
The only restrictions on tiers or teams is you must have at least 15 players of tier 5 or above to get started in clan wars.
Tokens, Stationing and moving troops and blockading land
At the start of the game you start with 100 tokens for your 100 clan members (100 player limit on clans), Or 65 for 65 etc whatever.. They will start "off the map" and to go into play they need to land on a coastal region. You then progress from there, and obviously aim at taking over more land. You may "station" up to 15 tokens in a particular region. You claim one piece of your land as your capital.. if you lose all your land, your tokens are off the map and you need to once again start on the coastal land. Land earns gold, and each region earns different amounts depending on its value (eg Paris region is more important than Brittany). However only the land that is directly connected to your clan capital will be earning you gold, any land that is not connected will be considered "blockaded" and will not earn until its reconnected to the clan capital. Tokens are not linked to particular players, they are open, so any clan member may fill the spot of the token.
Moving tokens
Only the clan leader can move the tokens. If the leader is offline, the player with the status of 1st deputy can move them. If the leader and 1st deputy are offline, the right to move is delegated to the 2nd deputy. A clan can move the same tokens once per day. After tokens were moved, they cannot be moved for the next 24 hours from the movement, meaning they are unavailable for movement. One territory may not have more than 15 tokens from the same clan.
Stationed troops
Tokens will not be able to move to another region unless those regions have a common border. And turns/moves may be made hourly, however attacks are scheduled for the next days prime time of the appropriate time zone.
Cloak of war
Other clans wont be able to see where you have your forces stationed. Obviously it would be preferable for enemy clans to attack your undefended or lightly defended land. This is where the special ops, of scouting and spy missions becomes invaluable.
Special Ops
During the hourly turns above, apart from troop movements clans have a range of recon and spying techniques they can employ. As well as an extensive diplomatic system where alliances etc can be formed.
Region Revolts.
Like other games when you conquer lands the local's aren't very happy about it, and you need to station troops within the region to maintain order. if its left unattended for too long, they will revolt. Except for your capital which is free of revolt.
Mercenaries.
Mercs and clan leaders will run off reputation and a track record. If a merc has a track record of not showing up, not being very good, or at worse being a team killer. Then obviously a clan leader wont be very tempted to employ them. Similarly clan leaders who have a reputation for non payment and a bad team, wont be sort after for mercenaries.
Mercs are also required to buy a license that is valid for about a week, after the initial payment/duration they may renew and keep their merc license for 1/2 the initial price per period of time. Like a lot of things, most of the merc system comes down to trust, who can you put your trust into and who cant you?
I hope the above clears some things up, and you start to look forward to clan wars as much as I am. See-you on the clan wars battlefields.
If you would like to read through the full details on clanwars the link is here
If you have any questions still, feel free to ask them here, and I'll either answer, or seek answers for you.
Regards.
Planned schedule
EU Servers & Server Split (completed) ->
Open Beta (27th January) (completed) ->
Game Release & Hard Wipe (April 17th) (completed) ->
Clan Wars Beta -> (Due a couple of months after release)
Clan Wars Full Release (Global world map) (3 servers Russian/European/USA connected for international clan wars) & (clan wars map wipe)
So there's a thousand and one FPS (first person shooter) games out there, and I don't like them and don't want to play them. I'm here in WOT and here to stay because WOT has something extra and something different that all the other FPS's don't have. A major clan-wars system with a world domination map.
So forget about the game, and the game balance and matchmaking and whatever.. Clan-wars is where its at.. Well for me it is at least..
Unfortunately there is a lot of confusion around the clan-wars, I don't think many players understand how in depth a system wot are making, they haven't listed WOT as a MMO because of its 15v15 random battles, its clan system it has in the works is HUGE...
There's been one released info on clan wars so far Link , and like most players, I read it, scratched my head and read it again. After reading it three or four times with a lot of falling sleep in between I was left with one expression left in my mind. WTH?. So I'll try to write a summary of the old guide which hopefully you will find to be easier to read, there's also been some newer updated information thrown in aswell.
The original clanwars guide was from back in October, since then many players have snuck in questions to overlord, and overlord's leaks bits of information here and there. So I'm going to attempt to piece pieces of info together to share my view of what I *think* clan-wars entails..
Ive tried to confirm the validity of whats contained within here. But things might change a bit between now and when they are officially announced and placed in game, so read things as a guide, instead of a this is exactly how things will be..
Clans and Clan Registrations
On the 23rd December nominations opened for clans to request registration into the game, this closed on the 10th January. Approximately 150 clans nominated, and about 50 of the largest, most active, oldest clans were selected to be the first clans into the game.
Preliminary list of accepted clans.
Aseveljet
CS Army
Fallen Angels
SILENT SCOPE
Red Tide
Company of Reveran
Team Germany
Beerpanzer
130. Panzer-Lehr-Division
Triple Entente
115th Scwhere Panzer Division KampfGruppe Schwarzen Lanze
A Red Sky
Treasure Trove
Strategy Games Italia Team
Forgotten Hope Alliance
Hellenic Armored Division
116th Panzer Division
Relic Armoured
Iron Wolves
World of Tanks France
7th Armored Cavalry Regiment
1.Tábori Páncéloshadosztály
Britannia
Hearts of Draconia
War Geeks United
Pro-Internet Gaming Society
7th Armored Division
Finnish Tank Clan
Division Wüstenfuchs
Crimson Blade
División Acorazada 250
Die Söhne Guderians
Men of War
Unknown-Warriors
DoubleDutchClan
TankBusters
2nd Armored Division
503rd Joint Fighter Wing Typhoon Witches
Stahlpakt
1ª Cavalaria Blindada ROTA
Survivors Of Chaos
Stug Lyfe
1st Armored Division
Angels of Death
Armoured Assassins
RaGe Balcanians
Terminus Est
Divisione Corazzata Ariete
DarkStar Alliance
3d Armored Cavalry Regiment
1stPolish Armoured Division
Pirates
Kampfgruppe FHW
These clans will be manually added to the game (free), this manual addition of the clans is to mainly secure these clan's names and to ensure the clan names aren't stolen by another player or clan.
The same day these clans are manually added to the game, Open clan registration will also commence, where clan leaders can register their clans within the game.
Registering a clan costs 2500 gold. So it is better for you to do this during beta with the free gold that is provided, instead of registering the clan after release where the gold would cost you about $10. Clans will not be wiped on release. Players joining an existing clan has no cost associated with that. Players will get 250 gold a day when we switch to open beta on the 27th January, so if you are a clan leader, start saving up for your clan registrations now.
Clan wars, the info..
Pre clan wars beta
Cant wait for clan wars beta? well this will pass a couple of hours for you, and get you motivated and give you some clan war training. Ever play risk? then try TripleA its similar to what I envision wot to be like.
TripleA is a sourceforge free to download free to play game.
Download page: http://triplea.sourceforge.net/mywiki
There is some screenshots of TrippleA on that website, i wont post them here because the people that just look at the pictures and don't read anything will get confused.
You can have a solo game, or you can play online in a lobby against friends.
Now hopefully that's got you warmed up for mixing WOT's game, with a risk type clan-wars map. Imagine the two together? maybe not, so let me tease your appetite a little further.
Please note: posting links to other games is against the forum rules, the above has been posted with WOT approval, as an exception.
The Map, Clan Wars Beta, Clan Wars Release, The World Map, Time Zones, And Other Info..



Full Interface (Russian) The interface is considered an "alpha" test and should be revised before Clan Wars Beta
The Russian version is here for you to have a full look at.
http://challenge.wor.../clanwars/maps/
Ain't it sweet?
For clan wars beta the play zone will be a euro only map placed onto the three servers, Russian, European and North American. All three servers will play the clan wars beta on their separate servers. This will be placed into our USA server "soon", yeah I know you hate that word, but when its done its will be put in, its almost done now and hits the devs test-servers very soon for some dev testing, then onto the main servers. When it hits the devs servers, I'll get a sneak look at it, and I can (with devs permission) start leaking a lot more info out.
This "clan wars beta", is looking to be introduced soon after release, So you will start playing clan wars after the full wipe on release on an even playing field. Quick leveling after release would therefore help you and your clan get a head start into the clan wars.
When clan wars beta is fully finished, and ready for a full clan wars release, it will be operating on a full world map that should cover all area's except the arctic regions. So it should cover Australia and Asian for the Australians to take over, Europe for the euro's to take over, Russia for the Russians, and America for the Americans and all the other major counties on the map. When clan wars full release is ready and comes out, the three servers will link together to battle on this new and clear and empty world map. IE a clan-wars wipe, NOT an account wipe, or a server wipe, just the old euro only beta map being deleted, and a new shiny empty world map put up for clans to "start conquering again"..
During clan-wars beta, All battles will be scheduled at the prime time the next day of the server time. So for example, a USA clan attacks a German piece of land on the euro clan wars beta map, That battle will be scheduled in the game for the next day, USA time, somewhere between about 8pm -> 10pm IE prime time server time.
On the full clan-wars release, with the full map, battles will then be scheduled at the prime time of the country you are attacking. So on the above example. A USA clan attacks a German piece of land on the world clan wars full release map, That battle will be scheduled in the game for the next day, German time, somewhere between about 8pm -> 10pm German time IE the prime time of the time zone of the country you are attacking. It is done this way to stop the Russian clans from taking over the whole map, or the euros or the USAers. Attacking, taking, and then defending land that is not in your time zone, will be inconvenient, and thus unlikely. Similarly as the above, the server the game will be played on on this multi server game, will be the server of the land that's being attacked. If you are fighting for USA land, it will be on the USA server, if you are fighting for Russian land, it will be on the Russian server, a roaming system for accounts is being worked on.
When there is just a euro map, players outside of the USA Prime-time timezone will struggle to partake in clan wars, with all the battles being scheduled at the prime time of the server. When clan-wars is fully finished, and a world map introduced, it opens up all the options for non USA time zone players. So an all Australian clan could then take land in Australia and Asia and battle for that land in their time zone, An all UK clan could play on the USA server and could then battle for euro land, in the timezone of the land they are fighting for IE euro timezone, etc..
How big are the maps?
The initial Euro only clan wars beta map will contain about 200 provinces, each on the three servers.
What maps are the clan wars fought on
Initially maps will be a bit random, and selected from roughly appropriate maps, Like countrysides will be a random countryside map, cities will be one of the current city maps randomly selected. With more maps constantly being added. For example Paris atm would either be fought on the Himmelsdorf or Ruinberg maps. In the long run all key historical and capital provinces will have their own unique maps.
Team limits & Tier limits
Unlike companies, clan wars will not contain limits on the teams. The teams are open, up to 15 players attacking / defending, with a minimum of 5 players per side.
The only restrictions on tiers or teams is you must have at least 15 players of tier 5 or above to get started in clan wars.
Tokens, Stationing and moving troops and blockading land
At the start of the game you start with 100 tokens for your 100 clan members (100 player limit on clans), Or 65 for 65 etc whatever.. They will start "off the map" and to go into play they need to land on a coastal region. You then progress from there, and obviously aim at taking over more land. You may "station" up to 15 tokens in a particular region. You claim one piece of your land as your capital.. if you lose all your land, your tokens are off the map and you need to once again start on the coastal land. Land earns gold, and each region earns different amounts depending on its value (eg Paris region is more important than Brittany). However only the land that is directly connected to your clan capital will be earning you gold, any land that is not connected will be considered "blockaded" and will not earn until its reconnected to the clan capital. Tokens are not linked to particular players, they are open, so any clan member may fill the spot of the token.
Moving tokens
Only the clan leader can move the tokens. If the leader is offline, the player with the status of 1st deputy can move them. If the leader and 1st deputy are offline, the right to move is delegated to the 2nd deputy. A clan can move the same tokens once per day. After tokens were moved, they cannot be moved for the next 24 hours from the movement, meaning they are unavailable for movement. One territory may not have more than 15 tokens from the same clan.
Stationed troops
Tokens will not be able to move to another region unless those regions have a common border. And turns/moves may be made hourly, however attacks are scheduled for the next days prime time of the appropriate time zone.
Cloak of war
Other clans wont be able to see where you have your forces stationed. Obviously it would be preferable for enemy clans to attack your undefended or lightly defended land. This is where the special ops, of scouting and spy missions becomes invaluable.
Special Ops
During the hourly turns above, apart from troop movements clans have a range of recon and spying techniques they can employ. As well as an extensive diplomatic system where alliances etc can be formed.
Region Revolts.
Like other games when you conquer lands the local's aren't very happy about it, and you need to station troops within the region to maintain order. if its left unattended for too long, they will revolt. Except for your capital which is free of revolt.
Mercenaries.
Mercs and clan leaders will run off reputation and a track record. If a merc has a track record of not showing up, not being very good, or at worse being a team killer. Then obviously a clan leader wont be very tempted to employ them. Similarly clan leaders who have a reputation for non payment and a bad team, wont be sort after for mercenaries.
Mercs are also required to buy a license that is valid for about a week, after the initial payment/duration they may renew and keep their merc license for 1/2 the initial price per period of time. Like a lot of things, most of the merc system comes down to trust, who can you put your trust into and who cant you?
I hope the above clears some things up, and you start to look forward to clan wars as much as I am. See-you on the clan wars battlefields.
If you would like to read through the full details on clanwars the link is here
If you have any questions still, feel free to ask them here, and I'll either answer, or seek answers for you.
Regards.
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #383445
zriel, on 24 January 2011 - 10:39 AM, said: This is good news! Before the soft wipe at the store you could buy
a 88 mm ammunition costing more than 1,000 credits with the letter
"L ", then speculated that the soft wipe the patch will be added,
but unfortunately it did not happen. I am glad therefore that it is
provided for a series of "E", I just hope that in addition to
improved accuracy and rate of fire will also have better
penetration and damage.
Yet I reiterate my question: in relation to the introduction of artillery tier 8 developers are considering the restoration of the module "Anti fragmentation net", which absorbed 50% of the damage from munitions HE?
Edit : Object 261 was originally equipped with a 152 mm howitzer Br-2, I know it will be available at the first gun?

Link on message: #383445

Yet I reiterate my question: in relation to the introduction of artillery tier 8 developers are considering the restoration of the module "Anti fragmentation net", which absorbed 50% of the damage from munitions HE?
Edit : Object 261 was originally equipped with a 152 mm howitzer Br-2, I know it will be available at the first gun?
Overlord: Tier 8 SPGs are likely to get only 1 gun each.
Subject: WoT Newsletter Volume #9
Link on message: #383445
zriel, on Jan 24 2011 - 09:39, said: This is good news! Before the soft wipe at the store you could buy
a 88 mm ammunition costing more than 1,000 credits with the letter
"L ", then speculated that the soft wipe the patch will be added,
but unfortunately it did not happen. I am glad therefore that it is
provided for a series of "E", I just hope that in addition to
improved accuracy and rate of fire will also have better
penetration and damage.
Yet I reiterate my question: in relation to the introduction of artillery tier 8 developers are considering the restoration of the module "Anti fragmentation net", which absorbed 50% of the damage from munitions HE?
Edit : Object 261 was originally equipped with a 152 mm howitzer Br-2, I know it will be available at the first gun?
Link on message: #383445

Yet I reiterate my question: in relation to the introduction of artillery tier 8 developers are considering the restoration of the module "Anti fragmentation net", which absorbed 50% of the damage from munitions HE?
Edit : Object 261 was originally equipped with a 152 mm howitzer Br-2, I know it will be available at the first gun?
Overlord:
Tier 8 SPGs are likely to get only 1 gun each.
Tier 8 SPGs are likely to get only 1 gun each.
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #383441
strata89, on 23 January 2011 - 12:55 PM, said: Can you say somethink more about T8 arty? I know you dont have
exact numbers for them finished yet but i think you should have
basic characteristics.
Somethink like in Tier 7 GWT have best damage but worst accuracy, obj212 have lower damage but best rate of fire and average accuracy...

Link on message: #383441

Somethink like in Tier 7 GWT have best damage but worst accuracy, obj212 have lower damage but best rate of fire and average accuracy...
Overlord: All 3 tier 8 SPGs are going to get about 700-750HP, 1.7-2.0 rate of
fire with the highest for Object 261, and 2000-3000 damage per
shell with the highest for T92.
Subject: WoT Newsletter Volume #9
Link on message: #383441
strata89, on Jan 23 2011 - 11:55, said: Can you say somethink more about T8 arty? I know you dont have
exact numbers for them finished yet but i think you should have
basic characteristics.
Somethink like in Tier 7 GWT have best damage but worst accuracy, obj212 have lower damage but best rate of fire and average accuracy...
Link on message: #383441

Somethink like in Tier 7 GWT have best damage but worst accuracy, obj212 have lower damage but best rate of fire and average accuracy...
Overlord:
All 3 tier 8 SPGs are going to get about 700-750HP, 1.7-2.0 rate of fire with the highest for Object 261, and 2000-3000 damage per shell with the highest for T92.
All 3 tier 8 SPGs are going to get about 700-750HP, 1.7-2.0 rate of fire with the highest for Object 261, and 2000-3000 damage per shell with the highest for T92.
Subject:
Archives\Beta\Switching Server from US to EU
Link on message: #383336
TrIpMo, on 22 January 2011 - 01:15 PM, said: Correct me if I am wrong here Tanitha.
My friend came after a week or 2 online on my ventrilo.
So I asked him which server he plays on.
He said European server. I said well we all switched to the American server.
I explained him how he could switch over right.
So now yesterday when I was watching a movie. He pmed me. Saying all my tanks are gone. Then he went offline again before I could reply.
So now I am wondering. Are all his tanks are gone. Or only those tanks he unlocked on the EU server.
Would make sense that only the tanks he unlocked from the EU server are gone. Because they are on another server (so different database), and he only gets the tanks he had before the server split (old database). Can you help me out on this question??

Link on message: #383336

My friend came after a week or 2 online on my ventrilo.
So I asked him which server he plays on.
He said European server. I said well we all switched to the American server.
I explained him how he could switch over right.
So now yesterday when I was watching a movie. He pmed me. Saying all my tanks are gone. Then he went offline again before I could reply.
So now I am wondering. Are all his tanks are gone. Or only those tanks he unlocked on the EU server.
Would make sense that only the tanks he unlocked from the EU server are gone. Because they are on another server (so different database), and he only gets the tanks he had before the server split (old database). Can you help me out on this question??
Tanitha: Not too bad, only took me a day or so to find the post, lol..
Yeah when the server split was done, both servers had the same accounts/tanks.
What you play on one server after that, only goes onto the server you are playing.
So if you play on one server for a few days, especially during the 5x exp time, then swap servers, you will play on the account as it was at the server split.
So all his "extra / new" tanks wont be there..
The non selected server accounts were meant to be banned on server split day, but they werent.
So now they will be banned on the 27th..
I think another, select what server you want, the other server will be banned.. pop-up will happen on the 27th.
But I'm not sure exactly how they plan on doing this.
The people who do know, will do a announcement over the next few days probably.
As for the patch... there is two full versions on the two "wot website" a euro on the euro website and a usa on the usa website.
Each one will log you into that server. No need for a patch, because the non selected accounts are getting banned. Its a error that they aren't already banned.
Regards.
Yeah when the server split was done, both servers had the same accounts/tanks.
What you play on one server after that, only goes onto the server you are playing.
So if you play on one server for a few days, especially during the 5x exp time, then swap servers, you will play on the account as it was at the server split.
So all his "extra / new" tanks wont be there..
The non selected server accounts were meant to be banned on server split day, but they werent.
So now they will be banned on the 27th..
I think another, select what server you want, the other server will be banned.. pop-up will happen on the 27th.
But I'm not sure exactly how they plan on doing this.
The people who do know, will do a announcement over the next few days probably.
As for the patch... there is two full versions on the two "wot website" a euro on the euro website and a usa on the usa website.
Each one will log you into that server. No need for a patch, because the non selected accounts are getting banned. Its a error that they aren't already banned.
Regards.
Subject:
Archives\Junkyard\KV vs light arty
Link on message: #382682

Link on message: #382682
ARGO: This thread is locked and sent to the junkyard.
Argo66
Argo66
Subject:
Archives\Beta\Suggestion: Remove the ugly machine gun from the top of the IS7
Link on message: #382518

Link on message: #382518
merig00: Uhm it's a legitimate part of the IS-7 real design

These are the blueprints from 1946

Wooden real-life size IS-7 1946

These are the blueprints from 1946

Wooden real-life size IS-7 1946
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #382128
ZiggyDeath, on 23 January 2011 - 02:28 AM, said: So two things about the v.0.6.3.4 patch notes:
One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?

Link on message: #382128

One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?
MrVic: Notes were pulled down since they were only on internal for a few
hours before being removed for some internal test. Hence the
disclaimer posted with them. They were not hard numbers. Sorry for
the confusion.
Subject: WoT Newsletter Volume #9
Link on message: #382128
ZiggyDeath, on Jan 23 2011 - 01:28, said: So two things about the v.0.6.3.4 patch notes:
One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?
Link on message: #382128

One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?
MrVic:
Notes were pulled down since they were only on internal for a few hours before being removed for some internal test. Hence the disclaimer posted with them. They were not hard numbers. Sorry for the confusion.
Notes were pulled down since they were only on internal for a few hours before being removed for some internal test. Hence the disclaimer posted with them. They were not hard numbers. Sorry for the confusion.
Subject: WoT Newsletter Volume #9
Link on message: #382128
ZiggyDeath, on Jan 23 2011 - 01:28, said: So two things about the v.0.6.3.4 patch notes:
One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?
Link on message: #382128

One: I noticed a second buff to the Panther II's gun. Meaning that it's even more accurate than before, any plans on buffing the Pershing?
Two: There is mention of a 90mm AT M3, so does that mean this patch (or v.0.6.3.2, given that this is a cost nerf) bring the American TDs into the game?
MrVic:
Notes were pulled down since they were only on internal for a few hours before being removed for some internal test. Hence the disclaimer posted with them. They were not hard numbers. Sorry for the confusion.
Notes were pulled down since they were only on internal for a few hours before being removed for some internal test. Hence the disclaimer posted with them. They were not hard numbers. Sorry for the confusion.
Subject:
Archives\Beta\Server transfer
Link on message: #381840

Link on message: #381840
Tanitha: If you want to swap to the Eu server, grab the Eu client off the Eu
website (not forum)
Uninstall wot, install the euro version. You will be on the euro server then.
you will have on the euro server, whatever you had at the server split, and whatever you have done on the euro server since then. What you have done on the usa server since the split, wont be on your eu account.
The above is valid until the 27th, when the accounts you aren't using will be banned.
Regards.
Uninstall wot, install the euro version. You will be on the euro server then.
you will have on the euro server, whatever you had at the server split, and whatever you have done on the euro server since then. What you have done on the usa server since the split, wont be on your eu account.
The above is valid until the 27th, when the accounts you aren't using will be banned.
Regards.
Subject:
Archives\Junkyard\Beta testers are not being heard
Link on message: #381776

Link on message: #381776
MrVic: Biggest thing is about every thing that was ranted about is
addressed
Players are being heard but at the
same time their not reading/listening, might do some reading



Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #381774
Armo, on 22 January 2011 - 09:41 PM, said: why are you nerfing arty YET AGAIN?
already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????

Link on message: #381774

already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????
MrVic: RIF those are for reference they already have been changed
Will try to avoid giving that kind
of info that far out, to avoid these issues 


Subject: WoT Newsletter Volume #9
Link on message: #381774
Armo, on Jan 22 2011 - 20:41, said: why are you nerfing arty YET AGAIN?
already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????
Link on message: #381774

already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????
MrVic:
RIF those are for reference they already have been changed
Will try to avoid giving
that kind of info that far out, to avoid these issues 
RIF those are for reference they already have been changed


Subject: WoT Newsletter Volume #9
Link on message: #381774
Armo, on Jan 22 2011 - 20:41, said: why are you nerfing arty YET AGAIN?
already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????
Link on message: #381774

already half the games have NO arty because it's FAR TOO random now so nobody wants to play it!
why????
MrVic:
RIF those are for reference they already have been changed
Will try to avoid giving
that kind of info that far out, to avoid these issues 
RIF those are for reference they already have been changed


Subject:
Archives\Beta\Suggestions\US Tank Repair Kit change
Link on message: #381726

Link on message: #381726
MrVic: haha nah just 3000 credits mostly figure a name and icon change
only, just for the fun of how much we love Duct Tape
Subject:
Off-Topic Discussion\Tanks Throughout History\Historical Armored Vehicles\Name That Tank Quiz
Link on message: #381690

Link on message: #381690
MrVic: 
T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

Subject: Name That Tank Quiz
Link on message: #381690
Link on message: #381690
MrVic: 
T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

Subject: Name That Tank Quiz
Link on message: #381690
Link on message: #381690
MrVic: 
T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

T6 Light tank, Built 1939 top speed 30mpg used 2x 8 Buick cylinder engines, 19,500 lbs and had no armaments. Only ever built the chasis.
Its sort of a missing link in most US tank history write ups

Subject:
Archives\Junkyard\No Recourse for Team Killers?
Link on message: #381540

Link on message: #381540
Tanitha: The support website is the preferred method for contacting support.
But I believe it still only allowed the uploading of one
screenshot, which Ive requested be upgraded to 5. While you can
only upload one screenshot to the support webwite, the email system
might be better for reporting Tk's.
Also remember that the current rules stated the Killed is required to supply sufficient proof that the Tk was intentional. So a couple of screenies and a bit of info as to what happened would be preferable.
Also remember that the current rules stated the Killed is required to supply sufficient proof that the Tk was intentional. So a couple of screenies and a bit of info as to what happened would be preferable.
Subject:
In-Game Vehicles\German Vehicles\SPGs/Artillery\Geschutzwagen Panther
Link on message: #381499
danger1988, on 22 January 2011 - 03:45 AM, said: v.0.6.3.4 Alpha changes (some of these values have changed, use
only for reference)
- 105mm_KwK45_L52_ausf_B gun: shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion increased by 12% during turret traverse, range of fire decreased by 15%, increased trajectory curve.
- 150mm_sFH36_L43 gun: dispersion increased by 25% during turret traverse, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf: rate of fire decreased by 20%, damage increased to 1400.
- 90mm_AT_Gun_M3 gun: price in credits 110550 -> 127300.
- 120mm_Gun_T53 gun: rate of fire increased by 5%.
- 155mm_Gun_M1A1 gun: rate of fire decreased by 34%, HE damage 700 -> 800 (credit), 950 -> 1250 (gold).
- 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.
Nerf or buff?

Link on message: #381499

- 105mm_KwK45_L52_ausf_B gun: shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion increased by 12% during turret traverse, range of fire decreased by 15%, increased trajectory curve.
- 150mm_sFH36_L43 gun: dispersion increased by 25% during turret traverse, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf: rate of fire decreased by 20%, damage increased to 1400.
- 90mm_AT_Gun_M3 gun: price in credits 110550 -> 127300.
- 120mm_Gun_T53 gun: rate of fire increased by 5%.
- 155mm_Gun_M1A1 gun: rate of fire decreased by 34%, HE damage 700 -> 800 (credit), 950 -> 1250 (gold).
- 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.
Nerf or buff?
Overlord: Listed above changes for GW-Panther won't be included in the
upcoming update. Overall the vehicle needs some buff which will
come along with the next major update.
Subject: Geschutzwagen Panther
Link on message: #381499
danger1988, on Jan 22 2011 - 02:45, said: v.0.6.3.4 Alpha changes (some of these values have changed, use
only for reference)
- 105mm_KwK45_L52_ausf_B gun: shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion increased by 12% during turret traverse, range of fire decreased by 15%, increased trajectory curve.
- 150mm_sFH36_L43 gun: dispersion increased by 25% during turret traverse, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf: rate of fire decreased by 20%, damage increased to 1400.
- 90mm_AT_Gun_M3 gun: price in credits 110550 -> 127300.
- 120mm_Gun_T53 gun: rate of fire increased by 5%.
- 155mm_Gun_M1A1 gun: rate of fire decreased by 34%, HE damage 700 -> 800 (credit), 950 -> 1250 (gold).
- 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.
Nerf or buff?
Link on message: #381499

- 105mm_KwK45_L52_ausf_B gun: shell velocity increased by 20%.
- 150mm_sFH18_L30 gun: dispersion increased by 12% during turret traverse, range of fire decreased by 15%, increased trajectory curve.
- 150mm_sFH36_L43 gun: dispersion increased by 25% during turret traverse, increased shell velocity, increased trajectory curve.
- 170mm_K72_Sf: rate of fire decreased by 20%, damage increased to 1400.
- 90mm_AT_Gun_M3 gun: price in credits 110550 -> 127300.
- 120mm_Gun_T53 gun: rate of fire increased by 5%.
- 155mm_Gun_M1A1 gun: rate of fire decreased by 34%, HE damage 700 -> 800 (credit), 950 -> 1250 (gold).
- 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.
Nerf or buff?
Overlord:
Listed above changes for GW-Panther won't be included in the upcoming update. Overall the vehicle needs some buff which will come along with the next major update.
Listed above changes for GW-Panther won't be included in the upcoming update. Overall the vehicle needs some buff which will come along with the next major update.
Subject:
News from the Front\World of Tanks Newsletter\WoT Newsletter Volume #9
Link on message: #381470
Mrbustanut, on 22 January 2011 - 01:09 AM, said: Any information on the gun for the object 261 overlord? Is it still
the 203mm or something new?

Link on message: #381470

Overlord: 180mm MO-1 gun. Rather curious stuff, it was mounted on combat
ships.
Subject: WoT Newsletter Volume #9
Link on message: #381470
Mrbustanut, on Jan 22 2011 - 00:09, said: Any information on the gun for the object 261 overlord? Is it still
the 203mm or something new?
Link on message: #381470

Overlord:
180mm MO-1 gun. Rather curious stuff, it was mounted on combat ships.
180mm MO-1 gun. Rather curious stuff, it was mounted on combat ships.
Subject:
Off-Topic Discussion\Tanks Throughout History\Historical Armored Vehicles\Name That Tank Quiz
Link on message: #381321
Da7K, on 22 January 2011 - 11:09 AM, said: T4 medium tank
built in 1935-36 by Rock Island Arsenal didn't know how many was made tho

Link on message: #381321

built in 1935-36 by Rock Island Arsenal didn't know how many was made tho
MrVic: Very Impressive, Built in 1936 16 built 27,000 lbs loaded 35mpg max
speed 1/4" to 5/8" max armor
Okay last one for sure tonight
Your blowing through them to fast
This one I hope stalls ya some.

Okay last one for sure tonight



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