Реклама | Adv
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
Сообщения форума
Реклама | Adv

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

Filter by developers

The last day   In the last 7 days   Over a period from   till     

Developer
Subject
Link
Over a period
Image
MrVic
US Tech Tree Changes And Improvements
arrow
18.12.2010 06:44:32
 
Subject: Archives\Beta\Suggestions\US Tech Tree Changes And Improvements
Link on message: #296975

Quote WoT is about Tanks not WW2 Era only. Finding a balance for tanks is a hard thing to accomplish. US Tank developement was messy and lacked many tanks required to counter balance many of the other nations tanks. The above changes I think will bring the tree better inline with balance and better represent US tanks. Also US tanks will need to push to 1950 area to remain competitive this is acceptable due to they were weak and behind in some designs until that time. This Tech Tree change has been massively discussed with numerous Tank buffs and two people I consider experts on Tanks in general along with tons of time spent on research. With the IS-7 Prototype in 1948 (designs starting in 1945) and T-54 Prototype in 1947. Many of the proposed US tanks were protoyped in the same time period. But they are of the same generations and can bring much needed help the the US tree and help to flesh it out more. The tree as it is, seems thin and the performance "tweaking" to bring inferior tanks up to par leads to shedding a bad light on the tanks themselves and the accuracy of the game which is important to try to retain as best we can. If photos are needed of the following tanks I can easily provide those for helps with Tank Rendering. I thank you for your time in reading all of this in advance and hope that this helps us breate a better game for the long game ahead. --MrVic

MrVic: Posted Image
Posted Image

Quote Note #1: M4A3E8 Jumbo, Moved to Tier 5, This tank should be very slow off road, also side and rear armor is very thin, Combined with 75mm and 76mm armaments only it should fit well as a heavy at Tier 5. Easily flanked and damaged.
Note #2: M6A2E1 (M6, M6A2E1) Much like the KV-3 include the M6 with upgrades through the 90mm to the T-29, Also like the KV make the 105 T5E1 a side upgrade. With that upgrade greatly slow the tank and traverse, This will give you a tank capable of performin at the KV-3 level , and VK3601, The other option is add one of the improved versions of the 90mm guns available to make it more competitive. (Currently this is one of the most hated tanks in the game along with the T1 heavy which are virtually the same tank)
Note #3: T29 Heavy Leave as is. Maybe add the 90mm to the stock model and a improved 90mm (accuracy/aim boost) for the upgraded turret due to the large iconic range finders benefit. (Or a gun improvement to one of the 90mm prototypes)
Note #4: T34 105mm starting, upgrade to the 120mm currently available, Then final upgraded gun M58 120mm (same as the M103) Maintaining Tier 9 tanks getting the Tier 10 gun of the other nations. Also this is the same weapons used on the Britsh Centurion which was tentatively planned for the Britsh Tree.
Note #5: Replace the T30 with M103, M103 is armed and armored at a level equal to or below the Maus and the IS-7, Also it falls into the time period as it was in early design and protoypes way earlier then its main production period. Some back history on the M103 (Referred to as the T43 also) The M43 Project was a parallel project with the M41 project as they both shared components and engines at the beginning. M41 development started in 1947 under the designation T37, with work being done on the T43 also as they were based off the same parts in many areas. Also the first 2 prototypes of the T43 were produced in 1948. This was intended as a counter to the IS-III Russian tank and other heavies. Improvements were made throughout the early 1950's. Also the M103 was in production in 1950 with its roots as far back as 1946, When the War Department Equipment Board completed its report on the Material needs for the Army. For reference American Tank Development . This tank fits well as a Tier 10 and really is pivitol for US tank developement catching up. Also the T42 program (The M103) was in the works prior to the M46 being built, The M46 was merely a improvement to the Pershing improving the engine and transmission only. The M46 was just a stop gap as they finished the T42 program (The M103). For reference (T-54 1947 Prototyped) (IS7 Prototyped 1948) (M103 Prototyped 1948)
Note #6: Option: I think adding one of the many variations to the Pershing to the game. For a period of time due to battle field testing of the Medium tank M26 Pershing, Retro fitting of armor in the field and from the factory was done to the M26 to bring its armor more inline to face off against heavy German armor. Most of this was due to a Pershings encounter with a Tiger II in which the Pershings armor was defeated easily by the 88mm L70. Armored plates were manufactured and improvised in the field for Pershing tanks to better withstand the higher AP rounds of enemy tanks. Those coming from production had plates installed after production as a retro fit. Also this version of the Super Pershing was considered a heavy tank due to the armor and the low speeds it was capable of due to the increased weight. They Super Pershing also incorporated the Imrpoved 90mm and better qaulity ammo and finally the 105mm T5E1. A number of these pershings remained in service for many years as a heavy tank. While later improvements pushed the Pershing back towards being a Medium tank and shedding its armor plating and being redesignated as a Medium again. I figured adding this tank even with its extra armor plating is pivitol the US tank history as it shows the error in the earlier design. Also this tank would help fill out the US tree more and give a 2nd option as a Tier 8 or Tier 9. I think with its armor it probably would have to sit at Tier 9.
Note #7: Move the T20 to Tier 6, With its armor and slower acceleration it fits better at Tier 6. Also it can stay the same at this tier more then likely.
Note #8 Move the T23 to Tier 7, better speed and manuvering for this tier with its light armor. Also include one or more of the Protoyped 90mm (T22 90mm) ect. This will bring its firepower more in line for its tier. The current M3 90mm was based off the poor ammo qaulity that was quickly corrected so a improved version would bring it more in line with the 100mm and the 8.8cm at this tier.
Note #9 Move the M26 Pershing to Tier 8. The T-44 and Panther were considered the 3 big mediums in WW2 and all fighting for the title best Medium of the time. With its armor and speed (tho can slow the tank slightly) Along with the 105mm T5E1, makes this tanks armor speed and mobility on par with the other tanks. Some minor adjustments can be made to adjust it if needed. The 105mm is equivelent to the 88 L70 and the 122mm/100mm for the T-44.
Note #10 Add the M47/M48 (Prefer the M48 final) History the T42 program was started when the the M26 pershing failed to meet the requirements laid forth by the Ground Forces Equipment Review Board in 1945. Due to the break out of war the M46 was created (M26E2) with the improved engine ect. Due to continued conflict the M47 came into being as the T42 program (M103) was finalized. The M47 was the M46 (M26E2) with the T42 (M103) Turret. As the turret was complete and was in production. The M48 had built prototypes prior to the M47 coming into being. Mass production began on the M48 late 1951/ early 1952 (delayed due to outfitting of M47's as a stop gap. The M48 has the armor and armaments to be on par with the T-54 (1947 prototype) and Panther II .
Note #11 T28/T95 Moved/Stayed at tier 8. This tank was developed to break the sigfreid line and engage heavy german armor. Its primary role was to break fortifications and long range engagements of Heavy armor. The design slow and improvements were planned for the engine and overall speed. Changes in loader configurations were also planned tho never implemented. With the development of the heavy tank T29 being invisioned for bunker fortifaication busting and use vs heavy tanks. They were basically competitive projects. With the T29 project up gunning to better deal with armor to the 105mm and later the 155m due to needing a better weapon for use against fortifications and heavy tanks. The T28/T95 Project was scrapped due to the T30 (155mm gun equiped) They were in favor of turreted tank destroyers and the with the 155mm on the T30 it was seen as a "Motor gun carriage" The T28/T95 were then scrapped with plans to use the T30 as their heavy anti tank and anti fortification system. With the 155mm rate of fire and slow traverse due to the 155mm armament, it was deemed to large of weapon to be used as a main heavy tank.  Early in 1945, The office of Ordnance undertook design studies to modify the 120mm antiaircraft gun for tank use. On 17 May 1945, OCM 27662 recommended that two of the T30 pilot tanks be armed with the 120mm gun and redesignated as the heavy tank T34. This action was approved on 31 May. The final design was approved using the 120mm instead of the 155mm due to load times and being able to maintain more mobility and traverse speed. The 155mm was deemed to cumbersome for a front line heavy tank.
Note #12: Move the T30 to the Tier 9 postion for the tank destroyers. Due to making the T28/T95 obsolete (The T30 is the primary reason the T28/T95 were canceled along with its speed) and being passed over for the T34 120mm, the T30 would fill its role as a tank destroyer (or a Motor Gun Carriage). Traverse speed and overall speed would be lower normally in game for the T30, In game changes for this move 1) Lower traverse speed drasitaclly, its to fast now as it is historically with the 155mm gun mounted. 2) Lower overall hit points to bring it in line with a tier 9 Tank destroyer. 3) Armor should be fine as it thin and being reduced more so. Frontally it has less protection then the Ferdinand and Jagtiger (which makes up for the turret). Not to mention the T34 was accpected over the T30 as a superior design and having it below it in the tree seems wrong, Also with the US favoring Turreted tank designs it fits historically also. Not to mention solves the Current T28 Tier 8 and T95 Tier 9 (which are identical tanks)

MrVic: Okay Another round of fun ideas :) Re-Revised with more crazy.
Posted Image

Quote Heavy Tree
M6/M6A2E1 - Given its can upgrade to a turret to hold the 105mm T5E1. Keep in mind with the enlarged turret and weight of the 105mm gun, its performance would make a KV look like sports car.
M103- Prototypes 1948/1950 (Lots of versions and designs its a mess of a tank) With a good frontal armor, and a relative weak side/rear armor and 120mm main armament. The M103 might server better as a Tier 9 if alternate tier 10's are found . Front Hull Armor Effective 177mm to254mm, Side Hull Armor Effective 67mm to 51mm , Rear Hull Armor Effective 45mm to 50mm. Front Turret Armor Effective 250mm, Turret Side Armor Efffecitve 140mm to 145mm. Turret Rear Armor Effective 60mm
T57/T58 Very interesting designs. Both were based of the the T43 Chassis (M103 type) The main design changes were the useage of Oscilating turrets and fixed main armaments. Also they were to use the Auto loaders developed earlier in WW2. Primary armament of the T57 was the 120mm T179. The T58 was very simliar design apart from Autoloader changes to accomadate its main armament of the 155mm T180. Starting dates for both tanks are hard to nail down in offical records, Best records put them at 1950-1952 Tho I do have a good ending date. The Tanks turrets were scrapped and the Hulls sent to storage on January 17th 1957 (not much help but kinda funny) Armor values in the range of the M103 but with far superior armor slopes, and amazing firepower. Armor Profile I will calculate and add later.
M60- Mid 1950's time frame for its first designs. Mostly added just for fun. Since the M60 was so late and design and you start pushing into the world of very specialized ammo being developed and used, Its the begining of the MBT ERA for the US. Its performance with the ammo in consideration might perform on par with some of the exsisting Tier 10 tanks. This would have to be added with great care to balance. Still under assessment.
Medium Tree
M26 Pershing- Remains very much the same as it is now, Would probably reduce its top armament to the 105mm T5E2, This still would remain the basic Super Pershing.
T26E5 "Jumbo Pershing" Date Produced: 1945 Total Production as of 1947: 27  Armor: 3.5" to 11"  Maximum speed 22.3 MPH Weight: 51 Tons Frontal armor is 170mm to 275mm effective Side and rear armor remains virtually unchanged. The T26E5 was a for all intents a heavily up armored frontal armor. With the M46/M47 transmission and engine improvements being destined for the T26E5 its top speed could be boosted quite easily. Sadly the project was stopped prior to those changes being made. With a decent speed and frontal armor, It would serve rather well as a Tier 9 Medium for the US. Also with the US medium currently really fighting 1 tier above what they should be fighting at (Basically drop them all down 1 tier ) Also Another option would be to drop the T26E5 into the heavy tree, maintain it with its lower speed as it was base, and make a connection to the heavy tree with a sizeable exp cost increase.
M47/M48 Patton - Design work began in 1946 on the T42 program. This was to lead to the M48 Patton. In the mean time revisions to the M26 Pershing had seen an engine and transmission improvements becoming the M46. WIth the onset of the Korean War, the T42 project was not complete yet. But the T42 (M48) Turret design was completed and a number were built. The M46 Hull was combined with the T42 Turret creating the M47 in 1949. The need for a improved tank and thus the M47 was born. Could work as well as a Tier 9 Medium tho it still might be underarmored overall for the role. M48 might work better and still assesssing all the records on the M48, its a bit later build but would probably work well in the Tier 9 slot
Light Tree
M41 Walker Bulldog - Known as the Light tank project T37. First prototypes were built by 1949. weighing in at 24 short tons, and armed with the 76mm T95, (2 other later 76mm versions also employed) With a general armor profile of only 50mm protection it would be the supreme squishy light tank. But with its modest firepower and its focus on speed, it would be a good addition. Top speed 45mph or 72 kph. 
Tank Destroyer Tree
T30- Covered in the other tree revision, Moved to TD line as listed there. Would see a performance drop and probably a HP drop in the move.
T110 (TS-31) Non Turreted Tank destroyer based off the T43E1 hull and mounting a limited traverse gimble mounted 120mm main gun. While as far as I know it never made it to a full prototype the design and concept is pretty neat. Figured I would add for some more flavor and options. Chrysler Corporation was working on design for the orgnial TS-31 concecpt. As its designs were submitted and changed/improved, Chrysler continued evolving the design. As to what level of protoype it reached unknown. Added for options
H3 - While mainly being added to the above for the pure humor factor. The H3 was as design to utilize the 175mm T145 main gun. Also testing and design on the option of the 108 inch turret ring setup for a larger better slopped turret.
Beyond testing of the turret designs and the increased size along with a use for the 175mm T145 gun. From what I know this tank never really materialized and ended up more of a test for design features. But hey 175mm is just funny to think about :) Added for options probably a premium at best

MrVic:


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 04:25:24
 
Subject: News from the Front\World of Tanks Newsletter\Wot Newsletter Volume #5
Link on message: #296885

View PostCallous, on 18 December 2010 - 03:24 AM, said: Thanks MrVic appreciate the work you and the writers put into this.
Any word on what the Russian Tier 9 TD's armor will be like? Just debating which route i should go German or Russian.

MrVic: Armor values are not set just yet, once they are finalized and things are dialed in information on them will be available.
With its frontal armor being respectable and good slopes it should take a good beating :) Once its final I'll get it plastered up :)


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 04:25:24
 
Subject: Wot Newsletter Volume #5
Link on message: #296885

View PostCallous, on Dec 18 2010 - 02:24, said: Thanks MrVic appreciate the work you and the writers put into this.

Any word on what the Russian Tier 9 TD's armor will be like?  Just debating which route i should go German or Russian.


MrVic:
Armor values are not set just yet, once they are finalized and things are dialed in information on them will be available.
With its frontal armor being respectable and good slopes it should take a good beating :)   Once its final I'll get it plastered up :)


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 04:25:24
 
Subject: Wot Newsletter Volume #5
Link on message: #296885

View PostCallous, on Dec 18 2010 - 02:24, said: Thanks MrVic appreciate the work you and the writers put into this.

Any word on what the Russian Tier 9 TD's armor will be like?  Just debating which route i should go German or Russian.


MrVic:
Armor values are not set just yet, once they are finalized and things are dialed in information on them will be available.
With its frontal armor being respectable and good slopes it should take a good beating :)   Once its final I'll get it plastered up :)


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 03:09:44
 
Subject: Archives\Beta\Wot Newsletter Volume #5
Link on message: #296829

MrVic: This weeks newsletter is up! Enjoy
Link to Volume #5


MrVic
Wot Newsletter Volume #4
arrow
18.12.2010 03:06:59
 
MrVic
Wot Newsletter Volume #4
arrow
18.12.2010 03:06:59
 
Subject: Wot Newsletter Volume #4
Link on message: #296825

MrVic: Volume #5 is up, enjoy

http://forum.worldof...post__p__296399


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 03:04:54
 
Subject: News from the Front\World of Tanks Newsletter\Wot Newsletter Volume #5
Link on message: #296823

MrVic: Volume 5 is up :) Expect a few minor updates to it on monday and Thanks to all the writers.
Enjoy :)
Fixed the Dev poll...had some values swapped :) All better now!


MrVic
Wot Newsletter Volume #5
arrow
18.12.2010 03:04:54
 
Subject: Wot Newsletter Volume #5
Link on message: #296823

MrVic: Volume 5 is up :)  Expect a few minor updates to it on monday and Thanks to all the writers.

Enjoy :)

Fixed the Dev poll...had some values swapped :)  All better now!


Overlord
Why It Is So Weakened Kt
arrow
18.12.2010 00:21:25
 
Subject: In-Game Vehicles\German Vehicles\Heavy Tanks\Why It Is So Weakened Kt
Link on message: #296626

View PostBoogeyMan, on 17 December 2010 - 03:53 PM, said: why it is so weakened König Tiger: .....
Please fill in the field to a moderator.
Tiger II: http://en.wikipedia.org/wiki/Tiger_II
Maximum, road: 41.5 km/h (25.8 mph)[5]
Sustained, road: 38 km/h (24 mph)[5]
in game:28?

Overlord: Has been answered earlier.
Basically it's because

View PostWhiteHyena, on 17 December 2010 - 04:07 PM, said: this game is Russian biased.

Overlord: the one below will work as well

View Postarkhell, on 17 December 2010 - 04:19 PM, said: because the devs have a source that says it didn't go that fast and thats why, no matter how many sources we provide saying otherwise same as the is-4 armor...

Overlord: They have always been here.
KT's speed limit remains the same.
Closed (use existing topics on KT).

View Posttheta0123, on 17 December 2010 - 08:35 PM, said: Are the german fanboys back?

Overlord:


Overlord
Why It Is So Weakened Kt
arrow
18.12.2010 00:21:25
 
Subject: Why It Is So Weakened Kt
Link on message: #296626

View PostBoogeyMan, on Dec 17 2010 - 14:53, said: why it is so weakened König Tiger: .....
Please fill in the field to a moderator.


Tiger II: http://en.wikipedia.org/wiki/Tiger_II
Maximum, road: 41.5 km/h (25.8 mph)[5]
Sustained, road: 38 km/h (24 mph)[5]

in game:28?


Overlord:
Has been answered earlier.

Basically it's because


View PostWhiteHyena, on Dec 17 2010 - 15:07, said: this game is Russian biased.


Overlord:
the one below will work as well


View Postarkhell, on Dec 17 2010 - 15:19, said: because the devs have a source that says it didn't go that fast and thats why, no matter how many sources we provide saying otherwise same as the is-4 armor...


Overlord:

View Posttheta0123, on Dec 17 2010 - 19:35, said: Are the german fanboys back?


Overlord:
They have always been here.

KT's speed limit remains the same.  


Closed (use existing topics on KT).


Overlord
Why It Is So Weakened Kt
arrow
18.12.2010 00:21:25
 
Subject: Why It Is So Weakened Kt
Link on message: #296626

View PostBoogeyMan, on Dec 17 2010 - 14:53, said: why it is so weakened König Tiger: .....
Please fill in the field to a moderator.


Tiger II: http://en.wikipedia.org/wiki/Tiger_II
Maximum, road: 41.5 km/h (25.8 mph)[5]
Sustained, road: 38 km/h (24 mph)[5]

in game:28?


Overlord:
Has been answered earlier.

Basically it's because


View PostWhiteHyena, on Dec 17 2010 - 15:07, said: this game is Russian biased.


Overlord:
the one below will work as well


View Postarkhell, on Dec 17 2010 - 15:19, said: because the devs have a source that says it didn't go that fast and thats why, no matter how many sources we provide saying otherwise same as the is-4 armor...


Overlord:

View Posttheta0123, on Dec 17 2010 - 19:35, said: Are the german fanboys back?


Overlord:
They have always been here.

KT's speed limit remains the same.  


Closed (use existing topics on KT).


Overlord
Panther II
arrow
18.12.2010 00:14:04
 
Subject: In-Game Vehicles\German Vehicles\Medium Tanks\Panther II
Link on message: #296612

View Poststrata89, on 17 December 2010 - 02:20 PM, said: Its simple, we need to slow down heavies. I feel heavy only when i am playin KV, KV3 and Maus.

Overlord: Slow down heavies. You might want to check this topic.


Overlord
Panther II
arrow
18.12.2010 00:14:04
 
Subject: Panther II
Link on message: #296612

View Poststrata89, on Dec 17 2010 - 13:20, said: Its simple, we need to slow down heavies. I feel heavy only when i am playin KV, KV3 and Maus.


Overlord:
Slow down heavies. You might want to check this topic.


Overlord
Panther II
arrow
18.12.2010 00:14:04
 
Subject: Panther II
Link on message: #296612

View Poststrata89, on Dec 17 2010 - 13:20, said: Its simple, we need to slow down heavies. I feel heavy only when i am playin KV, KV3 and Maus.


Overlord:
Slow down heavies. You might want to check this topic.


Overlord
Panther II
arrow
18.12.2010 00:12:44
 
Subject: In-Game Vehicles\German Vehicles\Medium Tanks\Panther II
Link on message: #296610

View PostPzGrenKdr, on 17 December 2010 - 11:20 AM, said: yeah but there is no "real" value for this, so medium tanks could weight only 0.9 of a heavy or only 0.95. Without real values it´s like now, 2 t8 mediums fight against 2 t8 heavys.

Overlord: Top tier mediums won't be balanced with top tier heavies anymore in v.0.6.2.x.


Overlord
Panther II
arrow
18.12.2010 00:12:44
 
Subject: Panther II
Link on message: #296610

View PostPzGrenKdr, on Dec 17 2010 - 10:20, said: yeah but there is no "real" value for this, so medium tanks could weight only 0.9 of a heavy or only 0.95. Without real values it´s like now, 2 t8 mediums fight against 2 t8 heavys.


Overlord:
Top tier mediums won't be balanced with top tier heavies anymore in v.0.6.2.x.


Overlord
Panther II
arrow
18.12.2010 00:12:44
 
Subject: Panther II
Link on message: #296610

View PostPzGrenKdr, on Dec 17 2010 - 10:20, said: yeah but there is no "real" value for this, so medium tanks could weight only 0.9 of a heavy or only 0.95. Without real values it´s like now, 2 t8 mediums fight against 2 t8 heavys.


Overlord:
Top tier mediums won't be balanced with top tier heavies anymore in v.0.6.2.x.


Overlord
v.0.6.2 preliminary discussion
arrow
17.12.2010 22:16:18
 
Subject: Archives\Junkyard\v.0.6.2 preliminary discussion
Link on message: #296469

View PostKomachi, on 17 December 2010 - 07:34 PM, said: Hi, i've a question.
What will be the new ammunitions of the T29, T32, T34 and T30?
T29: increased visibility of the tank, -5% accuracy during movement and traverse, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced traverse speed for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, -8% accuracy during movement and traverse, by 6 deg/sec reduced traverse speed for stock suspension, by 2 deg/secк - for top one, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
Thanks.

Overlord: The amount of carried shells will be changed for the tanks above.


Overlord
v.0.6.2 preliminary discussion
arrow
17.12.2010 22:12:04
 
Subject: Archives\Junkyard\v.0.6.2 preliminary discussion
Link on message: #296462

Overlord: Added research costs and prices in credits for 9 new vehicles.


Overlord
beta 0.6.2.x update
arrow
17.12.2010 22:10:33
 
Subject: Important Information\Updates & Patch Notes\beta 0.6.2.x update
Link on message: #296461

Overlord: v.0.6.2.7 additional information
Research costs:
Т-54: 167.025
Panther II: 164.535
M26 Pershing: 174.690
"Object" 704: 152 900
"Object" 212 (SU-14 path): 185.570
"Object" 212 (S-51 path): 185.200
Gw-Panther: 116.580
Gw-Tiger: 166.000
M12: 112.250
M40/M43: 148.720
Price in credits:
Т-54: 2.940.000
Panther II: 2.850.000
Pershing: 2.980.000
"Object" 704: 3.547.000
"Object" 212: 2.490.000
Gw-Panther: 1.250.000
Gw-Tiger: 2.560.000
M12: 1.120.000
M40/M43: 2.438.000


Overlord
beta 0.6.2.x update
arrow
17.12.2010 22:10:33
 
Subject: beta 0.6.2.x update
Link on message: #296461

Overlord: v.0.6.2.7 additional information

Research costs:

Т-54: 167.025
Panther II: 164.535
M26 Pershing: 174.690
"Object" 704: 152 900
"Object" 212 (SU-14 path): 185.570
"Object" 212 (S-51 path): 185.200
Gw-Panther: 116.580
Gw-Tiger: 166.000
M12: 112.250
M40/M43: 148.720

Price in credits:

Т-54: 2.940.000
Panther II: 2.850.000
Pershing: 2.980.000
"Object" 704: 3.547.000
"Object" 212: 2.490.000
Gw-Panther: 1.250.000
Gw-Tiger: 2.560.000
M12: 1.120.000
M40/M43: 2.438.000


Overlord
beta 0.6.2.x update
arrow
17.12.2010 22:10:33
 
Subject: beta 0.6.2.x update
Link on message: #296461

Overlord: v.0.6.2.7 additional information

Research costs:

Т-54: 167.025
Panther II: 164.535
M26 Pershing: 174.690
"Object" 704: 152 900
"Object" 212 (SU-14 path): 185.570
"Object" 212 (S-51 path): 185.200
Gw-Panther: 116.580
Gw-Tiger: 166.000
M12: 112.250
M40/M43: 148.720

Price in credits:

Т-54: 2.940.000
Panther II: 2.850.000
Pershing: 2.980.000
"Object" 704: 3.547.000
"Object" 212: 2.490.000
Gw-Panther: 1.250.000
Gw-Tiger: 2.560.000
M12: 1.120.000
M40/M43: 2.438.000


ARGO
Burning, Needed Or Nuisance?
arrow
17.12.2010 21:43:19
 
Subject: Archives\Beta\Burning, Needed Or Nuisance?
Link on message: #296410

View Postkhushrenada, on 15 December 2010 - 08:33 PM, said: ok, i started an topic about burning vehicles yesturday (someone didnt liked it and closed it down :P)
so this time i try to be a little more "constructive".
in my opinion catching fire and burning out completely by a luck shoot or a close miss of an arti is just moving me into rage-mode.
how is it possible a fuel tank catches fire by a near miss in front of my tank (KT), when the tanks are inside of the tank and i get not 1 hp dmg by the arti shoot... this means no shrapnells of the shot penetrated my armor.
cause of such things i really started to hate the torching of tanks, cause you just cant do much about it, not even modules are working properly against it. the damage that modules take are just too randomly.
a shoot in the back of my tank that sets me on fire, ok, but i always getting torched by shoots in the front.
someone posted an interesting idea yesturday in my first thread, that i hadnt given much thought until now: reducing the amount of damage the torching can do to a fixed maximum, lets say 20-30% of the max hp of the torched tank.
its a given, that tanks can catch fire, and cause it is in reallity that way, many people want it to happen in this game, too.
20-30% might be not enough for some people, but think about it. if you are getting torched, all your modules will get damaged, so the tank is pretty much crippled, thats a hard penalty already, but you can at least still do something.
in my opinion that would be a much better way to handle the torching.
feel free to vote and state your opinion on that, i really am curious about the outcome ;)

ARGO: Why is the word "remove" so readily used in the forum, If it doesn't suit then it needs to be "removed" AKA dog house noise. I am really starting to hate that word but to make an opinion, A better idea would be to randomize fire damage a bit more so 1 time you may get cooked and another you are hardly singed....Like in real life "fate factor". Anyways like a lot of posters also said fires will happen in tanks.
BTW, As far as "Remove" is concerned, Remember that every change made usually changes something else and sometimes it don't pan out so well.......Something to think about.


MrVic
Wot Newsletter Volume #5
arrow
17.12.2010 21:33:48
 
Subject: News from the Front\World of Tanks Newsletter\Wot Newsletter Volume #5
Link on message: #296399

Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!

MrVic: Posted Image

News Headlines said: IS-7 Renders available! Link for Details
Comic Contest! Link to News
Tankopedia!!! News Link Details
Maus Renders available! Link for Details
The forward scouts have spotted what appears to be Panzer Santa, headed our direction! (never mind horrid photography the scout that snapped the photo was going 55 kph and had a few to drink.....)
Posted Image

MrVic: Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic

MrVic: Posted Image

Hot Topic of the Week said: Preliminary Discussion v.0.6.2+++++ More updated notes!!
Link to Discussion Thread
Updated with more parts of the coming patch changes (more to come as its on going)
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.
v.0.6.2.4 - v.0.6.2.5
- Added voice chat in the training battles, company battles, and in standard battles for platoons. In order to activate the voice chat it needs to be turned on in the settings. To use voice chat in game you have to press and hold button "Q' while speaking.
- Reduce the chance of critical damage for internal modules from 50% to 45%. Chance of critical damage for ammo rack reduced from 30% to 27%.
- Multiple fixes for maps "Ruinberg" and "El Halluf": floating objects, awkwardly placed objects, stuck points.
- Fixed falling bushes on the map Ruinberg.
- Fixed trees on the map Karelia.
- Reduced "hang ups" in hangar.
- Fixed the way scroll bar works for replenishing ammo.
- Fixed settings set up when selecting "high" settings.
- Added button in the controls settings for fixating tank hull.
- Fixed the way buttons-arrows work for tank movement.
- Removed "weird" nicknames in channels.
- Returned displaying of the menu when pressing "Esc" after exiting the battle.
- Increased display time for system notifications
- Fixed filter "crew member is in such-n-such tank" in barracks.
- Howitzer sights: now when shooting beyond the maximum distance, the trajectory is lit up with white color.
- Fixed some typos in interfaces.
- Fixed a star on ISU-152.
Topic for discussion
Projected timeline - December.
Attention! the list of changes is not full.
v.0.6.2.5 - v.0.6.2.6
- Fixed "black screen" in howitzer mode for some players with AMD processors.
- Re-rendered static shadows on all maps using new algorithm which provides better quality.
- Fixed a controls setting, which demanded reassignment of all keys.
- Command "autoaim" is unbound from the command "free camera".
- Fixed error: "If to reassign a key to another key which already was bounded for another function, and if to skip the warning window exit from the controls assignment window, the setting will save as incorrect information".
- Fixed appearance of a "red rectangle" in the controls settings window.
- Fixed incorrect assignment of the "Kolobanov's" medal.
- Expanded descriptions of medals and achievements.
- Fixed unwarranted disappearing of sections of statistics without a possibility to open it up in the statistics window.
- Fixed display of zeros in the nonzero statistics.
- Fixed "hanged up" display of a speaker icon next to a "dead" player.
- Added automatic removal of incompatible consumables. E.g.: removal of gasoline when changing from gasoline to diesel engines.
- Fixed incorrect display of tank's tier in the tank purchase window.
- Fixed update of the experience value in the hangar while spending the experience.
- Fixed non-obvious work of a progress-bar for replenishment of shells in service window.
- Fixed disable "after death" post-effect option in settings.
- BT-7 tank removed from the exceptions during match-making.
Projected timeline - December.
v.0.6.2.7 preview: Time frame TBA
- Added new medium tanks: Т-54, Panther II, Pershing.
- Added new TD "Object" 704.
- Added new SPGs: "Object" 212, G-Tiger, G-Panther, M12, M40/M43.
- Increased reverse speed for tier 7, 8, 9 medium tanks.
- Rebalanced characteristics for all guns and ammo for current SPGs tiers 3, 4, 5, 6.
- Increased hit points for tier 7, 8, 9 medium tanks.
- Increased the visibility for tier 8, 9, 10 heavy tanks by 25% during movement and at rest
- Reworked match-making system.
- Fixed bug with not saving status of ammo-resupply checkbox.
- Fixed incorrect messages on recieving achievements in service channel.
- "Not ready" button now unlocked for platoon leaded in waiting line before battle.
- Corrected unobvious descriptions of new achievements.
v.0.6.2.7 additional information Time Frame TBA
Research costs:
Т-54: 167.025
Panther II: 164.535
M26 Pershing: 174.690
"Object" 704: 152 900
"Object" 212 (SU-14 path): 185.570
"Object" 212 (S-51 path): 185.200
Gw-Panther: 116.580
Gw-Tiger: 166.000
M12: 112.250
M40/M43: 148.720
Price in credits:
Т-54: 2.940.000
Panther II: 2.850.000
Pershing: 2.980.000
"Object" 704: 3.547.000
"Object" 212: 2.490.000
Gw-Panther: 1.250.000
Gw-Tiger: 2.560.000
M12: 1.120.000
M40/M43: 2.438.000
Topic for discussion
Attention! the list of changes is not full.

MrVic: Posted Image

Fake Tip of the Week said: Tip: When set on fire, Driving into rivers/lakes/ponds not only puts out the fire but also cleans the tank so it looks shiny and new!

MrVic: Posted Image

Post of the Week: (Post by Overlord) said: Link to Thread
We are going to redesign track damage and detracking system.
It is going to work this way:
So as not to redo collision models of all tanks, the size of front and rear trucks/wheels for each particular vehicle will be specified in %.
I.e. suspenison/tracks will consist of 3 major parts:
- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)
Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.
The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)
The image below roughly represents new system.
Posted Image
Green areas will be limited to the size of leading wheel and idler.
The above changes will take place in one of the upcoming updates in 2011.

MrVic: Posted Image

A Look to the Future said: Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
-Server Split is Delayed. Sadly it looks like we'll not see the server split until after the new year. Official announcement of it will be posted soon.
Note: Coming patch and the Server Split are not a linked, once more info for the next patch coming up is available we'll have that posted asap. :)
Some love for the Mediums :)
- Increased reverse speed for medium tanks tiers 7, 8, 9.
- Rebalanced characteristics for guns and ammo for current SPGs tiers 3, 4, 5, 6.
- Increased health for medium tanks tiers 7, 8, 9.
- Increased visibility of heavy tanks tiers 8, 9, 10 by 25% while moving and at rest.
- 9 new vehicles, including 3 tier 9 mediums, 5 SPGs and Object 704 will be added in January.
- Then come US TDs along with some German and Soviet tanks from full tech trees (KV-13).
- Finally, French tanks (end of Q1 2011)
- Likely that US TDs will be added after the game goes live (Ferbuary-March 2011). Regarding E-series, even can't give you any rough date
-Server Split Up Procedure (Details for the Server Split) Link to Notification

MrVic: Posted Image

Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
T-54 Russian Tier 9 Medium
Posted Image
Pershing USA Tier 9 Medium
Posted Image
Panther II German Tier 9 Medium
Posted Image
Object "704" Russian Tier 9 Tank Destroyer
Posted Image
Object "212" Russian Tier 7 SPG
Posted Image
Geshutzwagen Tiger German Tier 7 SPG
Posted Image
Geshutzwagen Panther German Tier 6 SPG
Posted Image
US Tier 6 SPG M12
Posted Image
US Tier 7 SPG M40/M43
Posted Image
Preliminary French Tech Tree
Posted Image

MrVic: Pershing USA Tier 9 Medium
Posted Image
Panther II German Tier 9 Medium
Posted Image
Object "704" Russian Tier 9 Tank Destroyer
Posted Image
Object "212" Russian Tier 7 SPG
Posted Image
Geshutzwagen Tiger German Tier 7 SPG
Posted Image
Geshutzwagen Panther German Tier 6 SPG
Posted Image
US Tier 6 SPG M12
Posted Image
US Tier 7 SPG M40/M43
Posted Image
Preliminary French Tech Tree
Posted Image
Posted Image

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.

Posted Image
By Shinkirou

Posted Image

MrVic: By Shinkirou

Posted Image
Posted Image

This weeks Developer Poll said: So we all probably wish we could own a tank! So this weeks Poll was what would the Developers do if they owned a Tiger I.
Posted Image

MrVic: Posted Image

Tank Skin of the Week said: This weeks random featured Tank skin is by "Dr_Nooooo" Thread Link
Jagdpanzer Vi Jagdtiger, Sd.Kfz.186, Western Front 1944/1945
Posted Image
Posted Image
Cropped Tank only photos of the finished skin are preferred for those hoping to see yours chosen for Tank Skin of the Week! :)

MrVic: Cropped Tank only photos of the finished skin are preferred for those hoping to see yours chosen for Tank Skin of the Week! :)
Posted Image

Tourist Guide to Maps of WoT said: Written By: Ripper753 "Division Acorazada 250"
Malinovka Tourist Guide
Malinovka, birth place of most famous campers, with a population of 30 is a beautiful place to enjoy the landscape and lake views. You can also visit the "let them come" church or contemplate the exceptional "Bermuda's potato field".
Posted Image
1.- "The long and scary trench". Perfect place to stay for 15 min., with plenty of bushes and rocks providing shadow. If you are lucky you can join a duck hunt.
2.- "Malinovka mall" Also a good place to stay for a while, with many shops to visit and loose time. From here depart groups for the duck hunt too.
3.- "Bermuda's potato field". It's a strange singularity that makes tanks dissapear. Many tanks vanished there along last year. Experts say that it can be a terrenal wormhole linked to garage but the ones that dissapeared never returned. Only experienced tankers crossed it, but with the horror that they suffered in the travel they will never be the same.
4.- "The you first, no you first mill". It's a nice walk from where you can see the town of Malinovka at your right. After that you can try to visit the other's team base. Expect death.
5.- "The camping tank lake". It have this name because of it's similarity to a tank camping over a hill. You can see the drawing below. In this lake you can find salmons, trouts, and some unwary enemy tanks coming by the edge.
Posted Image
6.- Finish points of the daily "Malinovka bloodlust race". A very hard race where many participants dont reach the finish.
7.- "Coward's manufacturing plant". With a distinctive mill, this plant makes wood fences with the design of Frank Coward.
8.- "Town of Malinovka". A very nice place to visit, with the typical ratty houses and dry gardens. Not so good place to go if you have some type to allergy to arty shots.
9.- "Let them come" road. It leads to the church but at this point most of people stop there and only enjoys the idea of visiting the church. Flood risk (strange in a so dry landscape).
10.- "Let them come" church. Lots of semi-brave tankers visit the church and pray for an easy day.

MrVic: Posted Image

Community Driven Content said: Historical Battles!
Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historic Battle - Event No.9 - 1St. Battle Of Kurland27. December 8 PM GMT
Color Blind? Check this out!
Color Blind (Mod) by:SmVueno Right now in game options are not complete, but the following thread created by SmVueno provides some help. Link to Thread

MrVic: Posted Image

Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic. Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.

MrVic:


MrVic
Wot Newsletter Volume #5
arrow
17.12.2010 21:33:48
 
Subject: Wot Newsletter Volume #5
Link on message: #296399

Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!


MrVic:
Posted Image

News Headlines said:
IS-7 Renders available! Link for Details

Comic Contest! Link to News

Tankopedia!!! News Link Details

Maus Renders available! Link for Details

The forward scouts have spotted what appears to be Panzer Santa, headed our direction!  (never mind horrid photography the scout that snapped the photo was going 55 kph and had a few to drink.....)
                     http://img574.images.../santasanta.png


MrVic:

Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.

Match Making Thread Link to Main Topic

Post Patch SPG Thread Link to Main Topic

Spotting and Hiding Tanks Thread Link to Main Topic

v.0.6.2 preliminary discussion Link to Main Topic



MrVic:

Posted Image

Hot Topic of the Week said: Preliminary Discussion v.0.6.2+++++ More updated notes!!
Link to Discussion Thread

Updated with more parts of the coming patch changes (more to come as its on going)

                     v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.

Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.

Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).

System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.

Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.

Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience

List of tank specs changes:

Germany:

Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.

PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.

USA:

Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.

Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.

T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.

USSR:

Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.

А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.

Topic for discussion

Projected timeline - to be announced.

Attention! the list of changes is not full.

v.0.6.2.4 - v.0.6.2.5

- Added voice chat in the training battles, company battles, and in standard battles for platoons. In order to activate the voice chat it needs to be turned on in the settings. To use voice chat in game you have to press and hold button "Q' while speaking.
- Reduce the chance of critical damage for internal modules from 50% to 45%. Chance of critical damage for ammo rack reduced from 30% to 27%.
- Multiple fixes for maps "Ruinberg" and "El Halluf": floating objects, awkwardly placed objects, stuck points.
- Fixed falling bushes on the map Ruinberg.
- Fixed trees on the map Karelia.
- Reduced "hang ups" in hangar.
- Fixed the way scroll bar works for replenishing ammo.
- Fixed settings set up when selecting "high" settings.
- Added button in the controls settings for fixating tank hull.
- Fixed the way buttons-arrows work for tank movement.
- Removed "weird" nicknames in channels.
- Returned displaying of the menu when pressing "Esc" after exiting the battle.
- Increased display time for system notifications
- Fixed filter "crew member is in such-n-such tank" in barracks.
- Howitzer sights: now when shooting beyond the maximum distance, the trajectory is lit up with white color.
- Fixed some typos in interfaces.
- Fixed a star on ISU-152.

Topic for discussion

Projected timeline - December.

Attention! the list of changes is not full.

v.0.6.2.5 - v.0.6.2.6

- Fixed "black screen" in howitzer mode for some players with AMD processors.
- Re-rendered static shadows on all maps using new algorithm which provides better quality.
- Fixed a controls setting, which demanded reassignment of all keys.
- Command "autoaim" is unbound from the command "free camera".
- Fixed error: "If to reassign a key to another key which already was bounded for another function, and if to skip the warning window exit from the controls assignment window, the setting will save as incorrect information".
- Fixed appearance of a "red rectangle" in the controls settings window.
- Fixed incorrect assignment of the "Kolobanov's" medal.
- Expanded de​sc​ri​ptions of medals and achievements.
- Fixed unwarranted disappearing of sections of statistics without a possibility to open it up in the statistics window.
- Fixed display of zeros in the nonzero statistics.
- Fixed "hanged up" display of a speaker icon next to a "dead" player.
- Added automatic removal of incompatible consumables. E.g.: removal of gasoline when changing from gasoline to diesel engines.
- Fixed incorrect display of tank's tier in the tank purchase window.
- Fixed update of the experience value in the hangar while spending the experience.
- Fixed non-obvious work of a progress-bar for replenishment of shells in service window.
- Fixed disable "after death" post-effect option in settings.
- BT-7 tank removed from the exceptions during match-making.

Projected timeline - December.


v.0.6.2.7 preview:  Time frame TBA

- Added new medium tanks: Т-54, Panther II, Pershing.
- Added new TD "Object" 704.
- Added new SPGs: "Object" 212, G-Tiger, G-Panther, M12, M40/M43.

- Increased reverse speed for tier 7, 8, 9 medium tanks.
- Rebalanced characteristics for all guns and ammo for current SPGs tiers 3, 4, 5, 6.
- Increased hit points for tier 7, 8, 9 medium tanks.
- Increased the visibility for tier 8, 9, 10 heavy tanks by 25% during movement and at rest

- Reworked match-making system.
- Fixed bug with not saving status of ammo-resupply checkbox.
- Fixed incorrect messages on recieving achievements in service channel.
- "Not ready" button now unlocked for platoon leaded in waiting line before battle.
- Corrected unobvious de​sc​ri​ptions of new achievements.

v.0.6.2.7 additional information Time Frame TBA

Research costs:

Т-54: 167.025
Panther II: 164.535
M26 Pershing: 174.690
"Object" 704: 152 900
"Object" 212 (SU-14 path): 185.570
"Object" 212 (S-51 path): 185.200
Gw-Panther: 116.580
Gw-Tiger: 166.000
M12: 112.250
M40/M43: 148.720

Price in credits:

Т-54: 2.940.000
Panther II: 2.850.000
Pershing: 2.980.000
"Object" 704: 3.547.000
"Object" 212: 2.490.000
Gw-Panther: 1.250.000
Gw-Tiger: 2.560.000
M12: 1.120.000
M40/M43: 2.438.000

Topic for discussion

Attention! the list of changes is not full.




MrVic:


Posted Image

Fake Tip of the Week said: Tip: When set on fire, Driving into rivers/lakes/ponds not only puts out the fire but also cleans the tank so it looks shiny and new!

MrVic:
Posted Image

Post of the Week: (Post by Overlord) said: Link to Thread
We are going to redesign track damage and detracking system.

It is going to work this way:

So as not to redo collision models of all tanks, the size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspenison/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.

Posted Image

Green areas will be limited to the size of leading wheel and idler.

The above changes will take place in one of the upcoming updates in 2011.



MrVic:
Posted Image

A Look to the Future said:   
Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)

Keep in mind these are changes for testing purposes


-Server Split is Delayed. Sadly it looks like we'll not see the server split until after the new year.  Official announcement of it will be posted soon.
Note: Coming patch and the Server Split are not a linked, once more info for the next patch coming up is available we'll have that posted asap. :)

Some love for the Mediums :)
- Increased reverse speed for medium tanks tiers 7, 8, 9.
- Rebalanced characteristics for guns and ammo for current SPGs tiers 3, 4, 5, 6.
- Increased health for medium tanks tiers 7, 8, 9.
- Increased visibility of heavy tanks tiers 8, 9, 10 by 25% while moving and at rest.

- 9 new vehicles, including 3 tier 9 mediums, 5 SPGs and Object 704 will be added in January.

- Then come US TDs along with some German and Soviet tanks from full tech trees (KV-13).

- Finally, French tanks (end of Q1 2011)

- Likely that US TDs will be added after the game goes live (Ferbuary-March 2011). Regarding E-series, even can't give you any rough date

-Server Split Up Procedure (Details for the Server Split)  Link to Notification





Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final

T-54 Russian Tier 9 Medium
                    http://img707.images.../4718/t54x1.jpg
Pershing USA Tier 9 Medium
                    http://img529.images...95/pershing.jpg
Panther II German Tier 9 Medium
                    http://img834.images...1/pantherii.jpg
Object "704" Russian Tier 9 Tank Destroyer
                    http://img148.images...6827/obj704.jpg
Object "212" Russian Tier 7 SPG
                    http://img704.images...4092/obj212.jpg
Geshutzwagen Tiger German Tier 7 SPG
                    http://img513.images...3/29/gtiger.jpg
Geshutzwagen Panther German Tier 6 SPG
                    http://img821.images...14/gpanther.jpg
US Tier 6 SPG M12
                     http://img375.images...5/6181/m120.jpg
US Tier 7 SPG M40/M43
                     http://img46.imagesh...3855/m40m43.jpg
Preliminary French Tech Tree
                     http://downloads.wor...h_tree_full(eng)_for_book.jpg


MrVic:
Pershing USA Tier 9 Medium
                    http://img529.images...95/pershing.jpg
Panther II German Tier 9 Medium
                    http://img834.images...1/pantherii.jpg
Object "704" Russian Tier 9 Tank Destroyer
                    http://img148.images...6827/obj704.jpg
Object "212" Russian Tier 7 SPG
                    http://img704.images...4092/obj212.jpg
Geshutzwagen Tiger German Tier 7 SPG
                    http://img513.images...3/29/gtiger.jpg
Geshutzwagen Panther German Tier 6 SPG
                    http://img821.images...14/gpanther.jpg
US Tier 6 SPG M12
                     http://img375.images...5/6181/m120.jpg
US Tier 7 SPG M40/M43
                     http://img46.imagesh...3855/m40m43.jpg
Preliminary French Tech Tree
                     http://downloads.wor...h_tree_full(eng)_for_book.jpg



http://img821.images...6226/comicd.png

Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.
                    
http://loltraktor.th...21798907356.png

By Shinkirou
                    
http://i.min.us/ibgOKg.jpg



MrVic:
By Shinkirou
                    
http://i.min.us/ibgOKg.jpg


Posted Image

This weeks Developer Poll said: So we all probably wish we could own a tank!  So this weeks Poll was what would the Developers do if they owned a Tiger I.
http://img208.images...0/devpolfix.png

MrVic:


Posted Image

Tank Skin of the Week said: This weeks random featured Tank skin is by "Dr_Nooooo" Thread Link

Jagdpanzer Vi Jagdtiger, Sd.Kfz.186, Western Front 1944/1945
                     http://img823.images.../8471/jati3.jpg
http://img580.images.../3307/jati4.jpg
Cropped Tank only photos of the finished skin are preferred for those hoping to see yours chosen for Tank Skin of the Week! :)


MrVic: Cropped Tank only photos of the finished skin are preferred for those hoping to see yours chosen for Tank Skin of the Week! :)

Posted Image

Tourist Guide to Maps of WoT said: Written By: Ripper753 "Division Acorazada 250"


Malinovka Tourist Guide

Malinovka, birth place of most famous campers, with a population of 30 is a beautiful place to enjoy the landscape and lake views. You can also visit the "let them come" church or contemplate the exceptional "Bermuda's potato field".

Posted Image

1.- "The long and scary trench". Perfect place to stay for 15 min., with plenty of bushes and rocks providing shadow. If you are lucky you can join a duck hunt.

2.- "Malinovka mall" Also a good place to stay for a while, with many shops to visit and loose time. From here depart groups for the duck hunt too.

3.- "Bermuda's potato field". It's a strange singularity that makes tanks dissapear. Many tanks vanished there along last year. Experts say that it can be a terrenal wormhole linked to garage but the ones that dissapeared never returned. Only experienced tankers crossed it, but with the horror that they suffered in the travel they will never be the same.

4.- "The you first, no you first mill". It's a nice walk from where you can see the town of Malinovka at your right. After that you can try to visit the other's team base. Expect death.

5.- "The camping tank lake". It have this name because of it's similarity to a tank camping over a hill. You can see the drawing below. In this lake you can find salmons, trouts, and some unwary enemy tanks coming by the edge.

http://img3.imagesha.../5436/mlake.jpg

6.- Finish points of the daily "Malinovka bloodlust race". A very hard race where many participants dont reach the finish.

7.- "Coward's manufacturing plant". With a distinctive mill, this plant makes wood fences with the design of Frank Coward.

8.- "Town of Malinovka". A very nice place to visit, with the typical ratty houses and dry gardens. Not so good place to go if you have some type to allergy to arty shots.

9.- "Let them come" road. It leads to the church but at this point most of people stop there and only enjoys the idea of visiting the church. Flood risk (strange in a so dry landscape).

10.- "Let them come" church. Lots of semi-brave tankers visit the church and pray for an easy day.


MrVic:



Posted Image

Community Driven Content said:

Historical Battles!
Historical Battles, Organizer ZorinWarfield.  Link to current battle being setup. Historic Battle - Event No.9 - 1St. Battle Of Kurland27. December 8 PM GMT

Color Blind? Check this out!
Color Blind (Mod) by:SmVueno  Right now in game options are not complete, but the following thread created by SmVueno provides some help. Link to Thread



MrVic:

Posted Image

Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic. Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.


MrVic:


ARGO
Why It Is So Weakened Kt
arrow
17.12.2010 18:36:06
 
Subject: In-Game Vehicles\German Vehicles\Heavy Tanks\Why It Is So Weakened Kt
Link on message: #296056

ARGO: To be honest with you It's not all about actual historical stats, I personally do not see any real problems with the KT although I myself have yet to own one but I will say that a few buddies of mine have them and I do one on one duels in the training room and I have yet to be able to best him in my IS4. KT fully upgraded is a very powerful tank my friend. Now to also put it another way is that my IS4 does better for me than my IS7 and you would think it would be the other way around but my theory is that aside from the stats or crew ratings or kits and modules it also comes down to what works best for your individual playing style.
Besides, if they made this game 100% historicaly and statistically correct it would be a rather boring simulator.


Tanitha
Dose This Game Has An Europan Server?
arrow
17.12.2010 18:13:35
 
Subject: Archives\Junkyard\Dose This Game Has An Europan Server?
Link on message: #296020

Tanitha: This server is in USA atm, the server will split to a USA and Europe server soon.


Tanitha
Developers, Are You Even Here?
arrow
17.12.2010 18:09:37
 
Subject: Archives\Junkyard\Developers, Are You Even Here?
Link on message: #296005

Tanitha: So you make a post to link to other posts?
Maybe a sign would work?
Posted Image
Anyway.. closing.


ARGO
Coffee Or Tea?
arrow
17.12.2010 17:29:12
 
Subject: Archives\Beta\Coffee Or Tea?
Link on message: #295906

ARGO: Earl Grey all the way for me!


ARGO
Pop Tarts
arrow
17.12.2010 17:24:28
 
Subject: Archives\Junkyard\Pop Tarts
Link on message: #295893

ARGO: 2.4 Off Topic, spamming and trolling
This category includes:
• Excessively communicating the same phrase, similar phrases, or pure gibberish
• Creating threads for the sole purpose of causing unrest on the forums
• Causing disturbances in forum threads, such as picking fights, making off topic posts that ruin the thread, insulting other posters
• Making non-constructive posts
• Abusing the Reported Post feature by sending false alarms or nonsensical messages
• Numbering a thread, IBTL, TLDR, or any other fad statements
Forum rules are pretty clear on this, +1 Warning
THIS POST IS LOCKED AND MOVED TO THE JUNKYARD
Argo66


ARGO
Voice Control?
arrow
17.12.2010 16:43:13
 
Subject: Archives\Beta\Voice Control?
Link on message: #295808

ARGO: Voice would be cool but there is something that would be even cooler...They make special yokes for flight sims, How about one for Tanks?


ARGO
What Tanks Do You Consider A Threat?
arrow
17.12.2010 16:38:13
 
Subject: Archives\Beta\What Tanks Do You Consider A Threat?
Link on message: #295802

ARGO: When you are sitting awaiting a battle and your pondering over the team screen, What tanks do you say to yourself "This tank needs to be taken out 1st". Everyone seems to have a different opinion on whats a threat and whats not and sometimes that opinion can change mid battle too. Well anyways I have noticed a few players go running directly at the biggest tank they see only to be eaten alive by mediums and lights....So, Is it the Superheavies? The Scouts? The TDs? What tank in your opinion truly is "The first threat" and why?
I ask that this thread be devoid of any and all arty discussion. It is targeted at Tanks/TDs only.


Tanitha
When Will Clan Wars Be Available And How Will They Work?
arrow
17.12.2010 15:25:46
 
Subject: Archives\Beta\When Will Clan Wars Be Available And How Will They Work?
Link on message: #295694

Tanitha: Discussion on clan wars is here...
http://forum.worldof...-wars-revealed/
Clan wars chat is all there at the moment, because there isn't that much known about it yet to have lots of discussion threads on it.
The latest info pack on clan wars is here.
http://forum.worldof...r-1-global-map/
This is pretty much the bulk of whats been released so far..


Tanitha
World Of Tents
arrow
17.12.2010 15:11:08
 
Subject: Archives\Junkyard\World Of Tents
Link on message: #295678

View PostNoMoreChillies, on 17 December 2010 - 02:13 PM, said: It seems that so many games I play, people spend 8+ minutes camping, sitting behind a bush/house/rock waiting for some poor tank to roll by.
This leads to a stale gameplay, not much fun, and ultimately less people playing.
I would like to see more people enjoy this game, and thus the game become successful.
So lets thrash out some ideas that can help avoid camping:
#1 Map Design - 2 flags to cap leads to people thinking they need to defend. Remove 1 flag and make the game a traditional assault vs defense style. Then 1 side is forced to move and push on the objective. Lower map times to 10 minutes, forcing the issue even more.
#2 Spotting system - Moving puts a massive big sign above your head asking to be shelled. Remove this sign, its not needed. Instead use a fog of war radius relative to your tanks view range and radio contact with other tanks. Let people be able to move from cover to cover without being seen. All that is needed is the red dot on the minimap, which can update every 10 secs eg: you see enemy tank, push t to spot it and the red dot appears on the minimap in the position you saw. You cannot spot for another 10 secs giving the enemy time to get away or advance on you.
#3 Artillery - too accurate and too powerful. Artillery should be an area affect weapon. Change it from single shot, to 5 shots each time, and those 5 shots land randomly in the square your choose to target. Also remove the overhead view, thats just like a maphack. Artillery just needs to use a full screen minmap version, maybe with smaller squares. To offset artillery being less effective, give larger rewards for damage done.
#4 Smoke screens - Artillery the ability to drop smoke screens on the map. This is a common and well used tactic in many war games, and its use here would add to immersion and gameplay.
#5 View range relative to armor - More armor = less view range. This gives light tanks the ability to scout properly and not be 1 shot by some heavy tank they cannot see. This would also encourage heavy tanks to keep a light tank close by to spot for them, as well as send out scouts to find the enemy.
If some of these or all of these ideas have been said before i apologize.
Please feel free to add any you have, and maybe the Devs can listen to the feedback and make changes so the games are FUN.

Tanitha: 1. Many different game types are already coming apart from the capture the flag we have now.
2. There is already a spotting thread, Please add to that.
http://forum.worldof...potting-thread/
3. There is already a arty thread, Please add to that.
http://forum.worldof...615-discussion/
4. Smoke screens for arty has already been suggested.
5. Its already coming pretty much. Visibility of light tanks is getting reduced, and heavy tanks is getting increased.
IE smaller tanks are getting harder to see, bigger tanks are getting easier to see.
All in all, please continue the discussions in their existing threads. Thanks.
Closing.
**Edit Eide beat me to it : )


Overlord
Wiki Project Main discussion
arrow
17.12.2010 11:36:45
 
Subject: Fan Zone\World of Tanks Wiki\Wiki Project Main discussion
Link on message: #295394

Overlord: Guys, what's the current status of wiki?
Do you need anything specific?


Tanitha
Fixs For Xfire And Cant Use Shift
arrow
17.12.2010 09:08:24
 
Subject: Archives\Beta\Fixs For Xfire And Cant Use Shift
Link on message: #295255

Tanitha: Merged 20+ xfire / shift key threads into this one, and gave it a proper title so people can find it easier.
And pinned it..
A obvious solution is...
Shift key doesn't work? -> disable xfire.
But is there any current fixes to get Xfire to work, while its on? IE without having to switch it off.
Thanks for the feedback.


MrVic
The Game Is Becoming Boring...
arrow
16.12.2010 22:14:59
 
Subject: Archives\Beta\The Game Is Becoming Boring...
Link on message: #294636

MrVic: Moved the thread to the right section.
Leaving open, but pretty much everything listed above is covered in other topics.
Also pretty much everything above is being worked on or has improvements coming.
Just takes time, sadly there is no magic light switch.
More game modes are in the future
spotting is well known and has improvements coming and bigger fix soon
more maps soon and revamping maps is on going.
SPG's what can I say :)
We'll get new toys and fixes soon :)


ARGO
The Loltraktor Facts
arrow
16.12.2010 20:53:37
 
Subject: Off-Topic Discussion\Off-Topic\The Loltraktor Facts
Link on message: #294536

ARGO: If you anger a loltraktor it says to you:
"Don't make me angry, You wouldn't like me when I'm angry"
It then turns green and becomes an IS4!


Tanitha
T30 Vs World Of Tanks
arrow
16.12.2010 14:05:11
 
Subject: In-Game Vehicles\American Vehicles\Heavy Tanks\T30 Vs World Of Tanks
Link on message: #293915

Tanitha: Very nice vid, Thanks.


Реклама | Adv