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: Here Come Stars and Stripes
Link on message: #206895
zmeul, on Nov 03 2010 - 12:14, said:
Overlord, on Nov 03 2010 - 12:08, said:
According to our draft plans American tanks should come next
week.
and we all know how much serious the devz take those drafts
Overlord, on Nov 03 2010 - 12:08, said: According to our draft plans American tanks should come next
week.
Link on message: #206895


and we all know how much serious the devz take those drafts

Overlord: and we all know how much serious the devz take those drafts

It's beta, no exact dates. Just speculations and plans.

It's beta, no exact dates. Just speculations and plans.

Overlord:
Subject: Here Come Stars and Stripes
Link on message: #206884
Link on message: #206884
Overlord: According to our draft plans American tanks should come next week.
Subject:
Archives\Beta\LAG: (ms over 100)
Link on message: #206454

Link on message: #206454
merig00: Two things:
First we have a topic for such issues: http://forum.worldof...s-glitchesbugs/
Second - please get us this info so we could at least have some info on the issue http://forum.worldof...-tester-profile
First we have a topic for such issues: http://forum.worldof...s-glitchesbugs/
Second - please get us this info so we could at least have some info on the issue http://forum.worldof...-tester-profile
Subject:
Archives\Beta\LAG: (ms over 100)
Link on message: #206404

Link on message: #206404
MrVic: 180-250ms typically will not have a dramatic effect in WoT, if your
having frame rate issues that could be the cause, Also if your
having ping issues based on your location it might be your ISP
routing. Its hard to diagnosis with limited information 

Subject:
Archives\Beta\Questions\Mixing tank/crew nationalities
Link on message: #206388

Link on message: #206388
merig00: No. Each nation has its own crews.
Subject:
Archives\Beta\20% lower shell velocity
Link on message: #206324
jackal40, on 02 November 2010 - 02:32 PM, said:
Overlord, on 02 November 2010 - 12:00 PM, said:
20% reduction in shell velocity shouldn't be regarded as a kind of
artillery nerf. It's general rebalancing caused by fixed
teleporting issue.
With fixed teleporting aiming mechanics has changed, and now it's easier to hit moving targets. That's the reason for this reduction.
Wait for 0.6.1.5 to evaluate it.
Overlord, who said or reported an imbalance caused by fixing the teleporting issue - we haven't seen that patch yet.
Overlord, on 02 November 2010 - 12:00 PM, said: 20% reduction in shell velocity shouldn't be regarded as a kind of
artillery nerf. It's general rebalancing caused by fixed
teleporting issue.
With fixed teleporting aiming mechanics has changed, and now it's easier to hit moving targets. That's the reason for this reduction.
Wait for 0.6.1.5 to evaluate it.

Link on message: #206324


With fixed teleporting aiming mechanics has changed, and now it's easier to hit moving targets. That's the reason for this reduction.
Wait for 0.6.1.5 to evaluate it.
Overlord, who said or reported an imbalance caused by fixing the teleporting issue - we haven't seen that patch yet.
MrVic: Overlord, who said or reported an imbalance caused by fixing the
teleporting issue - we haven't seen that patch yet.
They test internally prior to adjustments. With a core change to the game engine the way they perform after those changes are easily detected and mechanics are adjusted to keep things balanced (much like how they are now) Problems can be found well before they are patched live by internal design changes and such.
Its always best to see how it works before passing judgement.
Also keep the thread clean it and it stay open. Currently we are on a fast track to closing this thread out.
They test internally prior to adjustments. With a core change to the game engine the way they perform after those changes are easily detected and mechanics are adjusted to keep things balanced (much like how they are now) Problems can be found well before they are patched live by internal design changes and such.
Its always best to see how it works before passing judgement.
Also keep the thread clean it and it stay open. Currently we are on a fast track to closing this thread out.

With fixed teleporting aiming mechanics has changed, and now it's easier to hit moving targets. That's the reason for this reduction.
Wait for 0.6.1.5 to evaluate it.
MrVic:
Subject: beta 0.6.1.5 update
Link on message: #206072
Link on message: #206072
Overlord: Updated the original post and topic title.
Subject:
Archives\Beta\Questions\Just because U don't see it doesn't mean it's not there
Link on message: #205985

Link on message: #205985
ARGO: Before the last wipe when you aimed at a tank and fired, even if
the tanks disapeared you would hit it and get a vocal confirmation.
Now I can't tell you how many times I have sniped at a tank and as
I pull the trigger the tank disapears from view and even though it
has not moved, the shot harmlessly passes through it only to see
the tank re-appear in the same spot i was in when I fired the last
time and hit him.
Now this has happened even on Maus tanks and big arty which I know cannot possibly move out of the way and back that fast so my question is, is this a new bug or flaw?
Thank you for your time
Now this has happened even on Maus tanks and big arty which I know cannot possibly move out of the way and back that fast so my question is, is this a new bug or flaw?
Thank you for your time
Subject:
Archives\Beta\This is the tank tell all
Link on message: #205933

Link on message: #205933
ARGO: Seems a lot of player favor the Russian tanks these days...
Subject:
Archives\Beta\Who's the baddest of them all
Link on message: #205926

Link on message: #205926
ARGO: Love to see one side IS7s other side Mauses......
Subject:
Archives\Beta\Building the perfect beast
Link on message: #205909

Link on message: #205909
ARGO: I hear that the original turret on the KT is better than the
upgrade.....is this true?
Subject:
Archives\Beta\Suggestions\Can shell costs be removed from training mode?
Link on message: #205896

Link on message: #205896
ARGO: In training mode no one with a medium or heavy will want to pay
huge $ for shells, it just isn't worth it. IS, 3, 4, 7 shells alone
are around $1,300 each. Do the math and you will see it gets real
expensive.
Subject:
Archives\Beta\Mother told us there'd be days like these
Link on message: #205858
Dachshund, on 20 October 2010 - 06:56 PM, said: Lakeville, SU-85B. I make a beeline to the perch above the valley
where all TDs go. "Haha I shall death and destruction on the first
thing I see coming over the ridge, I think to myself! BLAM!!! dead
by artillery just taking a chance someone would be sitting there. I
lasted all of 10 seconds in the match.
I have also got my leopard stuck with its backside up in the air on a big rock with the entire enemy team shooting at me. Surprisingly they tracked me for a bit--but I didn't die. It sure was a funny sight with my butt in the air and my front end planted in the ground.

Link on message: #205858

I have also got my leopard stuck with its backside up in the air on a big rock with the entire enemy team shooting at me. Surprisingly they tracked me for a bit--but I didn't die. It sure was a funny sight with my butt in the air and my front end planted in the ground.
ARGO: That's funny, I have been the victum of a similar scenario...
Subject:
Archives\Junkyard\State of the Beta Post (Updated 20/09/10)
Link on message: #205856

Link on message: #205856
MrVic: RU had some issues but seem to be resolved now. We should see the
patch soon probably looking at the next couple weeks best guess
maybe sooner. Baring any more crazy issues arising.
Subject:
In-Game Vehicles\German Vehicles\Light Tanks\The deadliest player in the game
Link on message: #205853

Link on message: #205853
ARGO: Yes the Leo is the #1 harbringer of death on the WoT battlefield,
Like I said in the begining, where the Leo goes, the arty rain
follows.
But since my begining thread I have noticed now two new players on the deadly scout list that are becoming more popular. The A-20 and the Pz3.
Aim well, keep moving, and for God sakes......DON'T MISS!!! Your arty is depending on you!
But since my begining thread I have noticed now two new players on the deadly scout list that are becoming more popular. The A-20 and the Pz3.
Aim well, keep moving, and for God sakes......DON'T MISS!!! Your arty is depending on you!

Subject:
Fan Zone\Tank Skins\2 bedroom maus for sale
Link on message: #205706
tankabrams, on 02 November 2010 - 04:16 PM, said: This luxurious 2 bedroom maus comes with all you see here. This
fine piece of real estate can be your for just $6,300,000.00. Buy
now and get a Leopard for the kid's!! Comes with a newly built 7
tank garage. very clean MUST SEE!
shot_001.jpg

Link on message: #205706


ARGO: What can be said other than ROFL!!!! 

Subject:
Archives\Beta\Not in a million years......talk about overpowered ROFL!
Link on message: #205697

Link on message: #205697
ARGO: Let's not all get sidetracked, I was hoping for you guys to post
other overpowered weapons of the WoT era that the Devs would never
allow in the game.
Subject:
Off-Topic Discussion\Historical Discussion\IS 2 greatest tank of ww2
Link on message: #205522
IS2_GREATEST_TANK_OF_WW2, on 02 November 2010 - 02:30 AM, said: IS 2 is the best tank of WW2 it has much better and thicker armor
than the panther in reality unlike in wot where their armor is
about the same. IS 2 can penetrate panthers frontal hull armor
plate from 1200 meters virtualy every time while the panther may
penetrate the IS 2 frontal armor plate from only 600-700 meters
thats huge tactical advantage for IS 2. An IS 2 may be able to
penetrate a tiger 1 frontal armor plate from 1500+ meters and its
slightly worse optics whould not make much differnce at all
espesialy for skilled gunner. IS optics allow for engagemant of
targets up to 3000 yards plus effectively.while the tigers
prospects are very poor and unlikely at that range versus IS 2. IS
2 armor is much better tha tiger 1 which has 100mm max front hull
and turret armor thickness at 0degress slope while IS 2 is 132 mm
sloped frontal hull and well sloped 162 mm turret front. IS 2
versus Tiger 2 are about equal at all ranges except IS 2 can get
turret on target much quicker giving CQB atvantage and tiger 2 is
extremely ineficicient to produce 1 tiger 2 for 5 IS 2 thats just
plain stupid and mere 400+ were built and tiger 2 cant go 400 yards
without breaking down or getting stuck in mud hehe. IS 2 is clear
winner!!! IF you dont belive check out site The Russian
Battlefield.ru heavy tanks section

Link on message: #205522

ARGO: And I am sure if you ask the Americans they will tell you the
Sherman is the greatest and if you ask the Germans they will say
the Tiger is the greatest and so on and so on.
Well I will tell you the truth about which tanks was the greatest tanks of the war....
The ones that made it home with it's crew alive were.......
Well I will tell you the truth about which tanks was the greatest tanks of the war....
The ones that made it home with it's crew alive were.......

Subject:
Archives\Beta\UTC...Ultimate Tank Championship
Link on message: #205503

Link on message: #205503
ARGO: Battle 1 Leo vs Pz111
Battle 2 T-44 vs IS
Battle 2 T-44 vs IS
Subject:
Archives\Beta\Questions\OMG my crew has alzheimer's disease
Link on message: #204273

Link on message: #204273
ARGO: It is rather silly that a tank crew suddenly forgets how to handle
a tank they were in and has to retrain for it. I say make it so
elited tank crews do not have to retrain if their tanks are elited
too. The other ideas before mine are equally good as well, I like
the buy more slots one too.
Subject:
Archives\Beta\Not in a million years......talk about overpowered ROFL!
Link on message: #204135

Link on message: #204135
ARGO: This thread is to be taken for Lols and nothing more even though
it's true......
Ok I was checking out different tanks online and I came across this little jewel that I think would totally eliminate the camping problem in Campkanovka. Now WoT is based from WW1 to Korea correct? So I guess this artillary piece could be added to the game, only problem is battles would be rather quick.....
See the link below and feel free to add research of your own that could technically be added to WoT.
http://en.wikipedia....5_Atomic_Cannon
Ok I was checking out different tanks online and I came across this little jewel that I think would totally eliminate the camping problem in Campkanovka. Now WoT is based from WW1 to Korea correct? So I guess this artillary piece could be added to the game, only problem is battles would be rather quick.....
See the link below and feel free to add research of your own that could technically be added to WoT.

http://en.wikipedia....5_Atomic_Cannon
Subject:
Fan Zone\General Creativity\For all you tank lovers out there
Link on message: #204075

Link on message: #204075
ARGO: I found this link and it has a lot of really cool tanks. Some are
modern but there are so many on here that are NOT in the game. I
wanted to share this with all of you and let's hope it give the
Devs some more creative ideas. I never realized how many WW1 tanks
there were and I am sure even this link does not even scratch the
surface. Check it out.
http://www.militaryf...attle-tanks.asp
http://www.militaryf...attle-tanks.asp
Subject:
Fan Zone\General Creativity\A new twist for an already fun game
Link on message: #204033

Link on message: #204033
ARGO: How about this one, You get in your heavy and fill a training room
with nothing but Loltracktors or MS1 on one side and all heavies on
the other "Maybe all KVs" Then you have all the MS1s/Tracktors run
away and you try to run them over without using your guns. Whoever
splats the most wins.
Subject:
Fan Zone\General Creativity\A new twist for an already fun game
Link on message: #204031

Link on message: #204031
ARGO: Hmmmm.
Subject:
Archives\Beta\What We Know about Clan Wars
Link on message: #203957

Link on message: #203957
merig00: Update to what I stated above
1. The maximum number of players that can fight for a province suppose to be 20. So if you have 15 member-tokens you can hire 5 more mercenaries. If you have 0 member-tokens you can still hire maximum 5 mercenaries.
2. I was correct on the leaving your territory unprotected. You can do that, if it is attacked there will be a battle set up. However at most what you can do is to hire 5 mercenaries to fight for it, otherwise it will be forfeited since you have no defense forces there.
1. The maximum number of players that can fight for a province suppose to be 20. So if you have 15 member-tokens you can hire 5 more mercenaries. If you have 0 member-tokens you can still hire maximum 5 mercenaries.
2. I was correct on the leaving your territory unprotected. You can do that, if it is attacked there will be a battle set up. However at most what you can do is to hire 5 mercenaries to fight for it, otherwise it will be forfeited since you have no defense forces there.
Subject:
Archives\Beta\Impressions\(Dont have enough posts to post in questions) M18 Hellcat
Link on message: #203565

Link on message: #203565
merig00: Actually nevermind, it is there http://downloads.wor...erican_tree.jpg M18 and
M18 90mm. Though I don't think they will tell us till they are
close to release. But so far the fastest tank in the game I think
is A-20 with 72km/h
Subject:
Archives\Beta\What We Know about Clan Wars
Link on message: #203555
Aristarkh, on 27 October 2010 - 02:24 AM, said: Am I understanding this right in that it's basically a
browser-based game of Risk, but instead of a dice roll to resolve
an attack it schedules a tank battle?I still don't entirely
understand how they're solving the time zone problem, and the parts
I do understand seem rather odd. For one thing, it looks like
mercenaries will have more opportunities to participate than clan
members will. It also looks like the system will require you to
form a large guild, as I see no way a small group of real-life
friends can keep up with daily battles at odd times without relying
almost entirely on mercenaries. Then again, if a clan could easily
fulfill all of its responsibilities with its own members, the
mercenaries wouldn't have much to do.Giving gold as a reward for
every province is really great, too. I'm no cheapskate (though my
budget forces me to act like one at times) but I typically avoid
games that make me feel like I'm being coerced into buying stuff.
Premium ammo/consumables and the platoon system had me worried, but
if there's an in-game source for gold it means buying stuff really
is just a convenience thing. I wonder if the reason we're getting
150 gold a day in beta is because that's what they think the
average player should earn from clan/merc stuff, and they want to
balance the gold costs so that it's enough to get some things you
want but not so much that you don't wish you had a lot more.
The clan stuff all looks very
interesting, but it's hard to see how everything will work out in
the end. I hope we'll get some clarification in the future, when
more of the details have been sorted out.
Azmodanrom, on 27 October 2010 - 10:23 AM, said: the "tokens" that represent tanks in a territory.. are they real
members of the clan (each token is a known fixed member) or just a
placeholder for any member of the clan that can be online at the
specified moment for the battle?lets say my token is deployed in a
territory that is far back, but i;m online when a battle is
supposed to happen - do i stay out of the battle and watch as the
clan hires mercenaries to fill up for the members that are not
online?if the clan leader assigns 10 tokens in a territory and that
territory is attacked, but only 2 of the members that those token
represent can be online.. how many mercenaries can be recruited? 5
or 13?
Starfire, on 27 October 2010 - 12:31 PM, said:
Trill, on 27 October 2010 - 12:06 PM,
said:Just, please, make sure people dont have to be online every
evening for 4h to defend thier territories.Global Agend had(has?) a
system of territorial warfare which seems very similar to yours.I
was leader of an agency which did very well and was eventually
written down as one of the winning agencies for Echelon, the prime
euro zone. To achive this our player burn out rate was nothing
short of catastrophic. Yes we we had around 100 members in our
agency and then a lot of allies, yes we divided duties and took
shifts, we did our best to try and be as casual as possible while
remaining competitve. But it was just too much....The AvA(clan
warfare) felt like a job and we werent the only ones suffering from
it either, our enemies and allies were all strugling with the same
problem. Too much "duties", too many defenses, too many attacks
every night. People burnt out and left.Eve-online also has a "24/7
clan warfare" system but in eve a corporation which holds territory
is much bigger and making a true challenge to ones systems is a
serious undertaking, lots of logistics, planning, ect. The point is
in eve people dont attack whenever they feel like it because it is
not just a matter of moving some tokens around like in GA and, it
seemes, WoT. So eve players get thier R&R between wars.I feel
this is the most important part of Clan warfare. There has to be a
way to take a break, get some R&R without losing your work from
days past in one evening of beign AFK. I am honestly not sure how
to best deal with it but then again i am not a game developer, ill
leave that to you and try to get my people ready for another epic
conquest. But if it turns out to be GA all over again with constant
need for hard defense and never an evening "off" i doubt i can
convice many people to do that again, heck im not even sure i can
convice myself.Just throwing some ideas out there....Different
modesI.e. No weekend battlesNo weekday battlesEvery other
day...Battles only on M, T, T, SThis would cut the strain of
constant, nightly battles.
Trill, on 27 October 2010 - 12:06 PM, said: Just, please, make sure people dont have to be online every evening
for 4h to defend thier territories.Global Agend had(has?) a system
of territorial warfare which seems very similar to yours.I was
leader of an agency which did very well and was eventually written
down as one of the winning agencies for Echelon, the prime euro
zone. To achive this our player burn out rate was nothing short of
catastrophic. Yes we we had around 100 members in our agency and
then a lot of allies, yes we divided duties and took shifts, we did
our best to try and be as casual as possible while remaining
competitve. But it was just too much....The AvA(clan warfare) felt
like a job and we werent the only ones suffering from it either,
our enemies and allies were all strugling with the same problem.
Too much "duties", too many defenses, too many attacks every night.
People burnt out and left.Eve-online also has a "24/7 clan warfare"
system but in eve a corporation which holds territory is much
bigger and making a true challenge to ones systems is a serious
undertaking, lots of logistics, planning, ect. The point is in eve
people dont attack whenever they feel like it because it is not
just a matter of moving some tokens around like in GA and, it
seemes, WoT. So eve players get thier R&R between wars.I feel
this is the most important part of Clan warfare. There has to be a
way to take a break, get some R&R without losing your work from
days past in one evening of beign AFK. I am honestly not sure how
to best deal with it but then again i am not a game developer, ill
leave that to you and try to get my people ready for another epic
conquest. But if it turns out to be GA all over again with constant
need for hard defense and never an evening "off" i doubt i can
convice many people to do that again, heck im not even sure i can
convice myself.
Aristarkh, on 28 October 2010 - 07:06 AM, said: ...What's interesting is that there's no mention of whether you can
have a province with no tokens at all, or if you can attack with a
full 15 tokens. Does a province with no tokens become neutral? If
not, can it be captured without a battle? Would moving all your
tokens out of a province be such a stupid thing to do that we'll
never see 15-token attacks?

Link on message: #203555


merig00: Yeah, something like Risk. The time zone problem is solved by
having the actual battle in the evening (between 8-11pm) next day
of the local time of the real life prototype of the province.
So for example I am in New York (-5GMT) and you are in Moscow (+3GMT). You own a province in Ukraine (+2GMT). I move my tokens to attack you on November 2nd at 2:30pm NY time. Your clan immediately gets notification about it. We have to gather for the actual battle on November 3rd after 8pm Ukraine time (1pm for me and 7pm for you). Might be a bit complicated, but fair. And you don't need to have people keeping an eye on the game 24/7. You'll have at most 24 hours to prepare for the battle.
So for example I am in New York (-5GMT) and you are in Moscow (+3GMT). You own a province in Ukraine (+2GMT). I move my tokens to attack you on November 2nd at 2:30pm NY time. Your clan immediately gets notification about it. We have to gather for the actual battle on November 3rd after 8pm Ukraine time (1pm for me and 7pm for you). Might be a bit complicated, but fair. And you don't need to have people keeping an eye on the game 24/7. You'll have at most 24 hours to prepare for the battle.

merig00: In the clan wars token is not tied to a specific player, so yeah
just a placeholder for a member or mercenary. However there will be
a sub-mode of clan wars where each token represent a specific
player (info on that mode should be posted in a couple of days,
keep an eye on that sub-forum). I know you can recruit up to 5
tokens-mercenaries, but I think that means if you have less than 15
tokens you can bring your number closer to 15 by hiring
mercenaries. I'll get back to you on it once I get clarification.


merig00: Just throwing some ideas out there....Different modesI.e. No
weekend battlesNo weekday battlesEvery other day...Battles only on
M, T, T, SThis would cut the strain of constant, nightly
battles.
The actual battle will take place the next evening after the attack. See my explanation to the first quote.
The actual battle will take place the next evening after the attack. See my explanation to the first quote.

merig00: In another clan-wars mode (which will be posted soon) an empty but
not neutral province will be forfeited if attacked. I guess the
same happens here. Also in the same move you can move out tokens
out of the province (for attack) and move in more from the
bordering province. So you are attacking with 15 tokens but in the
same turn your move 7 tokens from the province behind it.

merig00:
Subject:
Archives\Beta\Impressions\(Dont have enough posts to post in questions) M18 Hellcat
Link on message: #203541

Link on message: #203541
merig00: Hmm maybe I'm missing it, but I don't see M18 Hellcat on the
american tech tree... http://game.worldoft...lery/perm/art/3
Subject:
Archives\Beta\IS WOT going to make the game joystick capable
Link on message: #203535

Link on message: #203535
merig00: So far it's not in plans. But you can use this: http://forum.worldof...using-gamepads/
Please continue the discussion there.
Please continue the discussion there.
Subject:
Archives\Beta\No silhouette
Link on message: #202232

Link on message: #202232
merig00: Yeah it's a known bug mostly affecting ATI Radeon video cards.
What MIG_Hunter said + try changing AA settings in the video card options, not in the game.
What MIG_Hunter said + try changing AA settings in the video card options, not in the game.
Subject: Here Come Stars and Stripes
Link on message: #202202
Kazomir, on Oct 30 2010 - 20:17, said: So Overlord, i see that you are quite active in this thread, may i
ask you when the US tanks are commin out? 
Link on message: #202202


Overlord:
At the moment the projected timeline for US tanks remains as it is stated here. There might be an update on CBT patching schedule on Monday.
At the moment the projected timeline for US tanks remains as it is stated here. There might be an update on CBT patching schedule on Monday.
Subject: Here Come Stars and Stripes
Link on message: #201887
ZorinWarfield, on Oct 30 2010 - 17:04, said:
Anyway, I still believe that your "slowing down the shell speed" action is fixing something that is not broken. You only had to find a way to keep your tier balance the way you prefer. Personally, I have no problem with it. It is wrong IMO, but you are the developer and therefor must know better than the rest.
All I ask of you is to be upright and state the purpose of your actions. For example: "We reduced shell speed to keep light tanks artificially alive in late war battles they never participated in.
Honesty is one of humanity's most valued virtues. So keep that in mind.
Link on message: #201887

Anyway, I still believe that your "slowing down the shell speed" action is fixing something that is not broken. You only had to find a way to keep your tier balance the way you prefer. Personally, I have no problem with it. It is wrong IMO, but you are the developer and therefor must know better than the rest.
All I ask of you is to be upright and state the purpose of your actions. For example: "We reduced shell speed to keep light tanks artificially alive in late war battles they never participated in.
Honesty is one of humanity's most valued virtues. So keep that in mind.
Overlord:
Yup, in real life God is always on the side of the big battalions.
Heavy tanks have enjoy a huge lead over light ones, especially in 1 vs 1 battles. The main purpose of game balance is to make all 5 vehicle types equally (ok, at least almost equally) playable.
Yup, in real life God is always on the side of the big battalions.
Heavy tanks have enjoy a huge lead over light ones, especially in 1 vs 1 battles. The main purpose of game balance is to make all 5 vehicle types equally (ok, at least almost equally) playable.
Subject:
Archives\Junkyard\US server down?
Link on message: #201736

Link on message: #201736
MrVic: Try launching from the Wot.exe the launcher may not be working due
to the RU cluster maintence for file checks 

Subject: Here Come Stars and Stripes
Link on message: #201687
ZorinWarfield, on Oct 30 2010 - 15:34, said: This is not going to change anything about it. All it needs is a
different deflection and you still hit. But what this will ruin is
the heavy mortar guns, which are already slow and unlikely to hit
anything.
In fact, you fail to see the truth in this. Battle balance is the problem. Why do you believe the light tanks where withdrawn from front line service? Exactly, because of them being oneshotted over great distances.
Link on message: #201687

In fact, you fail to see the truth in this. Battle balance is the problem. Why do you believe the light tanks where withdrawn from front line service? Exactly, because of them being oneshotted over great distances.
Overlord: Really? Have you already tested 0.6.1.5 or just making groundless
statement here? The game is not all about realism and historical
truth.
Subject: Here Come Stars and Stripes
Link on message: #201509
Kauhava, on Oct 29 2010 - 23:39, said: Appeared in the last changelog:
>shell velocity decreased by 20% for all vehicles
What were they thinking? Half the shells are currently so damn slow!
(oh, sorry about posting here, didn't find another place to say that. changelog topic is locked)
Link on message: #201509

>shell velocity decreased by 20% for all vehicles
What were they thinking? Half the shells are currently so damn slow!
(oh, sorry about posting here, didn't find another place to say that. changelog topic is locked)
Overlord: With fixed teleporting game mechanics has changed significantly,
especially aiming at moving targets. The purpose of 20% velocity
reduction is to make the life of light and medium tanks a bit
easier.
Subject:
Archives\Junkyard\Start problem help pls
Link on message: #200860

Link on message: #200860
merig00: Try starting the game with WoT.exe in your game folder
Subject: Centurio vs. 1st PAD: Polish Vodka Squad
Link on message: #200854
Lavrinienko, on Oct 29 2010 - 21:36, said: Overlord wrote:
Quote1st PAD don't let me down. I've bet some serious money on your win.
How much have You won Overlord ?
That was a good fight btw. - Centurio knows how to fight - they catched us by suprise in first battle.
Quote 1st PAD don't let me down. I've bet some serious money on your win.
Link on message: #200854

Quote1st PAD don't let me down. I've bet some serious money on your win.
How much have You won Overlord ?

That was a good fight btw. - Centurio knows how to fight - they catched us by suprise in first battle.
Overlord: How much have You won Overlord ? 
That was a good fight btw. - Centurio knows how to fight - they catched us by suprise in first battle.
Enough to order a round of drinks. Or two, or even ... I'm happy with it.
My congratulations to the winning team.

That was a good fight btw. - Centurio knows how to fight - they catched us by suprise in first battle.
Enough to order a round of drinks. Or two, or even ... I'm happy with it.
My congratulations to the winning team.
Quote 1st PAD don't let me down. I've bet some serious money on your win.
Overlord:
Subject: Centurio vs. 1st PAD: Polish Vodka Squad
Link on message: #200558
Link on message: #200558
Overlord: 1st PAD don't let me down. I've bet some serious money on your win.
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