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:
News from the Front\Discussion of News Articles\World of Tanks review from Leakerz.net
Link on message: #115606

Link on message: #115606
Jeremy Taylor: One more thoughtful review is available for your consideration
Full news text
Full news text
Subject:
Archives\Beta\module damage and fires since the recent server maint
Link on message: #115094
gogopher, on 08 September 2010 - 05:56 AM, said: has anyone else noticed a significant increase in module damage and
fires since the server maint a few hours ago? i mean im catching
fire in at least 50% of my rooms and suffering huge amounts of mod
damage and crew damage...ninja patch maybe?

Link on message: #115094

MrVic: I haven't suffered really an increase in either today. Might just
be bad run of luck. I know they have no desire to increase it more


Subject:
Archives\Beta\Unable to logon
Link on message: #115049

Link on message: #115049
merig00: and you sure there is nothing that could block your access to the
server?
Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114936
Narfi, on 08 September 2010 - 12:44 AM, said: im wondering that the sight system is not on the list, its so
horrible right now.
Might be cuz of the US servers (im from germany with 150-250ping), but i for myself got huge trouble with the sight system as it is.
heavy tank that suddenly pop up 50m infront of u on flat ground and stuff like that.

Link on message: #114936

Might be cuz of the US servers (im from germany with 150-250ping), but i for myself got huge trouble with the sight system as it is.
heavy tank that suddenly pop up 50m infront of u on flat ground and stuff like that.
MrVic: might check into this thread and check your connection and chance
of packet loss. This may shed some light on the appearing tank
issue your having.
After the patch many of those issues were drastically improved. A few instances still occur. Also remember your crew skill vs your crew skill effects that drastically.
http://forum.worldof...s-glitchesbugs/
After the patch many of those issues were drastically improved. A few instances still occur. Also remember your crew skill vs your crew skill effects that drastically.
http://forum.worldof...s-glitchesbugs/
Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114797
Weril, on 07 September 2010 - 09:44 PM, said: Thanks for info at start
, but it seem´s, that the
ballancing system works better before new patch 

Link on message: #114797



MrVic: I think your confusing the system with the initial effects of a
softwipe sometimes. As things calm down and more players get back
into playing and more are added, combined with improvements you
will see things come into line 
Before there was no balance it was 1-2 and 3-10 so if we went to that right now it would be random luck to not face all Tier 10's

Before there was no balance it was 1-2 and 3-10 so if we went to that right now it would be random luck to not face all Tier 10's

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114791
vietlol, on 07 September 2010 - 09:56 PM, said: I would rather see them put some effort into fixing the imbalances
and general terribleness of some of the current maps, but lets hope
the new ones are good.

Link on message: #114791

MrVic: Maps are constantly reworked and reevaluated, Plus remember there
are many different departments with groups of workers with
different skills.
They are working on many things at all times.
Maps are not listed in that fashion as its a never ending process of revising and improving maps. Since RU many have had changes and upgrades in looks/performance/balance, Its just a matter of being patient
They are working on many things at all times.
Maps are not listed in that fashion as its a never ending process of revising and improving maps. Since RU many have had changes and upgrades in looks/performance/balance, Its just a matter of being patient

Subject:
Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #114433

Link on message: #114433
MrVic: Just a warning I am deleting TONS of posts. This is not a
discussion area or a debate area if your not posting an idea or
leaving a simple "I like that idea" post It will be removed.
Continuing to post discussing and not posting purely Ideas will end
badly.
Subject:
Archives\Beta\Bigger tanks have the right of way
Link on message: #114173

Link on message: #114173
ARGO: My belief is:
Mutual respect for all your allies goes a long way EVEN on the battlefield. Save your anger and shells for your enemy. Nothings worse than a guy who thinks because he's in a upper tier vehicle that he's better than those beneath him. If someone hits you or you them, forgive and forget "turn the other cheek" because I have seen what happens to a jerk on the battlefield when he starts getting tank raped his allies "Turn the other cheek" and leave him to die.
Mutual respect for all your allies goes a long way EVEN on the battlefield. Save your anger and shells for your enemy. Nothings worse than a guy who thinks because he's in a upper tier vehicle that he's better than those beneath him. If someone hits you or you them, forgive and forget "turn the other cheek" because I have seen what happens to a jerk on the battlefield when he starts getting tank raped his allies "Turn the other cheek" and leave him to die.
Subject:
Archives\Beta\Just hit T3, can't do any damage
Link on message: #114142
PicusB, on 07 September 2010 - 05:22 PM, said: As others have suggested, its really about learning what you can
and can't do. Yes, generally a tough Medium or good Heavy will
devestate you in your T3 tank but you shouldn't even be trying to
go one on one with them.

Link on message: #114142

ARGO: That reminds me, I really need to pay attention to what tank I
attack in my VK3601, I keep making the mistake of thinking a
Panther is another VK and attack it which results in me getting my
metallic butt handed to me! 

Subject:
News from the Front\Discussion of News Articles\Heavy Tanks in Screenshots
Link on message: #114120

Link on message: #114120
Jeremy Taylor: Twelve new images of heavy monsters are now available in our
Screenshots gallery
Full news text
Full news text
Subject:
News from the Front\Discussion of News Articles\New Gameplay Video: Heavy Tanks!
Link on message: #114042

Link on message: #114042
ARGO: Nice video even with the wrong name on the Tiger. Gives ya
goosebumps.... 

Subject:
News from the Front\Discussion of News Articles\Grab the Activation Code from Computer Bild Spiele and Get М3 Stuart!
Link on message: #114032

Link on message: #114032
ARGO: I still don't get it. Can anyone get one of these tanks? And if so,
I went to that site and found nothing. Hook me up, I want one too
or is it only for completely new members. 

Subject:
Archives\Junkyard\Whats your favorite vehicle class
Link on message: #114023
jaimy123, on 07 September 2010 - 03:13 PM, said: I cant vote, i play every tank, and i like them all.
But TD would be my all-time favorite, the SU-152 with 152mm gun Owns a T44 in 1 shot

Link on message: #114023

But TD would be my all-time favorite, the SU-152 with 152mm gun Owns a T44 in 1 shot

ARGO: Same here, I like to many to choose. Tigers and ISs are sharp
looking tanks though.
Subject:
Archives\Beta\How low can you go?
Link on message: #114011
dooston, on 07 September 2010 - 03:41 PM, said: im -43, nothing happend so theres your awnser.

Link on message: #114011

ARGO: How can you not love this guy, I added him to my friends list
because of his determination to reach the very bottom!
Dooston you crack me up to no end
LOL. You can add me to your platoon anytime dude.

Subject:
Archives\Beta\World of Ships!
Link on message: #113996

Link on message: #113996
ARGO: I think they will release World of Ships right after they do World
of Planes..... 

Subject:
News from the Front\Discussion of News Articles\New Gameplay Video: Heavy Tanks!
Link on message: #113947

Link on message: #113947
Jeremy Taylor: The trailer demonstrates the game’s most powerful fighting vehicles
- heavy tanks
Full news text
Full news text
Subject:
Archives\Beta\Just hit T3, can't do any damage
Link on message: #113927
Eldsken, on 07 September 2010 - 02:16 PM, said: I had a KV3 pre wipe to, i´m not doing badly its just that my team
lost alot in the beginning ( bad luck on my part ), its leveling
out now, got some 4x% victories i think

Link on message: #113927

ARGO: See, I knew you had it in you. You just needed to let the tank
catch up to your skills. BTW you can add me to your friends list
and if you see me online you can join me in battle....
Subject:
Archives\Beta\Bigger tanks have the right of way
Link on message: #113894

Link on message: #113894
ARGO: I have an IS3 and I usually allow right of way to anyone because it
isn't that important to me however last night I happend to be in my
VK3601 and there was this guy in a Tiger tank who I had stopped to
let by, and instead of him passing me by without incident, he made
sure to hit my tank up the side anyway and started up the hill so I
was behind him and another tiger infront of him going up this hill
and ofcourse the VK is quicker and I start catching up and passing
him and again this clown swervs into my tank evidently pissed
because he wanted me to stay behind him and starts swerving
repeatedly into my tank writing "Bigger tanks go first" . Well I
guess the Tiger 2 infront of him must have been watching this
because he hits his brakes, the Tiger slams right into him and he
writes "WTF" and the Tiger 2 replied, "How do you like it".
Battlefield Justice was served! 

Subject:
Archives\Beta\Suggestions\Ranks for TD icons
Link on message: #112818
TheMaster42, on 07 September 2010 - 02:59 AM, said: Now I know there's no in-game distinction of Light or Heavy TDs,
but there definitely is a difference in power between an AT-1 and a
JagdTiger.
When looking at tank icons, you can get at least some idea of the armor/penetration power of the tank by its icon. A similar system for TDs would be useful as well. Triangle + 1 and 2 slashes?

Link on message: #112818

When looking at tank icons, you can get at least some idea of the armor/penetration power of the tank by its icon. A similar system for TDs would be useful as well. Triangle + 1 and 2 slashes?
MrVic: One thing to keep in mind its hard to tell a T-44 from a T-34 also
Its a hard thing to break down. Try
holding down Alt and it can help you sometimes pick out what is
what. Pops up names and Tank icons 


Subject:
Archives\Beta\Suggestions\Forum "ignore user" still accepts PMs?
Link on message: #112804
xJaguar, on 07 September 2010 - 05:52 AM, said: Ignoring a user on this forum still allows them to send PMs to you.
Why is this?

Link on message: #112804

MrVic: I don't think it should allow them through. If your having issues
with someone and the content of their PMs please let a moderator
know 

Subject:
Archives\Beta\Suggestions\Rollback??
Link on message: #112802
Boldhead, on 07 September 2010 - 07:05 AM, said: Im finding myself in an unenviable position of becoming bankrupt.
And it occurred to me, what if as a new player you work your way up
the ranks of a tank class to find you just lost your ability to
make money to continue?
There's that point in all classes where you can step too far and begin to lose money. Yes it helps keep the top tier tanks off the field so you don't see them every time. But what if you dont have a backup? A new player may not foresee this possibility and sell his to get the next best tank and find himself unable to buy shells or repair. So.. then you go back to a tracktor and make 1-2000 for 10 games to pay for 1 round? As for myself i find that as a big let down and question whether to continue or not. As a game you want players to want to go on. Maybe there should be a way to UNDO as it were.. go back to what you had.. regain the money but NOT the experience spent. As beta testers we get the extra gold etc to try multiple classes...Players wont and any such discovery could push them away from the game.?? thoughts??

Link on message: #112802

There's that point in all classes where you can step too far and begin to lose money. Yes it helps keep the top tier tanks off the field so you don't see them every time. But what if you dont have a backup? A new player may not foresee this possibility and sell his to get the next best tank and find himself unable to buy shells or repair. So.. then you go back to a tracktor and make 1-2000 for 10 games to pay for 1 round? As for myself i find that as a big let down and question whether to continue or not. As a game you want players to want to go on. Maybe there should be a way to UNDO as it were.. go back to what you had.. regain the money but NOT the experience spent. As beta testers we get the extra gold etc to try multiple classes...Players wont and any such discovery could push them away from the game.?? thoughts??
MrVic: Even if you sold your Tier 1 tanks you can buy a new one and go
make some cash. Tier 1 tanks cost 0 credits and always make a
profit
So you can always save yourself with
a Tier 1 


Subject:
Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112656
Pistov, on 07 September 2010 - 04:28 AM, said: As previously mentioned, one of the big problems with making
artillery so inaccurate is the cost of the shells. If it's made so
inaccurate that you can't hardly hit anything, you'll burn more
credits on ammunition than you'll make on your hits (or lack
thereof). Also, considering how easy artillery is to destroy, if
they can't hit anything then they effectively become useless.
Realistically speaking, artillery would never be located in such
close proximity to a likely combat zone, however, with the size
limitations of the maps available to us artillery have no real
means of staying out of harm's way. Artillery could fire rounds
over several miles and would frequently be located a very long
distance away. The current maps don't even exceed a square mile so
we're playing seriously out of scale.
I don't mention the above in an effort to start a debate, only as a response to the proposed aiming system for artillery. If the maps were MUCH bigger than they currently are, I would have no problem with a hit zone that scales in size proportionate to the distance of the artillery from the target zone.
EDIT: Rethinking the initial proposal, I could actually see it working if (and only if) you remove shell tracing. With the proposed aiming system, you would have to sit still for a considerable amount of time in order to shoot off several rounds in the same area while watching your target, opening you up counter-fire from enemy artillery. Remove shell tracers and I could go with the proposed system.

Link on message: #112656

I don't mention the above in an effort to start a debate, only as a response to the proposed aiming system for artillery. If the maps were MUCH bigger than they currently are, I would have no problem with a hit zone that scales in size proportionate to the distance of the artillery from the target zone.
EDIT: Rethinking the initial proposal, I could actually see it working if (and only if) you remove shell tracing. With the proposed aiming system, you would have to sit still for a considerable amount of time in order to shoot off several rounds in the same area while watching your target, opening you up counter-fire from enemy artillery. Remove shell tracers and I could go with the proposed system.
MrVic: Mostly after pure ideas not debating them
The idea of the cost of shells is
irrelevant, if your changing the function and how they operate then
the cost of the shell can be changed completely. They can make
shells cost 0 credits or 1,000,000 credit those are variables that
are easily changed to accommodate a new system.
In essence take all ideas of making X amount of Exp or having to pay for Y amount of credits for ammo. Then just focus on methods you would implement SPG's and how they worked in the game. So basically ignore most of anything in game now
This is just an Collection of ideas right, wrong, or indifferent.
Try to avoid in response posts
The proposed above is nothing
proposed just ideas for examples for others to see what kinda of
thing I am hoping to collect.

In essence take all ideas of making X amount of Exp or having to pay for Y amount of credits for ammo. Then just focus on methods you would implement SPG's and how they worked in the game. So basically ignore most of anything in game now

This is just an Collection of ideas right, wrong, or indifferent.
Try to avoid in response posts

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112588
BaneFalcon, on 07 September 2010 - 03:30 AM, said: Any plans on allowing us to scroll through in-game chat? And are
there any plans to roll back the "fix" of General chat that stops
the General tab from continuing when we're in battle? There's been
many a time when I was trying to keep track of the conversation, or
someone asked me something... right as I clicked "Battle!" and was
thrown into the fray.

Link on message: #112588

MrVic: Yeah thats one thing I am checking into is the chat stuff 

Subject:
Archives\Beta\Gyrostabilizer
Link on message: #112582

Link on message: #112582
MrVic: If I remember right all tanks where given a sense of basic
stabilizers in the game to increase fast paced combat. Also further
stabilizers are available on a few tanks in the form of module
upgrades. So far at speeds I have noticed some tanks are more
stable shots at speed then others that seem pretty accurate to the
real thing.
Stabilizers in WW2 were crude and US had most of them at that time. Tho many of the US crews with them disabled them as they caused issues often. Also the gun bouncing up and down is a two fold issue. The speed you can stabilize the gun and the stability of the tank itself. The panther was one of the most stable on the move firing platforms in the war but still it was rather inaccurate on the move. One good example if you gun can only depress 10 degrees and you go over a bump ect that pitches your hull more then 10 degrees no amount of gun stabilization in the world can level that out.
To achieve a smooth firing solution you need
1) Fast enough electrics to balance out the gun as the tank moves.
2) Enough gun movement gun depression ect, to have the "room" to stay on target
3) a Tank chassis and suspension able to ride as level and smooth as possible at higher speeds.
4) a gyro detection system fast enough to react to rapid hull and barrel adjustments due to moving over rough terrain.
Stabilizers in WW2 were crude and US had most of them at that time. Tho many of the US crews with them disabled them as they caused issues often. Also the gun bouncing up and down is a two fold issue. The speed you can stabilize the gun and the stability of the tank itself. The panther was one of the most stable on the move firing platforms in the war but still it was rather inaccurate on the move. One good example if you gun can only depress 10 degrees and you go over a bump ect that pitches your hull more then 10 degrees no amount of gun stabilization in the world can level that out.
To achieve a smooth firing solution you need
1) Fast enough electrics to balance out the gun as the tank moves.
2) Enough gun movement gun depression ect, to have the "room" to stay on target
3) a Tank chassis and suspension able to ride as level and smooth as possible at higher speeds.
4) a gyro detection system fast enough to react to rapid hull and barrel adjustments due to moving over rough terrain.
Subject:
Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112575
Tenhi, on 07 September 2010 - 03:04 AM, said: The problem with the first option is counterfire... if you have to
spend 4 shots to actually hit your target reliable no arty will
fire until all enemy arty is gone :/ right now you can shoot
something and start moving asap so that the counterfire misses but
that wont be an option if your first way would be implemented.
The problem with the 2nd option is dmg. If each shell does its normal dmg it would be op, if the shells do less dmg it would be useless because you cant hurt the big heavys.
PS: "This is a must due to speed increase across the board to all tanks for game fun reasons." is this Info for real? because in the other thread it wasnt mentioned.

Link on message: #112575

The problem with the 2nd option is dmg. If each shell does its normal dmg it would be op, if the shells do less dmg it would be useless because you cant hurt the big heavys.
PS: "This is a must due to speed increase across the board to all tanks for game fun reasons." is this Info for real? because in the other thread it wasnt mentioned.
MrVic: Those are really old posts cut and pasted for examples
Just for examples I am hoping for
others ideas also! THo I should probably review the one again

Edited "Yeah removed a few points it was outdated and not sure what I meant originally" Mostly guidelines.


Edited "Yeah removed a few points it was outdated and not sure what I meant originally" Mostly guidelines.
Subject:
Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112533
VonSchpam, on 07 September 2010 - 02:37 AM, said: I like the idea, bu tshell costs would have to be adjusted... it
wouldn't be fair for the SPG to be spending 3-4000 credits to kill
a tank that won't earn back an equal amount for that kill.

Link on message: #112533

MrVic: Costs per shot ect is all numbers that change easily, The basic
idea of the "function" of it is what I am hoping people come up
with. Worrying about cost per round ammo stored or profit in
battles are all variables that change easily. The pure Function of
Arty and ideas to improve it is what I hoping to brainstorm with
the player base 

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112522
badgodbr, on 07 September 2010 - 02:30 AM, said: I fully agree with you... There is no reason we, as testers, should
not know when a integral part of our gaming experience is going to
be changed, unless its something that is only on papers and no
coding work has been done yet... The anxious people should deal
with their anxiety and wait, or speculate if they want... 

Link on message: #112522


MrVic: Yeah people going into speculation only gets people confused on
what is going on. When people go down the road of speculating one
way or another pro or con ect before having any information, all it
does it makes companies less inclined to tell people anything that
is not 100% complete and patching that day. Its sad but we shoot
ourselves in the foot by not having patience 

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112519
Asky, on 07 September 2010 - 02:28 AM, said: What about the user created maps idea. Any news about that?

Link on message: #112519

MrVic: I do not have full details on that or any word will check more into
it. regardless that I would bet would be something we would see
after release.
Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112517
badgodbr, on 07 September 2010 - 02:21 AM, said: Hahaha... Your post was a bit of funny I suppose.
I`ve thought exactly that yesterday when I got frustrated because I got 1-shooted by heavy tanks on 5 games in a row (while actually playing defensively) - one of these 1-shots the guy hit me from about base to base on that huge map with the water and the island on the left side while he was on his IS-3. I was like - "What the heck was that about dude? How the hell could you possibly hit me that far when nobody was even scouting around here... Didn`t know that heavy tanks had the view range of an artillery." I took a break and I was thinking: "Maybe I could make a post about this, but I`ll not just because I have absolutely no clue how this game mechanic works yet to judge anything of that experience and that guy skills to manage to see, aim and destroy me that far. (Perhaps like 4km away... lol)"

Link on message: #112517

I`ve thought exactly that yesterday when I got frustrated because I got 1-shooted by heavy tanks on 5 games in a row (while actually playing defensively) - one of these 1-shots the guy hit me from about base to base on that huge map with the water and the island on the left side while he was on his IS-3. I was like - "What the heck was that about dude? How the hell could you possibly hit me that far when nobody was even scouting around here... Didn`t know that heavy tanks had the view range of an artillery." I took a break and I was thinking: "Maybe I could make a post about this, but I`ll not just because I have absolutely no clue how this game mechanic works yet to judge anything of that experience and that guy skills to manage to see, aim and destroy me that far. (Perhaps like 4km away... lol)"
MrVic: Well what happens there is probably a radio sighting. Closer
teammate spots and highlights you and a farther away heavy engages
you. Most maps right now are under 1km x 1km if I remember
correctly, with larger maps coming in the future. Right now a half
map shot would only be int he 500m range in most cases. Hopefully
that helps 

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112511
Supraluminal, on 07 September 2010 - 02:20 AM, said: I don't mean to troll, but why even post this without more
information? The only thing this will do is cause speculation and
paranoia.

Link on message: #112511

MrVic: Its to hopefully let people know that its not being ignored by the
Devs, which many seem to think they ignore our suggestions and
threads 
I know it runs the risk of people screaming "oh noes were getting nerfed" and "Oh noes their going to become nuclear weapons"
I guess I am hoping to show that we can all read the information and act responsibly and wait before jumping to conclusions.
I know I am a optimist

I know it runs the risk of people screaming "oh noes were getting nerfed" and "Oh noes their going to become nuclear weapons"
I guess I am hoping to show that we can all read the information and act responsibly and wait before jumping to conclusions.
I know I am a optimist
Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112507
gogusrl, on 07 September 2010 - 01:58 AM, said: Repost from the future plans thread :
Any plans to reveal a bit of how the mechanics of this game works ?
I can`t submit a bug or comment about cammo or gun penetration / bounce / damage since I do NOT know how they are supposed to work. And the same goes for pretty much everything in this game.

Link on message: #112507

Any plans to reveal a bit of how the mechanics of this game works ?
I can`t submit a bug or comment about cammo or gun penetration / bounce / damage since I do NOT know how they are supposed to work. And the same goes for pretty much everything in this game.
MrVic: Well you can based on what your experiencing and if it seems wrong
to you. As apposed to wrong based on the "game coding" Your view
and perception is as good or better then breaking things down by
the numbers.
Also more details on mecanics are coming. Keep an eye on this thread Developers break down game mechanics Soon that is were such info will be added
Also more details on mecanics are coming. Keep an eye on this thread Developers break down game mechanics Soon that is were such info will be added

Subject:
Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112479

Link on message: #112479
MrVic: Just as a warning this thread is heavily moderated and any posts
that deviate from the goal might be removed without warning or
explanation...Post at your own risk! (Qs the creepy horror
music)
I figure with some review of SPG's in the works, I wanted to see if we could provide alternate ideas for the way SPGs work now.
Also this thread is not a discussion on the damage or stats ect of the SPG's its purely for collecting ideas on ways to improve the function of them
This is thread is not a Debate thread (So do not try)
Lets see what kinda of ideas we can come up with, the simpler to implement the better, I would think
Below are some examples I thought of personally.
These are just examples, If you were to design how artillery "works" What ideas do you have?

Note the size of the area to be adjusted they are not to scale
The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway
Another Idea:

I figure with some review of SPG's in the works, I wanted to see if we could provide alternate ideas for the way SPGs work now.
Also this thread is not a discussion on the damage or stats ect of the SPG's its purely for collecting ideas on ways to improve the function of them
This is thread is not a Debate thread (So do not try)
Lets see what kinda of ideas we can come up with, the simpler to implement the better, I would think

Below are some examples I thought of personally.
These are just examples, If you were to design how artillery "works" What ideas do you have?

Note the size of the area to be adjusted they are not to scale
The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway
Another Idea:

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112456
SiberianExpress, on 07 September 2010 - 01:47 AM, said: Thank you MrVik,
I could definitively see improvements in the chat system (after balance)
And excited about new maps, I love the most recent ones

Link on message: #112456

I could definitively see improvements in the chat system (after balance)
And excited about new maps, I love the most recent ones
MrVic: Yeah one thing I am checking into is the chat system stuff


Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112454
badgodbr, on 07 September 2010 - 01:43 AM, said: Thanks for letting us know of all that. Since I have started
testing roughly 1 week and a half ago I was getting pretty
frustrated on testing with the current state of the balance the
game has. (You know exactly what I mean, not being able to
penetrate most tanks etc). Thankfully you've shown you're aware of
all the issues I've seen besides that unbalance situation, which
included the warping/teleporting tanks, and all the others you`ve
described. Keep it up! 

Link on message: #112454


MrVic: More players join daily also which will help improve the battle
balance testing currently. The soft wipe initial purchases of
members will throw things a bit out of wack for a bit. The
increasing population helps decrease this situation also. Which in
turn provides good test data
For the first round I think its a
good first step for sure.

Subject:
Archives\Beta\Just loosing money on high tiers
Link on message: #112443

Link on message: #112443
MrVic: Usually break even or make good cash Tier 9 so far.
Tier 8 unless I completely screw up on my tactics in the match makes cash always.
Tier 7 below always make good cash.
Working in groups and with support is the key to most heavier tanks.
Also I see quite a few with delusions of invincibility that can really hurt the income of some I see playing
Tier 8 unless I completely screw up on my tactics in the match makes cash always.
Tier 7 below always make good cash.
Working in groups and with support is the key to most heavier tanks.
Also I see quite a few with delusions of invincibility that can really hurt the income of some I see playing

Subject:
Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112396

Link on message: #112396
MrVic: Collecting current information on things to come and issues that
are in the works to be corrected. Updated 9/20/10
Purpose of this thread is to provide some information about whats coming and whats being worked on.
I plan to add more as usual as we track it all down
This is for reference uses primarily
1) American Tank Tree, We should see our first batch of US tanks around Late September or early October. (Update I think the time frame is still about right, also we should see 20+ US tanks. So far in testing things are looking good, Looks like we might get more then the release tree maybe
Also TD's I do not think will arrive
at this time, But if you crave shelling maiming and driving really
really stupid fast these will make you smile )
2) Warping/Teleporting Tanks. (Known issue happens at times) The WoT team has some game engine changes coming soon, probably see these late September. (Update: Warping issues are in testing now, So far seems to be resolved. Auto aim I think is adjusted due to warping being a thing of the past)
3) Balance system, The first round of testing and the framework is in place. Constant improvements and adjusting are in the works now. Expect improvements in every update we get. (Update: Minor updates are coming for the Balance system as its being adjusted and implemented expect more improvements soon. Also down the road even with more modes there will probably exists a few other ways to Queue, No real info on this yet as it probably would not appear until release area. Another point is as more testers are joining the population balance per tanks is slowly improving)
4) SPGs, you should be seeing some changes here soon. Its one of focuses of the Dev team at this time. More info to come later (Please be patient don't make me regret posting this
) Speculation as to nerf/changes ect
ect will not be tolerated. (Update: nothing to report as of
yet)
5)Platoons, Probably won't see a change here like size increase ect until the balance system is more optimized
6) Battle modes: Some have hints have been given out "hardcore", "Team" ect For testing reasons we probably will not see these for awhile, ball park area late October
7) Clan Wars, Probably see some testing in this if everything works out as planned, late October I think, but subject to change. (Update: So far we still seem to be on track for some testing of this in the future)
8) Server stability, We will see some significant improvements soon, Also overall capacity will be increasing even more! Also adjustments are coming soon and always being worked on. (Server is still being upgraded and we have gone through a few upgrades and population cap, stability ect is improving)
9) New Maps, We will see 2 more new maps very soon
Also plan to see new ones appearing
every 2-3 weeks area
More details to come. (Update: 2
Maps Cliff and Komarin, Cliffs is pretty well self explanatory,
Komarin Rivers bridges and swamps very cool setup. These should be
seen soonish)
10) TK/Bot/Afk Detection and Punishment system, Its still being worked out and improved upon. I think its being tested and put through its paces now and throughout the beta. We probably won't see it officially added for now but it will be in place by release. (Best time to test is with the guinea pigs we have now hehe) Details at a later date.
11) Wipe/Soft Wipe, Short of Wipe at release I have not seen any on the radar. Will update as things change.
12) Full Release, No firm date at this time, Last I heard late fall area. So enjoy the beta while it lasts!
13) Graphics Options, Some advanced graphics options are in the works and should see those soon
14) Sounds Crew voices, Some reworking and improved sounds and voices I think are in our future but no time frame for it.
Feel free to ask about things not on the list above, If able I will track down what I can about it.
Remember Keep the posts clean and refrain from debates about the above information until more details come to light.
Purpose of this thread is to provide some information about whats coming and whats being worked on.
I plan to add more as usual as we track it all down

This is for reference uses primarily

1) American Tank Tree, We should see our first batch of US tanks around Late September or early October. (Update I think the time frame is still about right, also we should see 20+ US tanks. So far in testing things are looking good, Looks like we might get more then the release tree maybe

2) Warping/Teleporting Tanks. (Known issue happens at times) The WoT team has some game engine changes coming soon, probably see these late September. (Update: Warping issues are in testing now, So far seems to be resolved. Auto aim I think is adjusted due to warping being a thing of the past)
3) Balance system, The first round of testing and the framework is in place. Constant improvements and adjusting are in the works now. Expect improvements in every update we get. (Update: Minor updates are coming for the Balance system as its being adjusted and implemented expect more improvements soon. Also down the road even with more modes there will probably exists a few other ways to Queue, No real info on this yet as it probably would not appear until release area. Another point is as more testers are joining the population balance per tanks is slowly improving)
4) SPGs, you should be seeing some changes here soon. Its one of focuses of the Dev team at this time. More info to come later (Please be patient don't make me regret posting this

5)Platoons, Probably won't see a change here like size increase ect until the balance system is more optimized

6) Battle modes: Some have hints have been given out "hardcore", "Team" ect For testing reasons we probably will not see these for awhile, ball park area late October
7) Clan Wars, Probably see some testing in this if everything works out as planned, late October I think, but subject to change. (Update: So far we still seem to be on track for some testing of this in the future)
8) Server stability, We will see some significant improvements soon, Also overall capacity will be increasing even more! Also adjustments are coming soon and always being worked on. (Server is still being upgraded and we have gone through a few upgrades and population cap, stability ect is improving)
9) New Maps, We will see 2 more new maps very soon


10) TK/Bot/Afk Detection and Punishment system, Its still being worked out and improved upon. I think its being tested and put through its paces now and throughout the beta. We probably won't see it officially added for now but it will be in place by release. (Best time to test is with the guinea pigs we have now hehe) Details at a later date.
11) Wipe/Soft Wipe, Short of Wipe at release I have not seen any on the radar. Will update as things change.
12) Full Release, No firm date at this time, Last I heard late fall area. So enjoy the beta while it lasts!
13) Graphics Options, Some advanced graphics options are in the works and should see those soon
14) Sounds Crew voices, Some reworking and improved sounds and voices I think are in our future but no time frame for it.
Feel free to ask about things not on the list above, If able I will track down what I can about it.
Remember Keep the posts clean and refrain from debates about the above information until more details come to light.
Subject:
In-Game Vehicles\German Vehicles\Heavy Tanks\Tiger and new 0.5.4 update
Link on message: #112315

Link on message: #112315
MrVic: Been playing my Tiger I now for a good bit. So far have no
complaints its an amazing weapon system 

Subject: Tiger and new 0.5.4 update
Link on message: #112315
Link on message: #112315
MrVic: Been playing my Tiger I now for a good bit. So far have
no complaints its an amazing weapon system 

Subject: Tiger and new 0.5.4 update
Link on message: #112315
Link on message: #112315
MrVic: Been playing my Tiger I now for a good bit. So far have
no complaints its an amazing weapon system 

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