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: beta 0.5.4.1 update
Link on message: #35102
totte1015, on Jul 21 2010 - 00:14, said: Hey!! "less in a month" When did you post that?
It must been about 3 weeks ago?
Link on message: #35102

It must been about 3 weeks ago?
merig00: Posted 16 July 2010 - 10:16 AM
been only 4 days
been only 4 days
Subject: Best Onboard Slogan Contest Results
Link on message: #35070
Link on message: #35070
merig00: Congrats to the winner!
And I hope we will see some of the runner up slogans on tanks too in the future!
And I hope we will see some of the runner up slogans on tanks too in the future!

Subject: Best Onboard Slogan Contest Results
Link on message: #35070
Link on message: #35070
merig00: Congrats to the winner!
And I hope we will see some of the runner up slogans on tanks too in the future!
And I hope we will see some of the runner up slogans on tanks too in the future!

Subject:
Archives\Beta\First bots ingame?
Link on message: #34895
Convi, on 20 July 2010 - 09:49 PM, said: Maybe it's my (un)lucky, but I saw it many times. Player eekanti
always is AFK at BASE. ALWAYS. I don't know why, but I think this
is special grinding bot or sth like this. I know that it isn't
economical but who knows? I never saw him playing with other
players. He is only stacking rooms because he have T-43 and never
move out of base. He stay same to end of room, on starting
position.
Already I can't upload screenshoots, but when I will be able to, I will do.

Link on message: #34895

Already I can't upload screenshoots, but when I will be able to, I will do.
MrVic: Yeah once you get them uploaded send along to community@worldoftanks.com so they can assess and
deal with problems like these
Subject:
Contests & Competitions\Contests\Best Onboard Slogan Contest Results
Link on message: #34883

Link on message: #34883
MrVic: I think they have that World of Tanks game page down for a moment
while their restarting the servers ect. It will be up in a bit more
then likely 

Subject: Best Onboard Slogan Contest Results
Link on message: #34883
Link on message: #34883
MrVic: I think they have that World of Tanks game page down for a moment
while their restarting the servers ect. It will be up in
a bit more then likely 

Subject: Best Onboard Slogan Contest Results
Link on message: #34883
Link on message: #34883
MrVic: I think they have that World of Tanks game page down for a moment
while their restarting the servers ect. It will be up in
a bit more then likely 

Subject:
Clans\Clan Recruitment\Tankbusters goes clan
Link on message: #34879

Link on message: #34879
MrVic: Glad to see more folks "drafted" hehe
Hope to see you guys in
channel and on voice chat tonight. Just ingore Kurt in voice hes
having a midlife crisis in a Tiger right now lol

Subject:
Archives\Beta\Aiming High even when on even ground
Link on message: #34773
Kabaal, on 20 July 2010 - 08:24 PM, said: This seems to happen mostly on grassy/bumpy areas. The terrain
appears perfectly flat but obviously has the unnoticed troughs and
peaks, but you're aiming at an opponent circling you via turret
turn, reverse turn and you have them perfect... but your gun is
always aiming too high. Now i understand it should pop up and down
on terrain like that but i feel it's not doing it enough... it
stays high with fractions of a second it dropping to fire a shot
making it very difficult to hit them. I wouldn't mind the fraction
of a second opportunity but feel it's not happening enough, it
shouldn't be aiming higher for 3-4 seconds every time them dropping
down to proper height for 0.5 seconds. If its bumpy it'll be going
up and down not the way it is atm.

Link on message: #34773

MrVic: Yeah I have seen this also but unsure of the reason and always
forget to submit bug reports on it 

Subject:
Archives\Junkyard\Unscheduled server restart, July 20
Link on message: #34758
KiNeTiX, on 20 July 2010 - 08:20 PM, said: Whats the problem?

Link on message: #34758

MrVic: From time to time they have to stop and refuel all the tanks
Ever notice you never
run out of fuel, this is why hehe

Subject:
Archives\Beta\Need different arenas for xp levels
Link on message: #34437

Link on message: #34437
MrVic: Moving this topic to the approriate section....
Also I believe the option for taking a lower tank into a higher battle will always be there. So you can take your A-20's and fight IS-7's if you so feel the urge.
The tier system which I think is coming sooner rather then later will not prevent you from playing with lower tanks against the higher tanks. What it will prevent is the Panzer III having to fight off Tiger II's lol
Also I believe the option for taking a lower tank into a higher battle will always be there. So you can take your A-20's and fight IS-7's if you so feel the urge.
The tier system which I think is coming sooner rather then later will not prevent you from playing with lower tanks against the higher tanks. What it will prevent is the Panzer III having to fight off Tiger II's lol
Subject:
Archives\Beta\Heavies... What are you doing?
Link on message: #34379

Link on message: #34379
MrVic: Some of my all time favorites is your sitting there with blown
tracks and engine and your the last one left on your team and the
other team has 3-4 tanks left. Your teams yelling go kill them and
cap their base..... sure I leave ours (I was the only one defending
the whole game) and they can run from their base to mine before I
can drive to theirs and cap it....
So I figure they want a win they have to fight me for it
So I figure they want a win they have to fight me for it
Subject:
Archives\Beta\Module Damage Discussion
Link on message: #34364
Mod, on 20 July 2010 - 08:16 AM, said: Good thinking, if only some developers would comment on this whole
ammo thing.
I've been using the 122mm gun ever since I got my IS and I think the ammo is fine for the amount of damage you do. Almost all tanks besides Tigers and other ISs get two-hit by it. I usually make my money back with the kills I do. You just need to be more careful and precise when aiming.

Link on message: #34364

I've been using the 122mm gun ever since I got my IS and I think the ammo is fine for the amount of damage you do. Almost all tanks besides Tigers and other ISs get two-hit by it. I usually make my money back with the kills I do. You just need to be more careful and precise when aiming.
MrVic: Well shooting = fun and steep ammo refill costs make people waste
less shots = less fun hehe
Subject:
News from the Front\Discussion of News Articles\New Smileys at Your Disposal
Link on message: #34329

Link on message: #34329
MrVic: lol I love the smileys
Subject:
Archives\Beta\Module Damage Discussion
Link on message: #34067

Link on message: #34067
MrVic: Couple more thoughts.
IF all rounds have the same chance to cause a critical. Does this mean each shot as the same chance? If so those 4 rpm shots will do great damage and should do more critical damage but instead do less criticals compared to a 30 rpm gun. So when a Heavy tank is trying to do its job and "attract fire" or "break their lines" its getting shot at by so many shots that even the small caliber rounds that can do little to no damage are causing criticals and blowing modules. IF this is the case this needs adjusting. Since faster firing equals more module damage then the big tanks will be destined to hide in the backfield and act like big TD's that do not hide very well.
PS 122mm rounds cost over 1,000 credits this needs to be lowered as you pretty much lose money if you try to engage very many targets in a match.
I know the long 8.8cm rounds are a bit pricey also due to their rate of fire.
IF all rounds have the same chance to cause a critical. Does this mean each shot as the same chance? If so those 4 rpm shots will do great damage and should do more critical damage but instead do less criticals compared to a 30 rpm gun. So when a Heavy tank is trying to do its job and "attract fire" or "break their lines" its getting shot at by so many shots that even the small caliber rounds that can do little to no damage are causing criticals and blowing modules. IF this is the case this needs adjusting. Since faster firing equals more module damage then the big tanks will be destined to hide in the backfield and act like big TD's that do not hide very well.
PS 122mm rounds cost over 1,000 credits this needs to be lowered as you pretty much lose money if you try to engage very many targets in a match.
I know the long 8.8cm rounds are a bit pricey also due to their rate of fire.
Subject:
Archives\Beta\Module Damage Discussion
Link on message: #34052

Link on message: #34052
MrVic: Well it seems like about every match now I get in a fight with 2-3
lights and they destroy my gun. My question is with a 122mm gun
that can survive the forces of containing the gases required to
fire a 122mm, but a 50mm/37mm can penetrate and destroy my gun. I
have this happen in 50% of my matches. Typically I get in a fight I
take so much module after my first shot, that I cannot move, my
turrets locked and/or gun destroyed, possibly the engine gone or I
have lost my ammo rack with a fire roaring. So a few light tanks do
little HP damage per shot but they in essence prevent me from
moving shooting or even stepping out for a smoke. Its been
amazingly frustrating. My tracks get blown so often that all I hear
is the message "we've lost a track" non stop like a broken
record.
Kk I feel better now
Kk I feel better now

Subject:
Archives\Beta\HE vs AP
Link on message: #33702

Link on message: #33702
MrVic: Just an example of where I think the HE issues lie. Take a
JagdPanther 45 degree front slope 80mm armor.
You fire a AP round with 165mm penetration. You have rather high odds of bouncing that shell, due to the fact that AP rounds hit solid and therefore have a greater chance of the slope coming into play. IF you fire a HE round it will still have a chance to bounce off due to the slope but more then likely its impact will generate enough force back onto the warhead of the round itself to detonate the HE explosives in the round. So AP bounces more on heavy targets where the HE round bounces less and causes damage due to its less effected by the slope of the armor.
In game example 7.5cm L70 Stug III. AP rounds 6 shots frontal facing dead on range about 150 yards. 1 Penetrating hit for 14% damage, 2 dinged hits for 1% each and 3 bounces no damage. Same weapon same tank same position, HE round is 5 shots of HE fired. First one hits 9% HP loss, 2nd 8% Hp loss, 3rd 12% Hp loss, 4th 10% loss, 5th one 11% loss.
Plus a handful of module damage (if I remember right I got 2 crew, the engine, knocked out the gun, hit the tracks 3 times, and their radio with HE rounds)
This was in a battle and watched it play out in game. The problem I have is the HE is doing lots of module damage and in most cases its better then AP so regardless of being heavily armored or not you get status effects that render you helpless for long periods of times.
Another example same distance almost same facing using a 10.5cm HE rounds on a Jagpanther. Each shot was doing between 16%-24% of its like to the front with 53mm pen vs 80mm 45 degree armor. Even with the impact the 45 degree armor will deflect some of the the force of the HE round and the resulting concussion wave. While this does not mean its immune but the results are significantly less.
The HE power is seen more the larger HE guns then the high velocity guns due to the High velocity guns use typically smaller rounds, making the HE load size smaller.
Keep in mind that sure HE does send a concussion force their a armored plate into the tank and can cause internal armor fragments to spray into the tank combined with spawling of the mettle due to the force. BUT the thicker the armor plate the more energy it takes to transfer energy through. More width of armor helps disperse the load of the energy wave (concussion) into and down through the plating not to mention the resistance of a denser material. Also since the force hits originating at the face of armored plate much of that energy will be spread out away from the tank. Pressure is much like electricity much of it will take he path of least resistance. So air thinner then metal meaning you lose a ton of the explosive force to surroundings.
In summary small HE rounds vs heavy armored plating can have a very minimal effect. Right now the small HE rounds are transferring way to much damage into heavy armor and doing module damage that would not happen due to smaller kinetic force being applied. So your in a KV-3/IS/Tiger ect and some 50mm comes plastering you with HE you can starting losing lots of odd ball stuff when that round is incapable of really doing that much concussive force to those inside the tank or many of its systems. Toss in the non stop track damage they cause and you get a immobile Heavy that is half dead inside while SPG bomb it to death and the heavy has no chance to move escape or fight back.
<--- has lost a KV to 3 panzer Aus A's from 100% and never getting to fire a single shot due to the HE and probably some AP and combined trickle through damage with a side order of non stop immobilized/turret locked/gun destroyed/crew dead/engine destroyed. It took over a min for them to kill me. I fired one shot when it started lol and did nothing else but pound on the keyboard until I died to no avail
Special gold ammo right now is inferior in some cases to HE rounds since their in essence free
Hope that explains my experiences/testing
You fire a AP round with 165mm penetration. You have rather high odds of bouncing that shell, due to the fact that AP rounds hit solid and therefore have a greater chance of the slope coming into play. IF you fire a HE round it will still have a chance to bounce off due to the slope but more then likely its impact will generate enough force back onto the warhead of the round itself to detonate the HE explosives in the round. So AP bounces more on heavy targets where the HE round bounces less and causes damage due to its less effected by the slope of the armor.
In game example 7.5cm L70 Stug III. AP rounds 6 shots frontal facing dead on range about 150 yards. 1 Penetrating hit for 14% damage, 2 dinged hits for 1% each and 3 bounces no damage. Same weapon same tank same position, HE round is 5 shots of HE fired. First one hits 9% HP loss, 2nd 8% Hp loss, 3rd 12% Hp loss, 4th 10% loss, 5th one 11% loss.
Plus a handful of module damage (if I remember right I got 2 crew, the engine, knocked out the gun, hit the tracks 3 times, and their radio with HE rounds)
This was in a battle and watched it play out in game. The problem I have is the HE is doing lots of module damage and in most cases its better then AP so regardless of being heavily armored or not you get status effects that render you helpless for long periods of times.
Another example same distance almost same facing using a 10.5cm HE rounds on a Jagpanther. Each shot was doing between 16%-24% of its like to the front with 53mm pen vs 80mm 45 degree armor. Even with the impact the 45 degree armor will deflect some of the the force of the HE round and the resulting concussion wave. While this does not mean its immune but the results are significantly less.
The HE power is seen more the larger HE guns then the high velocity guns due to the High velocity guns use typically smaller rounds, making the HE load size smaller.
Keep in mind that sure HE does send a concussion force their a armored plate into the tank and can cause internal armor fragments to spray into the tank combined with spawling of the mettle due to the force. BUT the thicker the armor plate the more energy it takes to transfer energy through. More width of armor helps disperse the load of the energy wave (concussion) into and down through the plating not to mention the resistance of a denser material. Also since the force hits originating at the face of armored plate much of that energy will be spread out away from the tank. Pressure is much like electricity much of it will take he path of least resistance. So air thinner then metal meaning you lose a ton of the explosive force to surroundings.
In summary small HE rounds vs heavy armored plating can have a very minimal effect. Right now the small HE rounds are transferring way to much damage into heavy armor and doing module damage that would not happen due to smaller kinetic force being applied. So your in a KV-3/IS/Tiger ect and some 50mm comes plastering you with HE you can starting losing lots of odd ball stuff when that round is incapable of really doing that much concussive force to those inside the tank or many of its systems. Toss in the non stop track damage they cause and you get a immobile Heavy that is half dead inside while SPG bomb it to death and the heavy has no chance to move escape or fight back.
<--- has lost a KV to 3 panzer Aus A's from 100% and never getting to fire a single shot due to the HE and probably some AP and combined trickle through damage with a side order of non stop immobilized/turret locked/gun destroyed/crew dead/engine destroyed. It took over a min for them to kill me. I fired one shot when it started lol and did nothing else but pound on the keyboard until I died to no avail
Special gold ammo right now is inferior in some cases to HE rounds since their in essence free

Hope that explains my experiences/testing
Subject: beta 0.5.4.1 update
Link on message: #33296
BISHOP, on Jul 19 2010 - 15:34, said: Correct me if im wrong, Overlord said there wil be no 0.4.6 patch
for the EU beta.
this patch you are talking about is never comming to us
Link on message: #33296

this patch you are talking about is never comming to us
merig00: You are correct, sir. EU Beta will go straight from 0.4.4 to 0.5
Subject: beta 0.5.4.1 update
Link on message: #33296
BISHOP, on Jul 19 2010 - 15:34, said: Correct me if im wrong, Overlord said there wil be no 0.4.6 patch
for the EU beta.
this patch you are talking about is never comming to us
Link on message: #33296

this patch you are talking about is never comming to us
merig00: You are correct, sir. EU Beta will go straight from 0.4.4 to 0.5
Subject:
Archives\Beta\Module Damage Discussion
Link on message: #32492
ramp4ge, on 18 July 2010 - 10:05 PM, said: This happens 1 out of every 5 games in a Tiger.
I've had it happen 3 games in a row.
If you catch fire in a Tiger, you're almost guarantee'd to die to an ammo explosion. In fact, I've only ever caught fire twice in Tiger and not blown up shortly there after to ammo explosions. And it's always a 0% repair.
I've been set fire and exploded 15 seconds into a game to an SPG round that didn't even hit me. It splashed and set me on fire and I exploded 6 seconds later.
If it is all HE-related, then HE needs a massive nerf. HE shouldn't be penetrating armor when AP won't. That's just completely ass-backwards of what HE is actually for..

Link on message: #32492

I've had it happen 3 games in a row.
If you catch fire in a Tiger, you're almost guarantee'd to die to an ammo explosion. In fact, I've only ever caught fire twice in Tiger and not blown up shortly there after to ammo explosions. And it's always a 0% repair.
I've been set fire and exploded 15 seconds into a game to an SPG round that didn't even hit me. It splashed and set me on fire and I exploded 6 seconds later.
If it is all HE-related, then HE needs a massive nerf. HE shouldn't be penetrating armor when AP won't. That's just completely ass-backwards of what HE is actually for..
MrVic: I have the same issues with a KV-3 less fire tho but tracks are
blown every shot that hits me, but lose my engine and go 5kph after
the first shot usually
Subject:
Archives\Beta\Module Damage Discussion
Link on message: #32437

Link on message: #32437
MrVic: Well I figured I would start up the conversation in regards to
module damages.
One thing I noticed if you catch fire in a 1-2 secs you can have that fire set off your ammo rack.
While this is a threat, most ammo rounds as long as its a cased shell are not immune but do take a decent bit of time to
heat up enough to blow. I have had many last 2 secs after catching fire when really this would take a good bit of time
to sufficiently heat up a round enough to cause them to "go off"
One thing I noticed if you catch fire in a 1-2 secs you can have that fire set off your ammo rack.
While this is a threat, most ammo rounds as long as its a cased shell are not immune but do take a decent bit of time to
heat up enough to blow. I have had many last 2 secs after catching fire when really this would take a good bit of time
to sufficiently heat up a round enough to cause them to "go off"
Subject:
In-Game Vehicles\Vehicle Comparison\Official Heavy Tank Discussion
Link on message: #32363
Akrablak, on 18 July 2010 - 06:55 PM, said: Just remove tiger from tank tree if he will not be improve whit
money balance (repeir and ern coins from battle) and improve armor.

Link on message: #32363

MrVic: The Tiger is fine its a problem that is for all Heavies. HE rounds
and Module damage is a bit insane right now. My last match a SU-5
shot me once frontal hit took 65% of my hitpoints killed 1/2 my
crew, blew both tracks, destroyed my engine, locked my turret, and
took out my radio. So since there is not chance of evading arty
since the first shot that hits me disables me so badly that I
cannot escape a non stop bombardment let alone shoot back or defend
myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for
some reason I am missing so many crew and modules that I can move
at 4kph and barely turn my turret with a reload speed akin to
molasses in january
Subject: Official Heavy Tank Discussion
Link on message: #32363
Akrablak, on Jul 18 2010 - 17:55, said: Just remove tiger from tank tree if he will not be improve whit
money balance (repeir and ern coins from battle) and improve
armor.
Link on message: #32363

MrVic:
The Tiger is fine its a problem that is for all Heavies. HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january
The Tiger is fine its a problem that is for all Heavies. HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january
Subject: Official Heavy Tank Discussion
Link on message: #32363
Akrablak, on Jul 18 2010 - 17:55, said: Just remove tiger from tank tree if he will not be improve whit
money balance (repeir and ern coins from battle) and improve
armor.
Link on message: #32363

MrVic:
The Tiger is fine its a problem that is for all Heavies. HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january
The Tiger is fine its a problem that is for all Heavies. HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january
MrVic
complaints, suggestions and other useful advice you wish to post Do not belong in this section
18.07.2010 21:05:54
Subject:
Archives\Junkyard\complaints, suggestions and other useful advice you wish to post Do not belong in this section
Link on message: #32335

Link on message: #32335
MrVic: ]Well I just deleted 12 posts from people that were posting Beta
content and suggestions in this thread. Please read before you
post
THIS IS THE WRONG FORUM SECTION FOR POSTS PERTAINING TO OR CONTAINING BETA GAMEPLAY INFORMATION.
The best part is this thread is here to tell you its the wrong section.....and yet.....fail
THIS IS THE WRONG FORUM SECTION FOR POSTS PERTAINING TO OR CONTAINING BETA GAMEPLAY INFORMATION.
The best part is this thread is here to tell you its the wrong section.....and yet.....fail
Subject:
Archives\Beta\This game is not about capping flags
Link on message: #32330

Link on message: #32330
MrVic: Currently Flag capture game mode is the basic mode for testing, we
should see a good variety of modes later on
For now testing it creates a
baseline for the data to make changes to the game mechanics and
tank statistics.

Subject:
Archives\Junkyard\Posts regarding beta gameplay will be removed
Link on message: #32249

Link on message: #32249
MrVic: Any posts regarding balance and issues from the Beta need to be
posted in the BETA section. This has been asked a few times now and
well I am tired of moving tons of posts as people seem not to read
these warnings. By ignoring theses requests your topics may be
deleted. So please post all topics regarding in game information
ect to the appropriate section. Thanks MrVic
Subject:
In-Game Vehicles\Vehicle Comparison\Official Heavy Tank Discussion
Link on message: #32215

Link on message: #32215
MrVic: The issues with taking massive amounts of damage is not a Tiger I
issues I think its more coming from HE rounds. I play russian
heavies right now (I have played a ton of the german heavies also)
I typically get disable by any amount of HE, SPG's having HE rounds
pretty much ends my world, mostly since its near impossible to
evade one if it sees you. I have fought many tigers I and they are
pretty well on par with the rest. Its just that the rest are
getting module damage and massive damage from sources that should
not impact them quite so much.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Subject: Official Heavy Tank Discussion
Link on message: #32215
Link on message: #32215
MrVic: The issues with taking massive amounts of damage is not a Tiger I
issues I think its more coming from HE rounds. I play
russian heavies right now (I have played a ton of the german
heavies also) I typically get disable by any amount of
HE, SPG's having HE rounds pretty much ends my world, mostly since
its near impossible to evade one if it sees you. I have
fought many tigers I and they are pretty well on par with the
rest. Its just that the rest are getting module damage
and massive damage from sources that should not impact them quite
so much.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Subject: Official Heavy Tank Discussion
Link on message: #32215
Link on message: #32215
MrVic: The issues with taking massive amounts of damage is not a Tiger I
issues I think its more coming from HE rounds. I play
russian heavies right now (I have played a ton of the german
heavies also) I typically get disable by any amount of
HE, SPG's having HE rounds pretty much ends my world, mostly since
its near impossible to evade one if it sees you. I have
fought many tigers I and they are pretty well on par with the
rest. Its just that the rest are getting module damage
and massive damage from sources that should not impact them quite
so much.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.
Subject: [FAQ] Equipment
Link on message: #31621
Dragnet, on Jul 17 2010 - 13:25, said: this works with artillery?
Link on message: #31621

merig00: It should. Though for some reason I think it's only for high level
tanks but I might be mistaken. If you see it on the list when you
have your SPG chosen in the garage it will work
Subject: [FAQ] Equipment
Link on message: #31621
Dragnet, on Jul 17 2010 - 13:25, said: this works with artillery?
Link on message: #31621

merig00: It should. Though for some reason I think it's only for high level
tanks but I might be mistaken. If you see it on the list when you
have your SPG chosen in the garage it will work
Subject: [FAQ] Equipment
Link on message: #31486
Thawk, on Jul 17 2010 - 23:03, said: I was told that the skills your crew can train only come into
affect when they are at 100% for that skill. Apparently one of the
in-game tools-tips say so, not 100% sure though.
Link on message: #31486

merig00: It looks like there will be two types of "skills" the secondary we
have right now kicks in from the beginning and the ones that start
with 100% aren't added yet.
Subject: [FAQ] Equipment
Link on message: #31486
Thawk, on Jul 17 2010 - 23:03, said: I was told that the skills your crew can train only come into
affect when they are at 100% for that skill. Apparently one of the
in-game tools-tips say so, not 100% sure though.
Link on message: #31486

merig00: It looks like there will be two types of "skills" the secondary we
have right now kicks in from the beginning and the ones that start
with 100% aren't added yet.
Subject:
Archives\Junkyard\The long road to a new tank
Link on message: #31336
Darussios, on 17 July 2010 - 10:11 PM, said: Hello everybody, here is my situation:
I bought a T-46 today and played all day long to fully upgrade it and i already researched the T-28.
But now heres my problem:
Every battle i only make a maximum of about 4000 credits, when my T-46 gets destroyed only about 1500, so in short, i get 1500-4000 credits per Battle.
Are there any other ways, except the experience-credits transfer, to get credits faster?
I guess, that im not the only one with that problem and i guess, this won't be the only situation, where i need a huge amount of credits, so im very thankful for every constructive answer
Mfg

Link on message: #31336

I bought a T-46 today and played all day long to fully upgrade it and i already researched the T-28.
But now heres my problem:
Every battle i only make a maximum of about 4000 credits, when my T-46 gets destroyed only about 1500, so in short, i get 1500-4000 credits per Battle.
Are there any other ways, except the experience-credits transfer, to get credits faster?
I guess, that im not the only one with that problem and i guess, this won't be the only situation, where i need a huge amount of credits, so im very thankful for every constructive answer

Mfg
MrVic: Premium tanks while you cannot upgrade them are good cash makers
since their repairs are cheap 
Also many keep other lower tanks around and play them between matches to generate cash this might help.

Also many keep other lower tanks around and play them between matches to generate cash this might help.
Subject:
Archives\Beta\Understanding Guns
Link on message: #31257
Phosphorus, on 17 July 2010 - 08:57 PM, said: Hey there, while looking at my P3 gun choices, I ran into a
problem: I realized I had very little idea what the different
penetration types (35/100/70) and accuracy ratings even meant!
Could someone explain gun penetration stats and accuracy stats to
me?

Link on message: #31257

MrVic: The armor pens being listed as 100/45/180 is a rerfernce to the 3
diferent ammo types. The same goes for the damage 100/35/100. So
the first listed is 100 armor pen and 100 damage. The second is 45
armor pen and 100 damage. Typically if there is 3 options the
middle one is the premium ammo and if its only 2 options usually
its the 2nd ammo listed
Also accuracy is like (0.4) at 100m That is in reference that its accurate to .4 meters at 100m range. So the smaller the number the more in accurate the weapon will be.
Aiming speed, is listed in seconds. (3 sec) that is the time it takes to aim in to max accuracy (the smallest your targeting circle gets.) So the lower the time the faster it can accurately max aim on a target
Hope that helps
Also accuracy is like (0.4) at 100m That is in reference that its accurate to .4 meters at 100m range. So the smaller the number the more in accurate the weapon will be.
Aiming speed, is listed in seconds. (3 sec) that is the time it takes to aim in to max accuracy (the smallest your targeting circle gets.) So the lower the time the faster it can accurately max aim on a target
Hope that helps
Subject:
Archives\Beta\Able to play with friends?
Link on message: #31249
Gyarados, on 17 July 2010 - 08:33 PM, said: Understand something, from what we've been able to gather, this
game is going right from CBT into release, which is very strange to
me for an F2P game. They're working more or less on bug fixes, and
I hope that things such as the party system is implemented (with a
player limit, of course) and then I hope to see the beginnings of
the clan system soon too 

Link on message: #31249


MrVic: You have to take into account the RU side has been in CBT for 6
months or so ? And the RU beta is in open beta right now. So its
not truly going CBT to release. I think its mainly an attempt to
get more input from players. WoT's dev team is very good about
listening and changing things and with great speed.
Subject:
Archives\Junkyard\Balance sux
Link on message: #31236

Link on message: #31236
MrVic: Moved the this topic to the correct section. Tho not really sure it
is helpful information for the Devs.
Few things to keep in mind Tiered combat is coming in the future and its Beta.
Few things to keep in mind Tiered combat is coming in the future and its Beta.
Реклама | Adv