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: what is going on here? (privacy policy)
Link on message: #12575633
tod914, on Jul 19 2020 - 07:55, said: Sales must be down so now they have to exploit your personal
information for profit.
Link on message: #12575633
tod914, on Jul 19 2020 - 07:55, said: Sales must be down so now they have to exploit your personal
information for profit. Einzelganger7: Soon...
Subject: [Debate] Blindados en Latinoamérica
Link on message: #12574285
Link on message: #12574285
Felipe6666Original: ¡Buenas a todos! Dada la buena recepción que tuvo el apartado
histórico del artículo por el día de la independencia de
Argentina, creí que sería una buena idea generar un espacio
común en la que los fanáticos de la historia militar de sus
respectivos países u otros de Latinoamérica puedan publicar
información sobre blindados proyectados, producidos o utilizados en
el contienente. La idea detrás del hilo no es solo poder
compartir y debatir, sino también aprender y recabar datos que
sustenten y refuercen el obvio interés en este tipo de vehículos
por parte de los jugadores de esta bella región. Así que, sin más
preámbulo, los dejo escribir, no sin antes agradecerle a COLDOWN
por su incansable sed de datos históricos de esta parte del
mundo. ¡Saludos!
Subject: [Opiniones] Prueba Común de la Actualización 1.10
Link on message: #12574273
martingalindo, on Jul 17 2020 - 18:57, said: Felipe las opiniones sobre los medianos polacos las hacemos aca
mismo o en un topic separado?
Link on message: #12574273
martingalindo, on Jul 17 2020 - 18:57, said: Felipe las opiniones sobre los medianos polacos las hacemos aca
mismo o en un topic separado?Felipe6666Original: No, acá mismo está bien, porque va todo adentro del mismo
parche. Cuando compilamos los informes, hacemos tantas secciones
como contenido haya. ¡Saludos!
Subject: Venta/Compra de cuentas WoT
Link on message: #12574270
RoninBH007, on Jul 17 2020 - 19:12, said: Podes hacer lo que quieras con tu cuenta, publicala en los
clasificados si te parece, pero eso no quita que estas llendo
contra los ToS del juego, y la cuenta terminara baneada
permanentemente.
Link on message: #12574270
RoninBH007, on Jul 17 2020 - 19:12, said: Podes hacer lo que quieras con tu cuenta, publicala en los
clasificados si te parece, pero eso no quita que estas llendo
contra los ToS del juego, y la cuenta terminara baneada
permanentemente.Felipe6666Original: Esa es la parte más divertida de todas, no le arruines el
final
¡Saludos!
Subject: Turtle Mk 1 and Centurion 5/1 Bundles in the Premium Shop!
Link on message: #12574203
voss99, on Jul 17 2020 - 15:03, said: hello yes id like to buy 1 tier 10 british medium please
Link on message: #12574203
voss99, on Jul 17 2020 - 15:03, said: hello yes id like to buy 1 tier 10 british medium pleaseDomoSapien: my bad, it's been a loooong week 
fixed, thanks voss!
fixed, thanks voss!
Subject: Turtle Mk 1 and Centurion AX Bundles in the Premium Shop!
Link on message: #12574132
Link on message: #12574132
DomoSapien: This just in from our Premium Shop overlords:
The Turtle Mk. 1 and Centurion AX are available in various Premium Shop bundles!
For more info on these vehicles and packages, head over to the article on our news portal.
The Turtle Mk. 1 and Centurion AX are available in various Premium Shop bundles!
For more info on these vehicles and packages, head over to the article on our news portal.

Subject: Battle Pass Season 2 Elite Progression
Link on message: #12574127
Link on message: #12574127
DomoSapien: Tankers,
Just popping by with a quick reminder that Battle Pass 2 Elite Progression Bond Earnings have been increased by 35% from Season 1!
This means that some of you dedicated tankers will be able to earn a boatload of Bonds this season, if you take advantage of the Elite Progression.
For more info on how Elite Progression works, as well as some of the cool stuff you can earn with Bonds, check out the article on our news portal.
Just popping by with a quick reminder that Battle Pass 2 Elite Progression Bond Earnings have been increased by 35% from Season 1!
This means that some of you dedicated tankers will be able to earn a boatload of Bonds this season, if you take advantage of the Elite Progression.
For more info on how Elite Progression works, as well as some of the cool stuff you can earn with Bonds, check out the article on our news portal.
Subject: Consulta sobre puntaje de torneos
Link on message: #12574035
Link on message: #12574035
Felipe6666Original: Estoy de acuerdo, los ausentes no deberían ganar puntos, pero no sé
si es configurable eso... Voy a consultarlo. ¡Saludos!
Subject: "Notas" dentro de las batallas
Link on message: #12573969
Link on message: #12573969
Felipe6666Original: Totalmente de acuerdo, sería una adición excelente (tengo la
impresión de que ya se ha sugerido antes, pero no deja de ser
buena). ¡Saludos!
Subject: [Opiniones] Prueba Común de la Actualización 1.10
Link on message: #12573957
Link on message: #12573957
Felipe6666Original: Agradezco a todos sus opiniones, sugerencias y dudas, pero les
recuerdo que: El uso del color rojo se reserva a la
moderación. El uso de multicuentas en el foro para afectar el curso
de los hilos es motivo de ban (no diría esto de no haberlo
comprobado antes, claro está ). Para dudas al respecto, revisen mi
firma
Continúen, no desvíen más el tema por este
comentario, es solo una advertencia para evitar más
sanciones. ¡Saludos!
Subject: The Problem with this game is Men
Link on message: #12573804
Lucudus58, on Jul 16 2020 - 22:21, said: Does not matter how good you are when you are put with men who have
no clue at all how to play this game Let the kids play
Link on message: #12573804
Lucudus58, on Jul 16 2020 - 22:21, said: Does not matter how good you are when you are put with men who have
no clue at all how to play this game Let the kids playTeriyakiTanker: You are so right, whenever I have players as brain dead as you I
have a much harder time winning. It gets really
annoying. I think anyone with a 46% or lower winrate should
be limited to tier III and below until they get a clue.
Subject: Common Test 1.10 Iteration 1 Feedback Request
Link on message: #12573388
Link on message: #12573388
DomoSapien: Thank you for the wealth of feedback regarding CT1! I've gathered
all of your points and added them to my feedback report for
iteration 1. Closing this thread to direct further feedback
regarding Common Test 1.10 to the
1.10 Iteration 2 Feedback Thread.
Subject: Commmon Test 1.10 Iteration 2 Feedback Request
Link on message: #12573386
Link on message: #12573386
DomoSapien: Tankers,
Iteration 2 of the 1.10 Common Test is now live!
Iteration 2 introduces a host of Polish Medium tanks for testing, as well as additional changes to Equipment 2.0, and details regarding balance changes for Premium Vehicles that will be affected by tweaks to their corresponding Tech Tree counterparts.
I know there is some pretty big stuff in here, so I encourage you to download the Common Test Client and check them out for yourselves.
Once you've had a chance to try things out, please leave your feedback below <3
Iteration 2 of the 1.10 Common Test is now live!
Iteration 2 introduces a host of Polish Medium tanks for testing, as well as additional changes to Equipment 2.0, and details regarding balance changes for Premium Vehicles that will be affected by tweaks to their corresponding Tech Tree counterparts.
I know there is some pretty big stuff in here, so I encourage you to download the Common Test Client and check them out for yourselves.
Once you've had a chance to try things out, please leave your feedback below <3
Subject: Incoming! 1.10 CT2 is now Live!
Link on message: #12573258
Link on message: #12573258
KRZYBooP: Howdy Boom Jockeys! Sneak preview of what life could be like
in patch 1.10 Join the CT now. Check out all the
changes HERE. To join the CT click HEREfor more information on how to download the
Test, and participate.
Subject: Planes, Trains and T110s
Link on message: #12573026
Link on message: #12573026
The_Chieftain: I'm not sure I'd pay too much attention to the loose reports of
T-14's performance in Syria, and neither would I be too worried
about the possibility of one loss. I don't think they are claiming
the things to be invulnerable, and one nice thing about field
testing is that it's a learning experience. If they did take a
loss, I'm sure someone is going to go take a look and find out why.
It's like the deal with all the rocket launches in North Korea
failing. They do many repeated fails, and it leads to mocking.
Then, suddenly, they get rockets which start to work. Failure is a
natural progression point in making a complicated thing which
works. Further, for all we know it could have been a genuine
fluke. And, as Katori says, the TOW-2B, if indeed that's what was
used, is nothing to sneeze at either. One loss out of three
impacts, does not ask the question of how many were non-impacts
because of APS, for example. Depending on how they were used, they
could have been used as a punching bag for ATGM gunnery target
practice, and only taken three hits and one loss.
Subject: "No cap please."
Link on message: #12572963
I_QQ_4_U, on Jul 13 2020 - 21:55, said: If 8 tanks are chasing down an SPG with 5 minutes
left and you still cap out without needing it for a mission, you're
a mule. Otherwise I do agree that if I think the game can be lost
I'll go for the win every time.
Link on message: #12572963
I_QQ_4_U, on Jul 13 2020 - 21:55, said: If 8 tanks are chasing down an SPG with 5 minutes
left and you still cap out without needing it for a mission, you're
a mule. Otherwise I do agree that if I think the game can be lost
I'll go for the win every time.The_Chieftain: It seems to me that if 8 tanks are chasing down an SPG and
they cannot kill it by the time someone caps out, they had
absolutely no business demanding the right of kill in the first
place. If asked nicely, maybe with an explanation, I'll
probably get off cap, unless I'm on a cap mission myself, which is
hard enough as it is, because nobody ever leaves an enemy alive
when I ask nicely "I'm on a cap mission, will you leave him be
please?" Otherwise, I would observe that Kolobanov's medals
are awarded for a reason.
Subject: SHAME ON YOU GUARGAMIN !
Link on message: #12572934
Link on message: #12572934
Felipe6666Original: Hilo cerrado, esta opinión debería ir aquí: http://forum.worldoftanks.com/index.php?/topic/629153-opiniones-batallas-clasificatorias-temporada-2020-2021/ ¡Saludos!
Subject: [Opiniones] Prueba Común de la Actualización 1.10
Link on message: #12572933
ULTRADERECHA, on Jul 16 2020 - 11:44, said: ¿El equipamiento 2.0 sale junto con la actualización 1.10?
Link on message: #12572933
ULTRADERECHA, on Jul 16 2020 - 11:44, said: ¿El equipamiento 2.0 sale junto con la actualización 1.10? Felipe6666Original: Si todo sale bien... Igual falta probarlo adecuadamente, será
en la próxima prueba (este parche incorpora mucho más que lo que
salió en la primera). ¡Saludos!
Subject: Is a draw better than a lose?
Link on message: #12572892
Link on message: #12572892
TeriyakiTanker: Draws suck but I dont just hand my opponents a win.
Subject: Incoming! Equipment Sandbox results are in.
Link on message: #12572546
KiltedAmerican, on Jul 13 2020 - 20:11, said: Not sure who you directed that first comment to, but gave
you a Green for your phraseology in the 2nd comment. In
another guise, I've often referred to it as "twitching", ie, Call
Of Duty twitch [reaction] crap ... If I wanted to play
COD twitch-crap, I'd be playing COD twitch-crap ... 
RedwoodOriginal, on Jul 14 2020 - 03:56, said: -1
Lightning61, on Jul 14 2020 - 14:45, said: Another typical WG move to screw the players out of thousands of
gold and possibly hundreds of millions of credits. If this goes
through as proposed, I'm done. I'm not going through every freaking
tank, (270+), in my garage, just to make them all
battle ready again and taking a shaft up the [edited]while doing
it. I hear the sound of War Thunder calling me to do naval
battles.
goldfinger_555, on Jul 14 2020 - 22:27, said: It all comes down to one simple question. Why are you making these
equipment changes when no one was complaining about them?
Link on message: #12572546
KiltedAmerican, on Jul 13 2020 - 20:11, said: Not sure who you directed that first comment to, but gave
you a Green for your phraseology in the 2nd comment. In
another guise, I've often referred to it as "twitching", ie, Call
Of Duty twitch [reaction] crap ... If I wanted to play
COD twitch-crap, I'd be playing COD twitch-crap ... KRZYBooP: Long reloads and red outline with rounds that follow
dispersion mechanics, and penetration variations, makes the game,
not a twitch shooter. Sometimes the player that fires first misses
or bounces a shot.
RedwoodOriginal, on Jul 14 2020 - 03:56, said: -1KRZYBooP: I could have copied and pasted everything in there for you.
However, it just seemed easier for you to read the whole news
article and ask questions here.
Lightning61, on Jul 14 2020 - 14:45, said: Another typical WG move to screw the players out of thousands of
gold and possibly hundreds of millions of credits. If this goes
through as proposed, I'm done. I'm not going through every freaking
tank, (270+), in my garage, just to make them all
battle ready again and taking a shaft up the [edited]while doing
it. I hear the sound of War Thunder calling me to do naval
battles.KRZYBooP: Working on this right now.^
goldfinger_555, on Jul 14 2020 - 22:27, said: It all comes down to one simple question. Why are you making these
equipment changes when no one was complaining about them?KRZYBooP: Some equipment is redundant and not needed/ doesn't do
anything. The other reason is that this is a 10-year-old game and
there haven't been many changes in the equipment department outside
of adding better equipment. At least these changes can
benefit new players as well as older ones. Your CC's at
WG are well aware of the complaints about the compensation for the
equipment. We are doing our best to represent our NA players. Stay
up to date on the forums and news articles for additional
information on these changes, and how they are going to be
implemented.
Subject: Incoming! Tank aces missions!
Link on message: #12572538
JeffXandra, on Jul 15 2020 - 13:00, said: Looks like multiple kills in the same match don't get you multiple
tokens this time?
Pravdy, on Jul 15 2020 - 18:30, said: Could someone explain how this Ace mission works. None of the
U.S.A. nation mission rewards list the Creighton Adams commander
skin as reward so how do you do that other set of missions.
Returning to game after long time and could not find this
explained.
Link on message: #12572538
JeffXandra, on Jul 15 2020 - 13:00, said: Looks like multiple kills in the same match don't get you multiple
tokens this time?KRZYBooP: Sadly, no.
Pravdy, on Jul 15 2020 - 18:30, said: Could someone explain how this Ace mission works. None of the
U.S.A. nation mission rewards list the Creighton Adams commander
skin as reward so how do you do that other set of missions.
Returning to game after long time and could not find this
explained.KRZYBooP: There isn't a Creighton Adams skin as a reward for these
missions. These are historical battle inspired missions, with a
competition attached. Do the missions for the set amount
of time and get those rewards. Then they are all added
up to see who got the most kills for the aces and they receive
rewards with where they place.
Subject: [ S T ] Minsk Map updates part 2!
Link on message: #12572531
despero, on Jul 15 2020 - 14:18, said: This will be a field day now for wheeled vehicles, being able
to spot enemies running wild on the drained river while
semi-protected by the river walls
Link on message: #12572531
despero, on Jul 15 2020 - 14:18, said: This will be a field day now for wheeled vehicles, being able
to spot enemies running wild on the drained river while
semi-protected by the river wallsKRZYBooP: Yea but all the tanks will have the high ground shooting down into
the kill box
.
Subject: [ S T ] Minsk Map updates part 2!
Link on message: #12572210
Link on message: #12572210
KRZYBooP: Howdy Boom Jockeys!MinskThe changes are based on edits checked
during previous tests. However, since those tests were conducted
long ago, the changes are compared to the release version.Images
can also be found HERE. Minimap
(before/after) Before/After
Main changes and their
goals: 1. The border of the map has been shifted and passages
to the housing blocks next to the square are now open. Goal:
To provide a convenient area for heavily armored vehicles and
close-range combat. Before/After
2. The river has been
drained, the embankment has been slightly reworked, and ford
crossings (from bank to bank) have been added. Tree foliage has
been removed (the map setting will be changed from summer to spring
or autumn). Goal: To allow vehicles to move between lanes
quicker and safer while simplifying map
navigation. Before/After
3. Hills next to the avenue
have been added and the fence has been removed. Goal: To make
this area more playable/interesting for maneuverable vehicles while
simplifying aiming/shooting across the
avenue. Before/After
4. This area has been
significantly reworked: a subway construction site has been added,
the terrain has been changed, the circus building has been shifted,
and the far-end passage next to the map border has been
closed. Goal: To move the clash area for medium tanks closer
to the map center (move the clash area away from the courtyards in
the left urban area) while providing a connection between this lane
and the rest of the map (the avenue and TD positions in the
park). Before/After
Additional (minor)
changes In some places on the map, some bushes/trees have been
moved (mainly to clear the view between the main points of
interest).Small points of cover near the bases have been added
(goal: to slightly simplify base capture).The shifted map border
provides an additional passage behind the buildings in the lower
part of the map. The passage was left open because, in general, its
influence is insignificant, although in some cases, it can be used
for different purposes.Good Luck Have Fun!

Main changes and their
goals: 1. The border of the map has been shifted and passages
to the housing blocks next to the square are now open. Goal:
To provide a convenient area for heavily armored vehicles and
close-range combat. Before/After
2. The river has been
drained, the embankment has been slightly reworked, and ford
crossings (from bank to bank) have been added. Tree foliage has
been removed (the map setting will be changed from summer to spring
or autumn). Goal: To allow vehicles to move between lanes
quicker and safer while simplifying map
navigation. Before/After
3. Hills next to the avenue
have been added and the fence has been removed. Goal: To make
this area more playable/interesting for maneuverable vehicles while
simplifying aiming/shooting across the
avenue. Before/After
4. This area has been
significantly reworked: a subway construction site has been added,
the terrain has been changed, the circus building has been shifted,
and the far-end passage next to the map border has been
closed. Goal: To move the clash area for medium tanks closer
to the map center (move the clash area away from the courtyards in
the left urban area) while providing a connection between this lane
and the rest of the map (the avenue and TD positions in the
park). Before/After
Additional (minor)
changes In some places on the map, some bushes/trees have been
moved (mainly to clear the view between the main points of
interest).Small points of cover near the bases have been added
(goal: to slightly simplify base capture).The shifted map border
provides an additional passage behind the buildings in the lower
part of the map. The passage was left open because, in general, its
influence is insignificant, although in some cases, it can be used
for different purposes.Good Luck Have Fun!
Subject: [ S T ] Empires Border updates!
Link on message: #12572208
Link on message: #12572208
KRZYBooP: Howdy Boom Jockeys! Three versions of the map will go to the
test. The previous version of the reworked map was not suitable
because of the excessive open space. 1) 59_asia_great_wall : this
map version keeps the mountainous terrain to the north but adds
cover and a junction between the mountain and the central
serpentine road.2) 59_asia_great_wall_3: this map version has a
completed reworked northern area. The terrain was lowered to the
general level of the valley while irregular terrain and points of
cover were added. 3) 59_asia_great_wall_4: this map version has an
unchanged northern area (the way it is now on the live servers).
Only the southern area has been reworked.Minimap
The lower left corner of the map
was turned into an area for flank attacks by heavy tanks. Removed
the linearity of the area. The clash area for heavy tanks has been
made balanced in terms of cover and approach time. The lower left
corner of the map was turned into an area for flank attacks by
heavy tanks. Removed the linearity of the area. We're considering
several reworked options for the upper right corner of the map. The
changes are meant to create space for maneuvers (since the
linearity of the area does not match the medium tank gameplay in
the current version). We're considering several reworked options
for the upper right corner of the map. The changes are meant to
create space for maneuvers (since the linearity of the area does
not match the medium tank gameplay in the current version). We're
considering several reworked options for the upper right corner of
the map. The changes are meant to create space for maneuvers (since
the linearity of the area does not match the medium tank gameplay
in the current version). The lower left corner of the map was
turned into an area for flank attacks by heavy tanks. Removed the
linearity of the area. In versions 2 and 3, the corner has been cut
to ensure a faster approach by the lower team to the central road.
In addition, the general terrain has been flattened. The ledge for
TDs has been made simpler and more convenient. The ledge for TDs
has been made simpler and more convenient. The central area has
been reworked, the “gate” through the wall has been expanded, and
the terrain level in the area for heavy tanks has been flattened.
This will create a junction. We cut the corner to balance the upper
team's approach time to the HT clash area. We're considering
several reworked options for the upper right corner of the map. The
changes are meant to create space for maneuvers (since the
linearity of the area does not match the medium tank gameplay in
the current version). All Pics can be found HERE.

Good Luck Have
Fun!
The lower left corner of the map
was turned into an area for flank attacks by heavy tanks. Removed
the linearity of the area. The clash area for heavy tanks has been
made balanced in terms of cover and approach time. The lower left
corner of the map was turned into an area for flank attacks by
heavy tanks. Removed the linearity of the area. We're considering
several reworked options for the upper right corner of the map. The
changes are meant to create space for maneuvers (since the
linearity of the area does not match the medium tank gameplay in
the current version). We're considering several reworked options
for the upper right corner of the map. The changes are meant to
create space for maneuvers (since the linearity of the area does
not match the medium tank gameplay in the current version). We're
considering several reworked options for the upper right corner of
the map. The changes are meant to create space for maneuvers (since
the linearity of the area does not match the medium tank gameplay
in the current version). The lower left corner of the map was
turned into an area for flank attacks by heavy tanks. Removed the
linearity of the area. In versions 2 and 3, the corner has been cut
to ensure a faster approach by the lower team to the central road.
In addition, the general terrain has been flattened. The ledge for
TDs has been made simpler and more convenient. The ledge for TDs
has been made simpler and more convenient. The central area has
been reworked, the “gate” through the wall has been expanded, and
the terrain level in the area for heavy tanks has been flattened.
This will create a junction. We cut the corner to balance the upper
team's approach time to the HT clash area. We're considering
several reworked options for the upper right corner of the map. The
changes are meant to create space for maneuvers (since the
linearity of the area does not match the medium tank gameplay in
the current version). All Pics can be found HERE.

Good Luck Have
Fun!
Subject: Incoming! Tank aces missions!
Link on message: #12572104
Link on message: #12572104
KRZYBooP: Howdy Boom Jockeys! From now (15Jul) until 30Jul get extra
supplies for battling in US, Germany, or Chinese tanks
in-game. Compete for top ranks in order to get free tanks,
camos, and other great rewards. More information on
these missions can be found HERE.
Subject: [Supertest] Frontera del Imperio & Minsk
Link on message: #12571999
Link on message: #12571999
Felipe6666Original: ¡Saludos, Comandantes! Frontera del Imperio Realizaremos
pruebas con tres versiones del mapa, dado que la versión anterior
probó no ser apta debido al exceso de espacio
abierto:
59_asia_great_wall: esta
versión del mapa mantiene el terreno montañoso en la zona norte,
pero incluye cobertura y un cruce entre la montaña y el camino
central.
59_asia_great_wall_3: esta
versión del mapa presenta una zona norte completamente modificada.
Rebajamos el terreno al nivel general del valle, y añadimos terreno
irregular y puntos de cobertura.
59_asia_great_wall_4: la zona
norte de esta versión es igual a la versión que ya se encuentra
disponible en el juego, pero sí modificamos la zona
sur.
Convertimos la esquina
inferior izquierda del mapa en un área pensada para ataques en los
flancos por parte de los pesados. Retiramos la linealidad de esta
área. Equilibramos el área de choque para los pesados en cuanto a
la cobertura y el tiempo de aproximación. Convertimos la esquina
inferior izquierda del mapa en un área pensada para ataques en los
flancos por parte de los pesados. Retiramos la linealidad de esta
área. Estamos analizando varias opciones en cuanto a la
modificación de la esquina superior derecha del mapa. Estos cambios
están pensados para crear más oportunidades para maniobrar (ya que
la linealidad de esta área no coincide con el estilo de juego de
los tanques medianos en la versión actual). Estamos analizando
varias opciones en cuanto a la modificación de la esquina superior
derecha del mapa. Estos cambios están pensados para crear más
oportunidades para maniobrar (ya que la linealidad de esta área no
coincide con el estilo de juego de los tanques medianos en la
versión actual). Estamos analizando varias opciones en cuanto a la
modificación de la esquina superior derecha del mapa. Estos cambios
están pensados para crear más oportunidades para maniobrar (ya que
la linealidad de esta área no coincide con el estilo de juego de
los tanques medianos en la versión actual). Convertimos la
esquina inferior izquierda del mapa en un área pensada para ataques
en los flancos por parte de los pesados. Retiramos la linealidad de
esta área. Recortamos las esquinas en la segunda y tercera versión
para permitir que el grupo inferior se acerque al camino central
más rápidamente. Al mismo tiempo, aplanamos el terreno en
general. Simplificamos la cornisa para los cazatanques.
Simplificamos la cornisa para los cazatanques.
Modificamos el área central, expandimos la
"puerta" a través de la pared y aplanamos el nivel del terreno
del área para pesados, lo que dará lugar a un nuevo cruce.
Recortamos la esquina para equilibrar el tiempo de aproximación del
equipo superior hacia el área de choque de los pesados.
Estamos analizando varias opciones en cuanto a la modificación de
la esquina superior derecha del mapa. Estos cambios están pensados
para crear más oportunidades para maniobrar (ya que la linealidad
de esta área no coincide con el estilo de juego de los tanques
medianos en la versión actual). Minsk Los siguientes
cambios se basan en los resultados de pruebas previas. Sin embargo,
como estas pruebas se llevaron a cabo hace bastante tiempo,
compararemos los cambios con la versión actual del
mapa. 
Versión actual / Nueva
versión Desplazamos el borde del mapa y abrimos los pasajes
que llevan a los bloques urbanos cercanos a la plaza. El objetivo
de este cambio es proporcionar un área adecuada para los
pesados y para los combates a corta distancia. Drenamos el
río, modificamos el terraplén ligeramente y añadimos cruces de vado
(de un lateral a otro). Retiramos el follaje de los árboles (la
configuración del mapa ha cambiado de verano a primavera u
otoño). El objetivo de este cambio es permitir que los
vehículos se desplacen entre carriles de forma más rápida y segura
y simplificar la navegación por el mapa simultáneamente. Añadimos
colinas junto a la avenida y retiramos la valla. El
objetivo de este cambio es crear más posibilidades para los
vehículos maniobrables en esta área y simplificar el apuntamiento y
disparo a lo largo de la avenida. Esta área presenta cambios
significativos: añadimos una zona de construcción
subterránea, cambiamos el terreno, desplazamos el
edificio del circo y cerramos el pasaje que bordeaba el
mapa. El objetivo de este cambio es desplazar el área de
choque de los medianos hacia el centro del mapa (apartar dicha área
de los patios de la zona urbana izquierda) y establecer una
conexión entre este carril y el resto del mapa (la avenida y las
posiciones para los cazatanques en el parque). Cambios
adicionales (menores) Desplazamos algunos arbustos y árboles
para despejar la visión entre los principales puntos de
interés en algunos lugares del mapa. Añadimos puntos de
cobertura cerca de las bases con el objetivo de simplificar
las capturas de base ligeramente. Al desplazarse, el borde del mapa
proporciona un pasaje adicional tras los edificios en la parte
inferior del mapa. Mantuvimos el pasaje abierto, dado que, por lo
general, su influencia es casi nula, aunque pueda tener otras
aplicaciones en algunos casos. Como siempre, recuerden que
todos los cambios no son definitivos y que a los resultados de las
pruebas. ¡Dejen sus opiniones y recuerden que participar del
debate les da una chance de ganarse un estilo
especial (más información aquí)! ¡Mucha suerte en el campo
de batalla!
59_asia_great_wall: esta
versión del mapa mantiene el terreno montañoso en la zona norte,
pero incluye cobertura y un cruce entre la montaña y el camino
central.
59_asia_great_wall_3: esta
versión del mapa presenta una zona norte completamente modificada.
Rebajamos el terreno al nivel general del valle, y añadimos terreno
irregular y puntos de cobertura.
59_asia_great_wall_4: la zona
norte de esta versión es igual a la versión que ya se encuentra
disponible en el juego, pero sí modificamos la zona
sur.
Convertimos la esquina
inferior izquierda del mapa en un área pensada para ataques en los
flancos por parte de los pesados. Retiramos la linealidad de esta
área. Equilibramos el área de choque para los pesados en cuanto a
la cobertura y el tiempo de aproximación. Convertimos la esquina
inferior izquierda del mapa en un área pensada para ataques en los
flancos por parte de los pesados. Retiramos la linealidad de esta
área. Estamos analizando varias opciones en cuanto a la
modificación de la esquina superior derecha del mapa. Estos cambios
están pensados para crear más oportunidades para maniobrar (ya que
la linealidad de esta área no coincide con el estilo de juego de
los tanques medianos en la versión actual). Estamos analizando
varias opciones en cuanto a la modificación de la esquina superior
derecha del mapa. Estos cambios están pensados para crear más
oportunidades para maniobrar (ya que la linealidad de esta área no
coincide con el estilo de juego de los tanques medianos en la
versión actual). Estamos analizando varias opciones en cuanto a la
modificación de la esquina superior derecha del mapa. Estos cambios
están pensados para crear más oportunidades para maniobrar (ya que
la linealidad de esta área no coincide con el estilo de juego de
los tanques medianos en la versión actual). Convertimos la
esquina inferior izquierda del mapa en un área pensada para ataques
en los flancos por parte de los pesados. Retiramos la linealidad de
esta área. Recortamos las esquinas en la segunda y tercera versión
para permitir que el grupo inferior se acerque al camino central
más rápidamente. Al mismo tiempo, aplanamos el terreno en
general. Simplificamos la cornisa para los cazatanques.
Simplificamos la cornisa para los cazatanques.
Modificamos el área central, expandimos la
"puerta" a través de la pared y aplanamos el nivel del terreno
del área para pesados, lo que dará lugar a un nuevo cruce.
Recortamos la esquina para equilibrar el tiempo de aproximación del
equipo superior hacia el área de choque de los pesados.
Estamos analizando varias opciones en cuanto a la modificación de
la esquina superior derecha del mapa. Estos cambios están pensados
para crear más oportunidades para maniobrar (ya que la linealidad
de esta área no coincide con el estilo de juego de los tanques
medianos en la versión actual). Minsk Los siguientes
cambios se basan en los resultados de pruebas previas. Sin embargo,
como estas pruebas se llevaron a cabo hace bastante tiempo,
compararemos los cambios con la versión actual del
mapa. 
Versión actual / Nueva
versión Desplazamos el borde del mapa y abrimos los pasajes
que llevan a los bloques urbanos cercanos a la plaza. El objetivo
de este cambio es proporcionar un área adecuada para los
pesados y para los combates a corta distancia. Drenamos el
río, modificamos el terraplén ligeramente y añadimos cruces de vado
(de un lateral a otro). Retiramos el follaje de los árboles (la
configuración del mapa ha cambiado de verano a primavera u
otoño). El objetivo de este cambio es permitir que los
vehículos se desplacen entre carriles de forma más rápida y segura
y simplificar la navegación por el mapa simultáneamente. Añadimos
colinas junto a la avenida y retiramos la valla. El
objetivo de este cambio es crear más posibilidades para los
vehículos maniobrables en esta área y simplificar el apuntamiento y
disparo a lo largo de la avenida. Esta área presenta cambios
significativos: añadimos una zona de construcción
subterránea, cambiamos el terreno, desplazamos el
edificio del circo y cerramos el pasaje que bordeaba el
mapa. El objetivo de este cambio es desplazar el área de
choque de los medianos hacia el centro del mapa (apartar dicha área
de los patios de la zona urbana izquierda) y establecer una
conexión entre este carril y el resto del mapa (la avenida y las
posiciones para los cazatanques en el parque). Cambios
adicionales (menores) Desplazamos algunos arbustos y árboles
para despejar la visión entre los principales puntos de
interés en algunos lugares del mapa. Añadimos puntos de
cobertura cerca de las bases con el objetivo de simplificar
las capturas de base ligeramente. Al desplazarse, el borde del mapa
proporciona un pasaje adicional tras los edificios en la parte
inferior del mapa. Mantuvimos el pasaje abierto, dado que, por lo
general, su influencia es casi nula, aunque pueda tener otras
aplicaciones en algunos casos. Como siempre, recuerden que
todos los cambios no son definitivos y que a los resultados de las
pruebas. ¡Dejen sus opiniones y recuerden que participar del
debate les da una chance de ganarse un estilo
especial (más información aquí)! ¡Mucha suerte en el campo
de batalla!
Subject: [Superteste] Fronteira do Império & Minsk
Link on message: #12571987
Link on message: #12571987
MA77: Saudações, comandantes. Fronteira do Império Três versões
do mapa Fronteira do Império serão testadas. A versão anterior
que havia sido reformulada não era adequada devido ao espaço aberto
excessivo.
Versão Atual

Versão 2: esta versão do mapa mantém o terreno
montanhoso do norte, mas adiciona cobertura e uma junção entre a
montanha e a estrada central.
Versão 3: esta versão do mapa possui a área do norte retrabalhada. O terreno foi baixado para o nível geral do vale, enquanto terreno irregular e pontos de cobertura foram adicionados.
Versão 4: esta versão do mapa possui a área do norte inalterada (como a atual). Somente a área sul foi reformulada. Versão 2 | Versão 3 | Versão 4 Minsk As alterações são baseadas nas edições verificadas durante os testes anteriores. No entanto, como esses testes foram realizados há muito tempo, as alterações são comparadas à versão de lançamento.
Principais
alterações e seus objetivos: A borda do mapa foi
deslocada e as passagens para os blocos habitacionais ao lado da
praça agora estão abertas. Proporcionar uma área conveniente para
veículos fortemente blindados e combate a curta distância. O rio
foi drenado, o aterro foi ligeiramente retrabalhado. A folhagem das
árvores foi removida (a configuração do mapa será alterada do verão
para a primavera ou o outono). Permitir que os veículos se movam
entre as faixas de maneira mais rápida e segura, simplificando a
navegação no mapa. Colinas próximas à avenida foram adicionadas e a
cerca foi removida. Tornar essa área mais jogável/interessante para
veículos manobráveis, simplificando a mira e disparos na avenida.
Esta área foi reformulada significativamente: um canteiro de obras
do metrô foi adicionado, o terreno foi alterado, o prédio do circo
foi deslocado e a passagem mais próxima à borda do mapa foi
fechada. Mover a área de conflito para tanques médios para mais
perto do centro do mapa (afastar a área de conflito dos pátios na
área urbana esquerda) enquanto fornece uma conexão entre essa linha
e o resto do mapa (as posições de avenida e de caça-tanques
no Parque). Versão Atual


Nova Versão

Alterações
adicionais: Em alguns lugares do mapa, alguns arbustos/árvores
foram movidos (principalmente para limpar a visão entre os
principais pontos de interesse). Pequenos pontos de cobertura
próximos às bases foram adicionados com o objetivo de simplificar
levemente a captura da base. A borda deslocada do mapa fornece uma
passagem adicional atrás dos prédios na parte inferior do mapa. A
passagem foi deixada em aberto porque, em geral, sua influência é
insignificante, embora em alguns casos possa ser usada para
diferentes fins.
Versão Atual

Versão 2: esta versão do mapa mantém o terreno
montanhoso do norte, mas adiciona cobertura e uma junção entre a
montanha e a estrada central.Versão 3: esta versão do mapa possui a área do norte retrabalhada. O terreno foi baixado para o nível geral do vale, enquanto terreno irregular e pontos de cobertura foram adicionados.
Versão 4: esta versão do mapa possui a área do norte inalterada (como a atual). Somente a área sul foi reformulada. Versão 2 | Versão 3 | Versão 4 Minsk As alterações são baseadas nas edições verificadas durante os testes anteriores. No entanto, como esses testes foram realizados há muito tempo, as alterações são comparadas à versão de lançamento.
Principais
alterações e seus objetivos: A borda do mapa foi
deslocada e as passagens para os blocos habitacionais ao lado da
praça agora estão abertas. Proporcionar uma área conveniente para
veículos fortemente blindados e combate a curta distância. O rio
foi drenado, o aterro foi ligeiramente retrabalhado. A folhagem das
árvores foi removida (a configuração do mapa será alterada do verão
para a primavera ou o outono). Permitir que os veículos se movam
entre as faixas de maneira mais rápida e segura, simplificando a
navegação no mapa. Colinas próximas à avenida foram adicionadas e a
cerca foi removida. Tornar essa área mais jogável/interessante para
veículos manobráveis, simplificando a mira e disparos na avenida.
Esta área foi reformulada significativamente: um canteiro de obras
do metrô foi adicionado, o terreno foi alterado, o prédio do circo
foi deslocado e a passagem mais próxima à borda do mapa foi
fechada. Mover a área de conflito para tanques médios para mais
perto do centro do mapa (afastar a área de conflito dos pátios na
área urbana esquerda) enquanto fornece uma conexão entre essa linha
e o resto do mapa (as posições de avenida e de caça-tanques
no Parque). Versão Atual


Nova Versão

Alterações
adicionais: Em alguns lugares do mapa, alguns arbustos/árvores
foram movidos (principalmente para limpar a visão entre os
principais pontos de interesse). Pequenos pontos de cobertura
próximos às bases foram adicionados com o objetivo de simplificar
levemente a captura da base. A borda deslocada do mapa fornece uma
passagem adicional atrás dos prédios na parte inferior do mapa. A
passagem foi deixada em aberto porque, em geral, sua influência é
insignificante, embora em alguns casos possa ser usada para
diferentes fins.
Subject: Does update 1.10 a bad update for tier 1?
Link on message: #12571977
Link on message: #12571977
Einzelganger7: Playing tier 1 aside of the tutorial is kind of abusive because
there is where brand new players are, so is basically like fighting
a defenseless baby while we have a gun.
Subject: Berlin o Costa serena, que dicen?
Link on message: #12571559
Link on message: #12571559
Felipe6666Original: Lo importante es lo que figure en las reglas (según recuerdo de
memoria, es Berlín). ¡Saludos!
Subject: Pz IIJ is soooooo OP I quit
Link on message: #12571506
VonWeber, on Jul 14 2020 - 16:39, said:
I'm not really quitting, but when I go
up against a Pz IIJ I'm just going to suicide. That little thing is
nasty.
Link on message: #12571506
VonWeber, on Jul 14 2020 - 16:39, said: KRZYBooP: Do not get too worked up. It has a tier 1 gun that shoots
marshmallows, and only the front and sides are difficult, that
booty is made of jelly so a 2x4 thrown by a rabbit could damage the
tank. 
Subject: Twitch Prime Issues
Link on message: #12571142
Colonel_Lonewolf, on Jul 13 2020 - 11:26, said: I have been signed up and linked to twitch for about six or eight
months now (however long it has been linked to the game) and have
yet to receive any of the rewards to include the captured
tiger. I have talked with everyone in the twitch process and
the final explanation was that I needed to sign up for twitch and
link my accounts. I have done all this repeatedly, much to no
avail. Twitch will not link to the game. It links fine
to my Amazon account but not the game. Here is the
kicker. They just started twitch for World of Warships and
everything linked perfect first time and I immediately received my
rewards. Anyone else have this problem? Thanks.
Link on message: #12571142
Colonel_Lonewolf, on Jul 13 2020 - 11:26, said: I have been signed up and linked to twitch for about six or eight
months now (however long it has been linked to the game) and have
yet to receive any of the rewards to include the captured
tiger. I have talked with everyone in the twitch process and
the final explanation was that I needed to sign up for twitch and
link my accounts. I have done all this repeatedly, much to no
avail. Twitch will not link to the game. It links fine
to my Amazon account but not the game. Here is the
kicker. They just started twitch for World of Warships and
everything linked perfect first time and I immediately received my
rewards. Anyone else have this problem? Thanks.KRZYBooP: If you are having issues with Twitch Prime, please contact
our support team HEREfor more assistance.
Subject: Puntos de "Karma"
Link on message: #12571121
Link on message: #12571121
Felipe6666Original: Ah, estoy anonimizado para evitar focus de los que piensan que soy
Sheriff (a pesar de que esas cuentas tienen un marcador especial,
pero aún así pasaba) o de los que solo quieren matarme porque soy
de WG
Suelo jugar en nivel VIII-X,
muy ocasionalmente en VI-VII
¡Saludos!
Subject: [Opiniones] Discusión sobre vehículos "desbalanceados"
Link on message: #12571090
Link on message: #12571090
Felipe6666Original: ¡Buenas! Ya que al tercer hilo centralizado sobre temas
recurrentes viene teniendo un buen desempeño también, inaguro
uno que es una suerte de híbrido (ya verán por qué ). Así que
prosigamos con los vehículos "desbalanceados". Por
"desbalanceados" me refiero a tanto los que suelen
considerarse por un gran espectro de los jugadores por encima
de la media (T95/FV4201 Chieftain, Object 279 (e)) como por debajo
de ella (FCM 50 t, AMX Chasseur de chars, Rheinmetall
Panzerwagen). Muchas veces, el debate sobre ellos también está
atado al emparejador o se enfoca en los vehículos con ruedas y/o la artillería, o, irónicamente, la solución pasa
por ellos (por eso es una suerte de híbrido este hilo, así que
procuren utilizar el correcto). Vale aclarar que el
propósito primario de este hilo es que las discusiones relacionadas
al tema no se diluyan por tener varios hilos de lo mismo, generando
discusiones más valiosas, duraderas y diversas. De esta manera, la
recopilación de opiniones se hace más sencilla y cobra mayor
relevancia por estar todo en un mismo lugar. Además, el debatir
sobre vehículos en particular puede dejarnos una enseñanza a más de
uno de cómo enfrentarlos o jugarlos, porque a veces somos nosotros
los que tenemos que aprender o desmitificar algunas cosas (como el
estatus del Type 59 o el Defender). ¡Saludos y debatan
sanamente! P.D.: Esto significa efectivamente que hilos
anteriores que revivan sobre determinados vehículos o hilos nuevos
que creen referidos a vehículos "desbalanceados" serán
cerrados para redirigir todo aquí.
Subject: [Opiniones] Batallas Clasificatorias: Temporada 2020-2021
Link on message: #12571060
Link on message: #12571060
Felipe6666Original: Respondo acá a esto: http://forum.worldoftanks.com/index.php?/topic/630570-horario-rankeadas/ Como
regla general, no es posible alterar el horario estelar de eventos
en marcha. Además, quería ver cómo funcionaba la cosa con esos
horarios para esta temporada. Si los resultados son prometedores,
evaluaré sugerir cambios para la próxima (no la 2021-2022, sino la
segunda temporada de la 2020-2021). ¡Saludos!
Subject: HORARIO RANKEADAS
Link on message: #12571022
Link on message: #12571022
Felipe6666Original: Hilo cerrado, ya hay hilo oficial para estas cosas: http://forum.worldoftanks.com/index.php?/topic/629153-opiniones-batallas-clasificatorias-temporada-2020-2021/ (contesto
acá a esta duda). ¡Saludos!
Subject: Reporte In-Game, no funciona?
Link on message: #12570614
Link on message: #12570614
Felipe6666Original: Creo haberlo explicado muchas veces (debería guardar mis respuestas
en Words, solo para tenerlas a mano cada vez que surgen las mismas
dudas de nuevo), pero el sistema in-game va en escala, mientras que
el reporte vía Soporte es el más eficiente porque garantiza una
sanción inmediata (que no va a ser un ban, no baneamos a la primera
nunca, también tiene su escala, pero es más
"corta"
. ¡Saludos!
Subject: Puntos de "Karma"
Link on message: #12570612
Link on message: #12570612
Felipe6666Original: Mmmmmm. Debería hacer algo más, en verdad, porque, al igual
que ULTRADERECHA (que me vio manquear en nivel X
recientemente), no le veo una utilidad real que no pueda ser
llevada a cabo con el mismo chat que ya hay. ¿Quizás como hacen
otros juegos dar la posibilidad de seleccionar al mejor jugador de
tu equipo (o de la partida) para que se lleva algo? Aunque veo que
también podría ser abusado con facilidad ese
sistema... ¡Saludos!
Subject: el ordenador de world of tank no funciona
Link on message: #12570605
Link on message: #12570605
Felipe6666Original: Hilo cerrado, todas las discusiones sobre este tema se desarrollan
aquí: http://forum.worldoftanks.com/index.php?/topic/629815-opiniones-discusion-sobre-el-emparejador/ ¡Saludos!
Subject: para comprar no ha problemS
Link on message: #12570604
Link on message: #12570604
Felipe6666Original: Sin crítica o mensaje claro, este mensaje clama ser
cerrado. ¡Saludos!
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