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: Another Update and won't load, again
Link on message: #12547291
VonWeber, on Jun 17 2020 - 10:50, said:
Another Update and the game won't load
again. I get to the loading screen and then it goes to desktop.
This is getting old. I'm not a computer nerd and the past I've had
to reinstall the whole game. FRUSTRATION!
TheGuardian050, on Jun 17 2020 - 12:20, said: Mine won't start either: "Application has failed to start because
no appropriate graphics hardware acceleration is available or it is
turned off."
Filthywon, on Jun 17 2020 - 12:35, said: Same thing happened to me so I uninstalled went to do a clean
reinstall and it will not even let me do that I'm at the complete
loss, I'm not a computer guy.
choSenfroZen_1, on Jun 17 2020 - 12:47, said: After another try, installed update. Game started fine.
Get into battle. Only to find 2 important keys seem to not
function, W and S. Yes, settings are fine. Using A and D, I could
wiggle forward at 2kph. Exited to try again, computer locked
at exit confirmation screen. No keys responding including
ctrl-alt-delete. Not even the power button, I had to turn off
battery pack to reset. Tried again with same result. I had to
re-install for the update last week which took several hours and
several tries, don't want to repeat that.
SquiggyMcPew, on Jun 17 2020 - 15:20, said: The last few updates are making my screen look like an old tv on a
static filled empty channel when I start the game. Have to hard
reboot then it loads up fine. Not my hardware or drivers as
everything else works flawlessly.
Link on message: #12547291
VonWeber, on Jun 17 2020 - 10:50, said: KRZYBooP: Click HERE to submit a ticket to our support for them
to help investigate possible issues.
TheGuardian050, on Jun 17 2020 - 12:20, said: Mine won't start either: "Application has failed to start because
no appropriate graphics hardware acceleration is available or it is
turned off."KRZYBooP: Click HERE to submit a ticket to our support team for
them to assist in investigating the issue.
Filthywon, on Jun 17 2020 - 12:35, said: Same thing happened to me so I uninstalled went to do a clean
reinstall and it will not even let me do that I'm at the complete
loss, I'm not a computer guy. KRZYBooP: Click HERE to submit a
ticket to our support team for them to assist in investigating the
issue.
choSenfroZen_1, on Jun 17 2020 - 12:47, said: After another try, installed update. Game started fine.
Get into battle. Only to find 2 important keys seem to not
function, W and S. Yes, settings are fine. Using A and D, I could
wiggle forward at 2kph. Exited to try again, computer locked
at exit confirmation screen. No keys responding including
ctrl-alt-delete. Not even the power button, I had to turn off
battery pack to reset. Tried again with same result. I had to
re-install for the update last week which took several hours and
several tries, don't want to repeat that.KRZYBooP: Click HERE to submit a ticket to our support
team for them to assist in investigating the issue.
SquiggyMcPew, on Jun 17 2020 - 15:20, said: The last few updates are making my screen look like an old tv on a
static filled empty channel when I start the game. Have to hard
reboot then it loads up fine. Not my hardware or drivers as
everything else works flawlessly.KRZYBooP: Click HERE to submit a
ticket to our support team for them to assist in investigating the
issue.
Subject: Incoming! Act 3 anniversary bundles are avialable
Link on message: #12547256
Casual_Boops, on Jun 17 2020 - 14:55, said: I have 2 versions of the Pz 58, and neither of them can run that
skin. 10/10
Link on message: #12547256
Casual_Boops, on Jun 17 2020 - 14:55, said: I have 2 versions of the Pz 58, and neither of them can run that
skin. 10/10KRZYBooP: There is another PZ 58 now
.
Subject: Crear la posibilidad de vender calcomanías
Link on message: #12547217
Link on message: #12547217
Felipe6666Original: Ya lo contesté hace un tiempo: no hay planes de dar la posibilidad
de vender elementos de personalización. Esto tiene que ver con el
balance de la economía interna del juego. Habría que explorar otras
posibilidades que no involucren la generación de crédtitos y/u oro
por ventas. Y sobre el segundo punto, bueno... Sigan las
noticias, en algunos streams se dieron pistas... ¡Saludos!
Subject: Incoming! Act 3 anniversary bundles are avialable
Link on message: #12547121
Link on message: #12547121
KRZYBooP: Howdy Boom Jockeys! The M4A1 Revalorise, Panzer 58, and Skoda
T 40 are now available to purchase with 2D
styles. 

Act fast
since, all three vehicle bundles, their unique Styles, and the
additional custom look will be replaced at the start of Act IV by
three (3) new bundles featuring a different selection of tanks. The
"Sense of Direction, Mk. III" custom look is available in the
Anniversary Store throughout the 10th Anniversary event. For
more information on the bundles and offers click HERE.


Act fast
since, all three vehicle bundles, their unique Styles, and the
additional custom look will be replaced at the start of Act IV by
three (3) new bundles featuring a different selection of tanks. The
"Sense of Direction, Mk. III" custom look is available in the
Anniversary Store throughout the 10th Anniversary event. For
more information on the bundles and offers click HERE.
Subject: [Superteste] Ruinberg & Fronteira do Império
Link on message: #12547038
Link on message: #12547038
MA77: Saudações, comandantes. Os mapas Ruinberg e Fronteira do
Império entraram no Supertest com novidades em relação a suas
atuais versões. Ruinberg Motivos das alterações: um forte
desequilíbrio crescente em favor da equipe sul é observado no
mapa. Como resultado da análise dos dados estatísticos
coletados, queremos verificar as seguintes alterações que visam
equilibrar as posições da equipe norte. No entanto, queremos
preservar o padrão de batalha usual e não torná-lo absolutamente
simétrico. Todas as mudanças geralmente afetam a
cidade.
O que foi adicionado: Após
o teste anterior, as alterações 8.1 e 8.2 foram removidas por se
revelarem ineficazes. Outras mudanças ficaram. A pequena cidade
estava limpa de desordem visual e pequenos obstáculos destrutíveis.
Além disso, os pontos 9 e 10 foram adicionados às edições
antigas. Ponto por ponto: Uma área residencial foi aberta
para criar diversidade adicional de ruas, caminhos e posições para
as AAPs da equipe norte. Existem posições semelhantes em áreas
residenciais abertas para a equipe sul. Graças a isso, apareceu
mais espaço de jogo e o desatualizado beco sem saída desapareceu do
canto superior esquerdo do mapa. Prédio danificado com pontos de
disparo (semelhante ao da base sul). Em vez do edifício central do
templo, há uma passagem adicional com posições para a equipe norte.
Cria novas oportunidades para a equipe defensora adiar o avanço de
inimigos na praça ou lutar contra posições mais distantes (o
gargalo usual na praça para a equipe sul não foi removido). Foram
adicionadas pilhas perto das bordas do edifício nesses locais. A
primeira pilha no ponto 4 pode ser usada por jogadores de ambas
equipes. O contorno da área residencial foi corrigido para torná-la
mais inclinada. Isso permite que mais posições sejam ocupadas nas
proximidades. Uma posição foi adicionada para atirar na passagem da
equipe sul. Pequenas alterações. O casco do veículo queimado foi
removido. Lacunas nas paredes estavam fechadas. Uma "varanda"
permanece. Foram adicionados vários edifícios que permitem a
cobertura da varanda no ponto 8 e algumas outras linhas de disparo.
Uma posição perigosa que permite se esconder da varanda 8, mas é
aberta para outras linhas e fogo das AAPs. Imagens:Antes | Depois Para a versão ampliada do
mapa:
10.1 O mapa aumentou de tamanho em direção ao ponto de spawn
da equipe norte. O principal objetivo dessa mudança é afastar a
passagem do centro do mapa para a equipe norte, diminuir a
importância de detecção nesses locais e criar posições que tenham
oportunidades semelhantes para a base sul. Agora é possível mudar
da cidade para a área verde e voltar mais confortavelmente. Os
ajustes de 1 a 8 permanecem os mesmos para a versão ampliada do
mapa e o mapa padrão. A diferença está nos ajustes 9-10 (9 - mais
edifícios foram adicionados no mapa ampliado, 10 - o mapa aumentou
de tamanho em direção ao ponto de spawn
norte). Imagens:Antes | Depois Fronteira do Império Motivos das
Alterações: O design geral do mapa em forma de corredor, a má
conexão entre as linhas, a falta de oportunidade de manobra no mapa
e a vantagem em favor da equipe sul.
A linha de tanques médios e leves
foi reformulada com mais oportunidades para manobra. Além disso,
foi criada uma conexão entre os portões no centro do mapa (Zona
#4). A posição de caça-tanques foi reformulada para fornecer mais
controle sobre a passagem da zona de tanques pesados (Zona #5) e
sobre a nova área aberta (Zona #6). Um canto da montanha foi
cortado para equilibrar o tempo que os tanques pesados chegam à
zona 5. O portão no centro do mapa foi expandido. O terreno entre
as Zonas 4 e 5 (nos portões) foi nivelado. O lado de fora da
montanha agora tem linhas de fogo em direção à área de combate para
tanques pesados (Zona #5). O terreno foi alterado para uma
jogabilidade mais confortável. Cobertura foi adicionada da Zona 1.
A área de combate para tanques pesados foi totalmente
reformulada. A vantagem da equipe inferior foi removida. O terreno
geral foi nivelado para uma condução mais confortável. A linha no
canto do mapa foi totalmente reformulada. Agora facilita ataques de
flanco na área de combate para tanques pesados (Zona #5) e
posições de caça-tanques (Zona #2 e #7). A posição de caça-tamques
foi reformulada para fornecer mais controle sobre a passagem da
zona de tanques pesados (Zona #5) e sobre a nova área aberta (Zona
#6). Imagens: Antes | Depois Não deixe de compartilhar o seu feedback
das alterações!
O que foi adicionado: Após
o teste anterior, as alterações 8.1 e 8.2 foram removidas por se
revelarem ineficazes. Outras mudanças ficaram. A pequena cidade
estava limpa de desordem visual e pequenos obstáculos destrutíveis.
Além disso, os pontos 9 e 10 foram adicionados às edições
antigas. Ponto por ponto: Uma área residencial foi aberta
para criar diversidade adicional de ruas, caminhos e posições para
as AAPs da equipe norte. Existem posições semelhantes em áreas
residenciais abertas para a equipe sul. Graças a isso, apareceu
mais espaço de jogo e o desatualizado beco sem saída desapareceu do
canto superior esquerdo do mapa. Prédio danificado com pontos de
disparo (semelhante ao da base sul). Em vez do edifício central do
templo, há uma passagem adicional com posições para a equipe norte.
Cria novas oportunidades para a equipe defensora adiar o avanço de
inimigos na praça ou lutar contra posições mais distantes (o
gargalo usual na praça para a equipe sul não foi removido). Foram
adicionadas pilhas perto das bordas do edifício nesses locais. A
primeira pilha no ponto 4 pode ser usada por jogadores de ambas
equipes. O contorno da área residencial foi corrigido para torná-la
mais inclinada. Isso permite que mais posições sejam ocupadas nas
proximidades. Uma posição foi adicionada para atirar na passagem da
equipe sul. Pequenas alterações. O casco do veículo queimado foi
removido. Lacunas nas paredes estavam fechadas. Uma "varanda"
permanece. Foram adicionados vários edifícios que permitem a
cobertura da varanda no ponto 8 e algumas outras linhas de disparo.
Uma posição perigosa que permite se esconder da varanda 8, mas é
aberta para outras linhas e fogo das AAPs. Imagens:Antes | Depois Para a versão ampliada do
mapa:
10.1 O mapa aumentou de tamanho em direção ao ponto de spawn
da equipe norte. O principal objetivo dessa mudança é afastar a
passagem do centro do mapa para a equipe norte, diminuir a
importância de detecção nesses locais e criar posições que tenham
oportunidades semelhantes para a base sul. Agora é possível mudar
da cidade para a área verde e voltar mais confortavelmente. Os
ajustes de 1 a 8 permanecem os mesmos para a versão ampliada do
mapa e o mapa padrão. A diferença está nos ajustes 9-10 (9 - mais
edifícios foram adicionados no mapa ampliado, 10 - o mapa aumentou
de tamanho em direção ao ponto de spawn
norte). Imagens:Antes | Depois Fronteira do Império Motivos das
Alterações: O design geral do mapa em forma de corredor, a má
conexão entre as linhas, a falta de oportunidade de manobra no mapa
e a vantagem em favor da equipe sul.
A linha de tanques médios e leves
foi reformulada com mais oportunidades para manobra. Além disso,
foi criada uma conexão entre os portões no centro do mapa (Zona
#4). A posição de caça-tanques foi reformulada para fornecer mais
controle sobre a passagem da zona de tanques pesados (Zona #5) e
sobre a nova área aberta (Zona #6). Um canto da montanha foi
cortado para equilibrar o tempo que os tanques pesados chegam à
zona 5. O portão no centro do mapa foi expandido. O terreno entre
as Zonas 4 e 5 (nos portões) foi nivelado. O lado de fora da
montanha agora tem linhas de fogo em direção à área de combate para
tanques pesados (Zona #5). O terreno foi alterado para uma
jogabilidade mais confortável. Cobertura foi adicionada da Zona 1.
A área de combate para tanques pesados foi totalmente
reformulada. A vantagem da equipe inferior foi removida. O terreno
geral foi nivelado para uma condução mais confortável. A linha no
canto do mapa foi totalmente reformulada. Agora facilita ataques de
flanco na área de combate para tanques pesados (Zona #5) e
posições de caça-tanques (Zona #2 e #7). A posição de caça-tamques
foi reformulada para fornecer mais controle sobre a passagem da
zona de tanques pesados (Zona #5) e sobre a nova área aberta (Zona
#6). Imagens: Antes | Depois Não deixe de compartilhar o seu feedback
das alterações!
Subject: Report this clan 57570 please
Link on message: #12547031
StoolSamples, on Jun 16 2020 - 23:34, said: i'm on it especially without anything to back your claim
Link on message: #12547031
StoolSamples, on Jun 16 2020 - 23:34, said: i'm on it especially without anything to back your claimTeriyakiTanker: Never mind.
Subject: [ S T ] Ruinberg Tweaks and changes.
Link on message: #12547018
Kramah313, on Jun 17 2020 - 11:44, said: Slightly off topic but what happened to the Minsk changes? Did
those get approved to go to the live server?
Link on message: #12547018
Kramah313, on Jun 17 2020 - 11:44, said: Slightly off topic but what happened to the Minsk changes? Did
those get approved to go to the live server?KRZYBooP: Still being looked at and considered. No additional news has
been shared with me about that map yet.
Subject: [ S T ] Ruinberg Tweaks and changes.
Link on message: #12547003
Link on message: #12547003
KRZYBooP: Howdy Boom Jockeys! As the title suggests there are changes
planned for Ruinberg and Empire's
Border. Ruinberg:Rework reasons:
A strong, growing imbalance in favor of the lower team is observed on the map.
As a result of the analysis of statistical data gathered, we want to check the following changes that are aimed at balancing the positions for the upper team. However, we want to preserve the usual battle pattern and not make it absolutely symmetrical.
All changes generally affect the city.
What was added:
After the previous test, changes 8.1 and 8.2 were removed as they turned out to be ineffective. Other changes stayed. The small town was cleared of visual clutter and small destructible obstacles.
Also, points 9 and 10 were added to the old edits.
Point by point:
1. A residential area was opened to create additional diversity in streets, paths, and positions for SPGs of the upper team. There are similar positions in open residential areas for the lower team. Thanks to that, additional playing space appeared and the outdated dead-end disappeared from the upper left corner of the map.
2. Damaged building with firing points (similar to the one near the lower base).
3. Instead of the central temple building, there is an additional passage with positions for the upper team. It creates new opportunities for the defending team to hold off advancing enemies at the square or fight against more distant positions (the usual bottleneck at the square for the lower team was not removed).
4. Added piles near the building edges in these spots. The first pile at point 4 may be used by players of both the upper and lower teams.
5. The contour of the residential area was corrected to make it more ledged on the side. This allows more positions to be taken up nearby.
6. A position was added to shoot at the passage of the lower team.
7. Minor change. The obstructing burned vehicle hull was removed.
8. Loopholes in the walls were closed. One "balcony" remains.
9. Several buildings were added that allow taking cover from the balcony in point 8 and some other firing lines.
10. A small pile. A dangerous position that allows taking cover from balcony 8, but it's open to other lines and SPG fire.
+ for the increased size of the map.
10.1 The map increased in size towards the upper spawn point. The main goal of this change is to move the passage further away from the center of the map for the upper team, decrease the importance of spotting in these places, and create positions that have similar opportunities for the lower base. It is now possible to move from the city to the green area and back more comfortably. Before/After:


















A strong, growing imbalance in favor of the lower team is observed on the map.
As a result of the analysis of statistical data gathered, we want to check the following changes that are aimed at balancing the positions for the upper team. However, we want to preserve the usual battle pattern and not make it absolutely symmetrical.
All changes generally affect the city.
After the previous test, changes 8.1 and 8.2 were removed as they turned out to be ineffective. Other changes stayed. The small town was cleared of visual clutter and small destructible obstacles.
Also, points 9 and 10 were added to the old edits.
Point by point:
1. A residential area was opened to create additional diversity in streets, paths, and positions for SPGs of the upper team. There are similar positions in open residential areas for the lower team. Thanks to that, additional playing space appeared and the outdated dead-end disappeared from the upper left corner of the map.
2. Damaged building with firing points (similar to the one near the lower base).
3. Instead of the central temple building, there is an additional passage with positions for the upper team. It creates new opportunities for the defending team to hold off advancing enemies at the square or fight against more distant positions (the usual bottleneck at the square for the lower team was not removed).
4. Added piles near the building edges in these spots. The first pile at point 4 may be used by players of both the upper and lower teams.
5. The contour of the residential area was corrected to make it more ledged on the side. This allows more positions to be taken up nearby.
6. A position was added to shoot at the passage of the lower team.
7. Minor change. The obstructing burned vehicle hull was removed.
8. Loopholes in the walls were closed. One "balcony" remains.
9. Several buildings were added that allow taking cover from the balcony in point 8 and some other firing lines.
10. A small pile. A dangerous position that allows taking cover from balcony 8, but it's open to other lines and SPG fire.
+ for the increased size of the map.
10.1 The map increased in size towards the upper spawn point. The main goal of this change is to move the passage further away from the center of the map for the upper team, decrease the importance of spotting in these places, and create positions that have similar opportunities for the lower base. It is now possible to move from the city to the green area and back more comfortably. Before/After:
Subject: [ S T ] Empire's Border Rework
Link on message: #12546991
Link on message: #12546991
KRZYBooP: Howdy Boom Jockeys! Reworking the nightmare hellscape of
Empire's Border ( my personal feelings toward the map.) is underway
in the super test. Empire's Border:
Rework
reasons:
The general corridor-like design of the map, poor connection between lines, lack of opportunity to maneuver on the map, and the advantage in favor of the lower team.
1. The line for medium and light tanks was reworked with more opportunities to maneuver. Also, a connection was created between the gates in the center of the map (Zone #4).
2. The TD position was reworked to provide more control over the passage from the HT zone (#5) and over the new open area (zone #6).
3. A corner was cut to balance the time for heavy tanks driving into zone #5.
4. The gate in the center of the map was expanded. The terrain between zones 4 and 5 (at the gates) was leveled. The outside of the mountain now has lines of fire towards the fighting area for heavy tanks (zone #5). The terrain was changed for more comfortable playing. Cover was added from Zone #1.
5. The fighting area for heavy tanks was reworked completely. The advantage of the lower team was removed. The general terrain was leveled for more comfortable driving.
6. The line in the corner of the map was fully reworked. Now it facilitates flanking attacks at the fighting area for heavy tanks (zone #5) and TD positions (zones #2 and #7).
7. The TD position was reworked to provide more control over the passage from the HT zone (#5) and over the new open area (zone #6).
















The general corridor-like design of the map, poor connection between lines, lack of opportunity to maneuver on the map, and the advantage in favor of the lower team.
1. The line for medium and light tanks was reworked with more opportunities to maneuver. Also, a connection was created between the gates in the center of the map (Zone #4).
2. The TD position was reworked to provide more control over the passage from the HT zone (#5) and over the new open area (zone #6).
3. A corner was cut to balance the time for heavy tanks driving into zone #5.
4. The gate in the center of the map was expanded. The terrain between zones 4 and 5 (at the gates) was leveled. The outside of the mountain now has lines of fire towards the fighting area for heavy tanks (zone #5). The terrain was changed for more comfortable playing. Cover was added from Zone #1.
5. The fighting area for heavy tanks was reworked completely. The advantage of the lower team was removed. The general terrain was leveled for more comfortable driving.
6. The line in the corner of the map was fully reworked. Now it facilitates flanking attacks at the fighting area for heavy tanks (zone #5) and TD positions (zones #2 and #7).
7. The TD position was reworked to provide more control over the passage from the HT zone (#5) and over the new open area (zone #6).
Subject: [Supertest] Ruinberg & Frontera del imperio
Link on message: #12546915
Link on message: #12546915
Felipe6666Original: ¡Saludos, Comandantes! En el día de hoy, introducimos nuevos
cambios a Ruinberg (y retiramos otros) y a Frontera del
Imperio en el Supertest. Estos son los
detalles: Ruinberg Imágenes 



¿Por qué lo cambiamos? Observamos un desequilibrio
creciente en favor del equipo sur. Como resultado del análisis
de nuestros datos, queremos probar los siguientes cambios, que
están pensados para equilibrar las posiciones del equipo norte. No
obstante, queremos mantener el patrón de batalla habitual y para no
hacer al mapa completamente simétrico. Todos los cambios
afectan a la ciudad en general. ¿Qué cambiamos? Tras
la prueba anterior, retiramos los cambios en 8.1 y 8.2 porque
probaron ser ineficaces, p[ero mantuvimos otros cambios.
Despejamos los obstáculos pequeños y destruibles que resultaban
molestos del pueblo. Además, añadimos los puntos 9 y 10 a
las ediciones antiguas. Despejamos un área residencial para
diversificar las calles, rutas y posiciones para las AAP del equipo
norte. Hay posiciones similares en áreas residenciales abiertas
para el equipo sur. Gracias a ello, ampliamos el espacio de
juego y removimos la zona sin salida desactualizada de la esquina
superior izquierda del mapa. Agregamos un edificio en ruinas con
posiciones de disparo (similar al que está situado cerca de la base
sur). En lugar del templo central, hay un pasaje adicional con
posiciones para el equipo superior, lo que crea nuevas
oportunidades para que el equipo defensor detenga a sus adversarios
en la plaza o luche contra posiciones más distantes (no
sretiramos el obstáculo habitual situado en la plaza para el
equipo inferior). Añadimos montículos junto a los límites de
los edificios en estos puntos. Ambos equipos pueden sacar provecho
del primer montículo del punto 4. Corregimos el contorno del área
residencial para enfatizar las cornisas laterales, lo
que permite que se tomen más posiciones en las cercanías.
Añadimos una posición de disparo en el pasaje del equipo sur.
Un cambio menor: retiramos el chasis del vehículo en
llamas que obstruía el paso. Cerramos las brechas de las
paredes para que quede un balcón. Añadimos múltiples
edificios que permiten ponerse a cubierto desde el balcón del punto
8, así como de otras líneas de fuego. Añadimos un pequeño
montículo. Esta es una posición peligrosa que permite ponerse a
cubierto desde el balcón del punto 8, pero queda expuesta ante
otras líneas y al fuego de artillería. Entre otros cambios,
agrandamos un poco el mapa, en la zona de reaparición norte
del mapa. El objetivo principal de este cambio es alejar el pasaje
del centro del mapa para el equipo norte, reducir la importancia de
la detección en estos puntos y crear posiciones con oportunidades
similares para la base sur. Ahora es posible desplazarse de la
ciudad al área verde y viceversa con más comodidad. Frontera
del Imperio Imágenes 
















¿Por qué lo
cambiamos? El diseño alargado general del mapa, la conexión
deficiente entre líneas, la dificultad para realizar maniobras en
el mapa y la ventaja en favor del equipo sur. ¿Qué
cambiamos? Modificamos la línea para tanques ligeros y
medianos para generar más oportunidades para maniobrar. Además,
creamos una conexión entre las puertas del centro del mapa
(zona 4). Modificamos la posición para los cazatanques para
dar más control sobre el pasaje desde la zona de los tanques
pesados (5) y la nueva zona abierta (6). Retiramos una esquina para
equilibrar el tiempo que requieren los tanques pesados para
alcanzar la zona 5. Expandimos la puerta del centro del
mapa. Niivelamos el terreno entre las zonas 4 y 5 (alrededor
de las puertas). Ahora, el exterior de la montana está delineado
por posiciones de disparo que apuntan al área de batalla pensadas
para los tanques pesados (zona 5). Cambiamos el terreno para
mejorar la experiencia de juego. Añadimos espacio de cobertura
en la zona 1. Modificamos el área de batalla de los
tanques pesados completamente. Retiramos la ventaja del equipo sur.
Nivelamos el terreno general para facilitar la conducción.
Modificamos las líneas de las esquinas del mapa completamente.
Ahora, estas facilitan los ataques de flanco en el área de batalla
para los tanques pesados (zona 5) y posiciones para cazatanques
(zonas 2 y 7). Modificamos la posición de los cazatanques
para dar más control sobre el pasaje desde la zona de los tanques
pesados (5) y la nueva zona abierta (6). 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!




¿Por qué lo cambiamos? Observamos un desequilibrio
creciente en favor del equipo sur. Como resultado del análisis
de nuestros datos, queremos probar los siguientes cambios, que
están pensados para equilibrar las posiciones del equipo norte. No
obstante, queremos mantener el patrón de batalla habitual y para no
hacer al mapa completamente simétrico. Todos los cambios
afectan a la ciudad en general. ¿Qué cambiamos? Tras
la prueba anterior, retiramos los cambios en 8.1 y 8.2 porque
probaron ser ineficaces, p[ero mantuvimos otros cambios.
Despejamos los obstáculos pequeños y destruibles que resultaban
molestos del pueblo. Además, añadimos los puntos 9 y 10 a
las ediciones antiguas. Despejamos un área residencial para
diversificar las calles, rutas y posiciones para las AAP del equipo
norte. Hay posiciones similares en áreas residenciales abiertas
para el equipo sur. Gracias a ello, ampliamos el espacio de
juego y removimos la zona sin salida desactualizada de la esquina
superior izquierda del mapa. Agregamos un edificio en ruinas con
posiciones de disparo (similar al que está situado cerca de la base
sur). En lugar del templo central, hay un pasaje adicional con
posiciones para el equipo superior, lo que crea nuevas
oportunidades para que el equipo defensor detenga a sus adversarios
en la plaza o luche contra posiciones más distantes (no
sretiramos el obstáculo habitual situado en la plaza para el
equipo inferior). Añadimos montículos junto a los límites de
los edificios en estos puntos. Ambos equipos pueden sacar provecho
del primer montículo del punto 4. Corregimos el contorno del área
residencial para enfatizar las cornisas laterales, lo
que permite que se tomen más posiciones en las cercanías.
Añadimos una posición de disparo en el pasaje del equipo sur.
Un cambio menor: retiramos el chasis del vehículo en
llamas que obstruía el paso. Cerramos las brechas de las
paredes para que quede un balcón. Añadimos múltiples
edificios que permiten ponerse a cubierto desde el balcón del punto
8, así como de otras líneas de fuego. Añadimos un pequeño
montículo. Esta es una posición peligrosa que permite ponerse a
cubierto desde el balcón del punto 8, pero queda expuesta ante
otras líneas y al fuego de artillería. Entre otros cambios,
agrandamos un poco el mapa, en la zona de reaparición norte
del mapa. El objetivo principal de este cambio es alejar el pasaje
del centro del mapa para el equipo norte, reducir la importancia de
la detección en estos puntos y crear posiciones con oportunidades
similares para la base sur. Ahora es posible desplazarse de la
ciudad al área verde y viceversa con más comodidad. Frontera
del Imperio Imágenes 
















¿Por qué lo
cambiamos? El diseño alargado general del mapa, la conexión
deficiente entre líneas, la dificultad para realizar maniobras en
el mapa y la ventaja en favor del equipo sur. ¿Qué
cambiamos? Modificamos la línea para tanques ligeros y
medianos para generar más oportunidades para maniobrar. Además,
creamos una conexión entre las puertas del centro del mapa
(zona 4). Modificamos la posición para los cazatanques para
dar más control sobre el pasaje desde la zona de los tanques
pesados (5) y la nueva zona abierta (6). Retiramos una esquina para
equilibrar el tiempo que requieren los tanques pesados para
alcanzar la zona 5. Expandimos la puerta del centro del
mapa. Niivelamos el terreno entre las zonas 4 y 5 (alrededor
de las puertas). Ahora, el exterior de la montana está delineado
por posiciones de disparo que apuntan al área de batalla pensadas
para los tanques pesados (zona 5). Cambiamos el terreno para
mejorar la experiencia de juego. Añadimos espacio de cobertura
en la zona 1. Modificamos el área de batalla de los
tanques pesados completamente. Retiramos la ventaja del equipo sur.
Nivelamos el terreno general para facilitar la conducción.
Modificamos las líneas de las esquinas del mapa completamente.
Ahora, estas facilitan los ataques de flanco en el área de batalla
para los tanques pesados (zona 5) y posiciones para cazatanques
(zonas 2 y 7). Modificamos la posición de los cazatanques
para dar más control sobre el pasaje desde la zona de los tanques
pesados (5) y la nueva zona abierta (6). 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: Al fin podremos usar el Sturmtiger!
Link on message: #12546850
E_Rommel_Ar, on Jun 16 2020 - 21:58, said: Pero este año no estuvo el Chafee Race... Cuándo lo van a poner?
debería estar una vez al año al menos....
Link on message: #12546850
E_Rommel_Ar, on Jun 16 2020 - 21:58, said: Pero este año no estuvo el Chafee Race... Cuándo lo van a poner?
debería estar una vez al año al menos....Felipe6666Original: ¿El 2020 ya terminó? No me llegó el memo...
¡Saludos!
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12546347
E_Rommel_Ar, on Jun 16 2020 - 16:33, said: Tal cual, Felipe, está clarísimo que no va a tener 10.000 hp...
Mi pregunta a todos, sobre todo a WG... si el FV4005 puede
borrar a innumerables tanques de un solo disparo... ¿Es de verdad
imposible que pongan este tanque... aunque borre tanques de un solo
tiro? si disparara sólo un tiro por minuto, por ejemplo, aunque con
cada tiro borrara un tanque (Cosa estadísticamente imposible...),
¿en qué se diferenciaría de batallas en tier 10 en las que a los 2
minutos ya faltan 3 o 4 tanques de cada lado?
Link on message: #12546347
E_Rommel_Ar, on Jun 16 2020 - 16:33, said: Tal cual, Felipe, está clarísimo que no va a tener 10.000 hp...
Mi pregunta a todos, sobre todo a WG... si el FV4005 puede
borrar a innumerables tanques de un solo disparo... ¿Es de verdad
imposible que pongan este tanque... aunque borre tanques de un solo
tiro? si disparara sólo un tiro por minuto, por ejemplo, aunque con
cada tiro borrara un tanque (Cosa estadísticamente imposible...),
¿en qué se diferenciaría de batallas en tier 10 en las que a los 2
minutos ya faltan 3 o 4 tanques de cada lado?Felipe6666Original: Ninguno de los FV lo hace en cada disparo, y ciertamente
no pueden hacerlo desde un rango en el que no puedan ser detectados
con mira satelital. Ninguno tiene un calibre de 380 mm, por lo que
hacer que el Sturmtiger con valores de FV lo convierte en uno más
del montón. Hay que diseñar una nueva mecánica y tipo de vehículo
si se lo quiere en el juego. Y, dicho sea de paso, no
recuerdo haber dicho que es imposible, solo complicado y que
no ocupa ningún tipo de prioridad en estos momentos. Hay mucho que
corregir en el juego como para pensar en agregar algo que va a
drenar tantos recursos que son más importantes en otra parte.
También vale la pena recordar que muchas características que
probamos en modos divertidos a veces terminan en el juego
¡Saludos!
Subject: Tankopedia Collections?
Link on message: #12546157
MGFranks, on Jun 16 2020 - 09:18, said: Tankopedia Collections. I never noticed this feature before. This
is kinda cool. https://worldoftanks...ia/collections/
Link on message: #12546157
MGFranks, on Jun 16 2020 - 09:18, said: Tankopedia Collections. I never noticed this feature before. This
is kinda cool. https://worldoftanks...ia/collections/KRZYBooP: Enjoy my Krazy Kollection 
Subject: Which Free Tier 6 Tank To Choose
Link on message: #12546150
ez_money, on Jun 16 2020 - 09:48, said: I am at the point on my recently opened EU account where I can
choose a free Tier 6 vehicle out of the tech tree or collector
vehicles. So far in my garage (other than the obligatory Tier 1's):
Russian: BT-2/BT-5/T-28/KV-1 and planning to go up the IS line from
there. Also have the T-34-85M premium. American: King Tiger
(Captured) Italian: Progetto M35 mod. 46 The contenders:
Russian: T-34-85 then up the line towards the Obj 430. The issue is
that the T-43 is pretty much the same as the T-34-85 with a little
bit more armor but moved up a tier. KV-85 is also a
possibility, but it won't advance me up any of the tech tree lines.
British: Cromwell then on up the medium line. Same issue as the
Russian line though, in that the Comet is basically just
an uptiered Cromwell. Polish: 40TP and onward. Each
subsequent tier offers improved firepower and armor and there
will be a new branch of mediums once they are out of supertest and
go through common test, but who knows how long that will be.
Other Lines: German: No. Nuff said. American: Nothing there that I
want. French: Could do the heavy line, except the AMX 65T is
horrible. Chinese: Nothing there I have ever liked until you
get to Tier 9. Japan: Nope. Czech: Same issue as the French line
with the TVP VTU. Swedish: Never had any and don't want any.
Italian: Already have the Progetto and that's good enough.
Recommendations? Other thoughts??
Link on message: #12546150
ez_money, on Jun 16 2020 - 09:48, said: I am at the point on my recently opened EU account where I can
choose a free Tier 6 vehicle out of the tech tree or collector
vehicles. So far in my garage (other than the obligatory Tier 1's):
Russian: BT-2/BT-5/T-28/KV-1 and planning to go up the IS line from
there. Also have the T-34-85M premium. American: King Tiger
(Captured) Italian: Progetto M35 mod. 46 The contenders:
Russian: T-34-85 then up the line towards the Obj 430. The issue is
that the T-43 is pretty much the same as the T-34-85 with a little
bit more armor but moved up a tier. KV-85 is also a
possibility, but it won't advance me up any of the tech tree lines.
British: Cromwell then on up the medium line. Same issue as the
Russian line though, in that the Comet is basically just
an uptiered Cromwell. Polish: 40TP and onward. Each
subsequent tier offers improved firepower and armor and there
will be a new branch of mediums once they are out of supertest and
go through common test, but who knows how long that will be.
Other Lines: German: No. Nuff said. American: Nothing there that I
want. French: Could do the heavy line, except the AMX 65T is
horrible. Chinese: Nothing there I have ever liked until you
get to Tier 9. Japan: Nope. Czech: Same issue as the French line
with the TVP VTU. Swedish: Never had any and don't want any.
Italian: Already have the Progetto and that's good enough.
Recommendations? Other thoughts??KRZYBooP: Since you are not a fan of anything that you
listed. I recommend going the Polish route. Especially
since the new medium line is going into the Supertest.
Subject: [ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
Link on message: #12546143
_VIA_, on Jun 16 2020 - 10:13, said: When can we buy the premium tank?
Irish911xxx, on Jun 16 2020 - 11:41, said: The new line splits off the 14tp. There will be new tier 5-10
tanks.
Link on message: #12546143
_VIA_, on Jun 16 2020 - 10:13, said: When can we buy the premium tank?KRZYBooP: If/when it goes on sale?
Irish911xxx, on Jun 16 2020 - 11:41, said: The new line splits off the 14tp. There will be new tier 5-10
tanks.KRZYBooP: It does? Was that info in another ST post that I missed?
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12546097
strike_07, on Jun 16 2020 - 15:42, said: Primero habria que probar el tanque a ver que tal es, luego de ahi
wg podria considerar ponerlo definitivamente al juego pero sabemos
que es algo que tomaria bastante tiempo en hacerlo, solo hay que
tener esperanzas que eso pase.
Link on message: #12546097
strike_07, on Jun 16 2020 - 15:42, said: Primero habria que probar el tanque a ver que tal es, luego de ahi
wg podria considerar ponerlo definitivamente al juego pero sabemos
que es algo que tomaria bastante tiempo en hacerlo, solo hay que
tener esperanzas que eso pase.Felipe6666Original: Ehhhhh... El modo no va a ser representativo de cómo sería su
implementación real en el juego. No con 10K de daño alfa por
disparo y 60 km/h de velocidad máxima
¡Saludos!
Subject: Incoming! Do Metal things in the new Global map event METAL WARS!
Link on message: #12545926
Link on message: #12545926
KRZYBooP: Howdy Boom Jockeys! Wow, there is a lot going on with
this event found HERE. This starts 29Jun and runs
until 13Jul ( final battles happening on 12Jul.) Good Luck to
everyone!
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545918
tanopasman62, on Jun 16 2020 - 12:40, said: Considerando que quieren largar otros 2.600 cancertains a sabiendas
de que el tanque está más roto que las promesas de un político hay
lugar a cuestionarse qué tanto le importa a Minsk el asunto del
balance.
Link on message: #12545918
tanopasman62, on Jun 16 2020 - 12:40, said: Considerando que quieren largar otros 2.600 cancertains a sabiendas
de que el tanque está más roto que las promesas de un político hay
lugar a cuestionarse qué tanto le importa a Minsk el asunto del
balance.Felipe6666Original: Creo que la crítica ayuda aún más a mi argumento original,
aunque también puede usarse para poner al Sturmtiger como sea que
salga y ya
¡Saludos!
Subject: [ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
Link on message: #12545915
Link on message: #12545915
KRZYBooP: Howdy Boom Jockeys! The Supertest claims new testees, and this
time they are two vehicles of a newly introduced branch of Polish
medium tanks.Let’s start with the Tier VIII medium CS-53. In the
top-end configuration, this Pole is armed with a 100mm gun dealing
the alpha damage of 300 points. Reloading in 8.6 s, it takes 212 mm
off of the enemy armor with a standard AP round, while a special
HEAT round goes deeper up to 290 mm. Turning to other
characteristics, the dispersion is 0.38 at 100 m, the aiming time
is 2.5 s, and the view range is 380 m.So, the Pole can deliver
damage. What about enduring damage? With 1300 hit points, its
turret has 190 mm of armor in its front area and the upper glacis
plate is 90mm thick. With the thrust-weight ratio of 17.8 hp/t.,
the medium develops the top speed of 50 km/h.All in all, the CS-53
is akin to the previously announced CS-52, being a classic medium
jack of all trades. Its dynamics and firepower enable it to tackle
diverse tasks from flank maneuvering as part of the flock of
mediums to support of heavies in defense.The second Pole to be put
to the Supertest is the Tier IX medium CS-59. Not unlike other
Polish vehicles, its largely a universal type having no pronounced
downsides. Everything about it is medium, including its view range
of 390 m and 105mm gun. The latter deals the alpha damage of 390
points. It pierces the enemy armor 252 mm deep with a standard AP,
then reloads in 8.8 s, and takes 293 mm with a special APCR
round.With 1800 hit points, its survivability is medium, too. As is
its armor which values are typical of medium tanks: The turret has
130 mm in its front area while the hull frontal armor is 110 mm
thick. With the thrust-weight ratio of 18 hp/t, the vehicle
accelerates to 50 km/h.Wrapping up, the CS-59 is a regular
offspring of the Polish branch. Its characteristics are balanced
between firepower and mobility. And when in artful hands, the
vehicle reveals its multifunctionality to the
utmost. CS-53 


CS-59 





CS-59 


Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545896
E_Rommel_Ar, on Jun 16 2020 - 12:15, said: Sí, lo entendí, no estaba diciendo que hubieses mentido...
Pero mi punto es cierto, el FV 4005 tiene su lugar... ¿Cuál sería
la diferencia con poner el Sturmtiger con exactamente las mismas
características? Ponerle 60 seg de recarga, da lo mismo, te aseguro
que muchos lo vamos a sacar con el mismo entusiasmo que los que
sacan el FV4005. Este es un tanque histórico que merece su lugar en
el juego... Más allá de eso, al menos podrían ponerlo 2 o 3
veces al año para que los idiotas como uno, fanáticos de la
historia, nos matemos a tiros contra otros Sturmtigers.... Si ya
está diseñado el modo, ¿Qué problema habría? Para fin de año, por
ejemplo... Una semana de Sturmtigerazos....
Link on message: #12545896
E_Rommel_Ar, on Jun 16 2020 - 12:15, said: Sí, lo entendí, no estaba diciendo que hubieses mentido...
Pero mi punto es cierto, el FV 4005 tiene su lugar... ¿Cuál sería
la diferencia con poner el Sturmtiger con exactamente las mismas
características? Ponerle 60 seg de recarga, da lo mismo, te aseguro
que muchos lo vamos a sacar con el mismo entusiasmo que los que
sacan el FV4005. Este es un tanque histórico que merece su lugar en
el juego... Más allá de eso, al menos podrían ponerlo 2 o 3
veces al año para que los idiotas como uno, fanáticos de la
historia, nos matemos a tiros contra otros Sturmtigers.... Si ya
está diseñado el modo, ¿Qué problema habría? Para fin de año, por
ejemplo... Una semana de Sturmtigerazos....Felipe6666Original: No tengo la más mínima duda de que los jugadores lo sacarían
y que incluso algunos pagarían por tenerlo (como en el caso
del Waffenträger auf E 100, por ejemplo), pero el tema es la
distorsión que genera. Ya la toxicidad en torno a la artillería es
suficientemente grande como para que no agreguemos vehículos nuevos
de dicha clase desde el... ¿2016? ¿Antes? Y el Sturmtiger está más
cerca de una artillería que de un cazatanques... Será
divertido los primeros días, luego cuando termines volatilizado por
un proyectil impulsado por cohete que te llovió en la torreta vas a
empezar a quejarte. Y así comienza la danza infinita del balance
que nunca deja contento a nadie. ¿Y todo por un vehículo? No lo
vale. Ojo, quizás en el futuro los desarrolladores (hay una razón
por la cual yo estoy aquí y no diseñando) encuentren la forma de
que esté en el juego de forma permanente sin que arruine por
completo el balance del juego, pero, por ahora, un modo de juego
divertido habrá de bastar. ¡Saludos!
Subject: [Supertest] CS-53 & CS-59
Link on message: #12545852
Link on message: #12545852
Felipe6666Original: ¡Buenas a todos! Dos nuevos vehículos pertenecientes a la
nueva línea de medianos polacos que anunciamos recientemente
ingresarán pronto al Supertest: se trata del CS-53 y del
CS-52. CS-53 



Comencemos con el de nivel VIII, el CS-53. Con su mejor configuración, este polaco está equipado con un cañón de 100 mm capaz de ocasionar 300 puntos de daño con sus proyectiles AP estándar, que pueden perforar hasta 212 mm de blindaje, y con los HEAT especiales, que penetran no menos de 290 mm de acero. Puede disparar cada 8,6 segundos, demora 2,5 segundos en apuntar y cuenta con 380 metros de alcance de visión.
Bien, entonces este polaco puede ocasionar algo de daño. ¿Pero qué hay sobre recibirlo y evitarlo? Este mediano cuenta con 1300 puntos de vida, 190 mm de blindaje en el frontal de la torreta y 90 mm en la place superior del chasis. Sus 17,8 CV/t de potencia específica le permiten alcanzar una velocidad máxima de 50 km/h.
En resumen, el CS-53 se parece al CS-52: un mediano clásico que puede desempeñar varios roles gracias a su movilidad y poder de fuego, que van desde flanquear junto con otros medianos hasta apoyar a los pesados en la defensa. CS-59



El segundo polaco en ingresar al Supertest hoy es el CS-59 de nivel IX. Como los demás, es bastante diverso en cuanto a los roles que concentra sin presentar grandes puntos en contra. Todos sus aspectos son estándar para su clase: rango de visión de 390 metros, cañón de 105 mm, daño alfa de 390 puntos, penetración de 252 mm con AP y 293 mm con APCR, tiempo de recarga de 8,8 segundos, 1800 puntos de vida, 130 mm de blindaje en el frontal de la torreta y 110 mm en la parte delantera del chasis, una potencia específica de 18 CV/t, y 50 km/h de velocidad máxima.
En conclusión, el CS-59 va en consonancia con los demás vehículos de la línea. Sus características son un balance entre poder de fuego y movilidad. En manos experimentadas, deja en evidencia su polivalencia. Como siempre, recuerden que todos los valores están sujetos a cambios de acuerdo 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!




Comencemos con el de nivel VIII, el CS-53. Con su mejor configuración, este polaco está equipado con un cañón de 100 mm capaz de ocasionar 300 puntos de daño con sus proyectiles AP estándar, que pueden perforar hasta 212 mm de blindaje, y con los HEAT especiales, que penetran no menos de 290 mm de acero. Puede disparar cada 8,6 segundos, demora 2,5 segundos en apuntar y cuenta con 380 metros de alcance de visión.
Bien, entonces este polaco puede ocasionar algo de daño. ¿Pero qué hay sobre recibirlo y evitarlo? Este mediano cuenta con 1300 puntos de vida, 190 mm de blindaje en el frontal de la torreta y 90 mm en la place superior del chasis. Sus 17,8 CV/t de potencia específica le permiten alcanzar una velocidad máxima de 50 km/h.
En resumen, el CS-53 se parece al CS-52: un mediano clásico que puede desempeñar varios roles gracias a su movilidad y poder de fuego, que van desde flanquear junto con otros medianos hasta apoyar a los pesados en la defensa. CS-59




El segundo polaco en ingresar al Supertest hoy es el CS-59 de nivel IX. Como los demás, es bastante diverso en cuanto a los roles que concentra sin presentar grandes puntos en contra. Todos sus aspectos son estándar para su clase: rango de visión de 390 metros, cañón de 105 mm, daño alfa de 390 puntos, penetración de 252 mm con AP y 293 mm con APCR, tiempo de recarga de 8,8 segundos, 1800 puntos de vida, 130 mm de blindaje en el frontal de la torreta y 110 mm en la parte delantera del chasis, una potencia específica de 18 CV/t, y 50 km/h de velocidad máxima.
En conclusión, el CS-59 va en consonancia con los demás vehículos de la línea. Sus características son un balance entre poder de fuego y movilidad. En manos experimentadas, deja en evidencia su polivalencia. Como siempre, recuerden que todos los valores están sujetos a cambios de acuerdo 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] CS-53 & CS-59
Link on message: #12545838
Link on message: #12545838
MA77: Saudações, comandantes. Novos veículos do novo ramo de tanques
médios poloneses chegaram ao Supertest. Vamos começar com o
médio de Nível VIII, o CS-53.
Em sua melhor configuração, este
polaco está armado com um canhão de 100 mm, que tem dano alfa de
300 pontos. Seu tempo de recarga é de 8,6 s e pode penetrar 212 mm
de blindagem inimiga com seu projétil AP, enquanto o HEAT pode
penetrar até 290 mm. Voltando a outras características, a dispersão
é de 0,38 a 100 m, o tempo de mira é de 2,5 s e o alcance da visão
é de 380 m. Assim, este polonês pode causar danos. E quanto a
sua resistência? Com 1300 pontos de vida, sua torre tem 190 mm de
blindagem em sua área frontal e a placa superior tem 90 mm de
espessura. Com 17,8 hp/t. de relação peso/potência, este médio
desenvolve a velocidade máxima de 50 km/h. Em suma, o CS-53 é
semelhante ao CS-52 anunciado anteriormente, sendo um veículo
híbrido. Sua dinâmica e poder de fogo permitem realizar diversas
tarefas, desde manobras de flanco como parte do bando de médios até
o apoio de pesados na defesa. Mais Imagens


O
segundo polaco a ser colocado no Supertest é o CS-59, de Nível
IX.
Não muito diferente de outros
veículos poloneses, é um veículo universal, sem desvantagens
pronunciadas. Tudo sobre ele é médio, incluindo seu alcance de
visão de 390 m e canhão de 105 mm. Este último causa um dano alfa
de 390 HP. Ele perfura até 252 mm de blindagem inimiga com a AP,
recarrega em 8,8 s e com a HEAT penetra até 293 mm.Com 1800 HP, sua
capacidade de sobrevivência também é média. Sua blindagem tem
valores típicos de tanques médios: a torre tem 130 mm em sua área
frontal, enquanto a blindagem frontal do casco tem 110 mm de
espessura. Com a relação peso/potência de 18 hp/t, o veículo tem
boa aceleração para alcançar os 50 km/h.Para finalizar, o CS-59 é
um descendente regular do ramo polonês. Suas características são
equilibradas entre poder de fogo e mobilidade. E quando em mãos
habilidosas, o veículo revela sua multifuncionalidade ao
máximo.Mais Imagens do CS-59 Mais Imagens


Não
deixe de opinar, tanqueiro!
Em sua melhor configuração, este
polaco está armado com um canhão de 100 mm, que tem dano alfa de
300 pontos. Seu tempo de recarga é de 8,6 s e pode penetrar 212 mm
de blindagem inimiga com seu projétil AP, enquanto o HEAT pode
penetrar até 290 mm. Voltando a outras características, a dispersão
é de 0,38 a 100 m, o tempo de mira é de 2,5 s e o alcance da visão
é de 380 m. Assim, este polonês pode causar danos. E quanto a
sua resistência? Com 1300 pontos de vida, sua torre tem 190 mm de
blindagem em sua área frontal e a placa superior tem 90 mm de
espessura. Com 17,8 hp/t. de relação peso/potência, este médio
desenvolve a velocidade máxima de 50 km/h. Em suma, o CS-53 é
semelhante ao CS-52 anunciado anteriormente, sendo um veículo
híbrido. Sua dinâmica e poder de fogo permitem realizar diversas
tarefas, desde manobras de flanco como parte do bando de médios até
o apoio de pesados na defesa. Mais Imagens


O
segundo polaco a ser colocado no Supertest é o CS-59, de Nível
IX.
Não muito diferente de outros
veículos poloneses, é um veículo universal, sem desvantagens
pronunciadas. Tudo sobre ele é médio, incluindo seu alcance de
visão de 390 m e canhão de 105 mm. Este último causa um dano alfa
de 390 HP. Ele perfura até 252 mm de blindagem inimiga com a AP,
recarrega em 8,8 s e com a HEAT penetra até 293 mm.Com 1800 HP, sua
capacidade de sobrevivência também é média. Sua blindagem tem
valores típicos de tanques médios: a torre tem 130 mm em sua área
frontal, enquanto a blindagem frontal do casco tem 110 mm de
espessura. Com a relação peso/potência de 18 hp/t, o veículo tem
boa aceleração para alcançar os 50 km/h.Para finalizar, o CS-59 é
um descendente regular do ramo polonês. Suas características são
equilibradas entre poder de fogo e mobilidade. E quando em mãos
habilidosas, o veículo revela sua multifuncionalidade ao
máximo.Mais Imagens do CS-59 Mais Imagens


Não
deixe de opinar, tanqueiro!
Subject: How can a tank deal more damage than its capable of?
Link on message: #12545743
cavalry11, on Jun 15 2020 - 09:19, said: This game is really messed up if it says max damage then that is
the most the tank should ever do, not oh you got a bonus. Had the
same problem in a tournament received more damage in 1 shot
than tank is supposed to be able to deliver. They need to just do
what the damn rules say.
Link on message: #12545743
cavalry11, on Jun 15 2020 - 09:19, said: This game is really messed up if it says max damage then that is
the most the tank should ever do, not oh you got a bonus. Had the
same problem in a tournament received more damage in 1 shot
than tank is supposed to be able to deliver. They need to just do
what the damn rules say.TeriyakiTanker: That doesnt happen unless they ammo rack you. MAX damage is
the max amount you can deliver.
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545626
tod914, on Jun 15 2020 - 11:26, said: One more Tiger song for yah Boop.
Link on message: #12545626
tod914, on Jun 15 2020 - 11:26, said: One more Tiger song for yah Boop. Einzelganger7: And another one, really unknown but so amazing.
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545471
E_Rommel_Ar, on Jun 15 2020 - 14:03, said: Acabo de ver que el Miércoles podremos usar el Sturmtiger...
recuerdo también que varios lo pedimos hace un tiempo en este mismo
foro, y Felipe nos dijo que no había lugar para él en el juego...
(Yo pienso que estando el FV215b 183 y el FV4005, bien puede estar,
con características similares, de hecho, nunca supe del FV
británico... mientras que el Sturmtiger luchó durante la segunda
guerra..., pero bueno....) Muchas gracias al menos por
dejarnos estrenarlo.... y esperamos ansiosos que lo integren al
juego....
Link on message: #12545471
E_Rommel_Ar, on Jun 15 2020 - 14:03, said: Acabo de ver que el Miércoles podremos usar el Sturmtiger...
recuerdo también que varios lo pedimos hace un tiempo en este mismo
foro, y Felipe nos dijo que no había lugar para él en el juego...
(Yo pienso que estando el FV215b 183 y el FV4005, bien puede estar,
con características similares, de hecho, nunca supe del FV
británico... mientras que el Sturmtiger luchó durante la segunda
guerra..., pero bueno....) Muchas gracias al menos por
dejarnos estrenarlo.... y esperamos ansiosos que lo integren al
juego....Felipe6666Original: Pues... Técnicamente no estará integrado al juego, solo en un
modo especial, así que sigue siendo verdad
¡Saludos!
Subject: Season 14 Playoffs MegaThread
Link on message: #12545392
Link on message: #12545392
LargeForeignObject: Tankers, Here are the rules and important links for the Season
14 Playoffs: Dates & time:The matches will start at 18:00
PT | 20:00 CT | 21:00 ET on the following days: Monday,
Jun. 22nd - First Group StageTuesday, Jun. 23rd - Second
Group StageThursday, Jun. 25th - Playoff (Round of 16)Friday, Jun.
26th - Playoff (Quarterfinals)Saturday, Jun. 27th - Playoff
(Semifinals)Sunday, Jun. 28th - Playoff (Final) Tournament
structure and seeding rules:Top 8 teams by season rank advance to
playoff automatically. The remaining 32 teams will go through two
group stages. Those 32 teams will be split into 8 groups based
on the rank that they finished the season, the group will be
balanced to include teams from higher and lower ranks. Two top
teams of each group advance into the 2nd group stage. 16 teams that
advance to the second Group Stage will be seeded into 4 groups
based on results in the first Group Stage. Teams will get opponents
from nearby groups, so they don't play against the same Clan
again. Two top teams of each group advance to the playoff. 8
teams that advance to Playoff from second Group Stage will be
matched with the season’s top 8 teams according to season standings
(for example, the lowest-ranked team will be matched with #1 team,
and the highest-ranked will be matched with #8 team). Group
stage rules:Official maximum battle time will be 15 minutes with 3
minutes between battles.All battles will be on the map voted by the
participants.All maps are Standard Battles w/ one Cap on each
side.Teams will play two battles against every other Clan.Each
round of the group stages will consist of one map, where you will
play each clan in your group two times, once on each side of the
map.Three (3) Points for a Victory, 1 Point for a Draw, 0 Points
for a Loss:If two or more teams finish the group stage with the
same number of points, the winners will be determined by the
personal encounter (how you did against the team that you're tied
with). If the personal encounter does not determine a winner, the
number of overall victory battles will be counted for each team.
Whoever has more - wins. If a winner is not determined after this,
we will pick one based on season standings.Players can choose any
tank that was allowed in the season.We are going to allow mods from
the mod portal:Using mods outside the portal will result in
disqualification.Players must set replays to 'record all'.
Wargaming reserves to right to request replays and/or python logs
at any time. Players are required to submit those to Wargaming or
risk forfeiture of the match and/or round.All battles will be on
USC serverTeams must play all battles for which they are scheduled
in order to receive prizing. Any team that drops out before
completing all their battles will be disqualified from the end
results and receive no individual or team prizes.If you have
multiple accounts in multiple Clans you are only allowed to play
for one Clan. Playoff rules:Official maximum battle time will
be 15 minutes with 3 minutes between battles.All maps are
Attack/Defense w/ one Cap on each side.Teams will play one battle
on the attack and one battle on defense within each round.There are
two sides to each map: attack and defense.Attacker wins if their
team is able to 1) cap the enemy base or 2) destroy all enemy
tanks.Defender wins if their team is able to 1) successfully defend
the bases from the attacker and survive for the full 15-minute
timer or 2) destroy all enemy tanks or capture the base.We are
going to allow mods from the mod portal; using mods outside the
portal will result in disqualification.Players must set replays to
"record all." Wargaming reserves to right to request replays and/or
python logs at any time. Players are required to submit those to
Wargaming or risk forfeiture of the match and/or round.All players
must be in the clan at the time of the battle in order to
participate. If any player is not in the clan and enters the
battle, the team will forfeit that round.Both team captains are
allowed to make changes in their vehicle setup after each
battle.Battles will be in Training rooms.All battles will be on the
USC server.Teams must play all battles for which they are scheduled
in order to receive prizing. Any team that drops out before
completing all their battles will be disqualified from the end
results and receive no individual or team prizes.All the rounds in
the playoff will be played BO9, except the Final, which will be
BO13. Prize pool:1st place - 150,000 Gold + 150,000 Bonds
+ 80,000 Industrial Resources + Gold Fist Bump Name badge 2nd
place - 100,000 Gold + 100,000 Bonds + 70,000 Industrial
Resources + Silver Fist Bump Name badge 3rd & 4th
places - 75,000 Gold + 75,000 Bonds + 60,000 Industrial
Resources + Bronze Fist Bump Name badge 5th - 8th
places - 50,000 Gold + 50,000 Bonds + 50,000 Industrial
Resources9th - 16th places - 25,000 Gold + 25,000
Bonds + 30,000 Industrial Resources3rd & 4th places in Group Stage
#2 - 10,000 Bonds + 20,000 Industrial Resources3rd & 4th
places in Group Stage #1 - 20,000 Industrial
Resources Season 14 Playoff Registration:http://forum.worldoftanks.com/index.php?/topic/628945-season-14-playoff-registration/ Season
14 Playoff Alternate Registration:http://forum.worldoftanks.com/index.php?/topic/628946-season-14-playoff-alternate-registration/
Subject: Season 14 Playoff Alternate Registration
Link on message: #12545385
Link on message: #12545385
LargeForeignObject: Tankers, If your clan did not manage to get into the Top40,
you still might have a chance to enter the playoff. To register as
an alternate, make sure your clan has participated in Season 14,
has at least 60 active members and reply to this post with the
following information:Clan name Season rank Two responsible players
from each clan to act as POC - they will join a special Discord
channel to receive updates from us On June 21st, should we
have available spots, we will give them to clans from this post,
based on their seed. GL HF,LFO
Subject: Season 14 Playoff Registration
Link on message: #12545374
Link on message: #12545374
LargeForeignObject: Tankers, Season 14 has ended, and the playoffs are on the
horizon, they will take place June 22 - 28h We will
again invite the Top40 teams from this leaderboard to
participate in the playoff. To register for this tournament,
make sure your clan is at the Top40, has at least 60 active members
and reply to this post with the following information:Clan name
Season rank Two responsible players from each clan to act as POC -
they will join a special Discord channel to receive updates from us
This must be done by 6:00pm (CT) June 21st, or your spot
might be given to another clan. In order to join the
Season 14 Playoff Discord channel, the captain should DM me on
Discord. If you're having trouble finding me, try joining the
official WoT NA
channel and look among the WG NA Staff
users. If your clan is outside of Top40, you can still
register as an alternate by visiting this post. GL HF,LFO
Subject: Trading the T34 for a T26E4. Worth it?
Link on message: #12545279
Firemoth, on Jun 02 2020 - 04:47, said: id trade a T34 for a T26E5, but not a super pershing.
Link on message: #12545279
Firemoth, on Jun 02 2020 - 04:47, said: id trade a T34 for a T26E5, but not a super pershing.The_Chieftain: I'm almost inclined to go with this. I've always believed
T26E4 has had a bit of a bad rap, and is a much better vehicle than
people give it credit for. Probably because it's rated as a medium,
but really plays more like a heavy than some of the US heavies do.
The gun is consistent, the armor is a pretty good saving throw, and
the gun turns quickly and accurately. Yes, it's a bit slow.T34's
main problem, I think, is the reload. It punches hard, but
absolutely needs support. Especially if the shot misses, it's going
to give the opposition time to act and there's not much to be done
about it.That said, if you're the sort of person who works slowly,
and tries to work in conjunction with the rest of the team, T34 is
both effective and, in terms of credits, profitable. However, if I
had to choice between buying a T26E5 and a T34, I think the T26E5
will have it. It's not a true heavy capable of taking on other
heavies, but it's reasonably nimble and the 90mm is plenty good
enough, especially with APCR as a base ammo, to play like a heavy
against mediums and lights. That said, I'm not convinced I'd
actually sell T34 to get the T26E5.
Subject: Incoming! New Anniversary missions for Act 3!
Link on message: #12545272
themusgrat, on Jun 15 2020 - 11:18, said: Is this the first time you've actually showed the T30 skin? Somehow
it's the first time I've seen it. It's fine. Would be nice
if maybe people who have played this timesink of a game for 10
years could get stuff for loyalty, or whatever, but good luck to
us. Mostly this seems like a way to have more gold bundles and try
to get us to buy more tier 8 prems. If only there was a way
to have actual content that celebrated the golden years.... like
revert cw back to 2013? Bring back the WTE? Make an attempt at tier
X balance? No, musgrat, don't go asking for everything. Like WG
gives a flying poo about us anyways. /hurt
Zup77, on Jun 15 2020 - 11:28, said: Am I missing something with respect to what to do with anniversary
coins? Is this a limited time in game currency to buy some new
stickers for my tanks or is there something more useful available
with the coins? Don't mean to be ignorant but I scanned the info on
the website and as best I can tell, decals were all I could really
identify. I like the T30 skin and will scoop that up after
Act III but what to do with a 1000 plus coins.
Link on message: #12545272
themusgrat, on Jun 15 2020 - 11:18, said: Is this the first time you've actually showed the T30 skin? Somehow
it's the first time I've seen it. It's fine. Would be nice
if maybe people who have played this timesink of a game for 10
years could get stuff for loyalty, or whatever, but good luck to
us. Mostly this seems like a way to have more gold bundles and try
to get us to buy more tier 8 prems. If only there was a way
to have actual content that celebrated the golden years.... like
revert cw back to 2013? Bring back the WTE? Make an attempt at tier
X balance? No, musgrat, don't go asking for everything. Like WG
gives a flying poo about us anyways. /hurtKRZYBooP: As soon as the skin was finished we posted it. We
have been rewarding our players for loyalty in the past. Usually
around our actual anniversary date which is
August. Click HEREfor more information on this. It
has been brought back again in 2019 with a tier 7 super Hellcat
tank for players to have for free. There is more to come
since this is only the third act of 5.
Zup77, on Jun 15 2020 - 11:28, said: Am I missing something with respect to what to do with anniversary
coins? Is this a limited time in game currency to buy some new
stickers for my tanks or is there something more useful available
with the coins? Don't mean to be ignorant but I scanned the info on
the website and as best I can tell, decals were all I could really
identify. I like the T30 skin and will scoop that up after
Act III but what to do with a 1000 plus coins.KRZYBooP: Yes, it is a limited currency that is going to be available
throughout the anniversary event which will span over 5
acts. More information about all the fun can be found
HERE.
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545266
An_old_slow_guy, on Jun 15 2020 - 12:38, said: I do remember the all arty battles - they were pretty
ridiculous. Throwing the sturmtiger into the mix with 10 on
each side, well, you guys must have tested this right? It
will take ten minutes to just spot one.
qisjlh, on Jun 15 2020 - 13:19, said: KRZY, would you mind telling Minsk that we want to use these
game modes to train crew? It is clearly not out of the realm of
technical possibility. After all, we were able to train tank
commanders in the soccer games 2 years ago. It would make playing
these games much more rewarding.
Link on message: #12545266
An_old_slow_guy, on Jun 15 2020 - 12:38, said: I do remember the all arty battles - they were pretty
ridiculous. Throwing the sturmtiger into the mix with 10 on
each side, well, you guys must have tested this right? It
will take ten minutes to just spot one. KRZYBooP: It's only happening on smallish maps and battles are going to
be quick.
qisjlh, on Jun 15 2020 - 13:19, said: KRZY, would you mind telling Minsk that we want to use these
game modes to train crew? It is clearly not out of the realm of
technical possibility. After all, we were able to train tank
commanders in the soccer games 2 years ago. It would make playing
these games much more rewarding.KRZYBooP: Keep in mind that the soccer mode lasted a month and offered
a crew member as a reward. This event is a week, and
only COUfourGH hours long each day, so there isn't much to gain XP
wise.
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545093
FrontenacDuVandoo, on Jun 15 2020 - 11:10, said: What's the Prime Time mentioned in the schedule part of the
article? Is the mode only available 4h per day?
Link on message: #12545093
FrontenacDuVandoo, on Jun 15 2020 - 11:10, said: What's the Prime Time mentioned in the schedule part of the
article? Is the mode only available 4h per day?KRZYBooP: Uhhhhhhhhhhhhhhhhhhhhhhhh...
Yes. It's only available four hours a day during those dates.
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545073
RMxR, on Jun 15 2020 - 10:26, said: Neat, we've had Karl, we are having the Sturmtiger, the next
logical step is "Gus", write it down on your future projects
. 
Link on message: #12545073
RMxR, on Jun 15 2020 - 10:26, said: Neat, we've had Karl, we are having the Sturmtiger, the next
logical step is "Gus", write it down on your future projects
KRZYBooP: There can only be ONE!
Subject: Hey Wargaming you want to do something for a 10 Year Anniversary Gift
Link on message: #12545058
Link on message: #12545058
KRZYBooP: There is a map exclusion option for free players to stop some maps
from appearing. However, if you have encounters turned on you will
still see maps you exclude.
Subject: Crouching Sturmtiger? no carry-over benefits?
Link on message: #12545045
omi5cron, on Jun 15 2020 - 09:14, said: do i read that correctly? absolutely NOTHING carries over to your
regular crews or tanks or economy? thats fine..but i just want to
be sure. i see the Anniversary Coins, but those are really not
important to me. and the emblems/decals/inscriptions will i GUESS
be non-sellable? (if sellable,i MAY play) because if that is
the case...its not my "thing". i would like SOMETHING useful
(in-game) if i am to actually play it. ( useful in my
perspective...the Coins and Exterior stuff may be desirable to
others.thats cool)
Link on message: #12545045
omi5cron, on Jun 15 2020 - 09:14, said: do i read that correctly? absolutely NOTHING carries over to your
regular crews or tanks or economy? thats fine..but i just want to
be sure. i see the Anniversary Coins, but those are really not
important to me. and the emblems/decals/inscriptions will i GUESS
be non-sellable? (if sellable,i MAY play) because if that is
the case...its not my "thing". i would like SOMETHING useful
(in-game) if i am to actually play it. ( useful in my
perspective...the Coins and Exterior stuff may be desirable to
others.thats cool)KRZYBooP: Correct nothing carries over but the anniversary coins, and you are
also not charged credits for repairs or ammo consumption. 10 v 10
Sturmtiger to have some fun and take a breather from normal
matches.
Subject: Incoming! New Anniversary missions for Act 3!
Link on message: #12545033
Link on message: #12545033
KRZYBooP: Howdy Boom Jockeys! From 17Jun until 24Jun more missions to
earn coins for the event are arriving. The customization
elements from the two previous Acts are still available in the
Store, so feel free to add them to your cart! All Anniversary Coins
you’ve earned during previous Acts remain on your account
throughout the 10th Anniversary event, and any unique items you
purchase are yours permanently. For more information on these
and other missions available can be found by clicking HERE. Good luck and have fun!
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545012
Link on message: #12545012
KRZYBooP: Howdy Boom Jockeys! The epic motivation song that plays for
every Army Physical Fitness run I have ever been apart of is now
the theme for the newest tier ten boomer. The
STURMTIGER!!!! Dance VersionFor those that like
remixes^ The details are this, From 17Jun until 27Jun Act III
will open up with a chance to play this beast in a separate game
mode of 10 players on each team duking it out on specific arty
friendly maps. I must say it is a glorious day for all players that
are curious about dipping your toe in the pool of possibilities of
Arty. See what everyone is talking about and catch that smile on
your face when you boop the begesus out of an
enemy. Nothing is gained or lost while playing the
event. All players are in the Derp-mobiles with the chance to earn
emblems, inscriptions, anniversary coins, and more. More
information on this can be found by clicking HERE.
Subject: Updated Stronghold Maps and Additional Advance Primetime
Link on message: #12544910
Link on message: #12544910
1984BigBrother: 
@emu made this list so you can see the difference

@emu made this list so you can see the difference
Subject: How can a tank deal more damage than its capable of?
Link on message: #12544881
Zman77, on Jun 14 2020 - 12:37, said: That wasnt the case, mine was the only shot that hit him, and it
happened to me again today....Showed 688 damage on the hit but only
gave me 288 damage in the log.
Link on message: #12544881
Zman77, on Jun 14 2020 - 12:37, said: That wasnt the case, mine was the only shot that hit him, and it
happened to me again today....Showed 688 damage on the hit but only
gave me 288 damage in the log.TeriyakiTanker:
Did you shoot him more than once? There have been times when I gave shot someone multiple times and it shows the cumulative damage, not sure if that is some random mod from Aslain doing that or if it’s in the vanilla client. You should post a replay next time it happens.
Did you shoot him more than once? There have been times when I gave shot someone multiple times and it shows the cumulative damage, not sure if that is some random mod from Aslain doing that or if it’s in the vanilla client. You should post a replay next time it happens.
Subject: Updated Stronghold Maps and Additional Advance Primetime
Link on message: #12544869
Link on message: #12544869
1984BigBrother: Tankers, As of today, there will be an extra hour of advances
(at the end) and we have updated the maps to the
following: Tier 6 Tier 8 Advances Prokhorovka Prokhorovka
Prokhorovka Sand River Himmelsdorf Karelia Steppes Steppes Cliff
Malinovka Cliff Murovanka Live Oaks Sand River Steppes Murovanka
Redshire Himmelsdorf El Halluf Karelia Sand River Redshire
Murovanka Malinovka Karelia Live Oaks Westfield Cliff
El Halluf Redshire Abbey Abbey Live Oaks Himmelsdorf
Fisherman's Bay Fisherman's Bay Mines Westfield Mines Westfield
Mines Abbey Mannerheim Line Ruinberg Ensk Serene Coast Ghost Town
Serene Coast Highway Airfield Ruinberg Studzianki Malinovka El
Halluf Ruinberg Mannerheim Line Lakeville Airfield Highway
Mannerheim Line These were picked from the Map Vote, if you
haven;t already follow this link to vote:
http://forum.worldoftanks.com/index.php?/forum/597-2020-competitive-maps/
GL HF,Big
http://forum.worldoftanks.com/index.php?/forum/597-2020-competitive-maps/
GL HF,Big
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