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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

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KRZYBooP
Another Update and won't load, again
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18.06.2020 01:00:39
 
Subject: Another Update and won't load, again
Link on message: #12547291

View PostVonWeber, on Jun 17 2020 - 10:50, said: :B 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!

KRZYBooP:  Click HERE to submit a ticket to our support for them to help investigate possible issues. 

View PostTheGuardian050, 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.  

View PostFilthywon, 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.  

View PostchoSenfroZen_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.  

View PostSquiggyMcPew, 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.


KRZYBooP
Incoming! Act 3 anniversary bundles are avialable
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18.06.2020 00:33:41
 
Subject: Incoming! Act 3 anniversary bundles are avialable
Link on message: #12547256

View PostCasual_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

KRZYBooP: There is another PZ 58 now :D


Felipe6666Original
Crear la posibilidad de vender calcomanías
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17.06.2020 23:56:28
 
Subject: Crear la posibilidad de vender calcomanías
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!


KRZYBooP
Incoming! Act 3 anniversary bundles are avialable
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17.06.2020 22:34:33
 
Subject: Incoming! Act 3 anniversary bundles are avialable
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.  


MA77
[Superteste] Ruinberg & Fronteira do Império
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17.06.2020 21:11:12
 
Subject: [Superteste] Ruinberg & Fronteira do Império
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!


TeriyakiTanker
Report this clan 57570 please
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17.06.2020 21:04:43
 
Subject: Report this clan 57570 please
Link on message: #12547031

View PostStoolSamples, on Jun 16 2020 - 23:34, said: i'm on it especially without anything to back your claim

TeriyakiTanker: Never mind.


KRZYBooP
[ S T ] Ruinberg Tweaks and changes.
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17.06.2020 20:47:48
 
Subject: [ S T ] Ruinberg Tweaks and changes.
Link on message: #12547018

View PostKramah313, 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. 


KRZYBooP
[ S T ] Ruinberg Tweaks and changes.
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17.06.2020 20:30:19
 
Subject: [ S T ] Ruinberg Tweaks and changes.
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:     


KRZYBooP
[ S T ] Empire's Border Rework
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17.06.2020 20:19:57
 
Subject: [ S T ] Empire's Border Rework
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).  


Felipe6666Original
[Supertest] Ruinberg & Frontera del imperio
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17.06.2020 18:52:44
 
Subject: [Supertest] Ruinberg & Frontera del imperio
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!


Felipe6666Original
Al fin podremos usar el Sturmtiger!
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17.06.2020 17:48:47
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12546850

View PostE_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... :trollface: ¡Saludos!


Felipe6666Original
Al fin podremos usar el Sturmtiger!
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17.06.2020 02:34:04
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12546347

View PostE_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!


KRZYBooP
Tankopedia Collections?
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16.06.2020 23:01:36
 
Subject: Tankopedia Collections?
Link on message: #12546157

View PostMGFranks, 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 :D


KRZYBooP
Which Free Tier 6 Tank To Choose
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16.06.2020 22:59:34
 
Subject: Which Free Tier 6 Tank To Choose
Link on message: #12546150

View Postez_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. 


KRZYBooP
[ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
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16.06.2020 22:54:12
 
Subject: [ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
Link on message: #12546143

View Post_VIA_, on Jun 16 2020 - 10:13, said: When can we buy the premium tank?

KRZYBooP:  If/when it goes on sale? 

View PostIrish911xxx, 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?


Felipe6666Original
Al fin podremos usar el Sturmtiger!
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16.06.2020 22:07:52
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12546097

View Poststrike_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 :trollface: ¡Saludos!


KRZYBooP
Incoming! Do Metal things in the new Global map event METAL WARS!
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16.06.2020 19:04:30
 
Subject: Incoming! Do Metal things in the new Global map event METAL WARS!
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!


Felipe6666Original
Al fin podremos usar el Sturmtiger!
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16.06.2020 18:58:39
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545918

View Posttanopasman62, 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 :trollface: ¡Saludos!


KRZYBooP
[ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
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16.06.2020 18:56:02
 
Subject: [ S T ] Moaaarrrrrrr Polish tanks: CS-53 and CS-59
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  


Felipe6666Original
Al fin podremos usar el Sturmtiger!
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16.06.2020 18:32:59
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545896

View PostE_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!


Felipe6666Original
[Supertest] CS-53 & CS-59
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16.06.2020 17:46:22
 
Subject: [Supertest] CS-53 & CS-59
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!


MA77
[Superteste] CS-53 & CS-59
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16.06.2020 17:29:41
 
Subject: [Superteste] CS-53 & CS-59
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!


TeriyakiTanker
How can a tank deal more damage than its capable of?
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16.06.2020 13:59:17
 
Subject: How can a tank deal more damage than its capable of?
Link on message: #12545743

View Postcavalry11, 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.


Einzelganger7
Incoming! The eye of the STURMTIGER!
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16.06.2020 06:34:34
 
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545626

View Posttod914, on Jun 15 2020 - 11:26, said: One more Tiger song for yah Boop.      

Einzelganger7:     And another one, really unknown but so amazing.



Felipe6666Original
Al fin podremos usar el Sturmtiger!
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16.06.2020 03:00:35
 
Subject: Al fin podremos usar el Sturmtiger!
Link on message: #12545471

View PostE_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 :P ¡Saludos!


LargeForeignObject
Season 14 Playoffs MegaThread
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16.06.2020 01:09:48
 
Subject: Season 14 Playoffs MegaThread
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/


LargeForeignObject
Season 14 Playoff Alternate Registration
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16.06.2020 01:02:00
 
Subject: Season 14 Playoff Alternate Registration
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


LargeForeignObject
Season 14 Playoff Registration
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16.06.2020 00:53:06
 
Subject: Season 14 Playoff Registration
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


The_Chieftain
Trading the T34 for a T26E4. Worth it?
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15.06.2020 23:45:00
 
Subject: Trading the T34 for a T26E4. Worth it?
Link on message: #12545279

View PostFiremoth, 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.


KRZYBooP
Incoming! New Anniversary missions for Act 3!
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15.06.2020 23:33:49
 
Subject: Incoming! New Anniversary missions for Act 3!
Link on message: #12545272

View Postthemusgrat, 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

KRZYBooP:  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.  

View PostZup77, 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.


KRZYBooP
Incoming! The eye of the STURMTIGER!
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15.06.2020 23:24:21
 
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545266

View PostAn_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.  

View Postqisjlh, 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. 


KRZYBooP
Incoming! The eye of the STURMTIGER!
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15.06.2020 20:19:35
 
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545093

View PostFrontenacDuVandoo, 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.  


KRZYBooP
Incoming! The eye of the STURMTIGER!
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15.06.2020 20:07:47
 
Subject: Incoming! The eye of the STURMTIGER!
Link on message: #12545073

View PostRMxR, 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!


KRZYBooP
Hey Wargaming you want to do something for a 10 Year Anniversary Gift
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15.06.2020 19:54:12
 
Subject: Hey Wargaming you want to do something for a 10 Year Anniversary Gift
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.


KRZYBooP
Crouching Sturmtiger? no carry-over benefits?
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15.06.2020 19:42:45
 
Subject: Crouching Sturmtiger? no carry-over benefits?
Link on message: #12545045

View Postomi5cron, 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. 


KRZYBooP
Incoming! New Anniversary missions for Act 3!
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15.06.2020 19:27:56
 
Subject: Incoming! New Anniversary missions for Act 3!
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!


KRZYBooP
Incoming! The eye of the STURMTIGER!
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15.06.2020 19:06:42
 
Subject: Incoming! The eye of the STURMTIGER!
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.


1984BigBrother
Updated Stronghold Maps and Additional Advance Primetime
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15.06.2020 17:38:02
 
Subject: Updated Stronghold Maps and Additional Advance Primetime
Link on message: #12544910

1984BigBrother:

@emu made this list so you can see the difference


TeriyakiTanker
How can a tank deal more damage than its capable of?
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15.06.2020 17:05:31
 
Subject: How can a tank deal more damage than its capable of?
Link on message: #12544881

View PostZman77, 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.


1984BigBrother
Updated Stronghold Maps and Additional Advance Primetime
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15.06.2020 16:48:13
 
Subject: Updated Stronghold Maps and Additional Advance Primetime
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


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