EU Questions & Answers
Дата: 03.03.2011 13:22:40

57mm ZiS-4
Tier V
85/85/95(HP)
112/189/29(mm)
0.30(m)
ROF (on T-34) - 30 rpm
dpm - 2550 (!?!?)
7.5 cm KwK 40 L/48
Tier V
110/110/175(HP)
106/143/38(mm)
0.39
ROF (on Pz III/IV) - 12 rpm
dpm - 1320
This looks insane; ZiS has slightly better penetration, huge advantage in accuracy, and enormous advantage in dpm (almost double), and more then double rate of fire...
Is this "working" the way it way was intended, or is it some kind of strange oversight?
Overlord: I'd say it's incorrect to compare this two guns with each other,
since they are designated for different purposes/playstyles.
If you want to find a proper "classmate" for ZiS-4, it'd be QF 6 pounder Mk III.
As for 7,5 cm KwK 40 L/48, the counterpart would be 76 mm S-54.
If you want to find a proper "classmate" for ZiS-4, it'd be QF 6 pounder Mk III.
As for 7,5 cm KwK 40 L/48, the counterpart would be 76 mm S-54.

in every match my gun is knocked out and i am not the only T32 with this problem
Overlord: Most probably a bad luck, until it is not confirmed massively.

when will clan registration start again, more specific, will it start before the full release?
will the price still be 2500gld?
thx in advance for answers, currently i don't know should i keep gld for a clan or just by another month of premium...

Overlord: It will definitely start before release.
Yes, still 2500 gold.
Yes, still 2500 gold.

1. Then what would be counterpart of ZiS-4 on German side?
2. What playstyle can be appropriate for a gun that is worse in every category except average damage (which in fact is irrelevant due to so much less DPM), which wouldn't fit to ZiS-4?
Overlord: 1. None actually.
2. Depends on the vehicle itself mostly. Guess this gun is more or less widely used only on Pz. III/IV.
2. Depends on the vehicle itself mostly. Guess this gun is more or less widely used only on Pz. III/IV.

Overlord: Think the specs can be revealed, will post them a bit later.

While we are at it, is this buff seriously planned Overlord? Nothing has been added to the OP in German improvement thread.
Overlord: Just updated the post. Didn't include anything on 7.5cm guns and
8.8cm L/5 since it hasn't been confirmed yet.

When a HE round does not penetrate it explodes outside of the tank and deals damage.
I would like to have some information on how this damage is calculated. Of course there is the basic damage of the projectile that gets randomly generated (Lets call this S).
The projectile hits the tank unter an angle W at a place where the armor is A mm strong. I think the effective damage (S*) dealt is one of these functions:
1) S*=S*(S,A,W)
2) S*=S*(S,A) (would mean that the angle of impact doesnt have influence)
The best answer i could get would be the exact form of the function S*. If you dont have information on this or if dont want to tell me this please let me know if S* is linear in S (meaning S* = c*S + d (with c and d beeing functions of A and W)). In this case i could try to find out S* by testing


Overlord: If HE shell didn't manage to penetrate or exploded near the tank
(eg SPG shot).
- If the explosion took place directly on the armor the damage is reduced by 50%, if the explosion took place near the tank the damage is reduced by 50% plus it gets some extra reduction depending on distance to vehicle.
- Heat wave of HE shell "seeks for" soft spot on the armor, where it is possible to penetrate. Heat wave makes cone-shaped aperture in the armor with approx 45 deg cone angle.
- Vehicle's armor partly absorbs heat damage (each tanks has its own value), including installed spall liner.
- Heat wave damages crew and decreases vehicle's hit points. Modules are not damaged.
Note 25% damage and penetration spread that is counted for each shot.
- If the explosion took place directly on the armor the damage is reduced by 50%, if the explosion took place near the tank the damage is reduced by 50% plus it gets some extra reduction depending on distance to vehicle.
- Heat wave of HE shell "seeks for" soft spot on the armor, where it is possible to penetrate. Heat wave makes cone-shaped aperture in the armor with approx 45 deg cone angle.
- Vehicle's armor partly absorbs heat damage (each tanks has its own value), including installed spall liner.
- Heat wave damages crew and decreases vehicle's hit points. Modules are not damaged.
Note 25% damage and penetration spread that is counted for each shot.

Overlord: It decreases HE damage taken by 15%.

Are we going to have any more patches/hot fixes before the game launch?
Has a final decision been made about the CBT 'awards'?
Are you any closer to deciding what the event at end of beta will be to make it 'really remarkable' in your words and from when?
Thanks...
Overlord: 1. Most likely the next update v.0.6.4 will come realatively soon
after the release.
2. Looks like the reward will consist of a tank and a slot. Can't say what tank exactly at this stage.
3. International cross-server championship, I guess. It is remarkable, isn't it?
2. Looks like the reward will consist of a tank and a slot. Can't say what tank exactly at this stage.
3. International cross-server championship, I guess. It is remarkable, isn't it?


Cheers
Haineko

Overlord: If HE shell managed to penetrate the armor.
- Similar to AP shell, it goes inside the vehicle and explodes there.
- Full damage according to the specs is inflicted, plus HE deals additional damage to internal modules and/or crew. Apart from its basic damage value, each shell has additional value that determines possible damage to crew/internal modules if penetration was successful.
- Similar to AP shell, it goes inside the vehicle and explodes there.
- Full damage according to the specs is inflicted, plus HE deals additional damage to internal modules and/or crew. Apart from its basic damage value, each shell has additional value that determines possible damage to crew/internal modules if penetration was successful.

Overlord: Most likely it's not a bug. HE shell can do zero damage, if:
1) eternal module took all the damage (e.g. tracks)
2) armor absorbed all the damage
1) eternal module took all the damage (e.g. tracks)
2) armor absorbed all the damage

Overlord: Correct. The higher standard HE damage, the higher possible extra
damage to internal modules.
