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EU Questions & Answers

Дата: 20.03.2011 00:32:54
View PostWhiteHyena, on 19 March 2011 - 11:09 PM, said: Any chance you could give us some details about the 'Moving dead tanks' system you're working on? I think my two main questions about it are;
1] Will weight effect what can/can't be pushed? Eg. I'm assuming the Maus (being the heaviest tank in-game) could push anything, while a lighter tank (like a PzIII or something) would be unable to push anything heavier than itself. It'd be a bit silly if it's too simple, like any Heavy tank can push another Heavy tank etc.
2] Will 'dead' tanks act as bullet shield as they do now or will they take X damage and vanish? Personally I'm hoping they'll just stay as they do now, rather than vanishing as it would add a great strategic element into the game being able to use them as solid cover.

Overlord: 1. Weight and speed will influence the ability to push destroyed vehicles. E.g. one IS won't be able to push Maus, but 2 or 3 of them will do the trick. "Corpses" will be pushed VERY slowly, like 10-30m a minute.
2. They will act as they do now.

View PostHaineko, on 20 March 2011 - 12:34 AM, said: I have heard that Cammo Kits will be implemented to the game. Will these be simply looks, or will they apply to the cammo coefficency, and if they do, will it stack with cammo net?

Overlord: Most likely some camos/skins will actually grant a kind of minor bonus like +5% to camo. If implemented, it will stack with all other similar bonuses, camo net, crew skill.

View PostHaineko, on 20 March 2011 - 12:44 AM, said: Will they be an Equipment purchaseable or something else?

Overlord: We are thinking of a separate slot that will be used only for camos.

View PostAllitair, on 20 March 2011 - 05:16 PM, said: Are the American TD's mentioned in the blog coming on the release patch?
if not which patch after?

Overlord: US TDs are planned for v.0.7 which is supposed to come after the following patch v.0.6.4.

View PostKazomir, on 20 March 2011 - 05:49 PM, said: One question regarding end tier TD balance.
How is a Jaggdtiger going to stand a chance against T-95?
Will Jagdtiger be buffed so it could stand toe to toe with its "classmates", or it will just remain unbalanced?

Overlord: It will be adjusted so as to perform on a par with the other two tier 9 TDs and become useful in clan wars. JT's mantlet is supposed to benefit from the new mechanics, gun and speed buffs are quite possible.

View PostArnout, on 21 March 2011 - 09:57 PM, said: Did you adjust any values for the IS-4? Someone else in the IS-4 topic experienced exactly the same as me the last few days, it feels like an IS-7 (in other words: vulnerable) all of a sudden.

Overlord: There were no changes to IS-4.
Perhaps you have improved your aiming skills.

View Postian666, on 21 March 2011 - 08:47 PM, said: At last 50 posts B) Ive got few questions mostly about premium tanks :Smile-playing:
1. As far as i know, premium tanks are good at making money. Ammo is cheaper and repair cost is lower than normal tanks in same tier, but how's with free exp?
Does they got same amount (5% i think) of exp converted to free exp after each battle, or maybe its or it will be a bit higher than that?
2. Will we be able to buy all premium tanks for gold in game (ofc after you put thoose tanks in game), or there will be some tanks accessable only out of game (pre orders, a web store of some kind)?
3. Can you tell us something about accuracy of A-32 76 mm L-10U gun since probably this gun will be in final version right? It got slight less damage and penetration than default T-34 76 mm L-11 gun but tankopedia doesnt show much information http://game.worldoft...remiumTank/a-32
4. You guys probably got some expirience with A-32 due to testing it etc, could you tell us something about that tank, some thoughts? After all, A-32 should be one of very best scout in game.
5. Is there any chance for a bit better gun than 7.5 cm KwK 40 L/48 in PzKpfw V/VI http://game.worldoft...umTank/pzv-pziv
6. Around a month ago price of tank slot has been changed from 150 to 300 gold. It will stay that way or may be changed?. Is there any limit of tank slots people can buy, will we be able to buy for example 10 more slots, or 20?
7. Are there any plans to rise amount of exp and money gained per each battle in released version of the game, at least a bit?
Thanks

Overlord: 1. 5%, just like regular tanks.
2. Some premium tanks won't be purchasable for gold in-game, e.g. pre-order tanks, gift tanks, tanks for box version.
3. This gun should be compared to L-10 available for T-28 instead. It has got better accuracy and aiming time.
4. In terms of performace of this tank is somewhat similar to A-20 since they both were T-34 prototypes.
5. No, it has already been finalized.
6. 300 gold per slot is the designated price. There was a long-lasting discount. Maximum number of slots is limited of course, but this number is much higher than the number of tanks in-game.
7. No. This is not planned.

View PostLito, on 21 March 2011 - 10:58 PM, said: http://game.worldoft...erver-mass-test
Will we have something like this? ^_^
I think a lot of people would be interested...

Overlord: Russian server cluster is moving from Munich to Moscow at this time. It was a stress test for the new equipment. European cluster stays in Germany.

View PostArnout, on 21 March 2011 - 11:37 PM, said: Yeah it might have been me (and premium ammo), seems fine now. Probably bad playing and bad luck.
Anyway, another question: do you plan to adjust sounds to be more historically correct (in other words, separate sounds for tanks/branches?) and turret turning sound? Would like that :)

Overlord: Current sounds are planned to improved, this applies to crew voices too.

View PostFimp3n, on 22 March 2011 - 01:48 PM, said: Overlord, I recall you responding to a question of mine, but it's not here anymore. It was regarding the percentage cap of tanks with modules on.
My question was if the tank has a maximum for each stat, that can't be broken even if you have a total skill of crew that is above 100%, but now I see in the WoT-wiki that it caps out at 100% and that conflicts with your answer to my earlier question. Which is it? Is it (correct the numbers if they're wrong):
1. Tank with tank-gun rammer, improved ventilation and chocolate results in the reload time being multiplied by ~ 1.40? (10.5% bonus from 105% commander who gets his own bonus from ventilation, 5% bonus from ventilation, 10% bonus from chocolate, -10% loading time from rammer).
or
2. Tank with tank-gun rammer, improved ventilation and chocolate results in the reload time being multiplied by 1? (the reload speed of the gun has a maximum that is capped out at 100% loader skill but can be reached at lower loader skill if you boost him with modifications and consumables, but not raised above the rate of fire in the gun description even with a loader at 140% skill).
or
3. Tank with tank-gun rammer, improved ventilation and chocolate results in the reload time being multiplied by 1? (the rate of fire in the description of the gun is it's potential maximum and the 140% loader speed is included in it, which results in the gun reloading slower than the rate of fire in the description if you don't have any of the modifications or consumables but still have a loader at 100% skill).
Thanks.

Overlord: The 3rd option should be correct. Though it needs additional check-up and redesign. This is being worked on.

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