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Found 636 results

  1. From the Tank museum Bovington David Fletcher looks at the British WW2 Coventry Armoured Car. It never saw service and was already considered obsolete by the time it was built. View the full article
  2. NOTE: in this iteration of the sandbox, we test HE shells for tech tree and some reward tanks only, there will be no changes in artillery; the difference in the damage values of some artillery shells is a mistake The average penetration marker for HE shells has been removed – it sows 0 mm; except for artillery. RNG of +/- 25% remains. As already seen. Caliber DMG 1.6.1 Sandbox 76 мм 156–260 55–95 90 мм 270–370 95–115 105 мм 360–510 130–180 120 мм 440–530 180–190 122 мм 450–560 180–190 130 мм 580–750 210–270 150 мм 890–950 320–330 183 мм 1750 480 Tanks Tier by Tier tier Vehicle 1.6.1 Sandbox Gun Object 260 530 190 122 мм BL-13-1 Object 279 early 530 190 122 мм М62-Т2А StuG IV 175 65 7,5 cm Stu.K. 40 L/48 Т 55А 420 150 100 mm Panzerkanone D-10T2S L/56 T28 Concept 420 150 105 mm Gun T5 Excalibur 190 70 76 mm ‚Excalibur’ Gun Chimera 530 190 QF 5-in. Gun I МS-1 62 20 45 мм mod. 1932 г. Pz.Kpfw. I 2>1 T1 Cunningham 36 15 37 mm Semiaotumatic Gun M1924 Renault FT brak pocisków HE 13.2 mm Hotchkiss mle 1930 Cruiser Mk. I 2>1 Kolohousenka 65 25 47 mm Rychlopalné dělo Vickers L/20 Renault NC-31 42 15 37 mm KwK 36 L/46.5 Renault Otsu 55 20 37 mm Sogekihou 4TP 70 25 47 mm QFSA Strv fm/21 16 5 20 mm akan m/Madsen Fiat 3000 45 15 Cannone da 37/40 II BT-2 62 20 45 мм 20К Т-60 50 20 37 мм ZiS-19 Pz.Kpfw. II brak pocisków HE 2 cm Flak 38 M2 Light Tank 50 20 37 mm Gun M5 FCM 36 45 15 37 mm SA38 Cruiser Mk. II 3>2 Type 95 Ha-Go 95 35 5.7 cm Gun Type 97 Strv m/38 50 20 37 mm kan m/38 strv III Т-70 65 25 45 мм ВТ-42 Т-46 65 25 45 мм ВТ-42 Pz.Kpfw. III Ausf. E 90 30 5 cm Kw.K. 38 L/42 Pz.Kpfw. II Ausf. G 40 15 3 cm M.K. 103 M3 Stuart 50 20 37 mm Gun M6 AMX 38 70 25 47 mm SA35 Somua S35 70 25 47 mm SA37 Valentine 4>3 Type 97 Chi-Ha 90 30 47 mm Gun Type 1 Strv m/40L 50 20 37 mm kan m/38-49 strv IV BT-7 3>4 SU-76М 3>4 Т-28 95 35 57 мм ZiS-4 Pz.Kpfw. II Luchs 40 15 3 cm M.K. 103 Pz.Kpfw. III Ausf. J 90 30 5 cm Kw.K. 39 L/60 StuG III Ausf. B 175 65 7,5 cm Pak 39 L/48 M5 Stuart 50 20 37 mm Gun T16 M8A1 175 65 3-inch AT Gun M7 M7 5>4 AMX 40 175 65 75 mm SA32 Somua SAu 40 350 165 105 mm AC court mle. 1934 S B1 70 25 47 mm SA37 Valentine AT 3>4 Matilda 110 70 OQF 3-inch Howitzer Mk. I Type 1 Chi-He 100 35 Experimental 57 mm Tank Gun Shin Sav m/43 370 130 10,5 cm kan m/44 sav Lago 175 65 7,5 cm kan m/41 strv V А-20 4>5 KV-1 280 100 85 мм Ф-30 SU-122А 600 665 152 мм гаубица D-1 Т-34 95 35 57 мм ZiS-4 SU-85 300 105 85 мм D-5С-85BM VK 16.02 Leopard 90 30 5 cm Kw.K. 39 L/60L Pz.Kpfw. IV Ausf. H 410 145 10,5 cm Kw.K. L/28 StuG Ausf. G 175 65 7,5 cm Pak 42 L/70 VK 30.01 (H) 175 65 7,5 cm Kw.K. 42 L/70 M24 Chaffee 175 70 75 mm Gun M17 T1 Heavy Tank 185 65 76 mm Gun M1A1 M41 HMC 550 610 155 mm Howitzer M1 M4A1 Sherman 185 65 76 mm Gun M1A1 M10 Wolverine 185 65 76 mm AT Gun M1A2 AMX ELC bis 320 115 90 mm D. 915 S35 CA 320 115 90 mm AC canon DCA 30 BDR G1 B 320 115 90 mm DCA 30 AMX 13 105 AM mle. 50 445 495 105 mm obusier mle. 1950 Sherman III 185 65 76 mm Gun M1A1 AT 2 100 35 QF 6-pdr AT Gun Mk. V Churchill I 175 65 75 mm Vickers HV Type 3 Chi-Nu 175 65 7.5 cm Tank Gun Type 5 Ikv 103 370 130 10,5 cm kam ikv 102 Strv m/42 185 65 7,5 cm kan m/43 strv VI МТ-25 165 60 76 мм С-54М Т-150 360 130 107 мм ZiS-6 SU-8 600 665 152 ммHowitzer ML-20 mod. 1931 Т-34-85 300 105 85 мм D-5Т-85BM SU-100 530 190 122 мм D-2-5С КV-2 910 330 152 мм М-10 КV-1S 6>5 VK 28.01 175 65 7,5 cm Kw.K. 40 L/48L VK 30.02 (M) 175 65 7,5 cm Kw.K. 42 L/70 Jagdpanzer IV 270 95 8,8 cm Pak L/56 VK 30.01 (P) 270 95 8,8 cm Kw.K. 36 L/56 VK 36.01 (H) 270 95 8,8 cm Kw.K. 36 L/56 T37 185 65 76 mm Gun T91 M6 320 115 90 mm Gun M3 M44 550 610 155 mm Howitzer M45 M4A3E8 Sherman 185 65 76 mm Gun M1A2 M36 Jackson 320 115 90 mm AT Gun M3 AMX 12 t 175 65 75 mm SA50 ARL 44 320 115 90 mm DCA 45 AMX 13 F3 AM 700 775 Canon de 155 mm de 33 calibres Panhard AMD 178B 175 65 75 mm SA49 (EBR) ARL V39 320 115 90 mm AC DCA 45 Cromwell 175 65 75 mm Vickers HV AT 8 190 70 OQF 17-pdr AT Gun Mk. VII Achilles 190 70 OQF 17-pdr AT Gun Mk. VII Churchill VII 190 70 OQF 77 mm Gun Mk. II O-I 890 320 15 cm Howitzer Type 96 Type 4 Chi-To 175 65 7.5 cm Tank Gun Type 5 Model I Ikv 65 Alt II 320 115 9 cm Bofors L/53 Strv 74 185 65 7,5 cm kan strv 74 VII S-51 1050/1050 1165/1050 203 мм Б-4 SU-152 530 190 122 мм D-25С mod. 1944 г. IS 530 190 122 мм D-25Т КV-3 530 190 122 мм D-25Т Т-43 300 105 85 мм D-5Т-85BM LTG 300 105 85 мм D-5Т-85BMУ Jagdpanther 420 150 10,5 cm Pak L/52 Tiger (P) 295 105 8,8 cm Kw.K. 43 L/71 Tiger I 295 105 8,8 cm Kw.K. 43 L/71 Panther 175 65 7,5 cm Kw.K. L/100 Spähpanzer SP I C 270 95 90 mm Mecar M12 700/700 775/700 155 mm Gun M1A1 T25 AT 320 150 105 mm AT Gun T5E1 T29 420 150 105 mm Gun T5E1 T20 320 115 90 mm Gun M3 T71 CMCD 185 65 76 mm Gun T185E Lorraine 155 mle. 50 700/700 775/700 Obusier de 155 mm mle. 1950 AMX AC mle. 46 400 145 100 mm AC SA47 AMX M4 mle. 45 320 115 90 mm DCA 45 AMX 13 75 175 65 75 mm SA50 Hotchkiss EBR 260 95 Canon de 75 mm Vo 1000 m/s (EBR) Challenger 370 130 OQF 32-pdr AT Gun Mk. II AT 7 280 100 OQF 20-pdr AT Gun Type A Barrel Black Prince 190 70 OQF 17-pdr Gun MK. VII Comet 190 70 OQF 77 mm Gun MK. II O-Ni 890 320 15 cm Howitzer Type 96 Type 5 Chi-Ri 175 65 7.5 cm Autoloading Tank Gun Type 5 Ikv 90 Typ B 320 115 9 cm kan m/f Leo 410 145 10 cm kan m/34 VIII SU-14-2 1050/1050 1165/1050 203 мм Б-4 ISU-152 950 330 152 мм D-4С IS-3 530 190 122 мм BL-9 IS-М 530 190 122 мм D-25BM KV-4 420 150 107 мм ZiS-24 Т-44 330 120 100 мм LB-1 LTTB 300 105 85 мм D-10-85 Ferdinand 630 225 12,8 cm Pak 44 L/55 VK 100.01 (P) 630 225 12,8 cm Kw.K. L/50 Tiger II 420 150 10,5 cm Kw.K. L/68 Panther II 295 105 8,8 cm Kw.K. L/100 HWK 12 320 115 90 mm Mecar N M40/M43 1050/1050 1165/1050 8-inch Howitzer M1 T28 515 185 120 mm AT Gun T53 T32 420 150 105 mm Gun T5E1 M26 Pershing 320 115 90 mm Gun T15E2M2 M41 Walker Bulldog 260 95 76 mm Gun M32 late Lorraine 155 mle. 51 750/750 835/750 Canon de 155 mm mle. 1917 G.P.F. AMX AC mle. 48 515 185 120 mm AC SA46 AMX 65 t 515 185 120 mm D. 1203 Bat.-Châtillon 12 t 260 95 Canon de 75 mm Vo 1000 m/s Panhard AML Lynx 6×6 320 115 90 mm CN 90 F3 Charioteer 480/480 170 105 mm AT Gun L7 AT 15 280 100 OQF 20-pdr AT Gun Type B Barrel Caernarvon 370 130 OQF 32-pdr Gun MK. II Centurion Mk. I 280 100 OQF 20-pdr Gun Type A Barrel O-Ho 890 320 15 cm Howitzer Type 96 STA-1 320 115 90 mm Gun Type 61 UDES 03 480 170 10,5 cm kan UDES 03 Emil I 460 165 10,5 cm TK 105-9 UDES 14 Alt 5 460 165 10,5 cm strvkan L/45 IX 212А 1050/1050 1165/1050 203 мм Б-4 Object 704 950 330 152 мм BL-10 Object 257 530 190 122 мм BL-13-1 А Object 705 640 230 130 мм С-70 SТ-I 530 190 122 мм М62-Т2 Т-54 420 150 100 мм D-54 Т-54 LT 330 120 100 мм D-10ТМ mod. 1945 г. Jagdtiger 700 250 12,8 cm Pak L/66 Mäuschen 630 225 12,8 cm Kw.K. 44 L/55 E 75 630 225 12,8 cm Kw.K. 44 L/55 E 50 510 180 10,5 cm Kw.K. L/52 Ausf. B Spähpanzer Ru 251 320 115 90 mm Rheinmetall DM1 M53/M55 1050/1050 1165/1050 8-inch Howitzer M47 T95 950 345 155 mm AT Gun T7 M103 515 185 120 mm Gun M58 M46 Patton 480 170 105 mm Gun T5E1M2 T49 910/910 330/365 152 mm Gun-Launcher XM81 (conventional) Bat.-Châtillon 155 55 750/750 835/750 Canon de 155 mm AMX 50 Foch 515 185 120 mm AC SA46 AMX M4 mle. 51 610 220 127 mm/54 Model 1948 Bat.-Châtillon 25 t AP 400 145 100 mm SA47 AMX 13 90 320 115 90 mm F3M Panhard EBR 90 320 115 90 mm D. 921 Conway 770/770 275 B.L. 5.5-in. AT Gun Tortoise 515 185 120 mm AT Gun L1A1 Conqueror 515 185 120 mm Gun L1A1 Centurion Mk. 7/1 480 170 105 mm Royal Ordnance L7A1 Type 4 Heavy 900/900 330/365 15 cm/45 41st Year Type Type 61 440 170 105 mm Rifled Gun Strv 103-0 480 170 10,5 cm kan strv 103 L/62 Emil II 530 190 12 cm akan L/40 UDES 16 480 170 10,5 cm strvkan L/51 X Object 261 900/900 1000/900 180 мм Б-1-П Object 268 1100 330 152 мм М-64 IS-7 640 230 130 мм С-70 Object 705А 840 330 152 мм М-51 IS-4 530 190 122 мм М62-Т2 Object 140 420 150 100 мм У-8ТС Т-100 LТ 360 130 100 мм Т-100 Jagdpanzer E 100 1400 415 17 cm Pak Maus 630 225 12,8 cm Kw.K. 44 L/55 E 100 950 320 15 cm Kw.K. L/38 E 50 Ausf. M 510 180 10,5 Kw.K. L/52 Ausf. K Rheinmetall Paznerwagen 420 150 105 mm Kanone T92 HMC 1300/1300 1440/1300 240 mm Howitzer M1 T110E3 1100 345 155 mm AT Gun T7E2 T110E5 515 185 120 mm Gun M58 M48A5 Patton 480 170 105 mm Gun M68 XM551 Sheridan 910/910 330/365 152 mm Gun-Launcher XM81 (conventional) Bat.-Châtillon 155 58 750/750 835/750 Canon de 155 mm AMX 50 Foch B 515 185 120 mm AC SA46 AMX M4 mle 54 640 230 130 mm/45 Model 1935 Bat.-Châtillon 25 t 480 170 105 mm mle. 57 (D. 1504) AMX 13 105 480 170 105 mm D. 1504 Panhard EBR 105 500 180 105 mm D. 1504 (EBR) FV4005 Stage II 1750/1750 480 183 mm L4 FV217 Badger 620 220 OQF 123 mm Mk. 1 Super Conqueror 515 185 120 mm Gun L1A1 Centurion Action X 480 170 105 mm Gun L7A2 Type 5 Heavy 900/900 330/365 15 cm/45 41st Year Type STB-1 440 170 105 mm Rifled Gun Strv 103B 480 170 10,5 cm kan strv 103 L/62 Kranvagn 530 190 12 cm akan L/40 UDES 15/16 530 190 12 cm strvkan L/40 Source: WoT Express but mostly DoM1N View the full article
  3. Join the Testing! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server—join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game—standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them unattended, because such significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. What Are the Current Issues With HE Shells? Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress Finish off an enemy low on HP Deal damage in a situation where it’s impossible with other shell types On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers from 150 mm and above, and to improve the performance of HE shells on lower and medium calibers in specific situations. How will we achieve this? Let’s take a closer look. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right—we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease From the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and the Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: 1. Changing the tracing algorithm—finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. 2. The ability to inflict minimal damage due to the splash mechanics (more on this below). Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Below, under the spoiler, is more detailed information on how the new mechanics will work. Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion Spalls on the outer surface of the armor Splash radius Now more about each of them. Shrapnel From the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way—this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly—the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly—the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. What Will Happen to HE Shells After These Changes Take Effect? HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. How Do We See the Use of the Reworked HE Shells? We want to further increase the impact of situationality in the use of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. Join the Test—Your Feedback Is Important! Any progress made in the previous stages of testing will not be saved in this iteration of the Sandbox server. Everything above is our working concept, ideas and suggestions. The final decision on making all the declared changes has not yet been made. We are waiting for the test results and look forward to your active participation, so join the open Sandbox test and share your feedback on the forum! Together we will make World of Tanks even more exciting! JOIN THE TEST! View the full article
  4. Micro Patch 1.6.1_4 will be applied overnight for these Regions. Also get ready to re-install you mods. Down Times For SEA: World of Tanks Asia periphery servers will be down for maintenance on 17 October, 2019 between 05:00 – 05:45 UTC+8. The game and clan portal will be unavailable during the maintenance period. For EU: Servers and Clan Portal will be unavailable on 17.10.2019 from 06:00 – 06:45 CEST due to this update. For NA: WoT NA 02:00-03:00 AM PDT Thursday, October 17th. Downtime: Approximately 1 hour Patch Notes Fixed some technical issues. View the full article
  5. The latest in the series the M4 Sherman. The M4 Sherman is one of the most produced tanks in history and most iconic American tank, it is also the focus of the Episode #4 of Tank Academy with Eekeeboo! View the full article
  6. Update 0.8.9 kicks off a cycle of updates dedicated to Italy! Italian Tier V–VIII cruisers in Early Access; the return of some familiar Halloween Operations; a new temporary game mode—Raid for the Filth—with three teams in each battle; a new Season of Clan Battles; and much more! View the full article
  7. Very soon, ray tracing technology will appear in World of Tanks. It will help render realistic vehicle shadows. You can already see them in the new version of World of Tanks Encore RT https://wotencore.net/. How does this technology work? And will players need a special graphics card with ray tracing support? Let’s find out! View the full article
  8. From the Tank Museum Bovington. David Fletcher takes a look at the M46 Patton tank designed by the United States, which saw action during the Korean War. View the full article
  9. Double-barrelled vehicles can shoot in two different ways: Sequential: allows you to fire the guns one after another. This works just like Italian autoreloaders, just with a two-shot clip. After firing the first gun, it reloads and the second one activates. You don’t need to wait for the first gun to reload and can shoot as soon as the guns have switched. If you do, however, the reload progress of the first gun will be reset. Double shot: as it says, both guns fire at the same time. Wait until both are loaded, then hold the left mouse button for a few seconds to prepare and trigger the double shot. After that, both guns are locked and will not reload for some time. Then they will reload one after another. IS-3 II (Tier IX) The main appeal of all the vehicles with double-barrelled guns is obviously firepower. The maxed-out IS-3 II boasts two 122mm guns, each dealing 390 points of damage. One well-placed salvo can blast off ~800 hit points. The gun takes 10.7 seconds to reload and 3.5 s to switch guns. A double shot is prepared in 3 s locked for seven seconds after. Aside from top-notch stabilisation, the accuracy is 0.4 m at 100 m. Its standard AP shells penetrate 243 mm of armour, the special APCR ones 292 mm. However, it has rather mediocre armour and just 1,800 hit points, so be cautious on the battlefield. Only the turret offers some protection, with 250 mm frontally and up to 130 mm on the sides. In terms of mobility, the top speed is fine with 38 km/h, the power-to-weight ratio of 12.5 hp/t is average, and the IS-3 II doesn’t turn that fast. Its view range is 380 m. ST-II (Tier X) Of course, it’s only fair to place the real-life project of a double-barrelled tank at the top of the new branch. The ST-II is armed with two 122mm guns, each dealing 440 points of damage. The gun takes 11.7 seconds to reload and 3 s to switch guns. A double shot takes 2.5 s to prepare and is locked for five seconds after. It boasts a dispersion of 0.4 m, an aiming time of 2.9 s, and incredible stabilisation. Its standard AP shells penetrate 258 mm of armour, the special HEAT rounds 340 mm. As for its survivability: the turret front is up to 250 mm thick, whereas the hull boasts 150 mm frontally and 140 mm on the sides. With 2,500 hit points it is more resilient than the previous vehicles. The view range is 390 m, and its mobility compares to other heavies. While the top speed reaches 40 km/h, the power-to-weight ratio of 12.2 hp/t is average at best. Beware of the turret traverse speed, it’s only 16 °/s. Overall, these heavy tanks feature strong turrets and fair mobility. In battle, play just like other tanks. But when an opportunity arises, take advantage of the sequential or double shot option to finish off the enemy . Note: The above-mentioned characteristics for both vehicles are subject to change. View the full article
  10. To no ones surprise there is a micropatch to the new patch. Down times: For SEA: World of Tanks Asia Game servers and Clan Portal will be down for maintenance on 10 October, 2019 between 05:00 – 05:45 UTC+8 to deploy micropatch 1.6.1_1. For EU: The World of Tanks servers and Clan Portal will be unavailable on 10.10.2019 from 06:00 – 06:45 CEST due to this update. For NA: Micro Patch 1.6.1_1 will be applied at: WoT NA 02:00 – 03:00 AM PDT Thursday, October 10th Patch notes: Fixed some technical issues. Fixes for Error 1011 and 1013 View the full article
  11. Downtime World of Tanks servers will be down on 9 October from 02:30 to 09:00 CEST (UTC +2). Premium Account Players with Premium will be credited an additional 24 hours of WoT Premium Account time to make up for the update maintenance period. If you’d like to make any in-game purchases, please wait until the servers are running again. View the full article
  12. The Offspring and Tank Festival Why has the 9th anniversary been celebrated on such a grand scale? How did The Offspring end up in the game? How did the Pretty Fly tank turn out and what’s unique about it? Get all the answers in the latest Developer Diaries! View the full article
  13. Update 1.6.1 will be uploaded to the RU server on October 8, other servers will be updated with a delay, October 9-10, as standard. New directories will be created: /mods/1.6.1.0/ and /res_mods/1.6.1.0/ . In addition to the technical innovations from the public test, a 64-bit version of the client will appear File Structure: • /WorldOfTanks.exe – launcher that selects the client version • /win32/WorldOfTanks.exe – 32-bit client version • /win64/WorldOfTanks.exe – 64-bit version of the client If you want to be among the first players to check it out, don’t hesitate to preload this patch, which will be 551.4 Mb (HD version) or 445.7 Mb (SD version). Preloading Updates Preloading the update decreases the load on the game services on the day of the official release. Having pre-downloaded the update, you can join the game right after patch release without a delay. How It Works Launcher Make sure “Enable the download of upcoming updates” is ticked. Click “Apply” to save the changes. Wargaming Game Center Make sure “Download updates in advance” is ticked. Click “Save” to apply the changes to the settings. Preloading FAQ What is preloading? Basically, you’re downloading files for a future update in advance. These files will be installed only on the day of the official release. The installation will be performed after starting the launcher, once the work on the game servers is over. Does preloading affect the possibility of playing World of Tanks? Not at all, you can play World of Tanks whenever you like. However, if this function is enabled, the download process will be automatically paused and resumed right after quitting the game. You can pause the download at any moment. Where are the update files stored? Can I copy them to a portable device and share them with a friend? Yes, you will be able to share them with your friends, since the update files will be stored in the standard folder on your computer С:\Games\World_of_Tanks\Updates (or, if your friend has installed the game in another folder Your drive:\Games\World_of_Tanks\Updates). If I click the Pause button in the launcher, will the download continue the next time or start anew? It will resume the download. Can I select SD/HD options during preloading? No, only files that correspond to the currently installed version will be downloaded. Where should I report any technical issues if they arise during the preloading? We will answer all your questions regarding this topic in the forum thread about the news. View the full article
  14. The ninth episode of Frontline 2019 will start on 14 October at 07:00 CEST and will be available until 21 October at 04:00 CEST (UTC+2). This is your chance to experience epic 30v30 battles, win heaps of rewards, and join the race for formidable reward tanks! We also have news concerning the final Frontline episode. It will take place between 18 November at 06:00 CET and 25 November at 03:00 CET (UTC+1). The drums of war are beating loudly, Commanders! The ninth episode of Frontline brings you closer to exclusive reward tanks, including the unique AE Phase I. If you haven’t grabbed other reward vehicles yet, now is the best time to jump back in and make the most of the penultimate Frontline episode! Just like in the last two episodes, you will have the opportunity to boost your progress thanks to Personal Reserves. You can get a maximum of 20 Reserves—ten for completing special combat missions a week before the start of the episode, and ten available in the in-game shop for gold. The cost of one Reserve in the shop remains at 250 gold. Fight on the Frontline, use Personal Reserves, and get your rewards faster! The AE Phase I: This Predator Is Worth Sweating Over! In the previous episode, only the most skilled commanders could get this Frontline-exclusive beast. This time, it will be available to a wider range of players, so don’t miss your chance to park this special Tier IX American heavy tank with four segmented tracks in your Garage! Featuring a free built-in Large Repair Kit consumable, the AE Phase I offers its own level of tactical versatility. It snipes well, brawls decently, and can jump into a 1v1 fight and come out on top. Its gun packs a serious punch, complemented by a good rate of fire. Remember: having hefty armor doesn’t mean the AE Phase I is suited to frontal assaults, so you’ll still have to choose your moments for doing damage, staying between the first and the second lines of attack. Kraftwerk: The Exam Has Been Passed! The previous episode was a test for the new map, Kraftwerk. Recreated in a winter setting, it offers a wide variety of landscapes and historical buildings. We’re still studying your feedback and have already detected some areas where we see room for improvement. In particular, episode 8 has showed that the defensive team had a certain advantage over the attackers, primarily due to the difficulty of capturing zones A, B and C. To make the game more fair and balanced, we slightly reworked the landscape of these sectors to make it easier for the attacking team to succeed. Let’s take a closer look. Zone A Fixed bushes, cleared gaps. Added bushes near the bridge on the road and organized access to them. The bridge and adjacent facilities were moved, houses were added in the village. The slope is now more convenient for arrival. The pedestal with the tractor was slightly expanded. As a result of moving the bridge (point 3), another street was added in the village, with several houses. Zone B The walls of the ruins are deployed for better firing at the defenders. One pile of garbage was removed in the castle and the wall was changed. Added bush to help the attacking team. Added shelter. The tower in the ruins is slightly put forward to complicate shelling. Zone C The concrete zone was increased, which worsened the position of the defenders and created an additional balcony for the attack. Extended arrival at the firing position. Added concrete blocks that reduce the firing zone of attackers from the bridge. Concrete blocks removed. Removed bushes. Finally, map lighting was reconfigured to make it more comfortable for players’ eyesight. Kraftwerk hasn’t come without minor flaws, but no critical issues have been found with it, so the map will remain in the map pool. Keep on exploring it, hone your skills and team tactics, and earn epic medals along with other rewards! Frontline T-Shirt Can’t get enough of Frontline? Wear it everywhere you go with our latest T-Shirt, inspired by the two brave teams of 30 tankers battling in this game mode! View the full article
  15. Join the European community team to check out the latest version of our Submarines test – this is your chance to hang out with us and ask questions! View the full article
  16. WW2 Historian James Holland came to The Tank Museum to choose his Top 5 Tanks. Unsurprisingly they are all from the Second World War! Top 5 Tanks playlist https://www.youtube.com/playlist?list… View the full article
  17. Update 0.8.9 introduces the Italian arc and our Halloween-themed event. In this episode of Developer Diaries, we’ll tell you the story of what went into creating the new ship branch and its gameplay features. We’ll also lift the veil on a new “scary” game mode. View the full article
  18. From The Tank Museum Bovington September 2019 marked the 75th Anniversary of Operation Market Garden, the Operation made famous by the film ‘A Bridge Too Far’. See highlights of the XXX Corps armoured convoy reenactment which took place to commemorate this event. Find out how the Museum’s vehicles fared during the convoy. View the full article
  19. The fourth Common Test for Update 1.6.1 is available now, which means you can storm into battle right away to check out all the new update features and improvements! There’s plenty to look out for: Multinational Vehicles, New Styles, Ranked Battles tweaks, and more! List of Changes CT4 Fixed Issues Trade-In (available starting Tuesday, October 1, 2019) Premium tanks for Bonds • M60 – 15.000 bonds • 121B – 15.000 bonds • T26E5 Patriot – 8.000 bonds • AMX M4 49 Liberté – 8.000 bonds • T-34E – 1500 bonds • M10 RBFM – 1500 bonds New Trade-In functionalities: • preview of the vehicle price change depending on the selected exchange options • a separate page with specific vehicles covered by the program View the full article
  20. Greetings! I’ve returned from a 2-week tank trip to Belgium following Peiper’s tracks, pun intended, and from the Liberation Column together with the War Heritage Institute. It was my first time properly visiting Belgium and I had a lot of fun and I have quite a lot of some very interesting content coming up for you! On the meanwhile, I uploaded this video while I was there, don’t think I shared it here: One of my favourite experiences from this summer! View the full article
  21. And another micropatch will roll out overnight. For EU: World of Tanks servers and Clan Portal will be unavailable on 25.09.2019 from 06:00 – 06:45 CEST For NA: Micro Patch 1.6_12 will be applied at: WoT NA 01:00 – 02:00 AM PST Wednesday, September 25th. Patch notes: Fixed some Auto-Aim issues. Fixed some technical issues. View the full article
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