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Found 28 results

  1. 1.6.0.4 Needle Damage Indicator V2 By Hawg Hawg’s Needle Damage Indicator V2. This mod changes the stock Damage Indicator to a Neat , Clean and less Obstructive Damage Indicator. The indicator will help you see more of the battlefield. V2 All the damage colors are based on the stock Wot Damage Indicators colors.Only thing you will see with Needle, is Name of tank also a needle that hit you and tank icon from what direction. Hawg’s Needle Damage Indicator will eat up Less fps than the stock version. Easy to install. Source Link Download Link View the full article
  2. 1.6.0.3 Damage Counter Without XVM By PiJey77 & Delysid – All settings are in: c:\Games\World_of_Tanks\res_mods\1.x.x.x\scripts\client\gui\mods\MultiHitLog\Draug_Mod.json Source Link Download Link View the full article
  3. 1.6.0.0 Inner/Outer Damage Panel By Killerente94 Source Link Download Link View the full article
  4. Commanders! The SU-130PM is often seen as the counterpart of the German Skorpion, which is one of the most popular vehicles in World of Tanks. And indeed, both vehicles have a comparable design. This Soviet tank destroyer comes with a turret. It might not turn all the way, yet it’s good enough that you won’t have to worry about adjusting your hull too often. As many other Soviet vehicles, the SU-130PM is all about raw damage, while still having an acceptable accuracy and rate of fire. These, together with good mobility, make this a flexible and fun to play vehicle. It’s time it finds a new home – in your garage! SU-130PM Offers Supreme – 99.99 € Ultimate – 59.99 € Standard – 39.74 € VIII SU-130PM 100% Trained Crew Garage Slot 1 exclusive snow leopard style View the full article
  5. Get ready Commanders, we’re going to test some adjustments to game mechanics that will encourage even greater precision in-game! We’ll be monitoring the impact of these changes closely while this event is active to ensure we continue to provide the best possible player experience. If we identify any issues with this test, we will revert these changes back to normal. During the Loaded Dice event you will play with exact Penetration & Burn Damage values, and the variability of Damage will be reduced for greater predictability. What does all of this mean? Currently, Penetration, Damage, and Burn Damage are calculated in-game within a variable range from their listed average values (sometimes referred to as Random Number Generation or RNG). Basically, every time you hit your opponent, the amount of armor that your shells will penetrate and the amount of damage that you deal is within a +/-25% range from the displayed average values. For example, let’s say that you are firing AP shells that have a penetration value of 100 and a damage value of 100. Every shell you fire will have the effects of the round calculated in two stages: 100 Penetration (+/- 25%) then 100 Damage (+/- 25%) In this example, every AP shell you fire would have a possible Penetration range of 75 – 125mm worth of armor (with the exact value being a random number generated from within this range). Likewise, shells that penetrate would then have a possible Damage range of 75 – 125 damage (again, with the exact value being a random number generated from within this range). Known issues: Please note that during the event, the in-game UI will still display the usual range of values for Penetration and Damage and will not reflect the changes made during the event. The Loaded Dice Event! During the Loaded Dice Event, your shells will always penetrate the exact amount of armor listed in-game (100mm worth of armor using the example above). Damage will continue to vary, though damage will be toned down to +/- 10% of the listed value (so a shell listed as doing 100 damage will randomly inflict between 90 – 110 damage during this event). To make things easier to understand, here is what you can expect during the Loaded Dice Event: Shell Damage Shell Damage: +/-25% variability reduced to +/-10%. A round that penetrates will do +/- 10% of its displayed damage value. Example: If a rounds average damage is 250 and you penetrate, your possible range of damage will be between 225-275. Note: An HE shells splash damage will still vary as the splash damage dealt is determined by the armors thickness Penetration Penetration: +/-25% variability removed from Penetration. A rounds penetration value is its displayed value and will no longer have a range applied. Example: If a rounds penetration value is 150mm, it will always penetrate 150mm worth of armor. Burn Damage Burn Damage: +/-25% RNG removed from Burn Damage. The damage per second of burn will no longer vary and will provide a more consistent burn. The length of burn will continue to vary. Each vehicle still has its own burn damage per second factor. Furthermore, the Aiming reticle color in-game will now indicate the following while the Loaded Dice Event is active: Red = 100% Penetration ​​​​​If your aiming circle is Red, you have 100% chance to penetrate the armor you are looking at. Note: The aiming circle only accounts for the armor panel you are aimed at. If you are aimed at Spaced armor it is only indicating that you can penetrate the spaced armor plate and doesn’t mean you will be able to penetrate all layers of armor. Orange = 50% Penetration If your aiming circle is Orange, you have a 50% chance to penetrate the armor you are looking at. There is a 50% chance that the armor you are looking at can be penetrated 100% of the time. There is a 50% chance that the armor you are looking at can be penetrated 0% of the time. Yellow = 0% Penetration If your aiming circle is Yellow you have 0% chance to penetrate the armor you are looking at. View the full article
  6. Here are the first patch details for patch 1.6. General test is scheduled for tomorrow. This patch will have very serious changes and will release strictly as promised: July – August. In our personal opinion, team damag does not need to be turned off in the random battles, but we know that there are many agreeing with the disabling of team damage. Patch 1.6 will be released in August. – Update 1.6: disable damage to allies in random battles. • Team damage is turned off in all random battles. • Where does team damage remain: All clan battles [global map, fortified areas], Tournament fights, Training fights.It is difficult to imagine a sad situation in the game than when a shell from an ally arrives in a battle in your tank. Often this happens by chance. Sometimes a tanker inadvertently sends a projectile into a teammate’s tank. Or does it intentionally for some reason only known to him. It’s a shame that allies suffer from this, which could benefit the team. Outdated mechanics. Team killing is a game mechanic that has long existed in World of Tanks. Its main task was to immerse the tankers with the atmosphere of the game. But over time, the negative aspects of this mechanics, such as the domino effect – the exchange of shots between the allies. The result was a ban and fines, but the game is not about that. To make the gameplay more comfortable, we decided to rework the damage system, eliminating the damage of shooting and ramming the allies. HE damage will not be? Remember how unpleasant it was at the beginning of the battle for an light tank to ram a heavy tank and take damage? Now it is excluded, even if the ally decides to ram you intentionally during the battle. Another typical situation in a duel with a Borsig was an ally hitting the gun during a shot, making you possibly lose the duel. When hit by an ally, only a trace of non-penetration or rebound will remain. It will be possible to recognize friendly fire by alternative dubbing and visualization, different from effects when hit by enemy projectiles. And if your arty will cover you? To get under the fire of your own artillery is unpleasant. With the new mechanics arty will not be able to cause damage to the allies, but at the same time, the probability of stunning the teammate will remain. After all, if you completely remove any impact from the artillery, it will be able with impunity to send a projectile into a cluster of allies and opponents, thereby greatly influencing the outcome of the battle. The situation in which the damage to the Allied arty can be done by blocking arty’s barrel with your own tank barrel is also disabled. Now, if the high-explosive fragmentation projectile crosses the team-mate’s cannon, it will simply fly through. Will it be impossible to kill an ally? You can still get the blue nickname in the game, but this is an extreme case. For example, deliberately or inadvertently push an ally from a high ground, causing him to take damage, drown or be destroyed. The same goes for an allied machine coup. Artillery will also be able to receive the status of “Teamkiller” if it constantly stuns the allies.A player who has received the status of “Teamkiller”, loses protection from allied damage. Teammates will be able to destroy his car without any penalties. However, it should not be forgotten that killing an ally weakens the team. ** We will make the appropriate changes to the rules of the game. They will take effect after the release of version 1.6. View the full article
  7. 1.5.1.0 Harpoon Damage Panel By lenya69 Source Link Download Link View the full article
  8. I’ve compiled this sheet using the current sandbox data, alpha damage of standard ammunition and the health of all tanks has increased, even though some of the tanks present in the live version of the game are not included in testing, while all nations have their tier 1 tanks, tiers 2 and above are only limited to USSR, British, American, French and German nations. Note: Premium (Special) and High Explosive ammunition has been left unchanged in the sandbox. To summarize, base alpha damage has increased roughly 30 – 40% at tier X, while base health has increased only 20-30%. Time to kill a full health opponent goes down quite a bit. What do you think of these changes? Do you think Wargaming are stepping in the right direction, or are these changes going too far? Tell us your opinion in the comments section. View the full article
  9. 1.5.0.4 Damage Announcer By Ekspoint All settings are in: WOT\mods\configs\ekspoint\mod_damageAnnouncer.json Source Link Download Link View the full article
  10. 1.5.0.4 Precision Damage Indicator By GreenWarriors Source Link Download Link View the full article
  11. 1.5.0.2 Ekspoint Damage Control Panel – press CTRL for damage modules and crew panel – Speeds up damage control Source Link Download Link View the full article
  12. 1.5.0.1 Incognito Damage Indicator By Dikey93 Source Link Download Link View the full article
  13. 1.5.0.1 Damage Indicator By Badboy78 – RED – penetrating hit – YELLOW – non penetrating hit Source Link Download Link View the full article
  14. 1.5.0.1 Bullet Damage Indicator By qdly Source Link Download Link View the full article
  15. 1.5.0.1 Harpoon Damage Indicator By lenya69 Source Link Download Link View the full article
  16. 1.5.0.1 Predator Damage Indicator By Wotspeak Source Link Download Link View the full article
  17. 1.4.1.2 S.T.A.L.K.E.R Damage Panel By Andre_V – 2 versions inside – minimalistic and standard Source Link Download Link View the full article
  18. 1.4.1.2 Blue Damage Panel By ____P_H_A_R_A_O_N____ Source Link Download Link View the full article
  19. 1.4.1.2 Mini Damage Panel By Andre_V Source Link Download Link View the full article
  20. 1.4.1.2 Damage Blocked By Armor By Spoter & Ekspoint – minor fixes – All settings are in: WOT\mods\configs\ekspoint\mod_blockedDamage.json Source Link Download Link View the full article
  21. 1.4.1.1 Ekspoint Damage Control Panel – press CTRL for damage modules and crew panel – Speeds up damage control Source Link Download Link View the full article
  22. 1.4.0.1 Hawg’s Dart Damage Indicator V2 This mod changes the stock Damage Indicator to a Neat , Clean and less Obstructive Damage Indicator. The indicator will help you see more of the battlefield. Normal version ,all damage colors are based on the stock Wot Damage Indicators colors. This Arrow version is based from Hawgs Needle Damage Indicator. Also Included Color Blind Version. Source Link Download Link View the full article
  23. 1.3.0.1 S.T.A.L.K.E.R Damage Panel By Andre_V – 2 versions inside – minimalistic and standard Source Link Download Link View the full article
  24. 1.3.0.1 Techno Damage Panel By Helpics & Andre_V – 4 variants inside Source Link Download Link View the full article
  25. 1.3.0.1 Speed Damage Panel By Andre_V Source Link Download Link View the full article
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