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Found 75 results

  1. Today we welcome a new French Tier IX medium to the Supertest, the Projet 4-1, with great dynamics: a top speed of 60 km/h and a power-to-weight ratio of 26.7 hp/t. As usual for French vehicles, it’s not a tank to push enemy lines with. It may have 120 mm of well-angled frontal turret armour, but only 55 mm of hull armour. As for hit points, it has 1750 HP and a view range of 380 m. The Projet 4-1 is armed with a 105 mm gun that boasts several excellent parameters: a 4-shell drum, 390 damage per shot, a reload time of 4 s per shell and 36 s for the entire drum. The penetration of a standard shell is 264 mm and with an HEAT round at hand you can punch through 330 mm of metal. As for dispersion and aiming time, it is 0.32 m/100m and 2 s respectively – extremely good for an autoloader! Its good dynamics and great weapon allow the Projet 4-1 to control the battlefield, quickly respond to situational changes and take out enemies reliably. Consider the increased reload time inside the drum and the relatively weak armour… but a true master will know how to counter its weaknesses and get the most out of the vehicle’s strengths. View the full article
  2. Today we welcome a new French Tier IX medium to the Supertest, the Projet 4-1, with great dynamics: a top speed of 60 km/h and a power-to-weight ratio of 26.7 hp/t. As usual for French vehicles, it’s not a tank to push enemy lines with. It may have 120 mm of well-angled frontal turret armour, but only 55 mm of hull armour. As for hit points, it has 1750 HP and a view range of 380 m. The Projet 4-1 is armed with a 105 mm gun that boasts several excellent parameters: a 4-shell drum, 390 damage per shot, a reload time of 4 s per shell and 36 s for the entire drum. The penetration of a standard shell is 264 mm and with an HEAT round at hand you can punch through 330 mm of metal. As for dispersion and aiming time, it is 0.32 m/100m and 2 s respectively – extremely good for an autoloader! Its good dynamics and great weapon allow the Projet 4-1 to control the battlefield, quickly respond to situational changes and take out enemies reliably. Consider the increased reload time inside the drum and the relatively weak armour… but a true master will know how to counter its weaknesses and get the most out of the vehicle’s strengths. Click to view slideshow. View the full article
  3. 100mm gun changes: • Aiming time from 2.68 to 2.4 sec, • Spread over 100 m from 0.38 to 0.36. View the full article
  4. Last night the IS-2-II received 2nd iteration. The developers realized that the tank was far too bad for the tier. However, for now only the top gun is being worked on and it’s unknown if the stock grind is going to be miserable aswell (stock gun is an 85mm gun with 120mm of penetration standard and the stock stats are not that different from a fully upgraded KV-1, and this is at tier 8). 100 mm S-34D changes: • Gun reload time (1/2): from 9.5 / 9.5 to 8.5 / 8.5 sec • Preparation time for a double shot: from 2.5 for 2 sec. • Recharge lock time: 4 seconds (didn’t change) • Weapon switch time: 5 sec (didn’t change) • Average damage per minute: from 1277 to 2209 View the full article
  5. Tier VIII Soviet Heavy Double-Barreled tank IS-2-II Full stats Firepower: Main armament: 100mm S-34D; Alpha damage 300/300/360; Penetration values – 221/256/50; Damage per minute – 1277; Rate of fire – 4,26; Reload time (for each gun) – 9,5 s / 9,5 s; Charge time for a double shot – 2,5 s; Reload lock time – 4 s; Gun change time – 5 s; Gun accuracy – 0.4; Aim time – 2.8 s. Stock armament: 85mm D-5TD; Alpha damage 160/160/280; Penetration values – 120/161/43; Damage per minute – 2043; Rate of fire – 12,77; Reload time (for each gun) – Unknown for now. Gun accuracy – 0.44; Aim time – 2.8 s. Gun depression – 7 degrees; Spotting: View range – 350; Camouflage values – Stationary 6,38 %; On movement 3,19 %; During shooting while stationary 1,4 %; On movement while shooting – 0,7 %; Mobility: Engine power – 750; Vehicle traverse speed – 30; Specific power ratio – 14 hp/t; Maximum speed – forwards 34 km/h; backwards 12 km/h; Armor: Hull front / side – 110 mm / 90 mm; Turret front / side – 235 mm / 140 mm; View the full article
  6. Commanders! Today, we add the IS-2-II, a Tier VIII Soviet heavy tank and the first vehicle in the new two-barreled tank branch, to the Supertest. The IS-2-II has several main armament options. Stats-wise, the 100 mm double-barrelled gun performs the best. The average damage dealt by each is 300 points; the armour penetration is 221 mm with a standard and 256 mm with a special shell. The gun dispersion is 0.4 m per 100 m with an aiming time of 2.8 seconds and decent stabilization. The frontal hull armour is up to 110 mm thick. The turret protection is much better, with up to 235 mm at the front. To survive and excel in combat, you will have to position this tank correctly, making the most of its turret armour and gun depression of -7°. The overall HP pool of the IS-2-II is 1,500 points. The dynamics of the vehicle is what you would expect from a heavy. The top speed is 34 km/h, accelerated with a power-to-weight ratio of 14 hp/t, and the hull traverse speed is 30 degrees per second. The view range is 350 m. Click to view slideshow. View the full article
  7. Commanders! Today, we add the IS-2-II, a Tier VIII Soviet heavy tank and the first vehicle in the new two-barreled tank branch, to the Supertest. The IS-2-II has several main armament options. Stats-wise, the 100 mm double-barrelled gun performs the best. The average damage dealt by each is 300 points; the armour penetration is 221 mm with a standard and 256 mm with a special shell. The gun dispersion is 0.4 m per 100 m with an aiming time of 2.8 seconds and decent stabilization. The frontal hull armour is up to 110 mm thick. The turret protection is much better, with up to 235 mm at the front. To survive and excel in combat, you will have to position this tank correctly, making the most of its turret armour and gun depression of -7°. The overall HP pool of the IS-2-II is 1,500 points. The dynamics of the vehicle is what you would expect from a heavy. The top speed is 34 km/h, accelerated with a power-to-weight ratio of 14 hp/t, and the hull traverse speed is 30 degrees per second. The view range is 350 m. Click to view slideshow. View the full article
  8. The tank keeps getting nerfed, at this point it’s might be that WG is trying to find the “bottom ground”, and balance it around the middle, when the tank is borderline OP and borderline useless (just like how WG made HE changes obsolete and then overpowered in sandbox in order to find middle ground). Changes: – Accuracy from 0.38 to 0.4 – Aiming time from 3.07 to 3.26 s – Time between shells from 3 to 3.2 s – Average damage per minute from 2.019 to 1.996 – Gun spread on movement from 0.24 to 0.26 View the full article
  9. Nerfhammer keeps striking. – Aiming time from 2.88 nerfed to 3.07 s – Time between shots nerfed from 2.75 s. to 3 s – Average damage per minute from 2.049 to 2.019. – Tank’s HP from 1850 to 1750. View the full article
  10. To add to 2nd iteration of 752 changes, with this 3rd iteration Object 752 was nerfed even more. – Average damage per shot down from 440 to 390; – Average damage per minute from 2.311 to 2.049 View the full article
  11. Yesterday, Object 752 has received a different iteration on the supertest. 752 was deemed far too strong and has been nerfed accordingly. Performance buffs are highlighted. Firepower: – Average penetration down from 256 to 248 – Autoloader reload from 25.12 to 28.76 s. – Average damage per minute from 2586 to 2311. – Gun spread when turning the chassis from 0.18 to 0.24 Armor: – Armor of the upper frontal plate from 300 to 152 – Armor of hull sides from 55 to 140 – Upper frontal turret armor from 290 to 330 – Side turret armor from 320 to 150 Mobility: – Engine power down from 790 to 635 – Specific power from 17.4 to 13.99 hp/t. – Maximum forward speed from 50 to 40 km/h. Concealment: – Concealment while stationary from 6.84 / 1.23 to 7.41 / 1.33 – Concealment while stationary 34.2 / 6.16 to 3.71 / 0.67 (This stat seems overly excessive in the first place, WG might have implemented wrong values when tank came out, these are now proper) View the full article
  12. Hello! Today, the Soviet Tier IX heavy tank Object 752 is entering the supertest. The main features of the machine are an oscillating turret and a drum cannon. This is an atypical combination for a Soviet tank. The drum itself can be classified as fast: three shells, reloading between them – 2.75 seconds. The entire drum reloads in 21.8 seconds. The accuracy of the gun is 0.4 m per 100 m, the aim time is 3 seconds. A standard armor-piercing projectile pierces 256 mm, and a special sub-caliber projectile penetrates 318 mm. Shell damage is 440. Viewing range – 380 m. Armor of the tank corresponds to the class: the frontal projection of the turret reaches 330 mm, and the hull – up to 180 mm. However, it should be remembered that the frontal plate of the turret covers the weakly armored “swinging” part, so it is better to fight at an average distance. The dynamic characteristics will help to maintain it: the maximum speed of 50 km / h and the thrust-weight ratio of 17.4 hp / t. The gun’s depression angle of −8 ° will allow you to play from the terrain. “Object 752” combines the aggressiveness of Soviet tanks and French caution. Dynamics allows him to rush to the desired position in the forefront, and firepower – quickly inflict great damage due to the drum. However, later it will be necessary to wait out the drum charging somewhere, not forgetting to hide the weakly armored zones. The key to an effective game on this tank is a timely reaction to the situation on the battlefield, as well as understanding and using its strengths. Click to view slideshow. View the full article
  13. 2nd iteration of the double cannon tanks are here, and our friends at WG thought that the ST-II was a tiny touch too good, so decided to nerf it. Changes: • Gun reload time (1/2): 11.25 / 11.25 sec. (did not change, just here for comparison) • Preparation time of a volley shot: 2.5 sec. (did not change) • Recharge lock time: from 5 to 3 seconds. • Barrel change time (in order to fire a shell from other barrel): from 3 to 5.5 seconds. View the full article
  14. No replacement for IS-4 – we are waiting for a new highlight of the Russian nation! The WoT supertest just came out with the whole branch of russian double barreled vehicles. There is no idea where it will go from now, only guesses. Now only official screenshots are available, even more in detail a little later. This is the 1st iteration of testing. We think everyone remembers what they wanted to do with the ST-I and IS-4, but the game balancing department chose this option. As predicted, Wargaming are rushing the tank line out. The double-barreled premium was already released in patch 1.6.1. Therefore, we are waiting for this branch in the near future, if, of course, everything goes well. Tier 10: ST-II, 56th Tier 10 in the game. Two-guns for the Soviet Union are included. • Gun reload time (1/2): 11.7 / 11.7 seconds. • Preparation time of a volley shot: 2.5 sec. • Recharge lock time: 5 sec. • Changing guns: 3 sec. Tier 9: IS-3-II • Gun reload time (1/2): 10.7 / 10.7 seconds. • Preparation time of a volley shot: 3 sec. • Recharge lock time: 7 sec. • Tool change time: 3.5 sec. Tier 8: ?? There is no information. Tier 8 premium: Object 703 Option II – is right now tested by super testers and developers in a random battles. View the full article
  15. More News About Pearl River on the Supertest The general idea behind the redesign is to reduce the map’s linearity for more gameplay variety. Based on this key concept, two versions are currently in the works. Option 1: The central hill with houses has been reworked to be one of the main spots. Now you can take control over it and oversee a considerable part of the map. The houses under the hill have either been removed or moved onto the hill to prevent heavy player separation in this direction. The entire south-west has been opened up to allow quick attacks and flank manoeuvres as well as concealment. The mountains near the bases are now defensive spots. Click to view slideshow. Option 2: There are no more bushes on this map, now only trees can be used for concealment. We added a passage to connect the flank for heavy tanks with the centre, as well as more safe passages along the edges of the map connecting to each base. Now you can partially traverse the mountains near the bases and use these spots for defence. All buildings in the village centre can be destroyed. The terrain was flattened, allowing you to retreat more safely. A previously impassable mountain is now accessible. Click to view slideshow. View the full article
  16. Hello Commanders, Remember Pearl River? Indeed, it’s one of the older maps in World of Tanks. We removed it from the game a couple of years ago because it was too linear and maze-y. Since then we continuously received requests from many of you to bring it back into Random Battles. Now, we are happy to have a prototype ready for testing, let’s see what do you think about the map. The following changes have been introduced to the map: • The flanks for the medium tanks were reworked as they were, as said above, too linear and maze-y. That was one of the main points for criticism. • A safe passage has been added for the team starting from the lower base. Now it roughly corresponds to the upper base passage. Before, there were two approaches from the upper base, but only one from the lower base. View the full article
  17. You have surely heard of monday’s article about double-barreled vehicles we plan on adding to World of Tanks soon? You’ve heard it right: today, we’re testing a dummy tank with two guns. We are especially interested in the gameplay concept, not so much in the dummy vehicle itself. None of this vehicle’s characteristics should be taken seriously. It will give all of you (and us) an insight into what a double-barreled tank could look and play like in World of Tanks. So, let’s break the ice and take a look at the first-ever vehicle with two guns as well as its stats. View the full article
  18. Note: The tank’s name is Object 703 II We are especially interested in the gameplay concept, not so much in the dummy vehicle itself. None of this vehicle’s characteristics should be taken seriously. It will give all of you (and us) an insight into what a double-barreled tank could look and play like in World of Tanks. So, let’s break the ice and take a look at the first-ever vehicle with two guns (no, Franken and Stein don’t count) as well as its stats. Click to view slideshow. View the full article
  19. The release of this new frontlines map is imminent – Episode 8 will come bundled with this new map along with the final reward for your struggles. View the full article
  20. Tank Festival is in full swing for you to cheer up as the summer is about to wave goodbye. But here is a completely different piece of news: The AMR, a French Tier II light tank, will be supertested in the short run. Let’s take a quick look at the upcoming “testee”, starting with its weak sides. Click to view slideshow. Its survivability reaching 140 HP doesn’t allow the AMR to stand out against the same-tier vehicles. The poor armor and mediocre dynamics prevent the tank from either withstanding the damage or avoiding it. On the other hand, due to its small sizes, the AMR can take surprisingly unexpected positions. Moving to its strong sides, let’s consider the gun: with its hire rate of fire and the reload and aiming time of 1.8 s, the AMR 35 can almost shower the enemy with shells when firing from a halt. Summing up, the AMR 35 is a quintessential representative of low-tier light tanks. It’s a universal vehicle that performs consistently well in a variety of gameplay situations. View the full article
  21. While ordinary players accumulate bonuses, wait for a bond store and play at Clan War events, WoT super testers were able to exchange 5.000 bonds for any of the ten promotions as part of their updated Motivation System (from September 2019). The cost of any Clan Wars tank (M60, VK 72.01 (K), Object 907, T95E6, 121B, T95 / FV4201 Chieftain) = 5.000 bond. However, there is one more condition – to participate in the supertest for 5 years or more (and also 1 similar tank only once a year). Not everyone can do it. Many newcomers leave in a month or two. And at the moment there are few such testers. But as they say, there is a precedent. Below is the full updated motivation system and its rewards. Via wotexpress View the full article
  22. From the Forums. The bunker’s size was increased even more for better tactical opportunities. Now it’s one of the key areas on the map. The path next to the bridge was changed to avoid attacks from behind happening too quickly. Passages were added to connect areas on the opposite side of each block. Additional covers were added, allowing you to move between them along the entire map. View the full article
  23. Commanders! After the initial tests of the Berlin map, we will introduce more adjustments to the Supertest: Click to view slideshow. The bunker’s size was increased even more for better tactical opportunities. Now it’s one of the key areas on the map. The path next to the bridge was changed to avoid attacks from behind happening too quickly. Passages were added to connect areas on the opposite side of each block. Additional covers were added, allowing you to move between them along the entire map. View the full article
  24. The closed testing of the Minsk map continues with a different map variant aside from those shown in the previous news. Added river crossings near both sides of the central bridge to provide opportunity for manoeuvring if you need to change positions. Large trees and some bushes from the landscape area were removed for easier driving and spotting. Positions for tank destroyers are now clearer and more comfortable. The long firing sectors on the landscape area along the avenue were removed. The landscape area was reworked to provide more tactical opportunities. Some hills allow to take advantage of the elevation/depression angles and strong turrets. Those changes in the landscape allow to move along the whole avenue on both sides. Added a new position – an unfinished building – as a counterpart to the circus. Added a path in the city for the team starting in the upper part to help them getting to positions easier and allow for additional manoeuvring in the city block. The city blocks behind the Victory Square were opened up; it’s now possible to engage vehicles in the city that way. The base positions were changed, and the landscape has been corrected. We expanded the ford near the top base and removed some embarkment area elements, so driving is easier and more straightforward now. We completely reworked the yard layouts in the western part of the map; they are now more spacious and fit for manoeuvring. To keep the historical layout, the structure of the two entrances remains, however it’s now possible to fire through the entrance near the red line at mid-range. Medium tanks will have more space in these yards, there will be fewer encounters with groups of enemies, and it will be easier to fall back from them. The white fence pillars at the landscape area blocking fire and movement were removed. All changes above are subject to change, depending on the test results. View the full article
  25. Tankers! On a closed test, testing of the Minsk card and another version of it continues, in addition to those shown in the previous publication. 1) Added river crossings near the central bridge on both sides in order to provide maneuvering possibilities in case of need to change position. 2) On the “green” large lush trees and some bushes have been removed 3) Positions for tank destroyers have become more convenient and understandable. 4) Removed long straight lumbago along the avenue on the green. Greenery redesigned to provide great opportunities. Now, some slopes and hills allow you to play with tanks that have strong turrets. Also, due to changes in the landscape, it is possible to move along almost the entire avenue from each side. 5) A new position (unfinished building) as a counterweight to the circus building. 6) To improve driving and provide additional maneuvers in the quarter, more fast rotation opportunities for the top team were added. 7) Opened quarters outside Victory Square for the possibility of reapprochement of tanks in the city. 8) The location of the bases has been changed and the terrain has been changed. 9) The ford at the upper base was expanded and some elements of the embankment were removed. Now driving is easier and more straightforward 10) The layout of the courtyards in the western part of the map were completely changed, the courtyards are made more spacious and suitable for maneuvers. Due to the historical layout of the quarters, the overall structure of the two openings is preserved, however, through the opening along the red line, it will become possible to shoot at an average distance. Medium tanks will become freer in these yards, there will be fewer cases of sudden collision with enemy groups, and it will be easier to retreat from them. 11) The columns of white fences that interfere with shooting and moving were removed on the green. The further fate of the edits of all the Minsk map options depends on the test results. View the full article
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