Welcome to the World of Tanks!
For all the new players joining us this week we welcome you!
To get acquainted with the game please you may want to check out the Tutorial Videos, WIKI, Tankopedia and Newcomers Forum Section
From the Financial Department
For those that may behaving problems with any financial issues please check the Financial Issues section on the forum, if you can't find an answer there contact support at support.worldoftanks.com or support@worldoftanks.com If you haven't received a response please be patient all tickets will be answered. If you are getting an error when buying gold on the website please try a different Internet browser Internet Explorer has issues with certain sites.
From the Reconnaissance Department Game Manual
And for those that missed it, the release version of the game now includes a game manual. You can find it in your game folder or download it here: world_of_tanks_game_manual.pdf Alpha tank
You may have seen a PzKpfw V-IV Alpha in battle, and no they aren't Alpha testers, they are those that dedicated a lot of their time in Beta to help the World of Tanks community. They are the translators, wiki editors and moderators. If you see them in battle make sure to thank them for all their hard work with a 15 gun salute. New French tank pics
Find new french tank renders in Souroy's post: Screenshots from the Press meeting of Paris T1 Cunningham
History and renders now available on the official site for the T1 Cunningham
From the Research and Development Department Supertest Applications for the Supertest have closed, 45 players were chosen to participate: Congratulations! If you are on the list you should have received an email with follow-up instructions.
Vehicles/balance:
- Added new vehicles: premium heavy Lowe and KV-5, intermediate KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
- Redesign hit-box for Maus on the basis of new "skirt" type of armor.
- Fixed hit boxes for IS-7, JagdPanther, Tiger, VK4502, Ferdinand, JagdTiger, M41.
- Fixed minor inaccuracies in hit boxes for several tanks.
- Fixed inaccuracies in visual models and textures for the majority of vehicles.
- Add new visual gun models for VK4502, Ferdinand, Tiger II.
- Rebalanced specifications for all SPGs.
- Readjusted camouflage values while moving and at rest.
- Readjusted camouflage values while firing for all guns.
- Readjusted shell velocity for all guns.
- Readjusted maximum firing range for the majority of guns.
- T-54: top engine substituted for 700 hp V-14, weight for top turret increased by 500kg.
- Fixed bug with the gun mantlet armor for Object 212
- Multiple balance adjustments for the majority of vehicles.
Battle mechanics:
- Added extra checkpoints on tank models for more accurate visibility checks.
- Readjusted visibility calculation for multiple bushes if they are within 15m range of the vehicle.
- Engine now catches fire, if it has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now.
- Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank.
- Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out.
- Changed effect for credits and gold first aid kits, repair kits and fire extinguishers:
Credits repair kit fixes 1 chosen damaged module until the end of battle. Gold repair kit - all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kit works the same way.
Credits fire extinguisher extinguishes fire immediately after you manually activate it – by pressing its button in-game.
Gold fire extinguisher automatically extinguishes fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – sticking at vertical surfaces and map borders is nearly completely eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed mismatching of hit-box objects that stick out from the rear hull (rear hull of Gw-Tiger, etc).
- Fixed crash models for server open top SPGs being damaged by other tanks when contacted slightly.
- Fixed the condition for getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition for getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash damage or fire.
- Fixed the condition for getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash damage or fire.
- Fixed the discrepancy between arcade and sniper reticule, when the tank is positioned on a slope.
Non-combat mechanics:
- Added the possibility of dismounting nondemountable equipment ("Rammer", "Coated Optics" and other) for 10 gold. To dismount it, click the module and choose “dismount equipment” option at the end of the dropdown list.
- Added the possibility to transfer in-game gold to another player. A special financial password is used for additional transaction control.
- Now when leveling the crew (on an elite tank with marked “Rapid crew training”) – bonus experience received for the crew is given to the least experienced crew member. The estimation is based on the general experience (not on the basis of skills percentage); if several crew members have equal values, the first one is chosen.
- Added the automated ban system for teamkillers.
Content:
- Added new maps: “Mountain Pass” and “Prairies”.
- Visually redesigned “Pagorki” map.
- “Komarin” map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Corrected borders and skyboxes’ junctions on some maps.
- For most of the maps the red line marking the edges of the map is removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hit boxes for a large number of small objects.
- Optimized texture sizes for some objects and buildings.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
Garage Interface:
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added a filter for vehicle scrolling to reflect the tanks marked as primary.
- Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display of track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
- Fixed the bug with client’s hangup when joining platoon or tank company when voice chat ports are blocked.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added “Clan” section with its members to the “Contacts” window.
- Corrected and updated tips displayed when map is loading.
- Corrected the message when changing the engine with installed consumable of a different type (e.g. diesel engine and “105 octane gasoline” consumable).
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterisk” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Fixed vehicle overlapping by the elements of a premium hangar (balcony, ladder).
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has relogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Added the display of researched modules for unresearched vehicle.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
Combat interface:
- Minimap reworked in flash, as well as the rest of the interface. Added the display of platooned players by a different color.
- The icon of the player’s tank who has killed several allies is colored in blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- Added pop-up hint with possible actions when player’s vehicle is destroyed.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
System/graphics:
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Reworked post-effect displayed when player’s vehicle is destroyed.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Improved the display of the track prints for different types of terrain the prints are different.
- Added the protection against client-side changes to the color, brightness and the time of tracer effects.
- Fixed missing engine and tracks sound effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
v.0.6.4 - v.0.6.4.2
- Fixed lagging when entering the garage for some players.
- Fixed some bugs with the "repulsion" of tanks in a collision with objects that might cause jams after the ejection of the tank obstacles.
- Fixed long vehicles getting stuck when moving over shallow depressions and ravines.
- Fixed shooting in windowed mode. Sometimes requiring 2-3 click.
- Fixed bug with display of pushed tanks at long range.
- Fixed losing color and type of tanks on the minimap when you change graphics settings.
- Fixed server-side reticle getting "stuck" when tracks are knocked out.
- Fixed getting damaged in low-speed collisions.
- Fixed a desynchronization of the start timer with the real battle start time.
- Redrawn the traces of the tank tracks.
- Fixed tank turning too fast after tracks are knocked out.
- Fixed voice chat in battle.
- Fixed the command "Attention on the square" in some of the squares of the minimap.
- Fixed camera zooming in to the tank in garage after battle.
- Fixed the "sticking" of the camera on protruding parts of the tank: antenna, pins and so on.
- Fixed the "sticking" of the camera to a nearby tank through close contact.
- Fixed the presence of pop-up windows with the names of players in the box in the map loading screen.
- Fixed the name of the tank in the research window after switching between tanks.
- Fixed the display of the battle selection menu in the map loading screen.
- Fixed some sounds in the garage.
- Changed the area of the active shell in the service window.
- Fixed button name in the service window.
- Fixed players getting thrown to the garage when starting a platoon if they were not ready for battle.
- Fixed some bugs with adding/removing players to the ignore list.
- Fixed some typos in the interfaces.
- Fixed blinking nicknames of players in the map loading screen.
- Fixed losing graphics settings when updating your graphics driver
- Rollback changes for the shadows that give the performance drop and image artifacts when using improved shadows.
- Improved the autodetect settings.
- Fixed some getting stuck and errors on the maps: "Komarin", "Prairie", "Prokhorovka", "Malinovka", "Lakeville", "Cliff", "Ruinberg", "El Halluf", "Mountain Pass".
- Fixed appearance of red texture map "Karelia".
- Fixed minimap map Komarin.
- Removed old circles in bases on the map Murovanka.
- Lowered the strength of the hedgehogs on the map Komarin
- Reconfigure the parameters of damage and repair time of tracks of all the tanks.
- Reconfigure the parameters of all tier 8 SPGs.
- Reconfigured some parameters of the tanks: Pz38NA, VK3001H, VK3002DB, VK4502P, Object 704, T34, JagdTiger, T29, Panther II, Tiger II.
- KV-13 moved to tier 7.
- T1 Cunningham: Added 20mm automatic cannon.
- Corrected and improved damage models for tanks: Tiger II (gun mantels), VK4502, JagdTiger, T2 med, T92, Object 261, H39 Hotchkiss.
- Added a separate model for the guns 12.8 L/61 for the TD JagdTiger.
- Fixed the display of the 2 guns for the JagdTiger.
v.0.6.4.2 - v.0.6.4.3
- Fixed small bugs in the interface ("flashing" nicknames and tank icons)
- Fixed bugs in vibrating seat cover
- Fixed bugs with the sun and moon display in the garage
- Fixed bugs in the service window (and the names of buttons)
- Fixed bug with tooltip in the statistics window
- Fixed bug with FPS drop for some players
- Changed the amount of HP of anti-tank hedgehogs
- Removed drawn circles around the base on the map "Murovanka"
- Fixed bug with the menu for social contacts in battle
- Fixed bug with the minimap lighting up after a tank is destroyed
- Fixed some bugs on the map "Malinovka", "Ensk", "Mountain Pass", "Prohorovka", "El Halluf", "Komarin"
- Fixed bug with disappearing building on the map "Ensk"
- For the maps "Mountain Pass" and "Prairies" a text description was added
- Fixed bug with with unmounting improved ventilation from the tank Pz38NA
- Fixed some bugs with the minimap
- Fixed bug with leaving SPG view mode
- Fixed bugs with the interface in artillery mode
- Fixed bug in options for posteffects
- Fixed bugs with tooltips after death
- Fixed the location of the tank KV-13 in the research tree
- Fixed bugs with player's context menu in battle
- Fixed bug with player appearing in the enemy's room
- Fixed bug with with system text display when updating sound devices
- Fixed bugs in the tank carousel (rotation, display of tank icons etc.)
- Fixed bug in simultaneous purchase of ammo
- Fixed bug with the mounting of some modules through the research tree
- Added a limitation on the number of clan changes
- Fixed bug with the display of penetration traces
- Fixed the display of tracers
- Fixed bug with desynchronization of the reticule
- Fixed bug with the platoon indicator
- Fixed the display of nicknames in the battle statistics window
- Changed vehicle parameter: Lowe, KV-13, StugIII, Pz38NA, VK3601H, T29
- Changed some small bugs in the damage model for the Maus
- Increased the repair cost for the tank KV-5
- Fixed the thickness of one of the areas of the rear of the tank IS-4
- Increased the front armor on the tank PzKpfw V-IV
- Fixed bug with the display of the parameters of the tank T2 med
- Fixed inaccuracies in the description for the conditions for obtaining achievement "Invader"
- Fixed time for displaying trails from tracks
- Fixed bugs with pushing a tank into impassable areas
- Fixed bug with banned players being able to register clans
- Fixed bug with the voice chat indicator in the training room
- Fixed bug determining teamkillers in platoons
- Fixed bug in messages when unmounting equipment
- Fixed lag in displaying tanks for some players
- Fixed default display settings
From the Special Operations Department The Drill Boot Camp Tournament Open
WoT players proved to be great warriors during the Ural Steel Championship and continue following its updates, demonstrating unlimited desire and potential for Great Combats. At this stage World of Tanks team gladly announces the start of The Drill Boot Camp Tournament, which will engage vehicles of 5/60 Division.
Use the chance to advance your team skills and gather with other players in the Tournament on the threshold of oncoming Clan Wars!
Find more info in the contest forum section: The Drill Boot Camp
A separate qualifying round is organized for players from Asian and Oceanic countries, it will be held in accordance with UTC +8 time zone. To take part in this UTC+8 qualifying round, note it in your message to GM that you are applying for UTC+8 tournament.
The exact schedule will be announced when the registration is over.
Elbe Day Contest Open
World of Tanks warriors should make images in the style of historical photos on the basis of in-game screenshots. The rules of the contest are given in the special forum topic.
The contest will close on the 8th of May 8:00 UTC.
Use this unique chance to frighten the enemy with your carefully honed coordination and discipline! Make a video of your Clan as if you are on Parade! Your 1 to 5 minutes long videos should contain at least 10 Clan tanks. The rules of the contest are given in the special forum topic.
Kill the Mod: The Return of Tank Company Competition Open
May 8 starting 5:00 PM UTC and up to 7:00 PM UTC the team of WoT developers and moderators will unite again to fight against players. If the players’ team wins, each warrior will be granted 1,000 in-game gold. In case of defeat each participating player will get 500 in-game gold. And 750 in-game gold will be your reward for a draw. More information on the event is given in the special forum topic.
If your tank company happens to end-up struggling with the tank-knights of Wargaming.net twice, you won’t be granted any gold for your second and all the further battles. However all the victories still count as they cannot but bring the enjoyment of defeating such enemies. Use the chance to show off your combat skills!
We invite all our soldiers to take part in the stunning Contests Marathon!
Climb to the Top Contest Results
Players fought hard to get their high-end vehicles as soon as possible, but only the fastest get the prizes.
Winners: SonOfDilbert - Maus in 134 hours (10000 gold) tony666 - T30 in 138 hours (10000 gold) inkXx - IS-7 in 181 hours (10000 gold) trumsodo - Object 212 in 80 hours (7000 gold) cipherd - M40/43 in 87 hours (7000 gold) fmonte - GW-Tiger in 163 hours (7000 gold)
You can find out more about the contest here Across the board North American players acquired their desired tanks faster than the European ones.
Kill the Mod: Afterwipe Competition Results
The second Kill the Mod event was held on April 16th and fun was had by all.
For the North American server 824 players participated, 401 will receive a total amount of 103 000 gold!
You can find out more about the event results as well as a list of all of those that will receive gold here
NA MVPs: FiendlyFoe[MM] Killed 7 in 1 battle Brewhammer[TCH] Killed 6 in 1 battle catalase Killed 6 in 1 battle
Easter Hustle and Bustle in World of Tanks Contest Results
Wargamming hid the Easter eggs well, so only 4 players found them: d_black_se (5000 gold) Cousteau (2500 gold) aRmoreD_eX (2500 gold) rahx (2500 gold)
Design Your Tank Contest Results
The winners of the Design Your Tank contest are: keptin - M5A1E2 Stuart VII (World of Tanks T-shirt, 3000 gold and 5 days of premium account) Raptor_Fulcrum - M38-43 (World of Tanks T-shirt, 2000 gold and 3 days of premium account) _____SCOPE_____ - Rakete-Tiger VI (World of Tanks T-shirt, 1500 gold and 1 day of premium account) Hawkwood26 - S22/40 Italian tank (World of Tanks T-shirt, 1500 gold and 1 day of premium account)
Keep on the lookout for new events, contests and competitions.
From the High Command Q: According to some of our more informed members on the forum, the gun depression/elevation values of some German tanks have been severely nerfed from their historic stats. A: It is not true, there was no such special treatment for German guns. Depression values are chosen in accordance with 1) historical data 2) balance 3) 3d modelling requirements.
Q: One thing that talk of revised tech trees has made me wonder is how accounts that have a tank that is being patched out will be handled. Will the player get the exp back? or will we be able to keep the old tank as a sort of "Back in the day this was what we had to use" kind of thing?
Also, we've gotten approximate dates on the fleshing out of the US and German trees (except for the open top TDs, but that's fine ), but what about the Russian tree? There's a truly absurd number of light tanks on there, along with a few mediums and even a couple of TDs. Any updates on those guys? (I'm personally most interested in the Object 416 and the Uralmash-1 TD....) A: 1. We are going to announce all revised tech tree soon, in 1-2 weeks I think. Going to provide a complete breakdown of how all the changes will be handled.
2. Currently working on so-called roadmap that is going to comprise all events and planned changes to the game available for players.
Q: Do you have any plans on combining both the NA server and the EU server?
I vaguely recall reading something about that but I can't find it. A: Depends on what you mean exactly, these 2 will be treated separately, but we are planning to introduce roaming feature. It will allow players log in to the non-primary server.
Q: As we are fast approaching the end of April, is there a revised ETA for 0.6.4? A: My personal estimation is mid May, however this is a piece of internal information.
Q: Well not to be a stickler or anything but the original date was release lol, Kinda getting bored with the game time to release some new content! Most of the players feel the same way.
How about clan wars is that with 6.4 or no? A: They will come almost simultaneously, we would like to release an expanded version of Global map with more provinces than we have on Russian server at the moment. Mid May should be rather firm date.
Q: Is the AP shell penetration drop per distance traveled of same % for all guns/shells or depends from gun to gun?
Example does AP 88mm shell after 400 meters drops 25% of its penetration and 122mm shell after 400 meters 25% of its penetration.
- Is it same for all guns or do they defer?
- If they defer can you give us an example?
- If they are same , why are they same and do you intend to implement deferent percentage drops for high velocity and slow velocity guns and when?
Why does 88mml56 has limited range ( cant shoot more then ~550 meters with AP ammo )?
- Any changes planned for that and if , when?
Can we see battle statistics for 3001p German tanks across all three servers?
- Are you considering improving this vehicle?
- If yes , can we get an example and when to expect them? A: AP shell penetration drop per distance depends on a gun. Cannot give you example right now. Don't have numbers by the side.
Two reasons:
- balance issues,
- long distance shell projectiles are not free (they consume some hardware resources) and we don't want them to exist for a longer period, small range (<400 m) shells are almost free.
I'm not sure if I can disclose vehicle statistics.
Q: Are there any chance for getting a "in battle" and "afk" symbol next to our name in clan/contacts list instead of just a green circle? Hope it doesn't sound to much of an suggestion. A: We are planning to implement these statuses in 7.0. No dates.
Q:I know you plan to change the fire extinguisher mechanic, but do you intend to do anything against the get-killed-by-shot-that-sets-you-on-fire and loose a fire extinguisher after you're dead?
With the new non-premium I don't see that happening, but it still might happen to a premium one, and loosing 50g without the damn thing even firing in-game is a waste.
Maybe some way of in-battle toggling on the 0.5sec standby ON/OFF?
What about making driver move from his position and help with reloading of gun, or shutting down the engine for additional camouflage? Ofcorse there would be time penalty of starting the engine/restoring driver again. A: It's pissing me off too. "get-killed-by-shot-that-sets-you-on-fire and loose a fire extinguisher" won't happen in 6.4. You'll get damage from hit, than damage from first tick of the fire, than fire extinguisher will cease fire.
Q: When You'll balance repair costs for all nations - so far jerrys are far more expensive than ivans and if You compare quality its the other way around.
So, when we will see balance in thic case - 14k for tiger's repair = 14k for IS repair ?
And when medium tanks will be cheaper than heavies or at least similar ? A: The whole game economy is under revision.
Repair costs depend greatly on the amount of tank hit points and module hit points.
Q:1. Euro tree - what tanks and when? A: It will comprise tanks of different European nations (Swedish, Czech, Polish, etc).
After French, British, and Japanese tanks are added.
From the Eastern Front Q: Are there plans to create battle mode with wagers? A: Nothing like that in the plans.
Q: In order to better understand the mechanics of visibility, I'd like to know which tank has 100% visibility (without net and crew experience)? If there are several - just name one so it would be more clear when comparing different tanks. A: There are no tanks with 100% visibility. If I remember correctly SU-14 has 95%.
Q: Are you planning to introduce a rangefinder for the aim reticule which measures distance to other solid objects (stones, houses, trees) except tanks? A: No due to technical reasons.
Q: Are you planning to expand types of available ammo in the future? Because the same gun could shoot piercing and cumulative and other times of projectiles. If yes, what is the priority on it? A: It's in the plans
Q: Way back in the CBT we had 30vs30 battles. Are you continuing the work to increase the number of tanks in the battles? A: We are working on it, but it is not expected anytime soon.
Q: A bit silly question, are you planning to implement possibility for tanks to sound the horn and signal with lights? Sometimes you need to bring attention of teammates that they are doing something idiotic like blocking movement, but you don't want to waste time on typing it in chat. A: A horn will be introduced. For gold. There are some concerns about spamming the horn, so need to figure it out first. One idea is to tie it to the radio module - you abuse the horn, your radio will get damaged. Or something like that.
Q: What about "company vs random" mode? A: So far we will not have it.
Q: Dear devs, have you noticed the following problem?
In the SPG howitzer mode the function binded to the RMB is not working. A: This will be fixed, but for now try not to bind any functions on RMB.
Q:
1. Are you planning to increase number of players in a platoon to at least 5?
2. Are you planning to introduce writings on tanks in this year?
Will the players be able to come up with their own slogans?(just ban people for things like "F*%$ you all!!!") A:
1. No
2. Yes. First stage - chose pre-made slogans from the list. And then, maybe, we will allow adding custom writings. But this option will be very expensive since pre-moderation costs us.
Q: I've read today that with the introduction of a new patch, the maximum video settings on the 32-bit systems will not exceed medium quality. Could you explain this. A: Graphics are made with considering technical possibilities of rendering in 32-bit systems. With change in render - we'll remove the limitations.
From the Front Lines Nations Review by Diastant German Tanks: These monsters were created by German engineers and scientists during the Second World War. Following World War 1, Germany was banned from making anything military-related but under a secret program they developed fast, light tanks, which fit in with their Blitzkrieg tactics. Proving successful, they continued to develop tanks once they entered World War 2 and they were engineering masterpieces of their time. Some of the more famous German tanks included the Panther Medium Tank, the Tiger I and Tiger II heavy tanks, as well has superior tank destroyers. They were a little too advanced, as their armor was tremendous and the engines were under-powered and the transmission often broke down. (Poor gas mileage and gear failings). They influenced tank design forever though.
Soviet Tanks: Soviet designers focused on speed and firepower, as well as sloped armor, and while their weaknesses are hard to show, they do have weaknesses. In the earlier tiers you will find yourself with extremely low armor, but you usually have a nice gun and average mobility. The Soviets concentrated on Firepower and Mobility, leaving armor to be sloped for protection. They had very versatile heavy tanks, although most weren't used in World War II, with the IS-7 being developed in 1948. The most legendary Soviet tank that most of you know is the T-34 medium tank. It combined sloped armor with a good speed and a really nice gun to make a perfect balance. Plus, they were made in 30,000+ numbers, which far out-whelmed the Germans.
American Tanks: Although American wasn't known for it's legendary tanks in World War II, it did have the M-4 Sherman Medium Tank. It had 2 inches of frontal armor, and a good engine, and it's 75mm gun was good enough to penetrate the rear of German tanks. They did influence future American designs though. They had a nice balance of firepower and mobility, only sometimes lacking in good armor for protection. German crews called the M-3 Lee the "6-man coffin" and the Sherman as well, because of their tendency to burst into flames when hit in the engine.
Full Review:
Spoiler
German Tanks- These monsters were created by German engineers and scientists during the Second World War. Following World War 1, Germany was banned from making anything military-related but under a secret program they developed fast, light tanks, which fit in with their Blitzkrieg tactics. Proving successful, they continued to develop tanks once they entered World War 2 and they were engineering masterpieces of their time. Some of the more famous German tanks included the Panther Medium Tank, the Tiger I and Tiger II heavy tanks, as well has superior tank destroyers. They were a little too advanced, as their armor was tremendous and the engines were under-powered and the transmission often broke down. (Poor gas mileage and gear failings). They influenced tank design forever though.
Firepower: In the game, German tanks have a good combination of firepower, and armor. They are very accurate in the game, with a relatively faster reload than their Soviet and American counter-parts. Early German guns are of 50 and 75mm, and then it starts to proceed to 88 and 105mm caliber. Then, on the last two heavy tanks, you get 128mm guns. While they may seem underpowered, compared to the Soviet and American tanks, it has a faster RoF (Rate of Fire) and that's sometimes what matters
Armor: German armor didn't start getting sloped until the mid-later tiers but it is the strongest out of all the three. The Tiger I had 100mm (real life) worth of frontal armor. In game, you can still penetrate their armor and it'll still do damage but they have a huge amount of HP. To give you a feeling, the Tier 7 Tiger has 1400 HP, while the Tier 8 IS-3 has 1300+. The Tier 8 Tiger II has 1600, and the VK 4502 (Tier 9) has 1900+. The Tier 10 Maus has a whopping 3,200 Health Points. Mobility: German tanks aren't the kings of mobility. Around the low tiers it's all balanced but once you get to the heavy tanks you will find that your top speed gets decreased dramatically, with the Maus having a top speed of only 20 km/h, the VK 4502 having a 30 km/h limit, and various other limits. Turning is average, they were designed to snipe and one-shot tanks, so don't expect them to move around a lot. Fear Factor: Although the Tiger isn't what it was in-game, the Tiger, the Tiger II, VK 4502, and Maus all are very scary tanks. They deal massive damage with high RoF and mobility won't matter for them because you won't be able to get through their armor and massive Health points pool. Trust me, high tier German tanks can be a pain to enemies. Don't under-estimate them.
Mobility: Mobility can be a real pain with German tanks. They are very heavy, often underpowered, and their suspensions and gearbox often broke down. In game, however, you will find that they are actually quite maneuverable and they actually feel like you are driving a tank. When you have a stock German tank it will be slow, hard to turn and very bad, but just stick with it and play a supporting role. Once you get to the higher engines and tracks you will find that you have more than enough power. The thing here is to stick with it.
Fear Factor: Lower tier German tanks have, a lot of armor and an average gun. Mobility is average, so many people consider them not as much of a threat as other tanks but they can be just as lethal. In the middle tiers they play great supporting roles such as medium tanks flanking and supporting, their TD's supporting the heavy tank group or just defending base or sniping, and their SPG's unleashing a wide variety of various shells with deadly accuracy. German tanks are nothing to mess with. In the higher tiers when your gun reloads slower, bouncing on one of these can be a pain. Good Rate of Fire (RoF), and good armor make these deadly.
Overall Value: While some people may view them as weak or underpowered, they can be just as scary and just as lethal as any of their counterparts when used correctly. With that being said, you need to play them with a certain play-style, they aren't meant for close toe-to-toe combat, they are support and front line.
Soviet Tanks: Soviet designers focused on speed and firepower, as well as sloped armor, and while their weaknesses are hard to show, they do have weaknesses. In the earlier tiers you will find yourself with extremely low armor, but you usually have a nice gun and average mobility. The Soviets concentrated on Firepower and Mobility, leaving armor to be sloped for protection. They had very versatile heavy tanks, although most weren't used in World War II, with the IS-7 being developed in 1948. The most legendary Soviet tank that most of you know is the T-34 medium tank. It combined sloped armor with a good speed and a really nice gun to make a perfect balance. Plus, they were made in 30,000+ numbers, which far out-whelmed the Germans.
Firepower: When it comes to Soviet tanks, firepower is huge. The AT-1 can 2-shot most tanks, and the IS, IS-3, IS-4 and IS-7 all have 122mm and 130mm guns. These have a slow reload, about 4-5 per minute, but they cause massive penetration and damage. In terms of accuracy, it isn't exactly the best, so try to wait until the circle closes in completely to fire. There really isn't much to say about this, they have huge guns. In World War 2, they didn't have advanced optics like the Germans, but the gun caliber definitely helped them out.
Armor: In the earlier tiers, you have horrible armor. You have the lowest HP (sometimes) out of all the other tanks, but in the middle and higher tiers, you will have sloped armor. This interesting feature basically makes up for whatever they don't have. Sloped armor makes shells ricochet off them, causing no damage at all. So, you are going to have to aim for the sides, and back. This will cause massive damage as the back and sides and back of the turret isn't sloped and thick. You may have a problem with this because of their excellent mobility, however. But, they still have lots to say about the armor.
Mobility: Mobility is excellent, even when stock, as some people say. They have a nice top speed and the A-20 light tank has a top speed of 72 km/h. You shouldn't have any problems with turning, when fully upgraded. The mobility was because in real life, they had a unique engine placement and gearbox method, so the tank was sort of unstable when turning, but in-game it's excellent. You should be able to get from one side to the other within 30 seconds on big maps if driving a medium.
Fear Factor: Right now, to be honest Soviet tanks are very feared. The Object 704's 152mm gun can 2-shot an IS-4, and a pack of T-54's can be very deadly. The IS-7 combines sloped armor with a 51 km/h top speed and 130mm S-70 cannon. One on one, however, you can very easily exploit their weaknesses.
Overall Value: These are what I call "beginner friendly". They have a good firepower, good mobility and the slope armor in the later tiers will make up for the lack of thickness in armor. These are a very common force in the World of Tanks battlefield. Don't underestimate these. Overpowered as they are, they are still very easily destroyable.
American Tanks: Although American wasn't known for it's legendary tanks in World War II, it did have the M-4 Sherman Medium Tank. It had 2 inches of frontal armor, and a good engine, and it's 75mm gun was good enough to penetrate the rear of German tanks. They did influence future American designs though. They had a nice balance of firepower and mobility, only sometimes lacking in good armor for protection. German crews called the M-3 Lee the "6-man coffin" and the Sherman as well, because of their tendency to burst into flames when hit in the engine.
Firepower: American tanks have a lot to say about firepower. It's not the best, but it should be enough for good damage against enemies. There's not a lot to say about American firepower, but once you get to the later tiers it makes a difference. The American SPG's have very accurate guns and the two top tier SPG's, the M40/43 and the soon to be arriving T-92 have huge guns. The M40 has a 203mm gun, while the T-92 will have a 240mm gun with 6 shells. The heavy tanks have 105, 120, and 155mm guns. It might be a pain but shouldn't be that much of a problem.
Armor: American tanks have average armor in the earlier tiers. It should be more than enough to protect you, and you can even hear some bounces once in a while. In the mid-high tiers you will find that your Health-points gets increased a lot and on the heavy tanks, your turret armor is insane, almost every shot on it bounces. Armor can save your life on an American tank. Expect a good balance here and there.
Mobility: Mobility, trust me it won't be a problem. The top speeds are great, and I think that in American tanks, it's basically a balance or armor, firepower, and mobility. It may seem slow when stock but they are very fast once you upgrade them. Again, it's all about balance. Know how to use your mobility well, and you could be a life-saver for other tanks.
Fear Factor: Yup, if you want to scare people with a heavy tank this is the one. Because a lot of people auto-aim, it will go for your turret, which has an insane amount of armor. Even if they try to hit your weak hull, they will fail because your epic gun will be finished with them. Just like the other 2, don't underestimate any tank. Especially American ones. Another balance. They blend in with the lower tiers but in the higher tiers, a T-34 or T-30 can make anybody shudder.
Overall Value: Since their release, they have been very popular with players, bringing not just new tanks and guns, but a whole new variety of play-style. Enjoy playing these, getting the feeling of a WW-2 Sherman commander or perhaps another tank. Important balance, not too bad but not the best in terms of anything but it's again, a balance.
From the Diplomacy Department Massive Online Gamer has opened a World of Tanks Screenshot Contest
Submit your World of Tanks screenshot by June 15, 2011 for a chance to win a FREE premium account and other great prizes!
From the Propaganda Department Video of the weekWorld of Tanks Promo by saviourangel
Tank Skins of the week: Drongo - M4A3E8 Sherman - Post - Direct link
From the Editors
If you are interested in helping with the newsletter, please contact Mediahead
This issue of the Newsletter is brought to you by the Moderating Team and the letter T
Special thanks to Diastant for providing us with this week's review.
very impressed by how fast we got another one out in the community let me just say, fake tip of next week: if two kvs smash into each other the force is great enough to create a black in which chuck norris will come out of and fight for your team.
But I have to lodge a formal complaint against that promo video they but out. They used two of my favorite songs from Two Steps from Hell on a video like that? Really?! Go back to the action shots we're used to...then you can use music like that.
Nice list right there. I would like a more comprehensive discussion on the balancing that's happening with the tanks and the spotting system if possible. Can't wait for this patch, need it direly. Good job guys.