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YAWR #11

Snohoe's Photo Snohoe Feb 20 2012

Good news about the MM being addressed. That's my only complaint about this game.
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jackmanj8123's Photo jackmanj8123 Feb 20 2012

Where can we see the video of Himmelsdorf being played at night ?

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#3    Gramis  

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Posts: 8
Joined: Feb 28 2011
Posted Feb 18 2012 - 00:59

about time they did something with matchmaker. we just have to wait till 7.2. who knows how long that is....

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#4    coRpS3  

Senior Sergeant

Group: Community Contributor
Posts: 560
Joined: Apr 12 2011
Posted Feb 18 2012 - 01:01

With the mention of Himmelsdorf being played at night, will this be in similar fashion of how the day to night mod that was first released on the RU server and made its way to the NA server? Meaning, should we expect having maps now start coming out with future patches to have both day and night matches?

And Thankyou for posting the Q&A and keeping us up-to-date with the most info that you can supply to the pub. Greatly appreciated.

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#5    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:07

coRpS3, on Feb 18 2012 - 01:01, said:

With the mention of Himmelsdorf being played at night, will this be in similar fashion of how the day to night mod that was first released on the RU server and made its way to the NA server? Meaning, should we expect having maps now start coming out with future patches to have both day and night matches?

And Thankyou for posting the Q&A and keeping us up-to-date with the most info that you can supply to the pub. Greatly appreciated.



Dynamic lighting would be a new feature for the new rendering engine. This would not only include things like street lights, but also things like your tanks lighting up when they fire at night. overall it will be really cool!

Josh

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#6    RaiderPaladin  

Lance-corporal

Group: Player
Posts: 88
Joined: Oct 03 2011
Posted Feb 18 2012 - 01:09

I have heard of/seen the Himmelsdorf night map that is upcoming, is there any thoughts to making night maps that require the use of Searchlights to fight or perhaps also adding parachute flare ammunition for arty? Perhaps adding an additional module to allow the mounting of a searchlight on your turret for this? Thanks!

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#7    M18HellCat  

Lance-corporal

Group: Beta Tester
Posts: 37
Joined: Jan 19 2011
Posted Feb 18 2012 - 01:10

Will we ever get noises for the tanks turret when it rotates? It's not much...

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#8    Crap_Shoot  

Senior Sergeant

Group: Beta Tester
Posts: 671
Joined: Aug 17 2010
Posted Feb 18 2012 - 01:12

jinxx71, on Feb 18 2012 - 01:07, said:

Dynamic lighting would be a new feature for the new rendering engine. This would not only include things like street lights, but also things like your tanks lighting up when they fire at night. overall it will be really cool!

Josh



So would we get working head/tail/spotlights on our tanks? That would be really cool. Especially if we could turn them off for reduced vision/increased camo.

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#9    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:14

RaiderPaladin, on Feb 18 2012 - 01:09, said:

I have heard of/seen the Himmelsdorf night map that is upcoming, is there any thoughts to making night maps that require the use of Searchlights to fight or perhaps also adding parachute flare ammunition for arty? Perhaps adding an additional module to allow the mounting of a searchlight on your turret for this? Thanks!



I don't think anything will be THAT dark, but you can add it to the suggestion forum.

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#10    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:15

M18HellCat, on Feb 18 2012 - 01:10, said:

Will we ever get noises for the tanks turret when it rotates? It's not much...



Yes more sounds will be added, they are not on the top of the list of things to do, but it will happen.

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#11    BigHurt844  

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Joined: Oct 06 2011
Posted Feb 18 2012 - 01:15

Killer! Thanks for the info and update guys!!!

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#12    cipher12  

Junior Sergeant

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Posts: 102
Joined: Nov 17 2011
Posted Feb 18 2012 - 01:16

Why does the 105mm TE51 on the T25 costs almost twice as much to research than the 105mm L/52 on the Jagdpanther despite it being slightly worse than it?

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#13    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:20

cipher12, on Feb 18 2012 - 01:16, said:

Why does the 105mm TE51 on the T25 costs almost twice as much to research than the 105mm L/52 on the Jagdpanther it despite slightly worse than it?



The cost is a way of gating how long players stay in a tank, not a balance in itself.

Josh

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#14    coRpS3  

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Group: Community Contributor
Posts: 560
Joined: Apr 12 2011
Posted Feb 18 2012 - 01:20

jinxx71, on Feb 18 2012 - 01:07, said:

Dynamic lighting would be a new feature for the new rendering engine. This would not only include things like street lights, but also things like your tanks lighting up when they fire at night. overall it will be really cool!

Josh



Thanks for the update. I already like the game using this day to night mod so when maps start having this implemented, I will be a really happy coRpSE.

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#15    Kalinin  

Senior Sergeant

Group: Beta Tester
Posts: 567
Joined: Dec 17 2010
Posted Feb 18 2012 - 01:22

Can we get a sound FX revamp? Music is good but having three or four generic engine/gun/track/etc. sounds is very poor.


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The new file format will increase load times, not only for maps but models as well. This is very important to note as some sighting issues that players experience in the game are due to a model not being rendered on your screen fast enough.
I'm pretty sure I get what you mean, but...


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#16    coRpS3  

Senior Sergeant

Group: Community Contributor
Posts: 560
Joined: Apr 12 2011
Posted Feb 18 2012 - 01:22

RaiderPaladin, on Feb 18 2012 - 01:09, said:

I have heard of/seen the Himmelsdorf night map that is upcoming, is there any thoughts to making night maps that require the use of Searchlights to fight or perhaps also adding parachute flare ammunition for arty? Perhaps adding an additional module to allow the mounting of a searchlight on your turret for this? Thanks!



The idea that I am getting from it is that it will be like the day to night mod.
http://forum.worldof...ing-the-battle/

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#17    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:25

Crap_Shoot, on Feb 18 2012 - 01:12, said:

So would we get working head/tail/spotlights on our tanks? That would be really cool. Especially if we could turn them off for reduced vision/increased camo.



It would be more work for each model, but yes it would be possible.

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#18    jinxx71  

Junior Sergeant

Group: Community Manager
Posts: 169
Joined: Jan 28 2011
Posted Feb 18 2012 - 01:26

Kalinin, on Feb 18 2012 - 01:22, said:

Can we get a sound FX revamp? Music is good but having three or four generic engine/gun/track/etc. sounds is very poor.

I'm pretty sure I get what you mean, but...



but what?

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#19    FaustianQ  

First Sergeant

Group: Beta Tester
Posts: 1,726
Joined: Jul 13 2010
Posted Feb 18 2012 - 01:35

I am confused, Jinxx can you clarify these parts?


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While complicated, the first version of this new Match Maker should be available around the 7.2 timeframe. It will take into account many of the above listed issues that players have brought up. The one thing that will be absent is a hard 3 tier spread.


I am trying to discern if this means that some MM2.0 elements will be in 7.2, but not yet a 3 tier hard limit spread, or that a 3 tier hard limit spread is simply not being considered in the first place.


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The crew will be moved to T30. But you will have a 100% on T110. Most likely (it’s not set in stone and can change), you will receive it with the skills you had on T30 crew.


Implying that you will be effectively cloning 4 crewmen on the T30 and have them trained in the exact skills to the exact same level as the previous T10 T30 crew?


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The vehicles which use that gun were buffed in other ways since Beta. Currently we have no plans to adjust this gun


Both the VK3001P and Jagdpanzer IV still are underpowered, the Tiger has a very tough grind reminiscent of the issues with the T34 Heavy Tank, the VK3002DB has performance issues since the normalization nerf, and the VK3601H may have issues when it is relegated to a Heavy tank. Since no apparent buff is coming to the 88 L/56, how are these issues intended to be solved, and are you



lol hate meeeeeeeeeeeeee
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Wazer_Wifle's Photo Wazer_Wifle Feb 20 2012

Hey I have a question. What does the inside of a Panther and the inside of a Jumbo Sherman look like if ya can I would like to see the insides of many tanks to see how it was like to stay in the tank  :Smile_honoring:
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BHzDSgt_Rock's Photo BHzDSgt_Rock Feb 20 2012

WOW, it was brought to my attention that tier 8, 9, and 10's were getting nerfed down so they loose or can't make money.  What a stupid Idea.  I worked my ass off and have spent nearly $2,000.00 to get ALL tier 10's.  I will NEVER drop another dollar in this game if all my work and money were a waste.  I earned it, Now let me play it.  The type 59 has been screwed with enough that it is now considered a waste of my money and gold ammo I bought for it.  I get ammo racked 3 out of 5 times.  Quit messing with a good thing and let us play the game.
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Buckaroo_Banzai's Photo Buckaroo_Banzai Feb 20 2012

The primary reason that high tier tanks are made to be unprofitable is for diversity. If these tanks were more profitable, then people would only drive the highest tier tanks and there would be very few people playing mid-tier tanks. This is why mid- tier tanks are the most profitable standard tanks in the game.

Well the problem lies in the fact that this is genuinely false. Number one u have to play med tiers to get to higher tiers, also new players join everyday, and some players (like me) enjoy playing med tier tanks.  What u do is actually discourage playing or even trying to get higher tiers because we lose credits when we play them.  As faustian stated above that is why you see premium 8's and you do not make more credits in lower tiers. Just admit that the real reason that you do it is so people will have to spend gold to convert experience, thereby spending money on a so called "free game", and we would actually respect you more as a intelligent group.  But lieing about doing this to increase gameplay enjoyment just makes you look like a bunch of lieing simpletons.  Also "help keep med tiers from being thrown into higher tier games" have you seen matchmaker lately..... this is already not working you ridiculous idiots.
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CrazyCrave's Photo CrazyCrave Feb 20 2012

Yep.. there was no need to up the tier of the T59 without giving us a better gun because there are tanks that the weak 100mm can not damage and it's just a waste of time playing this tank now so just give us our money back .. also when the armor was adjusted on the is 7 WoT pretty much nerfed the e100 and other tanks without even saying so.
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Holeinthehead's Photo Holeinthehead Feb 21 2012

View PostBHzDSgt_Rock, on Feb 20 2012 - 16:04, said:

WOW, it was brought to my attention that tier 8, 9, and 10's were getting nerfed down so they loose or can't make money.  What a stupid Idea.  I worked my ass off and have spent nearly $2,000.00 to get ALL tier 10's.  I will NEVER drop another dollar in this game if all my work and money were a waste.  I earned it, Now let me play it.  The type 59 has been screwed with enough that it is now considered a waste of my money and gold ammo I bought for it.  I get ammo racked 3 out of 5 times.  Quit messing with a good thing and let us play the game.


Now you might have an understanding of how arty players feel . Regardless of loving or hating arty , they to had to grind . More so because arty requires twice the exp . I no longer play my arty . Yet I saw no compensation for the Time / Money or effort I put into it .
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kampfer91's Photo kampfer91 Feb 21 2012

With the upcoming cluster's system , are we limit to the EU/US/RUS 's server ? Can we even join other server ?
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FF22's Photo FF22 Feb 21 2012

how do I ask to the admin ?
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sxegregor's Photo sxegregor Feb 23 2012

One of the first couple questions talks about making money with higher tiered tanks and the response was about diversity and so that not everyone is using them and they want the middle tanks to be used the most...
Well if they want that then I suggest 2 things
One bump up the amount of credits the tier 5 premiums make...people do use them but I don't see all that many of them and a lot I don't see at all

And second it you want people to continue playing then please change something with the amount of credits earned with higher tiered tanks...with the cost of ammo and repairs if I get overwhelmed in the beginning of the match I could end up losing around 25k just because my entire team decided to go the wrong way when the majority of the other team was pushing my side
It is unfair and a lot of players give up after this stage
May e having them work like really low tiers in that they break even or maybe even just having a little bit of a loss with a maximum of 5-8k

And it'd be awesome if that included tier 5 lights too
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MalikCarr's Photo MalikCarr Feb 24 2012

Oh great there's a new YAWR. I suppose I'll crosspost a musing I set up in the other one - it's really been bugging me lately.

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I have a game design question as far as moving heavy tank IS-4 to Tier X as an alternative line to heavy tank IS-7.

From a design perspective this really doesn't make a whole lot of sense. As it is, IS-4 is an excellent heavy tank - it has a very solid armor scheme that, with angling, can really be difficult to destroy, and with 130mm gun S-70 it can severely maul most enemy tanks just fine.

However, other than the fact that its rear armor is much heavier, IS-7 is basically a more potent and sophisticated design in every way. The sloping on the bow of the hull as well as the turret is especially noticeable - its paper figures are often thinner, but with the richochet physics IS-7 can be very hard to penetrate, even from the sides - especially if its hull is partially concealed.

Historically, IS-4 was a competing design to IS-3. Both were armed with 122mm D-25T - IS-3 made use of a totally new hull with a pike-shaped bow and flat, pancake-like turret, while IS-4 more or less followed IS-2's layout with an angular bow that included a driver's hatch and a turret that was round on the top and bottom (including the irritating shot traps on the edges). IS-3 was unquestionably the more advanced design - it was lower, faster, had a stabler hull layout, and the low heavily rounded turret was basically a testament to Soviet tank design from that point on. IS-4, meanwhile, was essentially just a super heavily reinforced IS-2 with drastically better armor but little else in the way of innovative design features. Compared to IS-7, which had a number of seriously "gee whiz" facilities and equipment to it, IS-4 looks downright primitive even though their development is separated by only a few years.

Now, from a gameplay standpoint, I can see how IS-4 gets bumped over to the "KV" series of heavy tanks. The thing handles a lot like a KV does - it has poor mobility but great armor protection and usually has a big gun. That particular aspect makes perfect sense. What I question, though, is why it belongs on a Tier X platform in the first place.

Historically IS-4 never received the 130mm gun S-70 - that was the IS-7's claim, and the two loaders in that bulbous turret help testify to the necessities of arming such a big piece of artillery. It was tested with 100mm S-34 and 122mm S-34-2, just like the prototype ST-I (which will lead to IS-4 in the new tank line...) but that was all.

So, why move IS-4 to Tier X?

It has exceptionally good armor, but IS-7 is arguably better thanks to the shape and sloping of its hull and turret. It's faster than German heavy tanks, but still significantly slower than IS-7 (especially climbing hills - an E-75 can *almost* keep up on a slope). It has a really big gun, but IS-7 gets that as well, and that particular piece really doesn't make much sense outside of gameplay reasons to keep the tank competitive at its tier.

If you remove the 130mm S-70 from the equation, IS-4 is basically just a much better armored IS-2 with inferior handling - basically what it was in reality.

I'm really just curious if there's a reason for this outside of gameplay purposes - which is fine, I suppose. After all, on the German tank destroyer line the Ferdinand (early 1943) is a higher tier vehicle than the Jagdpanther (mid-1944), and if you compare their combat ability there's not much to argue with with that order.

Thanks.
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alancortes01's Photo alancortes01 Feb 24 2012

In the night maps, the tanks are gonna use red light (night lights) like some "infrared" or "night vision" used by german army in WWII?
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t_boss's Photo t_boss Mar 07 2012

few things

1.the community overwhelminly voted the tear sparead as the biggest problem wiht Matchmaker but instead u say u will try to fix everything But the tear spread. and part of the fixes is "MM will mix it up for interesting games" which sounds to me worse balanced games than before. also i rather have the garrenty of not being harmless in a good chunk of games to be able to fight stuff not to weak or to strong even if the balance is off. a stricter 3 tear spread(whith acception that are susposed to be fixed in futer updats anyways, like KV),(and giving type59 an extra tear up to fight) would help more. the only acception i made are the easly most overpowered tanks.

2. u say high tears dont make income so people would use lower tears? under that logic tear 5s should make more than tear 8 premnum tanks, puting tear 10-9 income similar to that of tear 7 would do fine and actualy keep people longer, instead of pissing people off because the thing they work hard for ends up costing them.  I can understand tear 5s and premniums making MORE money but not high tear stuff LOSING ALOT of money.
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spittoon's Photo spittoon Mar 08 2012

View Postt_boss, on Mar 07 2012 - 23:12, said:

few things

1.the community overwhelminly voted the tear sparead as the biggest problem wiht Matchmaker but instead u say u will try to fix everything But the tear spread

MM "tear spread"...   actually, sometimes that's a pretty appropriate name!
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Evil_AppleJuice's Photo Evil_AppleJuice Mar 22 2012

I'm very interested to play World of Tanks with the new physics engine, but every time I see it I notice a huge glaring issue that I have to address. What happens if a tank becomes airborne and lands on another tank? I have never seen any armor values listed for the tops of tanks, but I believe they are generally soft due to artillery often penetrating the tops of tanks. If even a light tank that only weighs 15 tons were to roll off a cliff with speed and land on top of even a heavily armored tank, wouldn't a 15 ton tank act as an extremely large artillery shell and destroy them instantly? This would mean that scouts could drive off cliffs onto tier 10's and destroy them. Or if a tank does not destroy the tank they land on, wouldn't landing on top of a tank absolutely destroy their suspension/crew? I'm extremely interested in hearing about how falling collisions will be implemented with the new physics patch!
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Quesnel's Photo Quesnel Mar 26 2012

View PostEvil_AppleJuice, on Mar 22 2012 - 19:12, said:

I'm very interested to play World of Tanks with the new physics engine, but every time I see it I notice a huge glaring issue that I have to address. What happens if a tank becomes airborne and lands on another tank? I have never seen any armor values listed for the tops of tanks, but I believe they are generally soft due to artillery often penetrating the tops of tanks. If even a light tank that only weighs 15 tons were to roll off a cliff with speed and land on top of even a heavily armored tank, wouldn't a 15 ton tank act as an extremely large artillery shell and destroy them instantly? This would mean that scouts could drive off cliffs onto tier 10's and destroy them. Or if a tank does not destroy the tank they land on, wouldn't landing on top of a tank absolutely destroy their suspension/crew? I'm extremely interested in hearing about how falling collisions will be implemented with the new physics patch!

OMG  :o ...............suicide scouting on a whole new level  :Smile-hiding:
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