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	<title>Comments on: 8.9 test 2 patchnotes</title>
	<atom:link href="http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/feed/" rel="self" type="application/rss+xml" />
	<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/</link>
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		<title>By: Alex</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64752</link>
		<dc:creator><![CDATA[Alex]]></dc:creator>
		<pubDate>Sat, 19 Oct 2013 11:44:27 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64752</guid>
		<description><![CDATA[&quot; - tutorial had the bug fixed where no matter what tank you used, the crew always spoke Russian&quot;

Wasn&#039;t T-34-85 the only tank you could use in the tutorial?]]></description>
		<content:encoded><![CDATA[<p>&#8221; &#8211; tutorial had the bug fixed where no matter what tank you used, the crew always spoke Russian&#8221;</p>
<p>Wasn&#8217;t T-34-85 the only tank you could use in the tutorial?</p>
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		<title>By: Kellomies</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64535</link>
		<dc:creator><![CDATA[Kellomies]]></dc:creator>
		<pubDate>Sat, 19 Oct 2013 01:21:42 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64535</guid>
		<description><![CDATA[How about you go and try out yourself how Fun &amp; Easy(tm) it is, Tea-ass? And you forgot the part where the enemy usually isn&#039;t alone and sitting still for 10 seconds is an excellent way to have everyone in the vicinity volunteer to install some fresh ventilation in your usually rather poorly armoured can...]]></description>
		<content:encoded><![CDATA[<p>How about you go and try out yourself how Fun &amp; Easy(tm) it is, Tea-ass? And you forgot the part where the enemy usually isn&#8217;t alone and sitting still for 10 seconds is an excellent way to have everyone in the vicinity volunteer to install some fresh ventilation in your usually rather poorly armoured can&#8230;</p>
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		<title>By: JimDoz</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64531</link>
		<dc:creator><![CDATA[JimDoz]]></dc:creator>
		<pubDate>Sat, 19 Oct 2013 01:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64531</guid>
		<description><![CDATA[Jsnazz that must be you T3azz]]></description>
		<content:encoded><![CDATA[<p>Jsnazz that must be you T3azz</p>
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		<title>By: Leedar</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64506</link>
		<dc:creator><![CDATA[Leedar]]></dc:creator>
		<pubDate>Sat, 19 Oct 2013 00:04:33 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64506</guid>
		<description><![CDATA[Regarding turret traverse in WoT, I wish they&#039;d balance vehicles like the M18 some other way than unhistorical slow turret traverse...

The faster-than-historical traverses are perhaps acceptable for gameplay reasons. The Tiger was only 6-12 deg/s, AFAIK.]]></description>
		<content:encoded><![CDATA[<p>Regarding turret traverse in WoT, I wish they&#8217;d balance vehicles like the M18 some other way than unhistorical slow turret traverse&#8230;</p>
<p>The faster-than-historical traverses are perhaps acceptable for gameplay reasons. The Tiger was only 6-12 deg/s, AFAIK.</p>
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		<title>By: T3azz (banned)</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64494</link>
		<dc:creator><![CDATA[T3azz (banned)]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 23:36:21 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64494</guid>
		<description><![CDATA[Listen here pal, in these days in wot, many noobs use autloaders that put out more damage in 10 seconds than tier 10 TDs, and gold ammo on pair with tier 8-10 TD penentration. All they have to do is take one hit from 300-800 damage and then stand still infront of the tank for 10 seconds making 1500-3000 damage. Real fun and fair uh?]]></description>
		<content:encoded><![CDATA[<p>Listen here pal, in these days in wot, many noobs use autloaders that put out more damage in 10 seconds than tier 10 TDs, and gold ammo on pair with tier 8-10 TD penentration. All they have to do is take one hit from 300-800 damage and then stand still infront of the tank for 10 seconds making 1500-3000 damage. Real fun and fair uh?</p>
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		<title>By: Johnson</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64461</link>
		<dc:creator><![CDATA[Johnson]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 21:37:49 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64461</guid>
		<description><![CDATA[Yeah but when you look at tanks that don&#039;t have &quot;preferred&quot; like the T34 or the T-25, I don&#039;t think you can say it&#039;s &quot;just&quot; the gun&#039;s pen they have going for it. Like put a CNK up against a T-25, another tier 5 premium medium, and I&#039;d bet on the T-25 almost every time.]]></description>
		<content:encoded><![CDATA[<p>Yeah but when you look at tanks that don&#8217;t have &#8220;preferred&#8221; like the T34 or the T-25, I don&#8217;t think you can say it&#8217;s &#8220;just&#8221; the gun&#8217;s pen they have going for it. Like put a CNK up against a T-25, another tier 5 premium medium, and I&#8217;d bet on the T-25 almost every time.</p>
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		<title>By: kreuxl</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64414</link>
		<dc:creator><![CDATA[kreuxl]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 19:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64414</guid>
		<description><![CDATA[well i got encounter only 2 times on mountain pass. Both times i liked it, because it is really good for both sides. Sad that they remove a pretty good map/mode]]></description>
		<content:encoded><![CDATA[<p>well i got encounter only 2 times on mountain pass. Both times i liked it, because it is really good for both sides. Sad that they remove a pretty good map/mode</p>
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		<title>By: Leedar</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64357</link>
		<dc:creator><![CDATA[Leedar]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 17:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64357</guid>
		<description><![CDATA[The official rule is that limited MM is to compensate for an especially weak gun for its tier. Chi-Nu Kai&#039;s gun is pretty standard, even good for tier 5, so regardless of the tank&#039;s weaknesses it is unlikely to get limited MM. T-44-85&#039;s gun on the other hand would have a very hard time versus tier 9 vehicles so it doesn&#039;t see them.]]></description>
		<content:encoded><![CDATA[<p>The official rule is that limited MM is to compensate for an especially weak gun for its tier. Chi-Nu Kai&#8217;s gun is pretty standard, even good for tier 5, so regardless of the tank&#8217;s weaknesses it is unlikely to get limited MM. T-44-85&#8242;s gun on the other hand would have a very hard time versus tier 9 vehicles so it doesn&#8217;t see them.</p>
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		<title>By: 3BAC</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64333</link>
		<dc:creator><![CDATA[3BAC]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 17:21:08 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64333</guid>
		<description><![CDATA[Yes, fast moving north spawners have three ways to get to cap.  If you&#039;re quick enough, the enemy won&#039;t even get a shot at you.  Once you are there, you have a pretty good chance of sitting there without too much worry of being shot.  If you need to leave cap to shore up a side or two, it is relatively easy to do so.  Winning by cap is easily achieved from the north spawners, not so much by the west side.

The west spawners have only one way to get to cap without taking fire, and that involves dropping down one of two very steep slopes.  Once they are there, they have to hug a very small section of the circle behind the rock.  If they peak out, they expose themselves to enemy cappers from anywhere else in the cap circle, and their own team mates can do nothing to help them.  A west spawner in the cap can, for a short time, prevent the north side from winning by cap, but it is a delay at best.  I doubt the west spawn could ever win by cap alone.  

It really came down to one side being able to win by capping, and the other being kept from getting to the cap because they were trapped in areas where they had to cross a no mans land, taking fire from both flanks, just to get to the cap.  Assuming they did, they were too beat up to contest the undamaged enemy sitting in the cap. 

An overly challenging map for the east spawners in just about every way.  While I think the player base would have figured it out eventually, I don&#039;t think its current form would ever change how much one side dominated the other by a capping win.  I don&#039;t believe encounter mode should ever be won by capping, and to create a map that promotes winning by cap is wrong.  WG removing it proves the win rate was grossly unbalanced.  It has a lot of promise, and I do hope they bring it back, but not as it is currently set up.]]></description>
		<content:encoded><![CDATA[<p>Yes, fast moving north spawners have three ways to get to cap.  If you&#8217;re quick enough, the enemy won&#8217;t even get a shot at you.  Once you are there, you have a pretty good chance of sitting there without too much worry of being shot.  If you need to leave cap to shore up a side or two, it is relatively easy to do so.  Winning by cap is easily achieved from the north spawners, not so much by the west side.</p>
<p>The west spawners have only one way to get to cap without taking fire, and that involves dropping down one of two very steep slopes.  Once they are there, they have to hug a very small section of the circle behind the rock.  If they peak out, they expose themselves to enemy cappers from anywhere else in the cap circle, and their own team mates can do nothing to help them.  A west spawner in the cap can, for a short time, prevent the north side from winning by cap, but it is a delay at best.  I doubt the west spawn could ever win by cap alone.  </p>
<p>It really came down to one side being able to win by capping, and the other being kept from getting to the cap because they were trapped in areas where they had to cross a no mans land, taking fire from both flanks, just to get to the cap.  Assuming they did, they were too beat up to contest the undamaged enemy sitting in the cap. </p>
<p>An overly challenging map for the east spawners in just about every way.  While I think the player base would have figured it out eventually, I don&#8217;t think its current form would ever change how much one side dominated the other by a capping win.  I don&#8217;t believe encounter mode should ever be won by capping, and to create a map that promotes winning by cap is wrong.  WG removing it proves the win rate was grossly unbalanced.  It has a lot of promise, and I do hope they bring it back, but not as it is currently set up.</p>
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		<title>By: apolloF117 .</title>
		<link>http://ftr.wot-news.com/2013/10/18/8-9-test-2-patchnotes/#comment-64320</link>
		<dc:creator><![CDATA[apolloF117 .]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 17:08:54 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=4403#comment-64320</guid>
		<description><![CDATA[rebel rebel rebel rebel]]></description>
		<content:encoded><![CDATA[<p>rebel rebel rebel rebel</p>
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