Storm Ask For 9.3 Feedback

Source: http://world-of-kwg.livejournal.com/302621.html

Hello everyone,

Storm is asking for the 9.3 feedback – new tanks, reworked Murovanka, new AFK punishment system, hangar interface and others.

So, those of you who tested, what do you think?

From the discussion:

- the new hangar interface doesn’t show the amount of people online on the server, Storm considers this not needed
- Storm apparently does not consider the T49 152mm derp “imbalanced” (“You have a gun like that on tier 5″)
- Storm states that noone is really expecting the new hangar UI to work in 1024*768 resolution (lack of space)
- in 9.3, the suicide detection system is apparently a bit bugged: the artillery, that shoots an enemy at close range and the splash kills it too now counts as “suicide”, while it should not be so.

More info in the evening, as usual.

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Insider Info

Hello everyone,

a little bit of insider information from Wargaming againg. Had a nice long chat with the insider over the internet, this is my summary of the conversation.

- Sturmtiger will likely not be implemented (or, almost certainly according to what Storm said) because of the issues with the line. The biggest issue is the balance – at one point, developers considered implementing it as an artillery vehicle, but they are afraid of the massive, massive whine. During the tests, the Sturmtiger could oneshot even hightier tanks and developers don’t want “oneshot derp” on high tiers. Another issue is – strangely enough – the fact that the line has some issues on lower tiers, specifically around tier 3-5. There was a thought of separating StuH 42 from StuG Ausf.G (effectively removing the StuG 105mm derp and making it another separate vehicle), but that was not judged a good idea (for undisclosed reasons).

- Sturmtiger might appear in the game still… as a consumable. Developers are working on an “artillery fire mission” consumable for Stronghold mode. Basically what you’ve seen earlier – you aim the fire barrage at some sector or something and off-map artillery battery starts shelling it. The idea is, this consumable would be available in several tiers and the Sturmtiger fire mission would be the highest one.

- the “fun mode” will be indeed a Chaffee race, actually something like Mario Kart – a wacky race on the Port map with various boosts and obstacles and such

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7.9.2014

A few “Italian” answers (please note that this does NOT mean they are coming anytime soon).

- for now, there are likely no other Italian tier 10 candidates apart from the autoloaded Leopard
- Italian heavy candidates are P.75, P.40, P.43 and P.43bis, but the P.40 and P.43 (and their subtypes) are (using German measures) more like medium tanks, the P.75 is kinda like Neubaufahrzeug.
- regarding SPG’s and TD’s, Italians have only lowtier to midtier candidates

A former developer, regarding the testing on supertest (specifically the fact, that in 9.3 supertest, one Abbey location became bugged and tanks fall through it):

“The amount of testers on both the supertest and internal WG test is too small to check all the spaces, especially such retarded places where 90 percent of players almost never goes. That’s why in fact we have the common test. What pisses me off significantly more is the fact that even based on the results of the common test, measures are rarely taken due either to stupid bureaucracy or the limits of the engine, not allowing anything to be fixed quick.”

and

“The people have little time to test + they recruit anyone as a supertester these days and they don’t even listen to this weak testing (at least that’s my impression). Or they don’t explain why they left everything as it was, which causes additional butthurt of supertesters and messes up future quality testing, because it promotes the “why the fuck should we care, they don’t listen to us anyway” feeling amongst the supertesters.”

The bug, shown above was apparently discovered by supertesters, but WG did not listen for reasons listed above. The former developer further states that according to him, the supertest outlived its usefulness and would be more useful to be replaced by mass testing events.

Posted in Q&A

9.3 – First Feedback (Part 3: Murovanka)

Hello everyone,

today, we are going to talk about the new Murovanka in 9.3. Until now, it was one of my favourite maps, mostly because of the magic forest camping (I love doing that from the south :D). You have already probably seen any number of videos previewing the map itself, so today, we are going to have a look at how the battle looks.

I played several Murovanka battles on test server and I do think that now, Murovanka is much better than it was before. The forest now turned into a close range combat area, suitable for heavies, while the other side offers more flanking possibilities than before. I made a small video showing one such battle and… well, it’s really one of my first commentaries ever, so there is a lot of “uhmmm” and all that :)

 

 

It’s obvious that the battle tactics are influenced heavily by the previous Murovanka iteration, but even for the future, I don’t think there will be much action going on in the middle – the feeling of “I’m in the open” is quite strong there (what would have helped I think was, if they made the central road inside a corridor, something along the lines of Severogorsk). Overall, it’s a really nice overhaul I think, with the forest giving off the “realistic” vibe, it looks quite cool. I like it.

M56 Scorpion – Two More Pics

Source: http://vk.com/newsblog_wot

Two more Scorpion screenshots. Please note that there are two additional pieces of info about it – well, three actually:

- the fact that the 90mm of the Scorpion has 219mm penetration (which is historical) does NOT mean that the current 90mm American guns will be buffed in penetration, despite the fact their penetration is unhistorical (too low), that would basically break the balance.
- the gun shield of the Scorpion is 5mm thick, the rest is 0mm
- the vehicle might have a limited MM in the end, it is confirmed that the MM it has “now” (on very early supertest) is not balanced yet

Basically, any stats of that vehicle are only a very rough guide to what this tank destroyer might look like in the future.

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9.3 – How the “Tanking” Reward Works

Thanks to Imperatore_of_Destiny for the picture (as well as the others who sent me different picture showing incidents such as this).

Hello everyone,

as you already probably know from the patchnotes, in 9.3, a new mechanism is introduced, that rewards the so-called “tanking” (MMORPG players are likely familiar with the terms), eg. protecting the rest of the team by attracting enemy fire and deflecting it with your thick armor. The exact definition of the “tanking” is (as per English patchnotes):

Added bonus to Combat Experience which rewards vehicle non-penetration/ricochet, applicable only when an enemy shell hits the vehicle’s hull (original trajectory of the shell must cross the hull), but does not reduce its HP.

Please note that this is NOT the same as “potential damage recieved” (turrets hits do not count for example). So, how exactly is it working? Well… strangely. Check this out:

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This is not the first strange result I’ve seen from the 9.3 test. 1375 damage and 2400 damage blocked by armor, 3000 base XP… sounds legit. My theory is that there is exactly one faulty element of the “tanking” equation, that is under certain circumstances causing these wild results. I tried to re-create it, but only had a limited success with it (Maus – cca 5000 potential damage, cca 500 damage done, resulted in cca 900 XP reward and top 3 in XP).

Well, let’s hope they fix it until the release. No, scratch that, let’s hope they don’t :P

Swedish Tanks Extra: The S-Tank in World of Tanks

Author: sp15 (US server)

The list of previous parts is at the bottom of the article.

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Recently, I covered the development of the S-tank as a part of the Swedish tank series here on FTR and today, I’m going to explain how I think the S-tank could work in WoT. First of all, I’d like to start by saying that despite Wargaming’s stance towards the S-tank in the past, there has definitely been an interest in it and I think there might be a higher chance to see the vehicle in the game than you might expect. Anyhow, lets get started.

Technical problems

Due to the unique nature of the fixed gun, a couple of issues would need to be addressed to make the tank work properly in WoT.

1) hull depression/elevation: in the game, we currently have hulls, that react with their suspension on acceleration, breaking or obstacles, so I don’t see why this couldn’t be taken further for the S-tank. Specifically, when the tank is stationary (or possibly moving at slow speed as well), it would be able to move its hull up and down and have its suspension move with the hull like it already does when you are driving. However, while on the move, controlling the hull elevation wouldn’t be possible (unless you are just turning on the spot) and the hull would go to a default position – this is actually pretty much how it worked on the real thing and is one of the main reasons the tank couldn’t fire on the move.

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