KTTS/ASAP 9.1

Since the patch test will be really soon (tomorrow?), here’s the ASAP magazine, for now in Russian

 

 

Inside:

- new gun sounds, added sound of shell extraction after shot, added new turret turning sound
- Hellcat and Jackson will have new movement sounds
- the sounds are of real vehicles, recorded in museums
- new medals for arty and for team battles
- camo after shot nerf for TD’s (Storm explains that they were OP)
- buff for LT tier spread (top battletier removed), LT’s 4-8 inc. premium ones (Type 64)
- MT-25 and VK2801 get mobility buffs
- no big performance optimizations, a lot of smaller ones though
- new map “Kharkov”, 5 new maps got balance changes
- two new historical battles: Blockade of Tobruk (1941) and Bryansk Front (Summer 1942)
- of currently available historical battles, only Balaton will be removed (or left alone, it’s hard to understand Storm)
- Stronkhold mode will not come in 9.1
- special video on Stronkhold mode will come (unless he refers to the previous Stronkhold preview video)

54 thoughts on “KTTS/ASAP 9.1

  1. buff for LT tier spread (top battletier removed), LT’s 4-8 inc. premium ones (Type 64)

    Yay! :D my type 64 doesn’t have to see tier tens! And I believe I read somewhere that the A-20 was getting regular tier four MM, is that still planned?

  2. of currently available historical battles, only Balaton will be removed

    But mission will be left untouched? ;)

  3. most useless patch ever. If they at least fix that bloody performance issues.

  4. About that Sound Recording, I have no Idea how Wargaming is Recording the Sound. But since they do it over and over again, maybe they should ask someone who has some Experience?

    Turn10, for Example:

    https://www.youtube.com/watch?v=uD-SiSStgcw

    @ the 2 Minute Mark you see how much Microphones they have put in Place to make it right.

  5. I wish WG would focus on EU 1st…isnt EU the biggest player base, hence more $$$$…

    • No we are not. Russans are biggest but spend lower than us per player, and USA is smallest but spends more than us per player. In the end we and USA spend same, but russans because of theirs size outclass us both and it’s theirs homeland so hence that.

  6. inb4 HURR GNUMFATER SOUNDS ARE MORE REALISTIC DESE SOUNDS SUCK SO HARD TOP LELELELELLELEKEKEKEKEKKEKEKEKK

    No, these sounds are way more realistic than my mod. These sounds are recorded from actual guns, and should be more authentic than what my mod was ever going to be.

    Think they sound like shit? Well, that’s how guns are. You can’t hear a 150mm gun echoing for 5 seconds after it fired. That’s not how it works. The sound is short, and have some “reflection” that lasts for about 1-2 seconds after firing. Sound doesn’t work like my mod makes it to be.

  7. - buff for LT tier spread (top battletier removed), LT’s 4-8 inc. premium ones (Type 64)
    Now it sounds like they are buffing the Chaffee as wel.

    - two new historical battles: Blockade of Tobruk (1941)
    Why do I have a feeling that Matilda will becalled OP after this is added?

  8. the “new” gun firing sounds are just pathetic, at best
    and from what I could hear, they all (guns in this video) sound very much the same !?!?!?

    @gnomefather
    even AK-47 fire can be heard from 1Km away, depends greatly on atmospheric conditions
    now imagine firing a 152mm gun

    • Almost all guns have a very short sound. That’s what I said. Unless the propelant charge of the shell is wierd or something and ignites rather slowly, this is how short, sharp and clear a 150mm gun would sound like.

      • short sound!? I have no idea what you are referring to
        wavelength? amplitude?

        we have a army firing range outside the city, about 4Km+ away from my location (in a straight line) and I can hear them when they’re practicing (sometimes)

        in the army I heard a lot of shit firing, from pistols to rockets (LRMs) – they do not (!) sound the same
        for example, the pistol is more louder close range than a rifle, but the rifle firing carries longer

        • ps: even when you fire the same bullet from different weapons (RPK vs AKM), it doesn’t sound the same

        • IMHO Gnomefather means the lenght of the sound, like no ten seconds bone-shattering echo, or extremely loud and long KA-BOOOOOOOOOOOOOMMMMMMMM… (the echo with long duration would be something that happens in some coffined space, like in mountains or in closed spaces, it has very little to do with the distance on which the sound wave is spreading without hitting anything…)

          • Well, bottom range 20Hz wave IS 16m long – so it NEEDS space to propagate and be heard correctly. And, echoes and revebrations and beat interference in real life open space shooting are different than you can achieve in confined space.

            So, while not dissing on Gnomefather – he is right in the core, but he misses “environmental” features, stating only about original sound (source) itself.

        • Rockets are very different from shells.

          What I mean is that people expect gun sound to echoing for many seconds, when they are infact just a brief sound that will echo for 1 or 2 seconds depeniding on the terrain.

  9. • Removed two previous Historical Battles: “Battle of Kursk” and “Battle of the Bulge”

  10. great patch achievement, add some paint on guns + change sound files….
    these guys are so lame…

  11. Isn’t there something like manual render resolution adjustment during battle shown in the video?
    If that’s right and it works, I’ll be happy. Always wanted to have something like that, since some maps work good for me on high settings and some are lagging on the same settings. I hope this could make a difference in battle.
    Now I only need graphic profiles adjustable for every single map. :D

  12. maybe the sounds are not like gnome’s but i think they are a lot better then before..as long as it don’t affect game performance..i hope that they fix the god damm lags and constant sttutering and twitching rather then some side stuff like markings on gun and etc..we will see