29.9.2014

- apparently, it’s possible to get a teamdamage/teamkill punishment from the race mode (or rather to damage your allies at all). According to developers, this (the ability to teamdamage) is not intended, it’s possible this will be removed
- some mods interfere with the new racing mod. Specifically, older versions of Gnomefather’s sounds cause the game to crash
- locked equipment on your Chaffee Sport tank will be (when the Chaffee Sport is removed) automatically and for free (no gold will be charged) removed and put to your depot at the end of the event
- the 50k XP reward is not a “free XP” reward, it will be transferred to the T1
- the Chaffee race mode is checked for bots strictly (on RU server at least), inactive players and bots will be banned
- the fact that exploding barrels do not deal damage in the Chaffee race is intentional – developers tested it, it wasn’t good with damage
- the fact the crew gets moved to the barracks does NOT mean you will get extra free barracks slots, if your barracks are full, the crew will simply stay as “extra” and as soon as a space frees itself by moving the barracks crew to a tank for example, the crew will occupy it

And a couple of interesting points from today’s leak about skill MM (for those who did not read it):

- on RU server, only 7 percent of players has below 47 percent winrate, 77 percent of players has winrate between 48 and 52 percent
- the “do you want skill MM” poll was sent to 200k players in total, results will apparently be known in November
- Hidden Village is scheduled for a rework (SS: told you so)
- map Stalingrad is planned
- the Bigworld engine is in apparently for an overhaul (SS: they call it “engine upgrade”, it’s possible that the developers here refer to Havok or new motion physics, but maybe other graphic features as well)
- apparently, something called “Black Forest” is planned (likely a new map, sounds interesting)

49 thoughts on “29.9.2014

  1. “- on RU server, only 7 percent of players has below 47 percent winrate, 77 percent of players has winrate between 48 and 52 percent”

    Then how come in US East and US West it seems like over 50% of players has below 47 percent winrate?

    • What are you judging based on? XVM?

      XVM’s WN8 is biased towards upper playerbase and the limits are arbitrary anyway.

      WR is another story, but that can be hard to assert – it can change a lot throughout various times.

      Anyway, the average (50%) should certainly lie somewhere between 49-50% WR – for statistical reason (if you win, someone else loses, except for a draw). So your statement that “it seems like over 50% of players has below 47 percent winrate” is really only seeming – it’s not possible, unless 6% of all matches end up in a draw, which they don’t.

      tl;dr: 50% of players are below 49-50% WR, the distribution below there is a different story.

      • ur completely wrong. it is very possible for a large # of win rates to be outside of 49%-50%.

        it would be interesting to see what the rates r on NA. i was in a tier 5 game and we had three at 50, me at 54 and then 11 under 47. We were rolled. i would bet its higher than 7% under 47% on NA. i think they take the game more seriously in RU and EU. In u take the game seriously and really try hard u will very likely be in the middle.

        • I am not talking about “large number of winrates”, but about average.

          But since you base your observation on a single game I think it’s useless to talk about statistics with you…

    • look the stats in wot-news, they are unofficial(because wg doesnt want to point their mistakes) but to lose more than 45% of the game you must be an afk bot playing high tiers, and to go below 42% you must platoon with another afk bot.

      • Hmm so I just lost 9 straight battles in my T28, winning 3 High calibers, 1 top gun, mastery badge ace tanker and my first mark of excellence, with no platoon, making my overall win rate now on this td 43% so I must be a bot from that comment?

        • You’re talking like 9 battles mean something on the long run.

          He was talking about an overall/account winrate of 45% or less…that means thousend of battles…not 9.

        • Yeah. That’s exactly how statistics work. Two unicorns and three rainbows for you.
          Go work for the climate change guys, they can use your skills…

        • I won 10 games in a Row with a Matilda IV. ( the only games I played with it )

          There is a limit to how lucky or unlucky you can get but 9 or 10 games mean nothing. 25 clean loses? Been there. 20 clean wins? Been there. AFK wins? Been there. Top Gun + mastery badge loses? >Every< bloody day.

            • Dreadful tank. Seriously, the only significant thing it has over the T-34-85 is DPM, I didn’t even bother grinding my statistics toward 50% after I elite’d it. ( and got T-44 )

              Okay, better hull armour but not strong enough to bounce anything intentionally. More Mobile but still feels about as sluggish. Worse turret frontally; because the bad gun depression and higher tier wasn’t bad enough. I’d drive my A-44 on Hidden Village over this and an A-44 on hidden village is more than just awful.

      • No, kids playing end tiers are below 40%. On mid tiers, afk churchill in tier 7 battle makes nearly no difference (this tank hardly moves to contribute in battles lasting below 5 minutes anyway, even as top tier), on tier X, it’s always one top tier tank less. Check Rambo1958 on noobmeter.
        Btw I always wonder what is average wn8 and wn8 of top 25% of players. For me it’s hard to have 1500 on midtiers (perhaps not even 1200 if i don’t like the tank – like IS), 2000 is doable in low tier TDs, high tier mediums and light tanks.

  2. 7 % below 47…bullshit. statistically that is not possible. If the low limit was that tight, then the high limit must be equally as tight because this is a 0 sum game. One persons win is anothers loss. So if low limit is 47 then high limit should be 53.

    So wg is saying 86% of the RU players are between 47-53% wr.

    I can damn well tell you that there are ALOT more than 7% of the NA players below 47% wr, and there are no reasons to assume the player curve is anything but normally distributed across all servers.

    • ur math and reading challenged, LOL!!!!

      if 7% under 47 and 77% are between 48-52 then 16% are over 52. i would guess that around 6% are over 59 which means 10% between 52-59.

      more than double the players r over 52 than under 48 which makes sense. they r either very talented or work hard (thats me at 54) or both.

      • we have 7% under 47% and 77 between 48-52 leaving 16 over 52.
        assuming that all those guys between 48 and 52 balance each other out you have

        there are few ways to get such distribution:
        1. a lot of battles with uneven number of players (for example 15 vs 1 CW battle) – unlikely, even hardcore cw players rarely play more then few percent of their battles in CW and even there most of those are normal battles
        2. Bad players play a lot more battles then good players – if 1 player with 45% plays the same amount of battles as 2 players with 55% then it works
        3. Variant of the above – good players drop from the game faster then bad players, so bad players continue while good players stop playing after some number of matches making place for another good player.

        Also – does it mean there are some players between those 7% (under 47) and 77% (48-52) or not?

        I still would say I can believe in 7% players with WR below 45, but 47 seems surprising

      • Pls tell us again whos reading challenged.. Lool at it 7% below (!) 47% followed by 77% between 48% and 52%. Leaving the said 16% but wait they aint above 52% since the people with a Winrate of 47<x<48% are missing. Since we now discovered the missing link in all of your arguing you can settle down and take it as it is.

    • the mm has all the tools possible to rig games.
      -10% weight difference, means 4 top tiers more in one team than the other is fine.
      -2 tiers difference helps to make hard to carry when you are at the bottom and a tomato has the top tier.
      -rng, all the randomness you can eat, lucky snapshots, high pens, red barons with arti(a bad player with arti is even more dangerous than a unicum)
      -no skill balance(im agaist it, but its kinda lol watch 6 unplatooned blues agaist the sea of piss)

      so at the end i would say 30% of the games are prepared so a team has massive advantage over the other(ofc can be won, but not likely)

  3. “- the Chaffee race mode is checked for bots strictly (on RU server at least)”
    I think you mean on RU server only, Ha!!

  4. - on RU server, only 7 percent of players has below 47 percent winrate, 77 percent of players has winrate between 48 and 52 percent

    After merging with the VN server, SEA consist of 70% of below 47 percent.

  5. - apparently, it’s possible to get a teamdamage/teamkill punishment from the race mode (or rather to damage your allies at all). According to developers, this (the ability to teamdamage) is not intended, it’s possible this will be removed

    good cause i’m already blue, and you can easily shoot your team mates when they get in the way!

  6. - the Bigworld engine is in apparently for an overhaul (SS: they call it “engine upgrade”, it’s possible that the developers here refer to Havok or new motion physics, but maybe other graphic features as well)

    Oh goodies! Lets hope this is centered around optimizing the engine :3

    • WG: we wunt besterest grafiks for besterest kompyuturs, it doesnt matter that engine is stronkly old! :D (sorry i had to)

  7. “Hidden Village is scheduled for a rework (SS: told you so)”

    fuck you dev team just rework MOUNTAIN PASS, unbalance map remove big rock or gimme fair big rock on both side

    • just get rid of the “magestic” (throw up in my mouth) mtn and open that area of the map up and put in little boobies like the new murovanko.

      also, get rid of the stupid town that only noobs go in and raise that area up and put in DUNES baby so u have Sand River on one side, Murovanko on the other with Hidden Village center plataeu in the middle for a kick ass map. heavies go middle and mt and lt can pick either side.

    • Do to destructible building half the map can easily be turned into a shooting gallery. To buildings also have enough gaps in it for people to occasionally shoot through a gap from the middle area or even the western ridges. Basically it’s a potential death-trap for not superfast tanks something which most players realize and thereby the heat-map horrible.
      What it comes down to is this:

      1. East side of the map sucks.
      2. Limited real flanking options. ( due to point 1 )
      3. Too much pseudo-open field ( destructible cover ) ( which causes point 1 )
      4. A river slows you down ( slightly ) while WIDE OPEN to everyone discourages flanking. ( which isn’t helping )
      5. The map has a clear superior area of interest in the west that can dominate the whole map forcing it to be competed largely exclusively by most tank classes over other area’s often causing absolute chaos on the upper road.

      Expansion:

      6. Upper road West side is a Stale mate inducing cluster-fuck due to it’s covered position and ability to shoot into the lower area with tanks with good gun depression without risking much return fire.
      7. Upper road West middle hill is too dominant a position and often wins the match when conquered, I’d say at least 70% of the time.
      8. Lower path ( area next to upper road ) is a stalemate inducing crap (sniping) section by design.
      9. Lower path provides fire into town/valley while remaining in safe from most return fire ( bushes ) and cannot be flanked effectively from the east of the map due to the possibility of being spotted from large ranges due to map design and only ONE access point other than the one going right through the enemies base. ( making the valley/town even more crappy )
      10. The hill in the valley next to the river is too dominant a position to shoot into the town from making the town even more useless than the valley for most tanks.

      • worse map in the game and really defines “corridor” problem. only noobs go city since its low ground with destructible cover and ur vulnerable crossing open ground in a river. the level above the city is suicide to cross ridge due to camping TDs so i go high level even in lights and if lower levels in trouble shoot down on them so its a very boring map esp for good players.

        replace city and middle level with dunes from sand river and get rid of huge mtn and replace with el halluf corridors or new magic forest from murovanka and u have a kick ass map.

  8. Is there any way to AVOID getting those 50k XP on the T1 Cunningham?!

    I really don’t wanna spend a butt-load of gold to transfer that XP, even though it will come in handy.

      • just let it sit there, aint hurting nothing (i will give u 5 bucks for it).

        even if i dont like the game, i will complete the mission just to convert all that free XP. i currently have 200K and im thinking of bypassing T28 completely and going straight to doom turtle and buying it on sale.

    • Just activate the accelerate crew training option ffs…all exp received(even from missions) is transfered to crew members.
      Same shit with the KV-220/Type 62 missions and the 2k exp Stronghold mission.

      • Well I was worried that the mission reward will bypass the acc crew training and just force the 50k XP on the tank….

  9. - apparently, something called “Black Forest” is planned (likely a new map, sounds interesting)

    This is quite interesting. The Black Forest is a South-Western region of Germany in the Baden-Wuttenburg area. No major battles were ever fought there, as it was quite mountainous, being on the border of Switzerland and all. Curious as to why WG would mention it.

  10. You guys don’t know what a real corridor-y city map is… Check Pripyat, and you’ll see what I mean.