No Free FV4202 For You!

Hello everyone,

Russian channel WoT Fan brought a video with the upcoming tier 8 premium British MT, FV4202 (that will in the future be replaced by Centurion Action X, but don’t expect this to happen anytime soon).

 

 

The most important piece of news is… there will be no free FV4202 for current tier 10 FV4202 owners. Those, who have the FV4202 currently, will simply get it replaced with its successor. This channel is officially supported by Wargaming (it’s a sort of video outlet for WG RU), so yes, this is most likely legit. Well, shit.

The vehicle according to video has following characteristics:

Weight: 44,75 tons
Engine: 510 hp
Power-to-weight: 11,39 hp/t
Hull traverse: 40 deg/s
Maximum speed: 35 km/h

Hitpoints: 1400
Hull armor: 50/50/31
Turret frontal armor: 170mm
Viewrange: 390m

Gun: 20pdr
Penetration: 226/258/102
Damage: 230/230/?
Aimtime: 2,6s
Accuracy: 0,35
Elevation: -10/+20
Turret traverse: 36 deg/s

Individual Missions (EU) Writeup

Hello everyone,

following is the complete list of individual mission objectives, pulled out from the EU client scripts, courtesy of Edrard from wot-news (whereas yesterday’s list was based on translations of Russian portal). Each mission listed has 4 sections: the first two rows are for StuG, second for T28C, third for T55A and fourth for Object 260. The first line is the primary, the second line the secondary objective.

LT

Mission #1 At lower tiers, your light tank can easily neutralize every other type of vehicle.
Advise – Try to avoid head-on confrontations. Instead, try flanking your enemy or attack them from the rear. Observe carefully where the enemy vehicle’s gun is turned.

  • Additional – Win the battle. Be among the top 10 players on your team by experience earned.
    Additional – Survive the battle.
  • Additional – Win the battle. Be among the top 5 players on your team by experience earned.
    Additional – Survive the battle.
  • Additional – Win the battle. Be among the top 3 players on your team by experience earned.
    Additional – Survive the battle.
  • Additional – Win the battle. Finish the battle as the top player on both teams by experience earned.
    Additional – Survive the battle.

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How Individual Missions Came to Be

Source: http://wargaming.com/ru/articles/all/world-of-tanks/personal_missions_in_wot/

Hello everyone,

Wargaming’s corporate blog posted an article on how the IM’s came to be. Let’s check it out. The bold parts are highlighted by me.

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The first part of the post deals with what are the IM’s. Nothing really new there. But then comes the history part.

The idea for this new made was tied to the development of team battles and clanwars (or, rather, clan functions). In Spring 2014, team battles were already implemented, as was the CW mode and stronkholds were under development. But solo players didn’t have any long term goals in the game, apart from playing random battles to unlock new tanks. This caused a wave of discontent amongst solo players – they complained that they are at an disadvantage to clan players, especially when it came to handing out special reward tanks for campaigns, all the while there was no way to get these solo.

Development

The IM concept came to be in very early 2014 and did not change ever since – the concept was that the players would complete long chains of missions and would be rewarded with attractive prizes for them. The model was then developed and existed in many interations, but the backbone, the concept remained the same.

The mechanism of having to start the IM’s manually was added intentionally, because with regular missions, it was percieved as a problem that the players didn’t have to do that and that they could just complete a mission without even knowing about it. The IM’s introduced a concept of knowingly having to accept the conditions of the mission, also knowingly setting a goal for next few battles, the players have to see what they have to do and what will their reward will be. This was done to psychologically and emotionally tie the players to the missions. When a player accepts the goal himself, he gets more positive emotions and is interested in staying in the game longer.

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A Blast from the Past – 0.8.4

Hello everyone,

I have something interesting for you. Pointyhairedjedi (you probably know him, youtube videos and all that) made a video about his replay from… 0.8.4. Now, seeing this, it just actually feels awkward to see all those things you could not do, like shooting through soft objects. Or the suspension, that’s just glued to the ground, the tank is not even rocking.

I do not agree with Jedi’s assessment of the JT88 though, for me it actually is one of the best premiums, probably because I enjoyed the original Jagdtiger as well. In the replay, the team totally folded, showing us that the reality of random battles in “good old days” (this was even pre-arty nerf) was just as harsh as it is today. Well, okay, maybe not THAT bad.

But… wait for the second half after the team dies. THEN it gets amusing :D

 

Regarding Individual Missions

Hello everyone,

so, the individual missions are here. Yesterday, I played a bunch of battles (maybe 30 I think) and completed the StuG IV TD missions up to the point where platoon is required, after that I moved to medium tanks, where I am about half-way through. The missions aren’t that hard and if you optimize them (for example by not attempting to complete the “hit the moving target” TD one in a 150mm derp vehicle), you can be there in no time. After the StuG it gets harder of course, but hey, it’s something.

That’s not the real problem of the IM’s anyway.

I have to admit, I was very much looking forward to the individual missions (or personal missions or whatever it is called these days, there’s nothing individual or personal about them anyway since everyone has them), but I have to wonder, whether that was actually the right thing to do.

You might have noticed that the gameplay of the random battles changed – and it changed forever. Some – perhaps many – of you have seen it yesterday, situations such as these:

- a medium tank suicide rushed enemy artillery position because he needs to kill at least one
- a medium tank killing two enemy tanks and then bugging off, since the requirement is to survive, leaving the rest of the team dies
- scouts suicide rushing (“must spot first”) or doing nothing, trying to “survive”
- artillery firing all over the place, trying to hit mission specific targets, while critical spots are left without support (in worst cases, your artillery is on some mission while the enemy one isn’t, so you don’t have support while the other team does)

Those are just examples, two of which I saw. Maybe it’s just me, but I did notice more strange or retarded behavior in randoms yesterday, even during times (after prime time), when battles usually start making at least a bit sense. I do blame the missions for that. Don’t get me wrong, it’s not COMPLETELY unplayable, but it definitely made the situation worse.

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