Supertest leaks: T-50-2 switch

Source: http://world-of-ru.livejournal.com/2163355.html

Two Soviet light tanks will apparently be added: the LTP (never heard of it) and the T-50-2.

Details of the switch:

- MT-25 will replace the T-50-2
- if T-50-2 was unlocked, MT-25 will be unlocked also
- if T-50-2 was bought in hangar, it gets replaced by the MT-25 and the player will recieve one extre crewmember (radioman) trained for MT-25, trained to 100 percent
- T-50-2 crew will be retrained for free to MT-25
- camouflage and stats get both transferred
- experience from T-50-2 gets transferred to MT-25 also
- T-50 experience gets transferred to KV-1S for some reason
- new ammo doesn’t get loaded
- emblems and inscriptions on T-50-2 get sold for their purchase price

LTP – new tier 3 LT (there are rumors that this vehicle might be the Wargaming 15th birthday award tank)

Regular

0_9d08a_30293b55_orig

Armor

0_9d08c_90ac4955_orig

MT-25 – tier 6 LT (apparently, T-50-2 would get raised a tier)

Stock

0_9d08e_8919c7a8_orig

Elite

0_9d090_d3ea54f7_orig

Armor

0_9d092_c329d3c9_orig

Rest

0_9d09e_7fbf9c68_orig

0_9d094_2743a23e_orig

0_9d096_571a228d_orig

EU server 2-week event

So, we did get the miniquests before July after all. It’s just… I am not sure whether it’s serious, or trolling.

However, that is not all. Once you are in the battlefields with these beasts, you need to achieve the Victory Mission:

If you achieve 15 victories with each one of these 3 vehicles (so 45 victories in two weeks), you will be rewarded with 500 gold!
Please note that this mission can only be completed once per account.

Well, it’s not like the Russians had such limits. But it gets better:

Destroy one of each of the 3 vehicles in this special in random battles, and you will be rewarded with a garage slot. Oh, wooohooooo, an entire garage slot for killing one of the most elusive tanks of tier 10!

I can almost see SerB…

39195361

I don’t know. Maybe I am just ungrateful. Let’s hope it’s just a start.

27.6.2013

- MM being bad (one team has heavies, the other arties of the same tier instead)? “How terrible…”
- Q: “What are the specifics of the Chinese server?” A: “The Chinese players are less envious”
- second French artillery branch is currently not planned
- after 0.8.6, the amount of battles played on arty vehicles dropped “several times”, “many” players sold their arties, so far, according to SerB the impact on arty is as planned
- high tier profitability was introduced, because “there was a certain disbalance between calculated predictions and real vehicle profit”
- SerB states the new reward tanks are balanced correctly, despite the fact they will be issued to very good (clanwars) players, which kinda distorts the statistics
- Sturmgeschütz E-75 (based on Spielberger’s Special Panzer Variants) will not be implemented into the game, because there is no info on it (SS: in the aforementioned book, Spielberger vaguely mentions that there was a plan to make a StuG project, based on the E-75 chassis – but nothing more, no details, sketches, nothing)
- while the module tier is just an arbitrary number, vehicle tier is not arbitrary, because it’s used when balancing the vehicles of the same tier (while modules of the same tier don’t get balanced to each other)
- Japanese tree: “when it’s done it’s done”
- SerB on why the clay fences are not penetrable: “Imagine it like this: when the shell hits the fence, it will begin to turn over.” (SS: as in, turn upside down, effectively negating any penetration ability), it will be changed in the future (fences will be penetreable), but even in the future shooting thru obstacles will make the shells lose penetration, so SerB suggests using terrain to your advantage
- T58 is overpowered even for tier 10, there will be no “premium” tier 9 and 10′s
- Object 140 is “completely possible” (SS: I have a feeling this will be the new Soviet branch tier 9 tank, it’s a Kharkov experimental tank, designed at the same as Object 430, to which it was somewhat inferior) – this is how it looks:

- SerB doesn’t want to create WG fake tanks apparently, even though he admits that the E50M is mostly a Wargaming invention, based on real life designs and solutions
- the lighting on the new Sacred Valley map doesn’t seem unnatural, according to SerB, the map was made according to photographic references – there is no such area in real life, but the architecture and elements are real
- RU server having events rewarding medals, obtained for killing arty while in fact there is nowhere near the amount of arty to get them is not trolling, according to SerB: “Sometimes the cigar is just a cigar” (SS: original SerB quote says “banana”, which in turn is – according to google, the Russian version of the famous Freud quote, so I used the original)
- SerB states that the current increased amount of tank destroyers is fine, as both teams are balanced
- apparently (if I understand this correctly), Object 430U won’t be implemented for now (SS: will doublecheck)
- Object 770 will not be implemented, as it would be balanced around tier 11-12 (SS: an experimental heavy tank from late 50′s, equipped with a modern 130mm M-65 gun, penetrating 280mm at 1000m), this is how it looks:

- Soviets won’t get 3 heavy branches anytime soon
- the fact objects and vehicles have glass parts, that aren’t transparent is not engine technical limit, it’s simply saving the client computer resources from calculating pointless crap
- open topped vehicles won’t recieve a bonus for improved ventilation, this “bonus” is already included in their base stats
- tier 11 and higher vehicles won’t be implemented
- SerB states that while it was necessery to implement the IS-7 into the game, the game can very well do without the T58
- gold shell hardcap per battle is not planned
- SerB on War Thunder garage battles: “Specifically in War Thunder, in our opinion, the garage battles were unsuccessful (including the pay to win elements) – it’s one of the serious project flaws”
- Intuition perk can kick in during the autoloader drum reload
- the possibility for a tank to “push itself away” when rotating the hull against an obstacle will not return
- no plans to implement a “give yourself up” option into the game
- although all the guns try to immitate their real life performance when it comes to penetration, for many of them WG simply didn’t have data available
- Storm states that putting more types of shells into one autoloader batch is not needed
- it’s possible premium T8 tank with 200+ penetration will appear until the end of the year
- in 0.8.6 the possibility of AMX ELC to rotate its hull with mouse (like on TD’s) was returned, it’s not clear whether this is final
- the probability of crewmembers getting killed is the same on all types of tech (SS: as in, no types of tech have special saving throws or tougher crews)
- for now, the fire extinguisher mechanism won’t be changed
- Scout Panther is doing fine on tier 7
-

New poll

Hey everyone,

looks like most people are looking forward to the Japanese tanks :) Me too. We should have a new article on them by Soukoudragon lined up soon – and this time it’s going to be very interesting :)

New poll though!

Short background: As you probably know from the translations, Wargaming is looking for tier 10 tank candidates for random rewards (top players in randoms recieving rewards just like the top clanwars clans now) – but the problem is, it has to be a tank not fitting into/planned for regular branches.

Well, we have one: the Weserhütte Tiger, also known as E-75 Ausf.W. It looks cool, it’s balanced, it doesn’t fit into regular branches and – what’s really important – it’s actually (well, partially) historical.

The real question is: do YOU, readers, like it? Would you want such a vehicle in game? Please, answer in the poll :)

Object 416 – upcoming T8 medium

Hello everyone,

today, we are going to have a look at the upcoming Soviet (possibly) T8 medium, designated Object 416.

Object_416-3

Some time ago, official descriptions of upcoming vehicles were leaked from the supertest. Object 416 was amongst them, here’s how it is described by Wargaming:

The Object 416 was a medium tank developed by the Construction Bureau of Plant No. 75 starting in 1949. An early prototype was completed by March 1950. Due to problems with the turret, the prototype was not operational until the end of April 1952. By the summer of 1953, the prototype was tested and upgraded. The vehicle passed trials, but never entered mass production.

object-416-3

History

Initially, the vehicle was concieved at Kharkov Plant no.75 (which is logical, the new medium branch can be called a “Kharkov”) branch. The goal of the project was to create an entirely new tank, that would be as much protected as possible while weighting as little as possible. The technical project for it was finished in 1950.

In 1951, a prototype was built. Preliminary tests revealed a number of defects, most of which had to do with drivetrain and suspension reliability. The extremely low height of the vehicle (implemented so that the frontal silhouette is as small as possible) had also severe impact on crew operation – the tank was simply too small to do anything in! Since it proved practically impossible to drive the vehicle and fire the gun simultaneously, the work on the prototype was stopped and “Object 416″ was redesignated into a self-propelled gun, recieving an official designation of SU-100M.

In 1952, SU-100M passed the tests, but it was never adopted in service. The reason for that was that in most parameters, SU-100M was basically equal to SU-100P (and in some parameters it was even worse), which was serially produced since 1952 – and therefore there was no need to implement it.

p87-1l

Characteristics

The vehicle is really tiny (length: 7940mm, width 3240mm, height only 1823mm – that’s 2cm higher than the AMX ELC), but light (24 tons) and somewhat decently armored (60mm front, 45mm sides). It’s propelled by a 400hp engine and armed with a 100mm gun.

Crew: 4 (consider how small the tank is)
Weight: 24 tons
Engine: 400hp V12 diesel
Power to weight ratio: 16,7 hp/t
Maximum speed: 45 km/h
Hull armor: 60mm/45mm/45mm
Turret armor: front 110mm (+110mm mantlet)
Gun: 100mm L/58 M-63 (it was developed from the D-10T, it has a wedge breech, in order to stabilize it for the smaller vehicle, it recieved a muzzle brake and the ROF was lowered, generally I think its performance will resemble the D-10T, as both guns fire the same ammunition)
Gun depression/elevation: -5/+30

In the game

Basically, what we have here will be possibly the Soviet AMX ELC with fully traverseable turret, but without the deadly gun. It will most likely have awesome camo rating, but without a buffed engine, its mobility will be good to mediocre – and the gun won’t help, unless (again) it gets another gun option, or a buff. Personally, I think Wargaming will try to make it into a maneuvering brawler, that could – with its low height – be seriously annoying to fight on close ranges. We’ll just have to see.

26.6.2013

First, some answers from Storm from the discussion under the Odessa errata.

- the T-44-122 (the picture was leaked earlier today) will not be the Soviet premium tank
- A branch with Sturmtiger and Brummbär? “No comment”
- graphics are optimized in every patch
- the sounds are fine, other sound effects have been delayed, but they will come
- the separation of random and company player statistics is planned
- dynamic tank stats in hangar won’t come in 2013
- IS-3 model in game is very similiar to the real one, model problems will be corrected en masse during the model re-work
- chat windows in hangar that don’t close bug will be fixed
- anti-aliasing is being worked on
- the reason for the new T10 tanks was to stir up the clanwars situation, they weren’t expensive to make
- client physics will most likely not come in 2013, because all the models need to be reworked for it. It’s a lot of work. The technology itself however is fully functional.
- Waffentrager E-100 will not be slow, it will have less armor than the classic E-100 chassis.
- T-50-2/MT-25 switch will come soon
- Superpershing did not historically have a 704hp engine and his ROF won’t apparently be buffed

Back to regular Q&A:

- Q: “What kind of arty does the King of Jordan, who plays WoT, have?” A:”This one.
- SerB on anime: “Watched Miyazaki (SS: whatever that is), I liked it. Watched Rocket Girls. Watched Girls und Panzer, didn’t like other animes very much.”
- removing equipment and buying tank slots for credits won’t be implemented

Bonus:

Russians making fun of EU players being “butthurt” that they don’t get their miniquests and that they do. Hmmm… earlier there was a set of two pictures of one player, who basically gained 17 million credits over weekend in the event…

Also, if you want to see 112 in action:
112 replay – http://wotreplays.ru/site/1007607#team
E-25 replay – http://wotreplays.ru/site/1023379?secret=ec4778b8be0178fbdc3142557b55c124#.UcgvgNi8MjM%E2%80%94

Bonus 2, from supertest (source is the same as the pics): If I understand it correctly, there will be a lot of new “hit” variants, the tank hit system is being reworked and there will apparently be more hit decals. There will also be additional info on shots available.

Interview with Wargaming international PR section chief

Source: http://bonusweb.idnes.cz/wargaming-rozhovor-world-of-tanks-d5m-/Magazin.aspx?c=A130618_115615_bw-magazin_anb

Czech PC gaming portal “Bonusweb” made an interview with the chief of international Wargaming PR section, Artur Protopopov during his stay at the E3 fair in Los Angeles. Here’s a translation from Czech, what it is about

Q: You don’t seem to cover the fact that you are surprised by the World of Tanks success. What do you think is the reason for it?
A: I think it’s a combination of several factors. First, it’s the free to play business model, which breaks down the barrier between the gamers and us. You don’t have to for example pay 40 dollars to access the game. The game environment is also important. Try asking a 5-year old boy, what’s more interesting: a Ferrari, or a tank? He’ll definitely pick the tank. And so the nice environment, the business model and detailed, but easy to grasp game principles all play a role.

Q: Competition between free to play games is fierce. Have you put a lot of effort in advertising the game, or did the people find you themselves and passed the info between each other afterwards?
A: You can’t simply make an online game and ignore the marketing. Yes, we work hard on both positioning and advertising campaigns. The goal is to ensure that waves of new players continuously join the game. We are also doing a lot to draw the players that already left the game back to it. We visit game fairs and try to increase our gamer base all the time. However, in some countries the referencing gains are so strong that we actually have to stop advertising campaigns from time to time, for example in Russia.

Q: Some of the aforementioned things are relatively expensive. I therefore assume that those things came with success. How was it in the beginning?
A: Five years ago, we didn’t have money to visit fairs such as the E3. Back then, me and several other people were travelling around Europe. We visited various journalists, to whom we presented our game and explained, how it could become successful. Some were very hard to convince. And I am not speaking about Russian press. Everybody said “Guys, you’ll be broke in a couple of months. This won’t work.”. So yes, we started small and now we are getting bigger.

Q: It’s obvious from the official company statements that your management practices are modern. What’s your vision for next five or ten years?
A: That’s a good, but also complicated question. From our newest announcement you can guess that we will expand to other platforms. We do understand the fact that only PC game development is not enough. That’s why we work currently on World of Tanks for Xbox 360 and on World of Tanks Blitz for mobile platforms.
As for our plans for next 5 years – that’s hard to say. Currently, we are focusing on the three big games from the wargame series and we have acquired another game studio, the Gas Powered Games, led by Chris Taylor. They are working on a yet unnanounced game, that will however be big and detailed.
You must also understand that when it comes to online games, you can’t just dish out a title and forget about it. World of Tanks came out 3 years ago in Russia, but around 800 people are still working on it. In next three to five years, we will still develop World of Tanks, Warplanes and Warships. We will also work on one or two big games we haven’t announced yet.

Q: Will you unify the three games into one world?
A: That’s a good question. Every journalist asks that one. Basically, we now have three separate titles, that we will connect on community level. Players will be able to share experience, credits etc. We will introduce the unified premium account. So, if you pay 10 dollars in World of Tanks, you’ll be able to use that in two other games. The games will also be connected thru Clan Wars. But at this moment, we are not considering unifying them thru a single battlefield.

Q: I have read that the combat principles in World of Warships are also relatively different
A: Exactly, the map size is different too. Maps for the planes are this big (*makes a big gesture*) and for tanks they are this big (*makes a smaller gesture*). Balancing them will be a big challenge. Who knows, how things will go in the future, but for now, they remain three separate projects, connected thru clan wars and community.

Q: When planning a new game, are you trying to follow the spirit of World of Tanks, or are you more innovative, risking possible negative impact on the company?
A: Connecting those three games in one world means that they must fit together economically, balance-wise and gameplay-wise. With these three games, we therefore are using the same principles. But when developing World of Tanks Blitz we can experiment more. It’s a different platform with different rules and content.

Q: Aren’t you afraid that your player base will start overlapping between the titles?
A: We aren’t afraid of that, we don’t prevent that. The premium account is connected between the games, so if you pay once and play all 3 games, we are happy. We are not greedy, we don’t want the players to pay thrice for accessing the same world. We appreciate the following recommendation between friends more. It’s more important for us to develop the community rather than make the players pay as much as possible.

Q: How would you define your company philosophy? What’s your company’s goal?
A: We have very standardized and formalized goal (SS: literally “a mission”). We offer epic on-line games with love. That’s how we define our strategic vision. But we also do understand that creating epic games takes hard work. We are already breaking records, for example with World of Tanks being in the Guiness book.

Q: You most likely won’t tell me anything, but I’ll try nevertheless. Will you tell me something about the Gas Powered Games game project?
A: Yea sure, it will come out next week! *laughs* You have to understand that they joined us not so long ago and they are still working on game prototypes. They have several possibilities and ideas, but it’s too early to tell.

Q: So that’s the unannounced console project, or…
A: Yea, that’s WOT for Xbox, that’s what we have been teasing you with.

Q: Would you like to add something before we finish?
A: Just a short message to the Czech community. You can look forward to more and more cool stuff. We are preparing a surprise to make specifically Czech players happy (SS: as if the Czech community deserves anything for their forum whining….)