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Going Ballistic

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Author: DK
Special thanks to Captain Nemo and Vollketten.
Thanks to Rita Gamer for Edits and Publishing

Both Armored Warfare and World of Tanks have invented how certain shells work in the game that doesn't follow the real world model. In WoT’s higher tiers this leads to medium tanks either feeling weakly armored, dissimilar to reality, or medium tanks getting buffed armor in the game compared to reality. Armored Warfare on the other hand has very low penetration guns compared to reality, with overarmored MBT sides and semi-historical weakspots.

Anyone who knows anything about Cold War tanks may be confused by the lack of armor in high tier mediums in World of Tanks. For instance, when a T-55 was driven onto an embassy during the 1956 Hungarian revolution, analysts were shocked by the T-55s 100mm of upper glacis armor. They realized how effective this would be at bouncing or absorbing shots, with the hull’s front upper plate being angled at a very sloped 60 degrees.



The T-55 scare created the need for the famous 105mm L7 anti-tank gun and played a defining role in early western tank design. However, using trigonometry and middle school mathematics, anyone can find the hull of the T-55 is only 200mm thick in Line-of-Sight terms (henceforth known as LoS). A flat piece of 100mm armor is 100mm thick for a round hitting it at 90 degrees. Tilt that 100mm armor and the same shell hitting it from the same angle now has to travel through more armor. This is illustrated below.





 200mm is very paltry considering even early Cold War guns had 300+mm APDS penetration versus flat armor. Why was this scare an issue if the T-55 was not really that protected? Were guns of the time, like the American 90mm T54 and the British (84mm) 20 Pounder, not already good enough?

In-game, you will feel that these tanks have no hull armor because World of Tanks, copy and pasted by Armored Warfare, chose not to implement sloped armor in a historically accurate way, they do not represent what shocked the analysts so greatly. The developers added a concept of normalization, where all shells hitting armor become 5 degrees less angled upon impact. This is simply opposite from reality. Many do not know that for all kinetic energy penetrators before APFSDS, armor was MUCH more effective than line of sight in terms of protection. The 200mm LoS hull armor (100mm actual thickness) on the T-55 hull is actually MORE effective than the 250mm+ LoS armor found on the turret. This can be imagined by thinking that APDS rounds fails to fully dig into sloped armor as if it was going straight through. Instead the round has a tendency to  slides along the slope while it is attempting to burrows into the armor.



Above, you can see the true real life effectiveness of anything but modern kinetic penetrators (such as APFSDS) versus sloped armor, by following the dashed “Effective” line. APFSDS would follow closely to the “Actual” Line.

Many tanks, such as the Swedish Strv 103, took advantage of the sliding effect. It’s armor was very effective versus 105mm APDS not because of its 200mm of LoS armor (40mm at a very high angle), but because the sliding principle allowed it to be 8.5 times more effective than the same thickness of a flat plate, over 330mm effectively thick in reality. Enough to bounce or ricochet all incoming kinetic shots. However, as soon as APFSDS was developed, the Strv 103’s armor became only 200mm thick effectively, and combined with advanced gun stabilization on other tanks, it became horribly obsolete.



APDS

APDS is, in effect, a Tungsten Carbide bullet as seen here, where it discards its Sabot (Think of it like a case for a bullet) en-route to target. These rounds were very effective against flat plate, but could not dig into slopes, illustrated in the previous image for sloped armor. In this image serious you can see a flying APDS shell discard it’s Sabot and prepare to hit it’s target.



APFSDS

The key advancement of APFSDS was not just straighter flight trajectory, but that it began ignoring this sliding effect and instead followed LoS thickness. APFSDS effectively “ignores” the extra slope and sliding effects. This did not reduce the slope past the LoS value, like normalization in Amored Warfare and WoT does, but merely makes it equal to it. In the graph above, APFSDS would perform similar to the “Actual” armor thickness line. This advancement partly plays into the role of modern tanks being very slab-sided and blocky, while having, in the case of the M1 Abrams, what looks like a shot trap. APFSDS, not accustomed to being bounced off armor, will usually break apart when it ricochets, which normally happens at about 8-10 degrees. In theory, shot traps on high tiers in Armored Warfare should simply not happen since the shells would be breaking up upon impact.


HESH

The other main anti-reality ammunition type in Armored Warfare is HESH. HESH does not actually rely on penetration in real life. For HESH calibers from 37mm to 165mm the penetration only increases by about 40mm. However, HESH is not specifically designed to penetrate solid objects. Regardless of caliber, it will blow in a pancake, also known as a scab, of steel from the inside of the impacted armor plate. This in turn would then fly into the crew compartment. This effect, as a general rule, was effective for HESH up to about 1.3x it’s caliber versus the attacked armor plate. Due to the shape of the explosion against the armor plate, flattening out and spreading as a loose circle, HESH also performs better versus heavily sloped armor plate. At least until it fails to fuse at about 85 degrees, 85 being where the fuse of the shell fails. Aside from exterior splash to composite armor and ERA, HESH performs poorly versus spaced armor and tracks. As in reality, HESH should be a true Anti-Armor round like HEAT or APDS in Armored Warfare, ready to engage all targets with thinner plates of highly sloped armor.

HESH is not designed to penetration, but it still can happen when it hits light armor. Ouch!



Modeling how ammo penetration works in Armored Warfare

In-Game, going to a realistic ballistic system would have a good impact on the game. It would provide a place for HEAT and HESH for more variety in ammunition, create a realistic weakspot system for low tiers (flat turret fronts, copied on high tiers by realistically weak gun mantlets), and allow for a huge upgrade in penetration mechanics when switching from APDS to APFSDS. In consequence, APDS could get much higher penetration values, and APFSDS could start making an appearance on later tier 4-5 tanks instead of tier 3, where it really does not belong.

The correct way to implement HESH in-game would be somewhat as follows.

Assign 60% normalization to HESH shells. 60% of the impact angle is cancelled by the slope-negating impact.
Assign penetration of 1.25 times shell diameter. This is the exact number mention in a DTIC document overview. Make the damage superior to the damage of HEAT and AP, while keeping it below the damage of HE. This penetration RNG would not be done by pen number, but instead vary between 1.2 to 1.3 times the calibre, a number 100% correct to real life.
Upon non-penetration, assign a negative exponential splash damage curve, starting at 50% of the damage of a penetration hit, becoming fully ineffective at triple the shell caliber.
Here is a HESH shell in function



In the future, I do hope for a full review of Armored Warfare penetration mechanics. Although the game is still in its infancy, many mechanics, such as these and the consumable system, are too close to WoT in my taste, and too far from reality in this pair of mechanics. I hope you enjoyed this brief overview and I will be able to answer any questions below....

What would you like DK to “Go Ballistic” next on. Would you like to learn about HEAT rounds and how they developed from the 50s to the present day, or have the non-historical nature and function of high tier MBT armor explained in an article. Any other ideas? Let him know in the comments.


Micropatch: Marks of Excellence

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Good morning,

Apparently in December 30 there was a bug that granted the all the MoEs at once after a battle and in early January there will be a micropatch to fix the issue.


The update will make a verification and remove the Marks of Excellence that were incorrectly given. Some other official WG sources say they will be pulling back the database but honestly, I don't care how they do it as long things get fixed.

Note: None of you emailed me about this issue and I didn't find people complaining in the NA or EU forums either, its likely the bug happened only in RU but if we receive the micropatch you will know what's in it.

Engines set! Engage 2016!

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Hello sugars and bitters!

Hope everyone had a most wonderful start of 2016 and I don't wish a good year, instead, I hope you make it so!
This one has been in the Borg alcove long enough and is ready for whatever 2016 brings, cant tell you much (all in good time) but what I've been working during 2015 will continue/start this year. Among events, tank lessons and other secret stuff to do in UK I already have planned to visit 5 other countries. I'm excited!

Photo taken to tease me, can you guess which country? Hint: They speak German.

Also I'm committed to make serious emends this year, I feel very conflicted about 2015, it was the best year I've had so far on the professional level but on the personal one it was very rocky. I literally buried myself into work and tanks while neglecting people, it was easier that way. I've lost one of my maternal figures around this time not so long ago and it finally hit me hard the last words she told me, my grandparents are not getting any younger and my siblings are rushing into adulthood, I want to spend this year being more present to them.

Hopefully I may be able to get my driving license in time to take my grandfather, a war vet who is too old and been sick recently to drive to his annual platoon meeting. I always went with my grandparents since the first diner and had to stop when moved out from the country.

My favourite photo of my Grandparents, and yes that's the crazy grandpa I've mentioned around 2 times.

Besides plans to become more family oriented, I've already started being less nocturnal, eating healthier and jogging.
Haven't lost much muscle mass since my athlete days as always been good at maintaining condition but stamina has been quite bad, effects of have lived half a decade as a passive smoker (seriously people, if you have any sort of minimal care for people around you don't smoke near them, sincerely: someone who just nearly spat her lungs after jogging!)


But don't think I'm not dedicated to work...

Because I don't trust PC technicians and because I'm much a techie/home fixer I've resuscitated my laptop, the old chap is ready to be my mobile work station so unless I'm inside a tank, diving/fishing, jeep/quad mudding or being abducted by grandmas who will force a funnel in my mouth to pour food in while trying to brainwash on how I should find a man and give them grand-crying-pewp factories to babysit (NOT F*ing happening!)... I will be ready for blog duty. :)
Also, most of the travelling is to create content for you.

Happiness can come in a 10kg purring dumbo ginger cat form. 

I just wish I could hug each one of you for your support but guess a thanks has to do it, you have no idea on how you changed me and my life for the better and for that, I'm eternally grateful.
Thanks to all Readers and Patrons.

Love,
Rita Sobral

M4A2E4 Sherman (SEA)

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Hello Warriors,

for 5 more days, the M4A2E4 "Beta" Sherman is being sold on the SEA server as New Years celebration for £18.01 (26.54 USD).
The bundle also contains:

  • 1 Garage Slot
  • 30 Days of Premium
  • 2.000 Gold

Screenshots:


FV4202 Mission Requirement Date

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Hello Warriors,

there is a small update on the FV4202 Mission by MrConway:


"Since we have been receiving lots of questions regarding the upcoming mission to obtain the rebalanced FV4202 tier VIII British premium medium tank, here is a short update!

To be eligible for the mission you will need to have the Centurion Action X purchased and in your garage!

The mission details and (if any) cutoff date for this condition will be announced round about the 19th of January.


To the grind gentlemen!"

He also says that unfortunately WG cannot promise that the missions will be published before the deadline, but it is likely.

Ups I'm in Cyprus!

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Hello loves!

I've been quiet for the last couple days because I got summoned to Wargaming's HQ in Cyprus. Spent the entire day talking to staff and Victor Kislyi (had breakfast with Serb!) about issues and ways to improve the game from the data I've been gathering from you.

The meeting is over and just arrived from a diner in a fantastic Lebanese restaurant. I'm flying late back home tomorrow so is likely that will be staying in London overnight, if that happens I'm going to attempt pull my laptop out to work.

 I'm exhausted and slightly touched by mojitos but still wanted to give you an update.

And while checking my goodies bag... I wonder if this is a message:


 :P

I'm Bach!

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Hello Loves,

I'm finally back home and jumped straight ahead into PC to start work, our flight like I said before was already a late one but on top of that we had to stay longer in the air and met really rough weather. I never experienced so much turbulence before, even the flight attendants where chatting between themselves that it was the worst turbulence they got in a long time, it got worse than driving at high speed in a Portuguese countryside road, other passengers started screaming/crying and there were barf bags and prayer beads being used. Slept overnight at a hipster hotel in London, desperate for a bath and rest and got a train back home today to avoid the nightmare of late hour train connections.

But the important matter, after the Rubicon well... Rubicon, Wargaming is trying to be more open (like the 9.12 Q&A, which by the way, there will be more in the future) to the community and even Viktor Kislyi has become more involved in the game.


As I was reading your comments in the previous post, came across with gkirmathal's questions:

- From your experiences of the past days can you say the meetings you had were fruitful?
Yes, although the time was too short to speak about every issue and ideas in detail the fact that we meet in person allowed us to progress more than we would over internet. And although there is a PR side of it, they were genuinely listening and we got to discuss different ways of how things could be fixed/added/changed, I personally will be keeping in contact with them and passing forward the most constructive concerns and ideas that you bring me. This was a trust build from both sides. 


- Did you get the impression WG, the devs particular, actually want to change the current 'issues' with some game aspects.
If it was entirely their decision, some devs would get the entire team just patching fixes for a year without producing new content while others have the exact opposite opinion but there has to be some balance which I hope they meet.


- What is your&Jingles view on the level of WG urgency regarding said issues to adjust/rework them?
Its relative, they are clearly more focused in issues that mostly affect the long term users but there is a clear neglect to the ones that affect new players. Its important to bring new players as much as keeping the current ones happy and I'm afraid this will bite them later on.


- Time frame wise, what was your impression regarding?
"Please state the nature of the medical emergency.It depends of the issue, something as big as artillery takes more than a year while other things can be tweaked in 5 minutes. There has to be a consensus in the dev team, data gather/research and then things start getting fixed.


- In regards to professionalism, how professional do you rate WG development team?
Some of them are very serious while others are more laid back but is aiming towards the same goal. Wargaming tries to give jobs to team players but thing is... they are humans and humans have opinions. But honestly, I don't think they are the real issue here, for as long I've been writing RSR noticed people from other departments pulling the devs team rug a couple times, that really bothers me and trust me, although the game cant be 100 percent historical due to game balance reasons, there are some things that the dev team is as pissed off as you but were given orders to do things in that particular way.


- Finally what is you opinion now, for the future what stance is WG going to have:
1) hinge to more profit through only new content without much addressing issues OR

2) hinge to profit through really addressing issues with new content being not the main focus?

At the end of the day, its a company and money needs to be made but I assure you that the first issue we talked about was for Wargaming's marketing team (specially EU) to stop being greedy and lose potential costumers by not giving variety of prices which they promptly took notes of and it seems like things will change.

Also Viktor Kislyi said that the team is currently focused in fixing issues and deliberately slowing down the introduction of tech trees.


Careoran on Twitter asked: 
Could you openly discuss all topics you wanted or where you guided? Was it a moderated meeting or freely open informal? thanks :)
It was free, they did asked us about certain subjects that they were curious about our opinion but it was a mutual conversation, both sides contributed.


Scott Freear asked on Facebook:
What are there thought's on the current game meta at high tier of all gold spam and power creep of some clans?
About high tiers and premium rounds? Yes. I'm already reviewing the recording of the meeting and will be posting it after catching up on the lost work days.

WoT PS4 Beta #2

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Hello lads,

catching up on lost work before I start packing down hours of conversation from past few days for you.

The second World of Tanks PS4 Open Beta will start tomorrow, 8 January until 10 January.

Dev Diary 2:


For those who missed the first, they will be giving the M22 Locust-PS and T1E6-PS with their respective special camo.

The download size of the game is also list with the "27.6GB minimum save size" but is listed wrong, its actually closer to 38GB.

Studianka map tease

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*Coffe ready, cats fed, fires up Roxy Avalon album...*

Hello loves!

Seems like the Polish Studianka map is becoming more of a reality, WG made a tease in a recent "How to play X tank" video:

Video

Screenshots

WoT Blitz New Camo Patterns (Picture heavy)

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Hello,

for the 2.5 patch, WoT Blitz is bringing camouflage feature, have to warn mobile users, this is a picture heavy post.

Will start first with the upcoming special camo for premium tanks (which by the way these work just like the WGL WoT PC premium LT pariah, the bonus is given automatically and you cannot purchase other patterns):

T-34-85 Victory

T34 Independence

IS-6 Fearless


E 25 #1

Tankenstein

Snowstorm Jagdtiger 8,8 cm

Type 3 Chi-Nu Kai Shinobi


Regular vehicles camo:
Each pattern is divided by type of map and nationality, just like in WoT PC.



Armored Warfare: Q&A # 11

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Hello tracked and wheeled players,

Here is the most recent AW Q&A:

Is the normalization retrofit (Advanced MRS) working?
Yes. In Update 0.11, the retrofit was changed to provide a fixed bonus to the normalization value. Please note that normalization is only active for kinetic (AP) shells.

Are there any plans for "special" full 5 person PVE platoon scenarios?
Yes, such missions will appear as PvE endgame content. They will be quite difficult and coordination of the entire team will be essential.

When is AW going to join ESL?
The game is not yet ready to be promoted in e-sports, but that is something we are eager to work toward.

Are you going to implement more UI options like different crosshair options and colors?
Absolutely. Current UI development is focused on the garage – after that it will be battle UI’s turn.

What about the shot delay mechanics?
We are currently investigating the problem from another angle – it’s possible that the issue stems from server settings. We will keep you informed.

Question: Is the IS-7 Heavy Tank considered to be added to Armored Warfare?
Yes, as a premium vehicle.

Are there any plans to create more challenging AI? Currently, the AI pretty much just drives towards the objective, and regardless of difficulty level, at high tiers it’s pretty much shooting fish in a barrel. And what about the PvE credit situation?
On “Hard” difficulty, Mission results are far from guaranteed due to a number of tweaks we have made to the system. In 0.12, PvE becomes even more difficult with the added spawn randomization and the “Insane” difficulty will return in the future. On the other hand, adjustments were and will be made to AI behavior to better reflect the behavior of players (no more snapshots without any reaction time). To reflect these changes, we are currently reviewing the PvE credit income rate. Our general position has not changed – once the challenge level of PvE reaches that of PvP battles, we can introduce comparable rewards.

Will Tier 10 vehicles have unlockable modules?
It’s entirely possible. For example the Armata might appear with an alternative gun.


What are your internal testing results with upcoming maps/revisions to current maps? What was your goal with the new maps/revisions?
Map revision has two goals. The first is to improve map performance for the majority of users. To that end the maps are continuously being optimized so players do not suffer from performance losses. The second goal is to introduce improved balance to the maps. Ideally, both sides on a map should have the same winrate – the developers are always on the lookout for such discrepancies and are introducing corrections to the maps based on statistics. The goal for new maps is to introduce battlefields allowing players to experience dynamic, balanced gameplay.

How is the penetration of tandem warheads modeled in this game, specifically against ERA and composite armor?
Regular missiles impacting on ERA armor are completely negated (their armor penetration is reduced to 0). Tandem missiles’ penetration is instead reduced by a certain modifier, for example to 80 percent of the regular penetration.

How many new PVP maps can we expect over the next 12 months?
We do not want to disclose such long-term plans. We are however working on two large PvP maps (1.4 x 1.4 kilometers) right now.

Will new tank lines (3-10) be introduced to current dealers or will we need to wait for the third dealer to get new regular vehicles?
It’s possible that some of the existing dealer lines will be split and new vehicles will be added in order to make two full lines instead of just one.

Will we see maps larger than the Reactor map?
Larger maps are not scheduled at the moment, we are, however, continuing to experiment with different map sizes internally. It's possible we will eventually see maps larger than 1400 x 1400.

Will end-game vehicles be balanced with their Territory Wars (Battalion versus Battalion mode) in mind?
No, vehicles will always be balanced around Random PvP battles.

Will we see different objectives or game modes in PvP?
We are currently exploring options for introducing different matches with different mechanics into the existing PVP queue. In order for this to be successful, we need to make sure that any new match mode provides roughly the same rewards for participation and runs about the same length as the existing match modes.

Will you ever allow players to select the maps they want to queue for?
This is not planned – such a function would make it impossible for the matchmaker to work properly.

Also what about the PTS server? I know the server populations are low and pulling people off to play PTS could cause issues, but it would be nice if some more stuff got tested a bit more before being released.
European and North American PTS will come in the future, but there is currently no estimate as to when.

Which dealer will South-Korean and Israeli tanks appear in?
Fourth dealer. Please bear in mind, however, that the separation of vehicles into dealers is largely cosmetic – being a part of the fourth dealer’s pool does not mean the vehicles will appear only when the third dealer’s pool is entirely filled.

Why does the tier 4 TD Zhalo-S Merc. have a higher camouflage rate than the tier 8 M1128 Stryker? Both are of the same size.
Camouflage factor is purely a game balancing parameter.

What happened to the T-10M that was seen 8 months ago in a video?
It’s still in plans, but we cannot share any details at this moment.
scr4

Can you add an internal MP3 player for those users who want to listen to their own music without running third party software?
That’s a cool function! Once we finish focusing on the critical game issues, we’ll take a look at it.

Will there be a way to visually distinguish "battle hardened" vehicles?
No, it will be completely up to players to make any visual customizations when the camouflage system is introduced, for example. We do feel that making such vehicles look distinctive would make them a target for griefers.

What are the plans to introduce nuances to tank armors? More armor zones to be specific, like World of Tanks has.
The armor of the high tier tanks, especially, is actually very detailed, in some instances more so than in other tank games. That being said, an excessive level of detail is not always a good thing – the more detailed the armor is, the more unpredictable the results (strange bounces, caused by hitting an oddly shaped area for example) it produces.

When you balance tanks, do you also consider how commanders and retrofits influence them?
Of course, everything is considered. For example, we specifically consider whether a tank has a loader or an automatic loading mechanism when we balance the other tank parameters.

When can we expect to be able to add our own battalion logos?
This is not planned for now, not until a well-developed control system is in place.

Will tanks without a loader be able to choose loader skills?
They already can – IF the loader is human (the gunner is the loader). Automatic loader vehicles cannot choose loader skills as that handicap is already compensated by an increase of other characteristics.

Will destroying tracks (“tracking”) be rewarded by bonus reputation or credits?
Yes, that’s planned. Currently, you are awarded 'Assist Damage' for tracking someone, but the tracking itself is not directly rewarded.

David Fletcher MBE Tank Chats: Praying Mantis

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Hello loves,

David Fletcher MBE is back with a very short Tank Chats video, this time he talks about what I believe is one of the weirdest things The Tank Museum currently owns, the Praying Mantis:


"The Praying Mantis is an experimental machine-gun carrier manufactured in 1943.

Praying Mantis was designed by Mr E J Tapp of County Commercial Cars and the original patent dates from 1937. Two prototypes were built of which this is the second. The idea was to create a low profile weapon carrier which could take advantage of natural cover but raise itself up, as necessary, to shoot over walls or other obstacles."

08/01/2016 Stream

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Hello loves!

I've caught up with pretty much everything worthy from the last few days, there are a couple things still but I need some extra time to read things properly and do some investigation. But for now, its time for my scheduled livestream, I'm very eager to be back playing some games. Tonight will be playing World of Tanks and probably just taking my favorite vehicles and other that need some grind.

Steady as she goes: http://www.twitch.tv/ritagamer2

Italy’s Big Guns. Semovente M.41M development, deployment and derivatives: PART 2

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Part 2: Derivatives and Other developments
Author: Vollketten

See previous: Part 1: Semovente M.41M Development and Deployment

Semovente M.41M with accompanying L.6 ammunition tenders lined up for review


In Part 1 we looked at the background to the M.41M development, the 90/53 and its combat use in Sicily. In Part 2 we will look at some of the other projects which came about at the same time as the M.41M and after it and then conclude with a list of the vehicles which one day you could face on the battlefields of WoT.


In part 1 I mentioned that there were other concepts for mounting the 90/53 cannon on a hull. The use of the heavy tank P.26/40 chassis (a 26 tonne heavy tank with a turret which was effectively a medium tank by the time it was actually in service) had been envisaged as far back as late 1941 but the machine was simply not ready and not in production. As a consequence of this Italian Semovente used modified existing tank chassis instead for their gun mounts. Doctrinally the Semovente were as much if not more like assault guns or short range artillery to support infantry attacks focusing of the delivery of effective HE shells to the enemy. Being mobile and easily concealed due to their very small size these vehicles would often provide the bulk of the tank stopping power of the Italian Army (Regio Esercito) and this reliance led to a turn towards more effective anti-tank shells for them in the form of hollow charge ammunition. One variation on this theme is this vehicle below:


Photo Credit: Ceva/Curami


Now, the authors Ceva and Curami actually caption this as a “Semovente 120/44” and as “102/44” in the index of images but it is my opinion that they are mistaken. It’s not that Italy did not possess such guns because they did; several guns actually in those calibers but the gun in the model is almost certainly the same Cannone 90/53 as seen on the M.41M.

Looking at the hull too it appears to be wider than the M.14 series hull and may be either the originally planned P.26/40 hull or an intermediate type hull which has been modified. Later on we’ll see a third option for a Semovente 149/40 which is the type of hull I believe this one to also be. The layout remains essentially the same however with the transmission at the front, then crew, engine and the pedestal for the gun mounted immediately behind and above the engine. The platform provides ample space for rotation of the gun during 360 degrees of firing but given the dual purposes of these guns (and a possible specific AA role for this one) I believe it would have been fitted with a gunshield had it gone to production.There’s also a lot of space under the platform at the back for ammunition too.

That circular firing platform on this vehicle actually has sides which fold up although they are hard to make out in the image. Game wise I’d like to see this machine just as it is in the image but with a gunshield fitted as it’s a necessity. Given the height of the gun above the hull it would be very easy to hide the chassis behind obstacles and fire over them. The pedestal mount will also improve the depression. Naming it will be harder as the ‘Semovente 120/44’ caption I believe to be wrong based on the gun in the model (although a name could be made for it relatively easily such as ‘Semovente CC’ for example). I don’t have anything saying that the mounting of a 120mm piece on this vehicle definitely was not planned but the authors Ceva and Curami don’t provide proof of it being planned either other than their caption. In the absence of specific evidence I’d be happy with it retaining just the 90/53 and the like as gun options in game although Wargaming may choose to do as they wish anyway for the purposes of balance.

The next variant to look at this:

 Photo Credit: Ansaldo Foundation

This version is initially pretty similar to the  M.41M but a closer look shows it to be a different beast completely. The gun is in the same position at the back of the hull on a pedestal (albeit minus a gun shield which I would assert would be added as both a necessity in real life and for WoT)  The hull appears wider than the M.14 series too and the sides have panels folded down in the model. There is now lot more space in the back of the hull for ammunition and although the gun appears to be still the same 90/53 this may well be one of the original designs for the M.41M vehicle using the P.26/40 hull. Again this does not have a formal name as a ‘Semovente’ in the series but as before it could be done relatively easily. ‘P.40M’ etc.

In this configuration with the P.26 heavy tank hull (or similar) and the 90/53 cannon upgradeable with a little WG magic to the 90/70 Italy has a powerful and mobile tank destroyer. Work on all of these designs halted when the Germans took over the majority of Italian industry in September 1943 though so development of any of these machines has stopped.

The only other vehicle to have reached prototype stage in this ilk though by the time of the fall of Italy is the ‘Semovente 149/40’ which was prototyped on the chassis of an M.15/42 medium tank with the 149/40 Modello 1935 gun mounted in much the same manner at the back as before.

Mockup of Semovente 149/40. Photo Credit: Ansaldo Foundation

This gun is simply enormous on this hull and actually had folding outriggers at the back to assist in managing the recoil forces. Development of the gun itself started in 1933 by Naples Arsenal as a design based off the venerable WW1 era 149/35 (also known as the 149A due to the steel barrel) and was originally an L37 piece (1933) before being accepted for service as an L40 piece in 1935. The gun alone weighs about 7800kg and once mounted weighed in finally at a worrisome 24 tonnes prototyped on a chassis intended for a 15 ton tank. The gun could fire a 46.2kg HE shell or 50.8kg AP shell at 800m/s. Compare the very decent performance of the 11.8kg AP shell of the 90/53 at 830m/s to this shell which is now more than 4 times heavier and depending on load could be fired ‘hot’ at the same m/v and we have a very unpleasant surprise for enemy tanks. That’s just the AP shell too, there are even APDS and APHE shells which can be fired from it for added and is considered a better gun than the German 15cm Kanone 18 and 39 and the US 155mm M1A1.


Prototype Semovente 149/40

Only a single prototype of this vehicle though was finished by August 1943 and underwent some testing. In September of 1943 it was taken into service by the Germans and was eventually recovered by US Army Ordnance near Paris and subsequently taken to Aberdeen Proving Grounds for evaluation. The M.15/42 tank despite having better mobility than the M.14 series tanks was still very underpowered for this mounting and as such is best suited to the role of artillery in the game even though direct fire would have been an option.

The original plan for the vehicle though was not to use that M.15 tank hull but instead a special Ansaldo tank chassis made for the purpose almost certainly based on the P.26 tank hull and was to use a strengthened type of P.26 tank suspension. Production of the M.15/42 tank though was still underway and the fabrication of the P.26/40 heavy tank (by this time in the war really a medium tank for all intents and purposes) was only just starting and hampered by a shortage of engines. The special Ansaldo chassis is therefore possibly the ‘L’ (Larga) version of the P.26/40 hull modified to suit this gun. (Like the other two there’s no official name for it but ‘Semovente Ansaldo 149/40’ seems appropriate) Such a hull was already planned anyway for other Semovente which suffered the same development problems as this one.

Even mounted as it was though on this very limited M.15/42M chassis the prototype Semovente 149/40 had a very respectable 53 degrees of traverse and could carry 6 rounds itself. Had it ever been fielded as designed on that special chassis and using the engines off the P.26/40 programme instead of the rather weak M.15/42 tank engine this would have been a very capable piece of equipment although given the size of the shells I suspect it would still have required the use of ammunition tenders as well.


Conclusion of Parts 1 and 2:


The M.41M was a rushed development, they didn't have time to use the chassis planned for and military developments in Russia and North Africa lead the unprepared Italian army to take any solution offered. The fact that a capable and effective tank destroyer came out of that in a remarkably short time period is a testament to what could be done when it really needed to be. Had it been developed in numbers the way intended it is unlikely to have affected the outcome of the war for Italy but as it stands just 30 of that type were produced and as such were a potent threat to allied vehicles at the time.

The 90mm gun was to be a sort of unifying calibre across both the newly planned and as yet unbuilt P.43 tank planned originally to be fitted with the 42 calibre version of the 90mm gun. The planned 70 calibre version mentioned in Part 1 was abandoned upon the fall of Italy too or else that also would be usable both the P.43 and M.41M or its P.26 based cousin. Game wise WoT accounts for this and they become usable within the bounds of historical constraint.

The 90/53 gun itself actually soldiered on after WW2 where it was experimentally upgraded to an L.74 piece for AA use capable of over 1000m/s although the advent of anti-aircraft missiles rendered this piece like so many other AA cannons obsolete. Game wise it is unlikely at the moment that this gun would be available for the M.41M or P.26 based version of the Semovente even though it is only 150kg heavier than the 90/53. One further derivative of note is the OTO-Melara automatic loading system for the 90/53 which despite being rather complex could achieve 1 round every 2 seconds from that gun. The 90/53 gun itself was not retired from Italian service until 1968 to 1970 and the last confirmed use being during the Balkan wars of the 1990’s by the Croatians against some Serbian naval units.

Today if you want to see either the Semovente 149/40 or M.41M you have to go to Fort Sill, Oklahoma where both are preserved. The M.41M captured in Sicily we saw in part 1 recently underwent restoration back to the rather glorious ‘Sand and Spinach’ camouflage scheme. The 149/40 is is a sad state of disrepair but being unique is hopefully on a short list for preservation.


Same vehicle seen 70 apart, in Sicily and now at rest at Fort Sill

Sources:
1-Veicoli da combattimento dell' Escercito Italiano dal 1939 al 1945 by Cesare Falessi and Benedetto Pafi.
2 - LA MECCANIZZAZIONE DELL'ESERCITO FINO AL 1943 by Ceva and Curami
3 - Diary of the Sicilian Campaign Part Two by Brig. Gen. Raymonds McLain (45th Inf.Div.) 10th July 1943 to 28th July 1943
4 – British Pathe ‘Aftermath of action in Sicily’
5 – Italian Artillery by Ralph Riccio
6 - 90mm by Nicola Pignato
7- Storia dell'Artiglierica Italiana Vol.XV 1943
8- Armor Magazine – May/June 1987 ‘Lessons Learned in Attack on Canicatti’ by Dr.Norris Perkins
9-Lessons from Sicilian Campaign by Maj.Gen.Smith, November 1943

Read more about Italian Tanks in WoT here 

Upcoming Tier 10 Light Tank?

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Hello,

hope you are having a most wonderful weekend, I'm nearly done compiling the first bit of information from Cyprus hence why I've been so quiet, there were British, German, Portuguese, Russian and Polish accents in the room and want make sure I get the words right. :)

It got my attention (thanks everyone that emailed) that another hoax has been brought to the English side of the community by people who don't have a clue on how game development works in Wargaming and have "talking out of their arse" as source.
According to them, Official Chinese WG server sources said that a Walker Bulldog variant as a tier X LT tank will be introduced, it looks like this:


I asked one of my Chinese (谢谢你,朋友!) contacts which I've decided to keep name anonymous to save him from being harassed, to investigate the matter and the "official" sources given are actually random Chinese sites who have absolute no affiliation with WG China and with questionable reputation:



How I know this is a hoax? Let me tell how it works, Chinese server doesn't develop World of Tanks. Simple. On top of that, actual real sources who work in Wargaming have told me this is a load of crap.

Maybe I just take my work more serious than others but this actually upsets me and delays my other tasks. I wont name and shame and just share this information because its my duty to not only tell you about upcoming content but also let you know when you are being mislead. I understand information has been slow lately but there is no excuse for people to start making up things for ratings.



Cyprus Meeting Resume

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Hello,

the first part of the Cyprus meeting is finally completed, this is a resume of the conversation we had with Markus, Florian and Slava, tomorrow will start working on Viktor Kislyi's aka second part:


-If we stopped introducing content and made 2016 the year of fixes, would this be enough? - No.

-Although there was a lot of content released in 2015, Wargaming admits the regularity of the patch releases could have been more consistent.

-With the meltdown of the Russian market, the Russian team had to come up with ways to reinvent the game to attract RU players back to the game as well as improve retention of existing players and this obviously has a knock-on effect on content released everywhere else.

-The conversation group in consensus asked to bring back fun events (like Karl 8-bit and Chaffee Race) every 6 months (specially during IRL events like World Cup who tend to drain playerbase away) which was WG agreed with and will explore possibilities.

-Wargaming admits that Rampage mode its "not so good, to put it midly".

-Instead of keep on adding games, they want to focus in making the game better (fixes and tweaks of already existing content)

-When Artillery was initially introduced it was meant to stop camping and had Light Tanks and other SPGs as natural enemies but nowadays the biggest issue about it is that Light Tanks are obsolete and unable to spot/kill SPG due to corridor maps.



-"There is no point in playing Light Tanks at the moment unless you are completing Personal Missions"

-The game nowadays is more static because there are no flanking maneuvers giving more power to artillery, instead of preventing camping is causing the oposite desired effect.

-Because of all the equipment/consumables available the tanks are now more precise than they were 5 years ago making Lights Tanks easier to shoot, also, because of New Physics, Light Tanks have a harder time getting one point to another.

-A newER physics will be implemented hopefully by 9.15 (It still needs further testing)

- Although map sizes are the same, they have become smaller. WG experimented with making maps bigger but the idea wasnt viable due to vehicles like T95 and Maus. Currently they are exploring the idea of adding extra map spawns to facilitate slower tanks.

-Corridor maps were a mistake made by their creators, the idea was to increase the survability of tanks like Maus by minimizing flanking options and that destabilized the ecosystem (LTs)

-Light tanks lost their value on these "corridor maps" because they couldn't flank as easily as before so tended to use the same routes as the mediums.  This led to the dominance of TDs hidden at the end of these "corridors" killing whatever the HT/MTs were engaging, without the LTs being able to flush them out.  To combat this, the view range of almost all TDs was reduced, but with mediums and heavies in the front line dropping Vents for Optics and using premium consumables, they were reaching the view range cap and performing the scouting role as well as or better than the LTs.  One option is to reduce the view range of mediums as well as the TDs.  Another possiblw fix is to drop the battle tier spread of Lts, so for example, a tier 6 LT would only see tier 7 and 8 battles instead of 7 to 9.  This, however, brings it's own balancing problems, a Walker Bulldog that only sees tier 8 and 8 battles would be a force to be reckoned with!
Right now there are two out of maybe forty maps where a LT has good spotting opportunities - Prokhorovka and Malinovka.  Even here it depends on which side the LT spawns.
It's possible to address some of the current issues by making changes to the maps once again, but fixing class balance issues by changing maps isn't what WG want to do, they'd rather fix the class issues directly.

-Several options were discussed for making artillery more useful for teams and less frustrating for both artillery players and artillery victims.  Rather than being a simple indirect fire damage class, artillery could have access to specialist ammunition such as smoke shells, illuminations shells (taking a leaf out of Armored Warfares' book) cluster munitions to "debuff" enemy tanks by doing critical damage rather than hit point damage.  Medium tank wolfpack threatening to break through a flank and only one TD in a position to stop them?  Drop a salvo of cluster munitions on them to slow them down by detracking them and temporarily incapacitating their crews, then drop smoke on the TD to keep him hidden as he takes advantage of their sudden vulnerability.

-Also, with the possible inclusion of night maps and maps with realistic weather conditions, the ability of LTs to detect enemy tanks through, smoke, rain, snow, fog and darkness may help bring a battlefield role back to LTs, and specialist artillery ammuntion like illumination shells would give artillery some value to the team other than simply raw damage.



-Another issue is to do with equipment and crew skills.  Right now the choice of equipment to fit to any given class of tank is either right or wrong.  There are no alternative equipment loadouts that give you the option to play that class of tank differently.  It's the same with crew skills.  Camo/repairs to 100%, drop for 6th Sense, camo/repairs to 100% again, drop for Brothers in Arms, then repeat.  What WG want to do is make different equipment loadouts other than vents/rammer/optics a viable choice.  No-one uses Enhanced Torsion Bars, but if (for example) Enhanced Torsion Bars gave you a increased chance to resist the debuff effect of a new artillery cluster munition and / or increased your terrain resistance, it might be worth getting.

-Crew skills also need looking at.  Choosing which crew skill to train next should mean something, making the choice of which skill to train should mean making an actual choice instead of just choosing in which order to get the skills.  The Commander skills in World of Warships are a better way of doing it, but they're still not perfect, at some point your Commander will eventually have every skill, but if choosing one skill in a tier meant that you couldn't choose any others from the same tier, the choice would actually mean something.  The difference between any two given players should be in the choices they made, not in the time they spent accumulating enough points to have every skill.  None of this is final, of course, but it shows you the kind of thought that WG are giving the subject.

-Ideally WG want people to have more choices.  This means making more equipment useful and making the crew skill choices meaningful.  To support these kind of changes it may be possible to have a "lobby" system before you enter battle where you could select the equipment loadout that you want to take into battle with your chosen tank from a range of pre-saved loadouts, for example.  Changes like this, in combination with more useful and varied equipment modules may mean that the way you play any given tank could be completely different depending on what map is in the rotation and the loadout you select for it.

-Looking at crew skills again, right now they're all passive.  You don't have to press a button to make the crew repair the tracks, they just do it.  Don't panic, what WG do NOT want to do is make you press a button to have your crew start doing repairs, or camoflaging the tank etc, but what if crew skills came with an active feature as well as the passive benefit?  What if active Sixth Sense allowed you to see through concealment for a short time as well as the passive benefit?  What if Active Repair skill immediately repaired all damaged modules, the same way a premium repair kit does, except you could use it once every two minutes?

-Regarding premium ammunition, the problem isn't the premium ammunition, it's the "corridor maps" that force mediums to meet heavies face to face and give them no choice but to load premium ammuntion to beat them.  The easy solution is to nerf penetration, but a better solution is to make flanking more viable for mediums and lights.
WG would like to go back to the days when each nation had their own characteristics.  Germans were all about the accuracy, French were mobility and light armour, Soviets had big alpha damage but poor accuracy.  With the introduction of so many new nations, this "flavour" seems to have been lost.  Once you've got more than three or four tech trees you start to run out of options to make each nation unique, but there are still options.  British HESH ammunition doesn't necessarily have to be just HE that has better penetration (and is a waste of time using on anything other than the FV215B 183).  French HEAT ammuntion on the AMX30B combined high penetration with the velocity of APCR, but right now it's just regular HEAT.

-WG would like to see more choices available to players in the same way that Chinese mediums have the choice of taking a big alpha damage gun or a rapid firing lower calibre "medium tank" gun.  Chinese mediums are a good example of giving players a choice.  Soviet mediums like the T-54 are a bad example.  With the T-54s two top 100mm guns players were supposed to make the choice between good gun stats or higher penetration, but what actually happens is players choose the gun with the better gun handling and make up the difference in penetration with premium ammunition.  There's no real choice involved.  WG want to get away from this kind of thinking and make weapon and equipment choices on your tanks something that is more than a good/bad choice.  There should be more than one good choice.

-The buff to the machinegun turret on the T110E5 was unintended and a result of changing the model from SD to HD.  Oops!

-WG want to simplify the way information about the tanks is presented in the game.  Right now you look at a bunch of numbers in the garage, but without experience of playing the game you don't know if those numbers are good or bad.  Is 40mm of turret armour good at tier 4?  Is 0.4 accuracy good for a tier 6 medium?  Rather than showing raw numbers, perhaps a rating system would be better?  If a tank has 5/5 armour rating in it's tier, you immediately know it's a tough tank before you even play it.  Of course, experienced players still want to see the numbers, but we want to see ALL the numbers, including gun depression, terrain resistance, aiming bloom, etc.  Numbers like this might be accessable via drop down menus from the basic tank stats, or on a seperate screen.  Changes like this would prevent people from trying to use AMX40s as scouts because "hey, it's a light tank."

-The one thing that kept coming up over and over was the issue of choice.  WG want to give players more choices and for those choices to be both useful and playable.  There should be less wrong choices in how you set up, equip and train your tanks and more right choices that are more or less right depending on how you like to play.

The Unicum Guide to the Löwe

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Hello,

the eccentric Sliphanton is back one another "Unicum Guide", this he reviews the Löwe:


Its really nice seeing the Mr. Löwe Lover being given some appreciation and couldn't agree more with the author of the video.

I got my first Pools in it and also got the Maximum Experience per Battle on both my known accounts with this vehicle, its a really nice machine, if you treat it the right way. :)

Report System: WG EU semi-open for feedback

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Hello Lads,

when I arrived back home from Cyprus received another outcry that players are not just being unfairly banned because they belong so certain clans but also if they are seen in battles with the T-22 sr. , this is a old issue that I've written about before, if you are interested: http://goo.gl/4YpYws

The only thing I would like to repeat is that yes, there are some clans can be quite infamous due to their frequent racist or/and elitist remarks and yes the T-22 sr. missions were widely rigged but people lose the right to complain once they start giving reports when those players are not misbehaving or there is no proof that they indeed rigged.

Things are reaching a point that just being a good player is enough reason to be reported by randoms, for example Mistercro, he got banned yesterday while doing a charity livestream (which got fully funded! <3), he keeps himself clean in-game chat and is a down to earth guy. He skyped me a printscreen as example of the sh** he gets:



On the English EU forums, Ectar (EU EN CC Manager) had this to say:

"Hi guys,

I know that this category for reporting is a pretty hot topic at the moment. Feedback has been sent on to our Customer support team and we'll see if there is any changes that can be made. I can't make any promises but I can assure you I've spent the best part of this week gathering feedback from various threads and showing examples provided from players."


But over the Spanish community, Dellroh (NA/EU ES CC Manager) is open for suggestions, I translated for you what's written in the language of my neighbours:

"Hello Commanders,

Created this topic to gather your suggestions and opinions about the in-battle report system.

Please, answer to the following questions to facilitate the feedback gathering:

1: How would you improve the report system?
2: Are 10 reports sufficient?
3: What suggestions can you give as an alternative to the report system?

We wait for your impressions!

Note: This topic will stay open until 30 of January, 2016."


Note: 
-Just to be clear, this isn't a EU staff coordinated feedback gathering, its Dellroh's.
-And please understand that smaller language communities are friendlier and easier to control hence why EN wasn't so open as ES.

-If you do not speak Spanish please refrain from typing in Dellroh's topic (Google translator wont work!), you can however, give a constructive opinion on the comment section bellow here. I will be reading and I'm offering to compile and properly translate your feedback to him!


11/01/2015 Stream

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Hello Lads and Lasses,

I currently have game development pouring down my brain and need a couple hours of some more relaxing work. I want to make sure you gets things as perfect as possible.

 I will be livestreaming for the next couple hours, get my dailies done and continue some grinds (in particular soviet TDs and Czechoslovakian Tech Tree mostly): http://www.twitch.tv/ritagamer2

Steady as the Tortuga goes!

Oh and btw... you dragged me into the "Most Viral" on imgur while I was asleep! You cheeky buggers! http://imgur.com/gallery/JKLuzje


New HD Models: 105 leFH18B2, T1 Heavy Tank & VK 72.01 (k)

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Hello,

here are official HD models for the next patch, they are 1440p:

105 leFH18B2



T1 Heavy Tank


VK 72.01 (k)

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