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New HD Models: A-20, AMX 50 Foch (155), M44 & Chi-Ha


A-20 and AMX 50 Foch (155) Armor Comparison

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Hello,

Took some screenshots of how the A-20 and AMX 50 Foch (155) armor compares between 9.13 and 9.14:

This inspector is not very good so I'm just going to give you a preview from the front and post later better screenshots from another which shows things in more detail.




World of Tanks PS4 Launch Trailer

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Hello,

I've been a bit quiet, cant say much to not startle some but besides being on the works of compiling a Q&A for you and some feedback from you to WG, I've been investigating something which takes time.

But for now,

this is the World of Tanks PS4 launch trailer:


*Edit*
Was browsing the PS4 page and just noticed they have a couple Launch bundles:


15.99$

- KV-220 - Soviet tier V Premium heavy tank
- Garage slot
- 1 Day of Premium Account
- 350,000 Silver

49.67$

- T-34-88 - Soviet tier VI Premium medium tank
- KV-220 - Soviet tier V Premium heavy tank
- Garage slot x2
- 7 Days of Premium Account
- 2,050,000 Silver

74.79$

- T23E3 - USA tier VII Premium medium tank
- T-34-88 - Soviet tier VI Premium medium tank
- KV-220 - Soviet tier V Premium heavy tank
- Garage slot x3
- 30 Days of Premium Account
- 2,200,000 Silver

98.79$

(Time to steal granny's silverware!)

- M4A2E4 Ripper - USA tier V Premium medium tank
- Pz.Kpfw. 38H 735 (f) - German tier II Premium light tank
- T23E3 - USA tier VII Premium medium tank
- T-34-88 - Soviet tier VI Premium medium tank
- KV-220 - Soviet tier V Premium heavy tank
- Garage slot x15
- 30 Days of Premium Account
- 4,000,000 Silver

New Ranzar

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Hello loves,

a Ranzar is back:


Love this one!

VK 72.01 (K) & T1 Heavy Armor Comparison

New World of Papoj

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Hello,

nearly missed this one (Youtube feed can be crazy) but there is a new World of Papoj out:



Unspotted Vehicle Cheat

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Hello,

there is currently a hack/cheat mod that renders on the minimap enemy vehicles when they are not spotted, this is how it looks like:



This is not the same as the system that Warpack uses (where minimap will tell your position after you break an object), the theory is that it links data from someone on the enemy team, and provides it to you. How? Simple, if it was snuck in a large modpack, it would have almost 100% coverage, as only 1 player per side needs to have it for it to work.

Something like this can become pretty "interesting" if a entire clan (lets say a 100 of them) decides to use it during low population hours.

My hopes on Wargaming, specially EU on fighting these mods is very low but I need to raise awareness and warn you to be cautious on which modpacks you download. The guy who made this mod (for science) stated that he wont be releasing this but not everyone is so nice.

Fisherman's Bay Crash

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Hello,

on EU, NA and SEA, there are players reporting that Fisherman's Bay been causing them crashes mainly in the in the North Spawn area.
Due to lack of care from staff (except SEA) I asked the players to point out on the map where did the bug hurt them and merged the information I gathered from the 3 servers in this map image:


(Some players reported a single crash on south and another on city but didn't specified exact locations)

This problem is not connected to mods or bad PCs, players who run vanilla or/and have good PCs been reporting in as well, and not only just the game crashes but it also provokes a freeze which can be only fixed with a computer restart.

For those who are having this issue I went on a search for a fix and only could find this:

From "djb_95":

"Well, after many more crashes and trying everything I could think of, I finally found a work-around.
I used to run my client SD with Improved Graphics.
I tried:
1. HD Graphics
2. Update graphics driver.
3. Adjust almost all the graphics settings 1 at a time.
4. Re-downloaded the whole game.

None of that worked.

I finally switched to SD/Standard graphics.  That fixed it."

The devs are not aware of this issue so far.

Armored Warfare: 0.12.1776 Patchnotes

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Hello,

for those who play AW, today you may have noticed that the game was down for roughly 5 hours to implement the 0.12.1776 patch. Although it has plenty of fixes, the main attraction of this update is clearly the Visual Camouflage system, check out its trailer:



Gameplay Mechanisms

Retrofit and Skill rebalance


  • Air Conditioner technology upgrades have been lowered to a 2% crew statistic bonus on all vehicles that have this upgrade
  • The Commander skill "Leadership" has been lowered to a 4% bonus to crew statistics
  • The Commander passive skills "Fire When Ready" and "Fire at Will" have both been reduced to a 6% bonus to reload speed
  • The Commander active skills "Strength in Numbers", "Giant Killer", "Fired Up", "Fire at Will", "Brawler", "Determination", and "Watch It Burn" have all been cut in half, resulting in a reload speed bonus of 6 - 10%
  • The Commander active skill "Feed the Flames" has been reduced to a 20% reload speed bonus
  • The Loader crew skill "Rapid Fire" has been reduced to a 2.5% bonus to reload speed
  • Consumables related to crew statistics (Protein Bars and Energy Drinks) are now mutually exclusive, and will not be able to stack with each other

  • Drawing distance of shadows reduced in order to increase game performance
  • Drawing distance of vegetation on „Ultra“, „Very High“ and „High“ settings reduced in order to increase performance
  • Entering a platoon with a player who is on your ignore list will cause this player to be immediately removed from from the ignore list




Vehicles

Akatsiya


  • Salvo reload time decreased from 20 seconds to 18 seconds
  • Targeting Time reduced from 7 seconds to 6.5 seconds


BMPT-72


  • Hit Points increased from 1760 to 2000
  • ATGM salvo reload decreased from 24 seconds to 20 seconds
  • AP round penetration increased from 177 to 201
  • Accuracy bloom rate from movement decreased from 0.25 to 0.2
  • Accuracy bloom rate from hull traverse decreased from 0.75 to 0.6


B1 DRACO


  • Clip size increased from 8 to 12
  • Ammo capacity increased from 160 to 240
  • Stock AP round penetration increased from 293 to 331
  • Upgraded AP round penetration increased from 308 to 348


LAV-600


  • Targeting Time decreased from 3.4 seconds to 3.0 seconds
  • Peak accuracy improved from 0.122 to 0.099
  • Maximum reticule size improved from 1.47 to 1.191
  • Reload time decreased from 6.4 seconds to 5.82 seconds


Leopard 2A6


  • Hit Points increased from 2635 to 2770
  • ATGM reload time decreased from 20 seconds to 10.53 seconds
  • Targeting Time decreased from 3.5 seconds to 3.1 seconds
  • Accuracy bloom from movement decreased from 0.35 to 0.25
  • Accuracy bloom from hull traverse decreased from 1.5 to 1
  • Accuracy bloom from turret traverse decreased from 0.19 to 0.15


M2 Bradley


  • Stock AP damage increased from 41 to 45
  • Upgraded AP damage increased from 46 to 48
  • Second AP upgraded damage increased from 48 to 51
  • Stock HE damage increased from 31 to 33
  • Upgraded HE damage increased from 34 to 37
  • Stock ATGM damage increased from 371 to 420
  • Upgraded ATGM damage increased from 389 to 441
  • ATGM salvo reload time decreased from 24 seconds to 18 seconds
  • Stock ATGM penetration increased from 668 to 702
  • Upgraded ATGM penetration increased from 699 to 734


M48 Patton


  • Upgraded cannon stock AP damage increased from 194 to 213
  • Upgraded cannon stock AP penetration increased from 165 to 174
  • Upgraded cannon first AP upgrade damage increased from 199 to 219
  • Upgraded cannon first AP upgrade penetration increased from 169 to 178
  • Upgraded cannon second AP upgrade damage increased from 208 to 229
  • Upgraded cannon second AP upgrade penetration increased from 177 to 186
  • Upgraded cannon HE damage increased from 146 to 164
  • Upgraded cannon stock HEAT damage increased from 230 to 248
  • Upgraded cannon upgraded HEAT damage increased from 235 to 254


T-64


  • Hit Points increased from 1220 to 1310
  • Base vision range increased from 320 to 330


T-64A


  • Hit Points increased from 1405 to 1510
  • Base vision range increased from 320 to 330


T-72


  • Hit Points increased from 1415 to 1555
  • Base vision range increased from 320 to 330


T-72A


  • Hit Points increased from 1510 to 1705
  • Base vision range increased from 320 to 330
  • Reload time for standard shells decreased from 9.52 seconds to 9.09 seconds
  • ATGM reload time decreased from 16.67 seconds to 13.33 seconds


T-80


  • Hit Points increased from 1875 to 1995
  • Reload time for standard shells decreased from 8.7 seconds to 8.4 seconds
  • Reload time for ATGMs decreased from 12.9 seconds to 12.12 seconds


T-90


  • Hit Points increased from 2195 to 2290
  • ATGM reload time decreased from 11.76 seconds to 11.11 seconds


T-90MS


  • Fixed an issue where the thickness of the T-90MS lower front plate had been reverted to pre-0.12 values. The lower-frontal plate should now be properly penetrable by similarly tiered vehicles with enough penetration


Zhalo-S MERC


  • Fixed an issue where the MERC edition of the Zhalo-S would not become highlighted when targeted



Player versus Player


Cold Strike


  • Fixed an issue with the bus station in cell E5 which could be shot through.
  • Removed the shadows from power lines as they were too imposing


Pipelines


  • Fixed a VFX issue when destroying oil pumps at cell C0


Reactor

Performed a major optimization and visual pass. Upon evaluating the map's performance after releasing the 0.12 update and determining it to be sub-par, we disabled the map Reactor in order to perform a major optimization pass. We've since noticeably improved the performance of the map and have now re-enabled Reactor


Player versus Environment

Cavalry


  • Fixed an issue where AI would fail to enter the map and would instead engage players from off-map locations
  • Fixed an issue where AI would spawn in improper locations, causing them to get stuck on objects
  • Fixed an issue where AI would sometimes spawn right around players
  • Increased artillery boundaries so that players can hit enemies that spawn beyond the map borders Fixed an issue where the mission would randomly fail before the mission had been completed
  • Fixed an issue where the mission would display the 'DEFEAT' banner after players destroyed all enemy AI.
  • Fixed an issue where audio VO would restart when a player entered the cap zone
  • Fixed an issue where the downed plane did not have sound effects


Red Opossum


  • Performed an optimization pass to improve the performance of the map

Ricochet

  • Added missing sound to oil pumps



Sapphire

  • Adjusted the lighting on the map so it was a bit easier to see enemies
  • Fixed an issue where a large, white square would appear after destroying a secondary objective inside a bunker


Snakebite


  • Fixed an issue where the victory cut-scene would not display at the end of the mission


Issues and Corrections


  • Fixed an issue where vehicles with two Loaders received two full, individual bonuses to their crew statistics from any source which modifies crew skills (Consumables or Retrofits, for example). The result is that each Loader now only contributes to half of the bonus. If both Loaders have the same Crew Skills selected, the resulting bonuses will be the equivalent to a single Loader. If each Loader has a different set of Crew Skills selected, the player will be able to have more bonuses just with lower individual stats
  • Fixed an issue where new players attempting to complete the 'Basic Training' tutorial would be temporarily unable to if they pressed F1
  • Fixed an issue where the penalty for dealing friendly damage would be doubled - resulting in the system taking more credits than intended
  • Fixed an issue where secondary weapon systems would not work if the player reconnected to a battle during the countdown
  • Removed cannon collision on destroyed tanks so players would no longer get their vehicles stuck under them
  • Fixed an issue where a standard vehicle would change color if there was an equivalent ICE vehicle on the enemy team
  • Fixed an issue where a new player account would still receive rewards after deserting their first PvE mission
  • Fixed an issue where, after pressing ALT+Enter, some UI elements would become shifted in AW
  • Fixed various issues with resizing the Armored Warfare client in both windowed and fullscreen mode
  • Fixed an issue where reputation bonuses provided by certain Commander skills were displaying 1% instead of 10%. This bug did not affect the actual amount of reputation being provided by the bonus
  • Fixed an issue where a player who had been banned by the owner of a Custom Match would not be automatically un-banned when re-invited to the match by the owner
  • Fixed an issue where the host of a Custom Match would receive a notification of being banned from the match lobby after banning another player
  • Updated the UI to properly display the halved Crew Skill values when using a vehicle with two Loaders
  • Fixed an issue where a slide during the 'Basic Training' tutorial pointed to the wrong section in the post-match screen
  • Fixed an issue where dossier privacy settings would be reset when pressing 'default' in the settings menu
  • Updated the description of the Armor Piercing Ballistic Cap round
  • Slightly adjusted how minor bonus multipliers are displayed on the Details tab in the post-match screen
  • Fixed an issue where emoticons would sometimes display in the post-match screen
  • Changed unspent and free xp to no longer show in the upgrade screen and vehicle tool-tips unless there are parts to unlock. Additionally, AW modified the tool-tips on locked reputation, free reputation, credits, gold, and progression bar elements to direct the player's attention towards the locked reputation pool
  • Fixed an issue where the Custom Match lobby could lag if too many players continuously press the 'Ready' button
  • Fixed an issue where Battalion Officers were not able to cancel a Battalion invite
  • Fixed an issue where players could use decals for free
  • Fixed an issue where players would be able to join a Custom Match while still being in queue for PvP or PvE
  • Fixed an issue where the lighting in the garage would display black lines over the vehicle based on the player's shadow settings
  • Fixed a rare issue where players could sometimes accrue more than 1000 base materials.
  • Fixed an issue where players could sometimes collect base materials twice a day
  • Fixed an issue where selling an ICE vehicle dropped the players into an empty Dealer branch

The Unicum Guide: M3Lee

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Hello you "cheeky scrublords"!

Sliphanton has published a new "The Unicum Guide", this time he talks about one of my all time favourites vehicles in World of Tanks, the M3lee!


Lost it at 0:32...

Last Wednesday I platooned with him on NA during livestream and it had been a awhile since I had laughed so much, he is really good. :D

Leichttraktor Journey IS BACK

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Hello,

some of you may remember the Leichttraktor Journey story on youtube from 2012, Herr_Oberst_Nu, the author is back after all this time with a new story, "Leichttraktor Journey 2":


The feels...

New HD Models: T-25, AT 15, Nashorn & Type 5 Ke-Ho

Armor Comparison: AT-15, Nashorn & T-25

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Hello,

got some more armor comparison between current and upcoming patches, added some more details:

AT 15


-General armor values have been maintained but the AT 15 will become more rounded giving the effective armor a clear buff.
-The gun mantlet lost the 76 mm armor bit.
-View ports added but it doesnt change anything besides aesthetics, there is still a 127mm layer under them.
-Left cupola is now all covered  by the 127 mm layer (except top which kept its 38 mm for arty)
-On the sides, clear nerf on above the tracks near the booty, lost its 152 mm layer and the tracks have now some small openings which show the 101 mm layer.
-Nothing to report in the back.


Nashorn


-Nothing much has changed, same size but sightly more robust and rounded in certain areas just like the AT 15.
-Lower frontal plate received 5 mm
-Driver's view port losts 20 mm
-The sides of the hull are not more exposed and lost a big chunk of extra 15 mm


T-25



There are more changes on this one, overall I believe to be a nerf:
-Gained some height
-On top of the turret, lost a view port
-On the turret front, the weakspots of the machine gun and view port for optics have been removed giving 5 mm to those small areas.
-On upper plate machine gun and middle "button" have disappeared but the drivers view port is nor more pronounced.
-On the sides, spare tracks have giving 10 mm of extra armor.

Map Feedback

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Hello,

Wargaming is asking for you feedback, they want you to vote which maps you dislike the most, this is going on on all servers, I assume they will merge the data later on.

Unfortunately you can only vote on 5 out of 40 +- maps.



EU link: http://forum.worldoftanks.eu/index.php?/topic/549295-map-poll-22012016-29012016/

NA: http://forum.worldoftanks.com/index.php?/topic/481793-map-poll-12216-12916/

SEA: http://forum.worldoftanks.asia/index.php?/topic/62266-help-determine-the-future-of-world-of-tanks-maps/#entry1462997

RU: http://forum.worldoftanks.ru/index.php?/topic/1717478-

Wargaming also says: "Please, take this poll seriously, as it is your choices that will determine which five maps the developers will focus on in the upcoming updates."

23/01/2016 Q&A

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Hello,

Have a Q&A ready for you, I understand that many been asking why I there haven't been Q&As like before and saying its my fault when its not the reality of things, its simple actually, Storm has been radio silent for nearly a month, even the Russians been crying over that, quoting their words, "holidays are over and gingerbread has gone hard" but he seems to have become fed up of all the whining and crying. And hey, whining and crying is alright, I get it everyday, but the issue is when people do it without bringing any constructivism and in my opinion that's what drove the guy away, although, that doesn't affect me, you see, I have no soul. :D

Anyway, this Q&A has been provided by Slava , I picked the questions from those who were and been the most constructive in comment RSR sections, hopefully (and I haven't asked yet) we could make this a often thing.

[Hedgehog1963] In WWII the tanks of western nations had various means of making smoke, either laying it on their own location or  shooting it across the battlefield from their main gun.  If you look particularly at the British tanks you can see smoke pots or smoke dischargers on practically everything beyond Tier VII.  The Soviets almost (but not quite) ignored the value of smoke from AFVS.  Germans and Yanks so-so.  Not sure about other nations.  This has been  a major omission from the game in my book.  They even have the concept in WoWs with Destroyer smoke screens.  Why not in Wot? I remain a big LT fan in WoT, but it is hard work.

- Smoke screens probably yes at some point, let’s start with artillery smoke shells first. And no, Soviets had an easy way to lay smoke screens with the device attached to the diesel engine exhaust ports




"Changes like this would prevent people from trying to use AMX40s as scouts because "hey, it's a light tank."" There are people that do this?
- Sure you can use any tank as scout, the point is that scout tanks would get more rewards for scouting

Could you please ask about low tier map rotation? :)
-We need to remove shitty maps, including low tier maps, Mittengard!

Any chance there was some mention of a time table for all these coming changes?
-Some will be in May patch

Did anyone remember to ask WG about credits and high tier vehicles, because trying to make profit in an E-75 without a premium account is practically mission impossible?

-Sorry that’s why you need a premium tank or account or skill in farming with low tiers. High tiers are not supposed to be profitable tho you can make money with tanks like t-150 and pay for E-75 expenses. Years ago I used Su-85 to pay for everything I needed Over 1000 battles in it.


"What if active Sixth Sense allowed you to see through concealment for a short time as well as the passive benefit?" 
How about just removing 6th sense from the game?
-Never. Without it, the price of a single mistake would skyrocket.


About swedish tanks or romanian ?
-Yes for Swedish

What is that cluster shell? Would it explode in the air and cover a big area with huge shrapnels?
-More of a high caliber HE shells, T92 for example.  Cluster shells did not exist in WW2

And no MM improvement?!
-Yes there would be MM improvement. What kind of Improvement are you asking for?

How about giving the existing equipments an extra benefit or somewhat different effect if equipped to particular class, just like the camo paint effect differ from each class..? 
-Yes, definitely.
BTW camo does benefit smaller vehicles more.

A unique set or unique piece of equipments for each nations to make the characteristic of a nation more apparent is perhaps nice.. Like, an equip that is only applicable to German's that give more accuracy, an improved shell that give more rng into +40/-25 into Russian's, etc.. That'll make a nation too strong at an aspect? Well, that's the whole point of difference in playstyle, no..?
-Unique national equip? May be.

"The buff to the machinegun turret on the T110E5 was unintended" ok, but its ok for is7 to have an inpenetrable turret? 
-Yes. Because it was impenetrable at the time and E5 was never built.  E5 at the moment is a much better tank than IS7.

WG admitted there was a problem with corridor maps... and then said they aren't going to change the maps but the tanks instead... :( why WG why?
-We will change maps, starting with removal of corridor ones.

But, what about the Chieftain's implementation in the game?
-We need a new T10 Brit heavy, I hope Chieftain will do,  but it seems that there was a problem with it’s armor- not as good as expected.

How about just decreasing the damage of prem. ammo by 50% . That way we will get higher penetration but lower damage.Problem solved. Why complicating something that can be easily done ?
-No.  Rebalancing prem ammo is okay tho. Things like 420 pen HEAT will have to go away.


Why cant we pick which maps to take with arty?
-I have a WoT client with map picking feature.  Improves win rate A LOT. So the answer is no.


Nobody mentioned historical battles?
-No historical battles until we have PvE scripts+bots. Noone wanted to play historical low level tanks, everyone wanted to gib lowbie Pz3s with Su152s. With PvE bots, bots will play lowbie tanks and players get to gib them in top tanks.


Balanced Fun

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Hello,

was browsing on twitter and crossed path with "The Cognitive Threshold in Strategy Games" study from Quantic Foundry where 140.000 gamers worldwide have participated. The Author, Nick Yee has measured 21 games by excitement, strategy, cognitive threshold and fun.

World of Tanks and Master of Orion have been included in the study, this is the result:



Although I agree with the study, it made me giggle that WoT has been placed in the "Balanced Fun" area, specially after being balanced by an SPG because I was clearly camping too hard in the frontline. :D

M46 Patton KR for Sale (NA)

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Hello,

until January 31, 03:20 PT / 06:20 ET the Korean M46 Patton will be sold on the NA server for $39.99.


Its nice to see that it only brings a garage slot with it instead of a price inflated bundle, I actually want to get this one for my NA account.


24/01/2016 Q&A

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Hello,

Things are very quiet so took the day to rest, read a book (David Fletcher's "The British Tanks 1915-19") and compile a new Q&A which Slava was very kind to provide. I've also noticed your excitement over Swedish vehicles and have an article written by SP15 about some very interesting designs, I believe that will please you. :)

Short message for Russian blogs/pages: You translated my last Q&A completely wrong and created misleading information for your community. Please if you have any questions, don't be shy and contact me over ritastatusreport@gmail.com , I don't mind help on clarifying things for you!


Here it is:


The ingame report system came under criticism lately. Would it be possible to give other players compliment like in Warships? Also some kind of karma for your stats like in Warships would be nice. Just to add some positivity to the game and the community.
Good idea, why not. But that’s not going to solve the problem of negative comments ingame - the reason for those is mostly huge gap between good players and not so good.

For MM improvement I'd like to see 2 things. Tier 3 and below never seeing a tier 5 tank and never seeing a battle more than 1 tier above or below.
 We plan to simplify 1-4 tier gameplay, this one will probably be included.

Could you ask what will become of super high alpha tanks like jaegeroo, waffen and death star?
Alpha damage will be reworked (less dmg per shot), WT100 needs a replacement badly. HESH shells should have their own separate game mechanics

"And no MM improvement?!"
-"Yes there would be MM improvement. What kind of Improvement are you asking for?"
Personally, I like to see the algorithm be optimized to better balance out tank types and tiers between teams.
Far too often I see teams which either have: A) a huge numerical benefit in terms of the nr. of heavies they get assigned, thus creating an gulf of HP and firepower vs the other team. Or B) lack the above, due to mostly consisting of meds and turretless vehicles. Thus can be easily outplayed in terms of HP + firepower diff between the teams.
Players skill sometimes can make up for this, but that's a random occurrence.

"How about just decreasing the damage of prem. ammo by 50% .<snip>"
-No.  Rebalancing prem ammo is okay tho. Things like 420 pen HEAT will have to go away.

Can Slava explain on this? It is a bit contradicting to read 'no' followed by 're-balancing prem ammo is okay'. What did he have in mind, what direction?
In which direction should we, us players, be thinking in regards to your vision on how this is could be rebalanced?
“Personally, I like to see the algorithm be optimized to better balance out tank types and tiers between teams.”
Not types, tank roles, yes - e.g. every team needs a scout, check or - every team needs an ambush TD on that map, check, things like that are planned but there is another idea that would work together with better role MM - there should be several ways to win a map. On bad maps we have a single spot that basically defines the outcome of the game, so if you need to defend it - heavier team has an advantage, if you need to capture it - faster team wins. That's bad map design, you shouldn't win by default just because your team has more meds and the map is decided by capturing certain hill and that’s it, no other way to win, we need to avoid such a mistake.
On rebalancing gold - gold ammo should be better, but that doesn't always mean better penetration. How about more damage per gold shot? or super powerful HE shell? Let’s say you have a JPE100 with 299mm pen, superpowerful gold HE would be useful so you can kinda cosplay FV183mm. 420mm HEAT? Well, that’s certainly nice unless you’re on a receiving end of said HEAT.
Another example - some kind of a sniper tank that has regular ammo and gold HEAT.
What about replacing HEAT with subcaliber shell with a lot better speed? Say, exchange 330mm pen HEAT with 310mm subcaliber that flies at 1500m/s? So you still have a better gold ammo yet it allows you to snipe better for the price of less pen compared to old HEAT


On the smoke screen subject:
Apparently even KV-1 had smoke emitters installed (not the version working with exhaust, just a smoke grenade attached to the tank)

I also promised one of you, "Hans vonLuck" that would ask a clarification to Slava on the Crew Skill idea that we talked on the Cyprus Meeting:
Well there will be grindable skills such as repair or camo and active skills such as clutch braking for example. Grindable skills work passively, sixth sense for example you do nothing to use it but active skills you need to manually activate, they would work for a short period and there will be a cooldown. Let’s say you can use clutch braking skill to gain gun stabilization for 20 seconds, next time you can use it is in say 5 minutes so you have to pick the right moment, let’s say some kind of engine overload, 20%+ acceleration for 20 seconds - if you need to get close to a TD or if you need to climb an important hill, etc, use it.
Things like master of ramming will go there as well so at some point we plan to convert the skills and crews, there will be just one entity called the captain or commander or leader, something like that.




Panzer 58 Mutz For Sale & Overview

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Hello,

 from 25 January at 06:10 until 2 February at 06:00 CET (UTC+1) the Panzer 58 Mutz will be sold on the EU server and I'm happy to see that the marketing team finally listened to US, there are 2 packages:

*Post Edited at the bottom*

€59.99

Panzer 58 Mutz
1 Garage Slot
5,500 Gold
1 Coated Optics
1 Vertical Stabilizer Mk 1
1 Medium-Caliber Tank Gun Rammer
Bonus: Crew - 100% Major Qualification
Bonus: 15 exclusive missions*

€32.50

Panzer 58 Mutz
1 Garage Slot


Its final characteristics are as such:

Hitpoints: 1300
Crew: 4 (commander, gunner, driver, loader)
Weight: 35.1 t/ 40 t
Maximum speed: 50 km/h
Engine: 600hp
Power-to-weight: 17.09 hp/t
Hull traverse: 45 deg/s
Turret traverse: 36 deg/s
Viewrange: 380 meters
Radiorange: 570 meters
Hull armor: 90/30/40
Turret armor: 120/65/40

Gun 9 cm Kanone
ROF: 7.5 rounds per minute
Penetration: 212/259/45
Damage: 240/240/320
Accuracy: 0,36
Aimtime: 2.3s
Depression: -10/+25

Armor schematics:


*Edit*
The 15 exclusive missions that WG is giving, its in reality just one that you can repeat 15 times:

Reward

  • x5 XP


Requirements

  • Random Battles, Team Battles, Skirmishes, Battles for Stronghold only
  • 15 times per account
  • Panzer 58 Mutz only
  • First Victory of the Day bonus used up


Conditions

  • Win a battle

Standard Panzer 58

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Hello,

just a tiny bit of information about the Panzer 58 Mutz, I know some of you are aware that exists a second version of this tank, a standard without the camo pattern and were wondering if it will ever see the light of the day, I asked the European staff about it and the answer is no.

Quoting Ectar, EU EN Community Manager:
"It won't ever come, it's like the AMX 13 57.
The plain one was the originally planned one, then they decided on one with special camo. (...) at some point down the line."

This is how it looks like naked

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