World of Tanks v.0.6.3.11 – 0.6.4 patch notes:
Vehicles and balance. General:
- Added new vehicles: premium heavy Lowe and KV-5, KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92.
- Fixed hitboxes for the following tanks: IS-7, Jagdpanther, Tiger, Tiger II, VK4502, Ferdinand, Jagdtiger, Panther II, M41, T2 Med.
- Fixed minor inaccuracies in hitboxes of several tanks.
- Fixed a number of model and texture bugs.
- Added new gun 3d models to the following tanks: VK4502, Ferdinand, Tiger II, Jagdtiger.
- Readjusted visibility parameters of all vehicles while standing still and on the move.
- Readjusted visibility of all guns when firing.
- Readjusted maximum range of fire for all shells.
- Added new gun 3d models to the following tanks: VK4502, Ferdinand, Tiger II, Jagdtiger.
- Readjusted visibility parameters of all vehicles while standing still and on the move.
- Readjusted visibility of all guns when firing.
- Readjusted maximum range of fire for all shells.
- Readjusted shell velocity for all shells: fixed errors, improved gameplay balance.
- Introduced detailed damage mechanics for tracks. Reworked durability of tracks and repair time for all vehicles.
- Increased match-making value for tier 9 medium tanks.
- Introduced detailed damage mechanics for tracks. Reworked durability of tracks and repair time for all vehicles.
- Increased match-making value for tier 9 medium tanks.
Combat mechanics:
- Added extra checkpoints on tank models for more accurate visibility checks.
- Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle.
- Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle.
- Engine now catches fire, if is has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. It can’t be put on fire after a regular hit.
- Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. It can’t be put on fire after a regular hit.
- Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank.
- Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out.
- Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – sticking at vertical surfaces and map borders is nearly eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed hitboxes of several open top SPGs during a minor contact (ramming) with other vehicles
- Fixed the condition of getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition of getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the condition of getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the discrepancy between arcade and sniper reticle, when the tank is positioned on a slope.
Non-combat mechanics:
- Changed effect for credit and gold first aid kits, repair kits and fire extinguishers:
Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle.
You can put both repair kits on the same tank together.
First aid kits work similar to repair kits.
Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.
Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.
- "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle.
- "Removed speed governor" equipment now damages the engine 50% faster.
- Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank.
- Reworked vehicle movement system – sticking at vertical surfaces and map borders is nearly eliminated. Reduced chance of getting stuck in terrain objects.
- Added first version of moving wrecks of destroyed vehicles.
- Fixed hitboxes of several open top SPGs during a minor contact (ramming) with other vehicles
- Fixed the condition of getting “Defender” medal. Now it meets the description requirements.
- Fixed the condition of getting “Reaper” achievement, which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the condition of getting Fadin's Medal which wasn’t granted when the tank was destroyed by splash wave or fire.
- Fixed the discrepancy between arcade and sniper reticle, when the tank is positioned on a slope.
Non-combat mechanics:
- Added the possibility of dismounting nondemountable equipment ("Rammer", "Coated Optics" and other) for 10 gold. To dismount it, click the module and choose “dismount equipment” option at the end of the dropdown list.
- Now when leveling the crew (on an elite tank with marked “Rapid crew training”) – bonus experience received for the crew is given to the least experienced crew member. The estimation is based on the general experience (not on the basis of skills percentage); if several crew members have equal values, the first one is chosen.
- Added the automated ban system for teamkillers.
- Added the automated ban system for teamkillers.
Content:
- Added new maps: Mountain Pass and Prairies.
- Visually redesigned Pagorki map, map name changed to Mines.
- Komarin map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Added new maps: Mountain Pass and Prairies.
- Visually redesigned Pagorki map, map name changed to Mines.
- Komarin map redesigned from the point of view of gameplay: the amount of bushes is reduced, buildings for cover added to the central island.
- Corrected a lot of mistakes connected with objects’ disposition, passing ability, getting stuck on most of the maps.
- Corrected borders and skyboxes’ junctions on some maps.
- Fixed full-screen effects on Abbey map.
- For most of the maps the red line marking the edges of the map removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hitboxes for a large number of small objects.
- Fixed missing objects on Ensk map when rotating the camera.
- For most of the maps the red line marking the edges of the map removed from those places where vehicle is unable to go through (mountains, cliffs, water etc.)
- Reworked base capture circles. Now they reflect the capture radius precisely.
- Fixed/redesigned hitboxes for a large number of small objects.
- Fixed missing objects on Ensk map when rotating the camera.
- Optimized texture sizes for some objects and buildings.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
- Added some new pieces to the current track list.
- Fixed some sounds effects for objects.
- Fixed some sounds effects for shots and explosions.
Garage Interface:
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added the information about the player’s clan to player’s information window.
- Added the possibility to block voice messages from a player both while a battle and in garage.
- Added extra statuses displayed while loading.
Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
Added an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
- Added an option to switch off the display track prints.
- Added an option to switch off smoke and mud effects.
- Added advanced voice chat settings: the choice of audio device, connection test and other.
- Fixed the bug with client’s hangup when joining platoon or tank company when voice chat ports are blocked.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added Clan section with its members to the Contacts window.
- Added the adjustable volume suppression of primary sound effects when using voice chat.
- Added Clan section with its members to the Contacts window.
- Corrected and updated tips displayed when map is loading.
- Corrected the message when changing the engine with installed consumable of a different type (e.g. diesel engine and “105 octane gasoline” consumable).
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterix” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Added visual display for “talking” players: training room, platoon and tank company windows, map loading screen.
- Corrected skybox rendering in garage when it takes long to download.
- Added possibility to close consequently opened interface windows by pressing "Esc" button.
- Added “asterix” mark for icons of those vehicles which haven’t received double experience for a day.
- Reworked old and added new pop-up tips for interface elements in garage.
- Fixed vehicle overlapping by the elements of a premium hangar (balcony, ladder).
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has reclogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Fixed bug with credits counter updating when vehicle comes after the battle.
- Adjusted the change of equipment weight after it has been mounted on a tank in some cases.
- Fixed the display of pre-battle waiting queue if the player has reclogged in.
- Fixed the discrepancy in crew family names in additional information window.
- Fixed the “compression” of crew personal data window in some cases.
- Added the display of already researched modules for unresearched vehicle.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
- Fixed incorrect resolution of Ensk map at loading screen.
- Added the display of the additional statistics for “Mouse Trap” achievement.
- Fixed the display of counter for “Sharpshooter” achievement.
- Fixed the display of counter for “Invincible” achievement in the general statistics.
- Changed default display for tank company and platoon channels of the chat.
- Added new sound effects for some interface elements.
- Fixed a lot of minor interface errors.
- Removed duplicated family names from the respective list.
- Added pop-up hint for nondemountable modules.
- Fixed incorrect resolution of Ensk map at loading screen.
Combat interface:
- Minimap reworked in flash, as well as the rest of UI. Added the display of different tank classes.
- The icon of the player’s tank who has killed several allies turns blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- The icon of the player’s tank who has killed several allies turns blue.
- Added in-battle ignore feature. Press Ctrl and RMB click on the player’s nickname to add him to ignore list.
- Added the display of additional markings above the platooned tanks.
- Added option to change markings above the tanks: “show the tank’s icon”, “show the tank’s tier”.
- Added pop-up panel with possible actions when player’s vehicle is destroyed.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
- Improved the battle statistics interface (press "Tab" button in battle).
- Improved the in-game help window. (press “F1” button in battle).
- Fixed bug with random appearance of "Panzerwaffe JagdPanther 26%" line in reticle.
- Improved full-screen stretching for battle chat when typing a lot of spaces in it.
- Adjusted sticking of the voice chat button during battle with simultaneously opening the chat window.
System/graphics:
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Fixed the use of graphics settings presets for some old graphic cards.
- Improved auto-detect feature for graphics settings.
- Fixed a lot of rendering errors, increased the efficiency of advanced dynamic shadows.
- Changed memory allocation for 64-bit operation systems, which should solve the problem of memory leak.
- Added the limitation for maximum texture quality for 32-bit configurations with 2GB or less of the address space available.
- Reworked post-effect displayed when player’s vehicle is destroyed.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Changed the display of the track prints. For different types of terain the prints are different.
- Added the protection against client-side changing the colour, brightness and the time of tracer effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
- Adjusted the display of server reticle in SPG-mode, in some cases its size was displayed incorrectly.
- Adjusted the display of track wheels rotation for large distances and low graphic settings.
- Changed the display of the track prints. For different types of terain the prints are different.
- Added the protection against client-side changing the colour, brightness and the time of tracer effects.
- Adjusted microfreezes and FPS drops while rendering track prints.
- Fixed some cases with vehicle’s “weird” behavior (vehicle doesn’t move or moves with delays) when the ping is normal and there are no package losses.
- Saving screenshots is performed by means of a different application stream. It will fix hangups when taking screenshots.
- Fixed the display of the player’s vehicle when switching from arcade to sniper mode.
- Adjusted the effect of space “compression” when post-processing is switched on and the camera is rotating sharply.
- Changed the settings of objects’ rendering check-up.
Full list of balance adjustments:
Changes to German vehicles:
PzKpfw 38H735(f) (Hotchkiss): increased match-making value.
PzKpfw B2 740(f) (B-1bis): hit points decreased by 15.
Bison:
- Hit points increased by 10.
- Rate of fire for 150mm_sIG33L11 gun set to 4.4 rounds per minute.
Changes to German vehicles:
PzKpfw 38H735(f) (Hotchkiss): increased match-making value.
PzKpfw B2 740(f) (B-1bis): hit points decreased by 15.
Bison:
- Hit points increased by 10.
- Rate of fire for 150mm_sIG33L11 gun set to 4.4 rounds per minute.
- Dispersion during movement and traverse increased by 10%.
Grille: hit points decreased by 20.
Hummel:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 150mm_sFH13_L17 gun set to 4 rounds per minute.
Grille: hit points decreased by 20.
Hummel:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 150mm_sFH13_L17 gun set to 4 rounds per minute.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
Gw-Panther:
- Hit points decreased by 60.
- Dispersion during movement and traverse for top suspension increased by 10%.
- Rate of fire for 150mm_sFH18_L30 gun set to 3.24 rounds per minute.
- Rate of fire for 150mm_sFH36_L43 gun set to 2.92 rounds per minute.
- Damage for 150mm_sFH36_L43 shells increased to 1200/900/1200.
Gw-Tiger:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Dispersion for 210mm_Morser_21 gun decreased to 0.51.
- Added AP shells for 210mm_Morser_21 gun.
Hetzer:
- Rate of fire for 75mm_PaK_39_L48 and 75 mm StuK 40 L/43 un set to 17.14 rounds per minute.
- Added ventilation equipment.
StuG III:
- Rate of fire for 75mm_StuK40_L43 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK40_L48 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 15.38 rounds per minute.
JagdPanzer IV:
- Rate of fire for 75mm_PaK_39_L48 gun set to 19.35 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 17.14 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 11.7 rounds per minute.
Jagdpanther:
- Reworked hitbox: significantly decreased the size of transmission, fixed wrong elements at the rear part, reworked gun mantles.
- Rate of fire for 75mm_StuK42_L70 gun set to 18.2 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Aiming time for 88mm_PaK_43_L71 gun set to 2 sec.
- Rate of fire for 105mm_K18_L52 gun set to 8.57 rounds per minute.
- Aiming time for 105mm_K18_L52 gun set to 1.5 sec.
Ferdinand:
- Reworked gun mantles
- Side hull armor decreased from 85 to 80mm.
- Aiming time for 88mm_PaK_43_L71 gun reduced to 2 sec.
- Reloading time 105mm_K18_L52 gun increased to 7 sec.
- Aiming time for 105mm_K18_L52 gun reduced to 1.5 sec.
Jagdtiger:
- Hit points increased by 200.
- Dispersion during movement and traverse decreased by 15%.
- Reworked gun mantles.
- Rate of fire for 128mm_PaK44_L55 gun set to 6.32 rounds per minute.
- Rate of fire for 128mm_PaK44_2_L61 gun set to 6 rounds per minute.
- Aiming time for 128mm_PaK44_2_L61 gun set to 2 sec, accuracy set to 2 sec.
- Changed model for 128mm_PaK44_2_L61 gun.
- Damage for 150mm_sFH36_L43 shells increased to 1200/900/1200.
Gw-Tiger:
- Hit points decreased by 40.
- Dispersion during movement and traverse increased by 10%.
- Dispersion for 210mm_Morser_21 gun decreased to 0.51.
- Added AP shells for 210mm_Morser_21 gun.
Hetzer:
- Rate of fire for 75mm_PaK_39_L48 and 75 mm StuK 40 L/43 un set to 17.14 rounds per minute.
- Added ventilation equipment.
StuG III:
- Rate of fire for 75mm_StuK40_L43 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK40_L48 gun set to 17.65 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 15.38 rounds per minute.
JagdPanzer IV:
- Rate of fire for 75mm_PaK_39_L48 gun set to 19.35 rounds per minute.
- Rate of fire for 75mm_StuK42_L70 gun set to 17.14 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 11.7 rounds per minute.
Jagdpanther:
- Reworked hitbox: significantly decreased the size of transmission, fixed wrong elements at the rear part, reworked gun mantles.
- Rate of fire for 75mm_StuK42_L70 gun set to 18.2 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Rate of fire for 88mm_PaK_36_L56 gun set to 12.77 rounds per minute.
- Aiming time for 88mm_PaK_43_L71 gun set to 2 sec.
- Rate of fire for 105mm_K18_L52 gun set to 8.57 rounds per minute.
- Aiming time for 105mm_K18_L52 gun set to 1.5 sec.
Ferdinand:
- Reworked gun mantles
- Side hull armor decreased from 85 to 80mm.
- Aiming time for 88mm_PaK_43_L71 gun reduced to 2 sec.
- Reloading time 105mm_K18_L52 gun increased to 7 sec.
- Aiming time for 105mm_K18_L52 gun reduced to 1.5 sec.
Jagdtiger:
- Hit points increased by 200.
- Dispersion during movement and traverse decreased by 15%.
- Reworked gun mantles.
- Rate of fire for 128mm_PaK44_L55 gun set to 6.32 rounds per minute.
- Rate of fire for 128mm_PaK44_2_L61 gun set to 6 rounds per minute.
- Aiming time for 128mm_PaK44_2_L61 gun set to 2 sec, accuracy set to 2 sec.
- Changed model for 128mm_PaK44_2_L61 gun.
Pz38t: research branch to Hetzer replaced by a branch to Pz38 NA.
PzII Luchs: turret traverse for the PzIIL Luchstrum turret increased from 30 to 45 degrees per second.
PzIII: increased passability for stock suspension.
PzIII/IV:
- Changed the thickness for front hull armor from 80 to 60 mm.
- Weight of the vehicle hull decreased from 14570 to 13570 kg.
- Increased the front armor for the PzIV ausfH turret from 65 to 80 mm.
- Weight of the PzIV ausfH turret increased from 3500 to 4000 kg.
- Traverse speed increased for the PzIV ausfH turret from 50 to 60 degrees per second.
- Hit points of the PzIV ausfH turret decreased by 10.
- Maximum speed increased from 43 to 55 km/h.
- Hit points of the tank hull increased by 30.
PzIV:
- Rate of fire for 75mm_KwK_37_L24 gun with top turret set to 17 rounds per minute.
- Rate of fire for 50mm_KwK_39_L60 gun with top turret set to 30 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3001H:
- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 7 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
VK3001P:
- Traverse speed for stock suspension increased to 28 deg/sec.
- Traverse speed for top suspension decreased to 28 deg/sec.
- Rate of fire for 75mm_KwK_40_L48 gun with both turrets set to 17 rounds per minute.
VK3002 DB:
- Rate of fire for 75mm_KwK_40_L48 gun with stock turret set to 16 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3601H:
- Rate of fire for 105mm_StuH42_L28 gun with stock turret set to 8 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
PzV Panther:
- Increased the front hull armor thickness from 80 mm (upper) and 60 mm (lower) to 82 and 62 mm, also the armor plating over the tracks from 30 to 41 mm, bottom and roof plating from 16 to 17 mm.
- Front plating for the PV-V_Standardturm turret changed from 110 to 100 mm, shielding for view ports from 16 to 30 mm.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun set to 9.84 rounds per minute.
Armoring of Pz V/IV and Pz V/IV alpha changed in accordance with the tank Pz V Panther.
Panther II:
- Changed the model of the stock turret.
- Reworked gun mantels.
- Weight limit of the stock suspension now allows mounting the 8.8cm L/71 gun.
- Reworked the tank research tree: 8.8cm L/71 gun is now moved to the first turret.
PzII Luchs: turret traverse for the PzIIL Luchstrum turret increased from 30 to 45 degrees per second.
PzIII: increased passability for stock suspension.
PzIII/IV:
- Changed the thickness for front hull armor from 80 to 60 mm.
- Weight of the vehicle hull decreased from 14570 to 13570 kg.
- Increased the front armor for the PzIV ausfH turret from 65 to 80 mm.
- Weight of the PzIV ausfH turret increased from 3500 to 4000 kg.
- Traverse speed increased for the PzIV ausfH turret from 50 to 60 degrees per second.
- Hit points of the PzIV ausfH turret decreased by 10.
- Maximum speed increased from 43 to 55 km/h.
- Hit points of the tank hull increased by 30.
PzIV:
- Rate of fire for 75mm_KwK_37_L24 gun with top turret set to 17 rounds per minute.
- Rate of fire for 50mm_KwK_39_L60 gun with top turret set to 30 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3001H:
- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 7 rounds per minute.
- Rate of fire for 75mm_KwK_40_L43 gun with top turret set to 17 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
VK3001P:
- Traverse speed for stock suspension increased to 28 deg/sec.
- Traverse speed for top suspension decreased to 28 deg/sec.
- Rate of fire for 75mm_KwK_40_L48 gun with both turrets set to 17 rounds per minute.
VK3002 DB:
- Rate of fire for 75mm_KwK_40_L48 gun with stock turret set to 16 rounds per minute.
- Rate of fire for 75mm_KwK_40_L48 gun with top turret set to 17 rounds per minute.
VK3601H:
- Rate of fire for 105mm_StuH42_L28 gun with stock turret set to 8 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 9.23 rounds per minute.
PzV Panther:
- Increased the front hull armor thickness from 80 mm (upper) and 60 mm (lower) to 82 and 62 mm, also the armor plating over the tracks from 30 to 41 mm, bottom and roof plating from 16 to 17 mm.
- Front plating for the PV-V_Standardturm turret changed from 110 to 100 mm, shielding for view ports from 16 to 30 mm.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun set to 9.84 rounds per minute.
Armoring of Pz V/IV and Pz V/IV alpha changed in accordance with the tank Pz V Panther.
Panther II:
- Changed the model of the stock turret.
- Reworked gun mantels.
- Weight limit of the stock suspension now allows mounting the 8.8cm L/71 gun.
- Reworked the tank research tree: 8.8cm L/71 gun is now moved to the first turret.
PzVI Tiger:
- Rate of fire for 88mm_KwK_36_L56 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 88mm_KwK_36_L56 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 8.82 rounds per minute.
- Significantly decreased the size of the transmission and engine in the hitbox model.
PzVIB Tiger II:
- Reworked gun mantels for both turrets.
- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm.
- Rate of fire for 88mm_KwK_36_ L71 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 88mm_KwK_36_ L71 gun with top turret set to 9.83 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 6 rounds per minute.
VK4502P:
- Detailed armoring for VK4502P_Standardturm turret.
- Detailed armoring for VK4502P_Eliteturm turret.
- Reworked gun mantels for both turrets.
- Rate of fire for 88mm_KwK_43_L71 gun with stock turret set to 9.84 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with stock turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 6.67 rounds per minute..
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 7.69 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 7.5 rounds per minute.
- Rate of fire for 128mm_KwK44_L55 set to 4.38 rounds per minute.
Maus:
- Reworked hull armoring taking into account armor shielding.
- Reworked gun mantel.
- Ammunition set to 68 rounds.
Changes to German shells:
- 128mm_PzGr39: damage increased from 470 to 490
- 128mm_PzGr40: damage increased from 470 to 490
- 128mm_SprG18: damage increased from 620 to 630
- 150mm_Sprg: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L: explosion radius decreased from 4.06 to 3.57
- 150mm_SprgG: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L.erz.: explosion radius decreased from 4.06 to 3.57
- 128mm_PzGr39L: damage increased from 540 to 560
- 128mm_PzGr43: damage increased from 540 to 560
- 170mm_Sprg18: explosion radius decreased from 4.81 to 4.59
- 170mm_Sprg18_Ausf_G: explosion radius decreased from 6.95 to 6.57
- 210mm_Sprg18: explosion radius decreased from 7.35 to 7.0
- 210mm_Sprg18_Ausf_G: explosion radius increased from 10.0 to 10.02
- 150mm_SprgG36:
- cost of a shell increased from 12 to 13 gold
- explosion radius decreased from 5.38 to 5.11
- damage increased from 950 to 1200
Changes to American vehicles:
T1 Cunningham: added 20mm Hispano Suiza gun.
T2 med:
- Added 20mm Hispano Suiza gun.
- Reworked gun mantel.
M7 Priest:
- Hit pints decreased by 30.
- Rate of fire for 105mm_Howitzer_M3 gun set to 5.22 rounds per minute.
- Rate of fire for 105mm_Howitzer_M2A1 gun set to 7.41 rounds per minute.
M41:
- Hit points decreased by 60.
- Rate of fire for 155mm_Gun_M1918M1 gun set to 3.3 rounds per minute.
M12: rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
M40/M43:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
- Rate of fire for 203mm_Howitzer_M1 gun set to 1.78 rounds per minute.
T1 hvy: gun depression decreased by 3 degrees.
M6: gun depression decreased by 4 degrees.
T29: rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6 rounds per minute.
Т32:
- View range of stock turret decreased to 430 meters.
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6.32 rounds per minute.
Т34:
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun for both turrets set to 7.5 rounds per minute.
M26 Pershing: dispersion during movement decreased by 10%.
Changes to American shells:
- 12.7mm_AP_M2: damage to modules increased from 16 to 20
- 76mm_HE_M42B1: explosion radius decreased from 0.96 to 0.92
- 105mm_HE_M1: explosion radius decreased from 1.84 to 1.75
- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320
- 105mm_HE_M11: damage decreased from 450 to 420
- 155mm_HE_M101: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M102: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M101M2: explosion radius decreased from 5.38 to 5.34
- 203mm_HE_M106: explosion radius decreased from 6.87 to 6.54
- 203mm_HE_A1M1: explosion radius decreased from 9.81 to 9.54
Changes to Soviet vehicles:
IS-3:
- Maximum speed forward and reverse set from 36 and 16 to 38 and 17 km/h respectively.
- Increased passability for top tracks by 5%.
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 40.
IS-7:
- Reworked armoring on the turret around external machine guns.
- Decreased the size of the turret rotation mechanism.
KV-1S:
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 10.
- Increased passability for medium terrain by 10%.
KV-220:
- Front hull armoring decreased from 120 to 100 mm.
- Battle tier decreased by 1.
S-51:
- Hit points decreased by 30.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3 rounds a minute.
- Rate of fire for 203mm_B-4 gun set to 1.58 rounds a minute.
SU-14:
- Hit points decreased by 90.
- Traverse increased by 2 deg/sec.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds per minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds per minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 212:
- Hit points decreased by 90.
- Reworked gun mantel.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds a minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 704:
- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h.
- Dispersion during movement and traverse decreased by 10%.
- Horizontal traverse angle for the gun is set to 11 degrees in each direction.
- Hit points increased by 250.
- Dispersion decreased to 0.34.
- Aim time decreased to 2.5 seconds.
SU-18: rate of fire for 76mm_cannon_mod_1927 gun set to 9.84 rounds per minute.
SU-26: rate of fire for 76mm_cannon_mod_1927 gun set to 10 rounds per minute.
SU-5:
- Hit points decreased by 30.
- Rate of fire for 76mm_cannon_mod_1905_30 gun set to 11.54 rounds per minute.
- Rate of fire for 122mm_cannon_mod_1930 gun set to 8 rounds per minute.
SU-8:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Accuracy for 152mm Howitzer ML-20 mod. 1931 gun set to 0.5.
T-34-85: hit points of the T-34-85 turret decreased by 20.
T-54:
- Weight of the top turret increased by 500 kg.
- Power of the top engine increased to 700 h.p.
- Price of the top engine increased to 82300 credits.
Changes to Soviet shells:
- 76mm_UOF-354K: explosion radius decreased from 0.96 to 0.92
- 122mm_UOF-471: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SO: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SOMSH: explosion radius decreased from 2.68 to 2.36
- 152mm_53OF500:
- explosion radius decreased from 3.85 to 3.67
- damage increased from 290 to 330
- Significantly decreased the size of the transmission and engine in the hitbox model.
PzVIB Tiger II:
- Reworked gun mantels for both turrets.
- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm.
- Rate of fire for 88mm_KwK_36_ L71 gun with stock turret set to 9.23 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 88mm_KwK_36_ L71 gun with top turret set to 9.83 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 6 rounds per minute.
VK4502P:
- Detailed armoring for VK4502P_Standardturm turret.
- Detailed armoring for VK4502P_Eliteturm turret.
- Reworked gun mantels for both turrets.
- Rate of fire for 88mm_KwK_43_L71 gun with stock turret set to 9.84 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with stock turret set to 6.82 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with stock turret set to 6.67 rounds per minute..
- Rate of fire for 88mm_KwK_43_L71 gun with top turret set to 10.34 rounds per minute.
- Rate of fire for 105mm_KwK45_L52 gun with top turret set to 7.69 rounds per minute.
- Rate of fire for 105mm_KwK46_L68 gun with top turret set to 7.5 rounds per minute.
- Rate of fire for 128mm_KwK44_L55 set to 4.38 rounds per minute.
Maus:
- Reworked hull armoring taking into account armor shielding.
- Reworked gun mantel.
- Ammunition set to 68 rounds.
Changes to German shells:
- 128mm_PzGr39: damage increased from 470 to 490
- 128mm_PzGr40: damage increased from 470 to 490
- 128mm_SprG18: damage increased from 620 to 630
- 150mm_Sprg: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L: explosion radius decreased from 4.06 to 3.57
- 150mm_SprgG: explosion radius decreased from 3.75 to 3.57
- 150mm_Sprg_L.erz.: explosion radius decreased from 4.06 to 3.57
- 128mm_PzGr39L: damage increased from 540 to 560
- 128mm_PzGr43: damage increased from 540 to 560
- 170mm_Sprg18: explosion radius decreased from 4.81 to 4.59
- 170mm_Sprg18_Ausf_G: explosion radius decreased from 6.95 to 6.57
- 210mm_Sprg18: explosion radius decreased from 7.35 to 7.0
- 210mm_Sprg18_Ausf_G: explosion radius increased from 10.0 to 10.02
- 150mm_SprgG36:
- cost of a shell increased from 12 to 13 gold
- explosion radius decreased from 5.38 to 5.11
- damage increased from 950 to 1200
Changes to American vehicles:
T1 Cunningham: added 20mm Hispano Suiza gun.
T2 med:
- Added 20mm Hispano Suiza gun.
- Reworked gun mantel.
M7 Priest:
- Hit pints decreased by 30.
- Rate of fire for 105mm_Howitzer_M3 gun set to 5.22 rounds per minute.
- Rate of fire for 105mm_Howitzer_M2A1 gun set to 7.41 rounds per minute.
M41:
- Hit points decreased by 60.
- Rate of fire for 155mm_Gun_M1918M1 gun set to 3.3 rounds per minute.
M12: rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
M40/M43:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 155mm_Gun_M1A1 gun set to 2.82 rounds per minute.
- Rate of fire for 203mm_Howitzer_M1 gun set to 1.78 rounds per minute.
T1 hvy: gun depression decreased by 3 degrees.
M6: gun depression decreased by 4 degrees.
T29: rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6 rounds per minute.
Т32:
- View range of stock turret decreased to 430 meters.
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun with stock turret set to 5.45 rounds per minute.
- Rate of fire for 105mm_Gun_T5E1 gun with top turret set to 6.32 rounds per minute.
Т34:
- Gun depression decreased by 4 degrees.
- Rate of fire for 105mm_Gun_T5E1 gun for both turrets set to 7.5 rounds per minute.
M26 Pershing: dispersion during movement decreased by 10%.
Changes to American shells:
- 12.7mm_AP_M2: damage to modules increased from 16 to 20
- 76mm_HE_M42B1: explosion radius decreased from 0.96 to 0.92
- 105mm_HE_M1: explosion radius decreased from 1.84 to 1.75
- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320
- 105mm_HE_M11: damage decreased from 450 to 420
- 155mm_HE_M101: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M102: explosion radius decreased from 4.0 to 3.81
- 155mm_HE_M101M2: explosion radius decreased from 5.38 to 5.34
- 203mm_HE_M106: explosion radius decreased from 6.87 to 6.54
- 203mm_HE_A1M1: explosion radius decreased from 9.81 to 9.54
Changes to Soviet vehicles:
IS-3:
- Maximum speed forward and reverse set from 36 and 16 to 38 and 17 km/h respectively.
- Increased passability for top tracks by 5%.
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 40.
IS-7:
- Reworked armoring on the turret around external machine guns.
- Decreased the size of the turret rotation mechanism.
KV-1S:
- Hit points of the hull increased by 100.
- Hit points of the top turret increased by 10.
- Increased passability for medium terrain by 10%.
KV-220:
- Front hull armoring decreased from 120 to 100 mm.
- Battle tier decreased by 1.
S-51:
- Hit points decreased by 30.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3 rounds a minute.
- Rate of fire for 203mm_B-4 gun set to 1.58 rounds a minute.
SU-14:
- Hit points decreased by 90.
- Traverse increased by 2 deg/sec.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds per minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds per minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 212:
- Hit points decreased by 90.
- Reworked gun mantel.
- Dispersion during movement and traverse increased by 10%.
- Rate of fire for 152mm_BR-2 gun set to 3.33 rounds a minute.
- Dispersion for 152mm_BR-2 gun set to 0.43.
- Rate of fire for 203mm_B-4 gun set to 1.9 rounds a minute.
- Dispersion for 203mm_B-4 gun set to 0.48.
Object 704:
- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h.
- Dispersion during movement and traverse decreased by 10%.
- Horizontal traverse angle for the gun is set to 11 degrees in each direction.
- Hit points increased by 250.
- Dispersion decreased to 0.34.
- Aim time decreased to 2.5 seconds.
SU-18: rate of fire for 76mm_cannon_mod_1927 gun set to 9.84 rounds per minute.
SU-26: rate of fire for 76mm_cannon_mod_1927 gun set to 10 rounds per minute.
SU-5:
- Hit points decreased by 30.
- Rate of fire for 76mm_cannon_mod_1905_30 gun set to 11.54 rounds per minute.
- Rate of fire for 122mm_cannon_mod_1930 gun set to 8 rounds per minute.
SU-8:
- Hit points decreased by 50.
- Dispersion during movement and traverse increased by 10%.
- Accuracy for 152mm Howitzer ML-20 mod. 1931 gun set to 0.5.
T-34-85: hit points of the T-34-85 turret decreased by 20.
T-54:
- Weight of the top turret increased by 500 kg.
- Power of the top engine increased to 700 h.p.
- Price of the top engine increased to 82300 credits.
Changes to Soviet shells:
- 76mm_UOF-354K: explosion radius decreased from 0.96 to 0.92
- 122mm_UOF-471: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SO: explosion radius decreased from 2.48 to 2.36
- 122mm_OF420SOMSH: explosion radius decreased from 2.68 to 2.36
- 152mm_53OF500:
- explosion radius decreased from 3.85 to 3.67
- damage increased from 290 to 330
- 152mm_53-OF-530: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551BM: explosion radius decreased from 5.39 to 5.13
- 203mm_F-625D: explosion radius decreased from 6.87 to 6.54
- 203mm_F-625DBM: explosion radius decreased from 9.62 to 9.16
ETA - May 2011.
Mind the changes in red.
- 152mm_53-OF-551: explosion radius decreased from 3.85 to 3.67
- 152mm_53-OF-551BM: explosion radius decreased from 5.39 to 5.13
- 203mm_F-625D: explosion radius decreased from 6.87 to 6.54
- 203mm_F-625DBM: explosion radius decreased from 9.62 to 9.16
ETA - May 2011.
Mind the changes in red.
Nice notes!
ReplyDeleteLooking forward to these changes!
Nice one guys keep going!
I hope these fixes will quite alot of the tankers out there. This patch is way over due but at least it will be worth the wait. The moving wrecks will be interesting. Thanks for the update!
ReplyDeletewhen do you release the patch this weak? i hope so! and what about increasing the 8,8 damage to 250? thx for answer :)
ReplyDeleteGreat! Any ETA?
ReplyDeleteQ: when do you release the patch this weak? i hope so! and what about increasing the 8,8 damage to 250? thx for answer :)
ReplyDeleteA: Only for Russian server this week. Damage increase for 8.8 was delayed.
ok. the rest sounds good, but you dont increase the speed of tiger 1 and tiger 2 :( and why do you increase the t54 the tank is still overpowered? thx for answer :)
ReplyDeletesry for my bad english
any plans to set KT speed to its original value what it can run in IRL?
ReplyDeleteQ: ok. the rest sounds good, but you dont increase the speed of tiger 1 and tiger 2 :( and why do you increase the t54 the tank is still overpowered? thx for answer :)
ReplyDeleteA: It will remain practically unchanged.
20 PS/ton before 20,3 PS/ton after T54 better than before... i must work now im looking forward to the patch :)
ReplyDeleteVK3001H:
ReplyDelete- Rate of fire for 105mm_StuH42_L28 gun with top turret set to 17 rounds per minute.
I guess thats a typo. 17 rpm would be kinda much ;)
Source:
ReplyDeleteA.W. Hull, D. R. Markov, S. J. Zaloga, "Soviet/Russian Armor and Artillery Design Practices: 1945 to Present", Darlington Productions, 1999/2000, P. 48:
T54/55 Comparative Technical Data
T-54 (1946)--> engine type V-54, horsepower: 520
T-54A (1946-1958) --> engine type V-54G, horsepower: 520
T-55 (1958)--> engine type V-55, horsepower: 580
T-55A (1970)--> engine type V-55A, horsepower 580
T-55AM (1983)--> engine type V-55U, horsepower 620
Source: S.J. Zaloga, "T-54, T-55, T-62", Concord Publications Company, 1992:
"[...] This version of the T-55 series [T-55AM2, nbk] uses the improved V-55U engine which has an integral supercharger and offers 620hp."
Source:
in game data
engine type V-2-54, horsepower: 620
engine type V-55U, horsepower: 680
why dont they decrease dmg of russian guns? when they decreased americans? germans have low dmg now, so again russian game=russian tanks best
ReplyDeleteIt's me or the VK3001H will get the best derp after the 152 ?
ReplyDeleteI'm not very pleased with the change of the GW Panther (i prefer rof than damage) but the overall patch is very attractive.
I read very well news!Finally will see the changes on which so long overdue.
ReplyDeleteWe can only wait for patch on EU server ....
Thx.
Nerfing German Tanks and Buffing Russians doesn't make this game any better...
ReplyDeleteIm wondering why we get decresed rate of fire on Jgdpanzer's 88. This gun is already pice of junk for its tier especialy its AP capabilities. Russian 85mm got higher HE dmg, same as the american 90mm on M6.88 should have at least 300.
ReplyDelete85mm 43/280
88mm 44/270 !
90mm 45/320
"A: It will remain practically unchanged."
ReplyDeleteExactly, unchanged. Ever saw a game with 2 Pershings on each team going out with incredible speed, incredible firepower and rate of fire and incredible armor at incredible turnrates to kill the whole team themselves while ramming Tier10's because they bounce shots on their turret with superior engines that have been in use in the year 1990+ ?
Answer: Nope! Because that's an exclusive T-54 feature.
And please don't come with "Oh the Pershing and Panther II are still superior to the T-54!".
I really don't know why you're adding new nations if you practically want people to play the USSR anyway by giving them more and more buffs.
I really don't know if that's some kind of propaganda or just bad balancing. (nation wise)
Other than that the "regular" patchnotes are "A.O.K."
People tend to forget that not only the devs are from russia (yeah I know it's belorussia) but also the russian server has by far the most players.
ReplyDeleteWe have to live with the underdog tanks and sorry excuses.
It's okay with me but plz stop denying it.
Yeah, you are right, I am so curious, how can it be: the most fearfull gun of the II. WW is a piece of junk in this game...
ReplyDeletehaha buffing russian tanks agian so they could be even more OP than now? Good I'm not paying for this game and with things going this way I will never pay for this bull#$%^ 'soviet' game.
ReplyDeleteno penetration buff for the Kwk/Pak 88_L56
ReplyDeleteAdded an option to disable vehicle shaking when shooting/starting/stopping/being hit in a sniper mode. The shaking is enabled on default.
ReplyDeleteDoes this mean that those that disable vehicle shake will have an advantage over those who don't ie I turn it off therefore I hit more? If so doesn't this disadvantage people who play in sniper mode normally?
another arty nerf - it won't help people will still cry about it
ReplyDeleteI'm just disappointed that M40/43 get 8.2% reduction of ROF while Object 212 get only 6.4% reduction and simultaneously boost in accuracy to match M40/43.
It was already much more effective then american t7 arty.
GW Tiger was weakest of them so it's ok he got slightly buffed.
" Object 704:
ReplyDelete- Maximum speed forward and backward changed from 43 and 14 to 37 and 13 km/h. "
OMG ! Why???????????????
Very sad...I was looking forward to the new tanks, playing the german line has been difficult at times, but now I realise that if the new german tanks start to look like good tanks the armour, guns, speed, maneuoverability will all be nerfed (subtly) until the russian tanks can win 9 times out of 10. Sorry about my poor english - hard to type when your hands are shaking with so much rage, anger and dissapointment!
ReplyDeletelooks like In Soviet Russia, Russian tanks are always best
ReplyDeleteHi,
ReplyDelete"ETA - May" it is kinda long time...u guys said this patch will be in the realease version of WoT... I just read a review of WoT in polish magazine, and they gave WoT only 7 for - "unfulfilled promises", becouse game looks like beta. (it should be like 9! for me, but they have a point, unfortunately...)
Can`t see the point of releasing this game in NA and EU when they obviously only want to cater to russians running rampant with IS4s and T-54 on test servers
ReplyDeleteI will never pay for this game too. Russian Tanks are OP. Thats not funny, thats stupid for the Gameplay. And if this shit didnt change, you will never see one Euro from me ;-)
ReplyDeleteits a real good game u are working on, and i realy enjoying it. the best game in the last 20 years. but u have to but a little work in it.
ReplyDeletebut:
why u nerf PzVIB Tiger II
- Thickness of the lower front hull changed from 150 to 120 mm.
and buff the IS3 and call it "balance" ?
Balance? In this Game? Where? The Camonflage of the russian Tanks are more the over Powered. I drive with a Tiger and cant see a "driving" KV which ist 50m in front of me, behind a bush? But he can see me, while im staying and didnt fire? Thats Balance. Its a game from russian for russion, not more. If you whant to play US ore German tanks, you have a hard way.
ReplyDeleteIf i see that one of the best Tank in WWII, the Tiger I, is a Tank that can easyly killed bei a KV with the 107mm Cannon... very balanced... really.
every hit on my GERMAN Panther a crewmember is dead or a module is destroyed! ridicolous...
ReplyDeleteTotally agree with the above comment. The bounce of the front hull on the Tiger 2 allowed it to compete with other tanks of the same tier (just). The benefit of upping the armour on the turret by a TINY amount is then completely eroded by the nerfing of the hull. I was a beta tester and felt alot of loyalty towards this game but these changes and laughable 'balancing' in the past has left me feeling cold. I was perfectly happy paying for a premium account but my patience has just run out.....
ReplyDeletein reality german tanks were much better than the russian one the game is a good opposite of the reality
ReplyDeletebut the new tech tree will comes later and not with 6.4?
ReplyDeleteSo if you compare the Tiger II with it's russian Tier 8 counterpart after the patch, the IS-3 has more speed, more traverse, more horsepower per ton, more turret armor, more hitpoints, more turret traverse, more radio range and it's top gun does 22% more damge.
ReplyDeleteOn the other hand the Tiger II has 10 points more front armor and more view range (so he can see the IS-3 sooner and prepare for his death). It's gun has a bit more ROF but because of it's lower damage output the DPS is still lower. The only advantage is the faster aiming speed and the gun has a bit more accuracy (0,33 instead of 0,35).
So to make this clear Ob212 will now have lower fire rate than SU14 ? Or is that mistake and 212 is going for 1.9 ROF while the bus 1.67 ?
ReplyDeleteUpdated the notes. Please refer to the lines marked red.
ReplyDeleteQ: but the new tech tree will comes later and not with 6.4?
ReplyDeleteA: Yes, later.
Q: but the new tech tree will comes later and not with 6.4?
ReplyDeleteA: AFAIK the new tech trees will not be released in one piece but over the month/years? to come.
@Eheufaucan KT has better view range but that's worthless when having to compete against stealth tanks from Rossia.
where is the announced change of minimap with different colours for platoon players ? or is this implemented ?
ReplyDeleteWOW another RUSSIAN TANK UPGRADE and a GERMAN and AMERICAN NERFING. shoot for the cosst of this game i could go buy a nerf machinegun and go to russia and shoot the devs with it so they know the efect they have on the other countries NERFING
ReplyDeleteI see sparse nerfing for German tanks despite the new damage mechanics and as usual some buffs for the Russians...
ReplyDeleteYou should stop using propaganda references for your tank specs.
pissed players = no money
ReplyDeletenice extra horsepower that never was on the Op-54 devs spart way to go
ReplyDeleteI do not see why The German and American tanks should be nerfed (downgraded). Especially the artillery having hit point decreased. It is already easy to kill arty and now they will make it even easier which is BS. The Russian tanks are the ones that need a downgrade. There are some that are OP allready. If I can kill a KV with the 152 on my KV with one shot and the KV I killed was at 100% that's called OP. I am just saying that the Artillery hitpoints should be left alone for all artillery.
ReplyDeleteKeep on buffing Russian Tanks and nerfing the others....
ReplyDeleteAre u guys fuckin retarded?! nerfing german, slowing the 128gun? less armour? are u guys on fuckin crack?? gimme the name to the BOSS, imma rip his head off, i dident pay to make russian fan boys happy u prick of an degenerated east european shit!
ReplyDeleteIf you want only russian tanks on field and russian player... you make it good... XD
ReplyDeleteStupid russian ignorants. Its a nice game, but you make a lot of shit with it.
I actually felt a little like I was in a WW2 underground partisan unit playing the vk3601...(it was almost compensation for the RUBBISH tiger (because of course, all documentaries commented on how poor the Tiger was rofl)) I actually felt as though the tank had slipped under the radar and the developers had not noticed it was one of the FEW good german tanks...but I knew my days were numbered...'let's make it a heavy - that way we can upgrade it a tiny amount and nobody will notice that, as usual, it's another poor german tank on a tier too high for it's capabilities'
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteAll this moaning about tank strength ffs, a lot of the Tanks are based on projected prototypes that never saw the light of day, turret / gun attempts that didn’t work. Certainly many of the tiers of tanks never saw combat, let alone combat against each other. Each tank has it’s own strengths and weaknesses, the key to it is how you use them to your advantage and just have fun.
ReplyDeleteFor me this is the best game since Company of Heroes
Degenerated nerfing fucks!
ReplyDeleteI regret the abusive comments above but I agree with the sentiments - german tankers seriously need a break. It is your chance with the next batch of tanks to provide german tanks that at least match the IS4's and 7's. I'm detested the German war machine etc (and lost relatives because of them), but I cannot deny the technical achievements and strengths of some of the tanks. These seem to have been completely ignored upto now. All I ask (again) is that the E series is a worthy adversary to other tanks of that tier in ALL capabilities and not solely in the sniping role or just lumbering along to soak up damage like the Maus. Just a little bit more balance...that's all I ask for. Thanks
ReplyDelete@Detonator This is true if you compare the American towards the German tree. Obviously dev have no intend to balance the russian tree. Nerfing the T-54 would still leave him OP but maybe slightly less. Not with father Stalin as Project Manager!!! We can't sent 100 russian tanks against 10 germans because of the performance so we need to prove dominance of ural steel kolchose by buffing them again and again. I understand people from all over the world who come play this game, struggle to get a Tiger and are disapointed by its poor balancing. The Tiger is THE symbol of an IMBA Tank in WW2 and I DO u8nderstand that it shouldn't be IMBA in this game but not make it a joke on tracks. People who do this have no sense of honor.
ReplyDeleteLol -> "Each tank has it’s own strengths and weaknesses, the key to it is how you use them to your advantage" <- Thats a jocke. If Tanks in the same Tier and one of them (german) ist worse in everythin (wapon, Armor, Camonflag, speed) than a tank that is a tier lower (russian), than you didnt have a strenge ore a weakness ;-/
ReplyDeleteDo not play on the german tanks (c) SerB (Sergey Burkatovskiy, Wargaming.Net Lead Game Designer)
ReplyDelete@Dave. I aggree The Tiger was on of the best of its time. But give me a break when they (The people who are making changes) are deciding to keep Downgrading, debuffing German and American tanks while Russian tanks are unscaved. If I take a Tiger (Tier 8) and go head to head against an IS-4 (tier 8) only one is going to come out alive but heavily damaged (15% helath). But that is not the way it is now. If you did that now the IS-4 will come out on top and be left with enough HP to kill two more Tiger tanks.
ReplyDelete@Dave. I aggree The Tiger was on of the best of its time. But give me a break when they (The people who are making changes) are deciding to keep Downgrading, debuffing German and American tanks while Russian tanks are unscaved. If I take a Tiger (Tier 8) and go head to head against an IS-4 (tier 8) only one is going to come out alive but heavily damaged (15% helath). But that is not the way it is now. If you did that now the IS-4 will come out on top and be left with enough HP to kill two more Tiger tanks.
ReplyDeleteFirst Tiger is T7...second IS4 is T9
Its the same with Tiger II and IS-3. Same Tier.... IS3 is much stronger as Tiger II. Only good Balancing ist between US and German Tanks. There are positiv things on US side against German and otherwise.
ReplyDeleteIS-4 was a 1944 design and came into production in 1948 and was an up armoured and lengthened version of the IS-2 keeping the same 122mm gun. I would have thought that it would bum a Tiger
ReplyDelete@Detonator
ReplyDeleteAnd? So its normaly for a "game" that there are a tanks wich are totally Op and destroy the fun on that game? Thats normal? Nobody whants an nOP Tiger ore Tiger II, we want a correctly balancing. Not more. Such the smaller Tanks of the russian are OP against much other Tanks on US ore German side. Look on the Panzer III oder IIIA.... that Tank is a jocke, not more. He cant win aginst each other Tank in the same oder one lower Tier. That ist balancing? Come on...! And realistic.... if you whant a realistic game than delete all Tanks out of the Game that wasnt in a ight in WWII. Than all the other have no Chance against German tanks... and that ist also worse.
To all players that are asking for fairness, its not gonna happen. I don't know the reasons why? But the dev's are not honest with us. They give us bogus reasons why this game is balanced, and through statistics at us to proof their point. But they always compare one aspect with each other. But look at the whole. German tanks are supposed to be the sniper. But Russian tanks are nearly invisible in the game. Russian tanks bounce a lot bullets, germans way less. So their stats about damage ratios are bogus. German tanks besides lower damage have lower penetration. A real fair move would be increasing penetration for German guns not damage. Stop silly invisible Russian tanks. I don't know the reasons why they lie to us, my assumption is they want people to by more gold for players who actually want to play German tanks. As long as this works they keep it up and make us hope one day this game gets fair.
ReplyDeleteThere is one positive side effect on the imbalance. The masses rush to the Russian tanks. There is no honor in having a Russian tank. The David and Goliath effect gives that nices side note that I'll stay with the German tree. Last not least the underdog will be always more respected. You should see how the team cheers when you kill the top Russian tank, because everybody thought the team is losing the match because I'm on the top with a German tank.
ReplyDeleteSo you need to look at the tier structure and match making aspects of the game. If German tank development stopped in May 1945 but due to the game they are coming up against cold war era tanks then they need to either need to stop these cold war era tanks and have a May 1945 cut off point or create some more mythical German tanks such as the proposed E series based on the assumption that the war didn't end then and these were the next development stages.
ReplyDeleteThe thing is, sniping is only good if you can take a shot and not immediately get zapped by arty. also, if your less manouverable (pretty much EVERY german tank) your gonna get hit by arty more. It makes me mad that all the way through the forums it is stated that the German tanks are underpowered (except for some cleverclogs who basically wants to go on about how great he is at using german tanks and declare that everyone else moaning is rubbish! lol) - but the developers IGNORE it all the time. If you rule out the optics and accuracy (see my point on arty) and a few higher hit points, the tanks cannot compete.
ReplyDeleteYeah, awesome. making the tiger 2 weaker but russian tanks stronger.
ReplyDeleteI see how it is.
Good russian developers, your tanks were crap. the germans owned them armourwise. thank you.
The Tiger 2, so says Wikipedia, could own a IS-2 from 2600 metres away with one shot. its front armor had a 40 degree angle and was 150mm thick. so dont think you can say german tanks were baaad. make your tanks worse, germans better, thats how it is.
so the M12 credit bug wont be fixed in this patch?
ReplyDeleteSo let's have a look how balanced this game really is. Our only chance to compare the tanks in their overall performance and not silly mathematical values that are not reflected in the matches. Is having a look at the hall of fame, in order to omit the 'Games played' factor we look at average XP per battle. I'll just list the top20 spots and no player names. I'll list their most played 2 tanks.
ReplyDelete1. T54 and T32
2. IS3 and IS4
3. VK3601 with conical and gold ammo and T44
4. T34 and T32
5. VK3601 with conical and gold ammo and M6A2E1
6. T32 and VK3601 with conical and gold ammo
7. T32 and 29
8. VK3601 with conical and gold ammo and KT
9. VK3601 with conical and gold ammo and KT
10. KV3 and IS3
11. IS3 and KV
12. ISU 125 and M6A2E1
13. M6A2E1 and T23
14. M4 Sherman and M4 Easy 8 'congrats'
15. M6A2E1 and M4 Sherman
16. T32 and M6A2E1
17. M6A2E1 and T1 Heavy
18. KT and VK 4502 ausf B 'congrats'
19. T32 and T34
20. M6A2E1 and T23
So the Russians are top obviously on the N/A server you see a lot American tanks, some offset in the beginning by the pre order heavy M6A2E1 as well. But the onle German tanks you see are the medium VK's and the only way you get those results is using the conical with gold ammo. So dev's what do you want to say? German and Russian tanks are balanced? Are you kidding? Why not be honest?
And 150mm armor at 40° means 233mm effective armor if you receive a horizontal frontal hit. If we can't deal much damage, spot the enemy or outmaneuver them at least we had to chance that some shoots may bounce at our front armor. But after the patch they reduce the front armor to 120mm. This will reduce the effective armor from 233 down to 186mm. So now every IS-3 shot should penetrate our front.
ReplyDeleteGreat point. Overlord any comments?
ReplyDeleteto everybody: stop whining, your "russian op" whining is tiresome, so STFU and deal with it.
ReplyDeleteOverlord, could you clarify on this matter:
IS-7:
- Reworked armoring on the turret around external machine guns.
what was reworked?
**************************************************
ReplyDeleteAnhalter
"I guess thats a typo. 17 rpm would be kinda much ;) "
**************************************************
My thought exactly. If it's not an typo I'll definitely be getting a 3001H for sure lol
What a surprise - your a russian tanker lol - ever heard of the word biased?
ReplyDeleteIf it were the other way around and the Russian tanks were enderpowered I would actually support them in the interests of fairplay...obviously thats not in your agenda..what a surprise..selfish doesnt even begin to cover it.
Don't shoot the messenger ;)
ReplyDeleteMaybe we can setup a european and american clan league where the op tanks are not allowed.
Now they nerfed the Armor of the KT the only German heavy that was competitive in its tier, what a joke.
ReplyDeleteSo, there isn't going to be gold trading between players included in this patch? Is it going to be coming later??
ReplyDeleteOur best hope is probably somebody else is releasing a similar product with a fair tank tree.
ReplyDeleteI'll wait and see if this patch is taking really the major imbalances out if not I'll stop playing, I'm willing to be the idiot for the dev's anymore they can say the tanks are balanced, at least have the curtesy and be honest.
ReplyDeleteI reckon they should just be done with it and give us Ice cream vans with slingshots lol
ReplyDeleteThe upcomming Löwe has a slightly better gun than the Tiger II. The Löwes biggest disadvantage was the weak 120mm front armor but after the patch its on par with the Tiger II. Shouldn't a gold tank be a bit weaker than a normal tank? Will the Löwe be nerfed too in a future patch?
ReplyDeleteSimple Question with the following change.
ReplyDeleteReadjusted maximum range of fire for all shells
What will be the new max range.
thx for not fixing the m12 creditincome ... again...
ReplyDeleteOut of the German, Russian, and American tanks. The German tanks were by far the better designed and over better than both the others. That is why the Russians are making there tanks Overpowered. For example take the T-28 and the PZ III the T-28 fully upgraded can Reap the PZ III.
ReplyDeleteI think its sad that the german tanks getting wors and wors all the time. the guns culd at least get a bether penetration rate.
ReplyDeleteI play german tank because i like theys looks^^
Hello!
ReplyDeleteSo in previous pre-lim patch notes god trading was supposed to come out in this patch, is it just not listed or is not getting implimented?
Just wondering because several of us went in together on a pre-order to get a good deal on gold, and well im sitting on all of it and in short they want their share. If i would have known this i would not have got a preorder if this keeps getting pushed back.
thanks for any info!
It could be worse. For example if german tank drivers had to pay the repair bill for each russian tank they kill and they would call this feature "War Reparation". ;)
ReplyDeleteThe War is over Dev's! Plz acknowledge this! This is just a game, we are not asking for real values or anything like that. Just more balance. What's the big deal about it, don't try to hide behind your phony statistics, nobody is believing you guys anymore. Why? The imbalance is so redicoulesly high, that a lot players admit that they switched from American or German tree to have not the constant uphill battle. Just a bunch of dishonest crooks.
ReplyDeleteLet's see if there was an improvement to the German tank tree. If not I'm not looking forward to the supposed future changes in the tech trees. Because the main dilemma stays the same. And honestly I'm tired of arguing about something I paid for. I didn't pay for the game 'World of Russian Tanks'. I hope I see some honest improvements or I'll stop playing German cannonfodder for Russian tanks. But this means I'll stop playing. Thx.
ReplyDeleteHeh, if those developers want to trivialize the memories of their ancestors that lived and died fighting against one of the most hated enemies so they have a chance to see the world as we know today by portraying their war machines to be nothing but paper tanks and peashooters, then go for it.
ReplyDeleteI would rather enjoy their self-desecration.
Me 2, keep this up and alot of ppl will stop playin.. u always put the respective russian values on russian tanks, such as speed and stuff, ofc IS gets a bigger gun, that what it could handle, but thats russian. germans get lower armour, no visual even tough it was their big strenght, bad guns, and even bad speed! u nerf the KT front armour? for what? the tank is bad as it is! u guys are retarded!
ReplyDeleteWargaming.net, whether these changes are fair and balanced or not, don't you think they should of been handled better? You've caused a public relations disaster by upsetting your customers.
ReplyDeleteQ: Do not play on the german tanks (c) SerB (Sergey Burkatovskiy, Wargaming.Net Lead Game Designer)
ReplyDeleteA: It's only a part of the story. :) There were also: Don not play TDs and Do not play American tanks.
Q: So in previous pre-lim patch notes god trading was supposed to come out in this patch, is it just not listed or is not getting implimented?
ReplyDeleteA: Only within clans.
Rathia,
ReplyDeleteOverall KT has become better than it was before.
Q: Simple Question with the following change.
ReplyDeleteReadjusted maximum range of fire for all shells
What will be the new max range.
A: Range of fire will be equal to drawing distance. As long as you see the target.
105mm_AP_T32: damage decreased from 360 to 320
ReplyDeleteFAIL? The IS-3 got a gun that has 390 Damage + 325 Penetration. Yes i think that is fair
Plex
"Overall KT has become better than it was before."
ReplyDeleteWhere? It gets a minor 5mm turret armor buff but lose 30mmm hull armor.
It gets the ROF of the 105mm_KwK45_L52 increased but the ROF of its top gun, the 105mm_KwK46_L68 will be decreased. I wouldn't call it a buff if you make the lower guns slightly better but nerf the more important top guns.
Man u suck , no penetration for crap german guns . su85b sheels have same penetration like sheels 8.8 gun from VK and JdPz IV ? And u tell me about balance in this game ? World of f**** russian tanks .
ReplyDeleteWOOORD!!!
ReplyDeleteOverlord, seriously, your general behaviour, (not you in particular ^^) towards your customers is not producing good results and this is not the only platform/engine available...you know what i mean.
ReplyDeleteSure you hear spam like this everyday, but your "experiences" in balancing and test are just excuses for a bad attitude. Fire those testers and bring in someone else that hasn't studied military history on russian comics.
;) dont' take it bad
Honest Question:
ReplyDeleteDo you guys feel that mid tier artillery is currently overpowered? It seems as if that's when my experience of being able to help control the flow of battle was significant. Seems that the most I can do is be a nuisance or get some lucky counter battery. Thats my personal experience, so it's certainly not infallible...
Oh, and I think Overlord is being abnormally open considering he's playing 20 questions with folks that he knows he can't please. Be grateful that he's dignified any of our questions with an answer.
ReplyDeleteThank you, Overlord. Game balance is tough, nobody likes losing and winners don't complain. Also, part of what keeps people engaged is the highs and lows, not the perfect equilibrium of a game. Having something to complain about is actually a good thing, as it engages our reasoning and encourages us to care. Aside from tier 9 mediums, I feel like the game is fairly well balanced.
"I think Overlord is being abnormally open considering he's playing 20 questions with folks that he knows he can't please. Be grateful that he's dignified any of our questions with an answer.
ReplyDeleteThank you, Overlord."
QUOTE
you didnt read mine... so i will ask again
ReplyDeletethe M12 credit bug wont be fixed in this patch?
because i cant find it in the notes...
Nick you sound like a noob. No actually like an asskisser! No lier! What team would you choose, panther2 vs IS4. IS7 against maus, IS4 against VK ausf B. You are full of shit. Everybody like in their teams the Russian tanks, including me. List can go on a wolfpack of T54 or P2.... It's a never ending list. If you ment it sarcastically, I except that as a good joke. But hey last thing what about object704 against JT. Lol what a jerk!
ReplyDeleteI tell what I think and I paid good money because I trusted the Dev's the game gets more balanced. All the talk is sweet, if it's not gonna happen you will see the server population will go down. Than guys like Nick can play alone with their Russian tanks, lol what a fun. He probably went right to the Russian tanks. Yup I would say the same.
ReplyDeleteWhy nerf german td rof ? at tier 5 russian td get 122mm while we have to wait untill tier 8 to get a gun that is half as good as 152mm :(
ReplyDeleteLet us atleast ding fast
Heh, I was being polite and you guys attacked me! Mellow out guys. For the record, I play German SPG, currently trying to get new gun on the Tiger. My other tanks are Russian TD's and lights. I was thinking of getting some US SPG's as well. I think this is a fantastically fun game. I'd rather play with a team full of heavies vs another team of heavies, regardless. Keep tier 9 mediums out of the game and I'll be a happy man. It's much easier to hit those larger, slower heavies.
ReplyDeleteBut serious Nick do you think German and russian tanks are balanced?
ReplyDeleteRegarding premium tanks, since you will be putting the beta tester tank on sale, will the ones that came with the preorder packages (M6E2A1, PzKfwg V/IV, A-32) be available for purchase, as well? I am interested in buying some of them.
ReplyDeleteoverlord you mothafucker kommunist rat!
ReplyDeletewe kill your all family!
Q: overlord you mothafucker kommunist rat!
ReplyDeletewe kill your all family!
A: That's a nice one. Thank you. )))
Q: Where? It gets a minor 5mm turret armor buff but lose 30mmm hull armor.
ReplyDeleteIt gets the ROF of the 105mm_KwK45_L52 increased but the ROF of its top gun, the 105mm_KwK46_L68 will be decreased. I wouldn't call it a buff if you make the lower guns slightly better but nerf the more important top guns.
A: Switching to 16 armor groups per hull and 16 per turret enabled a more precise armoring. Reworked hitbox, and especially mantlet will give a solid impact on its performance.
Q: overlord you mothafucker kommunist rat!
ReplyDeletewe kill your all family!
A: That's a nice one. Thank you. ))) Will keep it here for history, if you don't mind.
Overlord this is the king tiger nerfed part? ( 150 to 120 )
ReplyDeletehttp://iaro.3dmax.hu/images/2011/05/11/kingtiger23.jpg
I don't understand why the game is so unbalanced. I went with the German tree and I got tier 7 td and heavy tank. I'm tired of being blackfisted by kv's. No low tier tank should be able to destroy a tier 7 in 2-3 hit while not being seen when I shoot 7 times to get the filth down to 15%. Guess I will have to go with russian power so I don't have my ballon knot streatch. Oh and I do feel awesome whooping what ass I can in my German tanks. Sometimes skill does outdue unfair over P'nes.
ReplyDeleteQ: Overlord this is the king tiger nerfed part? ( 150 to 120 )
ReplyDeleteA: Yes, it is.
Any news about the Lowes price tag? Will it stay at 7500 or will there be at least a special introduction price - lets say 10% off during the first 24 hours? I'd love to buy this tank but 30 Euro is way too much for a virtual item.
ReplyDeleteHi,
ReplyDeleteWhat does mean that american tanks have gun depression decreased?
Does that mean that biggest strength of american tanks (ability to shoot up and down) is reduced?
That 'mere' 4 degree means 7 meters higher aim on 100m distance...
Regards,
G.
Overlord so what you are say in the armor regarding the tiger is that even tough the armor is getting reduced by 30mm over all is sounds as if it is getting buffed is that correct? Also why all of a sudden are the artillery getting a decrease in hitpoint for all nations?? I honestly think if they do that they should at least give them an armor increase just to be fair.
ReplyDelete'solid impact on its performance'
ReplyDeleteOverlord - do you mean, positive, solid impact on the King Tigers performance? Please explain more.
By the way, I'm upset by the reduction in armour of the KT and ROF, but I find it completely reprehensible that you should receive the abuse and name calling. I think I speak for many when I say that this mindless idiocy should be seen for what it is. I personally love the game - think you've done an excellent job on it, and as a professional gamer (who also writes reviews for various p.c Magazines) I know what I am talking about when I say that this is one of the best games in years. I am very nervous however about some of the changes.
By the way, I'm upset by the reduction in armour of the KT and ROF, but I find it completely reprehensible that you should receive the abuse and name calling. I think I speak for many when I say that this mindless idiocy should be seen for what it is. I personally love the game - think you've done an excellent job on it, and as a professional gamer (who also writes reviews for various p.c Magazines) I know what I am talking about when I say that this is one of the best games in years. I am very nervous however about some of the changes. "Quote"
ReplyDeleteI completely agrre with you
Balazs yes, it just that part not the whole front hull
ReplyDeleteIm upset by crippling KT and T32 and boosting IS3. Seems ruskies MUST be the best. IS3 was overboosted quite lot.
ReplyDeleteDivided 122mm ammo and ROF 5 rounds/minute :))) (2 rounds/minute in real life!!!). And 88mm not divided ammo of KT has 6 rounds/minute.
ReplyDeleteThis is the way you cripple this game and the history.
Tiger II:
ReplyDelete- Turret Armour and Hitbox improved, lower hull-armour lowered
- Rate of fire for 10.5/L68: nerfed from 6.32 -> 6.00
- Accuracy for 10.5/L68: buff from 0.33 -> 0.30
So the gun mantle is been fixed, the turret strengthened slightly, and the gun made more accurate. All for losing less than 1/3 shot a minute, and a reduction in armour on a small piece of the front armour, that people will not shoot at at close range because of the huge chance it will bounce due to the angle of it and the fact you will be firing down on it. Not sure how the Kt has become crippled please explain this to me.
Q: Why Tiger II cant go down the hill his 40km?!
ReplyDeleteA: Because it is crippled.
Rate of fire on IS-3 is illusoriness here. VERY LOW rate of fire in real fire. Only perfect crew was able to fire something 2 rounds per minute. IS-3 in real life was very unsuitable at close range fights because of ROF. But here you can shoot easily 5 rounds like a god. So if this not means IS3 boosting, it must be KT crippling...
I read read the whole blog, I wrote some pieces myself. Today I'm just thinking let 6.4 happen, I'm curious and if the German tanks got their mantlets fixed and Russian tanks are not invisible anymore I'll be happy after all. Lets see. Did the patch came out in Russia? Or will it be this week end in russia and a week later on N/A and EU server?
ReplyDeleteThe "small piece of the front armour" you say is as big as the full frontal of a T-44.
ReplyDeleteEverybody will now shoot there, nothing will bounce because it's not a Russian bounce tank and transmission will be destroyed because the only realism applied to the game is there to nerf non russian tanks.
Here your explanation.
All the russian tanks that needed to be fixed (nerfed) have received some buffs...
Now you explain me the logic behind all this behaviour.
"Q: Overlord this is the king tiger nerfed part? ( 150 to 120 )
ReplyDeleteA: Yes, it is."
Will we get more detailed information about the tanks armor?
I mean not only "the front hull has 120mm", but a drawing, or schematics with ingame armorvalues and slopes on it.
@Caprera
ReplyDeleteT 54 weight increased and engine power increased to offset it. No nerf but no buff either.
Object 704 recived a hp buff in line with one with jadtiger to help them be more equal in clan wars compared to tier 9 heavies.
More accurate gun but to offset this the object's speed has been reduced by 10%, and its firing arc reduced by 39%. this last point is huge, no longer will they be able to set the extreme angles, when they set up to fire, which has provided a lot of the bounce ability of the object, and they will have to expose far more of themselves to fire around a corner now. So overall the object has received a big nerf.
Or were you on about other Russian tanks?
@Anonymous
ReplyDeleteGood points but still to defend a T-54 means biased. No nerf, no buff everything still OP.
Harder tracking means less T-54 finally stopping and receiving some damage.
Obj.704 keeps his "no damage" plates.
IS-3 is not killing enough KTs so 100Hp more.
Should i add more about shameless bouncing ?
dispersion during movement decreased by 10%.
ReplyDeletei dont know what this is could some one tell me
Maybe shot dispersion? - so that the gun is more accurate during movement maybe?
ReplyDeleteFrom my artillery, bird's eye view, I seem to see advantages to all sides. Americans seem to be good all around, Russian tanks feel squishier to me in general (remember, I'm shooting HE) but hit harder, German tanks seem to be able to soak a lot of damage and seem to be doing a decent amount of sharpshooting. This is just what I see, as I don't have anything higher than a tier 5 russian TD aside from my GW Tiger.
ReplyDeleteM26's and T54's seem to be in pretty close competition, I've seen Panther II's certainly hold their own! I saw a 704 bounce 3 BL10 shots off a Panther II at decent angles at roughly 100 yards. Give the devs time and be grateful that one of them is being kind enough to respond to your questions. They aren't required to tell us anything! If Russian tanks are so obviously overpowered, go hop in one. In the mean time, I'm considering the US SPG/Medium tree :)
If you played arty only then you can't be that into the game to tell.
ReplyDeleteHi Ovi, I just read a little piece that made me wonder?
ReplyDeleteQ: Simple Question with the following change.
Readjusted maximum range of fire for all shells
What will be the new max range.
A: Range of fire will be equal to drawing distance. As long as you see the target.
What does this mean? My shells fligh onle as my view range? No more lucky hits if tanks are parked close to each other, so the tank behind doesn't get hit because I'm not seeing him? After your special invisa tanks ISs stop and go immediately invisible I can't shoot blind anymore? Plz explain precise? Thx
Eheufaucan,
ReplyDelete7.5k, yes.
Q: Overlord - do you mean, positive, solid impact on the King Tigers performance? Please explain more.
ReplyDeleteA: Reworked hitbox, especially the mantlet is more improtant and outweighs the reduction of the lower front plate, that is rarely hit.
Q: Overlord - do you mean, positive, solid impact on the King Tigers performance? Please explain more.
ReplyDeleteA: Reworked hitbox, especially the mantlet is more improtant and outweighs the reduction of the lower front plate, that is rarely hit.
May 12, 2011 10:25 PM
Now I know where to aim on a KT :)
CaptKirk
Hope this will solve the spotting issue!
ReplyDeleteAnd balance of game.
Can´t u introduce depleted uranium shells for me, cuz my shells bounce to much.....
Nerf germans, nerf USA, buff russians? Wouldn't be easier to remove the other 2 nation? Or will you give us an option to convert to USSR? ;) This patch wont fix balance issues, it will boost them. So think it over plz.
ReplyDelete@Overlord: Already asked this at the forum. Any chances that the Lowe and KV-5 will be integrated in the tank tree like in this picture:
ReplyDeletehttp://www.abload.de/img/germany_tree_releasecolcgv.jpg
so that you can use their normal XP to research the next tier tank without having to spend extra gold to convert free xp? That would justify the high price of 7500g.
M26 Pershing: dispersion during movement decreased by 10%.
ReplyDeletewhat does this mean. is it a nerf or buff
Eheufaucan,
ReplyDeleteno, Lowe and KV-5 will remain premiums.
WHat about huge fps drops while sniper mode for ATI users ?
ReplyDeleteCover_Man
Seems there is some kind of censorship... All messages about crippling Tiger 2 and T32 were deleted. Russians are too proud but there is nothing they can be proud of.
ReplyDeletethe gulage camps maybe? the stalin killings of millions? the farmers in tanks, planes? this is the mighty russian war machine? cuz 100% russian crew is NOT realistic, AP shelles for them is NOT realistic, Radio-NO! jamming of guns, yes!
ReplyDeletesure and that fantastic speed of 122mm gun! rate of fire 5 comes from the world of fantasy and kid tales. only good crew was able to fire something like 2.5 in is3.
ReplyDeletewhen it comes to bad sides of german tanks like, gasoline, modules taking dmg, all of this must be in the game, realistic OFC!
ReplyDeleteBut the russian bad sides, like bad crews, slow ROT, no radios, and so on, we cant have those in the game.. "Sake of Balance"
Eat my shorts, stop ruining the game.. its almoast ONLY is4s n t54s in the game now! wonder why! im in a VK45, rarely see anyone else in one! FUCK U
No censorship here. Blogspot had some problems and there was a rollback. Thats why a lot of comments are gone - not only at Overlords Blog. All blogs were affected.
ReplyDeleteSince ETA is May, we are already on middle May, so, will i be to ends of May or next week?
ReplyDeleteThe game should be balanced to be FUN, not realistic. I don't know anything about real statistic of any tank and I don't CARE. What i want is balance, I can accept Zerg/Protos/Human fantast differences, but not one, Russian nation having it all. Yuo know why? Becouse it's DULL to have all driving in the same tanks.
ReplyDeleteQ: Seems there is some kind of censorship... All messages about crippling Tiger 2 and T32 were deleted. Russians are too proud but there is nothing they can be proud of.
ReplyDeleteA: No censorship apart from random blogger issues. Latest comments and my post on steam disappeared.
McIntosh,
ReplyDeletenext week. Yes.
Minor typo correction: "stucking" should be "sticking".
ReplyDeleteWell, reading through all these comments im rather excited :)
ReplyDeletei was a bit worried when i read the King Tiger is taking an armor decrease, but then i read its to the lower front hull, which is more realistic, so worries gone. Either way +1 to WoT for putting together one good looking patch, i may need to buy some more gold to enjoy this one :)
Ok, so now the su14 has more RoF than the m40/43
ReplyDeletei though it was, soviet damage, german accuracy, USA rate of fire, but the su14 and the s51 now have more RoF and the same accuracy and damage than the other spgs...?
So if they actually applied the historical data to the tanks the Russian Tanks would look so bad the Devs would end up in the gulag, why else would you add the T54 to the russian stable so your always on top looking good. Please give increased speed to the Tiger II fixing its gun mantlet giving it its proper armor thickness and un-nerf the non russian tanks
ReplyDeleteAnnihilannic,
ReplyDeletethanks.
O !!! so is the lower front hull the plate between the tracks or what ?! :/
ReplyDeleteWhat about nerfing the depression limit of american tanks? U dont plan to keep that do u? U are ruining american tanks with that!
ReplyDeleteQ: What about nerfing the depression limit of american tanks? U dont plan to keep that do u? U are ruining american tanks with that!
ReplyDeleteA: Thinking of a possible roll back.
@ anonymous "So if they actually applied the historical data to the tanks the Russian Tanks would look so bad the Devs would end up in the gulag"
ReplyDeletesooo true xD
Welcome in the World of soviet Tanks, did you guys considered changing the name of this game?
For me, I'll just stick on my Tiger, Hummel and Leopard. Won't upgrade them on "better" tanks. Just play with them, not buying gold. And continue till I'm fed up. There are a shitload of games, which are fun to play. Tiger is shit, VK3601 with long 75mm was fun, but it'll too be shit in the future. I regret that I chose German tree (like the looks of them). I could instead buff my virtual dick with overbuffed ruskietanks. You got 40€ from me. Would be no problem to invest more, but games I play should be fun...
ReplyDeleteI would like the GPS guided arty shells to be removed from the game, while I accept SPG's where around they only provided area effect damage as in the blasted a zone and not able to shoot a moving tank half a map away please make arty highly inaccurate as it should be for the time of WWII
ReplyDeleteLets have a mini Poll
ReplyDeleteAre Russian tanks shown favoritism. yes/no
Are German tanks severely nerfed. yes/no
Are American Tanks severely nerfed. yes/no
Should SPG's be in the game. yes/no
Should we lobby for changes yes/no
Q: Lets have a mini Poll.
ReplyDeleteA: It won't be representative enough. Would be kinda difficult to take into account and systematize opinions of players from 4 active servers (more than 1m active players all in all).
How i get KV-220? I cant buy them. It its possible after patch?
ReplyDeleteI'm missing the Pz 5/4 in the patch notes. Overlord, I know you're driving one of these tanks. Don't you think it needs a bit more gun depression? Just 1-2 degree would help a lot. The gun is nearly useless on hill maps and even on flat maps driving over a molehill is enough and you can no longer target the enemy.
ReplyDelete"Q: Lets have a mini Poll.
ReplyDeleteA: It won't be representative enough."
True. What about making a REAL poll?
I would strongly advise making a professional poll on players' opinions. By professional i mean a poll edited by a professional agency to exclude biased opinions and the like. I am sure it would be profitable for you.
So...
ReplyDelete"- 105mm_AP_T32: damage decreased from 360 to 320
- 105mm_APCR_T29E3: damage decreased from 360 to 320"
Why nerf the T32 but not the T29? They use the same ammo. The 32 is already tough enough to use..
Hell. Why nerf the T32 at all?
I am leaving this game due to unjustified imbalance! No more gold for you!
ReplyDeletePzVIB Tiger II:
ReplyDelete- Front armor of the Henschel turret increased to 185 mm.
- Thickness of the lower front hull changed from 150 to 120 mm
can't understand why you made these changes.
Original data(180mm;150mm)in game is same with the real world. Why do you change them?
5mm(180mm to 185mm) increase of the turret make any difference?
Just as answer on Iceride.
ReplyDeleteUse Gallup, they know what they are doing.
Oh and btw. Overlord stop using these Playspan idiots. took 120 Euro from me without deliverng any gold. Use Global Collect instead.
Works fine for Blizzard and the monthly subscription.
Good question. How to obtain the KV-220? I know it was the beta tester gift for the russians but us/eu players received the M4 instead. Is there another way to get this tank? If not...then why have it ingame? In case of an international tournament where you could meet the KV-220 on the battlefield?
ReplyDeletein war there was no proof or photo or evidence that King Tiger's front armour was EVER PENETETRATED.
ReplyDeletefor all retarded russians or belarussians developers learn to read and don't buff that ghay tanks who took it in the butt . for every king tiger lost they lost 2 ore more IS 1 , 2 -3
King tiger with a frontal kill shot:
ReplyDeletehttp://en.wikipedia.org/wiki/File:Tiger_II_punctured_in_front_turret.jpg
Your welcome.
He was talking about the tanks front armor and not the turret front.
ReplyDeleteOMG another russian buff are u joking??
ReplyDeleteKeep up like this and u will ruin this game hahah
That is sooo stupid to make it so unbalanced.
I played german heavy tanks in beta now i play russian and god every russian tank starting from tier 5 is op.
I didn't see the new name change in the patch notes. Will the new game name be in this patch or later? World of Russian Tanks.
ReplyDeleteBuff the russian tanks love it. go russia
ReplyDeleteI can't see why you guys would choose to nerf the rate of fire of the already marginally performing German guns across the board like that, and take away the American's turret depression, which is really about the only thing they have going for them.
ReplyDeleteAnd this: "Anonymous said...
Our best hope is probably somebody else is releasing a similar product with a fair tank tree.
May 11, 2011 8:50 PM "
I for one won't be sticking around long if they continue to buff the already overpowered Russian tanks while nerfing the other nation's tanks while they're barely hanging on by a few threads.
Im my opinion the best option would be to try to emulate real tanks as best as possible but assigning them to the same tier as comparable tanks. Holes in the tech tree should be filled out by imaginary or prototype or test tanks.
ReplyDeleteYou should completely remove the possibility of already spotted tanks cloaking on clear or almost clear terrain. Likewise moving, firing tanks remaining invisible at short range.
You should implement 'fog of war'. It is quite distressing to clearly see all surriunding terrain features but not the tank who is shooting from there. Tanks should not disappear and decloak but should be less visible, hazy, blending in their surroundings at longer ranges. Also, terrain should be less clearly visible at long ranges.
The wiew range of 500 m is surprisingly low. I undersatnd that most tank fights were not 3km snipeing contests but to look at a clear plain and see nothing of the 6 tanks hding there is crazy. I think i could spot a cow lying in the grass 5 kilometers away... Also, tanks make a lot of mayhem when moving, like puffing smoke, making dust clouds and the like, this should be implemented.
Also, penetrating hits with 0 damage is not what i would like to se often. Its common now...
ReplyDeletethe is4 and the vk4502 are very evenly matched i think, and the t54 is only op when its in a wolf pack same as the pershing is op in a wolf pack or the p2 would be the same. the t54 has the worse gun and least hp of all the t9 mediums so whats the problem with it having the best armor?, by all means nerf my armor on my t54 but give me a better gun that is just as good as the pershing or p2
ReplyDeleteJust to make an example:
ReplyDeleteI just hit a SU-85 from its front (armor: 45mm) with my 107mm ZIS-6 gun (Armor penetration: 167) at a range of about 100m. Hit, 0 damage.
Also, matchmaking should take equipped modules into consideration. A fully equipped PzIV might be able to do some damage to tier 8 tanks... barely. But a stock PzIV is only there for target practice. Bad gun, slow, 1 shot for almost anything (including KV, on the same tier).
ReplyDeleteMatchmaking may be based on research poins or 'equipment points' instead of tier.
Supporting my above comment:
ReplyDeleteJust shot T1 Heavy 12 times from point blank with my stock VK3001P. Got him from 87% to 37%, me bing 1 tier higher...
So, I will ge gracious and wait for the update. If it is true that the russian tanks have such a clear unfair advantage (practically invisible at close range, qucikly disapearing after being spotted, impervious to damage etc... ) then I am done with this game. I have spent too much time and money on this game to tolerate such unfairness
ReplyDeleteHi everyone.
ReplyDeleteI have no feelings regarding balance for this patch as I haven't experienced it yet. I look forward to new maps and new tanks and hope that I am seeing the responses of a few unhappy souls and not the majority of us players. My question, though as I have been the victim of and caused (by mistake) a team kill, what are the criteria that force an automatic ban to take effect? I have had the misfortune to run in front of an object 704 as it has fired a round at a distant tank and been insta-poped but it was as much my fault if not more than the object commanders fault as he was no doubt in snipping mode and completely unaware of my existence till he hit the trigger. I would hate to think that a stray arty round or a mad dash without checking both sides of the road would cause some genuinely innocent people to get banned. Also, how long would the ban be for?
what a shiet i tought that you will upgrade and make better german tanks. But what i see you make soviet tanks more and more powerful, and with german you make shiet. You know what i bought premium especialy for tigers now i have to start with soviet tanks. Where is balance? Why only russian make you better. No more money for you. I will go with my friends to play other games with fair balancing
ReplyDeletejedaher u are as stupid as your argument
ReplyDeletecheck your link again
and check for this phrase
The author has been unable to find any photographs or other proof of the frontal armor of the Tiger II with either type of turret being penetrated during combat
http://en.wikipedia.org/wiki/File:Tiger_II_punctured_in_front_turret.jpg
This comment has been removed by the author.
ReplyDeleteYou are also forgetting that the KT never was in a direct fight against any of the heavier weapons that are displayed in this game. Did a Kt ever face a DT10-T-54 how about a T105 gun?
ReplyDeleteIf I were to assume your arguments of the King Tigers "Frontal" invulnerability are correct, then find me a photo of a T44 that has been disabled with a "Frontal" shot. Can we assume that has never happened either?
If you continue to read you will find:
"The Tiger II losses are described as follows: one was knocked out by the 749th Tank Destroyer Battalion, four were knocked out or damaged/abandoned by unspecified anti-tank guns"
Where are those photos?
Take your ADD meds and go play some more video games, child.
Game is released, and they are still applying beta-phase "patches" to fix things that should have been resolved long ago.
ReplyDeleteInteresting that they are still buffing russian armor (notably the IS-3) despite large protests since a year ago that russian tanks were already too good due to deflection rates.
German tanks are, and still will be after this patch, useless. What their guns have in accuracy and long range they lose on decreased penetration over long range. And in medium-close combat the german tanks are made of paper.
Completely moronic.
A long overdue patch that should been applied before game ever went "live".
I still consider this a beta game, and I have little hopes that they will be capable of delivering a "full game" within another 6 months.
It could, and might still be, a great game. But right now it's just a pay-for-beta 3D game with slightly better features than a random Java/flash game.
I have played the BETA for over 2500 battles have spent around £65 so far since the release but to be honest the game has now deteriorated to the point that it is pointless to throw any more money at it. I am really sad, I worked the whole German Tech tree in BETA and was disappointed at the terrible performance of the Tiger/Tiger II and AusfB. Upon hardwipe I have worked up the US tree but once more we are faced with OP Russian Tanks, I have a T29 Fully equipped and am constantly 'bouncing' on anything from a KV upwards. If I see IS3/4/7 on opposing team I just think "Here we go again" and game becomes depressingly boring as the IS's just roll up taking hit after hit with no damage and then disappear as soon as they get within anything like workable range for the pitiful NON RUSSIAN Guns. Am not willing to grind through the Russians now and only stayed in the game because we were promised something different. Where oh where are the French tanks, they may well be rubbish but at least they would add a little variety to a game which is rapidly becoming 'tired'. I hope the Devs are happy with the amount of money they make from the RU server because before too long it will be the only server which is viable for them as players leave in droves. Prior to Hardwipe we had a group of 7 of us playing WoT now I am the only one who remains and to be honest my days / patience with playing this game are beginning to wear thin. Please please DEVS take a look at all the feedback you have had from your CUSTOMERS and rebalance the tanks to a more historic or at least fair system. This has the potential to be the best game in the world but by ignoring those of us who MAKE the game by playing day in day out you risk losing whatever goodwill you have remaining outside of the Former Warsaw Pact countries.
ReplyDeleteboy i think i'm twice as old as u are so watch your mouth
ReplyDeletei beat u with your own arguments so stfu and learn to speak and bring correct arguments .
KT's were lost mostly due to air bombing or beeing masively outnumbered and shoot in the back.
and if u count static anti tank guns as tanks you are verry mistaken little boy
read some more .
russians were not better than the germans
they just outnumbered them 5 : 1 ratio at least in matter of tanks and that was only the russians
remember that germany was at war with all the world
if USA would not have enterfired to save TOMMIE'S ass
the whole brittain would be nothing more than a german swamp
while drinking somme votca we thought that ours tanks nedd to be best ever. so lets nerf somme competitors, couse im drunk, and i whant that. also i dont give a shit about all of you players, even if my votka money its from you, or my bitches that im banging are payed whit your money.
ReplyDeleteThe russian way of thinking.
sorry for my englisg