Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer

Thursday, May 31, 2012

[WoWP] Closed Beta Begins


World of Warplanes hit closed beta in NA, EU and Russia!

We have unleashed into the skies 59 warplanes of three different types. Steel birds from the release tech trees of all three nations – USSR, Germany, and USA – are now battling for Supremacy on unique 4 maps, spraying bullets, dropping bombs, and firing rockets into a variety of ground targets.

We have implemented several game control modes to suite both experienced and novice pilots. Also there is an initial tutorial scenario to help newcomers get to grips with their warplanes, teaching them the nuts and bolts of basic aviation.

The development is far from reaching its final stages. The most exciting times are ahead. We will be improving gameplay, introducing more warplanes, polishing the existing features, and adding new ones. And we hope to work with you, shoulder to shoulder, to create a truly great game.

Some important notes: 
  • All alpha testers automatically get access to the closed beta.
  • All applications made during the alpha are valid for the closed beta. Moreover they are elgigible for priority processing.
  • During closed beta we will be gradually inviting more and more players. Don't give up if the invite hasn't arrived right upon the start. It takes time. :)

Tuesday, May 29, 2012

[WoWP] Questions and Answers. Session 2.

Questions and answers session for World of Warplanes. The user questions (italics)  were gathered on EU and NA official forums. The answers (bold) are brief and concise to save your time. If something needs clarification, ask in comments.


To your Qs: 

when is wop going to be ready for all of the public to play?

Open beta is planned for later this year. Closed beta starts on May 31, we will be inviting more players since then.
Do the Dev team ever plan on implementing Tessellation into their graphics models which would lmprove detail of models and effects 10x over what is currently in world of tanks and planes?

Tesselation is something WoT (with lots of small objects) can benefit from, as for WoWP, currently we are neither using nor planning to use this. 
hello i got some questions u might be able to answer (sorry for bad english )

1. do u guys have plans for adding heavy/med bombers (like b25, 17,29, pe 8 etc')?

maybe u can arrange a bomber tree which every bomber can be controlled by more then one person , one pilot and one control the turrets?

2. is there a way to change controls? ( if i use to ASDW keys and arrows keys to manuver i got no spare hand for firing with the mouse)

*somewhy i cant login right now and check if i realy cant change

3. will clouds be added? they can be usefull to hide, like trees in WOT


4. last one, there are any plans to make modules get damaged during battles from enemy fire? (flaps, guns, ammo, etc')


1. Probably some of them can be added as NPCs.

2. Yes, controls can be changed in menu.


3. Yes, clouds are currently one of the high prioroties. They are supposed to make the gameplay much deeper, brining more tactics.


4. Some things can be damaged (visually and gameplay-wise) even at this stage. 


how many players one battle can take in this game?

Battles are up to 15vs15. Just like in WoT.  

Will there be a tool included to create custom skins for aircraft? If not, will the files of the skins be editable in photoshop?(like DDS files)

It will be possible to edit skins however since they are supported server-side, all you changes will be visible to you only. 

Ok aside from joystick support will the flight dynamics for say, Mouse and keyboard, be arcadeish and like that of this game called Heroes In the Sky (HIS)?

The game is fairly arcadish and supports keyboard and mouse (apart from gamepad and joystick).  

what is the best way to play wowp? ie. joystick, keyboard, gamepad? and what brand or type is best suggested?

Depends on your preferences of course, most of the players use various KB+mouse combinations.  

Q1: Do you plan on adding commander planes / scout planes/ mother planes into the tech tree ? like the planes that command other planes, send coordinates, jamming radars, spot, etc. like the Bristol Blenheim or the Dornier Do 215? These planes were used as motherships, reconnoise airplanes, light bombers.

Q2: About Flak cannons and AA guns, I have seen in the overlord blogs that they are in the map and that can be destroyed, but do they fire upon enemy aircraft or they are just decoration ?


Q3:Can we turn our engines voluntary or just when they get shot?


1. Definitely not in the tech tree directly. Such planes can be added as NPCs for PVE modes or tutorial. Regular tech trees will be more conventional, with some exceptions of course. Just check out that F5U :)

2. They fire upon enemy aircraft. There are two types of AA guns at the moment, light and heavy ones.


3. You can voluntary turn off the engine to increase your maneuverability.
 

Will there be a cockpit view? Dogfighting games aren't dogfighting games without a cockpit view.

We are not planning to add a cockpit view to the game.  

Will there ever be any Canadian planes? premiums perhaps?(like in WoT) a Canadian Spitfire would be nice, we had alot of those, and some of the wars' greatest aces were Canadian : / 

Quite possibly. As premiums. :)  

Can we Upgrade T10 planes in WoWP? I would love to change those 4 20mm into Mk108 or even MK 214 

That's not 100% decided yet. Possibly they will be upgradeable.  

i have one question about RAM Memory.
How much RAM consumes WOWP ?
I have Win 7 - 32 bit (i want change to 64) and 4 GB RAM
What detail i can run with Graphic card GeForce HD 520 ?


4GB should be enough for medium settings at least, the graphic card is somewhat weak, borderline allowable to launch.  

Will there be british planes? like the spitfire and hurricane

Yes, British planes are in in plans. Spitfires and Hurricanes FTW!  

Calculations for 3D movement are way more complicated. I would be surprised if final requirement were not significantly higher than WoT

System requirements will be similar to the ones we have got in WoT, nothing extraordinary.  

I assume there are AP and HE shells for most of the Guns.
Is any Type of Gold Ammo Planed? And what will be then?Better AP/HE shells or even Incendiary Rounds? And can we set a Explosion timer for Rockets? Will there be any kind of ballistic drop or does the game handle that automaticly like in WoT?


Currently we have got only one type of ammo - regular AP rounds. Other types of ammo are also planned for future. In addition to that we are thinking of such feature as customization of cartridge belt, ie it will be possible to create your own ammo setups like 1 AP, 2 incendiary, 3 HE, etc
The game accounts for ballistics automatically.
 

Hi, do you develop native application for MAC OS? 

WoWP is being developed solely for PC at this stage.  

I was digging through a topic, but couldn't find my question - will alpha tersters get any profits in future stages of development of WoWP just for participating in the alpha stage? If yes, are there any conditions of receving such profit (i.e. certain number of battles played or something like that)? 

We appreciate the contribution of our alpha testers and won't forget their input.  

I have applied me for the Alpha.So my Question is ,do I have to apply again for the closed beta? 

No, you don't have to do that.  

I have a question too. If players participated in closed beta, will their stats be resetted when "normal" verision come, like in WoT? Or they will keep stats and planes which they had in beta?

In release version everyone will start with a clean sheet.  

I applied to Alpha on February, do i get a Notification on my Forum Profile when i get an Invite? and What happens if i accidently delete my invite, is there still a notification on my Forum Profile? 


You will get an email notification once you are accepted. Even if you delete the message, you will still be able to play. All you need is to DL the game.

If your question is not on the list, you can ask in comments to this post or in the respective Q&A thread - EU or NA

Questions and Answers. Session 1.

Wednesday, May 23, 2012

[WoT] Digging Through Archives: Fighting First Tigers

Resolution by State Defense Committee of the USSR passed in May 1943 in Moscow on how to withstand German heavy tanks. The decision was based on first battle contact with Tiger tanks on Eastern Front.

1. Artillery Directorate General of the Red Army, Central Artillery Design engineering bureau, and other responsibilities were ordered to:
  • improve the ballistics of 85mm tank gun is such a way that it would penetrate 100-110mm of armour at a distance of 2000m. The prototype was to be placed at disposal of Kirov Plant by June 15, 1943 for trials.
  • design, produce, and forward to testing a special 100mm tank gun prototype with separate loading and ballistics, ensuring penetration of 120-130mm at a distance of 2000m by July 1, 1943.
2. The National Ammunition Committee and Central Artillery Design engineering bureau were ordered to:
  • launch, as soon as possible, but not later than June 1, 1943, the production of 57mm HE rounds with fragmentation effect .
  • perfect, as soon as possible, but not later than June 1, 1943, 76mm AP rounds for F-34 tank gun so that they are able to penetrate side 82mm armour of T-VI tank (Tiger I tank) at a distance of 600m .
  • perfect, as soon as possible, but not later than June 15, 1943, 76mm APCR rounds for F-34 tank gun so that they are able to penetrate front 100mm armour of T-VI tank (Tiger I tank) at a distance of 500m.
3. The National Tank Production Committee was ordered to:
  • mount 57mm tank gun (ZiS-4) on T-34 tanks starting with May 15, 1943. The ration of T-34 tanks with ZiS-4 gun to total ratio of T-34 tanks produced should be 20-30%.
  • produce, based on T-70 suspension, 3 prototypes of self-propelled guns - SU-57 armed with 57mm gun by June 1, 1943. The specified prototypes were to be tested within 10 days with the results submitted
  • produce, based on SU-152 suspension, a prototype of self-propelled gun armed with 122mm mod. 1931 gun by June 1, 1943. Later series should be equally divided between 122mm and 152mm vehicles.
  • produce, based on T-34 modules, a prototype of self-propelled gun armed with 85mm tank gun (SU-85) following the SU-76 design with rear firing compartment by July 1, 1943.
    PS. Latest poll results:
    You are mostly playing WoT on (votes / %)
    • desktop PC - 3025 (78%)
    • gaming laptop - 307 (8%)
    • regular laptop / netbook - 505 (13%)
    The new poll is up.

Tuesday, May 22, 2012

[WoWP] World of Warplanes To Go Closed Beta Soon


World of Warplanes closed beta will start May 31, 2012.

Since Global Alpha launch on February 23 this year, World of Warplanes has got more than 600,000 applications for global alpha from players around the world, with 100,000 coming in first 24 hours. Thousands of players have been granted access to World of Warplanes alpha version, and the army of test pilots will be increased drastically once the game enters Closed Beta.

Applications made during global alpha stage will be eligible for priority processing in closed beta.

You can apply here:
NA - https://na.worldofwarplanes.com/ga/new/
EU - https://eu.worldofwarplanes.com/ga/new/

Thursday, May 17, 2012

[WoT] Digging Through Archives: SU-76 with 57mm automatic

During the development of both each game of World of .. series (all being on different stages, for sure) we have gathered lots of curious materials on tanks, aircraft, and ships. Our in-house military experts are working in archives of many countries, eg among the team in Russia we have got proficient Yuriy Pasholok, a complete military addict,  who has access to the Central Archives of Ministry of Defense (see those red "ЦАМО РФ" letters on the images below) containing some great stuff. Will be sharing some of those from now on. 



Above is the order on research and future production of 57mm automatic gun for light tank destroyer - SU-76M. The vehicle was also intended as anti-infantry one. The document dates back to May of 1945.

Basic gun requirements are as follows:
  • Caliber - 57mm
  • Muzzle velocity - 1000 m/s or 3280 fps
  • Vertical elevation - -10 -  +15 deg
  • Horizontal sector - +/- 15 deg
  • RoF - 70-80 rpm
  • Should be serviced by 1 loader and 1 gunner
  • Loading - both manual and automatic

It was supposed to be not a self-propelled anti-aircraft weapon, but a tank destroyer, somewhat close to basic SU-76 with S-60

Approximately this way:


Tuesday, May 15, 2012

[WoT] New in WoT Digest. Part 2.

This is the continuation of part 1 published a few days ago. Numbers in the headings don't represent priority, they represent order. :)


N7. New physics and maps overhaul

The new movement physics has been in development for quite a while. Testing results, after the completion of the first iteration, showed that, on the one hand, falling from steep hills is obviously great fun, but on the other hand the number of cases when your vehicle gets stuck in an unusual way and can't move has increased big time, and those all were new spots, cause the old ones like tops of huge stones and premises of buildings have been successfully fixed and got rid of. E.g. on Abbey map, there is a particular building one can fall through, getting right to the first floor. And get stuck over there. With somewhat simplified models of buildings, it's hilarious when Tiger tank sits on wooden floor on first storey. And there is a number of similar hm.. not exactly faults, but discrepancies that are to be found and fixed prior to the release of the new physics. The majority of the maps are to be adjusted, eg also on Abbey map, there is a sort of drained bed left from the river, quite a deep one. It's that deep that you can't get out of it once you get there. Disappointing really! In this case, it was decided to create a number of so-called "death zones" marked with special textures, where tanks will experience sudden death be destroyed right when they manage to get there, since there is no way out for them. The required global maps overhaul is currently in progress and is expected to last for a few more months.

N8. EU tree

EU tech tree is a sort of all-star team, comprising vehicles from Sweden, Finland, Hungary, Romania, etc., basically each and every European nation that has produced at least one vehicle suitable for the designated time line. Among those nations there are a few quite big ones in terms of tank production, like Italy, Poland or Czech Republic (Czechoslovakia), we haven't really made up our minds on. There is a possibility that separate trees for at least some of them will be made up. However they still can be incorporated into one common, larger tree. The only real problem with that kind of joint tech tree is that there is an obvious lack of high tier vehicles. Having digged up a bunch of military archives we made the issue less acute. However it still exists. We have managed to complete draft EU tech tree, that's of course raw and not polished at this stage, it can and will be changed hundred of times before the official announcement comes. It's quite safe to say that the tree will get its own (oh yes, it was hard) tier 10 HT, tier 9 MT and TD, and top tier SPG. So the tree is going to be quite branchy, though  getting tighter to the top tiers.

N9. Hardcore mode

Having tried some modifications of it during the alpha back in 2010, with no HPs, crits without saving throws for modules and crews, we have come to the conclusion that it is .. really boring. The idea itself hasn't been dumped completely yet, however the priority is set to low. Even though the basic hardcore variation is not that hard to introduce doing away with HP-system and saving throws, making fire deadly for the crew, etc.

N10. Medals and achievements

The set of medals and achievements is being worked on towards its expansion (and some modification as well) at the moment. So the introduction of mastery badges, which was in my opinion rather successful, is not the final step in this direction. We are planning to introduce some stuff, including things that will be displayed during the battle, allowing to tell noobs from pros assess the performance of team mates and enemies. The details on this will follow later.

N11. New chat system

Upgraded chat system with lots of new functionality, comprising groups and statuses, is currently in the works and can be expected after a few updates.

N12. French TDs

As of now, the use of auto-loader for TDs is still vague, however this hasn't been set in stone and even though at first stage those vehicles may manage without it, the feature can be introduced later. Talking about the peculiarities of TD line as a whole, it resembles the existing French tank lines to a high extent, with pre-war models being heavily armoured and slow monsters, and post-war vehicles with almost no armour at all that are extremely mobile and can bite hard. TDs will be pretty much behave like tanks, which is no wonder since they were based on tanks.

N13. Sturmtiger

The vehicle is somewhat special for several reasons. First of, it fires rockets (which means special effects are required), then goes caliber (380mm is more than any of SPGs currently has) - it causes some balance issues related to amount of damage per round, huge reloading times, and extremely limited ammo (6 rounds). Raise KV-2 with 152mm to the X power and you will get the approx gameplay for Sturmtiger. :) The priority for the vehicle is currently set somewhere between medium and low.

N14. 7.4 update

As announced it will include French TDs and SPGs, a couple of prems, and some functionality including two new variations of standard battle mode and yet not revealed features. Public test will start not before long...

Monday, May 14, 2012

[WoWP] Me-262 HG III: Hochgeschwindigkeit

German aircraft manufacturing corporation Messerschmitt AG started the new program  named Hochgeschwindigkeit on February 16, 1944. The program aimed at development of high-speed modification of Me-262 jet. The research was carried out in several directions simultaneously ranging from Me-262 HG I, slightly different from the basic model, to really drastic metamorphosis - project  Me-262HG III. The latter had been worked on since December 1944. 

One of the main differences between Me-262HG II and Me-262HG III subprojects was the shape of the wings, namely wing sweep was increased to 35° and 45° respectively. Also both prototypes got lowered canopy, borrowed from Me-262HG I. It reduced drag, however made visibility somewhat worse. Me-262HG III differed from "prototype II" in terms of layout of engine nacelles. Having gained aerodynamically perfect form, they were located close to fuselage. This decision, on the one hand, reduced drag, on the other hand, the designers had to rework the construction of left and right gears (chassis). They were made to retract into the fuselage, in addition to that the "much beloved" narrow gage from Bf. 109 appeared on the new creation of Willy Messerschmitt as well. Another problem related to the change of engine layout was loss of air on its way through intake tube (the same issue popped up during the development of promising single-engined fighter - P.1101).

During the development of Me-262HG III several tail assembly and engine options were tried. As a basic decision it was planned to use the same tail assembly from Me-262, also the designers considered V-shaped tail assembly and even a truly exotic layout option with cabin being in rear (fin). 

Normally it was planned to mount 2 Heinkel HeS.011 engines, however this relatively compact motor, making draught of 1300 kg / 2870 lbs, had never been good in mass production thus an option was needed badly. And the alternative was found in most common German jet engine of that time - Junker Jumo 004. On of the Me-262HG III prototypes allowed to mount 2 Junker Jumo 004 engines with draught of 1050 kg / 2310 lbs each. However future modification of that motor promised some outstanding draught of 1800 kg / 3970 lbs. Models with the highest thrust-to-weight ratio allowed Me-262HG III to reach transsonic speed. Me-262HG III project was also used in development of night fighter that was in intended to replace Me-262B.

Unlike Me-262HG I model that actually made it to the sky and Me-262HG II that had been prototyped, the most perfect modification of "Swallow" remained as a scavenging duct model. The project started too late to have a real impact on the WWII outcome.

However there will be a chance to change things in game, piloting the tier 10 German fighter creeping the enemy planes and dominating the sky. 

Me-262HG III in blueprints

Me-262HG III rendered

Friday, May 11, 2012

[WoT] New in WoT Digest. Part 1.

With this post I'm starting a series of digests covering some new and to some extent already announced features and content that are planned for World of Tanks in the foreseeable and hm.. less foreseeable future. 


N1. New game modes

This is definitely N1 of all times and currently has the highest priority possible. The development of the new game modes have been broken into several development stages. The first ones in queue will be modifications of the current standard (random) battle mode already familiar to players and. The victory conditions are going to be the same: either base capture or total destruction of enemy vehicles, however some things will be modified.

As for Attack & Defense (draft name) game mode base capture mechanics, there is only one base on the map that belongs to the defending team. The attacking party has no base at all and its mission is to either capture the only base or destroy the defending team. 15 min time limit can and most likely should be reduced for this mode.

Counter battle (draft name) game mode also offers only one base which is located somewhere near the center of the map. Base capture mechanics also is to undergo some changes, thus when tanks of the two opposing teams are in base capture circle, no points are awarded at all. The rest will be the same again with hits on enemies break the capture progress, etc.

The above two variations of standard battle game mode, Attack & Defense and Counter battles, are planned for 7.4. Both are currently in testing.

The next step will most probably be long-awaited Historical battles. This kind of entertainment, being a variation of company battles, is going to be available for organized teams (we do plan some simplifications for individual players of how to find the suitable company). Visually the mode will resemble Clan Wars "in miniature". Expected time of completion a single scenario (battle) is going to be up to 2 hours. Consequently, in terms of time "consumption" and  player commitment, Historical battles are expected to take place somewhere in between Company battles (with 1h per day) and Clan Wars (with 3-6h per day). Currently we are polishing the concept of this game mode to prepare it for the production. The main feature of Historical battles is obviously historical setups of the vehicles, broken into periods. Playing a 1941 battle, there will be no Tigers and IS's available, in 1943 you won't see any T-54s and E-50s... Actually, there will be no T-54s and E-50s at all in this mode :). At first Historical battles are going to be limited by World War 2 time line, later on the period can be extended (eg include Korean War and the respective vehicles fought there).

Looking into even more distant future, can't but mention one more game mode that has been talked about - Garage battles. In this mode you can choose several vehicles to play in one particular battle in succession, one after another. Garage mode will indeed offer totally different experience giving players a chance to actually revenge themselves in the same battle, using another vehicle. If they are lucky and/or skilled enough, for sure :)

N2. Revision of T-50-2   

With most of the in-game vehicles being rather close to their real-life counterparts, there are some exceptions to the unwritten rule. The most vivid example would probably be tier 5 Soviet light tank T-50-2 which in reality was totally different. As for the in-game one, it has got the name of laws-of-physics-breaker.  The real T-50-2 produced by Kirov plant was, truth to tell, a mediocre light tank, especially in terms of mobility. The in-game version does look like a sort of motorcycle, which is really disappointing. The group of our military and tanks experts is currently digging up the archives to find a suitable replacement or even two :) (there are different crazy ideas). The bottom line is that such revision of T-50-2 will most likely happen. Eventually.

N3. French premium HT

All factions, except for French at this time, enjoy their own high tier premium heavies. Soon we will get rid of this unfairness, introducing one of the post-war heavy tank projects (most likely without auto-loader) for France. At this stage we are still not sure whether it is going to be tier 7 or tier 8 to fit the balance.

N4. Armoured Skirts 

Also has already been mentioned before. This is really quite time- and effort-consuming task mostly even not from a coding side, but from modeling point of view.  So taking into account always limited resources and manpower, it was decided that new tanks (everyone wants Brits to arrive, right?) should have a higher priority than skirts, however this hasn't been dumped out of plans completely. According to the current concept, skirts are planned to be introduced as an unique module, like Additional armour, that can be mounted on a vehicle. This would change not only the visual looks of the vehicle (making it really cool), but also the hitbox itself, providing extra protection. There are even more relevant ideas, however with this being a long-term plan, details are to be shared later. 

N5. 30 vs 30 battles

Bigger is better? There is a special project within the team which goes under the internal name "boundless-land". Its goals are: 1) increase of map size and 2) introduction of 30 vs 30 battles. The issue is really complex affecting performance, both client and server sides, to a very high extent. And currently we are still researching the possibilities here, meaning the "enlarged" battles also belong to long-term plans.

N6. Commander's Tanks

This is going to be a separate type of tanks. The concept of Commander's tanks is the following: 
  • these are the vehicles with slightly inferior performance than regular vehicles of that tier, to make for that they have got certain special "abilities"
  • those who would drive commander's tank will get a commander's chart or map, allowing to assess the situation in battle and give orders to the team
  • only these tanks would enjoy special consumables like Airstrike, Reconnaissance, and some other things, representing a form of joint, team weaponry
Since commander's tanks are still at concept, design doc stage, some things may and most likely will be changed during production.

Added after reading comments on forums to clear up things a bit: Commander's tanks are intended for CWs mostly, and probably (if it works out) for companies, not for random/standard battles. 

In the next post I will cover such points as new physics, new tech trees, hardcore mode and other important things.

PS. Latest poll results.

Q. What do you prefer?
  • flight sims - 534 / 27%
  • flight arcades - 301 / 15%
  • mixtures of the above two - 882 / 45%
  • don't like flight games at all - 362 / 18%
Total votes: 1943. The next poll is up.

Tuesday, May 8, 2012

[WoT] Questions and Answers. Session 1.

Questions and answers session for World of Tanks. The user questions (italics) were gathered on EU  official forums. The answers (bold) are brief and concise to save your time. If something needs clarification, you can ask in comments.

a question.. you will create a factions mode!? example: usa tanks versus German tanks, or Russian versus France etc. thanks

That's called historical battles in our interpretation. However not all the combinations will be possible. Only those that took place in RL. 

When will you (Wargaming) realize that the Match-maker is not WORKING AS INTENDED, but that it actually does need some work?
Also, when are these long awaited new game modes planned for release? DO NOT SAY "Soon" - you said that ages ago. 


1. The new MM system is currently in the works, it's really a difficult and time-consuming task, thus the new system has to be really working smoothly before we can release it.
2. Two new game modes are planned for 7.x series. 


Have you decided on a general "theme" for British tanks yet? US tanks are mobile and comfortable
German tanks have accurate guns/good armour and burn like empty crisp packets Russians Have good armour/Gun power French tanks have autoloader's and high penetration guns
British tanks have...?
 

Difficult to say at this stage, since the we haven't done any kind of tuning yet. My personal expectation is that they will balanced all around, sort of jacks of all trades. However this wouldn't apply to each particular vehicle of course.  

Q: Any plans for the future patches to remove the nerf which occured to the French tanks? Tier 8 and up? Mostly the Batchat?
Q2: Why a tier 9 French med has the same top gun as the Lorraine 40t? Could it get atleast a better aim time or rld time to blance it out coz fo the tier difference? Since I can understand alot of ppl did cry about the Lorraine or AMX being op when having such a gun on that tier, but at the same time it is terribly underperforming against Tier 10 tanks.
 

1. Currently there are no such plans, the adjustments that took place in 7.2 were needed indeed. Stat-wise most of the top-tier French tanks are on par with their counterparts.
2. As a BatChat driver, I'm fine with its current performance. In general tier 9 meds, being closely balanced, enjoy slightly overrated performance. BatChat win ratio according to 7.3 data from RU side is the highest of all tier 9 meds.
 

Seriously, this is a post from a "guy" that feels threatened in his IS-7, fearing that he will no longer be able to noob around in his easymode tank, bouncing off every shell the E-100 have to offer. But ok, i bite the troll. IS-7 have more penetration, better frontal armor with virtually no weakspots, vehicle is smaller, more agile and faster than E-100. So besides having a tiny bit more HP, and ability to ram other tanks, what does the E-100 really have to offer, that justifies a player buying it over the IS-7? To my question: When are E-100 going to be buffed, and what changes are being considered? 

As of early 7.3 data, E-100 performs (48.2% win ratio, 458 exp) in line with 50B and IS-7, being slightly worse than IS-4 (48.3% and 465 exp respectively) and T-110 which is in the lead. With this gap of E-100 not being dramatic, presently we are not considering any changes to it.  

Do you acknowledge that team balance and matchmaking are terribly broken and will take steps to fix it sooner rather than later? Or as far as you're concerned all is good on this front and won't do anything? By "terribly broken" I mean that I can actually guess the winner team as soon as I see the setup in most matches. 

No, I don't.  

Q: Can there in future be some kind of achievment added for the most usefull tank in a LOST game? Damage dealt and/or base capture/defense wise.

After a brief thinking, I do like it. Really. Will consider it for WoWP at least. :) 

Does the new MM takse into account the winratio of a player whem making teams?

No, it doesn't. 


Heard that the Type 59 is once again available, on the Russian cluster. Any comments on that (or was it just a rumor)? Will it be added back on the European one as well?

This tank is not going to be returned to the in-game Stores in the foreseeable future. It can only be available during various special offers. 


Q: Are we getting clan logos in this patch?

Yes, they are enabled. Finally. 

Q: Why are the developers so keen on implementing the tanks historical weaknesses, but not their historical strenghts? And dont say its balance issues becouse the balancing in this game could be done ten times better tbh.

Of course it can be. On top of that, the balance is probably one of the very few things, everyone has its own special/unique attitude to, thinking that
only
their opinion is right, while everything else, including impersonal data, makes no sense. However I do admit that the overall balance is improving in the long run. With each influx of new vehicles (and we add them every update) we sort of undermining the current status quo or shaking it at least which requires some time to settle things down. And the ongoing revision of the tech trees only complicates the process.  

Q. Does this mean that the Japanese tech tree will be delayed and not here this year as estimated?

I would say that the chance of arrival of Japanese tanks this year is rather low. However, there will be other delicious tanks. Probably, for some players, they will appear even more delicious than the whole Japanese tree.  

is the maus/e100 equal to the other T10 tanks of the other nations now? in my oppinion its not, we dont have anny benefits with the slow big tanks now, with all the hi penetrations guns that have come in the latest paches. is there going to be some increace in the performance of the german T10s ? and do you know when the second gun on the maus e100 will be enabeled?

Currently only T110 stands out from tier 10 crowd, the rest are quite close to one another in terms of performance.

Thursday, May 3, 2012

[WoT] In Development: Vol. 5

With the "soviet" 7.3 update fast approaching live EU and US servers (RU release has just taken place while you still have some time to grin IS-4 :)),



the development team is now switching its focus to the next step, namely 7.4 update. The upcoming update is supposed to be more than just a content patch.

While the exact content and features for the next update, which is 7.4, is still to be finalized and extended.
  1. Extension of French tech tree
    • SPGs:
      • Renault BS
      • Lorraine 39 L AM
      • AMX 105 AM
      • AMX-13 F3 AM
      • Lorraine 155 (50)
      • Lorraine 155 (51)
      • Bat. Chatillon 155 (features cassette reloading or autoloader)
    • TDs:
      • Renault FT AC
      • Renault UE 57
      • Somua Sau 40
      • S 35 CA
      • ARL V 39
      • AMX AC de 100
      • AMX AC de 120
      • AMX 50 Foch
    • MT:
      • Renault G1R
  2. New premium vehicles previously available only to supertesters:
    • Soviet premium heavy tank of tier 8 Object 252/IS-6
    • German TD of tier 8 JagdTiger mit 8.8cm KwK 43 L/71
  3. Two new maps:
    • Wide Park. This map is based on Munich landscape and contains a large city part.
    • Airport/Airfield. The map features airport located in the desert.
In addition to that we can expect a bunch of new premiums available for supertesters only until 7.5. 

Also at this stage a lot of work is being done on the following stuff:
      • multiple UI improvements, especially the design of tank trees
      • new camo patterns
      • new game modes - Assault and Counter battles, both entered the final production stage
      • new sound effects
      • improvements to the current team damage reimbursement mechanics
The updates of the 7.4 current status will be provided closer to its release date.