Source: EU Forum
Newest Q&A on FTR reveals some interesting balance changes coming in 9.1
- TD camouflage bonus after shooting will be removed (SS: currently,
when shooting, TD’s don’t lose as much camo as other classes, this will
be a nasty nerf especially to very fragile TD’s with big guns, such as
the Borsig and WT Panzer IV)
- some light tanks will be buffed (at the very least, MT-25 and VK2801),
MT-25 should be buffed approximately to the old T-50-2 level
- tier 4+ light tanks will have their MM tier spread reduced (there will be exceptions for certain vehicles)
- 12 of the worst tanks (statistically) will be buffed and 8 of the best will be nerfed
This blog contain many interesting info which is collected or wrote by me and my friends. Hope u like it!
Wednesday, April 16, 2014
[WoT Awesome Replays]: Killing T95 with 2 shots from VK 45.02A
Well, wow- It's just awesome! >0<
Tuesday, April 15, 2014
9.0 Update Notes
Source: NA Portal
- New game mode: Historical Battle Face off as specific nations and vehicles in battles based on real conflicts. The following historical battles are available: Battle of Kursk, Battle of the Bulge, and Operation Spring Awakening
- "HD" tank models: Available for a select number of vehicles for the time being. See Graphics section
- New German vehicles: Pz.Kpfw. IV Ausf. A (tier III medium tank); Pz.Kpfw. IV Ausf. D (tier IV medium tank); StuG III Ausf. B (tier IV tank destroyer)
Maps
- Performance drop on the Widepark map fixed
- Malinovka, Serene Coast, Steppes, Redshire, Mountain Pass, and Severogorsk maps modified and reworked for better gameplay experience
Changes to Vehicle Characteristics
UK
- Penetration of the AP W Mk. 1 shells intended for 15 mm Machine Gun BESA changed from 25mm to 27mm
USA
M2 Light Tank
- Rate of fire per shell container forthe Browning MG caliber .50 HB, M2 gun increased by 22%
- Penetration of the AP M2 shells intended for Browning MG caliber .50 HB, M2 changed from 22mm to 27mm
T7 Combat Car
- Maximum reverse speed changed from 16 to 20 km/h
- Maximum forward speed changed from 38.6 to 56 km/h
- Rate of fire per shell container for Browning MG caliber .50 HB, M2 gun increased by 22%
- Ammunition capacity of Browning MG caliber .50 HB, M2 gun changed from 1,100 to 1,350 shells
- Penetration of AP M2 shells intended for Browning MG caliber .50 HB, M2 changed from 22 mm to 27 mm
Germany
Pz.Kpfw. IV
- Side screens added
- Maybach HL 108 TR engine removed
- Repair costs decreased by 3%
- Maximum forward speed changed from 48 to 40 km/h
- Ammunition capacity of 10,5 cm Kw.K. L/28 gun changed from 42 to 59 shells
- Gun depression of 10,5 cm Kw.K. L/28 changed from -7 to -5 degrees
- Gun depression of 7,5 cm Kw.K. 40 L/43 changed from -8 to -7 degrees
- Gun depression of 7,5 cm Kw.K. 40 L/48 changed from -8 to -6 degrees
- 5 cm Kw.K. 39 L/60 gun removed
- 7,5 cm KwK 37 L/24 gun removed
- View range of the first turret changed from 330 to 340 m
- Hit points with the second turret changed from 460 to 480
- Hit points with the first turret changed from 420 to 440
Misc.
- Suspension performance issue for improved vehicles fixed
- Armor of the following vehicles reworked: Т-54, Т-34-85, М103, Tortoise, Centurion 7/1
- Names of Pz.Kpfw. IV and StuG III changed to Pz.Kpfw. IV Ausf. H and StuG III Ausf. G, respectively
- Minor dimensional changes introduced to: Pаnzerjager I, Panzer I, and Sturmpanzer I
Gameplay
- Random battles in Confrontation mode removed
Achievements / Medals
- New awards added in Team Battles: Fighting Reconnaissance, God of War, Will-to-Win Spirit, Crucial Shot, and For Tactical Operations
- Conditions for Steel Wall award changed
Graphics
The following vehicles were reworked with higher-quality models:
Т-54 Tiger I M4 Sherman (more)
M18 Hellcat M103 Tortoise Maus (more)
Panther
Т-34-85 Centurion 7/1 (more)
- Implemented tank turrets flying off when ammo rack is destroyed (more)
- New Graphics settings window added
- Auto-detect system for graphics settings reworked
- An option added to reduce game scene resolution while keeping GUI resolution unchanged ('Dynamic Resolution' option in graphics settings)
- Field-of-View (FOV) configuration option added
- Option added for setting color filters intensity
- Option added for setting screen refresh rate
- New full screen effect in Sniper mode added (can be disabled in Settings)
- Draw quality of decals and motion blur effect optimized
- Significant performance issue after enabling track traces fixed
- Display of shadows on flora at medium and high settings fixed
Interface
- All music remastered
- Input language indicator added to login screen
- Vehicles tab in Service Record window reworked and corrected
- Statistics tab in Service Record window reworked
- In after-battle statistics, Potential damage replaced with Damage blocked by armor
- Voice Chat malfunctions fixed
Replays
- Visual depiction of Dispersion Indicator during battle playback fixed
- Minor bugs during battle playback fixed
- Certain bugs with rewinding/fast-forwarding during battle playback fixed
Other Bugfixes and Changes
- Issue with artillery shells landing out of aiming circle in artillery mode fixed
- Issue with artillery shells exploding in midair fixed
- Issue with game client hanging up on exit fixed
- Game client performance on some PC configurations improved
- Notification and invitation windows when in the Garage fixed
- Table displaying tiers of vehicles in queue removed
- “Ammunition is empty” message added when pressing F8 after running out of shells
- Auto-Aim point selection system changed
- Draw quality of large lists of vehicles in Missions window optimized
- Number of complaints per day increased from 5 to 10
- Some complaint types changed
- Minor bugs in Missions window fixed
- Audio interruptions during automatic gun fire fixed
- Issues with track traces disappearing and flickering fixed
- Occasional issue with shells hitting vehicles without sound effect fixed
- Uncontrolled relocations of destroyed vehicles fixed
- Issue with spinning wait icon being displayed every minute while in the Garage fixed
- Issue with “In Depot” icon displayed after removing permanent Camouflage purchased prior to 0.8.11 release fixed
- Issue with amount of experience displayed in tooltips for researched vehicle or module fixed
- In Vehicles statistics tab, fixed display of statistics on awards obtained in Team Battles
- Issue with occasional delayed awarding or not awarding Abrams' Medal fixed
- Win percentage rounding fixed
- Fixed issue with connection to voice chat of training room upon client relaunch
- Draw quality issue with tracer outside shell trajectory fixed
- Dynamic target (Gunner's) viewpoint added to target points subject to visibility checks from (Commander's above-turret and Gunner's on-gun) viewpoints
- Issue with after-battle saving of distance from camera to player's vehicle fixed
- High-Explosive shells will not explode when hitting a crew member located outside a vehicle (for open-type SPGs)
- Performance issue with Tank Company filter by Commander's name fixed
- Mistakes in descriptions of certain awards corrected
- Gunshot effects supplemented with dynamic lighting sources
- Volume of tank engine and suspension sounds reconfigured
- Effects of dust raised by gunfire debugged
- Gunfire effects for certain tanks fixed
Monday, April 14, 2014
[Review]: Sexton I- The British tier III premium SPG
History
In 1942, the US supplied enough M7 Priest
self-propelled howitzers to equip a number of British Army artillery units in
fighting in North Africa. The British found the Priest to be an excellent
weapon, which gave artillery the same mobility as tank units. However, the
Priest used the American 105 mm howitzer rather than the British equivalent,
the QF 25 pounder gun-howitzer. Having to supply different ammunition for a few
units complicated supply for the British Army. The US attempted to fit a 25
pounder to the M7 Priest - producing the T51 in mid 1942 - but the program
suffered delays including the destruction of the gun mount on the prototype
during the first live-firing exercises.[1] US resources were not available for
a vehicle solely for British use so Britain turned to Canada.
The Canadian Army Engineering Design Branch through the Canadian government's Department of Munitions and Supply were asked to build a vehicle similar to the M7 on the Ram tank chassis. The Ram tank was a Canadian tank design that used the chassis of the American Medium Tank M3 as did the Priest. The Ram had been sidelined by a decision to standardize on the Sherman tank for British and Canadian units. A prototype was completed on 23 June 1942. Following trials in Canada, the Canadian government ordered 124 vehicles in three batches. The prototype was shipped to the United Kingdom in early 1943,[3] where it underwent further trials; the vehicle was found to be highly satisfactory and was given the designation "Sexton" (after the religious custodian) in May 1943. The British government ordered 300 Sextons in the summer of 1943; however, these Sextons were to be built on Grizzly tank hulls (Canadian-built M4A1 Sherman tanks) instead of Ram tank hulls. The Ram-based Sexton was designated as the Sexton Mark I and the Grizzly-based Sexton was designated the Sexton Mark II. British orders for the Sexton II eventually totalled 2,026 vehicles.
The Canadian Army Engineering Design Branch through the Canadian government's Department of Munitions and Supply were asked to build a vehicle similar to the M7 on the Ram tank chassis. The Ram tank was a Canadian tank design that used the chassis of the American Medium Tank M3 as did the Priest. The Ram had been sidelined by a decision to standardize on the Sherman tank for British and Canadian units. A prototype was completed on 23 June 1942. Following trials in Canada, the Canadian government ordered 124 vehicles in three batches. The prototype was shipped to the United Kingdom in early 1943,[3] where it underwent further trials; the vehicle was found to be highly satisfactory and was given the designation "Sexton" (after the religious custodian) in May 1943. The British government ordered 300 Sextons in the summer of 1943; however, these Sextons were to be built on Grizzly tank hulls (Canadian-built M4A1 Sherman tanks) instead of Ram tank hulls. The Ram-based Sexton was designated as the Sexton Mark I and the Grizzly-based Sexton was designated the Sexton Mark II. British orders for the Sexton II eventually totalled 2,026 vehicles.
Pros
and Cons
Pros:
- High rate of fire
- Fairly mobile
- Massive ammo capacity
- Large gun sweep
- High accuracy
- High DPM (damage per minute)
- Good gun depression
- Good credit grinding abilities
- Average armor, may bounces some shells if u lucky
- Cheap price (1250 gold only)
Cons:
- Low damage per shot
- Don't expect splash damage
- Poor shell penetration
- Crew positions do not match well with other British SPG
- The priority target of enemies
Tactics
The Sexton I are played in a particular way compared to other
tanks, here are some basic rules.
Find a safe location, usually the corners of the map behind a rock or a bush, it is crucial not be detected by opponent scouts who can possibly reach the area of your base. (Should notice your short range of fire)
Use the T button to indicate to your team mates the enemy that you are aiming so that they won’t enter in the explosion area and maybe maintain line of sight with the target to give you a hand.
If the target is stationary, target it back slightly, due to the trajectory of the shells you have a greater chance of hitting it in this way that with a perfect centered aim.
If it is moving aim a bit forward based on its speed, is not easy and requires time and practice.
Find a safe location, usually the corners of the map behind a rock or a bush, it is crucial not be detected by opponent scouts who can possibly reach the area of your base. (Should notice your short range of fire)
Use the T button to indicate to your team mates the enemy that you are aiming so that they won’t enter in the explosion area and maybe maintain line of sight with the target to give you a hand.
If the target is stationary, target it back slightly, due to the trajectory of the shells you have a greater chance of hitting it in this way that with a perfect centered aim.
If it is moving aim a bit forward based on its speed, is not easy and requires time and practice.
Equipment (Recommend)
-Camouflage Net: increases camouflage by 25% when the tank isn’t moving for 3 seconds
-Artillery Shell Rammer: -10% reload time of weapons
-Enhanced Gun Laying Drive: -9% time required to stabilize the aim
Compare with other non-premium SPG tier III
-Camouflage Net: increases camouflage by 25% when the tank isn’t moving for 3 seconds
-Artillery Shell Rammer: -10% reload time of weapons
-Enhanced Gun Laying Drive: -9% time required to stabilize the aim
Compare with other non-premium SPG tier III
http://tank-compare.com/en/compare/sexton-i/sturmpanzer-i-bison/su-26#T1=160I128I103I196I136&T2=179I151I127I219I137&T3=369I285I252I462I175
Sunday, April 13, 2014
Saturday, April 12, 2014
[Recovery Tank] Panzerkampfwagen VIII Maus
Source: RU Portal
Wargaming together with Panzer museum in Kubinka intends to restore the legendary tank Panzerkampfwagen VIII Maus- The famous primarily unusual characteristics. Some of its parameters have no analogues in the world, it is valuable as a monument of engineering mid XX century.
10 Facts about this German Monster:
- Maus - the heaviest tank ever built. It weighs 188 tons, which is more than three together "Tigers".
- Not every bridge that time could not stand such a giant. Therefore, designers should consider the possibility wading depth of up to 8 m along the bottom.
- 128 mm main gun "Mouse" could pierce any enemy tank from a distance of up to 2500 meters. Similar results could not boast of any serial tank anti-Hitler coalition.
- Gluttony "Mousy" is also impressive: on field trials in off-road fuel consumption reached 350 liters per 10 km.
- Development and testing of the tank began in 1941 and was carried out in secrecy. Prior to testing the Germans inflicted on the prototype markings, vaguely similar to the Soviet. This was done in order to give the tank for one of the Soviet trophies that were tested at the site.
- Competitor Maus tank was similar project under the symbol Krupp Tiger-Maus, who lost the competition and was closed. Subsequently, however, the company revived its Adlerwerke badged E100.
- Allied intelligence agencies are actively interested in the development of "Mouse", but it was the Soviet troops managed to capture both built prototype of the tank and a significant part of documentation.
- Germans tried to prevent the seizure of their monstrous creations: one prototype was blown up, the second shot. Later one of them and collected the unique instance.
- Transportation huge military machine was not easy. Until Soviet Maus got almost a year and arrived in Moscow in May 1946.
- At present, the only one in the world is located in the suburban Maus tank museum in Kubinka.
Friday, April 11, 2014
Official EU Mod Stance
Source: For The Record
After months and months of requests and discussion, Wargaming EU has issued its stance on forbidden/allowed mods. Unlike the US server and RU server, both of which went with taxative lists of banned mod functions, Wargaming EU took a… different approach.

No modifications shall be created which, according to Wargaming.net, bring undesirable changes to the gameplay of Wargaming.net Games. The list includes, but is not limited to:
If we were to use the “rule of thumb” and “common sense” as to which mods are illegal (“those, that give an unfair advantage in battle”), we would get possibly strange results.
Let’s say I am facing two tanks – which do I focus on first – certainly, tactical situation has to be considered, but what about seeing the players’ quality and winrates? So – seeing someone’s winrate is illegal, eg. XVM and other such “noobmeter-type” clones DO give me an advantage, right? But they are not banned.
This is not a call to ban XVM, this is just an example of how the reality of mod banning differs from common sense. There are other such mods as well – for example, various “super zooms” allow you to aim very pricisely over the entire El Halluf, yet they are not banned either (at least according to EU support).
So yea… just be careful with what you are using and once again, don’t trust Wargaming to tell you what you are allowed to use. They won’t. They will just punish.
After months and months of requests and discussion, Wargaming EU has issued its stance on forbidden/allowed mods. Unlike the US server and RU server, both of which went with taxative lists of banned mod functions, Wargaming EU took a… different approach.
No modifications shall be created which, according to Wargaming.net, bring undesirable changes to the gameplay of Wargaming.net Games. The list includes, but is not limited to:
- Transparent textures on game objects penetrated by game armament.
- Replacement of game models with collision models.
- Explicit highlighting of game objects that may seem dangerous as non-hazardous (e.g., white textures on destroyed tanks).
- Any changes to auto-aim (e.g., leading targets, automatic targeting of vulnerable areas).
- Fixing for the player the position of the other players that are not visible by the rules of the game visibility (locking the position of the player that disappeared from sight on map by tracer flares, display of the name of an enemy player that inflicted a non-critical hit remaining out of sight, etc.).
- Fixing the destruction of destructible objects on the minimap.
- Camera which is not attached to the position of a player, a “free” camera, able to move in three dimensions, and the use of artillery mode for other types of vehicles.
- Using keyboard macros in game situations (e.g., automation of work of “manual fire extinguisher”, except for an automatic shot from a reloaded weapon).
- Indication of an aiming point of other players which is different from its visual representation based on the position of a standard, unmodified 3D vehicle model operated by the player.
- Full or partial automation sending a vehicle to battle, its operating and firing (use of bots).
If we were to use the “rule of thumb” and “common sense” as to which mods are illegal (“those, that give an unfair advantage in battle”), we would get possibly strange results.
Let’s say I am facing two tanks – which do I focus on first – certainly, tactical situation has to be considered, but what about seeing the players’ quality and winrates? So – seeing someone’s winrate is illegal, eg. XVM and other such “noobmeter-type” clones DO give me an advantage, right? But they are not banned.
This is not a call to ban XVM, this is just an example of how the reality of mod banning differs from common sense. There are other such mods as well – for example, various “super zooms” allow you to aim very pricisely over the entire El Halluf, yet they are not banned either (at least according to EU support).
So yea… just be careful with what you are using and once again, don’t trust Wargaming to tell you what you are allowed to use. They won’t. They will just punish.
[European Games Award]: Double win for Wargaming!!!
Source: Original- English Translated
Dear players!
With your active support Wargaming company received an award known European Games Award 2014 in two categories!
Congratulations!
Dear players!
With your active support Wargaming company received an award known European Games Award 2014 in two categories!
- Sour Victor, CEO of Wargaming, was voted man of the year in the European gaming industry (Personality Award).
- Console MMO shooter World of Tanks: Xbox 360 Edition won the title of "Best European game for consoles» (Best European Console Game).
Congratulations!
[WoT Awesome Replays]: Rhm.-Borsig Waffenträger in Arctic Region
This video was published by Hetherlum Productions- Enjoy!
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