Sunday, June 1, 2014

Straight Outta Supertest: The Pit

Source:
WoTLeaks VK community
For The Record

Apparently (although this info is NOT confirmed), Wargaming is working on a new (yet unnamed) map, code name “the pit” (or “the hole”).

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This new map is very small (400 x 400 meters) and is allegedly being made especially for low tiers (1,2,3). The reason behind it allegedly is that Wargaming wants the new players to “feel the action” straight from the start, because the fighting starts very soon after the battle commences and the fighting distance is very short. The respawn points are allegedly at the south and north of the map, the bases are in upper right and lower left corner.

PROScout Tutorials: Passive Spotting

Source: http://forum.worldoftanks.com/index.php?/topic/359366-proscout-tutorials-passive-spotting/

As we have seen, Scouts assume different primary and secondary roles as battles progress.  This tutorial sub-series will discuss the role most commonly associated to Scout play:  spotting.
Spotting is the act of exposing enemy tanks; an act known in World of Tanks (WOT) as “lighting tanks up”.  There are 4 types of spotting; the 2 most common are called Passive and Active spotting.  The 3rd is Peek-a-View spotting and the 4th is Proxy spotting. The goal of all 4 types of spotting is the same: light up enemy tanks.

Before we look at the different types of spotting further, let’s look at why Scouts spot.  Understanding why Scouts spot may help some of you non-Scouts or new Scouts overcome some of the Myths of Scouting.
Scouts spot for 2 basic reasons:

1: Gain intel for the team.
2:  Allow allied tanks to fire on the tanks which are lit up

Note the order I list those in.  I didn’t list them in order of importance to wins; rather, I listed them in the order which they are frequently employed during battle.

Especially with Active Spotting early in the battle, the Scout seeks to light up enemy tanks for intel reasons.  Based on what he discovers about the enemy team’s deployment, his team can then adjust and adapt their own deployment.  A Scout seeking to gain such intel CAN NOT wait for friendly Arty or TDs to set up before making the spotting run.   It is normally imperative for the Scout to get to a prime spotting location as fast as possible so he can monitor the enemy deployment.  Once Arty and other tanks are in position and ready to fire, he can usually make additional runs with the goal of lighting up tanks so allies can shoot them.  Understand the differences in his goals and don’t whine at him for spotting before anyone was ready.  His goal was not to set you up to shoot – it as to get information his team could use.

No matter which goal he has, he uses the same types of spotting techniques to achieve positive results:  Passive, Active,  Peek-a-View or Proxy spotting.

PASSIVE SPOTTING

Passive Spotting is the style most commonly used in the game today.   Shot accuracy has been buffed to the point Suicide runs are no longer successful often enough to make them worthwhile.  Most maps do not favor Half Court spotting.  As a result, the benefits of covert spotting using passive techniques are favored on most maps by most Scouts.

Passive Spotting is a bit of a misnomer as Covert Spotting is more accurate (I prefer to call it “Ninja” Spotting).  Passive means not actively taking a part in or not reacting to an action.  Covert means secret, hidden, unseen.    As we will see, Passive Spotting does require action on the Scout’s part, but the Scout desires to remain unseen  throughout.  Despite Covert or Ninja being the better term, Passive is so ingrained in the psyche of WOT tankers, we stick with that term.  But, whenever you hear the term “Passive Spotting”, think “hidden”; it will keep your mind open to how to most effectively Passive Spot.

There are two main types of Passive Spotting:  Bush and Open.  Let’s look at each individually, then talk about some general rules for Passive spotting

BUSH PASSIVE
In Bush Passive, the Scout uses bushes or trees to hide his tank from the enemy while he keeps them lit up for his team.   The addition of environmental camo bonuses allows the Scout to set up in what may become extremely close proximity to enemy tanks and remain undetected.

Ideally, one’s entire tank is concealed however that is rarely possible.  Trees won’t provide 360 degrees of protection and most bushes won’t either.  Thus, one should set up in way which provides concealment from the angles most vulnerable to discovery.  Monitor what is transpiring on the map and adjust your position as needed to remain concealed.  Furthermore, in locations such as Murovanka’s Magic forest, Passive spotting frequently involves bush hopping; that is moving from 1 bush to the next, staying hidden while slowly reconnoitering the entire area. 

As I said, Passive spotting is NOT really passive; even if one never fires one’s gun.  Your goal is to remain HIDDEN, not to remain still.

Notice also, I said "bushes or trees".   There are two ways to use trees.   At times, the leaves of a tree will already provide concealment for you, usually because you are on terrain higher than the tree, but remember, you can also knock a tree down to create concealment on the ground right in front of you.  Or maybe knock it down to the side of the bush you are in to provide lateral concealment.

There is a potential downside to knocking trees over for concealment.  If you do it in a common Scout set up spot, an alert enemy may notice the knocked down tree, understand its implication, and blind fire into the tree or bush 

PROS:
Much safer than Active spotting; the enemy can’t shoot what it can’t see.
Allows your team to damage and destroy enemy tanks with little chance of them receiving return fire.
Environmental concealment allows spotting of enemy tanks at fairly close ranges.

CONS:
Frequently takes your gun out of the game.
If no hard cover is quickly available, discovery often equals death.
If you guess wrong and no enemy shows up, you just wasted a few minutes of game time.

PRIME CONSIDERATIONS:
If they provide the same view, a bush right next to a building or rock is better than a bush standing out in the open by itself.   The ability to quickly get behind cover if spotted is life-saving.

Immediately after setting up in a bush, rotate your camera around and see if you are well hidden, especially from the direction you expect to see enemy tanks.  Not being truly hidden is one of the most common mistakes Scouts make.

Remember that an enemy tank exposes you the instant he is 49m away, no matter whether he has Line of Sight or not.

ROLE COMBOS:
Bush Passive can frequently be combined with Anti-Scouting and Sniping.


OPEN PASSIVE
Open Passive spotting does not use environmental camo; rather it relies on distance and superior View Range to provide concealment.  It is especially effective against Heavys, Arty and moving TDs.  
Once again, Passive is not really passive.  Frequently one must move in order to maintain the separation required to remain concealed.   Remember, when speaking about Spotting, “passive” really means “hidden”.

Because distance is required, this technique is much more common on Open and Mixed maps, but if one remains aware of opportunity it can still be pulled off successfully at times on maps such as Himmelsdorf and Ensk.  (I use it a lot at the start of games in Ensk).

PROS:
Usable anywhere one has Line of Sight at the distance required.
Allows your team to damage and destroy enemy tanks with little chance of them receiving return fire.
Under the proper circumstances, usable on every map in the game.

CONS:
Scout is normally extremely vulnerable if exposed.
Only usable in specific situations
Requires intimate knowledge of View Ranges to maximize effectiveness

PRIME CONSIDERATIONS
If a spotted tank has Binoculars and stops, its View Range can increase dramatically.

Because you are exposed, you must remain acutely aware of enemy tank locations on the map and adjust your position or abandon spotting before you are exposed.

KNOW the distance between you and spotted  tanks.  That means keep your reticle on them often enough to always have a current range to target displayed.  This is NOT the time to guesstimate range.

ROLE COMBOS:
Open Passive can often be combined with Sniping.

GENERAL RULES FOR PASSIVE SPOTTING
During the countdown timer, tell your team you will light up tanks, then click on the map to show them where.  This will alert them to where you will work; hopefully some will set up to take advantage of your spots.
Ex:   “Spots coming here:”   Then click on 2-3 of the sectors where you will see the most tanks.

If possible, do not duplicate spots with another Passive Scout.  It is much better to go elsewhere and light up a different area of the map than to park 2 bushes away from a Passive team mate and spot the same places he is.

Positioning your tank to so it points towards your escape route saves you precious seconds if you are exposed.

Eventually, the spots at your location will run out.  Move on.  It does your team no good if you sit in a location which has no tanks left to spot.

When multiple targets are it up, encourage focus fire by requesting fire on a specific tank.

Spend your “down time” doing Quick Counts, analyzing the positions of both teams on the battlefield, updating in your mind what you will do if exposed, and what you will when you stop Passive spotting.

Be aware of opportunities to Passive spot as the game progresses; it isn't just a thing you do when the game starts!  Other tanks may get the glory, but it is almost always a better idea to get hidden, spot and let a distant ally get the damage and kill while you conserve hit points than it is to go Rambo and get beat up needlessly.  The Hit Points you waste may prove critical later on.



In the next tutorial, we will look at Active spotting.


HAPPY HUNTING!

Saturday, May 31, 2014

9.1 New Hangar (4th of July)

Source: For The Record

Looks like there is a new hangar in the 9.1 files, named “4th of July”.

Regular version download (replacing regular): http://www.ulozto.net/xunj3XPv/hangar-v2-pkg
Premium version download (replacing premium): http://www.ulozto.net/xEue4HVn/hangar-premium-v2-pkg

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9.1 Test 2 Patchnotes

Source: For The Record

- returned the 9.0 shooting sounds
- Hellcat and Jackson engine sounds returned to the ones in 9.0
- returned the tank explosions from 9.0
- fixed several cases of the appearance of the “black screen” bug
- fixed the appearance of black and blue tracers in sniper and arty mode
- fixed the bug where the map took too long to load on low graphic settings
- fixed the quick FPS drop when switching to the sniper mode while having other than maximum landscape settings set
- fixed the bug that caused FPS drop when shooting with rapid fire automatic guns
- fixed some crashes and freezes of the game client
- fixed the bug where the sound effects and voice alert was missing in some cases of shell hits
- fixed the 9.1 test 1 bugged changes of SU-100 camo when shooting
- changed the settings of some of the German tanks in the Bryansk Front HB
- fixed the bug where, when you switched from artillery mode to arcade and then back again while holding the RMB, the size of the aim circle was incorrect
- fixed the bug where the resolution setting resetted every time you ran the game in fullscreen mode
- added the support of 5:4 screen ratio
- fixed some of the errors in switching between your tank and allied tanks when you die
- fixed small graphic model issues of some tanks
- fixed small mistakes on some maps
- fixed the destruction effects of some objects

Friday, May 30, 2014

Strongholds Game Mode: First Details

Source: http://worldoftanks.eu/en/news/46/strongholds-first-details/

Strongholds is a new game mode designed for clan members. It is available in the game client and has no connection to Clan Wars or any other activities on the Global Map. Strongholds represent clan property and consist of a virtual military base, zones surrounding it, and auxiliary buildings. Strongholds may be created by clan commanders for free.
Please keep in mind that Strongholds can only be created by clans with at least 20 members.
This new mode should not be thought of as a kind of browser strategy game. All features of this mode are free of charge, and the resources for it can be earned in tank battles.
In order to develop your Stronghold and achieve various bonuses (Orders) you will need to earn Industrial Resource by playing in the following battle types:
  1. Skirmishes.
  2. Attacks on enemy Strongholds.
  3. Defending your own Stronghold.
A clan may increase the level of its stronghold at its own discretion. As you increase the level of your Stronghold you will be able to earn more frequent and higher quality bonuses. On the other hand, its increased size requires more forces to defend it. Defending and attacking Strongholds will only become available from certain levels, in order to protect new players to the mode.
Skirmishes are 15 vs 15 battles, where teams are randomly matched up from all of those who are currently queued in the Skirmish mode. Companies may be created by any player to fight in Skirmishes. However, before joining these battles you’ll need to choose the type of Skirmish, which will define the maximum vehicle tier allowed in the battle. Currently there are three types of Skirmish:
  1. Medium (Tiers I-VI).
  2. Champion (Tiers I-VIII).
  3. Ultimate (Tiers I-X).

The rules of these battles follow standard principles similar to the Tank Companies battle mode. The battle results determine the amount of Industrial Resource earned by each participant and team as a whole.
The Industrial Resource acquired can be spent on building and upgrading Structures. The Structures then issue Orders that activate temporary in-game bonuses for all clan members in all game modes, including Random Battles.

Table of Orders available in the first test version of Strongholds

Order Bonus typeMaximum value* Produced by
 «Battle Payments»  Increased earnings for
all battles (credits)
 Up to 50%  Financial Unit
 «Tactical Training»  Increased earnings for
all battles (XP)
 Up to 50%  Tankodrome
 «Military Maneuvers»  Increased earnings for
all battles (Free XP)
 Up to 50%  Military School
 «Additional Briefing»  Increased earnings for
all battles (Crew Experience)
 Up to 100% Training Unit 
 «High-capacity transport»  Increased earnings for
all Skirmishes (Industrial Resource)
 Up to 100% Transportation Unit 

*These values may be altered depending on test results.

We plan to introduce new types of Orders in further updates.
You can try this new mode during the special public test. Keep an eye on the news for the announcement!

 


9.1 Matchmaker




[Strippers Series] The American T110E5

Source: http://wotguru.com/weak-spots-guide-t110e5/

The tier 10 American heavy tank T110E5 has a great frontal armor profile but sacrifices armor on the sides and rear of the tank.  Frontally many will struggle at first since the “go to” commander’s cupola is actually pretty damn strong and the lower glacis is an eggshell shape which makes it strong in some places.
The index at the bottom of each picture describes a few abbreviations used and also the format in which the armor details are described in. Effective Armor (EA) refers to the overall effectiveness of the armor without normalization.
 The armor values are presented in three different scenarios for the angled view of the tank.15° frontal(75° side),  25° frontal(65° side), 35° frontal(55° side), and 45° frontal(45° side).

Frontal

T110E5_Frontal
T110E5_Frontal2

Frontally the T110E5 can be very difficult to deal with if you treat it like any other tank.  The commander’s cupola is heavily armored and only the base and small machine gun sticking out of it can be penetrated regularly.  If you hit it in the sloped sections your round will simply bounce off which makes this location difficult to hit reliably. Moving down the the turret you find yourself faced with a very strong mantlet and frontal turret armor.  The main weak spots here are just around the gun and also to both sides of the mantlet if you have enough penetration.
The upper glacis should be avoided in almost any situation since it is thick and heavily angled.  It is capable of bouncing most shells in the game unless you can negate the armor by shooting down into it from above.  The lower glacis is an eggshell shape and below the “beak” area is very weak for most tanks facing the T110E5. Simple shoot at the armor that is facing you and you will be hitting the least angled part of the lower glacis.  Towards the bottom of the lower glacis inside of the tracks are 44mm “flaps: in A1 which can be difficult to hit since they are very small but are there for use if you are stuck in a light tank. The ammo racks are located behind the “LFG #1 +20°” sections.

Side

T110E5_Side

The side armor of the T110E5 drops considerably compared to the frontal armor.  The turret still retains some protection especially in the front half of the side turret armor.  The ammo rack in the turret is located in the rear portion of the turret on the right side(if you were driving the T110E5) while the radio shields the ammo rack in the back left section of the turret.  Parts of the frontal armor do bend around to the side view of the T110E5 so avoid shooting towards the very front of the side.
The side hull armor is only 76mm thick below the turret and drops to 44mm towards the bottom of the tank.  Simple avoid shooting to low so that you do not hit the track areas with no hull armor behind them and you will be fine with damaging the hull armor.

Rear

T110E5_Rear

The rear of the T110E5 is straightforward as far as damaging it… Simply avoid shooting the sloped sections of the turret and commander’s cupola as they are the strongest sections of armor on the rear of the tank.  The remaining hull armor and the flat section of the rear of the turret are very lightly armored.

Angled

T110E5_Angled

I did not include a detailed angled view for the T110E5 since the weak spots stay the same from the frontal view in this guide. Simply stick to shooting the lower glacis sections that are closest to you(least angled) and also the turret weak spots if the lower glacis is not available. If the side armor ever falls below 70° then it is easy pickings and you can cut through the paper thin side armor of the T110E5.  If a T110E5 ever “wiggles” back and forth simple aim at the lower glacis and do not move your aiming circle.  If you keep it still you can simply wait a half second and shoot when the weakest point of the lower glacis is moving into your shot. If you try and follow where you want to hit on the lower glacis then you will only increase your chance of bouncing off.

Storm talks about 9.1 Test 2

Source: 
http://world-of-kwg.livejournal.com/294238.html
For The Record

Storm is asking for Test round 2 feedback (performance, bugs etc) – he adds that the gun and Hellcat/Jackson engine sounds were returned to 9.0 standard because they were added to the test mostly to gather player feedback, there was no plan to release them in 9.1 live patch. The feedback on the gun sounds is conflicting, for the engine sounds it’s positive. Wargaming will take these opinions into account when developing the game further.
There is also a bug that changes the screen side ration, it will be fixed in the live server.
From the discussion:
- the 9.1 test sounds will be polished and they will return in one of the upcoming patches
- more tank engine sounds than Jackson and Hellcat are being recorded
- Storm states that the “moving corpses” bug was already fixed (players claim it is still there)
- engine sounds for exotic tanks will be recorded from “a similiar type of the engine”
- Storm doesn’t consider it a problem that the GPU is stressed in the new hangar more than in combat
- Chat 2.0 – “medium perspective”
- HD model mass-production system is not yet finished
- the mechanism of automatic platoon searching is not being developed yet
- the file “availablecontent.xml”, that appeared in the test client, does not mean there will be DLC, it is tied to the split of the HD and SD client
- the HB crew transfer without penalties “cannot be guaranteed for now” (SS: there was a plan for some of the tanks to act like “premiums” by being able to use crews from different tanks)
- there is little data collected from the test on the 9.1 historical battles
- reworking the decals and hit effects is not in near plans

Thursday, May 29, 2014

[WoT Awesome Replays] World of Tanks Awesome Replays Episode 192 - T-62A vs 8 enemies


PROScout Tutorials: Welcome to Scouting!

Source: http://forum.worldoftanks.com/index.php?/topic/355321-proscout-tutorials-welcome-to-scouting/

You have just acquired your first true scout tank; a Luchs, Pz38nA, T-50, A-20, M-5 or M5A1 Stuart – it doesn’t matter which Tier IV it is – and press “Battle!” in your garage.  Moments later, the map loads and…

 “WTH?!?!  Tier VIII tanks?  WHAT IS GOING ON HERE???”

If you are foolish enough to ask or complain in chat, you are immediately labelled a noob, or worse, and informed you are a Scout. 

By this time, the 30 second countdown timer hits :00 and off go the other tankers while you, still somewhat confused, creep forward to the nearest rock, bush, or building you can find, all the while trying to figure out how in heck your baby tank can possibly help your team while fighting those Tier VIII behemoths.

Before you can come close to deriving an answer, team mates start complaining to you and order you to “Go Scout!”.  30 seconds later, while you still confusedly try to grasp what is going on, someone yells at you again for not scouting and TKs you.

CONGRATULATIONS!  You are now an official member of World of Tanks’ Fraternity of Scouts!

The good news for some of you is running a Scout tank is a temporary affliction; grind through a few and you are closer to your goal of owning some higher tier Medium or Heavy.  The bad news for those of you who purposefully choose to run recon tanks, the disease scientifically named “smalltanx spotomania” (commonly known as “Scouting”) is NOT covered by the Affordable Healthcare Act; even Obama was scared to address people crazy enough to WANT to play Scouts.

So what is a new Scout, voluntary or involuntary, to do? 

The forums are full of advice, some good, some bad; often both mixed together in a single post or thread.  Tankers in battles are full of advice, usually bad, however well-intentioned.

PROScout is one of your answers.  The original Word/pdf Scout Guide passed 2,000,000 downloads long ago.  After migrating online, the PROScout website has far surpassed that, reaching out to help neophyte and veteran Scouts alike.

In the upcoming WOT Forum series, PROScout will look at all aspects of Scouting, 1 detail at a time.  If you don’t want to wait for it all to come to you, feel free to go to it.  Head on over to the  PROScout website and watch as it updates as the series unfolds. Not only will you find pages of information and ideas to browse through, but you will also discover hundreds of narrated YouTubes featuring many of the best pub Scouts from the NA, EU, and SEA servers.

Count on a new update at least once a week but the pace will normally be more rapid than that.

The first topic will hit the forum this weekend.  Until then,

HAPPY HUNTING!