Jump to content


World of Tanks


731 replies to this topic

#101 Kaido

    The one who screams.

  • Member Test
  • 898 posts
  • Projects: Nothin'

Posted 02 September 2010 - 18:35

Changelog 0.4.5 - 0.5.4.1
Get it here:
1st Part
2nd Part
3rd Part
4th Part

"0.4.5 - 0.5.4.1 said:

Major changes:

- Introduced new system of waiting list for the battle formation.
- Added squad mode – possibility for two or three players to join the same battle (additional menu selection under the "Battle!" button).
- Introduced expendables – modules that can be used during the battle. Purchase and installations is through 3 slots in the hangar, to the right from the additional equipment slots.
- Reworked additional equipment: now some equipment cannot be uninstalled after being put on the tank, some equipment are divided into classes, introduced different prices for different types of equipment.
- Introduced crosshair settings. So far it's a test version with limited number of settings.
- Added 2 new maps: Erlenberg and Pagorki.
- Added new german TD level 9 - JagdTiger.
- Reintroduced markers "Attacking" and "Need help".
- Removed possibility of transferring experience from non-elite tank into the free experience.
- Added message when attempting to sell tank with crew or with installed additional equipment on it.
- Removed mortar trajectory for SPG.
- New calculations for the base capturing: large number of tanks at the base doesn't lead to the instant base capture.
- Changed the way the general channel works: now when player starts the game, (s)he does not get connected automatically to the general channel - to connect you need to open the channel window. Also when entering the battle, player gets disconnected from the general chat. When coming back from the battle, player will need to open the general channel window to reconnect.



Balance and gameplay:

- Reworked prices for all tanks and modules.
- Reworked profitability of tanks.
- Multiple balance changes for almost all tanks.
- Changed terms of receiving several medals of "hero of a battle".
- Doubled the price of transferring tank experience into free experience.
- Reduced cost of training crew members for gold.
- Reduced chance of fire for Maus' engine.
- Fixed damage models for several tanks.
- Reworked the influence of the driver on tank speed and maneuverability.
- Fixed possibility of the track to fully absorb the projectile.
- Fixed HE ricochet bug, which also sometimes led to reset of ammo selection into the first type, even though interface indicated that 2nd or 3rd type being used.
- Fixed errors with difficulty to destroy the open-air SPG when shooting into the open section.
- Limited changes in the repair cost for some tanks (to balance game economics).
- Fixed error when sometimes HE projectiles couldn't destroy the tracks.
- Increased number of slots for additional equipment to 3.



Content:

- Improved effects of shots and tank explosions.
- Added destruction for some objects.
- Added new effects for different types of destructible objects.
- Reworked hitpoints of destructible objects.
- Fixed speed of traverse rotation on some tanks.
- Fixed tire rotation on tanks Pz IV and T-28.
- Fixed errors in models of some tanks.
- Fixed excessive gloss of trunks on some trees.
- Improved and added some sounds.



Maps:

- Fixed and reworked minimaps.
- Lakeville: Fixed pass-ability and destruction of several objects.
- Ensk: improved decorations.
- Malinovka: fixed entrances into water.
- Murovanka: fixed appearance of "weird polygons", improved general performance.
- In order to improve performance, some extra objects were removed from the maps.



Interface:

- Added password saving option. The saved password is encoded.
- Fixed bug when settings "notification from other players" would not save.
- Fixed error with desyncing of counters before the start of battle.
- "Guard" vehicles renamed to "Elite".
- Fixed several typos.
- Fixed notification "Battle begins" which is visible throughout the battle.
- Fixed notification when you are trying to buy a tank you don't have enough money for.
- Reworked window with tanker's personal data.
- Added separate setting for wide-screen display mode.
- Fixed bug with blurry messages in hangar.
- Penetration "traffic light" (red-yellow-green will you penetrate or not) now does not work through the obstacles.
- Fixed small errors in the purchase window of a tank.
- Now in hangar only the tanker's experience will be reflected, without the commander's bonus.
- Added separate icons for premium HE shells.
- Improved icons of tankers in the hangar.
- When you click RMB in the strategic mode turret/gun will stop rotation.
- Return of the tip about in-game help (F1) to the loading screen.
- Added display of prices for all operations as floating messages in the hangar
- Added display of spread in armor-piercing and damage in the interface.
- Fixed switching from email to password by pressing TAB in the login window.
- Improved player's stats window.
- Expanded display of stats for other players and their tanks.
- Fixed error: "list of modules does not fit the edges of the window in the window mode".
- Fixed error with opening 2x information windows for modules when clicking RMB once.
- Fixed messages when unable to install turret because of weight limit.
- Removed confirmation window when leaving the battle waiting room.
- Added dialog window to turn on speed up crew training.
- Reworked display of tanker's personnel file and their training.
- Added possibility of changing face and name of the crew member.
- Added description of achievements/medals.
- Added description of secondary skills.
- Fixed error when some modules wouldn't display in the depot.
- Removed ticked off position of "ready for battle" square box in the tank lineup filter in the hangar.
- Fixed error with resizing of the tank after every hangar update.
- Added display of slot price on the slot itself.
- New hangar "header".
- Fixed error with display of Tip99.
- Fixed "compression" of the game window after switching from full screen into window mode by pressing Alt+Enter.
- Added images of medals to mark player's achievements.
- Fixed errors with display of side armor of some "open-air" SPGs.
- Fixed error: "When entering some amount of gold for exchange from a keyboard the key "exchange" stays inactive".
- Fixed error: «Entering the amount of experience on "elite" tank from a keyboard stays blocked.»
- Fixed wrong information on armor thickness of the tank in the store.
- Fixed error of exiting into the hangar without interface instead of entering the battle.
- Fixed some errors in the interface texts.



System:

- Fixed "black skies" bug.
- Fixed game crash when closing messages in the hangar.
- Fixed game crash with wrong tank coordinates.
- Fixed error with tank being moved beyond the edge of the map in the final stats of the battle.
- Reduced usage of system and video memory (approximately by 10-20% on different maps).
- Removed possibility of starting two clients at the same time.
- Reworked mechanics of memory cleanup. Now when the maximum RAM reached the game decreases texture resolution. And when it reaches the limit again - the game offers to restart the client.


Posted Image


Posted Image

#102 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 03 September 2010 - 04:53

The new expendables and the extra slot for equipment make for some interesting configurations, provided you have the funds, up to 6 slots filled with anything from chocolates (for the Germans) to repair kits to a gun rammer. It's also a bit jarring having to get used to the number of Maus's and IS-7's on the field, myself only being in an IS.
Posted Image

#103 Destiny

    Forum Nakadashi-er

  • Member Test
  • 3141 posts

Posted 03 September 2010 - 05:02

Chocolates...? :P
Posted Image

#104 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 03 September 2010 - 06:38

Yes! New patch is out! Now......the painful downloading....here i come :P







#105 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 04 September 2010 - 01:27

View PostDestiny, on 3 Sep 2010, 13:02, said:

Chocolates...? :/





Yep, Germans do get chocolates 8|

Posted Image







#106 TehKiller

    Silent Assassin

  • Member
  • 2696 posts

Posted 04 September 2010 - 08:43

Too many heavies, mooncannons and huge ass TD's
Posted Image

#107 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 04 September 2010 - 13:22

I know, after the soft wipe, everyone is using heavy tanks :/







#108 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 04 September 2010 - 13:28

The reason being that everyone's tanks were taken away and all of the XP they had used to get those tanks, plus the XP they had saved up was given back to them. I was given back just over 200k xp, which allowed me to get an IS. That's still not enough tank to take on what some were able to unlock (IS-4/7's, Maus', ISU-152's, JadgTigers). I mean, I like my IS, but when you can get one shot by artillery or when you're ganged up on by Tier 8-10 tanks, it's just too much. Slowly though, some are switching from heavy to medium tanks. Slowly.
Posted Image

#109 TehKiller

    Silent Assassin

  • Member
  • 2696 posts

Posted 04 September 2010 - 14:11

Meh all I know is that im cruisin in mah T34-85 trolling da heavies :/
Posted Image

#110 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 04 September 2010 - 14:13

I'd imagine you're using the faster firing 85mm, rather than the 100mm, correct?
Posted Image

#111 TehKiller

    Silent Assassin

  • Member
  • 2696 posts

Posted 04 September 2010 - 16:32

wrong. Im using the 100mm so I can actually rack kills (I did managed to take out tanks like a JagdTiger, KT, IS4 etc...) especially considering its usefulness in raiding a mooncannon (S-51)
Posted Image

#112 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 04 September 2010 - 19:07

I'm using the 100mm on my IS as well. It does one shot some tanks (such as the A-20), and it will put plenty of hurt to some other tanks like the VK3601H. Using HE shells, I did 5% damage each shot to an IS-7 (only got 2 shots on it).
Posted Image

#113 NergiZed

    ^^^ Pronouced like the battery brand ^^^

  • Member
  • 2992 posts
  • Projects: Shockwave and Rise of the Reds

Posted 10 September 2010 - 18:35

Just got into WoT, my tank sucks at the moment, but I'm hoping to upgrade to a T-26 at some point. Currently, I have a fulled decked out MS-1, which doesn't count for much. I've got a win/lose ration of like 2/5, and I've only scored likely less than 20 total hits and only two kills. :( Need Better Tank....

Edited by NergiZed, 10 September 2010 - 18:41.


#114 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 10 September 2010 - 18:48

As far as starting tanks go, the Leichttraktor is pretty decent. Okay, it doesn't compare to the higher tier tanks, but it will hold its own against the MS-1 (granted, every tank can do that). The T-26 is better at sniping than it is at direct engagement. Personally, I'd rather have a Pz II than a T-26, but I've had some pretty good games with the little 26. I highly recommend the 45mm for the T-26. It packs a good punch for the tank class and IIRC, is able to punch through the front armour of the AT-1 (which, at 40mm, is the thickest of the first two tiers).

Just wait until you get to the higher tiers mate. The guns get more powerful, the tanks get faster and more armour and the reloads get crazy. You'll really like the Russian mediums and the higher tier heavies (not the KV's though).
Posted Image

#115 Dispenser

    Casual

  • Member
  • 84 posts
  • Projects: Doing drawinations

Posted 10 September 2010 - 18:53

I found MS-1 to be fairly powerful with the 45mm cannon High Explosive, if you treat it more like a weak turreted AT gun than a real light tank, as it's far too slow for that... and since you get put against other freebie tanks and second tier lights mostly, you can do rather well indeed. Though at the end of the day it's still just an MS-1, so yeah. Still far better than what the LeichTraktor can do :b (got 4 kills on my best MS-1-"sniping" round, on the map with the valley, the village and the lake, and three ways to go about them, getting on a hill at the bottom left makes for a really nice spot)

edit: started writing this before nuker posted... but can't really say much about the LT, it never really worked for me.

Edited by Dispenser, 10 September 2010 - 18:58.


#116 NergiZed

    ^^^ Pronouced like the battery brand ^^^

  • Member
  • 2992 posts
  • Projects: Shockwave and Rise of the Reds

Posted 10 September 2010 - 20:34

I have a T-26 and I still suck, W00t!

How much of a difference do the shells make? If they made such a big diff, why do the AT ones cost the same as the HE ones?

Kinda sucks that transferring tank-specific ex requires 'gold'.

Edited by NergiZed, 10 September 2010 - 20:38.


#117 Kaido

    The one who screams.

  • Member Test
  • 898 posts
  • Projects: Nothin'

Posted 11 September 2010 - 08:26

AT ones have higher penetration but lower damage then HE shells.

Posted Image


Posted Image

#118 CJ

    Rocket soldier

  • Member Test
  • 2150 posts
  • Projects: Nothing yet

Posted 11 September 2010 - 08:40

In other words, AT shells are great against heavy tanks, but almost ineffective against light ones :)
And be assured that you'll notice the difference, unless you are playing in Tier1+2 battles :D

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#119 Dispenser

    Casual

  • Member
  • 84 posts
  • Projects: Doing drawinations

Posted 11 September 2010 - 09:39

also HE shells penetration isn't affected by range... though I don't know how much range affects AP penetration to begin with :V

(I've heard HE shells never bounce from the armor, but I don't know if that has any meaning to it)

Edited by Dispenser, 11 September 2010 - 09:40.


#120 Destiny

    Forum Nakadashi-er

  • Member Test
  • 3141 posts

Posted 11 September 2010 - 10:00

View PostDispenser, on 11 Sep 2010, 17:39, said:

also HE shells penetration isn't affected by range... though I don't know how much range affects AP penetration to begin with :V

(I've heard HE shells never bounce from the armor, but I don't know if that has any meaning to it)

Think of it this way:

An AP shell is a stone.

An HE shell is a contact-fuse explosive.
Posted Image

#121 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 11 September 2010 - 14:17

I'm really lovin' my VK3601H :D
Posted Image







#122 Dispenser

    Casual

  • Member
  • 84 posts
  • Projects: Doing drawinations

Posted 11 September 2010 - 14:43

View PostDestiny, on 11 Sep 2010, 13:00, said:

Think of it this way:

An AP shell is a stone.

An HE shell is a contact-fuse explosive.


I more of meant if there are any gameplay implications to it other than the shells always exploding, in a video where a Maus was taking on almost an entire team by itself, one comment said to use HE... does that mean HE is more likely to do atleast something to a heavily armored target?

#123 Destiny

    Forum Nakadashi-er

  • Member Test
  • 3141 posts

Posted 11 September 2010 - 14:49

While HE might not be able to penetrate (If it does the tank and the dudes inside are screwed) like AP, they can cause spalling or shock or some kind of damage to the tank/inside the tank/the crew and if you shoot a HE shell at the weak points of a tank, an M-kill or F-kill can be worser...










...well I'm speaking in reality, not in the game :D From what I know, the Maus should use HE since it's literally the most powerful tank there is, and using AP on light tanks seems a bit...off.

Edited by Destiny, 11 September 2010 - 14:50.

Posted Image

#124 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 11 September 2010 - 15:13

I suggest using HE on weak points to cripple the enemy then i use AP to finish or put the final blow. If all else fail, i switch the shells back and forth.







#125 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 11 September 2010 - 18:00

View PostDispenser, on 11 Sep 2010, 10:43, said:

I more of meant if there are any gameplay implications to it other than the shells always exploding, in a video where a Maus was taking on almost an entire team by itself, one comment said to use HE... does that mean HE is more likely to do atleast something to a heavily armored target?


A general rule of thumb is that if you can't penetrate the target with AP or premium shells, switch to the HE shells. You'll deal damage that way, and possibly detrack the vehicle (which, against TD's, is a huge advantage for you). HE shells do not bounce, which has been fixed since the update, as in version 0.4.5, HE shells were subject to bouncing like AP shells were.

@Kris: Nice VK36. :D
Posted Image



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users