1.2 – Bots have different icons

An update appeared on the test server a few days ago, introducing several changes to patch 1.2. One of them is replacing the bot icon, which is to signal to the players that a given wargaming bot is sitting in a given vehicle. Earlier we showed this picture reminiscent of crayfish pliers, now it’s a small, pixel tank. Apparently, the developers found out that excessive use of the phrase “crab”, whom red players on the Russian server are called (the equivalent of our tomato/potato), may not be too favorably received.

Supertest: 🇵🇱 B.B.T.Br.Panc

Today, the supertesting of the Polish tier IV premium medium tank has begun. The fate of the vehicle was unknown until now.

http://rykoszet.info/wp-content/uploads/2018/10/505XSpr4VXQ.jpg

Tier: MT-4, Polska, premium
HP: 380
Engine: 600 hp
Mass: 23 t
Maximum load: 26 t
Power-to-weight: 26,09 hp / t
Max speed / Min speed: 45 / -20 km / h
Hull turning speed: 36 °/s
Turret turning speed: 35,5 °/s
Terrain resistance values: 1,055 / 1,342 / 2,493
View range: 340 m
Radio range: 458,9 m

Hull armor: 50 / 30 / ? mm
Turret armor: 50 / 40 / ? mm

Gun: 40 mm Bofors wz. 36

Alpha Damage: 50 / 50 / 60
Penetration: 65 / 101 / 23 mm
Rate of fire: 53,155 rounds/minute
Damage per minute: 2 657,8
Rounds in magazine: 5 rds.
Reload time between rounds: 0,5 s
Reload time: 3,644 s
Accuracy at 100 m: 0,364
Aiming time: 1,73 s
Depression/Elevation: -10 ° / +30 °

Gun/Ammo:

http://rykoszet.info/wp-content/uploads/2018/10/gun-1024×349.jpg

Crew: 6 members – Commander, Driver, Gunner, Loader, 2 Radio Operators.

Aim spread:

after firing: 2,877;
during the rotation of the turret: 0.115;
while the vehicle is moving: 0.249;
during vehicle rotation: 0.249;
during turret rotation at the maximum speed: 3.91;
at the maximum vehicle speed: 11.22;
at the maximum vehicle rotation speed: 8.98.

Camouflage values:

camouflage of the stationary tank: 23.4%;
camouflage during motion: 17.5%;
camouflage of the stationary tank while shooting: 2.34%;
camouflage of the tank shooting while in motion: 1.75%.

More pictures:

Continue reading “Supertest: 🇵🇱 B.B.T.Br.Panc”

November Top of the Tree – Vote now

http://forum.worldoftanks.eu/index.php?/topic/686406-november-top-of-the-tree-special-time-to-vote/

The poll will run until 7 October at 23:59 CEST (UTC+2). Whichever vehicle wins in the poll will be featured for the entire next month, meaning discounts on the entire line, plus missions for the top-tier vehicle.

Results so far:

Missions

Please note that the missions are active not for one, but two months:

Top of the Tree – Reward 1:

Reward

  • x2 Crew XP for the battle
  • This bonus stacks with the default +50% Crew XP bonus for the Top of the Tree special.

Objective

  • Win a battle.
  • Place in the top 10 players of your team by base XP earned.

Restrictions

  • Random Battles only
  • Tier X vehicle featured in the Top of the Tree special only
  • 50 times per account

Top of the Tree – Reward 2:

Reward

  •  10 Personal Reserves: +100% XP for 2 hours
  •  10 Personal Reserves: +300% Crew XP for 2 hours

Objective

  • Win 50 battles.
  • Place in the top 10 players of your team by base XP earned.

Restrictions

  • Random Battles only
  • Tier X vehicle featured in the Top of the Tree special only
  • Once per account

Chat problems – update

Source

„Hey guys, 

We have another update for you about the progress of the chat server version change (announced here). The change is already being tested on the 1.2 Public Test and so far it looks good. If everything goes well we are planning to deploy this for the live server sometime next week, but there is still quite a bit of work to be done first to make sure that everything works out. 

– Ph3lan”

Supertest: Fisherman’s Bay Map Revision

Source: Official forums

Today we’re commencing the Supertest of the Fisherman’s Bay map revision, aimed at improving the balance between the teams. The game stats show that currently it’s slightly biased to favor the southern side which has better spotting and firing positions versus enemy vehicles trying to enter the city blocks in the east. The problem of being ‘lit up’ and getting damaged very early when driving to the town exists for both teams (and we plan to address it by making the approaches safer). Yet, the combatants hailing from the north have it worse.

We’ll also improve the interplay between the town and the village in the center of the map.

So what changes are we going to test?

The approaches to the town will be protected from early spotting from the village. We’ve added new covered positions and trees, and we’ve also changed the landscape here.
The defensive positions in the outskirts of the town which are controlled by the northern side in the beginning of a battle have been improved. We’ve removed shoot-throughs from the northern part of the town so that you can contain an attack from the south more efficiently.
The spawn points for both teams have been moved closer to the red lines. This will make driving off them less stressful.
The eastern side of the village now has a new building. It’ll partially block the vehicles en route to the town from spotting and long shots. It also will make your village-town transfers safer.
As you can see, there are several modifications and their primary purpose is to make the map more playable for both teams. At the same time, some of the changes are to alleviate the advantage of the southern team in a separate part of the map. The test results will show what will come out of it.

http://rykoszet.info/wp-content/uploads/2018/10/Fishing_bay_01_ULTRA_001.png

Continue reading “Supertest: Fisherman’s Bay Map Revision”

Supertest: Fisherman’s Bay Map Revision

Source: Official forums

Today we’re commencing the Supertest of the Fisherman’s Bay map revision, aimed at improving the balance between the teams. The game stats show that currently it’s slightly biased to favor the southern side which has better spotting and firing positions versus enemy vehicles trying to enter the city blocks in the east. The problem of being ‘lit up’ and getting damaged very early when driving to the town exists for both teams (and we plan to address it by making the approaches safer). Yet, the combatants hailing from the north have it worse.

We’ll also improve the interplay between the town and the village in the center of the map.

So what changes are we going to test?

The approaches to the town will be protected from early spotting from the village. We’ve added new covered positions and trees, and we’ve also changed the landscape here.
The defensive positions in the outskirts of the town which are controlled by the northern side in the beginning of a battle have been improved. We’ve removed shoot-throughs from the northern part of the town so that you can contain an attack from the south more efficiently.
The spawn points for both teams have been moved closer to the red lines. This will make driving off them less stressful.
The eastern side of the village now has a new building. It’ll partially block the vehicles en route to the town from spotting and long shots. It also will make your village-town transfers safer.
As you can see, there are several modifications and their primary purpose is to make the map more playable for both teams. At the same time, some of the changes are to alleviate the advantage of the southern team in a separate part of the map. The test results will show what will come out of it.

http://rykoszet.info/wp-content/uploads/2018/10/Fishing_bay_01_ULTRA_001.png

Continue reading “Supertest: Fisherman’s Bay Map Revision”