Q&A – 11st August 2016

Answers from Storm on livejournal and some dev on the Sandbox forum.

Storm:
– I’m seeing lack of communication. Nothing about bugs or fix deadlines. – Communications will be stale in the meantime, sadly 🙁
– Will there be automatic restoration of sold premiums or at least restoration of more than one vehicle per account through support? – No information on this matter;
– 1. Why not implement on the RU cluster the possibility in the client to restore sold premiums? The NA server has such a system; 2. Why is a player (a blogger, even) forgiven for using aim assist? – I cannot answer this. I don’t have information on the first, and no rights to answer the second;

Continue reading “Q&A – 11st August 2016”

New premium tank on RU

On the 9th August, WoT will turn 6 on the RU server. There are rumors that a new premium tank will make its way into the store on that day, namely the AMX M4 1949, a French tier 8 heavy. Another potential candidate is the Rheinmetall Skorpion G with the exclusive camouflage.
An RU streamer says that the vehicle in question (which name he does not mention) performs outstandingly, even outperforming the famous Type 59.
It is obviously not known whether this will make its way on the other servers.

Below are some screens and stats:

Continue reading “New premium tank on RU”

Slava Makarov interview

Interview with Slava Makarov (the brony guy) on Jove stream

Sorry for some confusing sentences, but some of his statements seemed weird. Maybe they’re out of context, but in any case not easy to translate.

– I played console and Blitz, and looking at the PC interface I’m in shock, not about everything of course but it’s different;
– After “Rubicon” we had hearings how it came to this, the leadership of Minsk’ development changed heavily. The lead left us, the designer lead did as well. Currently the decision was made to make me the creative director of tanks;
– “We don’t have such crap on consoles”;

Continue reading “Slava Makarov interview”

Sandbox paused temporarily

Official statement: We have collected a huge amount of statistics and a huge amount of feedback, both of which we’ll need to analyze now. We will then start working on the next milestone. Due to this, the Sandbox server will be shut down on the 21st July (~11:00 MSK – 10:00 CEST) temporarily.

The development team is thanking everyone who took part in testing, wrote commentaries and asked interesting questions.

In the next week, we’ll tell you about which conclusions we made and which thoughts occured after processing the information. We’ll also tell what to expect in future iterations of the Sandbox. Watch the news!

We can already say as much: the next step will be adding tier 8 and 9 tanks. We plan to fix most of the bugs found by you and continue work on game mechanics which were already implemented. More information about the changes and launch date will come in the future.

Continue reading “Sandbox paused temporarily”

Sandbox 1.0.4 patchnotes

Based on player’s feedback and as part of SPG stun tuning, the duration of stun for all vehicles of this type was decreased by 25–30%.

 

We have implemented changes that are aimed at increasing the survivability of light tanks in battle, allowing them to combat Tier X vehicles more efficiently. The mobility of vehicles of this type is high; therefore, there is no need to change it. It is the increase in vehicle durability that will contribute to their better survivability in battle.

Continue reading “Sandbox 1.0.4 patchnotes”

Sandbox patchnotes 1.0.3

SPG

 

  • SPG stun comprises two components: base stun duration, which depends on shell characteristics, and additional stun time, which depends on damage caused. We have changed the mechanics of the base stun duration — it has increased slightly, while the additional stun time slightly decreased. Now, stun depends more on shell characteristics and became a little more predictable.
  • Negative effect of stun on turret traverse speed and aiming time slightly increased.
  • If stun’s duration is fewer than 3 seconds, it is not applied to the vehicle.

 

The Conqueror Gun Carriage was similar to the T92 in battle in terms of its behavior. To accentuate the difference in the vehicles’ behavior, the following changes were made:

  • Aiming time of the B.L. 9.2-in. Howitzer Mk. II gun changed from 6,5 s to 6,6 s.
  • Reload time of the B.L. 9.2-in. Howitzer Mk. II gun changed from 55 s to 59 s.
  • Dispersion on barrel move of the B.L. 9.2-in. Howitzer Mk. II gun increased by 40%.
  • Penetration of the HE Mk. 18 shell for the B.L. 9.2-in. Howitzer Mk. II changed from 47 mm to 46 mm.

 

The battle effectiveness of three SPGs was boosted. We are still looking for ideal damage caused/ stun ratio of damage for SPGs.

 

  • G.W. E 100:
    • Aiming time of the 21 cm Mörser 18/2 gun for the G.W. E 100 turret changed from 5,5 s to 5,2 s.
    • Reload time of the 21 cm Mörser 18/2 gun for the G.W. E 100 turret changed from 45 s to 43 s.
  • T92:
    • Reload time of the 240 mm Howitzer M1 for the T92 turret changed from 55 s to 54 s.
  • Bat.-Châtillon 155 58:
    • Reload time of the Canon de 155 mm gun for the Batignolles-Châtillon 155 mle. 58 turret changed from 60 s to 55 s.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 turret changed from 8 deg/s to 7 deg/s.

 

Tanks

 

The following vehicles were too effective in battle. Therefore, their characteristics were changed.

 

  • T57 Heavy Tank:
    • Reload time of the 120 mm Gun T179 for the T169 turret changed from 28 s to 35 s.
    • Penetration of the AP-T M358 shell for the 120 mm Gun T179 changed from 290 mm to 270 mm.
    • Penetration of the HEAT-T M469 shell for the 120 mm Gun T179 changed from 315 mm to 300 mm.
  • AMX 50 Foch (155):
    • Dispersion on the move with the AMX 50 Foch (155) suspension increased by 25%.
    • Dispersion on hull traverse with the AMX 50 Foch (155) suspension increased by 25%.
    • Reload time of the 120 mm AC SA46 gun for the AMX 50 Foch (155) turret changed from 23 s to 30 s.

 

The following vehicles were too ineffective in battle. Therefore, their characteristics were changed.

 

  • AMX 50 B:
    • Traverse speed of the AMX 50 B suspension changed from 20 deg/s to 28 deg/s.
    • Traverse speed of the AMX 50 B turret changed from 24 deg/s to 28 deg/s.
  • Object 263:
    • Dispersion on the move with the Object 263 suspension decreased by 25%.
    • Dispersion on hull traverse with the Object 263 suspension decreased by 25%.
    • Aiming time of the 130 mm S-70A gun for the Object 263 turret changed from 2,5 s to 2,2 s.
    • Dispersion on barrel move of the 130 mm S-70A gun decreased by 50%.
  • FV215b (120):
    • Aiming time of the 120 mm Gun L1A1 for the FV215 turret changed from 2,5 s to 2 s.
    • Reload time of the 120 mm Gun L1A1 for the FV215 turret changed from 10,5 s. to 9 s.
    • Dispersion on turret traverse of the 120 mm Gun L1A1 decreased by 43%.
  • Bat.-Châtillon 25 t: in one of the previous iterations, we removed one shell from this vehicle’s magazine. This was connected with the fact that even considering the decrease in single-hit damage, the potential damage per magazine still remained high since the amount of HP of many other vehicles was reviewed. All further changes to this vehicle are conditioned by our searching for a new gameplay niche where this vehicle can be played most comfortably.
    • Aiming time of the 105 mm mle. 57 (D. 1504) for the Batignolles-Châtillon 25 t turret changed from 2,2 s to 1,9 s.
    • Rate of fire for shells in the magazine for the 105 mm mle. 57 (D. 1504) gun decreased by 9%.
    • Durability changed from 1,500 HP to 1,600 HP.
  • 113:
    • Improved armor protection of the hull.
  • T110E3:
    • Traverse speed of the T110E3 suspension changed from 16 deg/s to 22 deg/s.
    • Reload time of the 120mm AT Gun M58E1 for the T110E3 turret changed from 10,6 s to 9,3 s.
  • T-54 ltwt. Because the vehicle’s hull traverse speed in version 1.0.2 hindered the vehicle’s controllability and caused skidding, we made controlling the vehicle at high speed more comfortable.
    • Traverse speed of the T-54 ltwt. version suspension changed from 78 deg/s to 70 deg/s.
    • Traverse speed of the T-54 enhanced ltwt. version suspension changed from 78 deg/s to 70 deg/s.

Sandbox – Update 1.0.2 patchnotes

This patch contains both parameter changes that concern the SPG vehicle type in general and changes to specific SPGs. There are changes to vehicles with weak armor protection (Leopard 1, AMX 30B, Bat.-Chatillon 25 t) as well as to vehicles with great armor protection (Jagdpanzer E 100, Maus). While the former did not fare well in terms of their performance, the latter started to dominate the battlefield.

 

SPGs

 

  • Reduced the aerial damage of HE shells from the edge to center. Now the damage is distributed more evenly. This change is made in order to increase the probability of hitting the target with splash damage.
  • Changed the formula according to which the penetration of SPG HE shells is calculated. Penetration of SPG HE shells has increased two- to threefold compared to the previous iteration.
  • As in the first iteration, stun now affects vehicle reload time. Now, stun affects reload time even more.
  • Changed the duration of stun. On average, it has increased by 10%. This change was introduced in order to fix the issue where stun was always applied to vehicles that were standing at the edge of the area of stun’s effect and that did not receive any damage.
  • Adjusted the protective properties of Consumables and Equipment against stun:
    • Fixed the issue where Chocolate decreased the duration of stun by 30%.
    • Large First Aid Kit now decreases the duration of stun by 5% instead of 10%.
    • Superheavy Spall Liner now decreases the duration of stun by 15% instead 20%. General properties of the Equipment piece are retained. This piece of Equipment works well against the effect of stun.

 

Vehicles

 

  • Object 261:
    • Penetration of the F-600D shell for the 180 mm B-1-P gun changed from 18 mm to 40 mm.
  • The T92 caused too little damage compared to other vehicles of its tier. Therefore, some changes were introduced.
    • Reload time of the 240 mm Howitzer M1 changed from 58 s to 55 s.
    • Damage of the HE M146 shell for the 240 mm Howitzer M1 changed from 1,250 HP to 1,300 HP.
    • Penetration of the HE M146 shell for the 240 mm Howitzer M1 changed from 24 mm to 46 mm.
  • Conqueror Gun Carriage:
    • Penetration of the HE Mk. 18 shell for the B.L. 9.2-in. Howitzer Mk. II changed from 24 mm to 47 mm.
  • G.W. E 100:
    • Penetration of the Gr. 18 Stg shell for the 21 cm Mörser 18/2 gun changed from 21 mm to 44 mm.
  • The Bat.-Châtillon 155 58 underwent significant changes. The new characteristics will allow players to influence the course of battle more and be more mobile.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 suspension changed from 12 deg/s to 18 deg/s.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 turret changed from 10 deg/s to 8 deg/s.
    • Dispersion on the move and hull traverse with the Batignolles-Châtillon 155 mle. 58 suspension increased by 67%.
    • Number of shells in the magazine of the Canon de 155 mm gun changed from 4 items to 3 items.
    • Rate of fire for shells in the magazine for the Canon de 155 mm gun decreased by 20%.
    • Magazine reload time of the Canon de 155 mm gun for the Batignolles-Châtillon 155 mle. 58 turret changed from 80 s to 60 s.
    • Damage of the OE M101M4 shell for the Canon de 155 mm gun changed from 700 HP to 750 HP.
    • Penetration of the OE M101M4 shell for the Canon de 155 mm gun changed from 15 mm to 37 mm.

 

Roles

 

Combat effectiveness of fire-support vehicles was deemed insufficient according to the results of testing. These vehicles were changed to play their role better, especially when it comes to medium and long range combat.

 

  • M48A1 Patton:
    • Dispersion on the move and hull traverse with the T97E2 suspension decreased by 17%.
    • Aiming time of the 105 mm Gun M68 for the M87 turret changed from 2 s to 1,8 s.
    • Reload time of the 105 mm Gun M68 for the M87 turret changed from 7,3 s to 8 s.
    • Dispersion on turret traverse of the 105 mm Gun M68 decreased by 33%.
    • Suspension traverse speed changed from 35 deg/s to 40 deg/s (not reflected in the interface). o Engine power increased by 20% (not reflected in the interface).
  • STB-1:
    • Dispersion on the move and hull traverse with the STB-1 suspension decreased by 27%.
    • Aiming time of the 105 mm Rifled Gun for the STB-1 turret changed from 2,5 s to 2 s.
    • Dispersion at 100 m of the 105 mm Rifled Gun changed from 0,35 m to 0,4 m.
    • Traverse speed of the STB-1 turret changed from 25 deg/s to 30 deg/s.
  • Leopard 1:
    • Aiming time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 1,9 s to 1,5 s.
    • Reload time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 7,3 s to 8,4 s.
    • Dispersion at 100 m of the 10,5 cm Bordkanone L7A3 gun changed from 0,3 m to 0.28 m.
  • AMX 30 B:
    • Dispersion on the move and hull traverse with the AMX 30 B suspension decreased by 55%.
    • Reload time of the 105 mm mle. F1 gun for the AMX 30 B turret changed from 8 s to 8,7 s.
    • Dispersion on turret traverse of the 105 mm mle. F1 gun decreased by 50%.
    • Dispersion at 100 m of the 105 mm mle. F1 gun changed from 0,33 m to 0,36 m.
  • Bat.-Châtillon 25 t: on some occasions, the vehicle was running out of shells before the end of the battle. This significantly decreased the vehicle’s effectiveness, so we took the decision to increase the vehicle’s shell capacity.
    • Shell capacity of the 105 mm mle. 57 (D. 1504) gun changed from 32 to 40.
    • Reload time of the 105 mm mle. 57 gun for the Batignolles-Châtillon 25 t turret changed from 40 s to 33 s.
    • Dispersion of the 105 mm mle. 57 gun changed from 0,45 m to 0,38 m. o Number of shells in the magazine of the 90 mm F3 gun changed from 6 items to 4 items.
    • Shell capacity of the 100 mm SA47 gun changed from 30 to 40. o Shell capacity of the 90 mm F3 gun changed from 36 to 40.
    • Number of shells in the magazine of the 100 mm SA47 gun changed from 6 items to 4 items.

 

Changes to Individual Vehicles

 

  • Owing to its great armor protection, the IS-4 was highly effective on the battlefield. To keep this vehicle within its role, the rate of fire of the vehicle’s gun was decreased. At the same time, gun stabilization on the move was improved to make firing it more comfortable for the player.
    • Dispersion on the move and hull traverse with the IS-4M suspension decreased by 19%.
    • Reload time of the 122 mm M62-T2 changed from 12 s to 13 s.
  • T110E3: according to player feedback, the shell capacity of the 120 mm AT Gun M58E was increased from 27 to 54.
  • T110E4: the premium shell for this vehicle was excessively effective compared to other vehicle shells and was changed because of this.
    • Penetration of the APCR M112E1 shell for the 155 mm AT Gun T7E2 changed from 375 mm to 311 mm.
  • Grille 15: improved shell characteristics in order to make the vehicle play its role better and to increase its effectiveness at long range.
    • Penetration of the Gr. HL shell for the 15 cm Pak L/63 gun changed from 307 mm to 320 mm.
    • Penetration of the Pzgr. shell for the 15 cm Pak L/63 gun changed from 275 mm to 300 mm.
  • Jagdpanzer E 100’s armor protection has become a lot more effective in the new environment. To balance this vehicle, the penetration of its shells was decreased.
    • Penetration of the PzGr 46 shell for the 17 cm Pak gun changed from 300 mm to 253 mm.
    • Penetration of the Gr 46 H1A shell for the 17 cm Pak gun changed from 329 mm to 280 mm.
  • Maus. The vehicle has become a lot more effective and is starting to gain popularity among players. The main objective of the vehicle is to serve as the team’s shield. We have retained this role of the vehicle, but are decreasing its gun’s effectiveness, at the same time.
    • Aiming time of the 12,8 cm Kw.K. 44 L/55 gun for the Maus turret changed from 2,4 s to 2,7 s.
    • Reload time of the 12,8 cm Kw.K. 44 L/55 for the Maus turret changed from 12,2 s to 14 s.
    • Dispersion on turret traverse of the 12,8 cm Kw.K. 44 L/55 gun increased by 67%.

 

 

Known Issues

 

  • When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.
  • If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.
  • When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.
  • The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.
  • When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead.
  • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.
  • When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.
  • Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.
  • When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.
  • When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.
  • When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.
  • The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.
  • If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.
  • On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.
  • When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.
  • In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.