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Apr 30, 2013

30.4.2013

Thanks to *anonymous guy* for showing me that livejournal.ru post - you guys should really sign so I know who to thank occasionally :)

So, I think we do know another part of what will come in 0.8.6: equipment rebalance. See further.

- so, the Russian (yet another) World of Tanks ripoff is getting sued by Wargaming for plagiarism (SS: TBH, quite rightfully so)
- the devs did think about limiting the maximum amount of gold ammo carried by a tank, but decided not to do it in the end
- T32 and M46 are considered balanced
- when setting the landscape on minimum settings, you might get glitches, such as shells flying into the ground because on higher setting, there is some terrain mold or something, which is invisible in lowest settings. The reason for it was that the developers discovered that on some very weak computers, players modified the ingame settings manually in game files to reach the same thing: a significant FPS increase. That's why it was implemented officially, despite the fact it can cause terrain bugs. Storm states that if this setting is too buggy for you (despite the fact Wargming fixed the worst bugs), move the landscape graphics setting up one point.
- an engine can catch fire on any damage (above some - small - threshold, f.x. lowtier machineguns and autocannons), it doesn't have to be yellow to catch fire

And now Storm's answers from the livejournal post:

- detailed armor scheme for each tank will eventually be implemented into the hangar
- breakable objects that cause vehicles to slow down a lot (fences, walls) will be fixed
- railways will be "sunk" into the ground so they don't limit tank movement in any way
- the base structure (SS: that crap in the middle of each base that blocks shells) won't be removed
- the mechanism for (AP/APCR) shells to actually punch thru soft cover (fences, etc.) instead of being eaten by it will be implemented in 0.8.6, but the covers itself will be fixed in separate patches (SS: eg. the mechanism will be only programmed, but not activated)
- spall liner will be re-made in 0.8.6 (it will be different for various tanks, it will absorb from 15 to 30 percent HE/ramming damage)
- there will be "other options" for those who fear arty (artyphobes)

37 comments:

  1. I'm so excited to hear that news. Can't wait for more.
    Keep up the good work Frank :)))

    ReplyDelete
  2. what is meant by equipment rebalance? - just the spall liner thingy?

    -killyam

    ReplyDelete
  3. The "spall liner" thing is interesting, they are obviously not going to remove it for free (without the 10 gold fee) from tanks on which it will do less?

    Railways being sunk into the ground isn't the best imho, but if they can't do anything else to keep them from slowing tanks down - let it be....


    Great job SilentStalker, you are the first site I visit everyday (just got up today, not even eaten breakfast xD).

    ReplyDelete
    Replies
    1. no point in "removing for free", because current spall liner is 15% absorption on any machine.

      and with the patch module will be just changed directly in the slot.

      Delete
    2. Actually it isn't a 15% dmg-absorption, it boosts your armor by 15% which makes it more effective the thicker your hull is and the smaller the HE-dmg is. So it is more effective on a maus, than on a weakly armored tank.

      So switching it to 15-30% dmg-absorption is actually a buff, even for a maus (considering a high-tier arti).

      (But well its a nerf for the maus when using those pesky small caliber HE shells...)

      Delete
    3. there is a translation nuances.

      it may be a dmg-absorption buff, or may be a blatant "armor boost buff".

      the russians refer to it as "absortion", and it directly means an armor buff against HE.

      Delete
    4. A damn forgot the russian-english translation. I'm used to gamerules, where exact wording is everything and even a ',' can make a big difference.
      I had the formula in the Wotwiki in my mind, which explains the armorboost clearly.
      But hey its a long time till 8.6 and many things will change.

      Delete
  4. - detailed armor scheme for each tank will eventually be implemented into the hangar

    When? they first mentioned about it last year.

    - railways will be "sunk" into the ground so they don't limit tank movement in any way
    - breakable objects that cause vehicles to slow down a lot (fences, walls) will be fixed

    Finally!! those brick walls were really pissing me of!!

    ReplyDelete
    Replies
    1. brick walls..? I got even roflstamped by a pile of wood xD

      Delete
    2. Finally, getting sick of my T95 been defeated by wall sections. Four tracks and still cant climb over obstacles.....

      Delete
    3. Well, that kind of boogie-style suspension is notoriously poor at scaling ledges. Cheap, simple and robust, but the leading road wheel has a tendency to snag onto edges rather than compress away from and over them, if that makes sense.

      Still, shouldn't be much left of most bricks walls after a T95 hits them...

      Delete
  5. Finally, my 100 tonnes kv-5 running full speed won't be stopped by those shitty 30 cms high fences or walls.

    Detailed armor scheme in hangar - been waiting for this forever.

    New spall liner sounds good, let's see how it's going to be implemented.Hope for new equippment rebalance.

    ReplyDelete
  6. They just put in more and more new not balanced tanks.. so people spend more money.. but they dont care about bugfixing or to make the game more comftable.
    greedy bastards; but they will pay for it in near future...

    ReplyDelete
    Replies
    1. Not putting new tanks into WoT is like not implementing new raids to WoW. For me the game is bugfree and "comftable" enough to pay my premium account.

      Delete
  7. "shells to actually punch thru soft cover "
    So looking forward to it. So many failed hits...
    Sadly this means not in (0.)8.6?

    "armor scheme for each tank "
    I'm curious how this will turn out. The tank viewer already shows good information.

    "base structure won't be removed"
    Drive over it at the start and: fixed.
    Had to laugh some days ago. An ally wanted me to destroy it while i was capping and hiding behind. Told me, when i destroy it, the cap count will be faster *lol*

    "other options"
    Let's see, waiting for it

    ReplyDelete
    Replies
    1. "Had to laugh some days ago. An ally wanted me to destroy it while i was capping and hiding behind. Told me, when i destroy it, the cap count will be faster *lol*"

      It's a funny urban tank myth, which isn't true. I don't know where and how this idea came to live, but hey!

      Delete
    2. Playing Vindictus has given me a compulsive urge to smash all boxes I see for random golds&drops anyway. :/

      Delete
  8. and to think i remember tweaking the game on my laptop to make it run...

    ReplyDelete
  9. my WZ132 got shot on fire just yesterday by a friendly T1 (with the 20mm hispano-suiza) in companybattle... accidentally though but it happend.

    ReplyDelete
  10. Lots of good news from livejournal :3

    ReplyDelete
  11. Wasn't there talk about changing the fire dynamics, so depending on skill the small fireextingisher would be used by the crew automaticly. (how fast the crew put out the fire is skill dependent?)

    And if they do things like that, would they do a full soft reset of all skills on all tanks?

    ReplyDelete
  12. - the base structure (SS: that crap in the middle of each base that blocks shells) won't be removed

    This things are not crap... I witnessed a lot of "fails" in defending base when at begining team left them not destroyed. It is tactical thing.

    ReplyDelete
  13. - there will be "other options" for those who fear arty

    What what what? No arty mode? can it be?

    ReplyDelete
    Replies
    1. No. More like "means of protection" (as the abovementioned improved spall liner).

      Delete
    2. maybe a way to "dodge" arty, make the shoot slower, and more visible.

      but new ways of protection have more chances than the "dodge".

      Delete
    3. Sixth sense skill now let's u see the area of an incoming arty shell. Or another skill similar to that. That will be cool (and too powerful!)

      Delete
  14. I think my friend Kellomies might be quite surprised today, as I am going to actually praise some things:
    - that: detailed armor scheme for each tank will eventually be implemented into the hangar,
    - and that: the mechanism for (AP/APCR) shells to actually punch thru soft cover (fences, etc.) instead of being eaten by it will be implemented in 0.8.6.
    My answer: OH YES!!!

    ReplyDelete
    Replies
    1. http://www.youtube.com/watch?v=P3ALwKeSEYs
      :P

      Delete
  15. - detailed armor scheme for each tank will eventually be implemented into the hangar.

    Oh yeash. Finally I can see what is actual armor of my dreadnought KV-5.

    ReplyDelete
  16. I would like to ask as to the state of the planned linear progression of crew skills/perks.

    ReplyDelete
    Replies
    1. I recall reading a while ago that it won't happen.

      Delete
  17. "- when setting the landscape on minimum settings, you might get glitches, such as shells flying into the ground because on higher setting, there is some terrain mold or something, which is invisible in lowest settings. The reason for it was that the developers discovered that on some very weak computers, players modified the ingame settings manually in game files to reach the same thing: a significant FPS increase. That's why it was implemented officially, despite the fact it can cause terrain bugs. Storm states that if this setting is too buggy for you (despite the fact Wargming fixed the worst bugs), move the landscape graphics setting up one point."

    While the devs might have presented this as a bug, it really isn't; turning down the terrain resolution simply gives you an inaccurate terrain and it's unavoidable without devoting thousands of man hours to make custom low-detail terrains.

    I used to mod mine like that before I got a new PC and ran into issues clipping shells into the ground all the time. The performance benefit is well worth it, though.

    ReplyDelete
  18. "- there will be "other options" for those who fear arty (artyphobes)"
    Armor skirts/Schurzen maybe?

    ReplyDelete
  19. Or, no arty mode, one can only hope :D

    ReplyDelete
    Replies
    1. At least some sight of sense in WG's mind! :)

      Delete
  20. "- spall liner will be re-made in 0.8.6 (it will be different for various tanks, it will absorb from 15 to 30 percent HE/ramming damage)"
    It's about time they decided to buff it. Now it might be useful on more than a tiny number of specific tanks at specific tiers.
    Wonder if they're going to increase the protection it grants to crew on top of that, seeing as that's what spall liners are actually for. Probably not, I guess, since derp users and artillery drivers would complain that their armor-ignoring ammo is being negated even more.

    "- railways will be "sunk" into the ground so they don't limit tank movement in any way"
    ...why. They're fine as they are. It's not like whoever laid the rails in the first place planned on tanks driving over them; flattening them out would be unrealistic.

    "- breakable objects that cause vehicles to slow down a lot (fences, walls) will be fixed"
    This can't come soon enough. Tanks like the Matilda have enough trouble getting around the field speedily without being slowed nearly to a stop by small mounds of crushed bricks.

    "While the devs might have presented this as a bug, it really isn't; turning down the terrain resolution simply gives you an inaccurate terrain and it's unavoidable without devoting thousands of man hours to make custom low-detail terrains. "
    Basically right. Low-quality terrain is literally low-quality terrain; the mesh lacks all the dips, peaks etc that higher-quality meshes have, giving the GPU a lot less to chew on.
    I've never actually tried the lowest settings in WoT, but it sounds like they're actually using distant LoD meshes for the lowest settings, which *definitely* won't match up because they were never designed to be used where the player can see them up close and potentially interact/see things interact with them.

    It's "fixable" to a point (aligning the low-qual meshes more closely with the high-qual ones), but you can't make the problem disappear without adding more polys, which defeats the purpose of having the lower-quality meshes.

    ReplyDelete

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