Saturday, April 14, 2012

New info on 122mm gun change for IS-4 [UPDATE]


As you may know, IS-4 will be moved to tier 10, side by side with IS-7, but it will have a new gun.
The new gun is the 122mm M62-T2. Here are the official gun stats, provided by a WoT dev.



A more direct comparison between S-70 and M62-T2:

On paper, the M62-T2 will be superior to S-70 in almost all aspects: better rate of fire, better average penetration, better accuracy, better aiming time but marginally lower average damage.



UPDATE: Looks like these specs are not actually final. Overlord had this to say:
The specs do look scary indeed and they are not final yet and will undergo some tweaking prior to release.

IS-4 in it's full glory as tier 10 heavy:

Thursday, April 12, 2012

The tank crew skills - a guide


Ever wondered on the usefulness of the new skills? In the following post I will try to present a guide on the usage of the skills and/or perks, based situation.

Repair - By now everyone knows this skill, it's most useful on the majority of unit types, except SPGs.
Fire Fighting - Used on tanks witch have a problem with engine fires more than usual, these tanks are MAUS and E-100. But the use of Manual Fire Extinguisher or premium one, Automatic Fire Extinguisher is more effective.
Camouflage - Used mostly on TDs, but has can be used quite effectively on medium tanks and light tanks that fill the role of forward scouts. Can be used on SPGs also, but the higher tier SPGs have a lower cammo coefficient.
Brothers in Arms - Or BiA for short, grants 5% bonus to all crew members's primary skill (only works in the perk is at 100% and present on all crew members). This perk is extremely useful and I suggest training this skill on all of your units. Open top units, like SPGs are the primary beneficiary of this perk, because these units cannot mount a Improved Ventilation class I-III module.
Jack of All Trades - This skill is useful on brawling tanks that gets crew injured a lot. In certain situations it can save you a med kit.

Mentor - Mainly use this skill early on, when starting with lower tier units and carrying the crew to higher tier units. At 100%, this skill will provide to all crew members, except commander, an extra 10% XP gain after each battle.

Recon - At 100%, this skill will grant 2% on view range increase. If your commander is also the radio operator, I suggest using Situational Awareness, because it gives 3% increase in view range. Extremely useful on every unit, except SPGs.


Sixth Sense - Frankly I don't see the point of raining this perk. It works with a 3sec + server lag delay. Also this, as far as I know, it does not work with strategic view on SPGs. Maybe on TDs, but with that delay, shells are already flying towards you. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.

Eagle Eye - Again, I do not see the usefulness of this perk. It does not work with SPGs in strategic view (overhead arty mode). It has a delay of 4 seconds.

Clutch Braking - Extremely useful on brawling tanks, scouts and units with low hull traverse speed (TDs, SPGs). The skill is cumulative with Additional Grousers, a Removed Speed Governor, and any speed boosting consumables (fuels).

Off-Road Driving - Useful of tanks with heavy tonnage that lose speed when passing from one type of terrain to softer type. The skill is cumulative with Additional Grousers. Extremely useful on those units that need to be at the right spot at the right time.
Snap Shot - Use it on the units that have a big default aim reticule, it can be also used on SPGs.  The skill is cumulative with a Vertical Stabilizer, so it will bring an improvement on all brawling tanks (medium tanks especially).

Smooth Ride - Use this skill on all brawling tanks. The skill is cumulative with a Vertical Stabilizer equipment. I also believe it may have marginally usage on SPGs.

Controlled Impact - This skill does not work if one of the units is stationary (example: against SPGs), thus pretty much useless.


Preventative Maintenance - Use this perk on all tanks with engine fire problems (MAUS, E-100).


Armorer - Use this skill on tanks that poses a hi chance of getting the gun knocked out a lot, for example VK 4502 (P) Ausf. B. The skill is cumulative with a Vertical Stabilizer.


Dead Eye - It gives AP and APCR shells a 3% increase in chance of damaging a module or a crew member. Pretty much useful all around, except SPGs that primarily use HE ammo. Also this skill has no use when you use HEAT premium ammo (E-100, T110).

Designated Target - Must have by forward observers, scouts. Does not work in a SPG's strategic view.


Safe Stowage - Might not replace Wet Ammo Rack equipment, but will do the job on the tanks you know they have a permanent issue with a weak ammo rack. I highly suggest you train this perk on all medium and heavy tanks you use in CW or other type of competitions.

Intuition - Are you used to switch a lot between ammo types, then this skill is for you. Also extremely useful on SPGs that use AP and HE.



Adrenaline Rush - Use this perk on all brawling tanks. This perk shortens reload time by 9.1% if the vehicle has less than 10% of its HP left. Someday this perk may just win you a battle.

Signal Boosting - At this stage of map surface area, this skill is pretty much useless on hi-tier tanks. Maybe in the future when the maps will get bigger, this skill may have it's use.


Situational Awareness - Analogue to Recon, but with a greater bonus, gives 3% bonus to view range. Use this skill on all forward observer tanks (light, medium tanks) and TDs.



Relaying - Pretty much as Signal Boosting, this skill has not use on current maps. Some say it's useful in tournaments ...


Call for Vengeance - Use this perk on all forward observers and SPGs. Will help your team by having the scouted enemy units kept lit 2 seconds more after your unit's destruction.




Note: If your crew has 2 members with same specialization, please note that some of these skills/perks do not stack, unless specified by the skill/perk's description.
Example: if your unit has two loaders and you chose Adrenaline Rush on both of them, only one will be able to use this perk.

Wednesday, April 11, 2012

Some details on 0.7.3 changes


Source: WoT RU

note: KV-2 will be a tier 6 heavy tank



Features to be implemented with the 7.3 update:

KV-3 to be replaced by the T-150
The KV-3 moves one tier up (from tier 6 to tier 7). The T-150 substitutes it as a tier 6 heavy tank. Thus, the Soviet tech tree from tier 5 to 8 will look like this (disregarding KV-1S): KV-1 tier 5 -> T-150 tier 6 -> KV-3 tier 7 -> KV-4 tier 8.

Case 1. KV-3 isn’t in the garage at the time of substitution (update release), but is fully researched:

If engine “V-2IS” was researched in the research tree of KV-3 as tier 6 heavy tank, then it will be available in the research tree of KV-3 as tier 7 heavy. Same goes for the radio “10RK”;
If the turret of KV-3 was researched in the research tree of KV-3 as tier 6, then it will be available as a KV-3 turret in the research tree of KV-3 as tier 7;
If the KV-3 suspension was researched in the KV-3 tier 6 tree, then it will be available as suspension “KV-3 bis” in the research tree of KV-3 as tier 7;
In case the 107mm gun “ZiS-6” was researched in the KV-3 tree as tier 6, it will be available in the T-150 tree, which also leads to this gun available in the KV-3 tier 7 tree;
In case the guns 100mm “D-10T” and 122mm “D2-5T” were researched in KV-3 for tier 6, then they will be available in the KV-3 tier 7 tree;
All undistributed experience earned on KV-3 tier 6 goes to KV-3 tier 7;
All modules from KV-3 tier 6 in depot that don’t fit onto other vehicles (turrets, suspensions) are sold at original purchase price, credits received for selling them are added to player’s account. Modules of KV-3 tier 6, not fitting the KV-3 as tier 7 are also sold and credits go to player’s account;
All modules from KV-3 tier 6 fitting other vehicles (radio, engine, guns) are saved in the depot, same goes for all shells that can be used for its guns;
Any crew member in the barracks or in a tank, who possesses the KV-3 tier 6 skills, gets the ability to be used in the KV-3 tier 7 without any changes or losses;
Statistics earned on the KV-3 go to the T-150 without any changes or losses, all achievements are preserved;
Players get the T-150 as tier 6 researched with the KV-3 as tier 7 available in it’s tech tree.

Case 2. KV-3 is in the garage at the time of the substitution (update release). All the rules as mentioned in Case 1 apply along with the following ones:

KV-3 tier 6 is replaced by the KV-3 tier 7 and keeps its mounted modules: guns, radio, engines, and also gets top turret and top suspension if they have been available for KV-3 tier 6;
Ammunition loaded onto KV-3 goes to the depot;
Consumables (repair kit, aid kit, and etc.) mounted onto KV-3 tier 6 go to KV-3 tier 7;
Equipment mounted onto KV-3 tier 6 is demounted and moved to the depot without any losses or expenses for the player;
Crew members who have gained skills (as per point 9 of Case 1) while in KV-3 tier 6, go to KV-3 tier 7;
Camouflage mounted onto KV-3 tier 6 goes to KV-3 tier 7 and to T-150. The expiration date of the camo on both vehicles (KV-3 and T-150) stays the same as it was for the KV-3 as Tier 6 at the moment when the substitution took place.
Players get one slot for this tank in the garage for free;
Players get a default T-150 tier 6 without any additional modules or consumables, but with 100% trained crew, without special skills or perks.

KV Split into KV-1 and KV-2
KV tank (tier 5) splits into KV-1 (tier 5) and new KV-2 (tier 6).

Case 1. KV isn’t in the garage but is researched:

All undistributed experience goes from KV to KV-2;
Any crew member in the barracks or in a tank, who possesses the KV skills, gets the ability to be used in the KV-1 tier 7 without any changes or losses;
Stats of the KV go to the KV-1 without any changes or losses, all achievements are preserved;
If suspension KV-2 was researched in the KV tree, then the suspension of 1941 will be available in the KV-1 tree;
If engine “V-2K” was researched in the KV tree, then engines “M-17F” and “V-2K” will be available in KV-1 tree; engine “V-2K” will be available in the KV-2 tree;
If 76mm S-54 gun was researched in KV tree, then gun 57mm 413 will be available in KV-1 tree;
If KV-2 turret was researched in KV tree, then turret “Project CHTZ” 1942 will be available in the KV-1 tree, and KV-2 tank will be available in the KV-1 tree;
If 152mm M-10 gun is researched in KV tree, then 152mm M-10 gun will be available in the KV-2 tree;
If 107mm ZiS-6 gun was researched in KV tree, then 107mm ZiS gun will be available in the KV-2 tree;
If KV-1S was researched in the KV tree, then KV-1S will be available in the KV-1 tree;
If KV-3 was researched in the KV tree, then T-150 will be available in the KV-1 tree;
If SPG S-51 was researched in the KV tree, then SPG S-51 will be available in KV-2 tree;
All modules of the KV (suspensions, turrets) in depot that don’t fit into other vehicles, are sold at original price, credits go to player’s account;
All modules of the KV, that fit other vehicles, are preserved in the depot, same goes for shells for the respective guns;
If the KV had elite status, then KV-1 becomes elite as well.

Case 2. KV is in garage at the moment of the split (update release):

KV tier 5 is substituted with KV-1 as tier 5 heavy tank;
Ammunition moves from KV to the depot;
Consumables mounted onto the KV go to KV-1;
Equipment mounted onto KV is demounted and goes to the depot without any expenses or losses;
If in the KV tree the turret “KV-2” is researched, players get the tier 6 heavy tank KV-2 to their garage without any additional modules and consumables, also one free slot for the tank is added to the garage;
Players get a new full crew for the KV-2 with 100% training;
Camouflage mounted onto KV is moved to KV-1 and to KV-2. The expiration date of the camo on both vehicles (KV-1 and KV-2) stays the same as it was for the KV at the moment when the split took place.
Modules mounted onto KV which do not fit other tanks (suspensions, turrets) are sold at the original purchase price; credits go to player’s account.
Modules from KV that fit other tanks go to the depot.
Players get one free slot for a tank added to their garage.


Substitution of IS-4 with IS-8


The IS-4 moves one tier up (from tier 9 to tier 10); IS-8 substitutes it as a tier 9 heavy tank. IS-4 is moved to a neighboring line. Thus, the first line of Soviet heavies tier 8 to 10 looks this way: IS-3 (tier 8) -> IS-8 (tier 9) -> IS-7 (tier 10). The second line of Soviet heavies tier 8 to 10 looks this way: KV-4 (tier 8) -> ST-1 (tier 9) -> IS-4 (tier 10).

Case 1. IS-4 isn’t in garage at substitution (update release), but is researched:

All IS-4 stock modules in the IS-8 tree are substituted with the respective stock modules of IS-8 in its tree;
If engine “V-12” is researched in the IS-4 tree, then “V-12-6” becomes available in the IS-8 tree;
If radio “12RT” and “R113” in the IS-4 tree are researched, then they become available in IS-8 tree;
If turret “Object 701 #5” is researched in the IS-4 tree, then the “T-10M” turret becomes available in the IS-8 tree;
If suspension “IS-4M” is researched in the IS-4 tree, then suspension “T-10M” will be available in IS-8 tree;
If the 122mm “BL-9” gun is researched in the IS-4 tree, then this gun will become available in IS-8 tree;
If the 130mm “S-70” gun is researched in the IS-4 tree, then the 122mm “M-62-T2” gun will be available in the IS-8 tree;
All undistributed experience will go from IS-4 to the IS-8;
All IS-4 modules in depot that don’t fit other tanks (turrets, suspensions) are sold at original purchase price and credits go to player’s account;
All IS-4 modules fitting other tanks (radio, engines, guns) are saved in the depot, same goes for the shells of the respective guns;
Any crew members in the barracks or in a tank, who have the skill for the IS-4 on tier 9, get the ability to be used in the IS-4 of tier 10 without any changes or losses;
IS-4 combat statistics go to the IS-8 without any losses, all achievements are preserved.

Case 2. IS-4 is in the garage at substitution. All the rules as mentioned in Case 1 apply along with the following ones:

IS-4 as tier 9 heavy is substituted with IS-8 as tier 9 heavy;
The current configuration of the IS-4 in the players’ garage changes to the equivalent configuration version of the IS-8 (see points 3-8 of case 1). If the 100mm “D-10T” gun is mounted onto IS-4, then it’s substituted with 122mm “BL-9” gun;
Ammunition mounted onto the IS-4 goes to the depot;
Consumables mounted onto the IS-4 go to the IS-8;
Equipment mounted onto the IS-4 is removed from the vehicle and goes to the depot without any losses for a player;
Players get a 100% trained crew with an equivalent training of the IS-4 for the IS-8, but without additional skills or perks;
Players get one slot for the vehicle for free in garage;
Players get the IS-4 of tier 10 with available and mounted 122mm “M-62-T2” gun without additional modules or consumables;
The IS-4 tier 9 crew gets new abilities as per point 11 of Case 1 and goes to the IS-4 tier 10;
Camouflage mounted onto IS-4 tier 9, goes to IS-4 tier 10 and to IS-8. The expiration date of the camo for both tanks (IS-4 and IS-8) stays the same as it was for the IS-4 on tier 9 at the moment of the substitution.



Note: as promised, I've updated the post with an official translation.

ETA on patch 0.7.3. - end of April sometime in May

Thursday, April 5, 2012

WoT rigged from the start?

An interesting read for those who are not satisfied with the bullshit WG feeds us for the last 2 years:

- link
[...]I started to get data about the misses and ineffective hits of me and my girlfriend while using the best cannon of the game, BL-10. It wasn't easy to get the data as the game has no combat log and the developers explicitly told that they never put in any. I had to make marks on a paper during battles, so probably made mistakes. This data is not at all accurate, but the result is so big that the signal-noise ratio is probably good enough: On battles that we won 13% of the hits were ineffective. On battles that we lost, 29% of the hits were ineffective.
[...]
Now my tinfoil hat explanation: the matchmaker decides who needs a win to not fall too far from the average and who needs a defeat to not elevate too far from it and assemble the teams accordingly. The "winner" team gets a bonus to its penetration chance, the "loser" team gets a penalty. While you can make a miracle and with awesome play you can win even these battles, or lose a "won" battle to griefers or 6+ AFK-ers, but the bonus/penalty on average works, making sure that everyone is just slightly away from average. After the victory is decided, the players do the rest. As I already found, on the winner side the kills are much more distributed, half of the winner team scores at least one kill. So while in every battle the good ones "pwn", the "good ones" change from battle to battle.[...]

Wednesday, April 4, 2012

0.7.3 what to expect


Patch 0.7.3 is scheduled to be released sometime at the end of this month, april 2012.


Features to be implemented with this update:

Changes in the Soviet heavy tanks:

  • KV-3 moves from tier 6 to tier 7
  • IS-4 moves from tier 9 to tier 10
  • KV is divided into KV-1 and KV-2
  • T-150 is added as a tier 6 heavy tank
  • KV-4 is added as a tier 8 heavy tank
  • ST-1 is added as a tier 9 heavy tank
  • T-10 (IS-8) is added as a tier 9 heavy tank

French premium vehicles added:

  • 10.5 сm leFH18 B2 as a tier 4 SPG
  • FCM 36 Pak 40 as a tier 3 tank destroyer

New maps:

  • South Coast (subtropical mediterranian map) 
  • Dragon Ridge (first Chinese map) 

Tuesday, April 3, 2012

Hypocrisy

2 days ago, I created a topic on the official forums where I detailed a possible bug that I encountered regarding tank freezing. The issue was that if a tank was destroyed in a battle for a province, that tank would not be frozen, as per game rules.

Immediately I was overwhelmed with a wave of hate directed at me just because I "dared" to report the issue.
They all "painted" me like I was the one who implemented tank freezing in the 1st place and not WarGaming.

Leaving all that aside, the major users who got but hurt were the Pirates, clan who's considered to be the biggest clan on the Clan Wars map. I wonder why ....

Sunday, April 1, 2012

Bringing low tier tanks in hi tier battles

This post is dedicated to those who intentionally create a platoon with a tank tier difference greater than 3.

You, my furry friends, are greatest imbeciles in this game. The match maker is already on head case pills, that's enough to screw things around. But you do one better and bring low tier tanks in hi tier battles: MAUS and MS-1 or crap like that.
Do you think it's funny?! Fuck You! Ask the other 13 players, who you screwed over, if it's funny.

Assholes!