World of Tanks || STRV S1 REVIEW

History

The development of the Stridsvagn S1 was performed by Sven Berge, a Swedish gymnasium-graduate in mechanical engineering. The first draft of the S1 were developed in 1956, and by 1961, the design of the new vehicle was finalised and a wooden prototype was built. Later, the S1 was indeed built testing an all new type of suspension which allowed for vertical aiming of the main cannon. The tank, along with the Stridsvagn S2, became the basis of the Strv 103 tanks at tier 9 and 10.

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Top 3 Quirks

  • Amazing penetration with its standard rounds
  • Insane camouflage value
  • Very fast at reversing and removing itself from dangerous situations

Bottom 3 Quirks

  • Very thin armour that relies on the auto-bounce mechanism (that is, it will NOT bounce shells that are 91mm in calibre or more, but will often bounce shells often 90mm or less)
  • In order to properly use it’s awesome gun, it must be in siege mode which makes it vulnerable to flanking due to poor mobility
  • It has the second lowest HP pool of any Tier 8 TD

BrandScore (IN SIEGE MODE)

DPM – The DPM of this tank is 2,294.12 giving it a 6/10

Penetration – The Penetration of this tank is 288mm giving it an 8/10

Gun Handling – The Shown Dispersion Value of this tank is 0.29 giving it a 4/5, while the Hidden Dispersion Value average of this tank is 0.134 giving it a 4/5

Aiming Time – The Aiming Time of this tank is 1.34 seconds giving it a 10/10

Gun Vertical Movement – The Gun Depression of this tank is 11 degrees giving it a 4/5, whilst the Gun Elevation of this tank is also 11 degrees giving it a 2/5

Survivability – This tank has paper thin armour of 30mm all round, meaning most shells it comes across will simply fly straight through its armour. However, it is very odd armour because of its insane sloping angle, meaning it will be over-matched by some guns (91+mm Calibre), and be immune to others (<90mm Calibre). Expect all Tier 8+ tanks to go through this armour, but most tier 6/7 tanks will very much struggle to penetrate the S1’s armour. This tank gets a 5/10 for armour

Mobility – The Power-To-Weight Ratio of this tank is 16.36 hp/t giving it a 3/5, while the Average Traverse Speed of the tank is 21.223 giving it a 2/5

View Range – The View Range of the tank is 350 meters giving it an 8/10

Concealment Whilst Stationary (Camouflage) – The Camouflage value whilst not moving or firing the gun is 24.08 giving it a 10/10

Value – This tank is a really hard tank to play. Remember, this is siege mode stats. This tank when not in siege mode is basically just a fast moving target for other tanks to shoot. When in siege mode, it can be an absolute beast, but this tank definitely is not noob friendly and requires some skill and deep knowledge of the game and its mechanics to take full advantage of its stats. Of course, if you do have understanding of the game then this tank becomes a beast. As such, I’m giving this tank a 6/10.

Thus, the final BrandScore is: 72/100 (BUT REMEMBER, THIS IS SIEGE MODE STATS)

Final Thoughts

As I said guys, this tank is really hard to play if you don’t have understanding of game mechanics such as where are the best TD map locations, when to relocate, and how to use camouflage effectively. I think that this tank is something only an experienced player should purchase, because new players or those who don’t have a very solid grasp of this tank will struggle with its very steep learning curve and feel they have wasted their money.

 

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World of Tanks || WZ-111 Alpine Tiger Review

The WZ-111 Alpine Tiger is LITERALLY THE SAME as the WZ-111 apart from two very distinctive differences:

  1. It gets a 2x Credit multiplier
  2. It has an awesome looking silver camo which makes this tank really stand out

You can get this tank by participating in the Battle in APAC event!

History:

The WZ-111 was a Chinese attempt to improve upon the Soviet T-10 heavy tank development. Once completed, WZ-111 was supposed to replace all Soviet made IS-2 and IS-3 tanks in PLA service . However, due to the design shortcomings, only one prototype was completed before the fall of 1964 when development was cancelled.

Flaws that were found during initial tests including a heavy and very cramped turret interior, insufficient armor on the hull, and a weak and unreliable engine that was struggling to propel the overall mass of the vehicle. Most of the technology used in the WZ-111 were copies of earlier, close to obsolete Soviet solutions. Turret design was cast steel with welds on the roof area fitted with two crew hatches and a commander’s periscope. Suspension consisted of seven road wheels with internal shock absorbers, three support rollers, and a drive sprocket positioned at the rear with a removable ring gear and guide wheel.

The transmission was similar to the one in the IS series, and featured a multi-disc dry main clutch, eight gear transmission with dual, planetary rotation mechanism, and a final drive. The engine was a Chinese made unlicensed copy of the B11 diesel, with the maximum power output at 520 horsepower. Maximum speeds achieved during tests was 35 km/h. The body was made from welded plates, with a thickness of 13, 120, 90 and 60 mm. The test prototype was preserved and today is placed on permanent display in the Chinese Tank Museum located near Beijing.

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Top 3 Quirks

  • Strong Frontal Hull Armour, against many opponents it meets
  • High Top Speed
  • Preferential Matchmaking, meaning it can see Tier 9 Maximum tanks (how useful this is anymore however is debatable!)

Bottom 3 Quirks

  • Very bad gun handling
  • Ammo-racked is damaged every second hit
  • Really bad penetration on its standard AP rounds

BrandScore

DPM – The DPM of this tank is 1,872 giving it a 5/10

Penetration – The Penetration of this tank is 175mm giving it a 5/10

Gun Handling – The Shown Dispersion Value of this tank is 0.44 giving this tank a 3/5, while the Hidden Dispersion Value Average of this tank is 0.173 giving this tank a 4/5

Aim Time – The Aim Time of this tank is 3 seconds flat giving it a 6/10

Gun Vertical Movement – The Gun Depression of this tank is 5 degrees giving it a 2/5, while the Gun Elevation of this tank is 23 degrees giving it a 3/5

Survivability – This tank used to be a very formidable armoured opponent on the battlefield – before the introduction of all the OP Tier 8 premium tanks that hit the game. Now the armour is meh. Sure, it is strong against tier 6 and 7 opponents, but don’t expect to bounce too much even against Tier 8 and 9 opponents as the hull armour is only very good up until around 210+mm of Penetration. It has a very large lower frontal plate, which when penetrated often takes out the ammo-rack as well. The Turret armour is very strong as to be expected from a Russian clone tank, but be warned it has two big cupolas on the top which can be penetrated (though not that easily). As such, I’m giving this tank a 7/10.

Mobility – The Power-to-Weight Ratio of this tank is 13.48 hp/t giving it a 2/5, while the Average Traverse Speed is 26 degrees per second giving this tank another 2/5

View Range – The View Range of this tank is 380 meters giving it an 8/10

Concealment Whilst Stationary (Camouflage) – The Camouflage Value of this tank whilst not moving or firing the cannon is 7.89% giving it a 4/10

Value – This tank is I think very valuable, as it is going to be INCREDIBLY rare. Only 50 of these will be given out among the entire population of the Asia server, and you should not expect this tank to be on sale in store as it will be one of those elusive tanks wargaming will wan’t to keep over us players. Even without its rarity, this tank is stunning to look at and turns heads at every corner. Not only is it eye-candy, but it also means that you get 2x credit making every time you play it, making it insane for making credits. And with it being a free tank given to us if your lucky enough, I think that makes it a pretty damn good deal. As such, I’m giving this tank a 10/10.

Thus, the final BrandScore is: 61/100

Final Thoughts:

So is this a tank you should get in your garage. Well, I think the answer is a pretty glaring of course all things considered. But if you had to pay for it, you need to weigh up whether a beautiful tank is something you want with better credit making abilities, but at the cost of having a quite sub-par tank at this point. If its free, than 100% this tank is worth it!

World of Tanks || M4 Improved Review

History:

A variant of the M4 medium tank with angled hull and turret armor. It was developed by the Detroit Arsenal in August 1942. The changes were intended to improve the tank’s protection without increasing weight or degrading other technical characteristics. Existed only in blueprints.

Top 3 Quirks:

  • Very fast and manoeuvrable, meaning it can keep up with light tanks
  • Better armour and also module and crew protection than standard M4
  • Good view range for scouting enemy tanks

Bottom 3 Quirks:

  • Very poor penetration with its standard rounds
  • The gun is quite inaccurate (though still more accurate than the regular Sherman)
  • Although the armour is better than on the Sherman, it is still not incredible and must be angled

BrandScore

DPM – The Damage Per Minute of this tank is 1,650 giving it a 5/10

Penetration – The Penetration of this tank is 92, giving it a 3/10

Gun Handling – The Shown Dispersion Value of this tank is 0.44 giving it a 3/5, while the Hidden Dispersion Value Average of this tank is 0.1467 giving it a 4/5

Aiming Time – The aiming time of this tank is 2.10 seconds giving it an 8/10

Gun Vertical Movement – The gun depression of this tank is 10 degrees giving it a 3/5, while the gun elevation of this tank is 25 degrees giving it a 3/5

Survivability – The survivability of this tank, while good, is not incredible. It is very similar in terms of hull effective armour as the T-34. However, the turret on this thing is very good, with turret effective armour ranging very highly between 80mm to around 150. As such, I’m giving this tank a 6/10 for survivability

Mobility – The power-to-weight ratio of this tank is 16.88 giving it a 3/5, while the Average Traverse Speed is 39 degrees per second, giving it another 3/5

View Range – The View Range of this tank is 370 meters giving it an 8/10

Concealment Whilst Stationary – The camouflage value of this tank whilst not moving, or firing the gun, is 11% giving it a 5/10

Value – This is a fun little tank, but it certainly is not overpowered. The penetration is a major issue I’ve found in this tank meaning premium rounds are very necessary in it. It’s a collectors tank, but not something you would ever (or should ever) use for grinding out credits in or increasing your WN8! As such, I’m going to give this tank a 6/10 for value

Thus, the final BrandScore is 60/100

Final Thoughts

Should you get this tank? Is it worth the gold? If you are looking for a collectors item, then for sure. This tank is fun don’t get me wrong, and if you can pick it up for just the cost of the tank than by all means get it. But don’t expect great armour, or a good gun, neither are there. It just feels like a general upgrade to the M4 (unless the M4 is using its Derp Gun, because than this will feel like a downgrade!)

Video Review

***NEW MATCHMAKER IN UPDATE 9.20.1***

Have you ever played Himmelsdorf against a team that has more heavies than you? Or perhaps, you’ve watched victory slip from your fingers on an open map simply because the other camp was lucky enough to have more medium tanks in their ranks. Update 9.20.1 clamps down on these frustrating scenarios by adding an extra parameter to the matchmaker: vehicle combat roles. Simply put, we taught the matchmaker to see the difference between the Maus and IS-7, for example. Now, it balances them separately. To create two evenly assembled teams, it would place the former against other heavily armoured tanks (the E-100, Type 5 HEAVY, etc.), while the IS-7 gets to face the likes of the Т110Е5 and FV215b. Let’s take a closer look!

How does it work?

Along with balancing teams by vehicle classes (artillery, light tanks, and tank destroyers) and Platoons, the matchmaker now looks into the intended roles each tank plays in combat and ensures each side has a similar number of vehicles that play the same role. Of course, their exact number might differ, but this difference is one vehicle at the most.

NOTE: If you need a refresher on how the matchmaker works, head here.

Essentially, the newly-added parameter balances out the number of autoloaders, well-protected TDs, and assault heavy tanks across teams. By distributing them evenly between the two camps, the improved matchmaker addresses another frequent concern of yours. Medium and heavy tanks are no longer distributed randomly. With classes split into smaller groups that unite vehicles with a district play style, medium tanks with a certain role are pitted against each other. The same with heavies. So you can forget about one-sided matchups with, let’s say, five Bat.-Chats duking it out with five Mauses on Steppes.

We put in extra effort to make sure balancing by a vehicle’s role does not affect the overall speed of matching. So worry not, the wait time won’t change. What should improve is the overall quality of matches as vehicle roles lower the chance of a team gaining the upper hand through sheer luck. At the same time, team setups aren’t mirrored, so every battle is a unique experience where the final outcome depends largely on tactics and teamplay.

Finally, the matchmaker tries to ensure teams are evenly assembled regarding the number of Platoon players and their vehicle tiers—its primary goal. However, it currently doesn’t balance Platoon vehicles by roles. Instead, it evens out the matchups by adding standalone vehicles to teams—if the current queue composition allows for it with no increase in the wait time. For example, if a team has a Platoon of autoloader medium tanks, the matchmaker places it against a Platoon of medium tanks. Then, it tries to add standalone autoloader tanks to the other team to even out their chances at victory. If there are no autoloaders in the queue, it will create a battle to avoid longer wait times.

Vehicle Roles

If you look at the way light tanks and arty fight, there’s no immediate value in breaking these two classes into smaller packs grouped around a certain role. Light tank gameplay is built around scouting, and that’s the role they all share, regardless of whether they remain completely still to spot enemies or zoom around the map. A particular set of LTs won’t make the enemy team superior to yours as long as both of you have them in similar numbers, and the matchmakers ensure you do. It’s the same story with SPGs: they all play as long-range support vehicles.

TDs, medium and heavy tanks are a whole other story. Let’s take medium tanks with powerful guns and moderate armour, for example. These are designated support vehicles. Their peers, with strong protection but average mobility and firepower perform best in an attack role. There’s a whole bunch of medium tanks sporting autoloader guns, and they can dismantle an enemy in no time. Finally, others perform equally well in more than one role, which makes them fairly universal.

Having analysed the key parameters and combat performance of TDs, medium and heavy tanks, we outlined primary roles for each class at Tiers VIII–X. The structure you see below is not final. We want to hear your thoughts on the classification and criteria we put at its core (armour, firepower, and mobility). Following your feedback, we might revise it and consider introducing roles for mid to lower tiers.

Light Tanks

1

Medium Tanks

2.12.22.42.3

Heavy Tanks

3.13.23.3

Tank Destroyers

4.14.24.3

SPGs

5.1

But Wait, There’s More

Improvements to the matchmaker don’t end with the introduction of vehicle roles. Along with adding them, we addressed some of your most vocal requests:

  • Better chances of getting ranked at the top of the list for Platoon players: Initially, their chances of playing at the top were reduced to avoid upsetting scenarios with Platoons singlehandedly deciding the battle outcome. In direct response to community feedback, we’re raising them slightly so that you and your Platoon mates can fight at higher tiers once in a while. This won’t cause any drastic changes to the state of Random Battles, but offers a more varied experience to Platoon players.
  • Equal chances of getting ranked in the top/middle/bottom of the list for different vehicle classes: You might have noticed that heavy and medium tanks would end up in single-level battles way too often, while arty and TDs tended to get ±2 and ±1 setups. We tweaked the matchmaker, evening out the odd for all vehicle classes.
  • Optimized team assembly logic: After some extra tuning, you’ll see more 3/5/7 and 5/10 teams, which should provide for a more enjoyable experience.
  • More Grand Battles: We increased the chance of getting matched in a Grand Battle, so that more players could playtest the new format.

We put a lot of work into these improvements, and are excited to hear what you think about them. Your input is crucial as we continue evolving the matchmaker. So be sure to leave any suggestions or questions you might have on the forum.

From worldoftanks.asia website

WoT QandA with developers in Minsk

Q: When will be the HD maps be released? Will they all maps come in the same time?

A: We are working as hard as possible on the HD maps at the moment. A lot of the maps are in the final stage, where the map developers are working on finalising the maps and stabilising the codes. Some of them are still in the process. Of course, when we release the HD maps, we will try to release as many maps as possible but we want to keep the quality of the map as high as possible. If some of the maps that didn’t make it into the release will be add in future updates. We want to make sure we have enough maps before releasing them so it does not have a significant impact on the matchmaking.

Q: We notice there is a few new options in the graphic settings section (The sandbox we played on is in Russian, the wordings were translated with the help of WG’s translator- wordings can be slightly different in the live version) – Tessellation, Tessellation in sniper mode and improved physics, what does these do?

A: Tessellation will mean every object in the game will be render in 3D, rather than in 2D, same for the sniper mode option. Lastly it is obvious for “Improved physics”. These settings will be for high end machines. We are also introducing a new pre-set called “Ultra” for high end PCs, where we only recommend players will high end graphics card (e.g. 1060 or + level) to run this graphic pre-set. There will be more graphics effects include in the “Ultra” settings. Please don’t get confuse with the existing pre-set of “Maximum”.  The “Ultra” pre-set will be more demand than the existing “Maximum” settings. (The devs are considering renaming “Maximum” into something else that are less confusing.)

 Q: In the short time, we (community contributors that are testing the sandbox) conclude that Steppes north spawn needs some tweaking. Will the team consider changing it?

A: Thank you for the feedback. We will make the map developers aware of that and we will collect the heat map and the feedback from the players on the Sandbox test server to decide whether further tweak is needed. Honestly it is hard to just copy and paste the old maps and put them in the HD map rendering.

 Q: Will there be new maps coming anytime soon?

A: We know players want new maps, however, it is impossible to create new maps at the same time when we are in the process of converting the existing maps into HD maps. We are aware that we have no new maps for a long time (2 years). We have plans for new maps, but those will be after when HD maps is done.

Q: What are the plans for new maps?

A: At the moment, there are a few winter maps we are planning. We will replace some existing maps.  I can also tell you there will be some rework on some of the current maps.

Q: Will there be any maps remove from the game when HD maps come?

A: Yes, some of the “Double Maps” will be remove from the game. Those will be Winterburg (Winter version of Ruinberg) and Winter Himmostolf. Fiery Salient will removed too in the game.

Q: Isn’t it will be a good opportunity to also do map balancing changes when turning maps into HD?

A: We understand some maps may need to be improved. As of now, we want players to collect feedbacks and data from players about the new HD maps first. For example, performance and visual style. As much as we want to do map balancing, but if we do it in the upcoming sandbox, it will be very complicated for us and players to test and give us feedbacks about the HD maps itself (e.g. Visual style) and game performance. However, there are some maps that we decide to rework them now. We will come back to the existing maps later once we collected the data

Q: What maps will be under rework?

A: It is very important that when we are reworking the existing maps into HD maps, we try as hard as possible to make them to have the same playstyle as of the current maps, however, there are some minor tweaks to them as they are turned into HD. There are 3 maps that will have some obvious reworks, they will be Fisherman Bay, Erlenberg and Fjords.

Q: How will those mentioned maps be changed?

A: As of now, Erlenberg will have a massive rework, as we know the map is too problematic on the public server. For Fjords, we have plans to rework the middle section of the map. Lastly for Fisherman Bay, we are planning to add some hard covers in the fields (e.g. Mark I Tank corpses). HOWEVER, it is important to note that these are still work in progress, so there can be further changes.

Q: Speaking of the game Performance, what will happen when the HD maps are introduced?

A:  We are working very hard to optimize the game for all kinds of computers. We are aware there is still a large number of players still using out-dated specs PCs. The minimum graphics requirement will stay the same for the time being, however we are planning to change the minimum requirement in 1 or 2 years’ time.

Q: What will happen to mountain goating (boosting)?

A: Mountain goating is more of a by-product when we introduced the new physics. When we introduce the HD maps, some of the locations will not be accessible anymore. There might still be some places still accessible, we will collect more feedback from the community to see if we will remove those places in HD maps.

Q: In the sandbox test, I don’t see any winter maps, what happen to those maps?

A: We are preparing some cool technology and effects for the winter maps. There are some cool technology that tanks will leave traces behind under the tracks, so tanks will be in the snow act like in real life (tracks will be in the snow). There is also a new ice shader that will makes the ice behave like in real life does. These effect will be optimised.  We always try to optimize the game as much as possible so  older hardware to work on the same level as of now or in some cases even increase performance.

We want to show some of the winter maps to you guys (the attending community contributors in Minsk), unfortunately it wasn’t quite ready. (MatchyHK: It was almost ready when we were about to leave the Minsk Headquarter)

Q: How long does it take to change a map?

A: It is on average around 2 months. It is not simply changing the map, we have to put in effort of creating the textures, stabilising the new map code, testing

Q: The maps are very bright! It hurt our eyes! (When the community contributors are testing them, the sky box and the position of the sun make it very hard to look at the screen in some positions. Some CCs think the maps looks a bit too yellowish)

A: Thank you for the feedback! This is why we invited you guys (referring to the invited Community contributors) to test it early! The lighting, sun position and visual styles are not yet finalized. We want to collect more feedback from the sandbox testers before we finalize the visual style of the new HD maps as well as the sun position (note: The sun is an important element in the lighting system, it is important to find a right position for the sun to be placed and to not affect players’ gameplay)

Q: What will happen to some of the unpopular maps, such as the Kharkov and Stalingrad?

A: These maps are a bit problematic. While we want to make them into HD maps, we have make priorities for maps. As much as we want to rework them (Stalingrad and Kharkov) as well, however they are problematic and does not work too well in terms of gameplay balancing. We are likely to delay the releases of these two maps as we want to make them enjoyable for players

Q: Some of the encounter and assault mode are problematic, will the balancing of the maps put these game modes into consideration in the future?

A: Back a long time ago, players want us to increase the variety in random battles, therefore we introduced encounter and assault mode. However, there are some balancing issues in these 2 modes. It is very difficult to balance the map when we have to consider both modes and the normal random battle mode at the same time. We have decided not to touch these modes in the HD map rework. We are not planning to remove these modes from the games but at the same time we will not add further maps into these 2 game modes, as there are significant amount players that enjoy the mode.

Q: What do you think about the Anime tanks (The Valkyria Chronicles Series Tank – Edelweiss and Nameless)? Some players think they are very overpowered.

A: From our statistics, the Nameless is slightly too strong. Fortunately, there are not a large amount of the tanks roaming around the battlefield, thus not disruptive to the matchmaking. It will remain the same as much as we want to make changes to the tank (nerfing) because it is a premium tank. For Edelweiss, the tank is doing fine, there are stronger tier 8 medium than it. (It is slightly above average)

Q: There are many players dislike the current Type 4 and Type 5 HE guns. Will they be changed? What is this trend of giving more and more armour and super heavies to tanks?

A: We are aware the players has very negative feedbacks on the Type 4 and 5 HE guns and the armour. However, at this point it hasn’t reach a critical point so we will not further change them for now. We are closely monitoring these 2 tanks.

There are a lot of complains about armour being irrelevant in game, therefore deciding to increase the role of armour on tanks to make it a more significant role in the game.

Q: How is the recently buff M48 Patton performing?

A: Statistically, it is doing more or less the same. We will continue to monitor the performance of the M48 Patton, if the tank is over performing, we might tweak it later.

Q: The current XM551 model looks very ugly, will it be changed?

A: Yes! We are planning to replace to current Sheridan model to another one next year. One looks less silly.

Q: Are there any plans for Object 430? The tank isn’t very popular as well.

A: We have plans to make the Soviet Trio (Object 140, Object 430 and T62a) differentiate from each other, however, it is not finalized yet.

Q: Will RNG will be reduce from +/- 25% to something lower?

A: No, we understand skilled players want the game to be more predictable in terms of fighting against other players. However, we decide to keep the +/- 25% RNG in the game so players can have their “magical” and “fun” moments. For example, when you survive and carry the game because some enemy players “low roll” you.

However, please do not assume it is pure +/- 25% RNG, the RNG is based on a normal distribution system where we can tune the probability, where there is at the moment it is set to have 67% chance within the +/- 10% RNG, where the extreme number has a smaller chance to happen. This was implemented some time ago.

Q: Can you tell us what lesson you have learn from the previous sandbox?

A: We can say the sandbox testing is successful. We collected a lot of data and feedback from players. From the previous testing, we come to a conclusion that players would like to us to further polish the game balance instead of changing the vehicles they used to dramatically (referring to the 1st Sandbox testing)

Q: Did WG learn anything from the Black Tanks? (The T-34B, IS6 B, SchwarzPanzer 58)

A: In the black tank case, they are meant to celebrate the American’s Black Friday. Back then, we don’t have much time to prepare for it (3 weeks). So, we decided to simply paint them black so we can get them ready on time for Black Friday (introducing new vehicles will means extra testing times and modelling for tanks as well). As using existing tanks with a different skin doesn’t affect the game balancing, we want to play safe at that time, but we wanted to make them as quick as possible.

We will continue in the direction of accommodating towards different servers’ special events or seasons.

Q: Will there be more unrealistic tanks for WOT PC in future? (e.g. Warhammer Tanks or similar to Nameless and Edelweiss). Players are quite upset about those tanks being in the game.

A: I don’t think we are planning to create more of these tanks. The Valkyria Chronicles Tanks are originally created for Asia/Japanese players (or anime fans) for their collection – align with the idea of making special events for different servers. We are NOT going to sell these tanks in other servers.

Q: People really dislike the “clown camo” (e.g. Patriot and Liberte), what are the developers’ option on this?

A: This is a good question! We are creating a new customisation system for the games, where players can do further customisation for different tanks.

We want to make the new customisation system very good, so we won’t able to give you a release time and we don’t want to rush it. But from there, we can provide players with more skin customisations and as well as more customisation on the tanks

Some interesting backstory:

Back when we introduced the Skorpion G, we actually created 3 visual variants. There is the normal Skorpion (with German Grey) and the Skorpion G that we all know. The last one is a very unhistorical/ unreal skin, which at the end was deemed unfit for the game.

Q: What happened to the last year Christmas Loot box event? Will WG consider the loot box skin system implemented into the game like CSGO and Overwatch?

Q: Can we implement something similar to the World of Warships supply containers?

A: We like this idea. However, unlike World of Warships, which is a relatively new game comparing to World of Tanks. The supply container of World of Warships was implemented when they implemented the economy reform. For us, this is harder, as World of Tanks has its own legacy to considered. It is not easy to implement anything that can affect the in-game economy. If we are going to implement something that can potential alter the in-game economy flow, we will have to plan this very carefully. It can lead to unpleasant experience for players when they have decreased the amount of income from battle to compensate this, players will have a deception of making less money.

Q: Will there be more variety in random battles? For example, night battle and weathers?

A: If we are going to implement night battle and adding weathers, we need to decide will it be only cosmetic changes or this effects will affect the gameplay, such as lower view range for tanks during night battles and sandstorm etc.). They will also be carefully tested before we release them on the live servers.

Q: Will you consider the option of banning xvm? (Community Contributors are discussing XVM focus)

A: We are aware the XVM statistics part are leading grievance in the game, not only XVM focus. However, we cannot simply just ban XVM from the game. XVM also provided a number of functions on top of showing players’ statistics. We work closely with the XVM developers. Some people use to XVM statistics to plan their battle (e.g. following unicums into battles and as well as focusing good players on the enemy team – unfortunately).

2 years ago, we have collected statistics about XVM and we realise there are over 50% of the players uses XVM without the statistics functions. This is why we work hard to incorporate those functions into the game client itself, in the way of making XVM obsolete. Recently, we have introduced our new rating system, as we believe if we are able to make a better metric system, this will allow players to have a fairly accurate assessment of other players and comparison between players.

At the sametime, Warmgaing did research about the options of not allowing third parties to fetch data from the WG API, it leads to a problem of data analysis for many useful services. We are working on it.

Q: Can we hide players in battle?

A: Unfortunately, we don’t think this is a good idea for the game. As someone playing without aware of the players on the enemy team can make someone feels he is playing against bots. It is also important for social interactions as well. You would not know who is in a clan or it can be hard for clans to attract players as well.

Q: How’s is the grand battle doing?

A: The grand battle map is a success in terms of balancing. Unfortunately, there are some issues with the matchmaking, as it clashes with rank battles (both game modes are tier 10s only). We are working on a fix on the matchmaking.

Q: Artillery is annoying will they be remove or change further?

A: Artillery will not be removed. The class is for people for like to predict another players behaviour. There is a proportion of the players that really like this class and some players only plays artillery. Now players can survive longer rather than being one shot by artillery.

 

Q: Will the current engine limitation on 127fps be removed with the introduction of the new HD maps (graphic engine)?

A: We are aware of the increasing usage of high end monitors (144hz and 165hz). The idea of the limitation with the 127fps is not because of the client itself, it is the due to the previous limitation of the Big World server engine. As mentioned before, the player client has been completely rewritten with our proprietary engine. The Server engine is also now being re-written and so such FPS limit is not needed.  We are thinking of removing it or changing the FPS limit, it is in the stage of testing however this might not be changed in sandbox.

Q: The camera overhang/ weird camera behaviour (e.g. the gun aim upwards when you quickly switch in and out of arcade mode when you have some kind of cover above your tank) is kind of annoying not only when testing the HD maps but also on live server, will they be fixed?

A: We are aware of the issue, unfortunately we have no obvious solutions as of now. However, since the introduction of the “Pilsen” (Tank Factory map) we have tweaked the logics behind the camera direction. It helps with the situation but it is still not perfect. World of Tanks camera behaviour is far more complex than a normal FPS game (unlike FPS, WoT Tank camera also has to take many more factors into consideration, such as turret and gun traverse speed etc.) There is no simple solution as of now, but hopefully with future technology we will be able to solve this issue.

 

Historical battles game mode was removed due to overwhelming negative feedback from players. (Not clear whether historical mode will back a return in the future)

There are players that suggest giving reference for the sensitivity settings, this has been noted and will be taken into consideration in the future. – However according to statistics collected by Wargaming, there aren’t many players that change the control settings.

Fate of the Chieftain Mk 6. – unfortunately, it is unlikely for us to introduce the Chieftain into the game. As much as we want to implement to it into the game, we don’t want to just make it simply able to research from the Conqueror. If we can find some lower tiers that can fit to the similar playstyle to the Chieftain, then we will consider implementing the Chieftain into the game.

Q: Will WG ever consider a Romanian tech tree?

A: Unfortunately, we don’t think there is enough tanks for Romania itself to have their own tech tree.

Q: When will polish tanks come?

A: We still working on the Poland tech tree, we already found all vehicles to that tree. So we will try to release this tanks as soon as possible. But it’s too early to announce any dates yet

Q: Where is SerB? What is he doing? Is he working on his moon base project? (MatchyHK – sorry, this is my favourite question)

A: SerB is still working for us. He is NOT working on the moon base project, he is currently working on other Wargaming projects.

Q: Did WG learn anything from the Black Tanks? (The T-34B, IS6 B, SchwarzPanzer 58)
A: We are sorry about the black tanks. As people knows, World of Tanks was very oriented to the CIS region. We really waimages.jpgnt to change that, we want to pay extra attention towards different regions, not only CIS region. In the black tank case, they are meant to celebrate the American’s Black Friday.

Q: When will polish tanks come?
A: Next year!

Transcribed by: MatchyHK

Courtesy of: RitaStatusReport

World of Warplanes 2.0

Conquest Mode

In Conquest Mode, attack and establish control over key fortified areas, while defending territories captured from your enemies. Controlling territories gives your team a specific number of influence points if held amounts of time, and the team that gains the necessary influence first wins! Conquest completely replaces the prior “Superiority” game mode.

Account Information:

No Changes will be made to your accounts after the update release.

You’ll keep all in-game assets like:

  • Researched and purchased aircraft, Free XP, aircraft and Crew XP, Credits, Gold, consumables, ammunition belts, and equipment
  • Victory marks on aircraft earned for destroying air and ground targets

Player statistics will move to a separate archive tab in your player Profile, and will begin to accumulate again after the update .

 

Territories of different types provide additional advantages to the controlling team: airfields allow players to repair their aircraft and choose a respawn point, manufacturing facilities increase the number of influence points earned, while command centers and military installations attack the enemy territories and make it easier to capture new territories.

To take control of a territory, players need to destroy aerial and ground targets within it; to defend a territory, players need to oppose an enemy attack and prevent a breakthrough.

 

More on Conquest Mode

Influence points add to a team’s score usually once every five seconds, but depend on the number and type of territories each team controls. If one team controls all the sectors on the map, a superiority state begins, where the team’s influence accumulates significantly faster.

Key Territories

Each territory provides specific advantages to the team that controls it:

Garrison

  • The least complex and defended territory. Provides 3 influence points every 5 seconds.

Airfields

  • Forward Airstrip

    – A selectable respawn point from which you re-enter combat if your aircraft is destroyed
    – Provides 3 influence points every 5 seconds

  • Airbase

    – Allows controlling team to change aircraft type and class — use the tactical screen to select battle-ready aircraft from your Hangar suitable for the specific level of the ongoing battle
    – A selectable respawn point from which you re-enter combat if your aircraft is destroyed
    – Decreases respawn timer by 10 sec.
    – Provides 3 influence points every 5 seconds
    – Repairs your aircraft and removes critical damage

Plant 

  • Provides 3 influence points every 5 sec.
  • Provides 80 influence points every 120s

Military Base

Garrison

  • Provides 3 influence points every 5 seconds.

Military Base

  • Conducts a rocket strike on an adjacent neutral or enemy territory every 20 seconds until it is captured. After that, it targets the next available territory.
  • Provides 3 influence points every 5 seconds.

Command Center

Command Center

Orders an Attack Flight of five bombers to attack an enemy territory (not neutral territories) every 110 sec. The Attack Flight approaches from outside the area of operation, heads towards the targeted territory and bombs it, dealing significant damage. The Flight can be intercepted and destroyed by the enemy aircraft. After the territory is captured, the Command Center targets the next available territory.

  • Provides 3 influence points every 5 sec.

How Do I Capture Territories?

At the beginning of each battle, all key territories are neutral, controlled by their local defense forces. Your team must establish control over the territory by destroying targets within it like ground objects, air defense aircraft and enemy team planes to earn capture points.

You need to earn 140 capture points faster than the enemy team for a neutral territory, and 160 to capture the territory from your enemies.

Number of capture points earned per target:

  • Small ground objects = 15-20 pts.
  • Medium ground objects = 20-50 pts.
  • Large ground objects: 50-80 pts.
  • Air defense aircraft: 40 pts.
  • Enemy aircraft: 60 pts. (only counts aircraft destroyed over the targeted territory)
  • Enemy aircraft while defending: 40 pts (only counts aircraft destroyed over the defended territory)

Local Defense Forces

Every territory has its own defense system, which may include:

  • Anti-aircraft artillery (light and high altitude cannons)
  • Air defense aircraft (light and heavy)

The composition of a defense system depends on the territory type. For example, airfields have virtually no AA artillery, while military installations are heavily fortified.

Each aircraft class is more efficient at attacking different territories due to their ability to destroy specific targets and counter local defenses.

Respawn

In Conquest mode, losing your aircraft doesn’t mean the battle’s over; after a brief wait, you can re-enter battle with a new aircraft. Every kind of airfield serves as a respawn point once your team captures it. When they have more than one, you can choose a preferred target area for your next

Every kind of airfield serves as a respawn point once your team captures it. When they have more than one, you can choose a preferred target area for your next respawn in the tactical screen while you wait for your next aircraft to be ready.

To select a respawn point, left-click the dashed circle around the territory icon in the tactical screen.

The minimum respawn delay is 10 sec., with every subsequent destruction of your aircraft increasing the timer by 15 sec. Every airbase your team controls decreases their respawn timer by 10 sec. down to the minimum delay. Seven minutes after a battle starts, a “Thunderstorm” event begins, rendering respawning impossible and meaning the two teams must fight until one reaches the required amount of influence points, or one team loses all their aircraft.

Aircraft Repair

Partial Repair of the Fuselage

If your plane is heavily damaged, it slightly regenerates HP once it’s no longer sustaining damage and is sufficiently distant from enemies. The repair process is gradual; its speed and maximum amount of restored HP depend on your aircraft class and amount of damage sustained, while more critical damage won’t be repaired this way

Field Repair

Airfields (Forward Airstrips, Staging Airfields and Airbases) may contain a special object that can repair allied aircraft, marked on the minimap with a wrench icon inside a circle, showing where the repair is effective.

Like the Partial Repair, Field Repair starts once your damaged aircraft safely enters the area and you’re not taking damage and sufficiently far from enemies. It’s much faster than the partial repair, and fully restores the aircraft and removes Crew injuries.

Replenishing Outboard Weapons

Once you’ve dropped all your bombs or released all rockets on your aircraft, a replenishment timer for outboard weapons starts, with all outboard weapons replenished when the timer ends.

The replenishment time depends on the aircraft type, number of weapons and their power. This allows aircraft of different types to adjust their gameplay and attack enemy ground targets several times.

If your aircraft is destroyed, the replenishment timer is not reset: when respawning with the same aircraft model, bombs and rockets will be replenished only after the countdown ends.

Bombers

Take flight in a mighty new class of bomber aircraft! These high-altitude heavy hitters have tons of HP, long boosts, and big bomb loads. Suggested bomber tactics include gaining altitude, choosing ground targets with care, and hitting them with precision. The bomb load gradually replenishes after a bomb drops, and coupled with the long boost and high altitude ceiling, you can freely roam the area in relative safety and still influence the battle.

Drop bombs a few at a time by pressing the space bar. For more accurate bombing, activate a special Bombsight mode with your left Shift key and you’ll be looking down on a target through targeting optics.

The bombsight mode provides for more precise bombing and quick target acquisition.

Bombers and attack aircraft also have the new manual turret control feature. Press the “T” key to control the turret — if manually controlled, the turret deals more damage, and you can single out the most dangerous/damaged enemies at your discretion.

As bombers operate best at high altitude, we don’t recommend getting too near the ground – this makes the bombers’ main drawbacks of low maneuverability and a weak forward-facing armament tha tmuch more apparent, and you become easier prey.

Physics and Balance

Balance of Aircraft Types and Their Roles

Victory in Conquest is earned by honing you and your team’s ability to destroy territorial defenses, capture and control sectors, and generally fend off enemy counterattacks, rather than relying on your own skill or another single aircraft. Each aircraft class has a role in which it excels:

  • Attack aircraft (and other machines equipped with heavy armaments) are crucial for the quick destruction of ground objects and securing territories
  • Fighters excel at fast air defense suppression and defense of controlled territories

We’ve adjusted the general balance of classes and individual aircraft parameters for Conquest mode, and emphasized the key features of each class to make them especially effective at their roles.

Class Traits and Capabilities

Fighters

  • Nimble warplanes designed to intercept and destroy enemy aircraft in a dogfight and provide cover to allied forces
  • They can easily take advantageous positions in the air and rapidly pursue or destroy enemies, all thanks to exceptional maneuverability, high thrust-to-weight ratio and easy-use armament

Multirole Fighters

  • Universal aircraft capable of supporting allies both in aerial combat and in ground attacks
  • Can equip a small amount of bombs and rockets to conduct surgical strikes against ground targets
  • Generalists that are employable as air dominance or laying waste to ground fortifications

Heavy Fighters

  • Fast and deadly machines with powerful forward-facing armaments and sometimes equipped with bombs and rockets
  • Efficient at intercepting enemy bombers and attack aircraft, and striking at territories from above, dealing astonishing amounts of damage to large enemy aircraft, while easily gaining altitude to take positions above enemies with a long, powerful boost

Attack Aircraft

  • Extremely durable machines specifically tailored to deal great amounts of damage to ground targets while flying at low altitude
  • Great attackers thanks to powerful combos of guns, bombs and rockets. And usually have defensive turrets, making themselves even tougher targets
  • Single out enemies on your six by operating the turrets manually (“T” key)

Bombers

  • A completely new class with a singular play style that can quickly relocate between territories and methodically lay waste to targets below from relatively safe heights
  • Speedy aircraft with the primary job of destroying ground targets from high altitude
  • Large bomb loads, powerful defensive turrets -Press the left Shift key for the bombsight view and defend yourself with a manually controlled turret (“T” key) -Suits players who like to play strategically and plan their attacks in advance

 

Altitude, Speed, and Maneuvrability Mechanics

We changed some game mechanics that define dependencies between an aircraft’s flight characteristics and flight altitude, in order to provide easier control over your aircraft in any situation. You can now have maximum maneuverability at any altitude between ground level and your aircraft’s optimum altitude. Exceeding optimum altitude means a noticeable decrease in flight characteristics, while approaching the altitude ceiling decreases them further, making them sufficient only for level flight.

Default Controls

Find the full list of key bindings in the “Settings” menu.

The battle UI conveys this by color-coding the numbers on the altimeter:

  • White: optimum altitude
  • Orange: exceeding optimum altitude
  • Red: flying close to the aircraft’s ceiling

Similarly, maneuverability depends on flight speed: when approaching critical values, a risk of stalling or losing control appears, when exceeding the optimum airspeed (in case of diving), maneuverability is significantly reduced.

Graphics

We completely redesigned the in-game camera, making it far more useful in conveying an aircraft’s status in battle so you can better focus on flying.Aircraft now move freely to the sides of the screen when maneuvering, picking and tracking targets, and aiming in

Aircraft now move freely to the sides of the screen when maneuvering, picking and tracking targets, and aiming in dogfights. This should make all these actions significantly easier. The camera moves back from the aircraft when accelerating to provide a greater field of view. We also added a large number of visual effects to improve the flight experience.

Shooting

This public test of Conquest features a new approach to shooting forward-facing weapons: we removed the lead-compensating aim point. We believe that you should concentrate on firing at the enemy rather than tracking an onscreen icon.

In order to shoot accurately, you’ll need to keep track of enemy aircraft constantly, react to their maneuvers, and pick an approach trajectory and lead the target correctly; as you constantly adjust your aim based on tracers and hit marks.

Since projectiles have certain speeds, the lead compensation mechanics are still present. Correct your aim to accurately hit a target as you consider its distance, direction and flight speed, to ensure the target and projectile intersect.

Forward-Facing Armament: Basics

Opening Fire

Each weapon has a different effective range depending its caliber and type. You’ll see a counter showing the distance to your target, which turns red once on approach to the weapon’s effective firing range, telling you when you can hit the target effectively.

Aiming

In all cases except head-on approaches or shooting from directly behind a target, the optimum aiming point is located slightly ahead of an enemy aircraft. We made tracers and hit marks more distinctive to show where you’re shooting, and if you hit on connecting with an enemy’s flight path.

Evasive maneuvers

Standard evasive maneuvers are still effective to avoid damage, but you must dodge immediately after taking fire.

Damage Mechanics

An improved damage system allows you to target specific aircraft sections.

Damage caused by forward-firing armament varies from minimum if fired at the maximum range to the target, to maximum, if fired in close combat. Apart from losing HP due to hits, an aircraft can also catch fire or sustain critical damage to certain modules: wings, tail, fuselage, and engine. Critical damage reduces aircraft performance dramatically: damage to the tail assembly and fuselage reduces maneuverability, damage to the engine—thrust, airspeed, and boost efficiency. Besides this, enemy fire can injure the crew. An injured pilot is not capable of firing accurately and an injured rear gunner stops firing the rear gun.

It’s now easier to deal critical damage to a crucial aircraft module, and is most effective when shooting large, durable aircraft like bombers and attack aircraft.

Economics

Conquest mode has Mastery and Combat points to calculate your efficiency and compensation after battles.

Mastery Points

Earn Mastery points for:

  • Team efforts (filling the influence meter by 25%, 50% and 100%)
  • Series achievements while piloting the same aircraft before its destruction (for example, a series of enemy aircraft destroyed before your aircraft is shot down)
  • Special actions (destroying an enemy aircraft by ramming it or shooting it down with a turret)

The number of Mastery points earned in a battle directly affects the amount of experience that aircraft and Crews earn after battle. If you use several aircraft in one battle, the experience goes to all of them, and their Crews, based on the number of Mastery points earned while piloting each of them.

Victory awards additional XP.

Combat Points

Earn Combat points for damaging/destroying:

  • -Enemy team aircraft
  • -Air defense aircraft and Attack Flight bombers
  • -Ground objects

They’re also earned by:

  • -Participating in capturing enemy territories and defending allied territories
  • -Participating in a battle to its very end

You can lose Combat points for:

  • -Damaging/destroying allied aircraft

The number of Combat points earned in battle directly affects the amount of Credits you earn. Victory awards additional Credits.

Aircraft Repair

The cost of aircraft repairs depends on the number of times the craft was destroyed in battle. Preserving your aircraft and repairing it over the allied airfields allows you to reduce expenses significantly. If you use several different aircraft in a battle, their repair expenses are calculated separately.

Ammunition and Consumables

As before, the Gold or Credit payment for using ammunition and consumables is deducted after their first use in battle, with the first weapon fired, bomb dropped, rocket launched, or consumable used. Your ability to respawn and re-enter battle does not affect expenses — they’re only deducted once per battle.

Changes to all consumable types:

  • All consumables now have an unlimited number of uses per battle, balanced with cooldown times between uses
  • Consumables available for Credits are activated manually, have an unlimited number of uses, and a delay of 90s between uses – the delay doesn’t reset if you’re destroyed and respawns
  • Consumables available for Gold are either activated automatically or manually depending on their type, have an unlimited number of uses, and a delay of 60 sec. between each use – the delay does reset if you’re destroyed and respawn
  • Consumables as rewards for completing Daily Missions are activated either automatically or manually depending on their type, have a delay of 60 sec. between each use, but can only be used a limited number of times during an aircraft’s lifetime. The number of uses and the delay resets if you’re destroyed and respawn
  • Considering the outboard armament is gradually replenished in Conquest, the first bomb dropped or rocket launched now costs the amount of the full load of that weapon type. If you use several different aircraft in a battle, the expenses for ammo and consumables are cumulative.

Battle Interface

Standard and Advanced Interface Modes

We reworked the heads-up display (HUD) in battle to be lighter and less obtrusive, prioritizing control of the aircraft in combat rather than elements of the HUD.

Battle Progress

At the top of the screen, there is a meter showing influence points accumulated by the teams. Next to the meter, icons of the territories that are currently controlled by the teams are displayed. The advanced interface mode also shows a precise number of accumulated points.

In the center of the screen, under the influence meter, there is an icon for the territory where a player’s aircraft is currently flying and the status of the territory.

Minimap/Radar

We completely redesigned the minimap and integrated it with the radar, combining both orientation elements (cardinal directions, icons showing directions to key territories) and tactical information (objects, enemy and allied aircraft around you).

The minimap size can be changed with the + and – keys, and the display scale with the 9 and 0 keys. The minimap zoomed all the way out helps to evaluate the situation in the operation area and the states of the key territories, as well as understand the flight directions of allies and enemies. When zoomed all the way in, the minimap can be used as a radar to evaluate the situation immediately around the player’s aircraft.

Aircraft State

Aircraft durability is displayed as a bar directly below the aircraft. In the bottom center of the screen, there are indicators showing the number of mounted rockets and bombs (for aircraft with the ability to carry outboard weapons) and the indicator of the time required to replenish the rockets and bombs. In the bottom left, there is an aircraft layout showing whether there is critical damage to aircraft modules, how ready the mounted consumables are for use, and how overheated the forward-firing armament is. Besides this, the state of an aircraft can be quickly evaluated by the following graphic effects: smoke and sparks indicating damage, screen darkening, oily traces indicating critical damage, etc.

In the bottom left, there is an aircraft layout showing whether there is critical damage to aircraft modules, how ready the mounted consumables are for use, and how overheated the forward-firing armament is. Besides this, the state of an aircraft can be quickly evaluated by the following graphic effects: smoke and sparks indicating damage, screen darkening, oily traces indicating critical damage, etc.

We’ve added several visual effects to indicate when your plane sustains critical and severe damage. The screen now shows the current state of your plane without needing to always peek at your HP meter.

Target Markers

Every detected target is indicated by a special marker that allows the player to quickly understand the type of the aircraft (e.g., fighter or heavy fighter), the kind of target (e.g., an enemy team aircraft or air defense aircraft), type of ground target, etc.

Markers for aerial targets by aircraft types and kinds:

  • Air defense aircraft (light)
  • Air defense aircraft (heavy)
  • Attack Flight bomber
  • Fighter
  • Multirole fighter
  • Heavy fighter
  • Attack aircraft
  • Bomber

When approaching aerial targets, the markers start to show additional information: durability indicator, aircraft model, effective firing range indicator, etc.

Markers for ground targets:

  • Small ground target
  • Medium ground target
  • Large ground target
  • An installation for repairing in the airbase
  • AA gun

When an aircraft is reaching its effective firing range, the compound parts of a ground target start to be displayed. To destroy a ground target, it is necessary to destroy all of its compound parts. AA guns can be suppressed without destroying a ground target completely.

Statistics Panel

When holding “Tab,” a panel with the battle information is displayed. The information includes team players’ performance, a tactical map of the operation area, information about aircraft type-specific missions for the aircraft the player is flying, and the progress of the mission.

Spectator Mode

When your aircraft is destroyed, the camera now switches to the enemy aircraft that shot it down, giving you a better idea of how you got hit. We also changed the cinematic “observer” camera mode — it now uses more dynamic movie-like camera angles and effects.

If your team controls the airbase and the “squall line” gameplay event has not started yet, at the bottom of screen in the Spectator mode, you can select an aircraft from those available and suitable for returning to battle.