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Andrei Nicu

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Everything posted by Andrei Nicu

  1. Eu azi pe site am gasit 2 coduri. primul a fost EXAMPLEEGG si al 2 lea EGGTYMER .Am incercat sa activez codurile si mi a dat eroare .De ce ? Cei de la Wargaming au zis destul de clar "Important: Each Easter egg has a unique bonus code associated to it. These bonus codes can only be activated once per account and have a limited number of activations. To see the bonus code, hover your cursor over the egg. If you are on a mobile device, open or save the image – the bonus code is the filename of the egg." Cum e posibil asa ceva.?Codurile sunt deja folosite inainte de lansare,iar cand apar apar ca fiind EXPIRATE? WTF? dupa aia mai zice lumea ca eu sunt cel rau.
  2. Hello. These are the supertest Fjords changes: It’s nice to see they are tackling some of the issues in this map by making the bases perhaps more interesting but I am not sure about the main centre area, as since the last changes this map feels biased towards those who spawn on the right side with the foolish deforestation ideas and a hill which only the right side Lights can safely climb without getting shot by the camper TDs on the base.
  3. Sa nu mai postezi coduri de la ouale de Paste ,ca nu are rost.Un cod poate fi folosit doar o data pe cont,si fiecarui jucator ii este atribuit un cod personal.Deja cei de la Wargaming au probleme in distribuirea codurilor,avand in vedere numarul mare de jucatori.Mie cel putin pana acum mi au fost atribuite 2 coduri personale,si cand am incercat sa le bag mi a dat eroare.Astept sa mi dea al 3 lea cod.
  4. Daca vrei te pot ajuta cu setarile pentru Google Chrome.Trebuie doar sa ai instalat Team Viewer .
  5. La inceput cand mi am facut cont pe acest forum ,am incercat ca postez traducand cu google translate si multe persoane chiar s au amuzat pe seama mea.Oricum nu m am simtit ofensat,Dar ca sa ti dau un exemplu odata postasem destre istoria unui tanc ,si atunci cand traduceam apareau cuvinte care n aveau nici o legatura cu tancul.Erau cuvinte cum ar fi scoici,fusta,scoarta si multe altele.Daca vrei sa citesti postari in limba romana(chiar daca sint scrise in engleza) iti recomant sa ti instalezi extensia Google Translate la browser( la Google Chrome) in cazum meu. Nu stiu daca chestia asta functioneaza si la alte browsere,si atunci cand vrei sa traduci un text din ORICE LIMBA,dai treducere in limba romana.Este foarte util.
  6. Nu cred ca voi fi de ajutor,si oricum nu ma supar.Daca ar fi sa traduc cu Google translate te ai fi pisat pe tine de ras
  7. Bonus Codes: WOTINBERLIN19 TANKSTW19STREAM CPCHARLIE19 Tested in: EU
  8. The WW2-based multiplayer shooter that pulled in more than double its $100,000 Kickstarter goal in 2017, will launch on Steam Early Access on June 6. Ahead of that, two beta tests will run over the upcoming weekends before the release date. While Battlefield V mixes fast gunplay with vehicle stunts, Hell Let Loose will be all about realism that everyone can enjoy. If you ever wondered if you could have a game where you could enjoy tanks more thank World of Tanks or War Thunder, maybe Hell Let Loose will surprise you for the positive side. Big maps, big areas, big dangerous combat is always present, with 50 vs 50 battles on a realistic scale of iconic battlefields of World War II, a meta-game that requires resource and supply management, reinforcement of strong points and other strategic decision-making, almost similar to Company of Heroes but as a shooter. Players will be able to pick from fourteen different roles, from infantry, recon to armour, including Officer, Scout, Gunner, Medic, Engineer and Tank Commander. “Hell Let Loose is not all about kill/death ratios and unlocks—teamwork is central to gameplay. Communication is essential,” developer Black Matter said. “Players work together beneath the leadership of officers and their commander to take strategic targets on the battlefield and dominate the opposition. Hell Let Loose is a game that demands teamwork and communication not only to win but to survive.” We at The Daily Bounce were lucky enough to participate in the last Beta Test and we were impressed. While the game does require a lot of work, it’s already more than enjoyable and very addictive. Tanks create a massive impact in the game, but at the same time are very vulnerable to infantry and other threats. Teamplay was essential to achieve any meaningful results in the battlefield, meaning you won’t be able to lone wolf and own your enemies. We will be covering more about this game in the upcoming weeks, as we strongly believe this could be a great title for every shooter fan but also World of Tanks players. The Early Access release of Hell Let Loose will go for $30. If you want to get in on the beta action, you can preorder one of two different packs at hellletloose.com.
  9. TWSTILLROCKS TWTANKSBERLIN19 WOT8ANNIVERSARY TWFEELSGOOD
  10. Salutare tuturor.Probabil sunt multe persoane in grup care au masina si se confrunta cu aceeasi problema ca mine.Cel putin pe timpul verii in orasele mari si aglomerate este foarte greu sa gasesc un loc de parcare,si ma gandesc serios sa mi cumpar trotineta electrica.Este careva in grup care are trotineta si ma poate ajuta su sfaturi?Niste pareri mi ar fi de foarte mare ajutor.Probabil multi o sa ma intrebe de ce am ales trotineta in loc de bicicleta,iar raspunsul este destul de simplu.O bicicleta daca o leg de un stalp exista riscul sa fie furata,pe cand trotineta este mai mica in dimensiuni si pot sa o tin si in apartament, in portbagajul masinii etc. M-ar interesa pareri intre trotineta electrica Xiaomi MI m365 si Skateflash Urban 4.0.
  11. World of Tanks Supertest will soon receive a brand new British Tier VIII Premium light tank: FV1066 Senlac. This also confirms rumours of a brand new Light Tank branch for the British tech tree will be coming in 2019. What’s so special about this vehicle? The turret of this vehicle is at the rear, yet it’s a well-rounded light tank with a top forward speed of 65 km/h and a top reverse speed of 23 km/h. The Senlac’s gun has good armour penetration (189 mm with a basic round), small aiming time (1.8 seconds), and decent stabilization. Still, this tank cannot excel as a sniper because of low accuracy (the dispersion is 0.42 m at 100 meters’ distance). The Senlac’s HE shells deal 280 points of damage. They have 90 mm of armour penetration, making the Brit a real scourge of enemy vehicles with thin armour. The HE shells fired by the Senlac travel at the same speed as basic rounds (1020 meters per second) which means they are way faster than HE shells of other tanks. Gameplay-wise, the Senlac is much like the HWK 30. At the beginning of a battle, you can act as an effective active spotter. By the battle’s end, you can get more aggressive. The Senlac has a crew of three. Surprised? Excited for the new British light tanks coming? Let us know your thoughts in the comment section. More information and full details will be available soon.
  12. Cel mai bine cauta un mentor care sa te poata ajuta sa intelegi mecanica jocului,si eventual,cand crezi ca esti destul de pregatit incearca sa te integrezi intr un clan.Credema ca stiu ce zic.Vei avea foarte multe de invatat.Ideea de baza e sa asculti ce ti va zice mentorul sau strategul, si sa nu faci nimic de capul tau.
  13. Last week, World of Tanks developers have held a big Q&A with the Russian community Bloggers and YouTubers, and an official transcript has been released and published. But if you aren’t into reading big chunks of text, our always trustworthy reader Bolnoj, kindly has translated and created a digest of the whole Q&A, including some information missed by Wargaming. I highly recommend you read both posts about the Q&A, as there is a lot of information about what is planned for 2019. You wouldn’t want to miss anything, would you? One of the first prototypes of stun used to have the effect stun has on a tank’s characteristics diminishing over its duration, but in order for that to work as intended, the initial debuff had to be much more severe compared to what it is now, which is why it’s not considered as an option. In the devs’ eyes, one-shots are more toxic than stun, but they admit they have probably underestimated the damage potential of new arty. There will be a cooldown on blacklisting – after you ban a map, you won’t be able to reselect a different map for some time. The duration of the cooldown is not yet determined. At first, you will only have an option to blacklist one map. Later there may be ways to blacklist more maps, perhaps 2 or 3. Blacklist for more maps is hard to do technically, can let the repeating maps problem resurface and can also cause problems for regions with a lower player base such as NA. Blacklist doesn’t work for the same map in different modes (Assault and Encounter). There’s already not that many maps in those modes, and WG is afraid allowing blacklist to extend to them may well kill off those modes completely. In a platoon, only the Commander map will be blacklisted, not the other two platoon members, meaning only one map will be blocked and not three. The work on the maps is not only focused on Frontline but also something unannounced that will be “close in spirit to Frontline”. In order to fix the problems with poor interaction of shells and map collision a rework for the Havok algorithms calculating the map collision is being worked on. This should fix all of the cases of “being able to shoot through landscape” or “invisible textures preventing the shot” once and for all. Unnaturally slippery surfaces such as rocks are a known problem and will be addressed after fixes to Havok. Before implementing an anonymizing feature, a lot of potential problems have to be studied – too many people choosing to be anonymous, too little people choosing to be anonymous (will just make players focus the anons), it being significantly harder for the support team to respond to tickets about anonymous players breaking game rules etc. If and when WG succeeds at fully closing the client from prohibited mods, they will likely unban a lot of players that were banned for using those mods, even those banned permanently. A new iteration of physics is already in the dev builds. It’s supposed to fix a number of problems, potentially including problems with wheeled vehicles. A project of “cleaning up” the tech trees – standardizing modules, removing excessive modules, and perhaps unnecessary tanks (like some lower tier Germans) is planned for somewhere between near and far future. Certain seemingly underperforming vehicles are very hard to balance due to there being little to no statistics of them available because of how rarely played they are. It’s possible that certain barely played CW-only tanks could be sold for bonds to regular players (partially to fix the statistics problem). Rewards for Merit aren’t a step towards full-time loot boxes. There are no plans for that. The logic of dropping of the random rewards may be changed. The whole system of achievements and medals is planned to be reworked, but not in 2019. Minimap pinging for Random Battles is being worked on to become similar to Frontline. No penalty for arty drowning itself planned. STB-1 will possibly receive a suspension similar to the Swedish MTs after their release. Changes for lower tiers will be done from bottom to top. This is due to the issue of the power gap between the lower and the higher tier being much larger than needed from Tier 7 downwards. That approach will not allow for simply shifting that gap to a tier lower that would be the case if it were to be done the other way round. Overall, the balance changes will touch more than half of all tanks in the game. No plans for garage choices WoWS-style. Despite there being no plans for a rework of chat and friend lists in the current year, it needs to be done and will possibly come later. Frontline is currently much higher priority for development and new content than Grand Battles, which were essentially a mode to test 30×30 made with pieces of technologies from Frontline.
  14. What’s next for artillery? During the previous stream, you told that should changes prove inefficient you would reverse arty to its previous stage. It’s believed to fail in fulfilling the role you designed for it and became even more toxic and damaging because of stun mechanics. We aren’t going to remove stun mechanics altogether. It would lower its damage per battle, while also increasing damage per shot. Having it with stun in-game keeps players from grouping into packs and being inactive. It forces them to spread, change positions. Essentially, it makes the overall experience livelier due to its psychologically discouraging effect, stun and damage. That’s how it fulfils its design purpose. It needs to be toxic, the question is “how toxic is too toxic.” That’s what we’re working on atm. Instead of removing stun, we’re working on improving it. The 3-step stun revision plan has been revealed already and will soon get tested The first step is lowering the effect of stun on vehicles that are already stunned: any further stun for them is going to be reduced by ½. Simultaneously, we plan to change minimum stun duration and the distribution of damage from the splash depending on the distance from the tank to the centre of the explosion. Should this first step work, we’ll proceed to the second one and then there’s the third and most drastic step that involves returning AP shells. The latter, however, will work differently than regular AP. The plan is to give players choice between damage that’s lower, covers a larger area and has splash effect enabling damaging several targets or an AP damage that is likely to send an enemy back in the Garage but also has higher risks of missing the target. Timeline for revision: Step 1 is coming to an end atm. If all goes well, we’ll delay steps 2 and 3 until further changes are necessary for the balance of artillery. The only issue that’s particularly toxic about stun is the ability to continuously stun an opponent and thus make them useless for their team for an entire battle. That’s what we plan to fix with the upcoming revision. When we introduced stun, we lowered the single-shell damage for arty. The thing is that now stun stops a vehicle thus increasing a chance to get another stun, which in turn leads to artillery inflicting the same amount of damage per battle as before the introduction of stun. The difference is the inability to one shot a vehicle. This total damage per battle needs to be lowered for arty. The inability to keep an opponent continuously stunned should help with this. Will you revise personal battle missions simultaneously with arty rebalance? It’s impossible to do those two things simultaneously. First, we need to collect stats on rebalanced artillery for at least four weeks of stats and a further week of analysis and then some additional time to change mission conditions (not much here). So, the overall turnaround is one update in the positive scenario and two in negative. Will you reduce the number of SPG per battle? No, we won’t reduce the number of SPGs per battle. Statistically, 10% of battles are played without arty at all, around 30% have one SPG, another 30% with two SPGs, and another 30%– with three SPGs. Let’s say we limit SPGs to two per battle, then there will be zero battles with no arty, around 10% with one artillery and the rest with two artillery. It would be worse than what we have right now: an average of less than 2 artillery per battle. We’re also looking closely at Ranked Battles and there is usually two artillery per battle there. The mode is slower and more fit for arty, so we’re fine with it. However, it led to changes in hit maps and battle “choreography.” If you look at how a Random and a Ranked battle unfolds on the very same maps, the difference is drastic. Are plans to tackle team damage issues, both involving arty and in general? We tried it disabling team damage in Frontline and now plan larger testing. If it works out, chances are high that team damage will be disabled for good in the 2nd half of 2019. Gold shell and ammo prices. You promised to change a year ago, yet nothing happened. Within around two months, we’ll test Gold shell rebalances in Sandbox. We’ll start with their technical parameters and then revise its pricing. If core gameplay with revised parameters satisfies players and us (i.e., +/-2 battles are comfortable), we’ll continue with pricing. The ammo rebalances will lead to battle setup changes. How will you regulate it? First, we need to see how they’ll change. That’s what we’ll do in Sandbox. The testing, as we see it now, will feature either across all tiers or IV-X. We liked the results from Supertest, which is why we’re proceeding with a bigger testing phase now. However, from experience, Supertest results aren’t always representative. Testers don’t have time to digest changes. The very same people playing in very same conditions for a longer period of time often have different, sometimes completely opposite judgements on changes. So, let’s wait for bigger testing and get back to this topic after it. What will you do with tanks who become insufficient when played without Gold shells? When rebalance occurs, it’s likely to involve all shells, not just Gold ones, as well as armour, ammo group, and economics. It’s going to be a set of comprehensive changes. We’ll offer players a setup we have in mind on Sandbox or during an event, like Classic, and listen to the reaction to the change. Maps Blacklist and returning old maps. Blacklist is in the finishing development stage atm. With blacklisting, you’ll be able to choose one map that you don’t want to play on. This way you won’t get it. If you’re playing in Platoon and your Commander blacklisted a map, you won’t get it as well. We see how positive players are about Frontline. It needs more new maps. That’s why we’re focused on adding new rather than reworking old. The only exception is Kharkov. Bug fixing: We’re reworking map collision models to fix the bug when a player can damage an enemy tank by literally shooting in the air. “Jumpy aim” bug – when targeting a hill that has nothing behind it, your aim would go upwards or remain where it should be, yet a shell would go upwards. There is work towards fixing this. Matchmaker Map blacklist can’t happen with the current mm setup. So first we need to revise matchmaking, which is already happening (tests in EU and Asia). The global mm revision is scheduled for April 3rd. It’s going to be a seamless switch, no patches or extra downloads for players. The revised matchmaker should improve the experience for Premium tanks with preferential matchmaking and mid-tiers (VI and VII), provide for more even team setups, and more. Mods & Anonymizer The mod that allows players to see your nickname and stats – We have a concept for fixing it. One variant here is similar to the Fog of War on the Global Map. However, we need to study the aftermath of the case when all players choose to anonymize their name and stats. We’ll be working on it and release a certain version of the solution this year. We can’t confirm that it’s going to be final. We aren’t planning to block XVM. Commander’s Camera, collision model, force multiplier factor and deflection shift for sniper aim – are all in backlog. Small improvements require just as much time and effort as big ones, especially in terms of QA. Every improvement has several interdependencies and can have a domino effect. So, we need to make sure we aren’t breaking something bigger with a small fix to something else. Prohibited mods: Ban waves will continue. Yes, we view them as an efficient method to reduce the number of cheaters. We’re also considering a comprehensive program solution to make using mods technically impossible. For example, signing for mods, inability to install mods without an approval, closing battle interface. We’ll be testing these, whether publicly or in silent mode. The current client architecture doesn’t allow to fully close it. Voice chat in-game We didn’t work on it in the last few years, because of two things: A lot of third-party solutions came to be so there’s a choice. We have fully outsourced this service to a provider: Vivox. eSports The old eSports format simply didn’t work. World of Tanks gameplay isn’t fit for eSports, and it can only exist through huge investments that don’t pay off. We limited competitive to regional 3×3 and 7×7 tournaments and Clan Skirmishes. If we see that this regional tournament ecosystem is booming and creating the necessary foundation to re-establish a pro league, we’ll work on it. When we started working on eSports, we chose to do it ourselves: organize events, manage contacts, etc. We simply didn’t know how to work with big eSports companies. Eventually, we started working with the likes of ESL and StarLadder. We watched the performance for quite some time and realized that it’s not growing natively and would only exist through investment, providing niche entertainment. We accepted that we chose the wrong way initially and made a difficult decision to close eSports division, re-channelling recourses and money into improving core gameplay. We are looking into an option of solo eSports within player personal achievements. Here we worked with Rostelekom, launched Tank Aces, Blogger Battle. We see potential in such an approach and will continue working in this direction. eSports broadcasts that don’t have paid traffic and marketing can’t compete with Random Battles streams from key streamers. Tournament functionality remains and is being worked on together with key steamers. We received feedback in August. The technical task was prepared and handed over to developers. Currently, in backlog, we haven’t started on it yet because there are higher priority improvements. Wheeled vehicles in Random Battles & Frontline We’re working to adjust Frontline to wheeled vehicles and swift Light Tanks. Changes will be rolled out to a separate cluster for testing. Should they work out, we’ll introduce them for all other clusters. For Random Battles, there are not enough stats for top-tier wheeled tanks yet. We’ll continue gathering them and watch closely how the battle duration and wheeled vehicles ratio in battles change. The SPG rebalances in 9.18 taught us to accurately measure the response of different audience segments (in-game behaviour and stats) and approach each change iteratively. Now we have a sound monitoring system that allows us to track how wheeled vehicles perform in-game and how they affect gameplay overall. Should there be an imbalance, we’ll step in to fix it. Wheeled vehicles won’t get nerfed until we gather enough stats to prove it’s necessary. The charge mechanics will not be brought back. Rebalances of Type 4 Heavy, the Type 5 Heavy, and the FV4005 Both Japanese heavies will have the stats of their top guns (14-cm and 15-cm) tweaked: Rounds will increase in armour penetration (from 249 mm to 252 mm for the standard shell and from 282 mm to 290 mm for the special shell). The damage of the 15-cm cannon basic HE round will decrease from 1,100 to 900 points, and the special round will change from HE to HESH Armour penetration will increase to 192 mm and damage will decrease from 1,400 to 750 points. The top Japanese heavy will become more mobile, gaining 4 km/h in the top forward speed, 3 km/h in top reverse speed, and 3 degrees in hull traverse rate. Its specific power will grow, and gun dispersion on the move and while turning will decrease. These stat adjustments are to lessen the HE damage share in the overall output of the top Japanese heavies, without revising these vehicles’ basic concept. The changes will make the 15-cm gun less efficient, especially against high-tier adversaries. At the same time, the alternate gun will fare better, in part because of the general changes to the parameters of the Tier X tank, and players will have a more substantial choice between the two playstyles FV 4005: The top forward speed will decrease (from 35 km/h to 32 km/h), and the top reverse will drop from 12 km/h to 8 km/h. The same will happen to the engine power (down to 850 hp from 950 hp) and the hull traverse rate (down to 26 degrees from 30 degrees). The gun itself will have less accuracy (with dispersion upped from 0.38 to 0.42) and will take longer to aim (3.7 seconds vs 3 seconds). With these adjustments implemented, the FV 4005 will retain its key feature—HESH shells with high armour penetration allowing for colossal alpha—with the overall effectiveness of the vehicle decreasing only slightly. The FV 4005 will continue to be a mighty combatant able to take out an enemy with a single strike, yet it will need more time to prepare that shot. Perks Rebalance Rebalance of perks that grew outdated and/or never were really popular will involve either replacing them with other perks or changing how a perk works. Granting six sense to all tank commanders by default Ability to store and pass over Crew experience Redesign of Crew UI Most likely, removal of Barracks, if it proves possible We’re leaning towards leaving just one Commander for a tank who’ll represent an entire crew. However, it’s just a concept as of now. Right now, we don’t have an answer on how to rework and reimburse players who poured money and time into training Crew members. Crew re-training This was designed to avoid storing all data on player’s crews and tanks, which is pricy and won’t be in high demand. High-level content. What to do when you finished the game? (researched and unlocked and upgraded every tank to top modifications) Within two years, we’ll present something that would satisfy those who’ve “finished” the game. At the same time, we’re working on evolving Clan Wars metagame (added Alliances). We have a “Game of Thrones”-ish idea for it that is in the works, too. The reworked Ranked Battles will become a regular event mode: A new system of ranks Experience will be calculated differently (and if this new system for experience works it’ll make its way to Random Battles) New rewards for most efficient players More opportunities to spend bonds Bonds Following the next backend Shop update, players will be able to buy tanks with Bonds. There will be no sales for Bonds. There are plans for alternative ways to earn Bonds. What tanks are going to get nerfed? What buffed? We need to test ammo rebalances first. All vehicle changes depend on this test. Historical Battles; will their return? Soon we’ll launch a historical event built around WWII. It’ll feature PvE. “Challenges” – Chain mission events. Current missions within “Challenge” events offer near perfect balance: Highly skilled players succeed in missions and get a new premium tank for free Average players make certain progress in missions and buy a premium at a lower price Those who want to buy it, buy it right away at full price Rapid-Fire Q&A “Mastery meter” – There’ll be a visual “mastery meter” that a player could have on their vehicle. Not in 2019 Training Room for one person – No, as it adds just as much load on the server as a regular battle. Testing a Premium tank before purchasing it – no such plans Server replays – not in the nearest future, they’re in development but the progress is non-existent. Server-side issue: Every server update efficiently wipes all replays, and we need to figure out what to do with it. Client-side issue: To replay a past battle, vehicles and map geometry should be exactly the same as they were when the battle occurred, otherwise they’ll be odd bugs. Mechanic to restore vehicles that get stuck or turn over – Not a massive issue; will return to it after resolving the issue with friendly fire. We’ll consider making an indicator to inform teammates in the team list. No voice chat in Random Battles
  15. https://thedailybounce.net/world-of-tanks/supertest-sd-kfz-234-2-puma-tier-vi-premium/
  16. https://thedailybounce.net/world-of-tanks/supertest-sd-kfz-234-4-pak-wagen/
  17. https://thedailybounce.net/world-of-tanks/supertest-sd-kfz-234-3-stummel/
  18. Wondering when Wargaming would be doing something about the problematic Japanese super heavy tanks, Type 4 and Type 5? Very soon, modified versions of these vehicles will roll out onto the Supertest, together with the British tank destroyer FV4005 Stage II. The changes being introduced are significant, but are they the necessary ones? Both Japanese heavies will have the stats of their top guns, 14-cm and 15-cm, tweaked. The former’s rounds will increase in armour penetration from 249 mm to 252 mm for the standard shell and from 282 mm to 290 mm for the special shell. The changes to the 15-cm cannon (“the HE gun”) will be more severe. The damage of its basic HE round will decrease from 1,100 to 900 points, and the special round will change from HE to HESH, with armour penetration increasing to 192 mm and damage decreasing from 1,400 to 750 points. Besides all that, the top Japanese heavy will become more mobile, gaining 4 km/h in the top forward speed, 3 km/h in the top reverse speed, and 3 degrees in hull traverse rate. Its specific power will grow, and gun dispersion on the move and while turning will decrease. These stat adjustments are to lessen the HE damage share in the overall output of the top Japanese heavies, without revising these vehicles’ basic concept. The changes described above will make the 15-cm gun less efficient, especially against high-tier adversaries. At the same time, the alternate gun will fare a little bit better, in part because of the general changes to the parameters of the Tier X tank, hopefully making two playstyles available to players. The stats of the British queen of alpha strikes, the FV 4005, are about to change a lot, too. Most of the tweaks deal with the chassis. The top forward speed will decrease from 35 km/h to 32 km/h and the top reverse will drop from 12 km/h to 8 km/h. The same will happen to the engine power, down to 850 hp from 950 hp and the hull traverse rate down to 26 degrees from 30 degrees. The gun itself will have less accuracy with dispersion upped from 0.38 to 0.42 and will take longer to aim, 3.70 seconds vs 3 seconds. With these adjustments implemented, the FV 4005 will retain its key feature, HESH shells with high armour penetration allowing for colossal alpha, with the overall effectiveness of the vehicle decreasing only slightly. Please remember, these changes are not final and can change before implemented in the live server. What are your thoughts? Will the Japanese heavy tanks be balanced now, or are these changes not enough? And what about the FV4005 Stage II? Let us know in the comment section.
  19. Wargaming is facing unexpected issues with World of Tanks Classic game server. The Engineering staff is aware of it and working on a fix. Log in should become available after 13:00 CET Seems there are still problems with the servers! No ETA at the moment to when it will be fixed. We will have to wait a bit longer to be able to play and start remembering how bad good the game was back then! Oh the memories!
  20. Pai si aveti tancuri premium de 8 de facut credite?
  21. Salutare! Vad ca ai postat de 2 ori acelasi subiect despre codati,dar aici treaba e cu totul si cu totul diferit.Nu are nicio legatura cu codatii.Un codat niciodata nu va juca cu tier 5 sau 6,intrucat imbunatatirea statisticilor este principalul obiectiv.Tancurile de tier 8,9 si 10 sunt cele mai folosite.Tier8 in detasamente si 10 la clan wars( nu mai stiu cum se numeste exact),iar cei pe care ii suspectezi tu ca ar fi codati sunt oameni care nu ai posibilitati financiare si ajung sa joace 2000+ lupte cu un tanc de 5,6 sau chiar 7 non- premium.Iar ei avand asa multe batalii,automat membrii echipajului ajung sa aiba mai multe schiluri ( 4 skills+,asta doar la un singur membru al echipajului) cum ar fi camuflaj,bec,incarcator rapid etc.
  22. The final Supertest stage for the Kharkov map is about to start. Wargaming made their choice regarding the exact prototype that will most likely see release. This is an enlarged,1000 x 1000 meters, version with its open area significantly reworked. Also, the map has been rotated by 45 degrees, relative to the previous variant, becoming vertical-aligned instead of diagonal-aligned. This creates well-pronounced flanks to suit different vehicle types. The city blocks and the central square. They tried to keep the familiar gameplay setup intact here. This zone is for heavily armoured vehicles’ clashes, and also for races to take good positions in the square. Still, new stuff is present too: embrasures, barricades, ‘balconies’ at block exits (accessible from one side), etc. The central part of the map is a new zone. It features an anti-tank moat by the city edge, craters formed by explosions, and small fields. The moat is to keep players from fast and unchecked crossing from this zone to the city and back. You may use the moat to encroach on the enemy base and to light up foes, but be warned, it’s a dangerous route as you may face opponents head-on here with an overwhelming force. The central zone suits fast and manoeuvrable vehicles able of mobility, camo, and terrain-based play. The western part of the map is hilly, with a few destructible covered positions. It agrees well with mobile vehicles, and those able to snipe. Taking this zone means controlling almost the entire map, with an option to sneak up on the enemy from behind. During the coming Supertest, Wargaming plans to make the final estimate of the new Kharkov’s playability and introduce some limited balance changes if needed. The following stage will deal with polishing the look of the map, and after that, it will be ready for release. Do you like these changes? Let us know your opinion in the comment section.
  23. E tristul adevar! Eu postand acel comentariu am incercat sa fiu cat de sarcastic am putut la adresa celor codati,dar nu la modul de a face misto,intentia mea e sa incerc sa le deschid ochii.Calea usoara niciodata nu le va garanta rezultatele dorite.
  24. Mai este inca o chestie care ,pe mine cel putin ma amuza teribil.Sunt acei jucatori care joaca de mult timp codati si au acel mod care reduc vegetatia si ofera vizibilitate buna ( nu am sa zic numele modului ca sa nu dau idei unora).Iar despre acest mod mi se pare o prostie,adica toti vrem o grafica cat mai realista dar fara multa vegetatie si obstacole.Jocul se poate juca fara multa vegetatie si fara coduri,jucand pe setari la minim.Pai baaaaaa,voi va dati seama ce s ar intampla daca ar fi in realitate si am fi in razboi cu Rusia de exemplu.Noi ar trebui sa ne defrisam padurile ,daramam casele,ca noi suntem prea prosti , intuitia nu ne ajuta la nimic,si nu suntem in stare sa tragem intr un tanc inamic.
  25. Si totusi eu cred ca statisticile lor se refera si la banii bagati in joc.De exemplu un jucator codat care baga in fiecare luna 50 -100 de euro e liber sa faca ce vrea,si unom care nu are posibilitati si joaca codat e penalizat imediat.E cam la fel ca in viata reala.Avocatul ia apararea inculpatului,si partea vatamata plateste despagubiri sau suporta consecintele.Trist! Foarte trist!Sa fii om nu costa nimic.
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