Jump to content
Ciombelete

Sandbox Test / modificari viitoare

Recommended Posts

Salutare

Iata ce modificari se testeaza acum pe sandbox

Se pare ca se schimba total flowul jocului la Tier 10

 

T54 LTW- nerf

IS7 - nerf

T62A- penetrare de Tiger1 / la fel si OBJ140

T57 - il nerfuiesc grav, la fel si E5

50B / barchat - nerf grav

nu mai vorbesc d eE50M si leopard..

 

 

WTF???

 

 

 

To get them more involved, we:
1. Revised shot distribution within the aiming circle: fewer shots clustered near its center
2. Tweaked penetration loss over distance mechanic: pen values of AP and APCR shells begin decreasing at 50m (instead of 100m); AP shells have 82% of the initial penetration at 500m (APCR have 77%)
3. Reduced excessively high alpha damage of high-caliber guns
4. Balanced the underpowered 120 mm guns by increasing their alpha damage
 
Vehicles
You can play tier X medium and heavy tanks, TDs, and artillery, along with three tier VIII light tanks. Every vehicle has a Crew trained to 100% in their Major Qualification, and enough Crew XP to train three extra Skills/Perks.

 

Medium Tanks
 – USSR: Object 140, Object 430, T-62A
 – Germany: Leopard 1, E 50 Ausf. M
 – USA: M48A1 Patton
 – UK: Centurion Action X
 – France: Bat.-Châtillon 25 t, AMX 30 B
 – China: 121
 – Czechoslovakia: TVP T 50/51
 – Japan: STB-1
 
Heavy Tanks
 – USSR: IS-4, IS-7
 – USA: T110E5, T57 Heavy
 – Germany: E-100, Maus
 – UK: FV215b
 – France: AMX 50 B
 – China: 113
 – Japan: Type 5 Heavy
 – Sweden: Kranvagn
 
Tank Destroyers
 – USSR: Object 268, Object 263
 – Germany: Grille 15, Jagdpanzer E 100
 – USA: T110E3, T110E4
 – UK: FV4005 Stage II, FV215b(183)
 – France: AMX 50 Foch (155)
 – Sweden: Strv 103b
 
Self-Propelled Guns
 – USSR: Object 261
 – Germany: G. W. E 100
 – USA: T92 HMC
 – UK: Conqueror Gun Carriage
 – France: Bat.-Châtillon 155 58
 
Light Tanks
 – USSR: T-54 ltwt.
 – Germany: Spähpanzer Ru 251
 – USA: T49
 
Maps
Battles will unfold across eight maps: Karelia, Steppes, Himmelsdorf, Ensk, Prokhorovka, Mines, Siegfried Line, and Ruinberg.
 
In-game Currency
When testing starts, you receive a one-time crediting of 5,000,000 Credits and 1,000,000 Free Experience points. Following that, you will be given 500,000 Credits every day for your 1st battle, an additional 50,000 Credits to regular earnings per battle, as well as 15 Gold for each battle where you contributed to its outcome. If you’d like to stock up on Premium shells, please keep in mind that they can only be purchased using Gold.
We know fighting enemies with a full load of HEAT rounds isn’t much fun, and would disturb the test’s aim to reproduce normal situations in random battles. Therefore, we’re restricting the amount of HEAT shells per battle to the maximum amount on the main game servers.
Important: You have a separate Sandbox account and earnings in it do not affect the number of Credits, Gold, and XP you have on regular servers.
 
Balance Changes
USSR
 
T-54 ltwt.
 – 100 mm D10T and 100 mm D10T mod. 1945 guns:
 – AP shell penetration reduced from 155 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 208 mm to 181 mm at 500 m
 
IS-7
130 mm S-70 gun
 – AP shell penetration reduced from 240 mm to 205 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 233 mm at 500 m
 
Object 261
180 mm B-1-P gun
 – AP shell penetration reduced from 350 mm to 295 mm at 500 m
 
T-62A
100 mm D54 TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
Object 268
152 mm M64 gun
 – AP shell penetration reduced from 293 mm to 248 mm at 500 m
 
IS-4
122 mm D-25T gun
 – AP shell penetration reduced from 152 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 204 mm to 167 mm at 500 m
122 mm М62-Т2 gun
 – AP shell penetration reduced from 250 mm to 218 mm at 500 m
 
Object 263
130 mm S-70A gun
 – AP shell penetration reduced from 280 mm to 238 mm at 500 m
 – APCR shell penetration reduced from 320 mm to 254 mm at 500 m
 
Object 430
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
Object 140
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
 
Germany
 
Spähpanzer Ru 251
90 mm Rheinmetall DM1 gun
 – AP shell penetration reduced from 170 mm to 156 mm at 500 m
 
Grille 15
150 mm Pak L/63 gun
 – AP shell penetration reduced from 270 mm to 229 mm at 500 m
 
Maus
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
 
E-100
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
15 cm Kw. K. L/38 gun
 – AP shell penetration reduced from 220 mm to 193 mm at 500 m
 
G. W. E 100
21 cm Mörser 18/2 gun
 – AP shell penetration reduced from 283 mm to 248 mm at 500 m
 
Jagdpanzer E 100
17 cm Pak gun
 – AP shell penetration reduced from 289 mm to 245 mm at 500 m
 – AP and HEAT shells alpha damage reduced from 1050 to 950
 – Reloading time changed from 25.7 s to 24 s
 
E 50 Ausf. M
10.5 cm Kw.K. L/52 Ausf. K gun
 – APCR shell penetration reduced from 260 mm to 208 mm at 500 m
 
Leopard 1
10.5 cm Bordkanone L7A3 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
USA
 
T92 HMC
240 mm Howitzer M1 gun
 – AP shell penetration reduced from 355 mm to 303 mm at 500 m
 
T57 Heavy Tank
120 mm Gun T179 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Drum reload time changed from 25 s to 28 s
 
T110E5
120 mm Gun M58 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Reload time changed from 10 s to 11 s
 
T110E4
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
 
M48A1 Patton
90 mm Gun M41 gun
 – AP shell penetration reduced from 170 mm to 148 mm at 50 0m
 – APCR shell penetration reduced from 242 mm to 203 mm at 500m
105 mm Gun T5E1M2 gun
 – AP shell penetration reduced from 193 mm to 179 mm at 500 m
 – APCR shell penetration reduced from 221 mm to 204 mm at 500 m
105 mm Gun M68 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
T110E3
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
 
UK
FV215b
120 mm Gun L1A1 gun
 – AP shell penetration reduced from 239 mm to 212 mm at 500 m
 – APCR shell penetration reduced from 298 mm to 251 mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Reloading time changed from 8.7 s to 9.4 s
 
FV215b (183)
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
 
FV4005 Stage II
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
 
Centurion Action X
105 mm Gun L7A2 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
France
 
AMX 50 B
120 mm SA46 gun
 – AP shell penetration reduced from 237 mm to 211 mm at 500 m
 – APCR shell penetration reduced from 297 mm to 250mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Drum reload time changed from 30 s to 33 s
 
Bat.-Châtillon 25 t
90 mm F3 gun
 – AP shell penetration reduced from 145 mm to 139 mm at 500 m
 – APCR shell penetration reduced from 224 mm to 191 mm at 500 m
100 mm SA47 gun
 – AP shell penetration reduced from 205 mm to 190 mm at 500 m
 – APCR shell penetration reduced from 253 mm to 203 mm at 500 m
105 mm mle. 57 (D. 1504)
 – APCR shell penetration reduced from 249 mm to 199 mm at 500 m
 
AMX 50 Foch (155)
155 mm SA58 gun
 – AP shell penetration reduced from 283 mm to 240 mm at 500 m
 
AMX 30 B
105 mm mle. F1 gun
 – APCR shell penetration reduced from 250 mm to 200 mm at 500 m
 
China
 
121
122 mm 60-122TG gun
 – AP shell penetration reduced from 244 mm to 212 mm at 500 m
 
113
122 mm 60-122T gun
 – AP shell penetration reduced from 235 mm to 204 mm at 500 m
 
Japan
 
STB-1
105 mm Rifled Gun
 – APCR shell penetration reduced from 248 mm to 199 mm at 500 m
 
Type 5 Heavy
14 cm/50 3rd Year Type gun
 – AP shell penetration reduced from 219 mm to 204 mm at 500 m
 – APCR shell penetration reduced from 247 mm to 231 mm at 500 m
 
Czechoslovakia
 
TVP T 50/51
100 mm AK1 gun
 – APCR shell penetration reduced from 225 mm to 191 mm at 500 m
 
Sweden
 
Strv 103B
10,5 cm kan strv 103 L/62 gun
 – APCR shell penetration reduced from 298 mm to 238 mm at 500 m
 – Premium APCR shell penetration reduced from 340 mm to 270 mm at 500 m
 
Kranvagn
12 cm akan L/40 gun
 – AP shell penetration reduced from 220 mm to 194 mm at 500 m
 – AP and HEAT shell damage increased from 400 to 440

– Drum reload time changed from 35 s to 39 s

 

 

Share this post


Link to post

Reduc penetrarea la distante mari, 440-500 metri, ceea ce insseamna ca vor mai preveni putin campatul si jucatul la sniper. 

  • Upvote 2

Share this post


Link to post

O informatie interesanta in ceea ce priveste introducerea Lighturilor de T10. am traiti cu speranta ca daca de ex pe 13-90 il vor muta la T9 - experienta acumulata pe acel tanc va ramane pe 13-90.. si ca voi putea lua T10-le a doua zi. Dar se pare ca cei de la WG s-or gandit la treaba asta, si nu ne lasa sa avem Light de 10 a doua zi dupa patch, ci ne pun la farmat XP...

Offf... am peste 200.000 exp pe 13-90 care no o voi putea folosi.. la fel si pe RU...

Sursa :  https://thearmoredpatrol.com/page/3/

 

 

Thanks to Vlad for translating and watching the stream.

– We’re thinking about allowing 3 arty platoons, currently it’s 50/50;
– After various considerations, we’ve decided not to touch premium LT stats, but they will get the reduced MM (as normal LT’s do after LT-10);
If you have XP on for example the AMX 13 90, it will stay on tier 8. However, players will receive a tier 9 and 8 tank, and the crew will move to tier 9;
– Personal missions for LT will stay as they are;
– New premium tier 8 LTs are quite possible;
– Less players on the server means tough times for the new matchmaker;
– Skill-based MM will never come to random battles;
– We’ve been thinking about buffing IS-7 and T-44 for a long time now, we want to do this quite soon (not next patch though);
– When changing the ST-1, it will receive a new mechanic. Not telling anything about it for now;
– With the new graphics, people will still be able to play comfortably on low settings if they were using them before;
– Inter-team chat is not coming back;
– Perks will be redone quite late, it’s a very difficult process;
– Arty will splash much more tanks but kill less;
– There are thoughts to remove teamkilling or fight it somehow, there will be tests regarding this;
– There will be a second season of personal missions;
– XP for tanking will not come;
-To buff some tanks, they have to be redone completely. For example the KV-5 and the T54 mod. 1.

Share this post


Link to post

Adica nu ai bifat pregatirea accelerata ci ai adunat in continuare experienta ca si cum nu ai fi cercetat bc-ul si amx-ul sau nu ai trecut de ele?  Totusi e ceva normal , ai adunat experianta la tier 8 nu la 9, nu poate face saltul asta. 

Sunt curios in ce fel vor modifica liniile in tech tree, avem light-uri continuate de medii, vom avea light-uri continuate de light-uri. Probabil de la 13 90 va mai pleca o linie pana la 10, linie de light-uri. Altfel nu vad cum, de eliminarea uneia dintre cele 2 linii de medii nu poate fi vorba. Asta o puteam vedea pe Sandbox dar sincer nu mi-a ars :P 

XM551 pe linia americanilor arata ca o cutie de chibrit cu un tun :) dupa cum arata tunul, pare a fi un fel de t49, da damage cu tunul ala dar pana strange tinta... ti se cam acreste de el. Din pacate nu imi vine nici sa consum 150000 exp libera ptr a trece de el, asa ca mai mai chinui pana o adun pe el :angry:

Share this post


Link to post

Pai am vrut sa cercetez AMX30 de T9- si cand am auzit de linia noua de lighturi am zis " las ca AMX poa sa mai astepte" si am adunat in continuare exp pe 13-90. Batchaturile le am deja cercetate.. Apoi am zis sa debifez si de pe RU - ca sa strang experienta pentru T10 light nemtesc.. desi am leopard PTA in garaj.. se pare ca planu meu a dat fail, sasa ca imi cercetez io AMX-u ala.. 

Share this post


Link to post

The work on 9.18 is far from over. It touches upon several key gameplay components that have been a source of controversy, and attempts to get them right through changes driven by the player community at large. Although these changes have passed the Sandbox test, we want all of you to have a chance to really put them through their paces, play a lot of games and share your impressions with us. Join the Common Test and let’s make the game better, together!

 

http://worldoftanks.eu/en/news/general-news/update_918_common_test/

 

Matchmaker

No more than three tanks at the top of the list 

No more than five in the middle

More vehicles in the middle than at the top 

More vehicles at the bottom than in the middle

Evenly assembled teams

Only same-tier Platoons in Random Battles 

No more than 3 SPGs per team

Fewer map dupes

Getting ranked in the top/middle/bottom of the list

All-Round SPG Revision

To help arty claim their rightful place in combat without ruining the fun for others, we introduced a set of changes to their combat parameters and mechanics in the Sandbox. The test showed that the SPG revision facilitates teamwork and makes matches more fluid and fairer.

To reshape arty into efficient team players, we introduced an all-new stun mechanic.

There are a number of ways in which the stun effect can be reduced.

To stress arty’s role as long-range support fire, we increased the HE shell burst radius.

To get rid of frustrating one-shots, we considerably lowered the penetration and damage per shot (DPS) for HE shells, while also removing AP, APCR, and HEAT shells for SPGs. Of course, one-shots are still possible if the shell lands on the target and hits its ammo rack, but the chances of it happening are close to zero now.

To compensate for the reduction in DPS and penetration values, we decreased SPG dispersion on the move and their reload time, while also improving aiming time and accuracy. Now they can efficiently redirect fire and quickly come to the rescue of teammates on several flanks. 

Target area marking for friendly vehicles

Stun indicators

Alternative Aim (Inspired by the fan-favorite Battle Assistant)

 

Stretching Light Tank Branches to Tier X

 

 

 

Full List of Changes

Game Features

  1. Pattern-based matchmaker. The new matchmaker for Random Battles based on predetermined patterns. Pattern is a complex of team characteristics, including the number of vehicles at the top/middle/bottom of the team list, number of Platoons, number of light/medium/heavy tanks, SPGs, and tank destroyers. The teams are always created according to the following rule: number of vehicles at the bottom of the team list should exceed the number of vehicles at the top or middle of the team list. The priority pattern for three-tier battles is 3-5-7; the pattern for two-tier battles is 5-10. One-tier battles are allowed under conditions when other patterns are not possible.
    Specific features of the new matchmaker:
  2. Only same-tier Platoons are allowed.
  3. The number of SPGs per team should not exceed three vehicles.
  4. The matchmaker considers the number of light tanks and tank destroyers.
  5. The difference in the number of Platoons should not exceed one full Platoon (three players).
  6. Preference of placing a player at the top/middle of the team list, if they have already played several battles at the bottom of the team list.
  7. Improvements to the map selection mechanics that decreases the chance of playing on the same maps within a game session.
  8. Update 9.18 contains many improvements:
    • New matchmaker
    • New SPG gameplay:
      • Mechanics of stunning  
        Stunning temporary decreases technical characteristics of enemy vehicles within the burst radius, as well as provides experience and credits for damage caused by allies to the stunned enemies.
        • SPGs can now stun the crew. 
        • Stunned vehicles have decreased fire power and mobility. 
        • The countdown of stun time is displayed to all players who see the stunned vehicle. 
        • Stunning can be removed by using the First Aid Kit, even if none of the crew members is injured. 
        • Damaged caused to the stunned enemies is rewarded by analogy with the “damage upon spotting” mechanics.
      • Decreased damage of SPG shells
      • Improved accuracy and aiming
      • Decreased reloading time
      • Increased burst radius
      • Overall adjustment of the view range for SPGs
      • All shells without burst radius (Armor-Piercing, AP Composite Rigid, and HEAT shells) were removed for all SPGs
    • New SPG-related features:
      • Alternative “Trajectory View” Artillery Aim. The default control for switching between the modes is bound to the G key. This Artillery Aim shows the battlefield at the angle of the shell trajectory allowing players to aim by analogy with the standard Sniper Aim.
      • Target Area Marker shows allies that the SPG player keeps an eye on that part of the map (T key, be default). Any of the Artillery Aims allows   informing the allies (by pressing a particular button) about the point of aiming, selected target, and readiness to fire. This information is displayed in the 3-D scene, on the minimap, and in the battle chat at the same time. 
    • New light tanks that logically extend the U.S.S.R., German, U.S., France, and China branches of light tanks to Tier X.
      • Some of the existing light tanks change their tier.
    • All (standard and Premium) consumables that needs to be activated (First Aid Kit, Repair Kits, Fire Extinguishers) became are reusable:
      • After using a consumable, it becomes available again after a while.
      • Recharge of standard consumables takes 90 seconds; recharge of Premium consumables takes 60 seconds.
      • Recharge time are individual for each consumable and does not depend on other equipped consumables.
      • If a consumable is used at least once in a battle, a new one will have to be purchased, just as before.
      • If a consumable is used several times in a battle, the cost remains unchanged.

General Changes to the Tech Tree

New light tanks were introduced into the game—the branches of light tanks are extended to Tier X. 
In some cases new vehicles were added; in other cases the branches were extended by transferring the existing vehicles to higher tiers.

The changes are as follows:

  • German vehicles:

o    Spähpanzer Ru 251 was transferred from Tier VIII to Tier IX

o    The new HWK 12 took the free slot at Tier VIII

o    The new Rheinmetall Panzerwagen was added at Tier X

o    Technical characteristics of the VK 16.02 Leopard, VK 28.01, and Spähpanzer SP I C were changed

  • Chinese vehicles:

o    The new WZ-132A was added at Tier IX

o    The new WZ-132-1 was added at Tier X

o    Technical characteristics of the 59-16, WZ-131, and WZ-132 were changed

  • U.S.S.R. vehicles:

o    The T-50 was transferred from Tier IV to Tier V

o    The LTTB was transferred from Tier VII to Tier VIII

o    The T-54 ltwt. was transferred from Tier VIII to Tier IX

o    The LTG was added at Tier VII instead of the LTTB

o    The new T-100 LT was added at Tier X

o    Technical characteristics of the MT-25 were changed

  • U.S. vehicles:

o    The M7 became a light tank

o    The M41 Walker Bulldog was transferred from Tier VII to Tier VIII

o    The T49 was transferred from Tier VIII to Tier IX

o    The new XM551 Sheridan was added at Tier X

o    Technical characteristics of the T71, T21, and T37 were changed

  • French vehicles:

o    The AMX 13 90 was transferred from Tier VIII to Tier IX

o    The new Bat.-Châtillon 12 t took the free slot at Tier VIII

o    The new AMX 13 105 was added at Tier X

o    Technical characteristics of the AMX ELC bis, AMX 12 t, AMX 13 75, AMX 13 57, and AMX 13 57 GF were changed

 

Share this post


Link to post

Am strans degeaba 400-500k exp pe light-urile de tier 8 pentru ca exp-ul se pastreaza/tier. In rest, numai de bine. :)

Share this post


Link to post

Noutati:

Source: Portal

Update 9.18 is off for its Common Test, introducing five new Tier X light tanks and major balance changes to their respective branches. These changes mark the transition to the regular ±2 matchmaking for them, which should bring light tanks on par with other classes. Light tanks gain a boost in firepower, gearing them up for close- and mid-range combat. (Head over to the 9.18 announcement to read up on the reasoning behind the changes to light tanks.)

Forging ahead, we’ll be providing you with more details on them, one nation at a time. This week, we’ll take a deeper look at the changes to the U.S.S.R line.

 

Gameplay

Swift and virtually invisible, the Т-50 rolls out to Tier V and no longer suffers from poor firepower. Its 45mm gun now sports better penetration, damage-per-shot values, and reload time. The forwards/reverse speed was improved, too, making it easier to outmaneuver another enemy scout and take it down.

Mobile enough to be where you need it to be, with camo values to hide in plain sight and a view range to seek out opposition from afar, the МТ-25 stays at Tier VI. It can now fight as a decent counter scout and shred other light tanks and arty thanks to the addition of a new top 76 mm gun, superior to the 57 mm ZiS-4 in terms of damage per shot and penetration values. The 57 mm comes with better damage per minute and easier gun handling, though.

Residing on Tier VII is the first of two new Soviet light tanks: the LTG (Govalov’s light tank). Quite odd in design, it compensates for it with firepower and the best in its class camo values, which makes it fairly interesting to play. And that turret comes with decent armour. Thanks to excellent mobility, the LTG can race around the map, while its low silhouette makes it extra hard to hit from afar.

If you enjoy playing light tanks, you’re likely familiar with the swift and well-protected LTTB (Tier VIII). Accurate and extremely mobile, this scout retained its trademark camo, speed, and view range, but also got a larger HP pool of 1050.

The T-54 ltwt. was reworked for HD and moved up a tier. It now has a larger view range and increased firepower (higher penetration with AP shells). And with it comes more gameplay variety: not only is it great at spotting enemies, it now has what it takes to bite back and can make a difference in a battle, if played well.

For the Tier X newcomer, the Т-100, we hand-picked the best characteristics of the Soviet LT branch (great mobility, excellent camo values, low silhouettes) and combined them with the best armor among light tanks. It can live through hazardous situations, while its compact size (the smallest of the newcomers) allows it stay hidden. The T-100 is at its best when actively scouting or in maneuverable, close-range engagements thanks to its superb gun stabilization and rate of fire.

 

 

What happens to modules, XP, Crew, emblems and camo you have on light tanks?

Configuration: If you have vehicles that changed a Tier in 9.18 and they are researched to the top configuration, they retain it upon changing.

Crew moves with the tank: Fully-trained Crew is transferred back to the Barracks and re-trained to 100% for a new Tier. If you have Crew trained to 100% on a light tank that moves up a Tier, but don’t have this tank in the Garage at the update’s release, the Crew will be retrained for a higher Tier regardless.

Emblems and camo: Emblems and camo bought with Gold and mounted on vehicles that move up a Tier will be removed. But fear not; you’ll get the amount of Gold they cost you credited to your account. Temporary emblems and camo you have on vehicles that move up a Tier will be removed as well. In this case, you receive the amount in Credits proportional to their remaining duration. Unique emblems and camo are here to stay: they’ll get de-mounted from Tier VIII vehicles and you can apply them to any other tank.

Finally, changes to the branch structure won’t affect XP you’ve earned on light tanks. They stay at the Tier they were earned on.

 

Sursa:

https://thearmoredpatrol.com/page/2/

Later Edit : din ceea ce observ, WZ132 ramane singurul light cu care mai poti sa te bati contra IS3 fata in fata. Restul nici u GOLD nu mai penetreaza IS3-ul de la 200 -250 m din fata. Cred ca se va schimba complet Gameplayul la CW de T8.

> Apoi ma enerveaza la culme ca isi bat pur si simplu joc de ELC AMX > I-or footot penetrarea grav de tot. De la 170 la 120..

> Apoi ma mai enerveaza la culme ca o footot traba cu echibajul de pe RU. Pe Ru am echipaj din 4 oameni cu 5 skilluri.. si il vor face de t9 . Iar succesorul la t8 - o sa aiba echipaj de 3 oameni.. iar echipaju de pe Ru o sa fie echipaj pt tancul de T8, un om o sa frece banca de reserve la greu. Si mai naspa e ca la T10 - lightul nemtesc va avea echipaj tot din trei oameni.. deci oricum as vrea sa fac, nu mai pot valorifica echipajul de pe RU-ul actual nici in tier 10, nici in tier8. Cred ca renunt complet la linia de lighturi nemtesti desi mi-a placut RU-ul! Cine a gandit linia asta de lighturi germana si-a batut joc de aia care au investit sa isi creasca echipajul. O sa ajung cu GF-ul de 8 sa folosesc echipaj de pe un tanc de 9, ca dobitocii incompetenti au gandit ei ca e bine sa puna la t8 si T10 tancuri cu echipaj din trei oameni.. De ce pana mea nu au pastrat echipajul de 4 oameni pe ala de T10 ?? sau macar de T8??  Ce rost mai are GF-ul in ecuatia asta? Ca si crew trainer? pt RU-ul de 9? Logica de kkt.

 

http://tanks.gg/v0918ct/tank/rhm-pzw

 

Edited by Ciombelete

Share this post


Link to post

9.18 - mai avem timp sa strangem ceva lovele pentru tancuri noi pana pe 17.04 >> in 18.04 vine 9.18 pe server EU!

Sursa :https://thearmoredpatrol.com/page/2/

 

The 9.18 patch will be released first on the NA server (a premiere!), and only afterwards on RU and the other regions, according to trusty Russian sources.

This is due to the serious changes introduced in the update: WG wants to make sure that everything goes well before releasing the update to a huge audience (RU). This is an exceptional situation, as most likely, next updates will be be launched on RU first as they were before.

Release date of NA update: April 18.
Release date for the EU/RU update : 26-27 April (night).
Estimated ASIA release: 4 May

Share this post


Link to post
15 hours ago, Ciombelete said:

9.18 - mai avem timp sa strangem ceva lovele pentru tancuri noi pana pe 17.04 >> in 18.04 vine 9.18 pe server EU!

Sursa :https://thearmoredpatrol.com/page/2/

 

The 9.18 patch will be released first on the NA server (a premiere!), and only afterwards on RU and the other regions, according to trusty Russian sources.

This is due to the serious changes introduced in the update: WG wants to make sure that everything goes well before releasing the update to a huge audience (RU). This is an exceptional situation, as most likely, next updates will be be launched on RU first as they were before.

Release date of NA update: April 18.
Release date for the EU/RU update : 26-27 April (night).
Estimated ASIA release: 4 May

Release date for the EU/RU update : 26-27 April (night).

Share this post


Link to post

Pe NA 9.18 vine pe 18.04.2017

Toate modificarile aici:

https://worldoftanks.com/en/content/docs/918-updatenotes/

 

Ii interesa pe cativa despre compensatiile pentru usoare:

Changed the conditions of refunding for the light tanks:

T-54 ltwt.

If the T-54 ltwt. is researched:

  • If the LTTB is not available in the Garage, add the LTTB with a vehicle slot and a crew trained to 50%.
  • If the LTTB is available in the Garage, perform refunding in the amount of 1,205,000 credits.

Ru 251

If the Ru 251 is researched:

  • The HWK 12 with a vehicle slot and a crew trained to 50% is added to the account.

T49

If the T49 is researched.

  • If the M41 Bulldog is not available in the Garage, add the M41 Bulldog with a vehicle slot and a crew trained to 50%.
  • If the M41 Bulldog is available in the Garage, perform refunding in the amount of 1,200,000 credits.

AMX 13 90

If the AMX 13 90 is researched:

  • The Batignolles-Chatillon 12t with a vehicle slot and a crew trained to 50% is added to the account.

Share this post


Link to post

Interesante is compensarile pentru aia pe care I-a dus bibilica si or investit tot goldul in camuflaje / embleme.. aia si-or dublat goldul !!! Si nu s-or ales cu conturi blocate sau alte balarii. o explicat unu cum a facut- de goldu disponibil -  a laut camuflaje pt Bulldog/ le-a dat "demont" apoi iar a cumparat camuflaje si iarasi "demont" practice si-a luat pe stoc camuflaje en-gros pt acelasi tanc atunci cand a fost discount de 50%.. si a primit Refound in gold la pretul 100%.. ieri - odata cu patchul..

Foarte tare..

 

Share this post


Link to post

Si a sosit clipa muuult asteptata - astazi baga astia patchul.. A apucat careva sa joace cu noul patch? Ca sa stiu la ce sa ma astept cand ajung acasa? Adica sa ma duc s ajoc sau s ama duc direct cu tzoacla pe malu Muresului?

:)

 

Share this post


Link to post

Dap, 4 bucati deja. Imi place cum au bagat g-ul ptr arty, imi place ca au inlocuit t49 cu buldogul si nu mai trebuie sa folosesc 130k exp free ca sa scap de t49 si sa trec la t54e1. Ce nu imi place e ca in continuare dai de retarzi in joc :) 

Ru-ul pare a fi acum ca t54ltwt in tier 8, ma refer la partea de control, parca face aceleasi derapaje la viteza mare cand schimbi directia. 

E misto acum ca poti reutiliza kit-urile de reparatie sau medicale. 

 

+ de asta, luptele vor dura mai putin acum ptr ca echipele nu mai sunt 15 x 15 ci 13 x 13, nu am citit nicaieri nimic despre modificarea asta.

33mymbd.png

 

LE: cred ca 13 vs 13 a fost deoarece nu erau suficienti jucatori online, am dat acum si lupta 15 vs 15

  • Upvote 1

Share this post


Link to post

A sosit...

Primele pareri:

Mai fara gluma din ce filmulete am vazut, cateva grele sau medii sustinute de un paralizator vor crea ceva frustrari...

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...