Snarare hur de slogs, tyskarna hade problem att penna franska vagnar men hade enormt mycket bättre taktik.
Tyskarna lät sig inspireras av några franska designer om jag inte tar fel.
Skillnaden var dock att de tyska tanksen inte gick i 20, var utrustade med en ärtbössa samt att de körde cirklar runt alla franska sk. Heavy Tanks, precis som i WoT med andra ord.
Nä, skämt åsido, samtliga franska tanks från tier I till IV skulle behöva en buff, spelat 7-10 timmar med fransmännen idag och igår och jag har svårt att finna ord om hur kassa de är jämfört med de tanks jag testat hittills med alla nationer.
En fråga. Suger samtliga franska vagnar? Av de 6-7 jag testat hittills är samtliga fullkomligt värdelösa.
De flesta 1-4 är riktigt dåliga(sega, låg pen/dmg och knappt någon armor), 5-10 får bra bössor fast knappt någon armor heller, light-med linjen är också väldigt snabba, TDs 7+ får hyffsat med armor med mycket vinkling och blir allt snabbare, heaviesarna tier 8-10 har autoloaders och är livsfarliga om nån blir trackad framför dom(försök därför alltid tracka ditt byte med ditt första skott) och är snabba som mediums med ingen armor att tala om.
Franska tanksen är bara för dom som orkar stå ut med den långa grinden varje linje har mer el. mindre
The 8.6 Update is coming soon and there are some major changes on the way for World of Tanks. To get a taste for everything that will be taking place, feel free to look through all of the 8.6 Update notes below.
There's a lot of content to digest here so we've broken up the content into several pages. You can find a list of the major fixes below and more of the detailed information in subsequent pages listed below (clicking on these links will open in a new window).
Contents
New Content
Introduction of new Premium tank: British Tier V Heavy Tank A33 Excelsior
Added new camouflage patterns for the following nations:
USSR: 1 winter and 2 summer.
Germany: 1 desert and 2 summer.
France: 3 summer.
New map added "Sacred valley" (Korea, Autumn)
Encounter battle has been added to the following map: Mines, Lakeville, Redshire.
New birds have been added to Ruinberg and Lakeville
Improved after-battle statistics
Reworked the list of WoT achievements on login screen
Removed the following inscriptions: "Popeye", "Mickey Mouse", "Betty Boop". All players with these inscriptions will receive compensation corresponding to the method of purchase (credit or gold) and time remaining (in case of inscriptions purchased for credits)
Small improvements of special battle's screen (display of nation, type or Tier limitations)
All new accounts will now receive Tier I tanks with 100% crew
Game Mechanics
Damage model of the following tanks has been improved: SU-8, SU-85B, Cromwell, Comet, Matilda Black Prince, SU-5, SU-76, Т95, Т92, M12, M41, M7 Priest, T57, G.W. E 100, G.W. Tiger, Hummel, Pz.Kpfw. V/IV, IS-6, Pz.Kpfw. III/IV, Object 268, FV215b (183), Wespe
Reworked additional absorption bonuses for Spall Liners:
Small Spall Liner 20 % (was 15%).
Medium Spall Liner 25% (was 15%).
Large Spall Liner 30% (was 15%).
For heavy tanks of more than 70 tons added super-heavy spall liner with additional absorption coefficient of 50%
All spall liners on vehicles with weight above 70 tons were dismounted, moved to depot and changed to ‘Super-Heavy spall liners’
New rules of how HEAT shells work:
HEAT shells will start to ricochet if the impact angle equals or is greater than 80 degrees. (please note that every shell can have slightly different settings). The armor penetration after ricochet will remain the same.
After successful penetration, a HEAT shell cannot ricochet inside the tank (as the shell is transformed into a continuous stream.)
After successful penetration, the HEAT shell will lose 5% of armor penetration value for each 10cm of travelling distance (50% for 1 meter travelled between the spaced armor surface and armor)
After successful penetration, the force with which the HEAT shell continues to travel through the armor will lose penetration value equal to the amount of armor hit and will take into account the angle of impact between the armor and penetration spot.
Suspension now also counts as spaced armor
Changed mechanism of camouflage calculation when using camouflage pattern and camouflage net:
From now on, the values for vehicles with camo patterns and camo net will be cumulative. This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD's will receive the highest bonus)
This means that the camouflage net and camouflage will give a significant camouflage bonus even for big turrets.
To avoid side-effects of having nearly invisible TD's, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees by 20%.
Increased income for high tier tanks (the full list of changes will be available later in a special appendix):
For tier 10 vehicles (except for SPGs) income increased in average by 10%.
For tier 9, 8, 7, 6 vehicles (except SPGs) income also increased but not as much as for tier 10 vehicles.
Tracers have been temporary turned off:
Removed all tracers from unspotted enemy vehicles, except of SPG’s tracers
The area in SPGs aiming mode, where tracer of non-spotted SPGs is being shown, has been reduced.
Changed the mechanism of shot accuracy calculation. Now amount of shells falling on side of the aiming circle will decrease by 20%. Shells will fly more accurately and closer to the aim center
Changed the mechanism of calculating damage and penetration. The extreme numbers will be seen 5% less, while the average amounts will be seen more often
Removed decreasing coefficients of XP received from dealing damage with TD or SPG. TD’s will receive 33% more XP from damage, while SPG owners will notice 50% boost in the same parameter.
Added ‘assist’ bonus for tracking enemy: if you track an enemy and allies deal damage to it, or even destroy it while it’s still tracked, you will receive an XP bonus. Mechanism will work similarly to the one applied currently for damage on spotted vehicles.
Shell normalization of all ACPR and ARCP shells decreased from 5 to 2 degrees
Mechanism, which allows to determine what bonuses (XP, credits, frags count) will be received for damaging or killing tanks using physics (pushing to water or from the cliffs etc.) and by whom, was added
Added a new camera mode, which swings slightly when firing or getting shot and adding a compensation mode for vehicles moving in Sniper mode (can be enabled in setting by selecting ‘Use dynamic camera’ option)
Rebalanced Tank Company requirements for different types of tanks. Now all ‘divisions’ will have same requirements for Medium and Heavy tanks, TD’s and SPG’s: Junior – Tier IV, Medium – Tier VI, Champion – Tier VIII, Absolute – Tier X. Limitations for light tanks will still be in place
If a player gets banned for teamkilling, he’s now immediately kicked out of a current battle, rather than waiting for the battle to finish first and being banned after
Inclination and declination angles of Matilda Black Prince have been increased.
Balance changes have been made on map ‘Fjords’. Also one-storey wooden houses can be now destroyed.
Balance changes have been made to the “assault” game mode on Westfield.
‘Widepark’ map is now only available for random battles of Tier IV, V and VI
Full rebalance of SPGs was made (full list will be available closer to the update)
Overall velocity of SPGs’ shells decreased (10-15% for regular guns and 50% for short ‘mortar’ guns)
Rebalance of income values for most vehicles (the full list of changes will be available later in a special appendix)
Rebalancing of premium shells has been performed (the full list of changes will be available later in a special appendix):
Price adjustments have been performed according to the efficiency value, which was calculated for each type of shells minding its penetration value and damage.
The price for some APCR/ACRP shells has been increased and for some of them reduced.
The price for almost all HEAT shells has been increased because they turned out to be cheaper despite the same efficiency as for APCR/ACRP shells.
Almost all premium HEAT shells remain without any changes except for some HE shell types.
Rebalancing of HE shells has been performed (the full list of changes will be available later in a special appendix):
Armor penetration of high Tier HE shells was decreased
Middle Tier HE shells (105-122 mm) armor penetration was significantly decreased
Premium shells, which saw their characteristics changed, were reimbursed with credits according to the shell purchase price of version 8.5
Visuals
VK 16.02 Leopard tank model has been significantly improved.
Visual models of the following tanks have been improved: VK 16.02 Leopard, Matilda Black Prince, SU-85B, SU-14, T26E4 Super Pershing, GW. Panther, SU-26, Hummel, Е-100 (turret has been moved 10 cm closer to the front), SU-18, Object 212, Т-54, BТ-2, АТ2, Pz.Kpfw. II Ausf. G, Pz.Kpfw. I Ausf. C, Matilda IV, Sturmpanzer II, Aufklärungspanzer Panther, T57 Heavy Tank, M2 Light Tank, AT 8
Graphics have been improved on the following maps : Murovanka, Widepark , Airfield.
Visual changes have been made to ‘Ruinberg’ map.
Reworked animation of base flag
Sound Improvements:
Sound processing module has been reworked. Now it’s possible to play more sounds with less sound distortions and while using less system resources.
Changed mechanics of ambient sounds placement on the map. Removed ‘dead zones’, increased volume of wind in SPG-view, created new events for water, industrial objects and fire
Decreased amount of sounds of tank ground hits while driving though uneven areas
Increased distance of fire sound, changed dependence of sounds on camera position, added physical model of hearing sounds from a distance
Increased distance of other tank sounds to add ‘Doppler effect’ to increase reality of two vehicles moving side-by-side
Increased variety of tank hit sounds
Changed sound of tank destruction
Added 3D parameter. All players, who have 5.1 multimedia-systems, will experience a greater level of realism in the game.
Technical Improvements:
Reworked mechanism of informing about the lack of memory
Added an automatic quality regulation system of tuning special effect depending on resources usage and system performance, which will reduce quality of effects (explosions, smokes and fire) automatically if fps drop is detected
Made some improvements and corrections to the mechanism displaying dynamic shadows. This leads to an overall improvement of the shadow quality with fewer artifacts.
Fixes
Corrections have been made to names of French tanks and their modules.
Fixed the low turning speed of some vehicles on bridges
Added small corrections to battle and video tutorials
Fixed wrong effects displaying when destroying some objects
Fixed discrepancy between actually damaged parts and the resulting visual damage models of the affected buildings and objects
Fixed damage models of small ambient objects
Fixed errors and improved display of dynamic shades
Partly fixed issue of NVIDIA 309 and newer drivers conflict with WoT client which sometimes could result in a crash
Inclination and declination angles of Matilda Black Prince have been increased.
Balance changes have been made on map ‘Fjords’. Also one-storey wooden houses can be now destroyed.
Balance changes have been made to the “assault” game mode on Westfield.
‘Widepark’ map is now only available for random battles of Tier IV, V and VI
Full rebalance of SPGs was made (full list will be available closer to the update)
Overall velocity of SPGs’ shells decreased (10-15% for regular guns and 50% for short ‘mortar’ guns)
Rebalance of income values for most vehicles (the full list of changes will be available later in a special appendix)
Rebalancing of premium shells has been performed (the full list of changes will be available later in a special appendix):
Price adjustments have been performed according to the efficiency value, which was calculated for each type of shells minding its penetration value and damage.
The price for some APCR/ACRP shells has been increased and for some of them reduced.
The price for almost all HEAT shells has been increased because they turned out to be cheaper despite the same efficiency as for APCR/ACRP shells.
Almost all premium HEAT shells remain without any changes except for some HE shell types.
Rebalancing of HE shells has been performed (the full list of changes will be available later in a special appendix):
Armor penetration of high Tier HE shells was decreased
Middle Tier HE shells (105-122 mm) armor penetration was significantly decreased
Premium shells, which saw their characteristics changed, were reimbursed with credits according to the shell purchase price of version 8.5
Visuals
VK 16.02 Leopard tank model has been significantly improved.
Visual models of the following tanks have been improved: VK 16.02 Leopard, Matilda Black Prince, SU-85B, SU-14, T26E4 Super Pershing, GW. Panther, SU-26, Hummel, Е-100 (turret has been moved 10 cm closer to the front), SU-18, Object 212, Т-54, BТ-2, АТ2, Pz.Kpfw. II Ausf. G, Pz.Kpfw. I Ausf. C, Matilda IV, Sturmpanzer II, Aufklärungspanzer Panther, T57 Heavy Tank, M2 Light Tank, AT 8
Graphics have been improved on the following maps : Murovanka, Widepark , Airfield.
Visual changes have been made to ‘Ruinberg’ map.
Reworked animation of base flag
Sound Improvements:
Sound processing module has been reworked. Now it’s possible to play more sounds with less sound distortions and while using less system resources.
Changed mechanics of ambient sounds placement on the map. Removed ‘dead zones’, increased volume of wind in SPG-view, created new events for water, industrial objects and fire
Decreased amount of sounds of tank ground hits while driving though uneven areas
Increased distance of fire sound, changed dependence of sounds on camera position, added physical model of hearing sounds from a distance
Increased distance of other tank sounds to add ‘Doppler effect’ to increase reality of two vehicles moving side-by-side
Increased variety of tank hit sounds
Changed sound of tank destruction
Added 3D parameter. All players, who have 5.1 multimedia-systems, will experience a greater level of realism in the game.
Technical Improvements:
Reworked mechanism of informing about the lack of memory
Added an automatic quality regulation system of tuning special effect depending on resources usage and system performance, which will reduce quality of effects (explosions, smokes and fire) automatically if fps drop is detected
Made some improvements and corrections to the mechanism displaying dynamic shadows. This leads to an overall improvement of the shadow quality with fewer artifacts.
Fixes
Corrections have been made to names of French tanks and their modules.
Fixed the low turning speed of some vehicles on bridges
Added small corrections to battle and video tutorials
Fixed wrong effects displaying when destroying some objects
Fixed discrepancy between actually damaged parts and the resulting visual damage models of the affected buildings and objects
Fixed damage models of small ambient objects
Fixed errors and improved display of dynamic shades
Partly fixed issue of NVIDIA 309 and newer drivers conflict with WoT client which sometimes could result in a crash
Det ska bli riktigt sweet med 33% mer dmg experience på TD's
I övrigt inget roligt med patchar när moddarna slutar fungera.
Får se om man vågar lira arty imorgon.
Nej, jag tror inte det. Möjligen var det så förr. Men jag har en teori om att MM inte alls enbart arbetar genom RNG. Det hade varit mycket bättre. Jag tror att det sker en form av matchning baserat på olika saker och att det är detta som sabbar. Det enda raka är att dela spelare i tex tre klasser. Typ låg, mellan, hög. Och de spelar mot andra spelare i den klassen. Blir du bättre så åker du upp. Samt att man slumpar ut vänster o höger laget, fast då efter tankstorlek, så med 8 heavys blir det 4 till ena laget.
Jag upplever också att denna förändring hände för mig för 3 veckor sedan, att de gjorde något då. För allt blev annorlunda. Kanske fixar de tillbaka eller så. Man vet inte.
Så du menar att du blev upputtad en klass och får nu smisk så du kommer åka ner? Jag tror snarare att du bara har en dålig streak eller att du bara inbillar dig.
Citat:
Ursprungligen postat av Inzaneclown
Hellcat kanske kunde funka. Se bara till att du kommer in på nära håll och kan cirkla ihjäl honom. Å andra sidan kanske det blir svårt på en bana som Province, där det inte finns så mycket utrymme att röra sig på. För han lär ju knappast ställa sig på det öppna fältet i mitten.
Uschusch, du kan inte cirkla saker med en hellcat. Har visserligen inte clutch breaking på min ännu, men har BiA & Off-road driving och den bleedar hastighet som jag vet inte vad och har otroligt seg traverse.
Citat:
Ursprungligen postat av Kebabsuger
B1 är väl t4, samma som B2, fast b2 möter max t4
B1 är jobbig när du sitter i en tier 3 tank, testa döda en B1 med pz1c :P
även B2 vs B1 kan vara jobbigt, weakspots är synliga men man träffa ju inte 100% :P
sedan är B1 den värsta Tiern i WoT, t4 får inte möta t2, dom får möta -1 och +2 inte -2, +2 som alla andra
så väldigt ofta tier 5 och 6 strider där den suger kuk, men när den får max tier 4 motståndare så kan B1 plocka ett 10 tal kills
B1 möter högst T5, så den har special MM. Jag vart förvånad jag med
Citat:
Ursprungligen postat av Kebabsuger
13-90 var väl tier 7 innan?
den var bra då, nu får den ju bara scout matchmaking
knappt kört den sedan dess
brukar vara jag och en tiger 2 mot resten som är tier 9 och 10 och ingen arty
boooooring
kul att flanka maus när man ändå bounsar
tycker den skall ha vanlig mm och inte scout mm
Rör inte min 13 90! Absolut roligast i högtierade games, mer att skjuta på och mer att scouta! Finns få saker som är så härligt som att scouta t10 TD's (JgPzE-100 har ju sådant underbart camo) och se dom dö.