Any word on the 0.6.4 patch? Unfortunately my Google-Fu isn’t very good, and all I’ve been able to find is various posts saying they hoped it would be out by the end of April, but definitely early May, but those are all posts from a month or so ago.

That’s generally my attitude. In a lot of ways the middle tiers are actually more fun than the upper-tiers – it seems like they have more tank variety instead of the upper-tier matches which I sometimes end up in which typically seem clogged full of super-heavy tanks.

The final version of 6.4 is supposed to be deployed to the Russian test server this week. If everything goes well… :)

What’s the current lag of the US servers behind the RU ones?

I realized during my time playing MAG on PS3 that modern gaming and I don’t get along for exactly this reason. I don’t like levelling in action / strategy games; hell, I barely tolerate levelling in RPGs.

That said, modern gaming is all about levelling, so I’ll deal with a grind if the underlying game is enjoyable. At this point I’m enjoying WoT, but I know I would like this game more if success was even more dependent on in-game actions, instead of on meta-game grinding of crews and equipments.

For that reason, I expect I’ll probably simply buy one of the gold-based tanks if I like the game; they start with maxed-out crews, right?

I guess the silver-lining of the F2P model is that there’s a seriously strong incentive for the developers to make the game more compelling, and to thus sell more gold. I’m honestly shocked that there’s no support for organized 15 man groups; it seems like it would be the easiest way to sell premium services.

Fraid not–they start out “elite”, which means they have no modules to research and have the option to put all of their experience towards crew training, which speeds it up significantly but does not equate to maxed-out at the beginning.

It is possible to do gold training to instantly get your crew up to 100%.

My impression on the premium tanks is that they are actually a bit gimped compared to non-premium, fully-upgraded, same-tier tanks.

There are 15-on-15 company battles, although apparently there is no xp earned for them. I am very hopeful they will never throw organized groups larger than the current three-person platoons in with the randoms. Although more opportunities for larger groups to interact with each other is all good.

Premium tanks seem to occupy a middle ground, somewhere between a stock normal tank and a pimped-out normal tank. Better than the former, not as good as the latter.

Absolutely. Premium tanks are designed to be money-makers, not life-wreckers.

Apart from the Hotchkiss, which is both.

Playing this now is very different than in beta. Not just because of the changes and additions, but the whole mindset. When you’re getting 150 or more gold a day, for free, there’s little incentive to do much more than grind through as fast as you can to the higher tiers. When you don’t get that infusion of gold, or you have to pay real money for it, there’s more incentive to enjoy the ride. So a lot of upgrades to vehicles that I would have just blown through or ignored as I bought new tanks (courtesy of freebie gold exchanges and experience shifting) I now have to consider as investments in “quality of play” as I spend much more time in each tier.

Now if we just had a few more maps. Having played a lot of the beta these maps are getting a bit old, in some ways.

and perhaps some new game modes. what about king of the hill, or attack/defend scenario’s. Just one capture circle and a focussed fight to the death for it.

PvE onslaught should be fun as well. see how long you and your buddies can keep alive against waves of better bots.

Two new maps should be coming in the new patch.

I am getting a little tired of the same play over and over though. I feel like some of the maps have “best” solutions to them, particularly if you play the same type of tanks.

For example in Lakesville, IMO the best solution is 2 defenders on the valley, 1 defender center, possibly with 1 swing defender to support either valley or center if enemy pushes there, and everyone else goes town. (Unfortunately my teams often seem to disagree and insist on pushing through the valley, I’d estimate this works about 10% of the time and fails the other 90%). It mostly only works if the other team all decides to herd in aother direction and leaves the other approaches uncovered. I’ve seen more success in a middle push, which at least allows fire support from around the lake. I suspect a middle push might be more successful as a possible gambit with a coordinated team. The team could stack the lake edge with shooters and send a few tanks down the middle. The shooters could take out any enemy support tanks defending from the lake edge (since having planned this, they should have temporary superiority). If the push fails, the main thing lost is that the enemy will be further through the town, which doesn’t seem like that much of an advantage.

As we’ve previously discussed here, in Himmseldorf, a medium/light force at least equal to the enemies medium/lights needs to push to the hilltop castle, and deny control to the enemy before zooming down the hill to either cap, or take the enemy to the rear. Mediums (and heavies) can also go trainyard, but only if the castle is covered. Also some of my groups seem to leave the main central road uncovered (probably because it’s just a slugging match, which is no fun, except for for the heavies), but leaving it uncovered is basically game over.

In Malinovka sadly I’ve concluded that if you push hillside, you must go to the top of the damn ridge. I suspect a coordinated team could bypass it if the enemy has control over it. For example, I had one game where 5 enemy heavies plus 3 mediums were on it. I think we should have just ignored them. But in a PUG, enough of your team will proceed to sit out in the town and try to shoot it out with them, that you will be greatly weakened. Alternatively you could just stay defensive, although it’s hard to keep a PUG defensive, and usually you’ll slowly bleed impatient tankers who go out and get themselves killed.

Murovanka the side with the forest should largely stack the forest, although they can send out some feelers to sucker the other side to come in or to scout the town. They also may want some scouts or TDs facing for possible attack on their base from the North-West corner. They should absolutely not send their entire force to the North-West hill to duke it out with the other team (which seems to be my teams strategy more often then not). No idea what the other side should do. I think this map is unbalanced.

Westfield, mediums starting in the north east have the option of either sitting at the top of the aqueduct which controls both the east-side and can support the west-side. Or they can join the battle up on the central plateau area. Mediums on the South-west IMO are a bit screwed. They can stack the edge of the forest along the south-east side of the map, but this doesn’t provide as much fire support for the fight on the main plateau as the aqueduct top position does. I’ve tried setting up on the ridge overlooking the town, but that position is pretty exposed and you can die very quickly if the enemy is on top of the aqueduct, there’s a bit of cover, but not enough to have any alternative firing positions to withdraw too. My latest attempt from the South-west is to setup on the plateau but covering the valley. It seems to work okay, but nowhere near as well as the opponent’s aqueduct position. I think this map is also unbalanced.

I’d be interested in hearing strategies for TDs and heavies on Westfield, I really don’t have a good feel for what people starting on the central plateau, other than be very careful around the edges of the plateau, particularly if you are visible to shooters at the top of the aqueduct.

I think the other maps are less constrained, although as always, all approaches must be kept covered by several tanks. Leaving flanks open usually results in disaster.

Opinions? Are these observations sound? The Lakesville one is particularly annoying as my team always ignores me when I tell them not to go down the valley, and it almost always results in our team losing.

Weirdly I have better stats with my Lee than I do with other supposedly better tanks.

I am struggling a little with my Tiger even though I now have the long 88. Sniping is all well and good but I think i need to buy a camo net or something because the enemy artillery dials in on me very quickly… and the Tiger cannot really take a direct hit from equivalent tier artillery. In beta I drove an IS and yeah it is a completely different style of play.

The most commonly damaged module on my Tiger, and seemingly on all my tanks is the ammunition and/or loader killed/wounded.

In the end I think I will invest in the camo net and a rammer at least, and probably the wet ammo storage. It’s a long haul to the King Tiger so I’ll be driving this thing for awhile.

Never take the hill in Himmels imo.

Send one or two guys tops to see if the enemy is there and deny them easy control.

If the enemy pushes it, rush their base and win easily.
If they don’t and you do, you’ll get crushed and they’ll cap your base.

That hill is a trap.

I’ve said it before, but I don’t agree. The hill in Himmelsdorf is an easy win if the other side only sends a couple guys and you send 4 or 5. You blow them apart and zip to the base while the slugfest in the streets rages on and on. You also have the option to join the street fight from behind, which ends it fast. I have great success with the hill.

I have found the hill worthwhile. I’m sure overdoing it would be a mistake, and anything heavier than a medium would probably take too long getting up.

Depends on the heavy. I’ve taken my IS and IS-3 up the hill regularly, and they can keep up with many mediums and add some serious firepower to the hill assault. But yeah, the hill is like most things in WoT: overdo it and lose; ignore it and lose.

I hate Himmels as a SPG, though, it’s a nasty map for arty players. As a TD, I like some of the areas, which offer some good fields of fire and some concealment or cover. There are a few corners in the game too that are guaranteed to produce some good fights. It’s really a hoot with low tier tanks, too. With higher tier heavies it can get pretty static.

I think my favorite maps are the first desert one, without the humongo valley in the middle, and Karelia, where you have a pretty good mix of terrain for all classes of tank. Campinovka in light, early tier tanks is fun, after that it gets blechy.

Problem is while your 4-5 are climbing up the hill, their extra 4-5 are in the town destroying your entire team with a big numbers advantage. It works if the enemy is timid, but if any of them catch on you’ll lose before you can get down the hill.

I’ve won almost every game where the other team went for the hill and lost almost every game where we went for the hill. Theres going to be variations depending on skill and how people react, but past the lower tiers I don’t think I ever saw a hill offensive be successful.

You just lose too much time climbing up the hill while your team is getting torn up in the middle. Then once you get there a couple tanks (or even a single tank) on the hill can keep you from advancing quickly. Once he sees theres a bunch of you all he has to do is say “5 on the hill, rush!” and you’ve lost.

Sorry, but my experience is exactly opposite from yours. I’ve played over 3500 WoT battles, and a big percentage of them have been on Himmelsdorf since it was one of the original beta maps. No tactic wins all the time, obviously, but my success rate with a good sized hill force is well over 50%, and that’s all you can ever hope for. Climbing the hill slows you down, sure, but so does fighting in the streets, and it’s my experience that the hill winds up being faster a solid majority of the time.