You made a lot of points in your post. I tried to address them individually. Would it make you feel better if I did so in one giant post? Ok, let’s try that.

No one said your experiences are “fail” or that you posting them is useless. But you must have expected reactions to them, that’s why you posted, right?

But let’s be frank, the vast majority of the player base does not frequent the forums with any regularity, and so are likely completely unaware of how the system works. Hell until a few weeks ago no one was aware of how it works, even the forum junkies. Nonetheless players tend to attribute anything that happens in game that they cannot explain as “bugged” this or that. I know because I had the same exact reaction. It’s only natural.

So forgive me if me trying to explain how the system works ruffles your feathers. Or implying that you didn’t know how it works because only the forum junkies are aware of Russian developer posts. It seemed like a pretty safe assumption to make …

Now, a lot of people don’t have fun playing the King Tiger. A lot of people do. This game, like many others, has bad machines and good machines across the factions.
It’s a game, and there are good and bad tanks/TDs/artillery. Like in any online game, part of the game is figuring out which is which.

Then there’s people’s expectation of historical prowess, that rarely matches up to the reality of the game. T-34s, Tigers and Shermans in WoT are nowhere near what they are in popular memory. So of course if one expects the Tiger II to be an amazing machine, and it turns out only decent, one will be very disappointed and frustrated. How do you think a T32 player feels, though? Now his tier 8 heavy is truly a piece of crap.

So if you don’t have fun playing the King Tiger, that is perfectly OK. They seem more than competitive to me when I meet them on the field, and I intend to drive the German heavy line after the second soft wipe or in release, but again, it’s perfectly OK to hold an opinion contrary to this.

When I first got my T-44, it blew up from an ammo rack on the first hit in a third of the games. I installed a wet ammo rack and it became every 10th game or so. Still about ten times more common than with other tanks, but I learned to live with it. No, wait, actually I didn’t.
I tried and tried for over 200 games, got it to Elite status, and then promptly gave up on it. The warp fix was the final nail in the coffin.
I moved on to more effective machines. I may absolutely adore the way a T-44 looks, but I don’t want to play it. I like getting kills and not blowing up from the first hit in battle - so I move on to a Russian heavy or German TD. It’s a game, I can do this, as there is no factional loyalty. And it hardly matters to me what I’m driving, be it German, Russian, US or Pakistani. Only that I like the way it performs.

If you don’t love the King Tiger, there are so many other alternatives. Unless you’ve never had fun in any vehicle. In which case you simply don’t like the game. And that too is OK.

And you haven’t ruined my day. I just don’t like and don’t ignore huge exaggeration when I see it.

Don’t think I’ve ever seen your name in game, but there are a lot of people playing. I’ve met others from Qt3 less than a handful of times.

I did play WoT too much. Addiction strong. :)

The link thingy goes like this:

{url=type in the url here}type link text here{/url}

And of course replace {} with [].

I don’t know what “Wanderers” are, so probably not the same guy. I played Mechwarrior 4 (and 3 before that) under this name for many years. And it’s always Ender Ward, to differentiate from the horde of Enders on the net. :)

Bah, no soft wipe it seems. Without that I’m stuck still grinding…so no new tanks for me!

Man, what a do-nothing developer team!

v. 0.6.1.5 - v.0.6.2.4

Main:

  • Added new maps: “Ruinberg” and “El Halluf”.
  • Added new battle mode: the “Tank Company Battle”. A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
  • Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
  • Added achievements: “Reaper”, “Invincible”, “Survivor”, “Raider”, “Master Gunner”, “Kamikaze”,
  • Added medals: Kolobanov’s medal, Billotte’s medal, Fadin’s medal, Wittmann’s medal, Orlik’s medal, Oskin’s medal, Halonen’s medal, Burda’s medal.
  • Added full dynamic shadows. The option is located in settings “Enhanced shadows”. The shadows are in the testing mode so there is a possibility of artifacts.
  • Added new interface for repair and resupply of consumables - “Service”: added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
  • Added controls settings in the game settings.

Gameplay:

  • The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank…
  • Training battle does not count as the first battle anymore for the purposes of the doubled experience.
  • The chance of hitting an inner module (except gun) increased from 33% to 50%.
  • Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
  • The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
  • Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
  • “Scout” is now awarded only if the team won.
  • “Sniper” is now awarded if during the battle there was no friendly damage.
  • The top tanks in the battle roster are now balanced not by the level but by the match-making “value”, which considers type of the tank.
  • The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
  • Reworked tank distribution tiers in battles.
  • Fixed ability of lifting fallen trees with tank.
  • Removed possibility of driving beyond the edge of the map during lag spikes.
  • Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).

    System:
  • Fixed FPS drops during rendering of track prints.
  • Fixed lags when destroying objects.
  • Improved auto-configuration of graphic settings.
  • Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
  • Added some optimizations which suppose to end single sharp falls and dips in FPS.

    Content:
  • Multiple fixes of tanks’ models and textures.
  • Set a normal speed of track rotation on all tanks.
  • Reworked and added destruction of some objects.
  • Fixed some spots on the maps where tanks would get stuck or couldn’t pass.
  • Modified base flagpoles and flag animation.
  • Added removal of rendering for some small objects at long distances.
  • Reworked shot sounds of some guns.

    Interface:
  • Changed system notifications in the hangar.
  • Fixed changing music volume level which worked only for battles.
  • Multiple small interface changes.
  • Added hints-tooltips on interface elements in hangar.
  • Fixed purchasing a tank with a slot in hangar without warning.
  • Fixed bug with filter “Location” in barracks switches by itself.
  • Fixed invite notification, if the player is in the battle at that moment.
  • Added display of User Agreement after the client launch.
  • Added turning on/off of “after death” post-effect in settings.
  • Removed ability to lower camera beneath the water level.
  • Now after purchasing premium, hangar immediately updates to premium.
  • Fixed UI bug when researching several vehicles and/or modules in a row using free experience

List of tank specs changes:

Germany:

Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.

PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, +5% accuracy during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, +8% accuracy during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther’s.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.

USA:

Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HE penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.

Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.

T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, -5% accuracy during movement and traverse, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced traverse speed for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, -8% accuracy during movement and traverse, by 6 deg/sec reduced traverse speed for stock suspension, by 2 deg/secк - for top one, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.

USSR:

Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.

А-20: reduced visibility during movement and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: reduced visibility during movement and rest.
BT-2: reduced visibility during movement, +6% accuracy during movement and traverse.
BT-7: reduced visibility during movement and rest, improved pass-ability on medium grounds, +4% accuracy during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: +9% accuracy during movement and traverse.
Т-44: +5% accuracy during movement and traverse, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver’s lug 120->160, rear-upper plate 120->100.

v.0.6.2.7 major changes:

  • Added new battle mode: the “Tank Company Battle”, 15vs15 battles on random maps.

  • Added voice chat based on the Vivox technology for platoons in random battle and for companies in tank company battles.

  • Added top tier medium tank for all factions s: Т-54, Panther II, Pershing. - Added top Soviet tier 9 TD “Object” 704. -

Added top tier SPGs for all factions: “Object” 212, G-Tiger, G-Panther, M12, M40/M43.

  • Added 2 new maps: “Ruinberg” and “El Halluf”.

  • Added new achievements.

  • Improved match-making system for random battles.

  • Rebalanced vehicles on the basis of v.0.6.1.5 update.

  • Added full dynamic shadows available for high graphic settings.

  • Added customizable controls.

Unfortunately, I only bothered to check back the last 20 pages or so to see where someone called the developers ‘do-nothing’.

Some of us have the opinion that they aren’t doing things correctly but no one has said ‘do-nothing’. They patch pretty quickly for the size of their changes.

I think we ought to all relax and have a pinnnaaa colaaaaadaaaaaa.

I am having a blast playing my BT2 nowadays. When it goes live I am pretty certain I wont be going above tier 4. The early game is where I have the most fun.

Yep, there’s alot of fun to be had in a maxxed out low tier tank!

Ever since reading the line of sight/camo article, my game has improved 100%. I just scored my first 2,000+xp game (4000+ with the doubling!)

Really? I absolutely dispised Tier4 everything. You always got put into super heavy matches where you couldn’t do anything and got one shotted by crap you couldn’t see.

Come the next patch that might be the sweet spot though since non-arty T4s should be out of the highest matches at least (though a pack of T6-8 stuff isn’t a whole lot better at least you might hurt something).

My two friends and I spent lots of time driving the Pz II’s, I think I have like 200+ matches on it. 3 platooned Pz II’s, driving around in a column formation and devastating everything in their way - those were days. :) Low tiers is a much more open and mobile environment, we had lots of fun playing it.

In addition to the HE changes, additional SPG nerfs coming in 0.6.2.7:

Rebalanced parameters of all SPGs:

  • Hull traverse decreased by 1-3 degrees per second.
  • Aiming time increased by 1-3 seconds.
  • Shell dispersion increased by 2-10%.
  • Horizontal cannon movement affects aiming circle twice as much as before on average.
  • HE splash is reduced by 6-8%.

Agree completely. Game balance generally seems to work much better at the low levels. At tier 2, you often get completely arty-free games as well. I’ve gone so far as to create a second beta account just to keep a stable of kitted out tier 1-3 tanks.

This one seems to be a biggie. Especially when combined with all others.

In my book, any change that nerfs arty is a good change.

so the voicecomms thing for platoons isnt quite up to par, is it? didnt do much when i tried it thats for shure.

Oooooooh. Very, very interesting. This could be what’s needed to bring artillery into balance: still dangerous, still useful, but no longer undisputed king of the higher tiers on non-city maps.

Anecdotal, certainly, but my second game after the patch had an S-51 and a Hummel with 10 kills between them. I think the devs could swing the nerfbat harder still.

Tried updating the game but it’s stuck at “the changes will be applied in several seconds…” and it crashes :(

Well, my experience so far is that I’ve seen no drop in module damage - pretty much every hit on my panther was killing a module. Crew casualties seem to be increased, even.

My other impression is that my SU-14 may not be worth playing anymore, the accuracy hit is so awful. The spread is so wide that maybe one in three shots can hit a stationary IS-7 when I’m fully zeroed. If I can’t even reliably hit a stationary tank that’s supposed to be my intended target, I’m not sure what my role is supposed to be. Splash damage landing next to that IS-7 wasn’t even always doing any hitpoint damage. My M7 priest was borderline useless before since splash would rarely do anything above tier 2, and it was wildly inaccurate. Now it’s just a joke. No point in even trying to zoom on anything, just spray and pray as best you can. If you hit, you won the accuracy lotto.

Got the patch through the launcher? That did not work at all for me, even though it actually downloaded all the data. Had to go fishing on the forums for a direct link:
h t t p:// cdn1.worldoftanks.com/patches/auto/WoT_beta_0.6.2.7_eng_patch.exe
I can’t actually post links yet. Alas. Found it at the end of the thread about the patch notes.

Regarding the recent discussion about long range battles vs. knife fights, the new El Halluf map seems well suited for accurate, long range guns. Was trading shots with multiple tanks at 600+ meter for a significant part of the match.