World of Tanks 1.4 CT3 Patch Notes

Main Changes

  • Frontline (with multiple changes) has been launched in the test mode:
    • Added changes to the player’s progression in the mode
    • Added a new reward system, including reward vehicles
    • Made balance changes to the map
    • Reworked the vehicle rental mechanics in the Frontline mode
  • Changes to the Store and Depot:
    • In the Depot, added a new section for unique styles that are not compatible with the player’s vehicles in the Garage. Particularly, it will contain the styles received from the large Holiday Ops boxes, if the appropriate vehicles are not available in the player’s Garage.
    • Added counters on the bundle tile that include several items: now players will be able to see how many Aid Kits (for example) a bundle contains.
  • Updated Voice Messages in Battle for the Commanders in the Japanese vehicles (both male and female, when the Commander option is selected).

Changes to Technical Characteristics of Vehicles

U.S.

  • Added the Premium tank destroyer of Tier VIII for testing by Supertest players: the TS-5.

France

  • Removed the Boost functionality for wheeled vehicles.

Fixed issues

  • Fixed some technical issues.

Supertest: TVP T 27 Premium Czech Medium Tank

World of Tanks is getting a brand new Czechoslovakian tank: TVP T 27. This tank will be the first ever Premium Tier VIII medium tank for the Czechoslovakian tech tree, something players have been long asking for.

shot_002

A medium tank sporting an autoloader system, it will fit right into the Czechoslovakian tanks play style. Gameplay-wise, it’s much like the top-tier progression vehicles of the same nation.

The crew composition is also the same as the top-tier one, making it a good crew trainer. The autoloader drum of the TVP T 27 holds three rounds and takes 20 seconds to fully reload. The time between shots is 1.8 seconds. The tank is armed with an 88-mm gun which deals 240 points of alpha damage and is most effective at close and mid-range.

supertest-TVP_T_27_EN

Its aiming time is 1.9 seconds, and the dispersion is 0.38 m at a range of 100 meters. Among the other strengths of this tank are its gun depression and mobility. Its vulnerabilities come with its relatively large size and rather lack of protection.

The TVP T 27 will be far more superior to the regular TVP VTU, but it will be a better fit to the Czechoslovakian play-style. Hopefully, we will see a rebalance to the regular tank too, as it’s rather lacking at the moment and considered by many one of the worse Tier VIII in the game, if not the worse. Are you excited to see this vehicle coming to the game? Let us know in the comment section.

World of Tanks (EU): Free Tier VIII Premium Tanks?

From time to time, Wargaming runs quite interesting for some randomly selected players and there is one quite interesting one at the moment: be Top XP in a single battle, get a free Tier VIII Premium tank.

50TP (1)

Big thanks to Dr_inseminator, one of our readers from EU region, for sending me an email with details. Basically, some players are getting a promotion in-game, where they get a one battle rental 50TP Prototyp and are challenged to be 1st place in experience in their team. If they manage to do that, they can keep the tank for free and will also receive a Winged Hussar style for free.

So if you are one of these lucky players, are you up to the challenge? Did you get the free Tier VIII Premium 50TP Prototyp in your one battle try, or did you miss the chance? Should Wargaming do more promotions like this one? Let us know in the comment section.

 

World of Tanks (EU): Trade In your tank

[su_youtube_advanced url=”https://www.youtube.com/watch?v=el_lhXDTe3c” controls=”no” autohide=”yes” mute=”yes” loop=”yes” rel=”no” modestbranding=”yes” theme=”light” https=”yes” playsinline=”yes”]

Have you ever get a Premium tank you don’t like? Would you like to trade it in for a new one? If yes, then this is the perfect time for it as Trade-In event is back to World of Tanks. This event will only run from 25 January at 06:00 to 8 February at 06:00 CET (UTC+1). So get your old Premium tanks ready and receive new ones, at a reduced price!

How does it work?

For example, you want to buy the Löwe, which costs 12,500 Gold in the game. In exchange, you want to trade in your old Dicker Max, which normally costs 3,200 Gold.

Just like selling standard vehicles gives you half of their value in credits, trading in your old Premium tank will produce half of its value in Gold, which in turn will be deducted from the price of the tank you are wanting to buy.

In this example, trading in your Dicker Max will yield you half of its price, which is 1,600 Gold. Consequently, your new vehicle’s price will be reduced accordingly and you now need 10,900 Gold for the Löwe.

How to trade in tanks

Vehicles eligible for purchase with a trade-in option will be displayed both in the Tech Tree and in the tank purchase menu. Depending on how much gold is available on your account, the tank available for the exchange may be displayed in two different ways:

The tank can be exchanged. There is enough gold. The tank can be exchanged. There is not enough gold.

Once you have decided, simply right-click on the vehicle and choose Purchase or Trade-in.

  • By default, the list of tanks eligible for Trade-in is arranged by the amount of gold they would deduct from the price
  • The list also features eligible vehicles that are currently unavailable for exchange (in battle, not repaired, in a platoon). Clicking on them will reveal more information about their status
  • The Trade-in menu also offers the usual actions, such as adding basic ammunition, crew training, etc.

Important to Remember

  • The Trade-in feature will be available from 25 January at 06:00 o 8 February at 06:00 CET (UTC+1)
  • You can trade in only vehicles that are of lower or equal Tier to the vehicle you are purchasing, but not below Tier VI
  • You can trade in only one vehicle per transaction
  • The gold value of vehicles may be affected by active discounts on Premium tanks
  • Ammunition, Equipment, and Consumables loaded on the vehicle that is being traded in will be automatically dismounted and placed in the Depot for free
  • Camouflages, Emblems, and Inscriptions applied on the vehicle that is being traded in will be stored in the Depot
  • The crew present in the vehicle that is being traded in will be automatically passed to the Barracks. If there are not enough free bunks in the Barracks to accommodate them, the trade-in will not be possible
  • Tanks used for trade-in cannot be restored with the Restore functionality
  • When trading in, you don’t have to buy an extra Garage Slot – the new tank will be placed in the slot previously occupied by the vehicle that was traded in

[su_box title=”Vehicles that are available for purchase” box_color=”#131313″]

[su_spoiler title=”List of Tanks”]

TIER VI

TIER VII

TIER VIII

[/su_spoiler]

[/su_box]

[su_box title=”Vehicles that can be traded in” box_color=”#131313″]

[su_spoiler title=”List of Tanks”]

TIER VI

TIER VII

TIER VIII

[/su_spoiler]
[/su_box]

[su_box title=”Vehicles that cannot be traded in” box_color=”#131313″]

[su_spoiler title=”List of Tanks”]

TIER VI

  • None

TIER VII

  • None

TIER VIII

[/su_spoiler]

[/su_box]

Special (EU): Get Ready for XP Fever!

Its time to catch a fever, but don’t worry it’s not something bad, it’s the XP Fever. Prepare your tanks and get your mindset to victory, as each time you complete a victory set you will get extra experience as a reward. But that isn’t all, make the most of a 50% discount on equipment and consumables, as well as a better Free to Crew XP conversion rate. Exchange 1 Free XP for 10 Crew XP (instead of 5), for free! This special runs from the 26 January at 06:00 to 29 January at 06:00 CET (UTC+1).

[su_tabs vertical=”yes”]

[su_tab title=”Victory with Tier II-V”]

Rewards

  • 3,000 XP

Objectives

  • Win 3 battles
  • Place in the top 10 of your team by base XP earned

Restrictions

  • Only in Random Battles
  • Only in Tier II-V Premium vehicles
  • Repeatable

[/su_tab]

[su_tab title=”Victory with Tier VI-VII”]

Rewards

  • 6,000 XP

Objectives

  • Win 3 battles
  • Place in the top 10 of your team by base XP earned

Restrictions

  • Only in Random Battles
  • Only in Tier VI and VII Premium vehicles
  • Repeatable

[/su_tab]

[su_tab title=”Victory with Tier VIII”]

Rewards

  • 10,000 XP

Objectives

  • Win 3 battles
  • Place in the top 10 of your team by base XP earned

Restrictions

  • Only in Random Battles
  • Only in Tier VIII Premium vehicles
  • Repeatable

[/su_tab]

[su_tab title=”Victory with Tier X”]

Rewards

  • 10,000 XP

Objectives

  • Win 3 battles
  • Place in the top 10 of your team by base XP earned

Restrictions

  • Only in Random Battles
  • Only in Tier X vehicles
  • Repeatable

[/su_tab]

[/su_tabs]

Special (NA): Battle of Anzio

January 22, 1944, an amphibious landing to break German’s Gustav Line in Italy, the Battle of Anzio started. After a months-long stalemate, Allied forces finally achieved their objective and drove Axis forces north.

To observe the event, we’ve got a series of missions for Allied or Axis forces. You can select a side via the redeemable code. From January 22 to February 1, pick your side and win some prizes, but remember, once you use a code, you are committed to the remaining missions as that side.

Redeem Allied Code Redeem Axis Code
ANZIOALLIED ANZIOAXIS

Allied Missions

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[su_tab title=”A Wildcat”]

Rewards:

  • 3xLarge First Aid Kits

Conditions:

  • Destroy at least five (5) German vehicles over any number of battles

Restrictions:

  • Must be in a British vehicle Tier IV or higher
  • Once per day
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)

[/su_tab]

[su_tab title=”A Strange Whale”]

Rewards:

  • 3xLarge Repair Kits

Conditions:

  • Survive a Victorious battle

Restrictions:

  • Must be in an American vehicle Tier IV or higher
  • Once per day
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)

[/su_tab]

[su_tab title=”Conquer Rome”]

Rewards:

  • 3x Emblems: American Flag (goes to Depot)
  • 3x Emblems: British Flag (goes to Depot)
  • 1xGarage Slot

Conditions:

  • Win a battle

Restrictions:

  • Complete “A Wildcat” mission three (3) times
  • Complete “A Stranded Whale” mission three (3) times
  • Must be in an American or British vehicle
  • Once per account
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)

[/su_tab]

[/su_tabs]

Axis Missions

[su_tabs vertical=”yes”]

[su_tab title=”Defend the Gustav Line”]

Rewards:

  • 3xLarge First Aid Kits

Conditions:

  • Destroy 10 American or British vehicles; only battles where you survive count

Restrictions:

  • Must be in a German vehicle Tier IV or higher
  • Once per day
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)

[/su_tab]

[su_tab title=”Fight for the Italian Resistance Movement”]

Rewards:

  • 3xLarge Repair Kits

Conditions:

  • Destroy 5 (five) German vehicles; only battles where you survive count*

Restrictions:

  • Must be in a Italian vehicle* Tier IV or higher
  • Once per day
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)
In keeping with the historical battle, activities of the Italian resistance movement are included.

[/su_tab]

[su_tab title=”Defend Rome”]

Rewards:

  • 3x Emblems: German Flag (goes to Depot)
  • 3x Emblems: Italian Flag (goes to Depot)
  • 1xGarage Slot

Conditions:

  • Win a battle

Restrictions:

  • Complete “Defend the Gustav Line” mission three (3) times
  • Complete “Fight for the Italian Resistance” mission three (3) times
  • Must be in a German or Italian vehicle
  • Once per account
  • Random Battles, Special Battle, Team Battles, Grand Battles, Global Map, Tournaments, and Stronghold Battles (Skirmish and Advances)

[/su_tab]

[/su_tabs]

World of Warships: Public Test of the Update 0.8.0 Round 3

Ladies and Gentlemen, here it is, the final round of testing for the upcoming update 0.8.0. This third round was made to “polish” the aircraft carrier rework and it is indeed bringing quite a lot of changes.

Let’s look at it, shall we?

The Schedule

The public test will start on Tuesday 22 January at 17:30 CET (UTC+1) and will end Monday 28 January at 16:30 CET (UTC+1). As you can see, it is a fairly long round to be able to get as many data as possible on the changes.

The Changelog

[su_box title=”Changelog” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]

  • Plane HP and AA efficiency have been rebalanced. AA efficiency now progresses more smoothly through the tiers. When up-tiered, CVs had almost no chance to cause damage because of the huge jump in the efficiency of AA. Now the difference is still noticeable but not so big.
  • Plane replenishment time increased for all tiers except tier X. This time was too low, and CVs could ignore their losses and just constantly keep using the same plane type. Now losing full squadrons has much more of an impact.
  • Tier IV Torpedo bomber characteristics have been corrected:
    • Fixed an issue and removed the “Fighters” consumable.
    • Torpedo aiming time increased from 2s to 3s. It was too easy to hit torpedoes on tier IV, causing constant flooding. Now you are required to stay in the AA zones longer to hit your target.
  • “Repair party” consumable transferred from dive bombers to torpedo bombers. It was anticipated that dive bombers would receive more damage than other planes types. But torpedo bombers have to fly straight for a long time, flying through  AA explosions more often, taking more damage – therefore “Repair party” is better suited for them.
  • Priority AA sector increases DPS of all zones instead of number of explosions. Even dodging all the explosions can’t save you for long in the priority sector.
  • Sectors are now differentiated by AA tracers’ color. It makes it easier to understand the danger and to alter tactics accordingly.
  • CVs’ “Fighters” consumable is rebalanced: now it has 4 charges and 40s cooldown. Number of planes in a squadron has been reduced to 4. This still gives CVs decent AA defense, but now they aren’t invulnerable to enemy planes.
  • Number of planes called by “Catapult fighter” consumable lowered (4 instead of 6, 3 instead of 4). With AA rebalancing in mind, such a huge number of planes would be too powerful.
  • Lowered the efficiency of perks and modernizations affecting planes (not the AA). Some of them had a huge impact and could make planes nearly invincible.
  • Added a counter for damage dealt to planes. This can help you to understand AA efficiency even with a low count of downed planes.
  • Torpedo bombers aim point became more visible on bright maps to increase clarity.
  • Several ships’ characteristics altered. Details can be found in the “Dev Blog”. (for more details please check our article covering the said changes)
  • The sound of bombs dropping on isles is now louder.
  • Fixed an issue that caused the patch of an enemy, who destroyed the player, not to be displayed, and there was no transfer to spectator mode after your ship was destroyed.
  • Fixed an issue that caused the game client crashes
  • Fixed an issue that caused an incorrect display of Ryujo’s squadrons’ elevators.

[/su_box]

Some changes are quite welcomed like the change to the arming time for the torpedoes at tier IV that were terribly easy to drop due to this. There is also now the counter to the damage dealt to planes which is great to have an idea of the impact of our anti-air.

Anyway, let’s test all of this. Will see you on the Public Test Server captains!

World of Warships: Upcoming balance changes of the Update 0.8.0 and more

On the 17th of January, Wargaming streamed a special developer Q&A with Crysantos, Lordofdroid and the Lead Game Designer for World of Warships, WellDone.

During this stream, lots of balance changes were revealed. Let’s go through them and discuss it a bit.

The ships buffs

A total of 12 ships are about to receive a buff with the update 0.8.0. Some buffs are more than welcomed but some others are… relatively unexpected.

[su_box title=”Japanese battleship Izumo, tier IX” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Sigma has been increased from 1.8 to 2.0.
The battleship will become more potent in battle by increasing the accuracy of the guns, which will compensate for the specific arrangement of the main battery.

[/su_box]

This is the third buff applied to the Izumo in a relatively short period of time. First, it was the concealment and the armor that received a buff. Then, they buffed her shells air drag which gave her a penetration on par with Yamato even at long range as you can see on the picture below:

Izumo vs Yamato.JPG

Now, they are buffing her sigma to 2.0. Well, let’s simply say that if someone is still able to call the ship weak, I don’t know what this person will need more. She will have both the accuracy, the punching power, the ballistic and also the tanking capacity. The only thing she is truly weak at now is aesthetic.

Izumo will not be a weak and ugly ship anymore, it will be a strong and ugly ship.

[su_box title=”Japanese battleship Kii, tier VIII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Main Battery reload time reduced from 31 to 30 seconds;
The torp stats have been changed: Range has been increased from 6 to 10 km;
Speed has been reduced from 63 to 62 kn;
Maximum damage has been increased from 14 600 to 17 233.
Thus, the battleship will have more opportunities for the use of its torpedo tubes, which will no longer be a ‘last ditch’ weapon, the use of which required to players to expose the broadside of the ship to enemy fire because of the restricted launch angles.

[/su_box]

The buff to the Kii is interesting as it’s more about the torpedoes rather than her gun power. Her main battery reload still remains longer than the reload of the Amagi but let’s be happy with this buff. I would just advise you if you see a friendly Kii near you to be careful to torpedoes. A teamkill can happen quickly.

[su_box title=”Japanese battleship Nagato, tier VII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Main Battery reload time reduced from 32 to 30 seconds.
Reduced reloading time will emphasize the role of Nagato as a battleship with good maneuverability and a small number of accurate guns, at the cost of armour protection.

[/su_box]

Nagato getting buffed was relatively surprising as the ship is in my books a very strong battleship for the Tier VII but I will not question Wargaming’s choices. Then again, the buff itself isn’t groundbreaking so to say.

[su_box title=”American battleship Colorado, tier VII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Sigma has been increased from 1.9 to 2.0.
The new Sigma will distinguish the battleship as a slow ship, with decent maneuverability, good armor and a small number of accurate guns.

[/su_box]

Funnily enough, Wargaming are going back on a nerf they applied recently. Now, it is quite welcome to make the slow brick that the Colorado is a bit more enjoyable.

[su_box title=”French battleship Dunkerque, tier VI ” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Main Battery reload time reduced from 28 to 26 seconds.
Reducing the reload time will compensate for the small caliber, making the battleship better balanced with other battleships on tier VI.

[/su_box]

The Dunkerque receiving a buff. It’s happening my friends! Now, a sigma buff or maybe a concealment buff would have been better but we will not spit on a reload buff. This will compensate for the ship’s dispersion that sometimes feels like the gunners drank a bit too much red wine.

[su_box title=”British battleship Hood, tier VII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Sigma has been increased from 1.8 to 1.9;
AP fuse delay increased from 0.015 to 0.033 seconds
Due to the new fuse timings, armor-piercing shells will detonate more often in the citadel of the armored ships, but will result in more overpenetrations of lightly armored targets.

[/su_box]

A sigma buff is truly welcomed for the Hood but now, I’m split regarding the AP fuse. It was quite useful against cruisers especially the ones with very thin armor.

[su_box title=”French destroyer Aigle, tier VI” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Torpedo range has been increased from 7 to 8 km;
Increasing the range of the torpedoes will grant the French destroyer a larger window within which to launch torpedoes whilst remaining unspotted by the enemy, and will allow for more opportunities in battle to strike battleships.

[/su_box]

Le Terrible? Someone? No? Ok… Well, the Aigle is getting a buff to the range of her torpedoes. Not a buff that we will complain about but it wasn’t the most important. This buff will, however, allow her to use her torpedoes more often which can be nice as a damage source.

As a side note, WellDone did announce that Le Terrible will receive a buff but they still have to determine how they will address it.

[su_box title=”American destroyer Mahan, tier VII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]Main Battery reload time reduced from 4 to 3.3 seconds.
Despite the fact that the destroyer has one of the best damage per minute statistics at her tier, the specific ballistics of guns often does not allow this ship to realize this advantage when engaged with other destroyers. The new parameter, though it won’t change the features of the main battery ballistics, will significantly increase the efficiency in combat with enemy destroyers at close range.

[/su_box]

It’s again a buff that wasn’t really needed in my opinion but now the Mahan will be even more effective at fighting other DDs thanks to this improved damage per minute.

American destroyer Sims, tier VII

[su_box title=”American destroyer Sims, tier VII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]The base torp stats have been changed:
Range has been increased from 5.5 to 7 km;
The alternative torp stats have been changed:
Range has been increased from 9.2 to 10.5 km;
Maximum damage has been increased from 8500 to 9667.
Reload time been increased from 72 to 76 seconds.
Changing the characteristics of the base and alternative torpedoes emphasizes the difference between the two styles of gameplay available to Sims:
‘High Risk, High Reward’ game from torpedoes with a short range and good speed, causing a lot of damage;
comparatively safe option with a greater distance to the enemy, but with less damage and low speed torpedoes.

[/su_box]

Now, that’s an interesting buff. The torpedoes of the Sims have always been relatively questionable as you either had a very short range with good damage or a long range but with laughable damage. With this change, both types of torpedoes become interesting in their own way. I would be tempted to prefer the 7 km torpedoes but each person has his/her own opinion.

[su_box title=”Soviet destroyers Ognevoi, tier VIII and Udaloi, tier IX” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]”Repair Party” consumable has been added to the extra slot:
Number of charges: 1 (Repair Party I) and 2 (Repair Party II);
Reload time: 120 (Repair Party I) and 80 (Repair Party II) seconds;
Duration: 28 seconds. The efficiency 0,5% of HP per second

[/su_box]

Here, it is a very welcomed buff for these 2 ships. Both are considered to be relatively weak at their respective tier so this repair party will certainly help them at being relevant. Time to grind towards the Grozovoi.

[su_box title=”Soviet destroyer Kiev, tier VIII” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]”Repair Party” consumable has been added to slot with ‎”Smoke Generator”:
Number of charges: 1 (Repair Party I) and 2 (Repair Party II);
Reload time: 120 (Repair Party I) and 80 (Repair Party II) seconds;
Duration: 28 seconds.
The efficiency 0,5% of HP per second Adding the consumable “Repair Party” will allow for more effective fights with enemy destroyers and make the progression to tier X in this line more logical.

[/su_box]

Not that much to talk about here. This change will prepare you a bit better if you plan to grind Taschkent and Khabarovsk with the repair party instead of the smoke. To trade the smoke generator for the repair party, that is the question though.

Battlecruisers/Super-cruisers/Large cruisers nerf

People wanted it, people received it.

[su_box title=”ST. Balance changes. ” style=”default” box_color=”#000000″ title_color=”#FFFFFF” radius=”0″]”

In update 0.8.0, fire duration on certain large cruisers has been increased from 45 to 60 seconds. This change is systemic and affects the following ships: Kronstadt, Stalingrad, Azuma and Alaska.
The excellent armor of these large cruisers created an excessive advantage in survival during long battles. With the correct positioning of the ships, the only way to deal a lot of damage to them is through setting fires. Increasing the time required to extinguish the fire for these cruisers will improve their balance compared to conventional cruisers, keeping their distinctive features: high damage from the main battery salvo, good armored citadel and large amount of hit points.

[/su_box]

So yes. The Kronstadt, the Stalingrad, the Azuma and the Alaska are getting a small nerf on their fire duration. It is certainly not the end of the world considering the combination of tools that these ships have in their hands. At the same time, it will make fights against them a bit better by giving a better source of damage from fires.

The radar mechanic change

unknown.png

Well now, we are dealing with the big fish.

A lot of complaints were issued regarding the radar mechanic. Claiming that the consumable was unhealthy for the Destroyer gameplay out of everything else. Now, I can understand partially these complaints considering all the ships that can equip this consumable. However, I’m not a great fan of this.

Let’s now talk about the change itself. At the start, people talked about a line of sight system applied to the radar. The problem is that when Wargaming tested this system, they realized that it was rendering the radar pretty much useless.

Another idea was to create a delay between the time a player uses radar and the time his/her teammates can see the ship under the action of the radar. This is the idea that Wargaming seems to appreciate and that might end up on the live server.

Now, I have multiple concerns regarding this change.

First, the size of the delay applied to the radar.
In general, when you use a radar, it’s to be able to punish an enemy ship quickly and with him getting caught off-guard. With only one ship being able to shoot at the radared ship, it’s easier to handle the situation (angling, hiding, etc.). Also, there are very often situations when the ship using radar will not necessarily be in a position to shoot at the radared ship and will rely on his teammates to shoot at it. When playing Clan battles, this kind of situations happens quite often and if that the delay ends up being too long, some radars will simply be wasted as the ship will be able to get back to cover before anyone has the time to shoot.
Let’s take a wild guess and imagine that the delay is based on the percentage of the duration. That would mean that the US and British radars would become much less effective at early punishment and teamplay in general as they have the longest duration so the longest delay.
Another possibility is, of course, a fixed value. This value would need to be different for all radars because otherwise, the radar for the Pan-Asian DDs will become… relatively useless considering the already short duration.

Another problem is that, let’s face it, these past few weeks, destroyers received quite a lot of attention. AP mechanic change, Concealment expert nerf, the planes not able to spot torpedoes anymore with 0.8.0. and now the radar mechanic change. With all these buffs, I won’t say that destroyers as a whole were overbuffed but I’m not that far from saying it.

Overall, while I can see the point of this change, I’m just not a fan at all. It’s basically bringing back the old spotting delay issue as a feature and making it even bigger.

Soldiers of Fortune (EU): Issues and Compensation

Soldiers of Fortune Clan Wars event started yesterday and it seems it didn’t have an easy start for the EU Region. Players couldn’t log in into the Global Map, several battles ended in a Technical Defeats, etc.

SoldiersFortune

Wargaming was aware of the issues and a fix has already been applied, but players, of course, got penalties, etc, and were asking for compensation. To help with this, Wargaming has decided to do the following:

  • The event won’t be restarted since a very large amount of battles were played validly and it would be unfair to reset progression for these players/clans.
  • All penalties were revoked and Fame Points refunded.
  • Clans will receive 100 Research Points for every tech failed battle.
  • The number of Tank Rewards was increased from 10,000 to 10,800.
  • The number of Auction Tanks was increased from 400 to 600.