0.8.6 SuperPershing nerf won’t happen – 消息更新超潘待砍

Thanks to lonefur for this one.
感谢lonefur为我们带来的这则消息。

“We don’t nerf premium tanks” – yea, right. Superpershing recieved a visually substantial nerf in frontal hull armor. See for yourself:

“我们不砍金币车”-没错。但是超潘收到了一次可见的前装甲的NERF。自己看动图:

On the paper, the armor remains officially the same, but gamemodels3d show us that the frontal spaced armor got nerfed by cca 25mm – plus the armor angle is less steep, which means less bounces.

纸面数据上和原来没有变化,不过游戏的3D模型显示了前装甲大约被砍掉了25MM(毫米) – 而且装甲角度也变得不是那么陡了,也就意味着跳蛋少了。

==========六月三日更新==========
继续阅读

瞄准概论——如何有效减少瞄准时间

这篇文章大概半个月前解析出瞄准的计算公式的时候就应该出来了。但是在忙新效率值的事情。
顺便打个广告,应该不出半个月。下周干7天,周末的时候应该会放出来查询demo的链接..

晕字玩家可以只看并记住红字部分。

言归正传

此文分为两节,由adri1@xvm撰写,adri1和魔法老婆婆一同分析,感谢falcon和xml组制作工具,也感谢我自己做了工具的demo..

第一节——为什么是面盆大的圈..

wot中有多种影响扩圈的因素,他们相互之间是独立的。
因素包括车辆前后移动,车辆转弯,炮塔旋转和开炮。

前三个因素的算法基本上是
速度*系数
也就是说
a:车辆前后移动的扩圈因子=移动速度*移动扩圈系数
b:车辆转弯的扩圈因子=转弯速度*转弯扩圈系数
c:炮塔旋转的扩圈因子=炮塔旋转速度*炮塔旋转扩圈系数

d:开炮的因子有两种,单发炮的系数和连发炮的系数(adri1注:连发炮指机枪类)
然后我们有了四种因子。

最终的扩圈系数=[(a^2+b^2+c^2+d^2)*垂稳系数^2+1]^0.5*理论最小圈系数
(adri1注:理论最小圈系数基于纸面数据和乘员熟练度以及影响乘员熟练度的所有因素)

第一节完

第二节——圈是怎么变小的
影响瞄准时间的有以下因素
扩圈系数,纸面瞄准时间

我们都知道,圈随着时间越来越小。
变小的速度使用以下规律

当前扩圈=起始扩圈*e^(-实际缩圈经过时间/纸面瞄准时间)


这是图,纵坐标是圈大小,横坐标是时间,每格0.1秒

可以看到,随时间流逝,缩圈的速度越来越慢,直到圈大小等于理论最小圈时停止。

第二节完

第三节——蹦出来的第三节是因为我猜你们看不懂。
所以知道了基础知识后,我们怎么让圈尽量小点呢。

adri1@xvm总结的经验:
一、条件许可的情况下,尽量不要同时激活多个系数。
比如说a,b,c三个系数,如果你同时使三个系数生效,你的圈就变成a+b+c的大小。
如果你能控制某个系数不生效,或者让他们分别生效。那么你的圈就只会变成a,b,c中最大的数的大小

常见的有以下手段:
1.按住鼠标右键锁定炮管,避免炮塔转动因素。【魔法老婆婆在1楼认为:有时候自动锁定敌人(等圈小到接近射击需求后解除自动瞄准,再手动瞄准微调),比右键锁炮口好使】
2.不要到最后再转弯,尽量提前转好。至少能尽早完成转弯和移动之一,不要拖到最后再完成。

二、如果想要圈小,尽量降低速度
你以为转弯快是优势?  大错特错了吧。
因为扩圈是瞬间的,而炮塔旋转,车辆旋转这种事情是无法控制速度的,所以一旦有了旋转操作,在这一项上你就得到了最大值。这也是为什么像su-8这样的车转弯后的圈很小。

降低你的速度:
1.你可以尝试不要把油门踩死,1档能有效减小前进的圈大小。
2.火炮是能控制炮塔旋转速度的,如果不是很远不要一下划拉过去,慢慢的过去反而加快了开炮时间,尤其是0.8.6那龟爬的瞄准速度和脸盆大的瞄准系数。
3.愚蠢的毛子没有提供让车转慢的方法。

啊,好像就这些了,老婆婆快来提醒我。

0.8.6 test impressions

【1楼有译文,请猛拽滚动条观看】

Hey everyone,

it’s kinda pointless to post here the test server vehicle stats (the data are out on various places anyway), so instead a few impressions for those, who don’t play on test server and don’t intend to. Please, feel free to comment, whether you agree with me or not. Keep in mind that these aresubjective feelings of mine, not facts.

The comments are written from the POV of a non-arty player, who prefers mediums and heavies (tested vehicles: T110E5, Maus, Panzer IV)

– probably the most important part of the patch: the arties. While it’s hard to say how many arties will be “left” on public server, I have a really bad feeling that this patch didn’t fix the old arty issues (but created new ones). In other words, there are a LOT of arties around on top tiers. Now, arty has a chance to be top vehicle of the team (for some reason it happens very often, but maybe it was my bad luck).

– my impression is that in hightier (T9-T10) battles, arties weren’t nerfed too much when it comes their ability to make heavy tank’s day very very miserable. I assume that the accuracy nerf somehow helped the fast medium vehicles such as the Batchat or Leopard, but subjectively, T110 doesn’t have its job any easier and despite increased durability from the new heavy spall liner (subjectively, it doesn’t work at all, because it doesn’t help with the real arty problem – module damage and chain detracks, maybe the damage recieved is better, but I didn’t spot that really). I can imagine even harder accuracy nerfs for toptier arties in the future – as I said, very little changed. Either way, top artillery does influence the battle perhaps more than it should. If your team has arty retards and the other team doesn’t, you WILL lose.

– speaking of the new XL spall liner, it’s not very effective. Maus still gets pounded to dust.

– midtier arties (from the POV of medium/heavy player) feel a bit OP actually due to their limited MM spread. I had several oneshots done on my Panzer IV. On mid tiers, slow = dead. I can imagine this will frustrate new players heavily. But maybe it’s the fact they are being tested, so there are so many.

– armor buff – it works. Spaced armor now eats HEAT like candy. This is especially visible on E-100 and Maus – earlier, you could load up gold and shoot it wherever, now sides will eat it and front will ding. If we count out arty, Maus is now a pretty awesome tank to drive. IS-6 is a total monster now, it dings like hell at eats HEAT shells too, IS-7 feels buffed too this way, T110 – no buff, feels even more fragile than usual. As for tanks with heavily sloped frontal armor (Chinese especially…) – remember the pre-nerf T-54 frontal armor? Yea…

– accuracy buff – works. Guns are more accurate now. This is bad news for tanks with glaring weakspots (again, T110 with its tumor turret, but also KV-5), they do get hit more often. Sniping on longer distances is a joy, shells fly where they are supposed to (funnily enough, it feels easier to derp-snipe with KV-2 too, which probably wasn’t an intended consequence)

storm关于0.8.6测试的qa

以下译文由1楼【团灭】提供。

On the developer blog, Storm asked the Russian players, how they like the 0.8.6 test. Here’s an excerpt from Storm’s comments under the article.

在开发者的博客上,Storm问了下毛子玩家对于8.6测试服的感受。以下是在文章下面Storm的回复的一部分。

– apparently, the new dynamic camera works like it should, players were complaining about it getting “stuck” behind object, players complain about it a lot (SS: funny, I didn’t have any such problems – do any of you?)

– 显然新的动态视角一切正常,玩家们曾经在抱怨它会卡在某些物体的后面,而且不止一个人这么说。(SS:唔,我好像没这个问题……你呢?)【译者:有!问题大大的有!!】

-dynamic camera  moving after each shot is being discussed within WG, apparently it’s an atmospheric decision

– 动态视角在每次开火后会移动下是在WG内部讨论好的,很显然这个设定很带感。【译者:带感个球啊……试用手感极差】

– combat tasks within the game will come, but later (whatever that is)

– 游戏内置的日常任务会回来的,不过应该还要有段时间。

– LeFH French premium arty will possibly be removed from the shop

– 法国的金币火炮很有可能会被从商店中移除

– when HEAT ricochets and hits something else after the ricochet, it will penetrate as usual。

– 当HEAT跳蛋之后,它还是会继续飞行并且还是会穿透的【译者:通过虎爷正面跳掉之后把旁边的火炮搞死?】
– Storm states that KV-5 will be especially tough in 0.8.6

– Storm说,KV-5在0.8.6这个版本里会比以往还要硬

– apparently, the idea of tank spotting being tied to how many spotting points are visible won’t happen – it would complicate already hard-to-understand mechanics even further

– 很显然,通过坦克上的观测点的数量来决定是否被亮是不会实现的,他会把现有的机制搞的更加复杂并且更难以理解。
– the graphic bug where something caused violet rectangles to appear will be fixed in next test round:

– 关于随机出现的紫色长方形的图形BUG将会在下一轮测试中(目测这里是指下一次维护后)修复。
Well, that’s it. There are like 700 player comments at this moment and most of them consist of some serious whining – Storm doesn’t answer on those.
大概就是这样了,大概有700多人评论了原文,而且其中大部分人的发言都是抱怨。Storm才不会去回复这些东西呢……

Just a thought: I don’t blame Storm and SerB trolling and being rude anymore. Look what some Russian players are writing to them (and this is by far not the only rude comment):

Translation: Why the fuck didn’t you nerf the laser HEAT shells on tier 10 TD’s? Fucking 450mm! HEATs continue to punch thru the fucking Maus! (literally: sow thru the fucking Maus like thru a piece of rag)

SS:这只是个想法……我再也不会对Storm和SerB的嘴炮指手画脚了。看看以下这个俄国玩家的留言吧(这还不是唯一一条):
你们TM的为什么不去看一下10级TD那个像激光枪一样的HEAT子弹啊我艹?我QNMLGBD的450MM穿深!(268:我中枪了……)HEAT现在照样能打穿鼠爷!(字面意思就是:穿鼠爷就跟穿破布一样简单……)

Chi-Ri – Imperial Japan’s most advanced tank

SS: Today, we have a guest article from SoukouDragon (US server) on one of the (confirmed) Japanese hightier tanks. Enjoy!Author: SoukouDragon


A Japanese Tiger? No

When Japan surrendered, American forces discovered Japanese late war military projects all over. One of such was the biggest Japanese tank U.S. forces have ever seen, the seemingly half completed Chi Ri, sitting there without a main cannon installed. The turret was huge. More than large enough for a 75mm cannon. There were some Japanese 88mm AA cannons so Aha! Just like the Germans, they must have been planning on putting these 88mm cannons in the Chi Ri! And behold, the idea of the Japanese Tiger was born.

Wrong.
继续阅读

List of changes in the test version 0.8.6 compared to version 0.8.5 *:

来源: [http://wot-news.com/main/post/05302013/2/Spisok-izmenenijj-testovojj-versii-086-v-sravnenii-s-versiejj-085]

SPG redesigned branch of the USSR:

  • Added new SPG: SU-122A (Level 5), SU-14-1 (Level 7).
  • Existing SPG translated: SU-8 – on the 6th level, the SU-14 – at level 8, C-51 – at level 7, Object 212 – the 9th level and Object 261 – the 10th level.

Reworked branch SPG Germany:

  • Added new SPG : G.Pz. Mk. VI (e) (Level 2), Pz.Sfl. IVb (Level 4), GW Tiger (P) (Level 8).
  • Existing SPG translated: Sturmpanzer I Bison – on the third level, Sturmpanzer II – on the 4th level, Grille – on the 5th level, Hummel – at level 6, GW Panther – on the 7th level, GW Tiger – the 9th level and GW E 100 – on the 10th level.


Reworked branch U.S. A

  • Added new SPG : M44 (Level 6), M53/M55 (level 9).
  • Existing SPG translated: M7 Priest – on the third level, M37 – on the 4th level, M12 – the 7th level, M40/43 – on level 8 and T92 – on the 10th level.

SPG redesigned branch of France:

  • Added new SPG : AMX 105 AM mle. 47 (Level 4), Bat.-Châtillon 155 55 (level 9).
  • Existing SPG translated: AMX 105 AM – on the 5th level, AMX 13 F3 AM – on the 6th level, Lorraine 155 50 – on the 7th level, Lorraine 155 51 – to level 8 and Bat.-Châtillon 155 58 – on the 10th level.

To test supertesterami added new premium appliances:

  • German Tank Destroyers E-25 (level 7);
  • Chinese heavy tank 112 (8th level).

In the sale of premium added to the British heavy tank level 5 A33 Excelsior. Changing military equipment

  • Increased angles of declination and the elevation of the tank guns Matilda Black Prince.
  • Fixes in the damage model tanks: SU-8, SU-85B, Cromwell, Comet, Matilda Black Prince, the SU-5, SU-76, T95, T92, M12, M41, M7 Priest, T57, GW E 100, GW Tiger , Hummel, Pz.Kpfw. V / IV, IP-6, Pz.Kpfw. III / IV, object 268.
  • Made improvements to the model of the tank VK 16.02 Leopard.
  • Adjustments were made in the visual models of tanks: Matilda Black Prince, SU-85B, SU-14, SuperPershing, GW Panther, SU-26, Hummel, E-100 (offset tower), Su-18, Object 212, T-54, BT 2, AT 2, Pz.Kpfw. II Ausf. G, Pz.Kpfw. I Ausf. C.
  • Adjustments were made in the name of French tanks and their modules.

A complete rebalancing of the characteristics of self-propelled guns available in the game (the full list of changes will be available later):

  • For all SPG reduced rate of shells (10-15% for conventional weapons and to 50% for short “mortirnyh” guns).
  • For the majority of SPG cooldown increased by an average of 10-20%.

Graphics

  • Added new map “Sacred Valley” (Korea, winter / spring).
  • Processed under better graphics card: “Murovanka”, “Uaydpark”, “airfield”.
  • Made significant visual changes to the map “Ruinberg.”
  • Made balanced changes to the map “Fjords”. In addition, one-story wooden house on the card are made destructible.
  • Balanced changes made to the “assault” on the map “Westfield”.
  • Added mode “meeting engagement” card, “Mines”, “Lasvill”, “Redshir.”
  • Added bird on the card “Ruinberg” and “Lasvill.”

Live ammunition and mechanics of penetration

  • The mechanism of distribution in the calculation accuracy of the shot. The number of shells falling in the range of edge information is reduced by about 20%, and now the shells will often get closer to the center of the circle information.
  • The mechanism of distribution in the calculation of damage and armor penetration. Now, the maximum and minimum damage and armor penetration will become less frequent by about 5%, more will be the average value specified in the parameters.
  • Normalization of piercing projectiles reduced from 5 to 2 degrees.

Temporarily disable the display of tracer shells:

  • Disable display of tracer shells from enemy vehicles that had not been detected intelligence.
  • Posted display of tracer shells from enemy self-propelled guns, which are not found in the exploration, in a narrow sector of sight and in an artillery mode.
  • Reduced detection area of tracer shells SPG , for which there is no intelligence in an artillery mode.

Ballistic red lining for extra absorption coefficients of recycled high-explosive armor Damage:

  • Lightweight Ballistic shot down – 15%.
  • Average ballistic shot down – 20% (was 15%).
  • Heavy ballistic shot down – 25% (was 15%).
  • For vehicles weighing more than 70 tons of added supercarrier ballistic shot down by a factor of more absorption of 30%.
  • If the machines weighing more than 70 tonnes in the moment of the update will be installed normal hit, it will be replaced by a super-heavy, removed from the tank and placed into storage.

The rules for action cumulative projectiles:

  • The cumulative projectile can now ricochet (by default – when hit at an angle of 80 degrees). When ricocheted bullet ricochet armor does not decrease.
  • After the first break through armor ricochet more work can not (due to the formation of a cumulative jet).
  • After the first break through your armor piercing projectile begins to lose the following rate: 5% remaining after breaking through the armor penetration – 10 cm of space traversed by the projectile (50% – up to 1 meter of free space on the screen to the armor).
  • After each penetration of armor-piercing projectile is reduced by an amount equal to the thickness of armor including Modifications angle relative to the path of the projectile.
  • Now the tracks are also screen for cumulative projectiles.

Held rebalancing cost premium shells (the full list of changes will be available later):

  • He calculated the efficiency of each projectile, taking into account his armor and the amount of damage done, after which the price of the projectile has been brought into conformity with its efficiency.
  • The cost of some piercing projectiles was increased, the cost of others – is reduced.
  • The cost of most cumulative projectiles was increased because they were cheaper piercing projectiles at the same efficiency.
  • The cost of most high-explosive shells premium has remained unchanged, except for a few shells.

Held rebalancing armor piercing shaped-charge projectiles:

  • Armor piercing ammunition for the majority of cumulative high levels of technology has been reduced.
  • Armor piercing projectiles for technology cumulative average levels were significantly reduced.
  • Premium shells with the changing characteristics of the player will be purchased for the full purchase price of credits at a price fixed in the 0.8.5 update.

Other fixes 

Increased profitability tanks at high levels (full list of changes will be available later):

  • For machines at level 10 (except SPG ) yields increased by an average of 10%.
  • For machines 9 th, 8 th, 7 th, 6 th level (except SPG ) yields also increased, but to a lesser degree than for machine level 10.

 

  • Removed the reduction factors in the calculation of the experience for damage done to the TD and SPG When you play the TD will be charged 33% more experience behind the damage done, but when you play the SPG- a 50% increase.
  • Added “assistant” bonus for shooting down enemy tank tracks: If a player immobilize the enemy tank and allies player will inflict damage to the tank or it will destroy him while he was standing, the player will receive a bonus to earn experience. The mechanism of the bonus will then be the same as the mechanism of the bonus when firing on intelligence.
  • Developed a mechanism to determine which player and how many bonuses (to the amount of experience and credits, tanks destroyed) is charged for causing damage to enemy tank or destroying it with physics (ram, dropping off a cliff, etc.).

Refinement of sound:

  • Rewritten audio processing unit, whereby it became possible to simultaneously play more sounds without distortion and with less expenditure of resources.
  • The mechanism of arrangement ambient sounds on the cards – disappeared “dead zones”; increased volume of wind noise in an artillery mode, new sounds are made for water, industrial objects and animations of burning.
  • Reduced the number of sounds for striking the surface of the tank when driving on rough terrain.
  • Increased the range at which the sound of the shot, add a dependency of the camera relative to the tank, put a physical model of sound perception in relation to distance.
  • Increased the range at which heard the sounds made by other tanks.
  • For giving realness put the Doppler effect junction of the two tanks.
  • Increased the number of sounds in the tank shell hit.
  • Replaced by the sound of the destruction of the tank.
  • Added parameter 3D; increased the level of realism of the game for users on personal computers that are running multimedia system 5.1.

Changed the mechanism for calculating the level of masking techniques and the use of camouflage camouflage network:

  • Now, bonuses and stealth camouflage masking the network will not be the factor, and the terms in the formula for calculating the level of camouflage military equipment. That is, the use of camouflage or camouflage net fixed bonus will be given to the level of masking machine, independent of its invisibility factor and depends only on the class of equipment (in DC, for example, the bonus will be more). As a result of cryptic camouflage net and will significantly increase the level of masking even the big machines. This will slightly reduced bonus to add to the level of masking vegetation.

 

  • In sniper mode mode added motion compensation tank (sight is stable and does not twitch after the tank; mode is enabled in the settings when you activate the option “Use dynamic camera”).
  • Refined and posleboevaya detailed statistics.
  • The redesigned project list medals on the loading screen of the game client.
  • Redesigned text messages and notification mechanism of Memory.
  • Removed from the game following inscription for the tanks: «Popeye», «Mickey Mouse», «Betty Boop». Players who have these labels on their machines will be paid compensation for the cost of these inscriptions.
  • Minor improvements are made of a special window to display the battle of restrictions on the nation, the type and level of technology.
  • On new accounts in the tanks of the first level will now be 100% foreign crew.
  • Rebalanced requirements for levels of technology involved in the Working Capital battles different divisions. Now, the requirements to the maximum level for the heavy, medium tanks, self-propelled guns and TD will be the same: in the junior division – level 4, in the middleweight division – 6th level, a division championship – level 8, in the absolute division – 10th level.
  • Fixed a slow reversal of some tanks on the bridge.
  • Made minor corrections to the regime of military training and combat training videos.
  • Fixed some minor damage to the model objects.
  • Remade animation flag at the base.
  • Fixed some bugs and improved display quality dynamic shadows.
  • Presumably the error that caused the client to automatically close when playing on the configurations of video cards NVIDIA (driver version 309 and above).

Details of changes in technology parameters will be included in the final list of changes when an update is 0.8.6