Ph3lan announced today on the EU Official Forum that the new overmatch mechanics has been postponed.
“Based on your input from the 1st Common Test, we decided to cancel this feature.
Initially, we planned to revise the ricochet and overmatch mechanics for all vehicles. However, tests showed that it will cause increased ricochets on thinly armored tanks (the IS-3, IS-4, etc.) that used to be generally bad at angling. This disrupted gameplay overall (a lot more ricochets where chances of them used to be zero), which you reported to us during the Common Test. We analysed your feedback and decided to stick to the old, time-proven mechanic for all vehicles including the tier VIII–X Swedish tank destroyers.”
Source: Official EU Forum
I don’t know if I should like or dislike this. I like the fact Wargaming is listening to the Community, but… Was these changes really that bad?
From my perspective, players have been whining about how Heavy Tanks have no armour and how armour is of no significance in the game. Wargaming based on this feedback decides to change the overmatch mechanics because 40mm roof armour could be penetrated by 122mm guns with 175mm penetration but not by 120mm guns with 200mm penetration. Tanks with 40mm side armour were not able to bounce a shot at 80 degree angle because the 122mm gun could just pen… because it’s over three times and that is ultra realistic.
But we don’t play World of Tanks because of realism, right?
These new changes were a nerf for big calibre guns, but they were actually a buff to lower calibre guns. Also, it re-introduced the significance of armour into the game. Of course, some tanks like the IS-3 and IS-4 were a lot better at “tanking”, but so where other tanks like the Tiger II or the MAUS.
The new Swedish tank line was supposed to take advantage of this also, low armour but because of good gun depression means they would be strong at hull down position. Now they won’t, meaning there isn’t a big difference in gameplay of a Swedish Heavy Tank to a French Heavy Tank.
Players started whining so much about it, saying “everyone will just use Gold Ammo from now on”, or “IS-3 and IS-4 are OP and now will be even more OP”, that Wargaming decided to go back on these changes.
When actually the changes would also be a nerf to gold ammunition that everyone as been asking for, APCR rounds for example would suffer a from this, because the way they work in game and the armour buff everyone wanted.
This made me thing: Do players know what they want or do they just whine at everything?
I was looking forward for these changes. Let me know your thoughts in the comments.
According to WOT Express, the first wave of bans have been issued to players using illegal mods. This first wave is the a first strike warning, meaning users have been banned for 7 days and will be permanently banned if they are caught using illegal mods again.
There isn’t exact numbers on how many players have been banned yet and the bans started about 30 minutes ago (12:00 GMT). I’ll try to get more information about it and as per usual, expect enormous amounts of rant in the Official Forums.
Update #1 – 15:05
Seems Wargaming decided to release some information on the matter. According to the official World of Tanks Portal, Wargaming has issued a 7 days ban to:
- EU Region: 2,869 Players
- NA Region: 252 Players
- SEA Region: 115 Players
- RU Region: 15,937 Players
We can now see some results to what the majority of players didn’t believe. I had confirmation from players on the EU, NA and RU Regions that know someone who has been banned.
I would expect more players to be banned in the upcoming weeks, and also some more information from Wargaming regarding what is considered illegal or not.
Update #2 – 18:15
Just got send the emails are receiving if their ban is a result of using illegal mods. It tells the player that he is been banned because of the use of forbidden and unfair game, or also know by cheating.
Topic: Your account has been suspended from World of Tanks
This is an automated e-mail to inform you that a temporary 7 days account suspension has been applied to your account. Your account has been identified for the usage of forbidden and unfair game modifications. The above action is applied immediately.
Please note, that our decision is based on a very thorough investigation and cannot be overturned.
Note that if you are flagged a second time, your account will be permanently banned.
To avoid future action against your account, please familiarize yourself with our Fair Play Policy and a breakdown of illegal software categories:
We are sorry that we had to take such action, but please note that our aim is to guarantee fun, fair play and strategic satisfaction to all our players.
World of Tanks Team
There has been a lot of rant on the Russian and European forums, some players that have been banned claim they were unfairly banned, some even claim they never used mods. But the most hilarious one has to be the one who rants over Twitter…
Update 0.5.15 is ready to be released to the public and with it the Patch Notes. The Update will be available tomorrow November 30 for the NA Region, and on December 1 for other Regions.
0.5.15 Update Notes
Campaigns are an evolution of Battle Missions, offering you a set of special missions that need to be completed in succession. They’ll teach newcomers important subtleties of the game while allowing experienced players to expand their horizons, and everybody can earn epic rewards.
• A Campaign is a set of successive missions laid out in a map interface.
• Individual missions are similar to non-Campaign missions, but have a few differences:
- After fulfilling the mission’s main criteria, Campaign missions have a seperate “final” task to complete in order to progress.
- Completing a mission’s tasks earns pins used to unlock a final task.
- Any individual task is repeatable, and you get pins each time it’s completed.
- You can have two tasks active at a time, or three if you have a premium account.
- Other rewards tied to tasks, such as flags, consumables, etc., are earned only once, regardless how many times you accomplish the task.
- If you fulfilled a mission’s requirements in the battle, but return to Port and unselect the mission the mission interface before the battle ends, the fulfillment won’t be counted.
- You’ll get one big reward at the end of a Campaign. This reward will vary depending on Campaign.
It’s almost that time of the year, where Wargaming tries to milk the cow even more… To be honest, I actually like the Advent Calendar idea and I’ve purchased decent bundles in previous years. Each day there will be a bundle available, each can contain tanks or other premium goods with a discount or bundled with other goods for a decent price. Expect as per usual, that some days will have bundles costing 99,99€ with an enormous amount of Gold and a rare tank like the BT-SV or not so rare anymore Pz II J. Let’s see if we get any other surprises this year.
A new website has been build for this event and each Region has it’s own URL:
There will be an additional code available for players during the event, each part will be revealed in a different day. Usually the last part is revealed in the last day and it could be the low Tier Premium tank WG usually gives away.
Don’t ask me why, but I some times think the Wargaming should add a word to their game title: World of Tank Clones. A new German Premium Heavy Tank has just been added to the Supertest Server: Tiger II (P). It’s a Tier VII Heavy Tank and no details on why or for what has been introduced has been given by Wargaming, but it’s a Tiger II with it’s historical configuration and production turret. According to Wargaming description will be a excellent Premium Tank for it’s Tier but with low DPM.
Please remember these stats are supertest stats with 100% crew and are subject to change before the final version.
- Tier VII Heavy Tank
- Hit Points: 1500
- Gun 8.8 cm Kw.K. 43 L/71 – Tier VIII
- Shell Avg. Penetration: 203 / 237 / 44 mm
- Shell Avg. Damage: 240 / 240 / 295
- Reload Time: 8.63s
- Rate of Fire: 6.952 rounds/min
- Aiming Time: 2.21s
- Average Damage per Minute: 1668.6 HP/min
- Accuracy: 0.326
- Gun Depression/Elevation Angles: -8 / +? deg
- Gun Traverse Speed: 24 deg/s
- Traverse Speed: 20 deg/s
- Terrain Resistance
- Hard: 0.959
- Medium: 1.151
- Soft: 2.205
- Hull Armour: 150 / 80 / ?
- Turret Armour: 185 / 80 / ?
- Weigh/Load Limit: 69.72 / 74 t
- Engine Power: 700 hp
- Specific Power: 10.04 hp/t
- Top Speed / Reverse Speed: 38 / 12 km/h
- Concealment of Stationary Vehicle: 7.5 (%)
- Concealment of Moving Vehicle: 3.8 (%)
- View Range: 380 m
- Signal Range: 740 m
- Crew: 5 (Commander, Driver, Gunner, Radio Operator, Loader)
Some very interesting information was posted by iku_19, on World of Warships Reddit. If you were looking for more information on how the detonation chances work, here’s some details about it.
Source: World of Warships Reddit
A ship has a magazine box, often two but sometimes one (Izumo) or sometimes up to four (Kawachi, Nikolay.)
These hitboxes are located at the bottom of the citadel at that respective area, and they respect the rules as much as any normal ship section. Meaning that they have less HP than the ship itself, but it transfers damage over to the ship’s overall hull.
The amount of HP each one of these hitboxes has is around 50% of the ship’s original HP, this is an important metric to know.
The chance of detonations scales up the more damage that hitbox has.
- 0 to 30% damage received is 1% chance
- 100% damage received is 10% chance
This means, any value between 30% and 100% is a linear value between 1% and 10%.
Because the chance is based off the percentage of HP the hitbox has left after getting hit, smaller ships such as destroyers and cruisers are more likely to reach 10% faster than battleships.
Prior to a recent update, guns were linked to these hitboxes meaning every time they were destroyed or incapacitated they would deal their health as damage to the linked magazine.
Since this link has been severed, damaging turrets does not damage the ship anymore. The link was also symbiotic meaning that any damage the magazine received would also be transferred to the turrets (resulting in random turrets getting destroyed or incapacitated when the magazine took damage.)
TL;DR: Chance is between 1% and 10% depending.
- Carriers have no magazines and therefore cannot detonate.
- Because damage gets reset when a citadel is hit, but the shell still exists – it is possible to get more than 100% damage on a single shell if it hits the magazine.
- Magazines can only be regular penned unless there’s a surrounding plate in the armour model
- Considering a magazine hit is also a citadel hit, 10% is fairly reasonable. However the “random” detonations from HE is the result of blast damage, and was the result of main turret incapacitation’s often resulting in 1% dice rolls.
- Danae is the only ship with 5 ammo hitboxes
- Dunkerque has 2 ammo hitboxes for each of her turrets, as opposed to Izumo which has one for all three.