Someone said on chat that 1.53 is going to be on dev server tomorrow, so the release may be in two weeks or so...
They have "birthday" of the project somewhere in the beginning of November, but I doubt they'll delay patch for that - too much of a chance of fuck up.
Some Youtubers seem to be playing on dev server with alternative accounts. I guess 1.53 will be coming pretty soon then..
Gaijin said:
- In SB ground vehicles, the gunner view now represents the view from, where physically the sight was mounted on specific ground vehicles.
- New mechanism for measuring target distance for RB and SB game modes with new modification “rangefinder” which has been added for ground vehicles that were equipped with a mounted range finder.
- New crew skill mechanics
- It is now possible to earn “vehicle for rent” in a trophy.
- A7M1 (NK9H)
- MGs, both AA and twin are now available for all ground vehicles that were equipped with them.
- Affecting all Ground Vehicles with a separate loading chance of ammo explosion - the chance has been significantly decreased. An ammo rack can be destroyed by a direct hit of cumulative jet or close explosion of ammo containing 150 gr or more explosives. A loading rack is still vulnerable to all damage including spalling.
- Reload on capture and base points now starts automatically, if the player doesn't move and will be interrupted if he starts to move.
- The amount of explosives contained in a shell has been added to the info card for ground vehicles
Do I understand this correct? In tanks, when I shoot in cover, I'm revealed for the enemy? Is this for Arcade?
I'm glad we get rid of useless skills, but at the same time I'm worried that my crews will be pretty weak after the update.
Ok, this one is HOT!
This thing will be in War Thunder, but only as a "promotion" item. I.e. you'll be able to get it during one (or more) special event, similar to Po-2, La-174, TB-3, etc.
What is this? E100?
On other notes: "real" targeting is left for SB only, as RB players whine about parallax to much. .
Hmm... what does this mean in practice?
They've introduced tanks "real targeting" to realistic and simulation, with reticle sideways shift being configured at settings. Basically, if your target is at the right distance: it works as it should. If it's closer, you should aim "lefter", if further - "righter". Sorry, it's hard for me to explain it in English without using Webster. It's similar to using wing cannons for planes - distance matters for accuracy.
https://youtu.be/cyC0zKKgLpo?t=576 (note timing)
After lots of complaints it was decided to keep it for SB only... for now.
Gaijin said:
http://coub.com/view/8oysz
Why have you decided to add E-100? How can I get the Е-100?
This vehicle is on the more powerful side of the E-series and we think that it is a very interesting and anticipated addition for our players. We decided that it is well suited for one of the autumn specials. Details will follow, so keep an eye on the news for more information.
The E-100 had 75 mm side-screens will they help against HEAT and HE? Will we be able to rip em off?
The E-100 will have the side-screens and they can be ripped off after receiving a couple of hits.
Will the performance of the main gun and ammo ballistics be different from the ones of the Maus?
No.
Will the Е-100 be the only tank of the E-series?
Yes, we dont plan to add or create any other E-series vehicles. From the E-series, the only value lies with the E-100, because the other projects, the E-50 and E-75 had similar characteristics to the Panther and Tiger II (combat weight, weaponry, armour). Thus they were not constructed in any form at all, as opposed to E-100, which was designed and built to a fairly advanced state.
Seems that playing tanks after hard work is a way to go. Day's frustration almost gone, after I've aced Su-85M and KV-85 and researched ZSU-37.
ZSU-37 is pretty nice, the only thing ZSU-57 does better is killing tanks, but it's usually pretty risky business. I wish playing American tier IV planes was as relaxing, but even 6 .50 cal machine guns is no match for regular old 20 mm cannons, and not many American planes have them. I have 100 000 RPs missing from the second Bearcat, and after that I can start researching my first jet.
Jets are overrated.
Well, not overrated, but they change gameplay dramatically. Minimal speed is almost doubled; if you see someone within 2-3km he'll be on your tail in seconds; powerful and long-range guns (shot down Canberra from 1.4km once, 1.1-1.2km kills are normal, especially with head-on attacks). Completely different game.
BVV_d said:Panther with 75mm KwK L/100 - No
Tier V premium tanks - Nothing right now or in near future
T-44-100 - Yes, 1.55 most probably
What classification will you use for British tanks? - British (infantry, cruiser, etc.)
KV-1S will not be the last KV tank.
ZSU 23-4 - Yes omg, omg, omg
Churchills - Yes on Mk III and Mk VII, not sure about AVRE
М48А1, М60А1 - Yes, planned
Large-caliber German SPGs? - Planned for 1.55
Tetrarch - Possible
KPz/MBT 70 - Doubtful
Matilda - Yes
BMP-1 - Possible
BVV_d said:Re: why do you consider ammo racks to be single object with explosion probability based on number of ammo left.
It's not like that. We treat each ammo rack as separate object with it's own durability and status. We're not planning to make each ammo a separate object (in this case we'll need to go further and treat each ammo as three objects: ammo, shell, fuse). But we did change some probability settings for different effects (explosion, gunpowder ignition, modules ignition, etc) in 1.53 and plan to improve them further. On every tank with separate loading there are different effects and different probabilities now, for example.
We've dug up a lot of reports, mostly fleet expertiments on ammo rack explosions. It turned out to be rather rare occasion, even explosion of 16'' shell with rather big payload near other ones rarely did lead to the other shells exploding. On the other hand gunpowder ignition was rather common occurance, leading to tank-destroying fire. And this will happen in 1.53.
I KNEW nothing was wrong with me - I just needed to find my tank.
IS-1. First combat ever (didn't even test it on the playground). Took long street of Poland (you know one, with church dominating on the east side). 7 frags with only yellowed chassis on my side. Tigers, Panthers, KV-2s... Man, it was AWESOME! I(J)osefStalin-1, I love you!
I'm half kidding, but the difference in win rates is quite staggering in Realistic mode. In Russian planes I have several with >75% win rates, and let's say over 10 matches, while in American side over 50% is rare. My most played plane, premium A-26C has 31% win rate. In other countries the rates are not that extreme, but Britain seems to suffer also from having to fight Russians with biased BR values.
Historically American planes outperformed Soviet when they fought (Korea) and Soviet pilots did well with American lend lease planes during ww2, as far as I understand. But this game should even out the differences in planes with BR adjustments, but now it's not working very well in realistic mode. Maybe because so many American player wants to play bombers is also affecting the low win rates, but when the whole team gets only one kill when fighting Soviets or two kills when fighting Germans, then something is wrong.
In soviet-biased resources at a glance I see the following:
Note that here we're talking about the Tier-5, and I'm not sure with winrate of Tier-5... American planes were popular in between Red Army aces, and that's exactly what we're talking about: better planes for people who can fly them. Oh, and American planes were way more comfortable as well.
- 1 to 3.4 kill ratio in favor of the Soviets (due to lots of interceptions)
- 103 confirmed Sabre kills (out of 231 lost in total) vs. ~500 lost MiGs (once again, it wasn't war of duels, MiGs made bombers their priority)
- Po-2 fragged F-94
As for BRs - it's all about weird balancing and calculation stuff: with many Russian kids trying to fly for Soviets... they lower average performance of a given plane so that BR gets adjusted downwards. The system is flawed but that's a given for any game that tries to simulate planes accurately and still be fun to play.
BVV_d said:Answering on Panther weak gun
- Panther D is THE BEST tank at 5.7 according to stats, at 6.0 A and G are in the middle;
- 1.53 will enhance destructive capabilites of solid shells;
-removed from answersT-111 (aka T-46-5) is not in the plans
- Current half-tracks simulation is, unfortunately, tank-based, so their turns are made through one of the tracks blocking, not as it should. Will be fixed someday.
- Time of free tank repairs in hangar DO RELY on ground team repair skill of the same squad in aviation tree skills (Repair Speed, Repair Rank).
More tidbits from BVV_d, will be updated possibly
No ps4 version update yet. And can't play with the older version.. nice.
I read some rage in a german forum because they buffed russian planes and tanks even more? Is this correct?
It's not that they were underpowered before, right?
And I'm very interested in the PS4 performance with the new engine. I stopped playing it on PS4 because even my old PC runs it much better than this.
Gaijin said:
- USSR: 100mm ZBM-8 penetration increased by 1%, 122 ZBM-11 penetration increased by 3,5%, 122mm ZBM-7 penetration increased by 1%, 85mm BR-367P penetration decreased by 4%.
- USA - 105mm М392А2 - penetration increased by 5%, 90mm М332 - penetration decreased by 14%, 90mm М304 penetration decreased by 13,2%, 90mm Т44 penetration decreased by 13%, 76mm М93 penetration decreased by 2%, 76mm М331А2 penetration decreased by 10%, 76mm М319 penetration decreased by 10%.
- Germany: 105mm DM-13 penetration increased by 5%, 105mm PzGr 40 penetration decreased by 10%, 88mm PzGr 40/43 penetration decreased by 11%, 75mm PzGr 40/42 penetration decreased by 15%.
6 hour download? Oh well, it should be installed tomorrow morning.
What's your connection, friend? Mine took about a bit less than two .
-it's easier to see where the tracers go and where you are hitting the enemy