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9.1 Patch Notes/Test Server

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Patch notes:

 

Changes betwen version 9.1 Public Test 1 and version 9.0

  • New Kharkiv map added.
  • Improvements and corrections added to the following maps: Arctic Region, Tundra, Komarin, Windstorm, and Northwest.
  • Appearance frequency of Ruinberg on Fire map has been decreased
  • Added new historical battles: Bryansk front (USSR 1942) and Siege of Tobruk (North Africa 1942)
  • Removed two previous historical battles: “Battle of Kursk” and “Battle of the Bulge”
  • Minor visual problems with textures and patterns in a large number of vehicles fixed.
  • Minor visual problems with textures and patterns for certain objects on maps fixed.
  • Fixed minor mistakes in the Valentine II and Pz. Kpfw 38 (t) models
  • Effects of exhaust gases for all vehicles reworked.
  • Emblem location on certain vehicles fixed.
  • Vehicle explosion effect changed.
  • Display of Marks (rings, stars, etc. depending on the nation) on guns added for damage caused.
  • Functionality of a blown-off turret “slipping” from tank hull added.
  • Collision of a blown-off tank turret with surface now depends on the surface type.
  • Five new awards introduced for SPGs: Rock Solid, For Counter-Battery Fire, Gore’s Medal, Cold-Blooded, and Stark’s Medal.
  • New awards added in Team Battles: Fire and Steel, Heavy Fire, Pyromaniac, Promising Fighter, No Man’s Land.
  • Conditions for Billotte’s Medal, Bruno’s Medal, and Tarczay’s Medal clarified.
  • The Operation Nostalgia award moved from the Commemorative Tokens category to the Special category.
  • Conditions for the Armored Fist award changed: it is now granted even if the player’s vehicle was destroyed.
  • Fixed awards condition for ‘Tactical Genius’ achievement that might not have been credited before in a case when users fulfilled the awards conditions.
  • Version of FMOD sound library updated.
  • Gunfire sounds completely reworked for testing purposes.
  • Sound effect of gun’s resonance when firing added (when firing is observed from the side of the gun).
  • Gunfire sound muting added in Sniper mode (from the turret).
  • Different tonal characteristics added to gunfire sounds, depending on the side from which gun-firing is heard (front or back of the gun, etc.).
  • Sounds of turret traverse and after-firing shell cartridge ejection added in Sniper mode or at maximum zoom of the camera to the turret.
  • For testing purposes, engine and suspension sound patterns for the U.S. M18 Hellcat and M36 Jackson tank destroyers completely reworked.
  • Reach of sound distance increased from 300m to 600m
  • Reworked tracer sounds
  • Reworked sounds of destroying vehicles according to players’ feedback
  • Online/offline status of a friend in the chat will now be displayed correctly regardless of which server the friend is using.
  • Maximum number of characters in chat messages in the Garage increased to 512.
  • In the Summary tab of the Achievements window, the clan icon and the date when the player joined the clan are now displayed.
  • Corrections and improvements affecting interface in Team Battles implemented.
  • Display of the time period for Historical Battles added.
  • Dialog windows for confirming changes in Graphics settings changed.
  • In Tank Company Battles, it is no longer possible to start a battle without a Commander.
  • Display order of parameters in the Summary tab of the Achievements window changed.
  • The Gametrix JetSeat settings section moved from the General tab to a new settings tab.
  • License agreement is now displayed after login, before loading the Garage.
  • The Dynamic FoV option added.
  • Certain settings in the Graphics tab rearranged.
  • Start time for display of tracer effects changed.
  • Crew members can be trained for skills and perks even if the vehicle is damaged.
  • Quality of basic Emblems for nations improved.
  • Certain game client crashes and hang-ups fixed.
  • “Shaking” of tracks when switching between HD vehicles in the Garage fixed.
  • Certain bugs and defects in the Graphics settings window fixed.
  • Fixed issue with excessive load on video card when game client is minimized.
  • Certain bugs during battle playback fixed.
  • Certain bugs in the missions interface fixed.
  • Issue when in certain casesricochet effect was displayed on penetrating armor fixed.
  • Vehicle burning effects optimised for better performance.
  • Fixed the bug that caused equipment mounted on a vehicle to be displayed in a random order in battles.
  • Fixed incorrect displaying of tracers (some of them might fly through a vehicle before fix implementation)
  • Fixed some issues with camera movements in the arcade mode

Vehicle changes:

  • Upper limit for the range of battles for Tiers IV to VII light tanks reduced.
  • Afterfire visibility factor for all tank destroyers (except Premium) aligned (mainly increased) with the factors for the same guns on other types of vehicles.
  • Damage with UBR-354KA shell fired by 76 mm L-10, L-10U, L-10S, and KT-28 guns changed from 105 to 110 (a bug with Premium shell dealing 5 points more damage than ordinary shells fixed).

VK 28.01:

  • Crossing capacity for VK 28.01 suspension on solid terrain increased by 20%.
  • Crossing capacity for VK 28.01 suspension on medium terrain increased by 18%.
  • Crossing capacity for VK 28.01 suspension on soft terrain increased by 10%.
  • Crossing capacity for VK 28.01 verstarkteketten suspension on solid terrain increased by 22%.
  • Crossing capacity for VK 28.01 verstarkteketten suspension on medium terrain increased by 20%.
  • Crossing capacity for VK 28.01 verstarkteketten suspension on soft terrain increased by 11%.
  • Maximum forward speed changed from 60 km/h to 68 km/h.

M4 Sherman:

  • Aiming time for 105 mm M4 gun changed from 2.3 sec. to 2.5 sec.
  • Reload time for 105 mm M4 gun changed from 8 sec. to 9 sec.

A-20:

  • Two upper battle levels removed.

MT-25:

  • Crossing capacity for MT-25 suspension on solid terrain increased by 12%.
  • Crossing capacity for MT-25 suspension on medium terrain increased by 11%.
  • Crossing capacity for MT-25 suspension on soft terrain increased by 6%.
  • Crossing capacity for MT-25 reinforced suspension on solid terrain increased 14%.
  • Crossing capacity for MT-25 reinforced suspension on medium terrain increased by 12%.
  • Crossing capacity for MT-25 reinforced suspension on soft terrain increased by 6%.
  • V-16 engine (600 h.p.) replaced with V-16M engine (700 h.p.).

  •  

Also, the test server is up - who's going to check this patch out and let us know how things are?

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No  time for testing herpaderping in fv 183 at all.

This new map is the one there have been russian youtube videos around for a while?

 

edit: lolwhut

 

 

  • Upper limit for the range of battles for Tiers IV to VII light tanks reduced.

T71 flood incoming...

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T71 flood incoming...

IIRC it just means they won't see battle tier 11, which just means that the tier 10 games it gets into will have a few tier 8 tanks.   That is nice, but I doubt it'll cause people to specifically play the T71 if they wouldn't under current MM.  It's just a nice bonus for the people who already play it

For what reasons may I ask?

Battle tier 11 excludes tier 8 tanks, so now that the T71 can't see BT11 it will have a few squishier targets around

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For what reasons may I ask?

 

Under current battle tiering, you can expect to see ~25% T8, 25% T9, and 50% T10 games. Post patch that drops to 33% a piece

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I'll play a lot more T71, Chaffee, Type 64, and maybe even Type 62 battles with this light tank change.  Hell, I might even buy back the vk28.01.

 

I think the Chaffee is the only exception - it's not getting the MM changed (if I'm remembering correctly).

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I like tier 10 games in my chaffee. It is a bush scouter.

 

T71 BT getting lowered? Ok thanks!

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I'm downloading common test right now since I have some time to mess around this afternoon. Thanks for the heads-up, Rexxie.

 

Robert

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For what reasons may I ask?

With the BT being reduced, it gets the same MMing as a tier 8.  So no one will bitch about platooning with you.  It also has:

 

- 175 APCR pen, 220 HEAT capable of penetrating many targets

- good dpm and a clip

- great speed/camo, but low HP

- low MM weight, to the point that two heavies + t71 ~= 3 meds...and which would you rather have?  IS3x2 + t71 or 3x IPs?

 

Its a quick, hard hitting scout that can do damage without being a liability on the MM.  It should be a winner.  840 HP is low, but not unworkable compared to typical alpha (230/390/750), especially compared to say the 1390 (390/400/750) with 1050 hp.  The t6 scouts look tempting, but are generally crap (vk28 and m25 might be worth a look but are too undergunned atm).

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  • Afterfire visibility factor for all tank destroyers (except Premium) aligned (mainly increased) with the factors for the same guns on other types of vehicles.

 

 

Thank god , hopefully this destroys the RHM line. Fuck all that invisible bs. 

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Thank god , hopefully this destroys the RHM line. Fuck all that invisible bs. 

It won't.  The roomba still has great camo before the click, great view range, and a railgun.  Is still will always get first shot and has the alpha to dominate.  Plus, its just a camp vehicle regardless.  Still, its a good change.  Personally I would like to see sniping rof mediums get that bonus (a buff to tanks like the panther) -- sniping TDs already get alpha/pen/dpm, give sniping mediums SOME advantage relative to sniping TDs.

 

To fix tier 10, they should:

 

- Adjust HP by class.  Heavies = ~2500 average, mediums = ~2000 average, TDs = ~1750 average.  Intended to make TDs have much more class weaknesses, similar to tier 7/8 gameplay.  Also intended as a buff to assault heavies.

- reduce view range.  Mediums = 400 average, heavy = 390 average, TDs = 380 average.  Some better or worse, depending on the tank.

- only lights and mediums may equip optics (intended to make meds much better at vision games)

- only TDs may equip camo net (intended to make ambush tds like the 268 superior at hiding than meds).  Improve camo net to give +25% camo all the time (not just sitting still)

- Nerf TD alpha again -- 560 average alpha is the rule, HESH reduced to ~1250 max.  DPM increased to compensate.

- Waffle autoloader removed.

- Waffle, Pz4, and roomba 128mm gun removed.

 

Basically, try to bring gameplay more in line with tier 8 (TDs are more vulnerable 1v1, lower HP, less view range).  Reduce alpha because alpha sucks.  Buff heavies, leave meds basically the same, nerf TDs.  Nerf the waffle and 183.

 

GARBAD_FOR_DEV_2014

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With the BT being reduced, it gets the same MMing as a tier 8.  So no one will bitch about platooning with you.  It also has:

 

- 175 APCR pen, 220 HEAT capable of penetrating many targets

- good dpm and a clip

- great speed/camo, but low HP

- low MM weight, to the point that two heavies + t71 ~= 3 meds...and which would you rather have?  IS3x2 + t71 or 3x IPs?

 

Its a quick, hard hitting scout that can do damage without being a liability on the MM.  It should be a winner.  840 HP is low, but not unworkable compared to typical alpha (230/390/750), especially compared to say the 1390 (390/400/750) with 1050 hp.  The t6 scouts look tempting, but are generally crap (vk28 and m25 might be worth a look but are too undergunned atm).

 

A few patches back (8.2, or so) WG started screwing around with the MM weight of various stuff at tier 7 and 8.

The only tier 8 mediums that still have reduced MM weight are the Centurion Mk. I, T-44, and Panther II. Everything else is considered equivalent to a heavy or TD of the same tier. Yes, they think an Indienpanzer can match an IS-3...

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- only lights and mediums may equip optics (intended to make meds much better at vision games)

 

 

Would this change much? I've always gotten the impression that many high tier pubbie TD's and Heavies disregard this piece of equipment entirely at this point.  Bino's being removed entirely would make much more sense to me. 

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- Adjust HP by class.  Heavies = ~2500 average, mediums = ~2000 average, TDs = ~1750 average.  Intended to make TDs have much more class weaknesses, similar to tier 7/8 gameplay.  Also intended as a buff to assault heavies.

 

I like, none of it will ever happen though :/

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I dont think that's a good idea. Removing sixth and giving it to lights intrinsically seems better to me. Having lights require even more investment to be at their best isn't really good imho, they already need camo crews + sixth sense.

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