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Ser bare en ting som heter efficiency, på noobmeter, men det er jo performance rating og mye annet. Hva er i såfall det som best oppsummerer en spiller? Er det i såfall ut fra kills eller wins etc.

 

komplekse formler.

 

Det skal stå på sida der hvordan de er regnet ut. Det er wn6 som er den gjeldende som XVM bruker. wn8 kommer nok til og ta over når den er ferdig.

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UriasX

http://www.noobmeter.com/player/eu/UriasX/500669435/

 

Efficiency er en gammel rating som var veldig glad i blandt annet cap points og relativt lett å stat-padde. WN7 er den som har vært brukt mest i det siste og visstnok skal være relativt nøyaktig, selv om den også kunne paddes. WN8 er enda en revisjon av ratingen, og denne gangen skal det bli bra! (jadda, særlig)

 

WN7 formula:
(1240-1040/(MIN(TIER,6))^0.164)*FRAGS
+DAMAGE*530/(184*e^(0.24*TIER)+130)
+SPOT*125*MIN(TIER, 3)/3
+MIN(DEF,2.2)*100
+((185/(0.17+e^((WINRATE-35)*-0.134)))-500)*0.45
-[(5 - MIN(TIER,5))*125] / [1 + e^( ( TIER - (GAMESPLAYED/220)^(3/TIER) )*1.5 )]

 

Forbedringer fra 7-8:

*Eliminate tier based penaltys to frags and spots

*Half the contribution of defense points to WN, and lower the cap from 2.2 to 1.4.

*Possible re-work of damage curve (I would retailor the curve to values for each tier using top100 damage for each tank available using XVM and in-game stats)

*Re-implement the low tier penalty due to it being easily evaded by playing equal amounts of high and low tier games. Replace it by a NORMALIZER term, intended to compensate for sealbashing in tiers 1-3, which is calculated based on the number of games played on the 3-4 most played tanks of tiers 1-3. The idea is to have a cutoff which allows "normal" players to play many different low tier tanks without being penalized, while penalizing low tier sealbashers, INDEPENDENTLY of their avg tier. The current penalty in WN7 can be evaded if you raise your avg tier above 4, no matter how many games you spent sealbashing in tier 1.

Kort oppsummert: Drit i ratingen, spill for å vinne, gjør mest mulig damage, avslutt lavHP targets når du kan, ikke ta unødvendige sjanser osv. Følger du dette vil ratingen automatisk gå opp. Den betyr strengt tatt ikke en drit med mindre du har ambisjoner om å bli med tulleklaner som UNICA eller liknende. Spill de tanksene du liker best og gjør det best i :w00t:

Endret av UriasX
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veeeeldig uenig i at det ikke betyr en drit i vanlige randoms.

 

stats sier det meste om de fleste, med unntak seff (en unicum kan ha en ræva dag, en tomato kan ha en fetter anton dag)

 

Ikke det som var poenget mitt. Det jeg mener er at for deg selv betyr det ikke noe om statsene sier 1000 eller 1500. Hvis du spiller så godt du kan og gjør så mye skade/kills som mulig blir du ikke bedre av å prøve å padde ratingen din oppover, det var poenget mitt. Når det er sagt så er jeg selvsagt ikke uenig i at ratingen gir en god indikasjon på hva man kan forvente seg av en spiller ;)

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UriasX

http://www.noobmeter.com/player/eu/UriasX/500669435/

 

Efficiency er en gammel rating som var veldig glad i blandt annet cap points og relativt lett å stat-padde. WN7 er den som har vært brukt mest i det siste og visstnok skal være relativt nøyaktig, selv om den også kunne paddes. WN8 er enda en revisjon av ratingen, og denne gangen skal det bli bra! (jadda, særlig)

 

WN7 formula:

(1240-1040/(MIN(TIER,6))^0.164)*FRAGS

+DAMAGE*530/(184*e^(0.24*TIER)+130)

+SPOT*125*MIN(TIER, 3)/3

+MIN(DEF,2.2)*100

+((185/(0.17+e^((WINRATE-35)*-0.134)))-500)*0.45

-[(5 - MIN(TIER,5))*125] / [1 + e^( ( TIER - (GAMESPLAYED/220)^(3/TIER) )*1.5 )]

 

Forbedringer fra 7-8:

*Eliminate tier based penaltys to frags and spots

*Half the contribution of defense points to WN, and lower the cap from 2.2 to 1.4.

*Possible re-work of damage curve (I would retailor the curve to values for each tier using top100 damage for each tank available using XVM and in-game stats)

*Re-implement the low tier penalty due to it being easily evaded by playing equal amounts of high and low tier games. Replace it by a NORMALIZER term, intended to compensate for sealbashing in tiers 1-3, which is calculated based on the number of games played on the 3-4 most played tanks of tiers 1-3. The idea is to have a cutoff which allows "normal" players to play many different low tier tanks without being penalized, while penalizing low tier sealbashers, INDEPENDENTLY of their avg tier. The current penalty in WN7 can be evaded if you raise your avg tier above 4, no matter how many games you spent sealbashing in tier 1.

Kort oppsummert: Drit i ratingen, spill for å vinne, gjør mest mulig damage, avslutt lavHP targets når du kan, ikke ta unødvendige sjanser osv. Følger du dette vil ratingen automatisk gå opp. Den betyr strengt tatt ikke en drit med mindre du har ambisjoner om å bli med tulleklaner som UNICA eller liknende. Spill de tanksene du liker best og gjør det best i :w00t:

Spiller aldri for ratinga :p Det eneste jeg bryr meg om rating i, er CS:GO :) Men jeg kan selv se jeg er på bedringens vei. Det morsomste som fins er utålmodige heavies so skal rushe deg rundt et hushjørne! :D

Endret av Sulphuras
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Synes de kunne gitt T-34-3 en buff også. Den trenger en aim time-buff, eventuelt en penetration buff.

Syns den er helt fin jeg:

http://wotreplays.com/site/401500#sacred_valley-noreng-t-34-3

 

Når jeg sjekker sånt som noobmeter, hva er det som er faktorene for efficiency?

Efficiency kalkulerer en verdi ut fra antall spots, kills, damage, decap, og capture.

Forskjellen på WN7 er at WN7 ikke vurderer capture (decap er fortsatt med,) at winrate tas med i beregningen, og vektlegging av spesielt kills og decap er veldig annerledes fra efficiency, du får også lavere WN7 om du kun sealclubber.

WN8 erstatter damage, spot, og kill-komponentene i WN7 med gjennomsnittlige verdier målt for hver enkelt tank sammenlignet med din egen ytelse i den tanken. For et nøyaktig tall her må du laste opp din dossier til vbaddict, alternativt kan du få en tilnærmet rating fra noobmeter.

 

Ser bare en ting som heter efficiency, på noobmeter, men det er jo performance rating og mye annet. Hva er i såfall det som best oppsummerer en spiller? Er det i såfall ut fra kills eller wins etc.

Performance rating eller WN8 er nok de mest nøyaktige målene nå.

Efficiency er rett og slett et utdatert mål i sammenligning.

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Jeg liker fortsatt T-34-3, men synes den har for mange svakheter. Noe burde vært buffet opp litt.

Styrkene er ganske bra mobilitet og høy damage. Den kan være morsom å spille.

Må være litt forsiktig, ikke brawle for mye. Lure seg ut på flankene. Lang reloadtid kan være drepen.

 

Aim time, accuracy, penetration, gun depression og RoF er dårlig. Videre så har den litt dårligere

armour enn Type 59. En av disse faktorene burde vært gjort noe med.

 

Mulig jeg bruker for lite premium ammo... ? Veldig sjelden jeg gjør det.

Endret av James King
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Skal si Covenanter kan være et annet beist med Bofors kanonen og liberal bruk av gullskudd altså!

 

http://wotreplays.com/site/406374#swamp-uriasx-a13_covenanter

 

Må kanskje besinne meg litt i fremtiden, men ville vinne denne siden det gikk så bra. Ikke spesielt bra spilling, og crew på 80%, men holdt til ace tanker i hvertfall!

Bra noen har det gøy da:

http://wotreplays.com/site/406413

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Folk som spammer shots tidlig i spillet burde bli bannet i en dag. For hver gang. Utrolig sur runde hvor jeg skulle prøve å flanke med Indien, vedsiden av meg hadde jeg en som konstant spammet shots. En su 100. Jeg ber han slutte og han sier noe som "haha ja jeg er jo sååå idiot". Han ender med frag steal på en IS6 og skriver i chatten "jaja der tok idioten ut en IS6".

 

Enden på visa? han hadde 500 i skade gjort. Tosk.

 

Edit: Jeg endte med 2500+

Endret av Mammakamelen
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Jeg liker fortsatt T-34-3, men synes den har for mange svakheter. Noe burde vært buffet opp litt.

Styrkene er ganske bra mobilitet og høy damage. Den kan være morsom å spille.

Må være litt forsiktig, ikke brawle for mye. Lure seg ut på flankene. Lang reloadtid kan være drepen.

 

Aim time, accuracy, penetration, gun depression og RoF er dårlig. Videre så har den litt dårligere

armour enn Type 59. En av disse faktorene burde vært gjort noe med.

 

Mulig jeg bruker for lite premium ammo... ? Veldig sjelden jeg gjør det.

 

Den er god nok som den er nå.

 

Premium tanks var aldri ment til å være bedre enn tanks man kan forske frem i samme tier, men heller å kunne sanke credits og trene crew.

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Jeg har aldri skjønt hvorfor folk trener crew i premiums. Altså, hvis formålet er å trene crewet til en av T10-ene (og tjene credits som en bonus), så er det jo fornuftig. Men på andre tiere hvor du uansett trenger xp på tanken forstår jeg det ikke. Uansett er jeg jo interessert i å ha godt crew i premium-tanks også. Det er tross alt de jeg spiller mest med og inntjeninga er jo bedre med et godt crew. Så det er (med unntak av CW-tanks) de vognene hvor det er minst aktuelt for meg å spille med et svakt crew.

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Jeg har aldri skjønt hvorfor folk trener crew i premiums. Altså, hvis formålet er å trene crewet til en av T10-ene (og tjene credits som en bonus), så er det jo fornuftig. Men på andre tiere hvor du uansett trenger xp på tanken forstår jeg det ikke. Uansett er jeg jo interessert i å ha godt crew i premium-tanks også. Det er tross alt de jeg spiller mest med og inntjeninga er jo bedre med et godt crew. Så det er (med unntak av CW-tanks) de vognene hvor det er minst aktuelt for meg å spille med et svakt crew.

 

Poenget er jo f.eks at du får dagens dobbel på crewet på flere tanks og dermed går opp raskere. Samtidig er det ingen vits i å ha et dedikert crew til premium tanken, da du bare kan ta det sterkeste crewet du har og stappe inn i den som du vil. Skal du trene opp en ny commander til f.eks sixth sense er det veldig deilig å ha et skikkelig crew i resten av slottene, og så lenge de andre har mer xp sikrer du da at commander alltid får dobbelt XP fra accellerate crew training :)

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Ja, men det er et mas å bytte crew frem og tilbake mellom tanks (enklere nå enn det var før, riktignok). Og du får uansett bare den bonusen en gang per dag per premium. Med mindre det er like stort crew vil det også kunne være noen som blir hengende igjen. Det fungerer greit nok med Jagd Tiger 8.8, hvor jeg bruker crew fra vanlig Jagd Tiger. Men så har de da også helt identisk crew-oppsett. I tillegg til at Jagd Tiger er den eneste tyske ikke-premium TD-en jeg rører for tiden.

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Ja, men det er et mas å bytte crew frem og tilbake mellom tanks (enklere nå enn det var før, riktignok). Og du får uansett bare den bonusen en gang per dag per premium. Med mindre det er like stort crew vil det også kunne være noen som blir hengende igjen. Det fungerer greit nok med Jagd Tiger 8.8, hvor jeg bruker crew fra vanlig Jagd Tiger. Men så har de da også helt identisk crew-oppsett. I tillegg til at Jagd Tiger er den eneste tyske ikke-premium TD-en jeg rører for tiden.

Vel, å bruke et erfarent crew fra en av tanksene dine i en premium sikrer jo også at du har et skikkelig saftig crew i premiumen også, i stedet for to halvgode i hver sin tank. Hvis eu har xvm så har den en funksjon med auto mount best crew som fyller alle crew slots på null komma svisj ;)

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noen som kan poste full patchnotes?

 

 

New Game Mode: Team Battles

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Battles for teams of up to 7 players with a balancing system based on the players' experience level and statistics.

Appreciation Gift

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As we want to thank you for your continuing support of World of Tanks and celebrate the winning of the Golden Joystick Award for the best online game 2013, we have added a T7 Combat Car (Tier II American Premium Light Tank) with a Garage Slot to all existing accounts. You will find it in your Garage when you update your game to version 8.9 and log in.

New German TD Research Line:

57454848486.jpg

  • Marder 38T (Tier IV)
  • Pz.Sfl.IVc (Tier V)
  • Nashorn (Tier VI)
  • Pz.Sfl.V (Sturer Emil) (Tier VII)
  • Rhm.-Borsig Waffenträger (Tier VIII)
  • Waffenträger auf Pz.IV (Tier IX)
  • Waffenträger auf E 100 (Tier X)

New Premium Vehicles:
  • Added T-34-3 and 112 Chinese premium vehicles to the in-game shop
  • The following vehicles have been added to the Gift Shop:
    • Tier VI Chinese Light Tank Type 64
    • Tier V Japanese Medium Tank Type 3 Chi-Nu Kai

New Map ‘Northwest’

North American map with a size of 1000x1000 metres and mixed landscape (hills, forests, buildings, open areas).

Map Improvements
  • Fixed and rebalanced some parts of the 'Pearl River' map
  • Optimised 'Swamp' map performance
  • Optimised 'Erlenberg' map performance
  • Added encounter battle type to 'Erlenberg' map
  • Fixed bug causing vehicles to get stuck on 'Komarin' map bridge
  • Removed encounter game type from 'Mountain Pass' map

Fixes and Improvements

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  • New game mode "Team battles": battles for teams of up to 7 players with balancing based on players' experience level.
  • Re-worked the window of choosing the game mode.
  • Added 'Team Battle' sub-tab to the Service Record tab
  • Added possibility to change game server from garage window
  • Re-wrote descriptions of some achievements.
  • Added pop-up message on amount of battles, which displays amount of victories, losses and draws
  • Added possibility to remove horizontal stabilisation from the dynamic camera settings
  • In after-battle statistics 'Damage upon spotting' changed to 'Damage dealt with your assistance’
  • Returned old mechanics of storing battle camera position. Player will start the battle with camera positioned at the same angle with which they finished the previous battle.
  • Added reloading time indicator to reticles of all types, up to the millisecond
  • Removed 'turret traverse speed' from turretless SPG characteristics
  • Added 'Insults and provocation' variant in 'Reports' menu
  • Carousel moving speed returned to the state from 8.7 version
  • Removed the rule for HEAT shells that excludes ricochet if the shell's calibre exceeds the armour thickness by 3 or more times.
  • Deflection angle for HEAT shells changed from 80 to 85 degrees.
  • Fixed lags and freezes on systems, which used overclocked CPU
  • Fixed errors and improved design of pop-ups on medals in Statistics Record
  • Fixed impossibility to transform XP to Free XP on some elite vehicles
  • Fixed error in 'Battle Missions' window
  • Fixed impossibility to save 'Dynamic change of textures quality' setting on some accounts.
  • Fixed display of empty barracks window upon opening it.
  • Fixed switch of crew speech language in 'postmortem' mode with enabled 'national crew sounds'
  • Fixed 'freezes' in training rooms in some moments
  • In pop-up message on tank in game fixed incorrect display of improved ventilation effect in some cases
  • Fixed display of replay pop-up message in case of difference in client version
  • Fixed availability of improved graphics options in standard graphics mode
  • Fixed stop of battle replay recording after re-logging in during a battle
  • Removed 'Expert' and 'Engineer' achievements from upcoming medals
  • Fixed incorrect display of numbers in 'Kay' medal
  • Fixed some objects, which resulted in launching the vehicle into the air when moved on
  • Fixed display of 'Boelter' medal in list of unreceived achievements
  • Fixed turning off of FXAA antialiasing with turned-on standard graphics, if it was enabled in improved graphics settings
  • Fixed addition of previously purchased consumables to display of manual repair total sum
  • Fixed non-display of other players' statistics in some rare cases
  • Fixed display of vehicles that are not currently sold in the in-game shop, in the description of battle missions
  • Fixed impossibility to demobilise a crew member, who is trained on a tank that is currently not available in the Hangar
  • Removed flashing of 'Server' button in platoon/TC after clicking 'Ready' button
  • Fixed lack of 'Accelerate crew training' tick on some elite vehicles
  • Fixed rare cases of not working Team Killers and Team Damagers display in after-battle statistics
  • Fixed rare cases of impossibility to close information about player in after-battle statistics
  • Fixed rare cases of non-functioning separate voice chat in training rooms
  • Fixed rare cases of pop-ups in after-battle statistics with information regarding achievements received
  • Fixed rare cases of impossibility to type in platoon chat
  • Fixed rare cases of moving the gun up slightly while aiming at a nearby obstacle
  • Fixed incorrect storage of several settings in 'Depot' and 'Shop' windows
  • Fixed incorrect display of 'Brother-in-Arms' skill effect in some cases
  • Fixed client server de-synchronisation of 'Enable censorship' chat setting
  • Fixed incorrect display of long clan names in 'Statistics' tab, while checking statistics of another player
  • Fixed impossibility to enable/disable acceleration of crew training for a vehicle that is in battle.
  • Fixed mispositioning of reticle with gun position, which happened in some rare cases
  • Fixed use of 'Russian' crew voices in training with enabled 'Crew voices by nation' settings
  • Fixed some small issues with moving focus between different Hangar UI elements.

Changes in the 'Personal Rating' system

In order to make ‘Personal Rating’ more fair and easy to understand, in version 8.9 the calculation formula has received some changes.

1. We reduced the effect of the amount of battles played in the calculation of 'Personal Rating'

Personal rating is a representation of a player’s skill and experience with World of Tanks. Through participating in battles, a player learns the nuances of tactics and game mechanics, learns and polishes new skills, and starts to learn the game in general. However, in the first version of the ‘Personal Rating’ system, the importance of the amount of battles played was overvalued. Accordingly, we decided to rework the influence of this parameter.

Now during Personal Rating calculations, the amount of battles is a coefficient that multiplies the sum of other formula components. The influence of this coefficient, starting from the 8.9 version, will be the following:

  • After reaching 500 battles the coefficient equals 0.1
  • After reaching 3,000 battles the coefficient equals 0.5
  • After reaching 5,000 battles the coefficient equals 0.7
  • After reaching 9,000 battles the coefficient equals 0.9
  • After 9,000 battles the coefficient gradually increases towards 1

The new calculation better reflects the level of a player's experience as their amount of battles played and game skills increase.

2. Added limit to avoid dramatically increasing rating by abusing several percentage parameters

In the first version of the ‘Personal Rating’ formula there was only one limit, which prevented abuse of the win/loss ratio. In the 8.9 update, these limits are also added to other percentage parameters: survival rate and hit ratio. This means that any of these parameters will only influence ‘Personal Rating’ up to a certain limit. Statistics analysis has shown that exceeding that limit is usually only possible with abuses, and not through gameplay. This should mean that extreme values won’t influence the formula any more.

3. Removed low limits from average damage and average XP per battle.

This was done in order to improve the statistics of players who want to improve and show their overall game skills without concentrating on one parameter in particular and disregarding the others.

You can find the 'Personal Rating' formula here.

Vehicle balancing

engine_technics_684x112.jpg

Panzerjäger I:
  • Destroyed model was updated
  • Panzerjäger I suspension resistance on solid ground reduced by 8%
  • Panzerjäger I suspension resistance on medium ground reduced by7%
  • Traverse speed of Panzerjäger I 'Verstärkte Ketten' was changed from 34 to 36
  • Panzerjäger I 'Verstärkte Ketten' suspension resistance on solid ground reduced by 8%
  • FuG Spr. A radio was added
  • Panzerjäger I view range was changed from 320 meters to 330 meters
  • Aiming time of 3,7 cm Pak (t) L/47 gun was changed from 1.5 seconds to 1.7 seconds
  • Ammo rack of 3,7 cm Pak (t) L/47 gun was changed from 96 to 160
  • Gun elevation angle of 3,7 cm Pak (t) L/47 gun was changed from -12 degrees to -10 degrees
  • Dispersion of 3,7 cm Pak (t) L/47 gun after shot increased for 17%
  • Aiming time of 4,7 cm Pak (t) L/43 gun was changed from 2 seconds to 1.7 seconds
  • Ammo rack of 4,7 cm Pak (t) L/43 gun was changed from 86 to 84
  • Dispersion of 4,7 cm Pak (t) L/43 gun after shot increased by 17%
  • Dispersion of 4,7 cm Pak (t) L/43 gun when gun traverse decreased by 33%
  • Accuracy of 4,7 cm Pak (t) L/43 gun changed from 0.37 m to 0.35 m
  • 5 cm Pak 39 L/60 gun was removed
  • Gun traverse speed of Panzerjäger I was changed from 44 degrees per second to 26 degrees per second

5 cm Pak 39 L/60 gun is not historically accurate for the period so we decided to remove it from the game. We tried to set up the vehicle with the 4,7 cm Pak (t) L/43 gun, which makes the tank as effective as it was with the 5 cm Pak 39 L/60 gun.

Conversion:
  • If 5cm Pak 39 L/60 gun was researched for Panzerjäger I, FuG Spr. A radio will also be researched.
  • If 5cm Pak 39 L/60 gun was researched for Panzerjäger I, FuG Spr. A radio will be mounted, as well as a 4.7cm Pak. 36 (t) L/43AT gun with basic ammunition.
  • If 5cm PaK 39 L/60 gun and ammunition of this gun were mounted on this vehicle (50mm Pzgr39, 50mm Pzgr40, 50mm Sprg.18), they will be sold at the purchase price.
Marder II:
  • Destroyed model was updated
  • Marder II suspension resistance on solid ground reduced by 8%
  • Marder II suspension resistance on medium ground reduced by 12%
  • Marder II suspension resistance on soft ground reduced by 22%
  • Traverse speed of Marder II 'Verstärkte Ketten' was changed from 36 to 38
  • Marder II 'Verstärkte Ketten' suspension resistance on solid ground reduced by 8%
  • Marder II 'Verstärkte Ketten' suspension resistance on medium ground reduced by 7%
  • Marder II 'Verstärkte Ketten' suspension resistance on soft ground reduced by 23%
  • Maybach HL 62 TRM engine was removed
  • FuG 8 radio was added
  • Marder II view range was changed from 360 meters to 350 meters
  • 7,5 cm Pak 40/2 L/46 gun aiming time was changed from 2.7 seconds to 2.5 seconds
  • 7,5 cm Pak 40/2 L/46 gun cost was changed from 28,900 to 30,750 credits
  • 7,5 cm Pak 40/2 L/46 gun dispersion when traversing the gun reduced by 10%
  • 7,5 cm Pak 40/2 L/46 gun accuracy was changed from 0.42m to 0.4m
  • Pzgr 40 shell armour penetration of 7,5 cm Pak 40/2 L/46 gun was changed from 126 mm to 154 mm
  • Pzgr 39 shell armour penetration of 7,5 cm Pak 40/2 L/46 gun was changed from 98 mm to 108 mm
  • Aiming time of 7,62 cm Pak 36 ® gun was changed from 2.9 seconds to 2.7 seconds
  • 7,62 cm Pak 36 ® gun cost was changed from 30,750 to 28,900 credits
  • 7,62 cm Pak 36 ® gun accuracy was changed from 0.43m to 0.44m
  • Pzgr 40 ® shell damage of 7,62 cm Pak 36 ® gun was changed from 125 to 115
  • Pzgr 40 ® shell armour penetration of 7,62 cm Pak 36 ® gun was changed from 158mm to 166mm
  • Pzgr 39 ® shell damage of 7,62 cm Pak 36 ® gun was changed from 125 to 115
  • Pzgr 39 ® shell armour penetration of 7,62 cm Pak 36 ® gun was changed from 118mm to 96mm
  • Sprgr 18 ® shell damage of 7,62 cm Pak 36 ® gun was changed from 185 to 165
  • Sprgr 18 ® shell armour penetration of 7,62 cm Pak 36 ® gun was changed from 39mm to 38mm
  • 5 cm PaK 39 L/60 gun was removed from game
  • Marder II gun traverse speed was changed from 44 degrees per second to 26 degrees per second

We removed the Maybach HL 62 TRM from the Marder II as it is not historically accurate. Additional differences in power between the top and stock engines bring crucial traverse speed reductions to the vehicle with the stock engine. In other words, we improved the stock engine, which is important for Tier III. We believe that it will be useful for newcomers. We never encourage experienced players to participate in low level battles.

5 cm PaK 39 L/60 gun was removed from Marder II as it is a useless and irrelevant module. We shifted our attention to the rest of the modules. For the armour penetration of the 76 mm gun, in reality it was worse than we have in game. The German army didn’t use the 76 mm gun on the Marder II. Currently, the difference between 76 mm and 75 mm guns is correct: the 75 mm gun is better than 76 mm.

Conversion:
  • If 5cm PaK 39 L/60 gun was researched on Marder II, 7.6cm PaK 36r gun will be researched.
  • If 7.5cm PaK 40/2 gun was researched on Marder II, 7.5cm PaK 40/2 gun will be researched.
  • If 7.6cm PaK 36 ® gun was researched on Marder II, FuG 8 radio will be researched.
  • If 5cm PaK 39 L/60 gun was mounted on Marder II, 7.6cm PaK 36 ® gun with standard ammunition will be mounted.
  • If 7.5cm PaK 40/2 gun was mounted on Marder II, 7.5cm PaK 40/2 gun with standard ammunition will be mounted.
  • If 7.6cm PaK 36 ® gun was mounted on Marder II, FuG 8 radio will be mounted.
  • If 5cm PaK 39 L/60 gun and its ammunition (50mm Pzgr39, 50mm Pzgr40, 50mm Sprg.18) were mounted on this vehicle, they will be sold at the purchase price.
  • If Maybach HL 62 TRM engine was mounted on Marder II, Maybach HL 62 TR engine will be mounted.

The following vehicles were rebalanced: BT-7, Pz.Kpfw. I, Hotchkiss H35, D1, Cruiser Mk. I, Vickers Mk. E Type B, Jagdpanzer IV, Renault FT AC, Universal Carrier 2-pdr, Lorraine 40 t, Vickers Medium Mk. II, B1, Churchill VII, VK 30.01 (P).

The vehicles above were worse than other vehicles in their tier, according to statistics. That’s why we have improved some of their characteristics.

Vickers Mk. E Type B:
  • Traverse speed of Vickers Mk. E Type B suspension changed from 50 to 44
  • Traverse speed of T-26-2 suspension changed from 52 to 48
  • Aiming time of 37 mm KwK 36 L/46.5 gun changed from 2 sec to 1.9 sec
  • Reloading time of 37 mm KwK 36 L/46.5 gun changed from 2.3 sec to 2.1 sec
  • Aiming time of 47 mm Vickers QF gun changed from 2.9 sec to 2.3 sec
  • Reloading time of 47 mm Vickers QF gun changed from 3.6 sec to 3.3 sec
  • Turret traverse speed of Vickers Mk. E Type B turret changed from 44 to 24
  • Dispersion of 37 mm KwK 36 L/46.5 gun during turret traverse decreased by 14%.
  • Aiming time of 40 mm Pom-Pom gun changed from 2.3 sec to 1.9 sec
  • 40 mm Pom-Pom gun recoil dispersion decreased by 14%.
  • Dispersion of 40 mm Pom-Pom gun during turret traverse decreased by 40%.
  • Dispersion of 40 mm Pom-Pom gun changed from 0.48m to 0.45m
  • Aiming time of 45 mm 20K gun changed from 2.3 sec to 2.1 sec
  • Aiming time of 47 mm Vickers QF gun changed from 2.3 sec to 2.1 sec
  • Dispersion of 47 mm Vickers QF gun during turret traverse decreased by 14%.
  • Turret traverse speed of T-26 model 1936 turret changed from 46 to 24
  • HP with mounted Vickers Mk. E Type B turret changed from 150 to 155

B1:
  • Gun dispersion from B1 motion decreased by 14%.
  • Gun dispersion from B1 hull traverse decreased by 14%.
  • Performance of B1 suspension on medium ground decreased by 7%
  • Performance of B1 suspension on soft ground increased by 9%
  • Gun dispersion from B1 bis motion decreased by 15%.
  • Gun dispersion from B1 bis hull traverse decreased by 15%.
  • Performance of B1 bis suspension on soft ground increased by 10%
  • Maximum speed changed from 28 km/h to 30 km/h
  • 47 mm SA34 gun recoil dispersion decreased by 14%.
  • 47 mm SA35 gun recoil dispersion decreased by 14%.
  • Turret traverse speed of B1 APX1 turret changed from 46 to 30
  • Reloading time of 47 mm SA34 gun changed from 2.2 sec to 2.1 sec
  • 47 mm SA34 gun recoil dispersion decreased by 14%.
  • Reloading time of 47 mm SA35 gun changed from 2.2 sec to 2.1 sec
  • 47 mm SA35 gun recoil dispersion decreased by 14%.
  • Aiming time of 47 mm SA37 gun changed from 1.7 sec to 1.5 sec
  • Elevation angle for gun 47 mm SA37 changed from 10 to 18.
  • Depression angle for gun 47 mm SA37 changed from 10 to 13.
  • Reloading time of 47 mm SA37 gun changed from 2.3 sec to 2.1 sec
  • 47 mm SA35 gun recoil dispersion decreased by 14%.
  • Dispersion of 47 mm SA37 gun from turret traverse decreased by 20%.
  • Turret traverse speed of B1 APX4 turret changed from 44 to 30

D1:
  • Performance of D1 suspension on solid ground decreased by 8%
  • Performance of D1 suspension on medium ground decreased by 7%
  • Performance of D1 suspension on soft ground decreased by 4%
  • Performance of D1 bis suspension on solid ground decreased by 8%
  • Performance of D1 bis suspension on medium ground decreased by 7%
  • Performance of D1 bis suspension on soft ground decreased by 4%
  • Aiming time of 13.2 mm Hotchkiss mle. 1930 gun changed from 2 sec to 1.7 sec
  • Reloading time of 13.2 mm Hotchkiss mle. 1930 changed from 5.8 sec to 5 sec
  • Accuracy of 13.2 mm Hotchkiss mle. 1930 gun changed from 0.58m to 0.54m
  • Reloading time of 25 mm Canon Raccourci mle. 1934 gun changed from 2.1 sec to 1.7 sec
  • Accuracy of 25 mm Canon Raccourci mle. 1934 gun changed from 0.45 m to 0.43 m
  • Turret traverse speed of D1 Berliet turret changed from 36 to 24
  • Aiming time of 13.2 mm Hotchkiss mle. 1930 gun changed from 2 sec to 1.5 sec
  • Gun depression angle for 13.2 mm Hotchkiss mle. 1930 gun changed from 10 to 18.
  • Reloading time of 13.2 mm Hotchkiss mle. 1930 gun changed from 10.3 sec to 10 sec
  • Accuracy of 13.2 mm Hotchkiss mle. 1930 gun changed from 0.58m to 0.54m
  • Aiming time of 25 mm Canon Raccourci mle. 1934 gun changed from 1.5 sec to 1.3 sec
  • Elevation angle for gun 25 mm Canon Raccourci mle. 1934 changed from -25 to 20.
  • Depression angle for gun 25 mm Canon Raccourci mle. 1934 changed from 8 to 18.
  • Reloading time of 25 mm Canon Raccourci mle. 1934 gun changed from 1.8 sec to 1.5 sec
  • Accuracy of 25 mm Canon Raccourci mle. 1934 gun changed from 0.45 m to 0.43 m
  • Aiming time of 37 mm APX SA18 gun changed from 2 sec to 1.7 sec
  • Elevation angle for gun 37 mm APX SA18 changed from 35 to 20.
  • Depression angle for gun 37 mm APX SA18 changed from 20 to 18.
  • Aiming time of 47 mm APX SA34 gun changed from 2 sec to 1.7 sec
  • Depression angle for gun 47 mm SA34 changed from 10 to 18.
  • Turret traverse speed of Schneider Tourelle 2 turret changed from 30 to 24

Hotchkiss H35:
  • Gun dispersion from H35 motion decreased by 20%.
  • Gun dispersion from H35 hull traverse decreased by 20%.
  • Gun dispersion from H39 motion decreased by 21%.
  • Gun dispersion from H39 hull traverse decreased by 21%.
  • Reloading time of 25 mm Canon Raccourci mle. 1934 gun 2.1 sec to 1.7 sec
  • Accuracy of 25 mm Canon Raccourci mle. 1934 gun changed from 0.45 m to 0.43 m
  • Depression angle for gun 37 mm APX SA18 changed from 13 to 16.
  • Reloading time of 37 mm SA38 gun changed from 3.1 sec to 2.6 sec
  • Turret traverse speed of APX R turret changed from 32 to 24
  • HP changed from 140 to 160

Lorraine 40 t:
  • Traverse speed of Lorraine 40 t changed from 30 to 31
  • Traverse speed of Lorraine 40 t bis changed from 32 to 34
  • Elevation angle for gun 100 mm SA47 changed from -11 to -15.
  • Depression angle for gun 100 mm SA47 changed from 6 to 8.
  • Elevation angle for gun 90 mm F3 changed from -11 to -15.
  • Depression angle for gun 90 mm F3 changed from 6 to 8.
  • Turret traverse speed of Lorraine 40 t turret changed from 38 to 42
  • HP changed from 1550 to 1600

Renault FT AC:
  • Traverse speed of Renault FT AC changed from 28 to 27
  • Performance of Renault FT AC suspension on medium ground decreased by 7%
  • Performance of Renault FT AC suspension on soft ground decreased by 7%
  • View range of Renault FT AC changed from 320m to 330m
  • Elevation angle for 25 mm AC SA-L mle. 1934 gun changed from -17 to -15
  • Depression angle for 25 mm AC SA-L mle. 1934 gun changed from 6 to 7.
  • Elevation angle for 25 mm AC SA-L mle. 1937 gun changed from -17 to -15
  • Depression angle for 25 mm AC SA-L mle. 1937 gun changed from 6 to 7.
  • Elevation angle for 25 mm automatique mle. 1936 gun changed from -17 to -15.
  • Depression angle for 25 mm automatique mle. 1936 gun changed from 6 to 7.
  • Aiming time of 47 mm SA-L mle. 1937 gun changed from 2 sec to 1.9 sec
  • Elevation angle for 47 mm SA-L mle. 1937 gun changed from -12 to -15.
  • Depression angle for 47 mm SA-L mle. 1937 gun changed from 6 to 15.
  • Dispersion of 47 mm SA-L mle. 1937 gun from turret traverse decreased by 25%.
  • Gun traverse speed of Renault FT AC changed from 44 to 24

Jagdpanzer IV:
  • Increased the resistance of Jagdpanzer IV 0-Serie suspension on solid ground by 9%
  • Reduced the resistance of Jagdpanzer IV 0-Serie suspension on medium ground by 12%
  • Reduced the resistance of Jagdpanzer IV 0-Serie suspension on soft ground by 14%
  • Changed the maximum reverse speed from 10 km/h to 12 km/h
  • Changed the maximum speed from 38 km/h to 40 km/h
  • Changed the view range of Jagdpanzer IV turret from from 330m to 350m
  • Changed the ammo amount for 10,5 cm StuH 42 L/28 gun from 40 to 62
  • Changed the gun depression angle for 10,5 cm StuH 42 L/28 gun from 5 degrees to 6 degrees
  • Changed the gun depression angle for 7,5 cm Pak 39 L/48 gun from 5 degrees to 8 degrees
  • Changed the reload time for 7,5 cm Pak 39 L/48 from 3.5 sec. to 3.2 sec.
  • Changed the gun depression angle for 7,5 cm Pak 42 L/70 gun from 5 degrees to 6 degrees
  • Changed the reload time for 7,5 cm Pak 42 L/70 gun from 3.9 sec. to 3.8 sec.
  • Changed the gun depression angle 8,8 cm Pak L/56 gun from 5 degrees to 6 degrees
  • Changed the reload time for 8,8 cm Pak L/56 gun from 5.7 sec. to 5.4 sec.
  • Changed the horizontal turning speed of Jagdpanzer IV gun from 44 deg./sec. to 26 deg./sec
Pz.Kpfw. I:
  • Reduced the resistance of Pz.Kpfw. I Ausf. A suspension on solid ground by 8%
  • Reduced the resistance of Pz.Kpfw. I Ausf. A suspension on medium ground by 12%
  • Reduced gun dispersion from Pz.Kpfw. I Ausf. B motion by 3%
  • Reduced gun dispersion from Pz.Kpfw. I Ausf. B hull traverse by 3%
  • Reduced the resistance of Pz.Kpfw. I Ausf. B suspension on solid ground by 9%
  • Reduced the resistance of Pz.Kpfw. I Ausf. B suspension on medium ground by 7%
  • Changed the aiming time for 2 cm Breda (i) gun with first turret from 1.7 sec. to 1.6 sec.
  • Changed the reloading time for 2 cm Breda (i) gun with first turret from 3.7 sec. to 3.5 sec.
  • Reduced the after-shot dispersion for 2 cm Breda (i) gun by 7%
  • Changed the turret traverse speed of L.K.A. 2 turret from 40 deg./sec. to 24 deg./sec
  • Changed the aiming time for 2 cm Breda (i) gun with second turret from 1.6 sec. to 1.5 sec.
  • Changed the reloading time for 2 cm Breda (i) gun with second turret from 3.3 sec. to 3.1 sec.
  • Reduced the after-shot dispersion 2 cm Breda (i) gun by 8%
  • Changed the accuracy of 2 cm Breda (i) gun from 0.53m to 0.51m
  • Changed the turret traverse speed of Pz.Kpfw. I turret from 42 deg./sec. to 24 deg./sec

Cruiser Mk. I:
  • Changed the hull traverse speed of A9 Mk. I from 30 to 31
  • Changed the hull traverse speed of A9 Mk. II from 32 to 34
  • Changed the aiming time for QF 2-pdr Mk. IX gun from 2.3 sec. to 2.1 sec.
  • Changed the reloading time for QF 2-pdr Mk. IX gun from 2.5 sec. to 2.4 sec.
  • Reduced the dispersion during turret rotation of QF 2-pdr Mk. IX gun by17%
  • Changed the aiming time for 40 mm Pom-Pom gun from 2.3 sec. to 2.1 sec.
  • Reduced the after-shot dispersion for 40 mm Pom-Pom gun by 14%
  • Reduced the dispersion during turret rotation of 40 mm Pom-Pom gun by 12%
  • Changed the accuracy of 40 mm Pom-Pom gun from 0.48 m to 0.45 m
  • Changed the turret traverse speed of Cruiser Mk. I from 44 deg./sec. to 36 deg./sec
  • Reduced the dispersion during turret rotation of QF 2-pdr Mk. IX by 20%
  • Changed the turret traverse speed of Cruiser Mk. III turret from 46 degrees per second to 36 degrees per second
  • Changed HP amount with Cruiser Mk. I turret equipped from 150 to 155.

Vickers Medium Mk. II:
  • Changed the aiming time for OQF 3-pdr Gun Mk. I gun from 2.9 sec. to 2.7 sec.
  • Reduced the dispersion during turret rotation of 3-pdr Gun Mk. I gun by 14%
  • Changed the aiming time for QF 6-pdr 8 cwt Mk. II gun from 2.3 seconds to 2.1 seconds
  • Reduced the dispersion during turret rotation of 40 mm QF 6-pdr 8 cwt Mk. II gun by 14%
  • Reduced the dispersion during turret rotation of OQF 3-pdr Gun Mk. I gun by 33%
  • Reduced the dispersion during turret rotation of OQF 3-pdr Gun Mk. II gun by 33%
  • Changed the elevation angle for QF 6-pdr 8 cwt Mk. I gun from 12 degrees to 16 degrees
  • Changed the depression angle for QF 6-pdr 8 cwt Mk. I gun from 5 degrees to 7 degrees
  • Changed the reloading time for QF 6-pdr 8 cwt Mk. I gun from 3.8 seconds to 3.6 seconds
  • Reduced the after-shot dispersion for QF 6-pdr 8 cwt Mk. I gun by 7%
  • Changed the accuracy of QF 6-pdr 8 cwt Mk. I gun from 0.48 m to 0.47 m
  • Reduced the dispersion during turret rotation of QF 6-pdr 8 cwt Mk. II gun by 33%

Churchill VII:
  • Reduced the resistance of Churchill IV suspension on medium ground by 7%
  • Changed the depression angle for 3.7-inch Howitzer gun from 5 to 3 degrees
  • Reduced the dispersion during turret rotation of 75 mm Gun Mk. V gun by 20%
  • Reduced the dispersion during turret rotation of 75 mm Vickers HV gun by 20%
  • Changed the turret traverse speed of Churchill IV turret from 32 deg./sec. to 30 deg./sec
  • Changed the depression angle for 75 mm Gun Mk. V from 4 to 12.5 degrees
  • Reduced the dispersion during turret rotation of 75 mm Gun Mk. V gun by 20%
  • Reduced the dispersion during turret rotation of 75 mm Vickers HV gun by 12%
  • Changed the depression angle for QF 6-pdr Gun Mk. V from 6 to 12.5 degrees
  • Changed the turret traverse speed of Churchill VII turret from 32 deg./sec. to 30 degrees per second
  • Changed HP amount with Churchill IV turret equipped from 800 to 860.
  • Changed HP amount with Churchill VII turret equipped from 880 to 960.

Universal Carrier 2-pdr:
  • Reduced the resistance of Universal Carrier Mk. I suspension on solid ground by 7%
  • Reduced the resistance of Universal Carrier Mk. I suspension on medium ground by 12%
  • Reduced the resistance of Universal Carrier Mk. I suspension on soft ground by 3%
  • Reduced the resistance of Universal Carrier Mk. II suspension on solid ground by 8%
  • Reduced the resistance of Universal Carrier Mk. II suspension on medium ground by 7%
  • Reduced the resistance of Universal Carrier Mk. II suspension on soft ground by 4%
  • Changed the view range of Universal Carrier 2-pdr from 320m to 330m
  • Changed the reloading time for QF 6-pdr 8 cwt AT Gun Mk. I gun from 3.2 seconds to 3.1 seconds
  • Changed the accuracy of QF 6-pdr 8 cwt AT Gun Mk. I gun from 0.46m to 0.45m
  • Changed the reloading time for QF 6-pdr 8 cwt AT Gun Mk. II gun from 3.2 sec. to 3.1 sec.
  • Changed the turret traverse speed of Universal Carrier 2-pdr turret from 44 degrees per second to 26 degrees per second

BT-7:
  • Changed the hull traverse speed of BT-5 from 48 to 50
  • Reduced the resistance of BT-5 suspension on solid ground by 8%
  • Reduced the resistance of BT-5 suspension on medium ground by 10%
  • Changed the hull traverse speed of BT-7 from 50 to 54
  • Reduced the resistance of BT-7 suspension on medium ground by 11%
  • Changed the maximum speed from 66 km/h to 65.4 km/h
  • Changed the view range of BT-7 mod. 1935 turret from 260m to 280m
  • Reduced the dispersion during turret rotation of 45 mm 20К gun by 17%
  • Changed the turret traverse speed of BT-7 mod. 1935 turret from 44 degrees per second to 36 degrees per second
  • Changed the view range of BT-7 mod. 1937 turret from 280 m. to 300 m
  • Changed the aiming time for 23 mm VJa gun from 1.6 sec. to 1.5 sec.
  • Reduced the after-shot dispersion for 23 mm VJa gun by 7%
  • Changed the aiming time for 37 mm ZiS-19 gun from 1.9 sec. to 1.7 sec.
  • Changed the aiming time for 45 mm 20K gun from 1.9 sec. to 1.7 sec.
  • Changed the reloading time for 45 mm 20K gun from 2.3 sec. to 2.1 sec.
  • Reduced the dispersion during turret rotation of 45 mm 20К gun by 20%
  • Changed the turret traverse speed of BT-7 mod. 1937 turret from 46 degrees per second to 36 degrees per second
  • Changed HP amount with BT-7 mod. 1935 turret equipped from 200 to 210.
  • Changed HP amount with BT-7 mod. 1937 turret equipped from 220 to 230.

VK 30.01 (P)
  • Elevation angle of 7.5 Kw.K. 40 L/48 gun with first turret changed from 18 to 20 degrees
  • Depression angle of 7.5 Kw.K. 40 L/48 gun with first turret changed from 6 to 10 degrees
  • Elevation angle of 10,5 cm Kw.K. L/28 gun changed from 18 to 15 degrees
  • Depression angle of 10,5 cm Kw.K. L/28 gun changed from 6 to 8 degrees
  • Elevation angle of 7.5 Kw.K. 40 L/48 gun with second turret changed from 18 to 15 degrees
  • Depression angle of 7.5 Kw.K. 40 L/48 gun with second turret changed from 6 to 8 degrees
  • Elevation angle of 7,5 cm Kw.K. 42 L/70 gun changed from 18 to 15 degrees
  • Depression angle of 7.5 cm Kw.K 42 L/70 gun changed from 6 to 8 degrees
  • Elevation angle of 8,8 cm Kw.K. 36 L/56 gun changed from 18 to 15 degrees
  • Depression angle of 8,8 cm Kw.K. 36 L/56 gun changed from 6 to 8 degrees

Also, for historical accuracy, we’ve added to the first turret of the tank the 8,8 cm Kw.K. 36 L/56 gun. Elevation angles are also historically correct now. Overall it’s an improvement, but since this vehicle was not overperforming, we decided not to balance that out with a negative change.

SU-101:
  • Elevation angle of 100mm D-10S mod. 1944 gun changed from 18 to 18.5 degrees
  • Depression angle of 100 mm D-10S mod. 1944 gun changed from 2 to 2.3 degrees
  • Elevation angle of 100 mm D-54S gun changed from 18 to 18.5 degrees
  • Depression angle of 100 mm D-54S gun changed from 2 to 2.3 degrees
  • Elevation angle of 122 mm D-25S mod. 1944 gun changed from 18 to 18.5 degrees
  • Depression angle of 122 mm D-25S mod. 1944 gun changed from 2 to 2.3 degrees

AMX 50 120 and AMX 50 Foch
  • Saurer engines are now diesel and not gasoline. Chance to catch fire changed from 20% to 15%.

Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha
  • Changed visuals (made more historical), armouring models and balance of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha
  • Changed traverse speed of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha from 29 to 38 deg/s
  • Suspension resistance on solid ground of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha decreased by 13%
  • Suspension resistance on medium ground of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha decreased by 4%
  • Suspension resistance on soft ground of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha decreased by 7%
  • Horse power of Maybach HL 230 P30 engine changed from 870 to 700
  • View range of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha turrets changed from 320m to 350m
  • Aiming time of 7,5 cm Kw.K. 40 L/48 gun changed from 1.71 sec to 2.3 sec
  • Ammo amount of 7,5 cm Kw.K. 40 L/48 gun changed from 92 to 124
  • Elevation angle of 7,5 cm Kw.K. 40 L/48 gun changed from 17 to 20 degrees
  • Depression angle of 7,5 cm Kw.K. 40 L/48 gun changed from 3 to 10 degrees
  • Reload time of 7,5 cm Kw.K. 40 L/48 gun changed from 4.28 sec to 3.8 sec
  • Turret traverse speed of Pz.Kpfw. V/IV and Pz.Kpfw. V/IV Alpha changed from 53 deg/s to 30 deg/s
  • HP changed from 870 to 820

Pz.Kpfw. V/IV engine and tank durability is now worse, but its view range is better. The gun has been changed: it reloads faster, but is less accurate. All changes were made due to the adding of historical depression angles, which are now up to 10 (in version 8.8 it was up to 3). This was considered an improvement, which required balancing. That’s why the engine was changed to better reflect historical documents. Hit points were reduced in order to avoid changing other important characteristics. As the vehicle is rather mobile, but does not have the best gun on the Tier VI, it now has faster firing but slower aiming time. Aiming is now closer to the non-premium variant.

Rebalanced (mainly improved) the following SPGs: SU-26, SU-122A, SU-8, SU-14-1, SU-14-2, 212A, Mk. VI (e), G.W. Tiger (P), G.W. Tiger, M41, AMX 13 105 AM mle. 50.

AMX 13 105 AM mle. 50:
  • Gun dispersion caused by hull traverse of AMX 13 105 AM mle. 49 decreased by 10%
  • Gun dispersion caused by hull traverse of AMX 13 105 AM mle. 55 decreased by 11%
  • Accuracy of 105 mm obusier mle. 1950 gun changed from 0.7m to 0.69

G.W. Tiger:
  • Gun dispersion caused by G.W. Tiger motion decreased by 5%
  • Gun dispersion caused by G.W. Tiger hull traverse decreased by 5%
  • Gun dispersion caused by G.W. Tiger 'Verstärkte Ketten' motion decreased by 6%
  • Gun dispersion caused by G.W. Tiger 'Verstärkte Ketten' hull traverse decreased by 6%

G.W. Tiger (P):
  • Accuracy of 21 cm Mörser 18/1 gun changed from 0.9m to 0.88m

M40/M43:
  • Elevation angle of 155 mm Gun M1A1 gun changed from 45 to 55 degrees
  • Elevation angle of 8-inch Howitzer M1 gun changed from 45 to 55 degrees

M41:
  • Dispersion of 155 mm Howitzer M1 fun caused by gun traverse decreased by 4%

212А:
  • Gun dispersion caused by motion of 212А decreased by 5%
  • Gun dispersion caused by hull traverse 212А decreased by 5%
  • Gun dispersion caused by enhanced motion of 212А decreased by 6%
  • Gun dispersion caused by enhanced hull traverse 212А decreased by 6%

S-51:
  • Reloading time of 203 mm B-4 gun changed from 56.8 sec to 55.5 sec

SU-122А:
  • Dispersion of 152 mm D-1 howitzer gun caused by gun movement decreased by 8%
  • Accuracy of 152 mm D-1 howitzer gun decreased from 0.86m to 0.85m

SU-14-2:
  • Accuracy of 203 mm B-4 gun changed from 0.87m to 0.86m

SU-14-1:
  • Dispersion caused by motion of SU-14 decreased by 10%
  • Dispersion caused by hull traverse of SU-14 decreased by 10%
  • Dispersion caused by motion of SU-14-1 decreased by 11%
  • Dispersion caused by hull traverse of SU-14-1 decreased by 11%
  • Accuracy of 203 mm B-4 changed from 0.9m to 0.88m

SU-8:
  • Gun dispersion caused by motion of SU-8 decreased by 5%
  • Gun dispersion caused by hull traverse SU-8 decreased by 5%
  • Gun dispersion caused by enhanced motion of SU-8-bis decreased by 6%
  • Gun dispersion caused by enhanced hull traverse of SU-8-bis decreased by 6%

 

 

 

Vet noen når det går ann og spile wot

''Wednesday 30th October from 04:00 to 11:00 CET (GMT +1)."

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