Good day everyone,
Quick post on what came in the micro-update for WoT Console this morning:
First off, they actually buffed something that needed buffing!
-Centurion Mk.1 and Mk.7/1 both have had their top speeds increased to 50 kph.
-Centurion Mk.7/1 reload for the 105mm L7A1 decreased from 12 seconds to 11.2 seconds.
Good day everyone,
WarGaming has released the preview for the next console update, adding a new Co-op mode among other things. Might be a nice addition if it’s done well. Here’s the preview:
Proving Grounds Co-Op PvE
Four new co-op scenarios are being added to the in-game Proving Grounds. You can play cooperatively with another human player (through platoons or joining another random player) , or alone with two AI teammates that can be controlled with the command radial:
- Map Ping: AI allies move to the chosen sector as long as there are no enemies currently spotted
- Follow Me: Your AI allies will follow your move
- Request Fire: AI allies will focus fire on your target
So far there will be four maps with different objectives. A platoon leader will select their tank, with the rest of the team choosing from compatible vehicles. The maps/modes so far are listed:
- Heilbronn Assault (standard): Destroy all enemies or capture the enemy base
- Dukla Pass Assault (assault): Keep your base defended, or destroy all enemies
- Thiepval Ridge Assault (standard): Destroy all enemies or capture the enemy base
- Murovanka – Winter Assault (standard): Destroy all enemies or capture the enemy base
Maps will also feature ammo and repair pick ups. Continue reading
Good day all,
While you all are finally getting your hands on update 9.18, WG has announced plans to begin supertesting features for 9.19. Here’s a quick recap of what will be tested:
A new mode exclusively for Tier X tanks. The game modes are essentially the same as Standard Battles, though individual effort will be better rewarded.
Teams will be pulled together from players of similar rank (+1/-1), though the matchmaker will get more lenient if it begins to take too long to get into a battle. Both teams will always have the same number of players of the same rank. Continue reading
Outside of prep for update 9.18, there’s not too much going on in the WoT department. However, the console team has released another monthly overview, this time for the month of May.
It’s mostly premium tanks. The charity packages are nice though. Continue reading
Good day everyone,
Decided to throw together another state of the game/community for World of Tanks Console. This time covering something that’s been a bit of a longstanding issue between the console versions developers, Wargaming Chicago-Baltimore, and the community that is concerned about the direction they are taking the game. Hopefully this can help provide a better picture of what is going on than the few snippets of news I’m able to post. With that, let’s get started.
For the majority of World of Tanks Console’s life we’ve followed our PC counterpart, at least in terms of content. We saw releases for tank lines in the same manner as PC, even down to order. Tanks were moved, renamed or reshuffled to be virtually identical to our older brother, though there were a few tweaks as time went on, the Aufk. Panther was made into a Premium for those who had it in their garage upon the introduction of the SPC.1C, the KV-85’s 122mm gun kept the old rate of fire of the KV-1S when it was a Tier 6, and so on. Eventually the motto for World of Tanks Console, at least according to its developer, was that “we are and always have been a completely separate entity”. To be honest it’s actually not a bad idea. The playerbase is different, the hardware has its own unique limitations, such as supporting a 12 year old console, and improvements could be made upon the template which PC has set, and for a while things looked that way. Crew training was simplified, reducing the crew to a single commander (with XP earnings adjusted to allow a number of crew skills to be trained in a reasonable amount of time) and the penalty of switching between classes in Premium tanks was removed, making crew training even less of a hassle. Credit earning also received a boost, allowing players to advance along the lines at a quicker rate, fitting the shorter amount of time console players tend to stick with any one game before another release.
Not a bad start, a few quality of life improvements to suit the more casual player, and if they carried that sort of thought through development I might not be writing this now. I am however, as it’s become increasingly apparent that the idea of us being “our own game” is a bit of a fallacy, both in theory and in practice. Our reliance on PC server builds perhaps can’t be helped. Ignoring balance issues that have been around for years in the name of “being unique” certainly can be.
The questionable decisions of WG Chicago have caused a bit of debate within the community, though that may be putting it lightly. The question simply is:
Are we our own game, or is WarGaming Chicago using that an excuse for lazy development? Continue reading
Good day everyone,
Start the day off with the quick bits, the rare leak from WoT Console supertest, this one being a (new?) map. So far it seems to be called “Monte Rosa”, it actually looks a bit like the Ghost Hunter map from Armored Warfare.
It’ll be new to the console player base, obviously, but any PC players who may recognize it from one of the special modes there are free to chime in.
Here are the basic stats for the upcoming ‘Heavy Metal’ themed premiums that should in the game store on Monday, April 3rd. Straight from the forums:
- Tier: VIII
- Class: SPG
- Nation: UK
- Matchmaking: Plays up to Tier 10
- Silver Bonus: 57.5%
- XP Bonus: 10%
- Hit Points: 380
- Engine Power: 500 hp
- Power/Weight Ratio: 22.15 hp/ton
- Speed Limit: 68 km/h
- Hull Traverse Speed: 20 deg/sec
- Hull Armor: 14/14/14
- Turret Traverse Speed: 18 deg/sec
- Penetration: 70/75
- Damage: 700/700
- Aim Time: 6.5 sec
- Accuracy: 0.71
- Gun Caliber: 5.5 in.
- Rate of Fire: 4.11 rounds/min
- Max Ammo Capacity: 48 rounds
- View Range: 320 m
- Signal Range: 750 m
Good day everyone,
A few days back WG Console held a Live Q&A session on Twitch with Creative Director TJ Wagner and Lead Game Designer WG Chuji (henceforth known by his first name, Jeff) here’s a transcription of that (as best I could, there were some audio issues).
Could you explain how map/game modes work? There are rumors that not all maps are in the rotation at any given time.
Jeff- Well, technically thatvis accurate. The way it works is that maps are divided by tier and we try to make a lot of the maps appropriate for the tier range that you’re in. One of my favorites is Provence, and if we tried to do a Tier X battle there (though I’d love to try it) you’d pretty much have the entire enemy team spotted in the countdown.
So because not every map supports every tier or game mode, they are also a bit divided by tier range. I don’t remember off the top which maps are divided by what, but that is how we do it , so you are kinda correct, they are divided by tiers.
Will we get maps like Pilsen, Paris, maybe even Berlin?
Jeff- Um, stay tuned, we’re working on a lot of cool new maps. Stuff we’re talking about and also maybe stuff we’re not talking ababout in this current question. Continue reading
WG has done another overview for upcoming content in the console editions of World of Tanks. Here’s what we have to look forward to, or dread…
Three new premiums will be released, and they’re actually somewhat interesting. These do have a set camo theme (Heavy Metal Heroes, or HMH), and at the moment its not shown if they are customizable, that said, the default schemes aren’t bad looking.
In the grand tradition of console lunacy, WG Chicago has announced this years April Fools mode: Conquerors of Mars!
This time the old Lunar Chaffee is set up on the Red Planet, with low gravity physics to go with it, and Martian spacecraft flying about.
No word on whether it includes Matt Damon’s potato farm.