Saturday, August 11, 2012

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Thursday, August 9, 2012

World of Tanks Update 8.0 Trailer - Enhanced physics and graphics



Wargaming has announced a huge update for World of Tanks — Update 8.0 — which includes an “improved game engine,” new features, and new content. Most notably, the update is said to introduce “realistic tank movement physics” to the engine. The bullet points are below, and you can see the new look and Newtonian mechanics in the trailer above.

Realistic tank movement physics
Splash and water wave effects
Support for deferred shading
Emblem and inscription customization
Adaptive camouflage
Mini-map functions
Enchanced tech tree interface
New Soviet tanks: SU-122-44, SU-122-54, SU-100M-1, Uralmash-1 and Object 263
New British Matilda Black Prince experimental medium infantry tank

The release date for World of Tanks Update 8.0 is currently TBD.

Day-Night Mod

This mod will change weather in game like picture below








Download : http://www.mediafire.com/?1m2mq1o6cj03x3k


How to install? :
1. Extract rar file
2. Copy and paste folder system in folder  C:\Games\World_of_Tanks\res_mods\0.7.x

Saturday, August 4, 2012



This site will not update untill 9 Aug cause my Mid-Term exam  reason Y-Y

                                                                                                          Sorry All 

                                                                                                             Devid

Wednesday, July 18, 2012

Prohorovka (Goharu)

Prohorovka

Credit Goharu,Garro

An open hilly location, divided by a railway embankment. Bunches of trees and bushes provide great cover for tank destroyers. Artillery can act freely, but is extremely vulnerable to raids of light quick forces.






Green dots – heavies and destroyers.
Yellow dots – points of lighting/sniping positions.
White dots – railway crossings.
Red dots – artillery.
Yellow arrows – attack directions of MTs.
Blue arrows – attack direction of HTs.

One of the possible tactics – mobile defense.

LT: Despite the seemingly simple layout of the map, good lighting makes a huge difference. First, let’s look at the points better suited for passive lighting (Chaffee, VK 2801, small destroyers with periscopes):
A – the bushes at this point are a good position to observe the whole alley up to the cell H. However, you must take into consideration that an LT, which starts at the base I, will get to them faster.
B – the alley is moderately visible from these bushes as the vegetation gets in the way. It’s not suited for hiding either, but it’s a good point for counter-lighting an LT in point A.
E – the path leading up the hill is visible from behind the house.
Quick lighters T-50 and T-50-2 will be more useful for active lighting. They shouldn’t go down into the enemy territory, stick to the center of the hill. Getting a peek with one commander tower is enough. This way, it’s possible to light up most of the enemy team right in the beginning of battle, giving targets to your artillery and causing panic in the enemy ranks. Don’t chase the enemy lighter, unless it’s trying to make its way to your base. If there are no LTs in the team, an MT can light up the field just as well. After that it’s possible to fight your way to the enemy artillery.

Destroyers: Destroyers are typically fighting in the alley. The tactics are simple – maximum damage, maximum stealth. Destroyers are usually located in the cells next to artillery, covering it and assisting heavies in the alley. However, it’s best to stay at two cells away from the artillery, giving it more free space.

MT: Number one priority – taking the hill and then controlling the village. Those who control the hill control everything around that side of the railway.

HT: Should divide into two groups. The largest group should take position in the alley, the smaller one should fight in the village, providing support for MTs attacking the hill. One (preferably a top tier tank) should be placed at the crossing, located closest to the base, and never leave it. This way, it will be able to observe the location from both sides of the railroad and quickly take cover should the enemy breach in.

Artillery: Picking off enemy artillery and top HTs.

Take positions and wait for the enemy to take action, or for the light to give you info. Everything else being equal, the victory on Prohorovka is determined by the play of lighters and the ability of the team to not give away their plans.

Enemy actions and your reactions to them:

1. Enemies rush through the village.

Answer – rush the alley and hold the enemy at the railroad. The remaining top HT should hold the crossing, aided by a part of top destroyers and MTs. LTs attack opposing artillery. Defend base I from cell B2-C2 and base II from point D.

2. Enemies rush through the center or the alley.

Oppose the rush with all forces. LTs and some of MTs approach enemy artillery through the village.

3. Enemies defend.

Answer – wait and neutralize enemy lighters, then attack through the alley and clear the village. LTs light up the alley, target – artillery.
Artillery – pick off enemy artillery and HTs.

Have in mind, that, at the start, base I has a slight advantage in the alley (point A), while base II allows to get to the hill slightly faster. But that’s mostly irrelevant, so, in random battles, both teams are on an equal footing. That’s why the tactic described above will fit for any respawn point. The better your team is coordinated, the higher its chances for victory on Prohorovka.

Tuesday, July 17, 2012

Malinovka (Goharu)

Malinovka

Credit : Goharu,Garro

Here’s one of the recipes for victory in a PuG battle on Malinovka map. As practice shows, 5-7 well played tanks in a team is enough for an easy win. The rest may stay close to the cowsheds and don’t participate in the battle.

Southern respawn point (I)




Green dots – heavies and destroyers.
Yellow dots – MT, LT
Red dots – artillery.
Red areas – locations of enemy force clusters.
Green arrows – directions exposed to fire.
Yellow arrows – attack directions.

I or lower/southern respawn point – defensive play.

Point “F” (D9, the bushes closest to the village) is the key, it allows to easily shoot at the whole field, cowsheds, church, swamp and both hillsides. The area in the vicinity of the church is easily observed. The spot itself is barely seen, even after shooting. Vulnerable to artillery. “Hotheads” shouldn’t be there.

Point “E” protects the mountain descent and allows for quick relocation to point C for base defense.

Point “C” allows clear shooting at the whole base and its approaches.

Point “D” makes it possible to light up the whole field and the swamp, but offers little defense, because it is exposed to fire from the field, enemy base and is also vulnerable to artillery fire.

Point “B” is useful only as a deterrent, helping to hold enemies at the opposite side of the cowsheds, where they can be easily picked from the aforementioned points (F, D, C). As a battle location, this point’s usefulness is close to zero, since the cowsheds are easily visible and exposed to fire from across the whole field, so it’s main purpose is to block the field. Engaging in a duel on point B should only be done if you’re without other options.

The tactics are simple – take positions and shoot at everything coming at you. The easiest way is to strike at those, who approach the cowsheds. You need to lead by 1-2 tank bodies at most.

Point “G” deserves its own section. Any MT, hidden in these bushes, that possesses 400m view distance and a periscope can light up the road leading up the mountain. Everything is lit up perfectly, providing vision of the whole road from B-5 to the slope at A-7. Shoot the spotted enemies from point “F”.

However, the field between the mountain and the village can’t be seen – it needs to be attacked. It’s possible to lead the attack from above the mountain, but take it easy, as this direction is exposed to enemy fire.
It’s best to commence the attack after the first part of the battle went well to your favor.

Sometimes it’s possible to shoot down over a half of enemies without leaving initial positions.

Northern respawn point (II)




Green dots – heavies and destroyers.
Yellow dots – MT, LT
Red dots – artillery.
Red areas – locations of enemy force clusters.
Green arrows – directions exposed to fire.
Yellow arrows – attack directions.

It’s the attacking side, there are very few locations suitable for defense, even though there are some that can be used to ward off attacks for a few minutes – it’s A, B, C, G, F.

Point “C” (the one behind the church) is extremely important – it’s covered from artillery and long ranged attacks, and can also be used to attack with relative safety or switch to base defense if needed. It should be approached from the forest, because the road is lighted up from afar.

Point “F” is another important location. It offers a good view point to look through the base, field and swamp, while being difficult to observe by the enemy. Some might prefer the bushed at D6, but it’s a very “bright” place, so I don’t recommend it.

Another three points - A, B (behind the rocks at the borders of the base) and G (behind the houses) allow to spot and destroy those, who try to approach from the field or edges of the breakage, and slow down base capture.

Now for the attack. It’s possible to play the field rush tactic. But to do this you need to be sure that half of the enemies is on the mountain or in the village. The cowsheds are easily seen through from point E by sharply-eyed HTs or MTs, 450+ view range or a periscope is a must, so those who try to hide behind them are usually doomed. If enemies hide inside the cowsheds, it’s best to attack through the village up until the “pit” point – there is a small pit that can’t be seen or shot through (artillery aside), there are two ways leading out of it – one’s through the forest and another’s through potential ambushes (red areas). If you set up a bit lower from “pit”, you can shoot at anything in the base or cowsheds without any fear of opposition. The range increases across the map’s diagonal, as strange as it may be.

You can also set up a “shooting gallery” in the beginning of the battle, - send one quick lighter in the middle of the field and have him run circles in it, or you may take a beefier lighter (like type 59) and send him along the low road to the cowshed, which will make the enemy panic quite a bit and will give you a few points early on. Incredible, but the lower respawn point is more easily observed through the field than the higher one.

Attacking through the mountain is best to be avoided – too long and too risky. But you may take a trip to the top to scout everything better, and then rush the forest and it the enemy is clustered somewhere else.

Monday, July 16, 2012

Erlenberg (Goharu)


Erlenberg 

Credit : Goharu,Garro

Let’s review the combat tactics for the Erlenberg map.




Green dots – heavies and destroyers.
Yellow dots – points of lighting.
Red dots – artillery.
Red areas – hot spots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Let’s begin with light tanks. The tactics are simple: most of the time, light tanks follow two directions starting from every base. The most effective light on this map goes through the bridge closest to your starting position, because you can cross it without any interruptions caused by the enemy, as there is no way the opposition can reach it in time. Sometimes, light tanks can light up the enemy through the bridge very well. To make lighting more successful, you need to move without crossing the main movement paths of the enemy forces (blue and yellow arrows on the map), remember to use the terrain to your advantage and don’t hesitate to hide or change direction if being in danger.

The starting points are marked with Roman numerals I and II. As you can see, every side has an additional destroyer respawn point, destroyers start closer to the bridge on this map. The rest of the vehicles spawn in aforementioned points.

Tanks destroyers usually prefer to fight defensively on this map. Defense/support of the bridges (green dots). TOP anti-tanks frequently attack the enemy together with main forces.
Artillery is placed in one of the two forests behind the starting location. All of the possible artillery locations are marked with red dots on the map.

On Erlenberg, heavy tanks should break into two groups and move to the northern and southern bridges, crossing the closest bridge and setting up an ambush near the farther one. A sturdy HT should be places at the exit road from the central bridge, serving as a blocker, to destroy enemy LTs and protect the flag. After moving into positions and scouting, it’s time for action.
On Erlenberg map, MTs form the vanguard of the offense, scouting and holding positions until heavy tanks arrive. Main force strikes from flanks. You can attack the central bridge at the very beginning of combat, but it will prove ineffective because of blockers, being supported from above the hill and castle location.

Special attention should be paid to the lighting points, marked as yellow dots. The whole hill and the enemy flag position is easily observed from the B (B5) sector. The brush in the A (K7) sector is a good location to light up the hillside and enemy vehicles behind it.

As for the winning tactic for this map, it should be mentioned, that victory will be achieved by the team that can correctly spread its forces across all key direction, reinforcing weakened flanks is to be done mostly by MTs.