EU Questions & Answers
Overlord
07 Jul 2010
Questions and Answers Thread (Read Through the whole post pls)
In this thread you can ask Developers about WoT things you are interested in.This thread is being regularly cleaned up so that only players' questions and developers' answers remain.
In order to retain readability, developers' answers will be compiled to separate thematic posts.
Before posting a question, please search the Q+A thread and other news sources, also pay attention to Basic Information section of this thread, because most questions have already been answered before.
Please be reasonable, respectful to each other, and follow general forum rules.
Thanks
Overlord
________________________________________________________________________
UPDATE
Hello fellow tankers,
I have been around on World of Tanks EU forums for more than two years now (27+ months all in all). With different rates of activity at different stages I have been trying to serve as effective communicator, facilitator, mentor, and feedback provider. To some extent EU advocate as well.
This left me with nearly 10.000 active posts on my account; unfortunately I’m now unlikely to reach that milestone.
Initially I joined as community manager, later switched to game design continuing my work on the project on the dev side of things which allowed me to substantially (I believe) increase the quality of information I supplied. Approximately at that time, after the EU/NA region split, I finally dumped NA in favour of EU side. Timezones, closer mentality, more players,and other stuff.
In February 2012 I eventually joined World of Warplanes team to assist in building the 2nd major project at WG.net. At that time World of Tanks has already been established properly and when I was needed elsewhere, I could not refuse. Naturally this transition limited the time I could spend on World of Tanks as a project in general, and forum in particular, and to be honest, it limited my time dramatically on everything else as well.
Up until now I have been trying to keep up with the pace, occasionally finding time for you here; however, at this point I have realized that I can't do it effectively any more. I cannot maintain my personal standard of quality neither in terms of knowledge (not working on the project anymore), nor in terms of time (timely feedback is a must), thus I have decided to quit officially.
It has been my great pleasure to work spend all this time with your, guys. Hopefully, you enjoyed it at least 10 times less than I did – that’s enough to satisfy me. Thanks for being concerned, asking, raging, commenting, proving, joking, trolling, arguing, posting..
I won’t be gone in oblivion from now on and might appear here or there from time to time, still the best way to reach me is visit the blog (Welcome!)
PS: Let this great topic live!
D.Y aka Overlord, Producer World of Warplanes
September 25, 2012
Edited by Overlord, 25 September 2012 - 05:26 PM.
LiannaSilverwind
04 Apr 2011
Questions and Answers Thread
v. 1.9
Newer!
Better!
Shorter!
And Under Construction! ![]()
Brought to you by:
Overlord
and
Lia & Tuccy
LiannaSilverwind
20 Sep 2011
This thread is being regularly cleaned up so that only players' questions and developers' answers remain.
In order to retain readability, developers' answers will be compiled to separate thematic posts.
WARNING: This thread is strictly moderated.
Moderation rules for this topic:
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4) Any suggestion on gameplay improvement = 5 days of read-only ban. This is not suggestions thread.
5) Asking the question that was already answered = 5 days of read-only ban. Please check the thread before posting.
6) Any non-constructive discussion of developer's answer = 5 days of read-only ban.
7) Any comment on player's question that does not answer such a question = 5 days of read-only ban.
8) Any question about hidden stealth-nerfs or boosts = 5 days of read-only ban. All gameplay changes are being made during patches. If there was no patch - there was no change.
9) Attempting to ask the same question, even if it was not answered = 5 days of read-only ban. You can ask your question again if it was removed during thread clean-up, but still was not answered.
10) Attempting to ask "Will there be tank <WHATEVER>?" about German, Soviet or American vehicle = 5 days of read-only ban. Check this thread open posts to find out full tank trees.
11) Before posting a question, please search the Q+A thread and other news sources, pay also attention to Basic Information section of this thread (LINK), because most questions were already answered before. They were. Really.
By posting in this thread you accept and agree with current moderation rules.
LiannaSilverwind
20 Sep 2011
Game News
http://game.worldoftanks.eu/news/
Overlord's Blog
http://overlord-wot.blogspot.com/
Overlord's Blog Q&A Compilation
http://forum.worldof...qa-compilation/
WoT Newsletters
http://forum.worldof...ks-news-letter/
Release Plan for 2011-2012
http://game.worldoft..._plan_2011_2012
World of Tanks Release Plan for 2011-2012!
The development team shares their plans for the game development!
12 September 2011, 13:48
Dear players,
World of Tanks team gives you the unique opportunity to see the general plan of game development in 2011-2012! Publishing of the release plan for a year is the rara avis in the world gaming industry, you will hardly find the year's development plan of a project. We are sure, that we will implement and set out all that we have planned, because each member of our Team is a skilled expert of what he or she does. 300 professionals of the development team work on the new gameplay modes, new tank models, new maps and visual effects, post the updates on the servers, operate them and do their best to entertain the players and make the game real fun! In other words, every dev loves his or her work and lays him or herself out to perfect the high quality of World of Tanks!
At this stage we introduce the General Release Plan of World of Tanks in 2011-2012. Please, pay attention to the fact that the list of upcoming features is not full and the dates are subject to change. Be sure to see many more specialties with every update!
Maps
Each update will introduce 1-2 new maps.
Maps featuring North American Landscapes are planned for release in Q4 2011, after that the following regions are going to be covered:
Africa
South America
Australia
China, Korea
Japan
Maps featuring all regions above are currently in development. The details on maps will be announced upon the release of each particular update.
Tanks
American tanks
medium tank M4A3E2, light tank M24 - Q3 2011;
tank destroyers M8A1, T49, M18 Hellcat, T28 prototype - Q1 2012;
heavy tanks M103, T110, tank destroyer T25-2 - Q1 2012.
Soviet tanks
light tanks T-50, T-50-2 - Q3 2011;
tank destroyer SU-85 (I) - Q4 2011;
tank destroyers SU-100M-1, SU-101, SU-122-54 - Q4 2011;
heavy tanks KV-1, KV-2, KV-4, Т-150, ST I, Object 252 - Q1 2012.
German tanks
medium tank PzKpfwIV Hydraulic - Q4 2011;
tank destroyers Marder III, Dicker Max, Nashorn, Sturer Emil, Jagdpanther II, E-100 - Q4 2011;
SPGs E-10, E-25, Jagdtiger Sd.Kfz. 185 (88/71) - Q2 2012.
French tanks
light, medium, and heavy tanks Renault FT, Renault D1, Renault D2, Renault B1, ARL 44, AMX 50 100mm, AMX-50 120mm, Hotchkiss H35, AMX 38, AMX 40, AMX 13 75mm, AMX 13 90mm, Chatillon 25t, BDR G1B, AMX M4 (1945), AMX-50 B, AMX 12t , Lorraine 40t - Q4 2011;
SPGs Renault BS, Lorraine 39 L AM, AMX 13 AM 105mm, AMX 13 F3 AM, Lorraine155 (50), Lorraine155 (51), Bаt.-Chatillon AM 155mm - Q1 2012;
tank destroyers Pak40 FCM 36 (f), 10.5cm leFH18 B2 (f), Panzerjäger 35R - Q1 2012;
tank destroyers Renault FT AC, Lorraine 37 L AC, Somua SAu 40, Somua S 35 CA, ARL V 39, AMX AC Mle.1946, AMX AC Mle.1948, AMX50 Foch - Q1 2012;
medium tank Renault G1R, light tank АМХ 13 FL11 - Q1 2012.
British tanks - Q2 2012
Japanese tanks - 2012
New Game Modes
Company battle divisions: tier 10 max with no overall tier limitation, tiers 8, 6, and 4 max with the respective overall tier limitation - Q4 2011;
Assault (one team attacks, the other one defends the base) and Encounter battle (two teams are to capture the base in the center of the map) - Q4 2011;
Garage battle – players can use several tanks (one after another) in one battle (“limited respawn”) - Q1 2012;
Escort (only a few tanks from the team have the ability to capture enemy's base, the opposite team is to stop potential invaders) - Q1 2012;
Historical battle - faction based battles with historically justified restrictions on vehicles and modules available - 2012.
Ultimate Conquest (Clan Wars)
Fog of war in clan battles - Q4 2011;
Cooldown period for destroyed vehicles - Q4 2011;
Expansion of the global map. The following regions are going to be added in the prescribed order: North America, Africa, South America, Australia, Korea, China, Japan - 2012;
Clan treasure transactions - 2012;
Clan armoury, clan consumables and tanks - 2012.
Performance and Game Client
Packed resources decreasing map loading time - Q4 2011;
Pre-caching – optimized vehicle model loading for Low-end PCs - Q4 2011;
New firing effects, explosions, and other visual effects will be added gradually - Starting Q4 2011.
New Features (Misc)
Vehicle customization: camouflage and horn sounds - Q4 2011;
Mini-map customization and new functionality - Q4 2011;
Interface game tutorial - Q4 2011;
Quick in-game violation report system - Q4 2011;
New crew skills and perks - Starting Q4 2011;
New aсhievements - Q1 2012;
Expanded post-battle statistics, also accessible in garage menu - Q1 2012;
Realistic vehicle physics - Q1 2012;
Extended platoons for up to 5 players - Q1 2012;
Improved match-making system - Q1 2012;
National crew voices (crews of each nation speak their mother tongue) - 2012;
Battle game tutorial - 2012;
Commander’s chart - 2012;
Improved chat functionality, official language-based chat subchannels - 2012.
Notice! Release plans stated above are subject to change.
The list of the specialties will extend with every update release! Stay tuned for more World of Tanks, that’s gonna be fun!
Tech Trees
http://game.worldoft...rt/ tank_trees/
NOTE: Tech trees are subject to change. Tech trees in game do not fully reflect the planned full tech trees linked below.
France
Germany

USA
USSR
Old Q + A thread contents
Relevant posts of the old Q + A thread are compiled in the first posts of this thread. We will sort through them gradually, delete what's dead, sort out what is relevant, but as you can see it's quite a LOT of questions. If you search for something specifice, then, please, unspoiler them and use Ctrl+F. Compilations already processed into the new structure are being erased.
These compilations cover time period up to October 5th, questions in the old Q + A thread have the highest priority in sorting and dividing into this thread.
You can find old Questions and Answers thread HERE.
LiannaSilverwind
20 Sep 2011
Spotting System
Artillery
Keywords: Nerf, Delete, Limit
General Grievances
przemoli, on 08 October 2011 - 03:39 PM, said:
How often they go in groups?
How much players they kill per battle?
How much dmg they inflict per battle?
And some stats from other types of vehicles for comparison?
Motions, on 23 September 2011 - 05:11 PM, said:
tell me cuz this broken balance is pissing me off
Matchmaking
All About Guns
Keywords: Penetration, Accuracy, Damage, Dispersion, Normalisation
direwo, on 05 October 2011 - 06:22 PM, said:
Generally, do bigger shells have a bigger normalization % ? ( compare for instance the 100mm and 122mm big gun on the T44 ).
ps. Apologies if this was asked b4, I haven't seen it asked.
DemonicSpoon, on 15 January 2011 - 10:57 PM, said:
Which is it? At 500m, do you have 80% or 20% penetration?
Roughly it's about 75-80% penetration at 500 meters.
Fimp3n, on 15 February 2011 - 09:17 PM, said:
EDIT: My question is regarding blind firing with a tank. Not SPG's.
RokRoland, on 11 February 2011 - 11:49 AM, said:
1) Are the shots distributed linearly (i.e. same chance of hitting each spot within the circle) or non-linearly (greater chance to hit the closer to the middle of the circle, very small chance to hit at the edges)?
2) If not linearly, is it possible to get some numbers or formula on how the calculation of shot is done, i.e. central 25% of the circle has 50% hit chance?
3) Does crew skill affect shot distribution, given that 2 crews of different skill had a circle of the same size (obviously under different conditions)?
I understand these are somewhat technical questions, but I hope they were communicated anyway.
3. No, it doesn't . It affects only aiming time.
DriveBy, on 11 February 2011 - 01:34 PM, said:
- Does vertical stabilizer affects distribution variance or just shrinks the aiming circle?
- Does high velocity AT guns better variance (tighter distribution) than howitzers or low velocity AP shells?
- Does particular gun type affects distribution variance or it's just the same for every gun or gun class?
- In well known material that I cannot post on this forum
there is value which says that suspension has impact on shot dispersion during movement. Is it impact on distribution variance or just the size of aiming circle? - In the same material there is 30% suspension health modifier for improved suspension equipment (besides improved load capacicy). Is it active or it's just some junk left in config files?
- If above 30% modifier is active so why US meds don't have access to improved suspension? They could greatly benefit from it.
- Is it possible to make rangefinder show distance to the ground, not only to tanks and wrecks? It could be useful for estimating view range.
2. No.
3. The same for all guns. Normal distribution.
4. The size of aiming circle. But if a tanks drives over roughnesses it affects the gun too.
5-6. Yes, roughly. All tanks have access to improved/top suspension apart from premium vehicles and tier X heavies.
7. Counter with constatly changing numbers would be inconvenient.
derito, on 14 February 2011 - 06:05 PM, said:
Vendelin, on 14 February 2011 - 06:24 PM, said:
and if thats bug, are you aware of it? any eta on fix?
Vendelin, on 14 February 2011 - 10:14 PM, said:
but it was right in his driver hatch, big hole from shell (like when you get penetration) right in the middle, the gun was 152mm BL10 in my obj, using standard AP ammo
mainly thats why im curious, i would accept small caliber guns causing such things but when a 152mm shell runs through your tank, its hard to imagine it didnt do any damage besides obliterating the driver, but oh well
guess i should pull out some joke about rusian drivers head being able to stop 152mm shell from touching tank and absorbing the impact
so my final question, are you aware that there might be some "bugs" or some wrong things with this system? or are you completely satisfied how its working now and there are no plans whatsoever to change it in near future?
Bugs are possible.
Zuxx, on 16 September 2011 - 09:33 AM, said:
I mean some damage added to criticals, or it's a long work ?
( or if it work as intended and you are not going to modify them )
Mecha_Lenin, on 10 October 2011 - 09:41 PM, said:
Yes, the higher total damage of the shell, the higher its module damage.
Experience and Crew Training]
Keywords: Specific vehicle experience transfer checkbox
Wriothesley, on 07 October 2011 - 09:10 AM, said:
My Q: I think convering is done from top vechicle to bottom on that window or some other order is taken?
Yes, from the top to the bottom.
Equipment and Consumables
shugendo, on 09 February 2011 - 01:05 AM, said:
Achievements
FrostDX, on 23 September 2011 - 09:11 AM, said:
Accounts
Wriothesley, on 27 September 2011 - 09:19 AM, said:
Wriothesley, on 27 September 2011 - 01:09 PM, said:
Why not experiment with my accounts?
This experiment was needed to allow public transfers as soon as possible, not to waste our time on some side stuff. When the feature is ready, it will be available for all.
LiannaSilverwind
20 Sep 2011
Everything you wanted to know about German tanks and weren't afraid to ask.
Light Tanks
Keywords:
Medium Tanks
Keywords: VK 3601(H), Panther, Panther II, E-50, PzKpfw IV Hydro
VK 3601(H)
Panther
Panther II
CerVus, on 11 February 2011 - 11:12 AM, said:
Iknow it will never happen but that KwK 44/2 is great opportunity to solve stock gun balance problems with pII
Moreover 40 rounds per minute for 75mm gun wouldn't suit the balance.
E-50
PzKpfw IV Hydro
Kickgunner, on 06 October 2011 - 12:38 PM, said:
GorDoink, on 06 October 2011 - 02:13 PM, said:
Heavy Tanks
Keywords: Tiger, Tiger II, E-75, E-100, Neubaufahrzeug
Tank Destroyers
Keywords: Ferdinand, Sturmtiger 88
Ferdinand
PanzerKnacker, on 10 February 2011 - 11:33 AM, said:
2nd. Will the second JagdTiger gun get changed visually because now i don't think there's any difference btween the two.
2. Perhaps some time in future. Both guns look alike.
Sturmtiger mit 8.8cm L/71
Sturmtiger_304, on 31 January 2011 - 06:24 PM, said:
1. Will the SturmTiger mit 88mm L/71 have the same damage & penetration as the Tiger I & Tiger II's?
2. What gun arnament will the Sturmtiger premium tank have in the game?
2,4, 5. No details at this stage.
Artillery
Keywords:
Guns
Keywords:
LiannaSilverwind
20 Sep 2011
Everything you wanted to know about Soviet tanks and weren't afraid to ask.
Light Tanks
Keywords:
Medium Tanks
Keywords: T-54
T-54
ZorinWarfield, on 19 February 2011 - 10:38 AM, said:
Why does the T-54 have a better turret traverse speed on both hand operated turrets than Panther and Pershing which used hydaulic systems for turret traverse? The T-54s traverse speed should be significantly lower and not the highest of the three.
Heavy Tanks
Keywords: KV-3, IS-3, KV-220
KV-3
FrostDX, on 26 September 2011 - 11:05 AM, said:
1) Converted to free exp
2) Stay with KV-3 in tier 7 (so we could research KV-4 right away)
3) Transferred to T150
4) Something else?
IS-3
arkhell, on 27 September 2011 - 01:06 PM, said:
KV-220
Tank Destroyers
Keywords:
Artillery
Keywords: Object 212
Object 212
Sturmtiger_304, on 31 January 2011 - 06:24 PM, said:
7. Are you going to remove the 203mm gun for the tier 7 SPG Object 212, since it has the same gun as it's previus tier & almost no-one sees the point of upprading to the next tier from tier 6?
Guns
Keywords:
LiannaSilverwind
20 Sep 2011
Everything you wanted to know about American tanks and weren't afraid to ask.
Light Tanks
Keywords:
Medium Tanks
Keywords: M3 Lee, M7, M4A1 Sherman, Panther/M10
M3 Lee
M7
Panther
Ersatz M10 GMC
Heavy Tanks
Keywords: M103
Tank Destroyers
Keywords: T28
T28
ArmorShark7, on 07 February 2011 - 11:10 AM, said:
http://img16.imagesh...412/shot082.jpg
Is it from some early conceptual drawing?
I want to read more on the evolution of this vehicle, care to give me a source?
However you might find some reference in Firepower: A History of the American Heavy Tank by R. P. Hunnicutt.
Artillery
Keywords:
Guns
Keywords: 105mm T5E1
105mm T5E1
Zhalfirim, on 27 September 2011 - 10:42 PM, said:
Also why this gun on T25AT costs 41k exp when Jpanther gets same for 16k?
2. We balance research costs of the whole lines (eg US tds and German tds) not research costs of the two particular guns.
LiannaSilverwind
20 Sep 2011
Everything you wanted to know about French tanks and weren't afraid to ask.
General Questions
Keywords: Garage, XP Cost, clip magazine
Detonator, on 06 October 2011 - 10:05 AM, said:
yams42000, on 06 October 2011 - 11:04 AM, said:
yams42000, on 10 October 2011 - 12:13 PM, said:
It wont be that easy.
Light Tanks
Keywords:
Medium Tanks
Keywords:
Heavy Tanks
Keywords:
Tank Destroyers
Keywords:
Artillery
Keywords:
Guns
Keywords:
LiannaSilverwind
20 Sep 2011
Clans
Nisu, on 26 September 2011 - 11:27 AM, said:
How you explain this ?
I think, when one of EU clan will want go to RU server will got reply like this "No/We cant/Its Imposible/ Technicaly is imposible"
Ultimate Conquest
LiannaSilverwind
20 Sep 2011
Upcoming Patch (7.0)
Gigaton, on 09 October 2011 - 09:51 AM, said:
http://pc.ign.com/ar.../1198672p1.html
Quote
XenomorphZeta, on 07 October 2011 - 02:45 PM, said:
Also will tanks added after 0.7.0 have camos with their release? IE: when Stug E-100 is released, will it already have camo avialible for purchase on same day of release?...
2. Right. Upon the release of a new vehicle.
FrankyK, Wriothesley:
Asked for translation, here it is:
Storm said:
- в обычном режиме будут дополнительно к текущим показываться трассы от вражеских танков, находящихся в секторе 25 градусов от направления орудия на расстоянии не более 445 метров от танка игрока.
- в гаубичном режиме будут дополнительно к текущим показываться трассы от тех вражеских арт, которые расположены в пределах обзора гаубичного режима.
translates generally by native speaker as
Quote
- for arcade/sniper mode: tracers from enemy tanks that are both nearer than 445 meters from player's tank and within 25 degrees from gun's direction will be displayed in addition to tracers that are displayed in current Game Client version.
- for SPG mode: tracers from enemy SPGs that are within player's view screen will be displayed in addition to tracers that are displayed in current Game Client version.
Wriothesley, on 06 October 2011 - 07:35 AM, said:
445m - max spotting range, 25deg restriction was chosen for both security and gameplay purposes.
Panocek, on 25 September 2011 - 05:10 PM, said:
Just wondering if main argument for "underpowered Germans" rant, JagdPanzer IV gets upgunned in terms of penetration.
rafik1213, on 27 September 2011 - 01:03 PM, said:
1Does this affect the increase fps on weak computers?
My computer
Intel Celeron D 2.81
2Gb ram
Geforce 6600 256mb
I have about 10-30 fps after removing smoke, etc.
2Are bd possibility to exclude certain effects??
3 Will the game see M26 SuperPershing
2. Most likely - yes.
3. N/A.
General
Keywords: SPG limit, improved ladder, Teamkilling
Reavus, on 05 October 2011 - 04:45 PM, said:
Orree, on 05 October 2011 - 11:23 PM, said:
Can you share any updates on what has been discussed internally about SPGs?
Niegan, on 19 September 2011 - 02:34 PM, said:
NEMESIS, on 05 February 2011 - 05:35 PM, said:
2.How will accounts be treated once you create an account can you have an free account forever?if you take a leave for a few months will your account be deleted?
3.Any plans on adding game replays,something like Starcraft replays,everyone at some stage has had godlike match that he`d like to show off to friends,think this would be extremely well welcomed by the entire community and would be better then any achievement medal.
4.Any plans on adding an option for removing the film grain when you die in a match,its cool the first few times you see it afterwards it becomes quite annoying.
5.At what rate can we expect to see more maps after game launch? When can we expect maps based on Berlin,Moscow,Stalingrad,Paris etc.
6.Its still unclear to me with all this server talk,will Euro players be able to play with their buddies from America,Australia etc?even if we`re on different servers?Can u please clarify?
7.Any plans for revising Maus`s front armor plate from 200mm ingame to 220 mm like real life now that we`re going to get in game tanks with 300mm frontal armor(US Tank Destroyer T95)?
8.Will you please consider adding possibility to customize screen shot hot key or at least move screen shot key from ctrl+pr screen(which is very very cumbersome ) to something more accessible like '' ` '' for ease of use?
9.Any news on when '' out of graphic memory ,changing textures to low quality'' error will be solved,lately i seem to be getting it alot faster then before mostly around 1-2 hours max sometimes even as fast as 30 minutes between game restarts.
10.Any plans on giving tier 10 upgrade options just like every other tank?Think everyone would love to see that and would set tier 10`s more apart,for example maus can start with 12km/h engine and 12.8 and upgrade to 20 km/h engine and 15.0cm gun or long 12.8cm.
11.Will there be an option to allocate unused xp on tanks to crew training even after the xp has been earned,right now i have 350k xp sitting on my King Tiger and nothing to do with it,can u give us an option to spend it on crew training to transform it into credits or free xp at specific rate?
12.How far up on the priority list is the E series tanks?My understanding is that they`ll come much after french tanks arrive which is still unknown when are due,so when can we expect E series, before summer 2011 or should we be looking forward to them during holidays 2011?
And is there any chance you`ll shift your priority from french tanks to E series given that the vast majority would rather have the later?
13.Any plans on changing visibility system so that enemies won`t be able to see you around the corner of a house(or standing on opposite sides of building without first being spotted) which currently eliminates the element of surprise/ambushes from city battles?
14.Any plans of introducing colored platoons,by this i mean have platoon mates colored differently on the map then the rest of the team,as well has have their back ground name colored same as on the minimap,this could be very usefull rather then having to constantly ask mates over ts where they are.
15.When can we expect a solution to Tk`ers,it`s been suggested many time to simply reflect all damage done on friendlies back at the aggressor,have you considered implementing this?
2. No deletion of inactive player accounts.
3. Currently this is not planned.
4. Unmark "Enable post-effect in Postmortem" in game settings.
5. About 2-3 maps a month. They are being worked on for clan wars purposes. Currently no ETA.
6. Not with, but against. Only on global map after clan wars release. Not in standard battles.
7. 200mm is the correct value for front hull.
8. Can't you take a screenshot by pressing Print Screen button only?
9. This is being worked on. Sorry, no ETA.
10. Some tier X vehicles will be upgradable.
11. No other option other than transferring into free experience for gold is planned at this time.
12. Normal priority. E-series is likely to come along with several new vehicles from revised tech trees. Currently no ETA.
13. If the distance between the vehicles is less than 50m, they see one another under any conditions. This is not subject to change due to some limitations of the game engine.
14. Yes, this will be introduced.
15. This is being worked on. Sorry, no ETA.
Game Modes
General
Plasma_Fire, on 23 September 2011 - 12:17 AM, said:
I dont mind being raped by better players, but being raped by players because they have paid is making the games feel very repetitive.
Concepts
Keywords: Command Tank, Air Strike, Weather, Superplatoons
Command Tank
Nikola_Bathory, on 03 February 2011 - 02:57 PM, said:
- will be purchased for gold
- will have better radio
- can only be one per team
- will have better view range
- will have worse armament
- can be used only in clan wars and company battles
- will be available for certian tiers (approx 3-7,8)
- will provide its owner with special commander's chart for giving orders
- will enable its owner to use special consumables like (like calling airstrike)
Air Strike
Weather
Superplatoons
Ry0ken, on 16 September 2011 - 09:44 AM, said:
Customisation
Kazomir, on 04 February 2011 - 10:24 PM, said:
Raptor_Fulcrum, on 05 February 2011 - 09:11 PM, said:
Vehicles
Keywords: European, Italian, British Tree, Additional Armor
General Questions
soramirez, on 10 October 2011 - 11:23 AM, said:
And another question: have you decided what gun (hull or turret) will the B1 use at release?
Nobelfiction, on 06 October 2011 - 11:04 AM, said:
Q2: Since the French are supposed to roll in later this year, is it possible for you to show us a preliminary British tech tree before the new year?
2. Yes, it's quite possible.
ZbysiaxXx69, on 24 September 2011 - 07:46 PM, said:
European Tech Tree
6ep3a, on 02 February 2011 - 09:44 PM, said:
Stormartillerivagn (Sav m/43) (Stormartillerywagon/tank)
or
Stridsvagn m/42 (IKV 73) (Battlewagon/tank)
Fimp3n, on 08 February 2011 - 11:07 PM, said:
I posted images of both of those two tanks in this post:
http://forum.worldof...post__p__390922
"Swedish fm/21" - possibly, Centurion is on GB tech tree currently.
FelipeII, on 15 February 2011 - 11:23 PM, said:
Spanish tanks are going to be at the "Mixed European" tanks?? The tank Serie "Verdeja" was used at the period of WOT:
http://en.wikipedia.org/wiki/Verdeja
Thx for answers!!!
Italian Tech Tree
Additional Armor
CerVus, on 06 February 2011 - 12:44 PM, said:
Morgulko, on 26 September 2011 - 06:58 PM, said:
Retail Box and Pre-Order vehicles
Pernumbra, on 07 October 2011 - 01:38 AM, said:
What will be in the EU retail box?
Will it/the EU retail box codes be usable on another server?
Will it/the EU retail box codes work on an existing account?
Will there be different EU box sets (ie. "collector's edition")?
Will it/the US retail box codes be usable on another server?
Any more news on the US "collector's edition" box set?
1. Yes, it's true. The details will be published on EU community website soon.
2. CD and promo card (some gold, credits, bonus tank, and active premium account for some time)
3. Most likely - no.
4. Yes.
5. Not now, later.
6. Most likely - no.
MadDogSh, on 10 October 2011 - 02:19 PM, said:
- Are prerelase packages perhaps still available?
- Or, will there be maybe something like prerelase package available in future?
1. No, they are not available currently.
2. Yes, there is such chance, however the content of such packages can be different of course.
LiannaSilverwind
20 Sep 2011
Future
Convi, on 27 September 2011 - 06:02 AM, said:
Current
Past
Public Appearances
SlicerDicer, on 24 September 2011 - 02:25 PM, said:
I'll be there, one of the rare gaming events I will be able to participate in.
Will your favourite developers be there?
At all?
Even a tiny stand with a Windows 95 PC running Wot at 4fps?
Pleaasseee?
VonOtto, on 22 September 2011 - 07:34 PM, said:
Q: Are you guys on the Tokyo Games Show?
LiannaSilverwind
21 Sep 2011
Map Rotation, Choice
NoMoreChillies, on 15 January 2011 - 06:09 AM, said:
Map Issues
TheRaggedMan, on 09 October 2011 - 02:44 PM, said:
I consistently get high (for me) ping rates and low frame rate.. On no other map do I have this problem - even tried going to lowest graphical settings and no difference.
LiannaSilverwind
21 Sep 2011
Server status
Keywords: Location, Connection, Lag, Restarts, Crashes
Location
potyec, on 24 September 2011 - 08:44 PM, said:
1 . Which country are the servers ? USA , RU ? , EU (but where ?)
2. From Australia which will be the best server for me (ping) ?
3. When will be account trasfare avilable between servers ?
Thank you !
3. N/A
Overlord
EU server is located in Munich, Germany.
US server is located in Charlotte, North Carolina, US of A.
RU server is located in Moscow.
Use speedtest.net to get an idea of how well your connection from Australia is, to the different areas of the world where the WoT servers are located.
For the EU server, select Landshut, Germany as the closest one on Speedtest.net.
For the US server, select Asheville, NC as the closest one on Speedtest.net.
For the RU server, select Moscow, RU as the closest one on Speedtest.net.
It will give you an idea of the latency you can expect from your location, from the ping result.
You can also use pingtest.net for a bit more detailed info, if you select
Nuremberg for the EU server.
Atlanta, GA for the US server.
Moscow for the RU server.
Grade B or Grade A results here will ensure the best game experience connectivity wise.
Grade C will still let you play, but a Grade D will give you the famous ANZLAG (Australia-New Zealand Lag) that will ruin the gameexperience for you.
Hope that helps you decide which server you want to play on. Currently most of the Oceania located players use the US server, but it depends on the routing your ISP uses, which server will give you the best gameconnectivity.
A&L-Guy
Connection
Wriothesley, on 19 September 2011 - 06:50 PM, said:
Sometimes it is trying to login... and loging... and loging...
Sometimes, when I enter I press battle it only blocks tank, and I cannot enter battle on it or any other.
Are there issues with too many players on RU?
Edit: it is not lag - the same time on EU server there are no problems with connection.
Lag
Restarts
Crashes
Names, Skins, Emblems
Costarring, on 01 February 2011 - 02:05 PM, said:
How much room is there in a discussion about this subject?
How much evidence is required to report such individuals?
Does a registration of a clan or person, who has an inappropriate name, on ClanBase give those persons or clans the right to use that name in WoT?
Are symbols used by inappropriately named clans (or persons) allowed?
General rules for nicknames apply to clans as well.
incurably_myself, on 17 February 2011 - 01:35 PM, said:
Is it considered an unfair advantage over other players at this point ?
or maybe in the future ?
I will post the anwser in the discussion so we have an official statement regarding the issue.
thanks
feersum, on 17 February 2011 - 02:21 PM, said:
Could you please clarify what you mean by prohibited content? Nazi symbols, for example? Nazi references are forbidden in nicknames, so such a restriction may apply to skins also.
But skins are viewable only locally, so noone else except the user cannot see them, and therefore noone else is able to view the prohibited content?
Thanks.
Gameplay
Forums
DKWK, on 07 February 2011 - 05:53 PM, said:
Some have different tags under group's like:
Group: Beta Testers.
Group: Special Beta Testers.
Group: Supertesters.
Group: Players and maybe more
.
Now we all know people related to the staff, but those besides the Beta Tester (wich I am in), need some explaining, like function and how to get that group.
Other Stuff
Personal questions etc etc
Plasma_Fire, on 09 October 2011 - 11:40 PM, said:
Are they still at university, under graduates, post graduates or "learned what I know in the dark of my bedroom" kinda guys?
yams42000, on 06 October 2011 - 12:18 PM, said:
Are you the dictator of wargaming?
Wriothesley, on 05 October 2011 - 07:00 PM, said:
Moderators are volunteers of forum administration. Recruited from forum members, the moderators are responsible for maintenance of forum rules. Moderators however are not official employee's of Wargaming.net and recruited from the player base. They have no special abilities in game to give them any advantage, other than the ability to issue chat bans within the game.
Content and happy community is our best reward.
Celestial, on 05 October 2011 - 10:10 PM, said:
1) New game modes as absolute priority to make the game more diverse.
2) Historical battles!
3) Reduced matchmaking spread - plus-minus one tier for most non-scout tanks should be enough.
4) Changes to balance weight of particular tanks: matchmaker should take into consideration amount of premium tanks in both teams for example, tank's general equipment (stock tank vs. fully-equipped tank) as well.
5) Artillery rework - reducing amount of artillery hp so that artillery can be destroyed with one shot of the tank of its own level. Balance changes so that both team with artillery have light and medium tanks. Tracers for artillery in order to demand higher skill for individual artillery players like it was in Beta.
6) Actual tank's stats in garage - ie. responding to current equipment, crew skill level etc.
7) Ability to check one map per tank as non-favourite in order to lower the chance to get it.
8) More hull options for historical vehicles - many of them like Pz. IV, Stug III, T-28, IS, BT had different armor models while ingame they are represented as single vehicle.
Multi-core usage for WoT
LiannaSilverwind
21 Sep 2011
World of Warplanes (WoWP)
World of Warships (WoWs)
Edited by Mr_Kubrick, 14 September 2012 - 03:59 PM.
LiannaSilverwind
21 Sep 2011
11th Devs Q & A compilation by Lia
Fimp3n, on 22 February 2011 - 07:58 PM, said:
Do you plan to incorporate any or all of the following:
1. No cost for ammunition spent in training rooms.
2. An option for unlimited time in a training room.
3. An option for friendly fire off (which would come in handy when practicing returning fire when getting hit as it would simply let you practice for a longer time instead of just getting blown to pieces after a few shots).
Thanks for the word.
Nothing of the listed above is planned.
waylander1, on 23 February 2011 - 01:51 PM, said:
Exp from 1% to 2% takes 100 Exp points and to go from 99% to 100% take 5000 Exp points.
This will help players do the math a bit more when buying crew members as will give them a better idea of long long it will take.
Yes, correct.
RokRoland, on 24 February 2011 - 11:36 AM, said:
- Crew skills were discussed. Research done by community (sorry, forgot link) suggests that double xp for first win does not apply to crew training. Particularly noticeable when using "accelerated crew training". Can this be confirmed by internal testers, as it surely is not intended?
- Is the damage of regular shells for Tier 8 conical gun KwK 41 L/58 intended, or a typo? If intended due to historical characteristics, how is abysmal performance with regular and superior performance with premium shells justified balance-wise? Background:
Tier 8 conical gun KwK 41 L/58 has extremely strange characteristics. It is tier 8 gun but has about half the DPS of a typical tier 8 gun (typically in the 2000+ range, ~1100 for this) and same or worse penetration. It has a very fast aim time and it is very accurate. However, when used with gold ammo the gun gets over 150% increase in damage (2,5 times) as well as increased penetration. Typically gold ammo just increases penetration with possible slight increase in dmg.
Figures:
Dam 65 AP / 165 APCR
Pen 165 AP / 225 APCR
1. Just checked it crew gets doubled experience of the first victory as well. It should be noted that the bonus provided "accelerated crew training" is not that much, all in all about 20-25% if all the crewmen survived.
2. Not a typo. Initially only premium shells were planned for this gun, then we added regular ones as well. Due to its unique construction this gun was able to produce increased pressure giving shells extra power, both damage and penetration. As far as I know this gun didn't manage to go through testing.
fabse, on 24 February 2011 - 12:54 PM, said:
Shells in this game have limitied speed, ranging from something like 900-1100 m/s on normal tanks, aomething like 500 m/s on arty.
I suppose they do feel normal gravity, so g=9.81 m/s^2 accelerates them downwards to the ground. Arty shells must feel a stronger gravity force, i figure it must be at least 10 times larger since their range is limited so badly.
Lets suppose i am in a normal tank, my shell velocity is 1000 m/s, and i am shooting a target that is 500 meters away from me. My shot takes half a second to reach that target and while flying it drops:
s = 1/2*g*t^2 =(roughly)=1/8*10 m =(roughly)= 1.25 m
Because i think i can hit pretty good on distances of 500 meters without really trying to aim these 1.25 m above my target i think that the game corrects this automatically and aims above the target for me.
It would make sense to me if it would stop doing this if my rangefinder is out of action (therefore the message: Our rangefinder took a hit, we can only shoot close targets).
So... please correct me if i am wrong or say something if i am right
Follow up question:
To prevent freak accidents (like a shot dealing double the damage, or flying backwards) the probabilty distibution (if it is a normal one) has to be cutoff.
At what relaitve probabilty (relative to the maximum) is this done in the three cases (damage, penetration, dispersion).
fabse
Gravity is taken into account in-game but you don't need to need to make any adjustments manually, your gunner does them on his own.
If I do remember right, 2.5-sigma interval is in use.
Vendelin, on 24 February 2011 - 03:34 PM, said:
1. what exact bonus provide having extra crew members/more loaders/more gunners (or having / not having radio operator for example)? whats the difference between 2 loaders and only one loader?
2. is having only 4 crew members going to level them faster than having 6 of em? i.e. the exp is split between 4/6 (the lower members-more xp-faster levels?)? or when you have 6 you get bigger share of xp to your crew, so they level +/- the same?
1. Covered by the previous poster. My only correction would be that if one of the two loaders was knocked out, loading speed decreases by 33%.
2. No, it's not. Each crewmember gets the same amount of experience as the vehicle itself (assuming he surived the battle).
Vendelin, on 24 February 2011 - 12:09 PM, said:
so Overlord, i got few questions:
1. is there any chance to get an option to retrain crew not only from tank to tank, but from "profesion" to "profesion"?? like, i got 2 gunners in garage both awesome secondary skills, but i need driver to my tank, it would REALLY help to be able to retrain gunner/commander/loader etc. into driver/radio etc. it could use similar retraining cost in exp/cred/gold as when retraining for vehicle class
2. any chance to get details on the increasing height of t54? which part of the tank will be increased, or is that going to apply to whole model? (like, 15cm more turret, or 15cm more hull height etc)
1. Actually this was under consideration, but due to some technical restrictions we had to give up the idea.
2. It should apply to its height in general, you will be able to assess it on your own next week.
Vendelin, on 25 February 2011 - 11:43 AM, said:
so basically are those extra % averaged, or added? (which would mean they reload faster due to having more extra %)
Average loading skill per crew is taken into account.
Two loaders with 116% skill work with the same effectiveness as one loader with 116% skill (assuming there is one loader in crew).
12th Devs Q & A compilation by Lia
Vendelin, on 25 February 2011 - 01:46 PM, said:
does increasing crew skill % beyond 100% increase the performance lineary? like radio range is 500m with 100%, does 110% loader increase the range by 50m i.e. 550m (110% of 500m) does this work? if yes, does it apply to all crew dependent skills? (load time, view range, aim speed, etc)
Vehicle specs in hangar given as per ~133% crew skill. 100% basic crew crew, 10% commander's bouns, ventilation, rammer, chocolate/cola/additional ration. Kind of ideal model.
Crew skill increases the performance linearly.
Chaos123, on 26 February 2011 - 08:02 PM, said:
T-54 model of 1946 indeed had 120mm front armor, version with 100mm might be added in future, but as a separate vehicle.
CerVus, on 27 February 2011 - 04:28 PM, said:
"The Ausf F's Schmalturm was to have a built-in stereoscopic rangefinder and lower weight than the original turrets."
So, why is here Schmalturm turret for Panther heavier than orginal?
Our history experts say that the weight is ok, especially taking into account that the turret itself is almost fictional.
13th compilation of Devs Q & A by Lia
Fimp3n, on 28 February 2011 - 03:30 PM, said:
The engine T-55U was introduced on the T-54 in 1983 according to the only sources I have looked at (none of which is wikipedia).
Oh, I am, and I keep telling everyone else that too. I'm just worried about anachronisms.
It is the engine that was improved in 1983. U means - improved/modernized.
Indeed this engine was mounted on T-54 in 1983. See the pic below:
Theoretically some other even more powerful engines could have been mounted on T-54 as well, e.g. the series based on V-12:
1. 1944 - V-14 (800 hp), V-12U (700 and 750 hp)
2. 1945 - V-16F (700 hp), V-16 FN (800 hp)
These engines suit T-54s layout but were not mounted due to some other, non-technical reasons. Guess, not many would like them to be mounted on T-54 in-game.
As a side example, Maybach HL 234 P 50 (980 hp) wasn't mounted on Panther II. Maybach HL 234 (800 hp) was the last one in the series.
RAZORLIGHT, on 28 February 2011 - 09:15 PM, said:
5%.
14th Devs Q & A compilation by Lia
Sturmtiger_304, on 28 February 2011 - 10:42 PM, said:
Conquered province brings 1/24 of the designated gold amount each hour.
15th Devs Q & A compilation by Lia
fabse, on 03 March 2011 - 06:20 PM, said:
When a HE round does not penetrate it explodes outside of the tank and deals damage.
I would like to have some information on how this damage is calculated. Of course there is the basic damage of the projectile that gets randomly generated (Lets call this S).
The projectile hits the tank unter an angle W at a place where the armor is A mm strong. I think the effective damage (S*) dealt is one of these functions:
1) S*=S*(S,A,W)
2) S*=S*(S,A) (would mean that the angle of impact doesnt have influence)
The best answer i could get would be the exact form of the function S*. If you dont have information on this or if dont want to tell me this please let me know if S* is linear in S (meaning S* = c*S + d (with c and d beeing functions of A and W)). In this case i could try to find out S* by testing
If HE shell didn't manage to penetrate or exploded near the tank (eg SPG shot).
- If the explosion took place directly on the armor the damage is reduced by 50%, if the explosion took place near the tank the damage is reduced by 50% plus it gets some extra reduction depending on distance to vehicle.
- Heat wave of HE shell "seeks for" soft spot on the armor, where it is possible to penetrate. Heat wave makes cone-shaped aperture in the armor with approx 45 deg cone angle.
- Vehicle's armor partly absorbs heat damage (each tanks has its own value), including installed spall liner.
- Heat wave damages crew and decreases vehicle's hit points. Modules are not damaged.
Note 25% damage and penetration spread that is counted for each shot.
RAZORLIGHT, on 04 March 2011 - 12:04 AM, said:
It decreases HE damage taken by 15%.
Haineko, on 04 March 2011 - 10:09 AM, said:
Cheers
Haineko
If HE shell managed to penetrate the armor.
- Similar to AP shell, it goes inside the vehicle and explodes there.
- Full damage according to the specs is inflicted, plus HE deals additional damage to internal modules and/or crew. Apart from its basic damage value, each shell has additional value that determines possible damage to crew/internal modules if penetration was successful.
derito, on 04 March 2011 - 10:13 AM, said:
Most likely it's not a bug. HE shell can do zero damage, if:
1) eternal module took all the damage (e.g. tracks)
2) armor absorbed all the damage
Raketensegler, on 04 March 2011 - 11:41 AM, said:
Correct. The higher standard HE damage, the higher possible extra damage to internal modules.
16th Devs Q & A Compilation by Lia
posthumecaver, on 04 March 2011 - 01:57 PM, said:
Overlord once mentioned that every internal module has health points and any penetrating hit that can consume the all the health points of one internal module would cause one shot effect....
So if I understand correctly, this should be as following or?
Lets say King Tigers turret has 400 health points, I receive a hit from the BL-10 and from its monster damage, the shell penetrates and has energy to cause to consume the turrets 400 health points, then I am one shotted?
Did I understand correctly?
If yes, what other modules exist to calculate this mechanism. I would say turret, engine, ammo (I don't think gun, transmission or crew are causing one shot effect or not)
And one other question about something we are discussing in another thread but I don't want clutter here with the all the details and I hope it is not against this topic rules so I don't get a ban, but Overlord can u please look to the following thread and make a comment about it'?
http://forum.worldof...o-the-accuracy/
"One-shot effect" happens when:
- ammo rack explodes;
- shell damage exceeds vehicle's hit points (after 25% random is taken into account).
Answered in that topic.
18th Devs Q & A Compilation by Lia (my mistake, should be 17th, 17th does not exist
arkhell, on 05 March 2011 - 06:24 PM, said:
Principle is Very high fire power low health and armor so.
Marder 3 gets the 7,5cm PaK 41 or 8,8cm L56/L71 < could of used it and was planned for it, or the 88's if not?
Dicker Max gets the 10,5cm < real gun it had so geussing this should be the top gun on it.
Stuer Emil gets the 12,8cm <real gun it had so thats max gun it gets?
They will get the guns that were designated for them (the ones you listed). Can't give any details on these vehicles, since we haven't got tech descriptions for them yet.
B051LjKo, on 06 March 2011 - 03:40 PM, said:
You train the crew to 100 percent on one tank (it doesn't matter which one, but let's say it is T-29) and then retrain it (either with gold or silver) and transfer it to an other tank (T-32) so you can use them without penalties. So far so good, but why do they "forget" to drive T-29 after retraining? Logics indicates that the crew should be qualified to drive both tanks, but the game limits their qualification for just one tank that they are currently trained for.
The question is: Is this a bug or a feature?
And also:
- if it is a bug: Can we expect its correction soon?
- if this is a feature: Why is this a feature, since logic indicates otherwise?
Thank you
It's a bug we decided to turn into a feature actually.
Because of some game engine limitations currently it is impossible to make crews qualified to drive several tanks. This might be changed in future, but currently is not being worked on.
19th Devs Q & A compilation by Lia
RAZORLIGHT, on 07 March 2011 - 12:19 AM, said:
This is unlikely to happen, current version of Stug is quite competitive. It is balanced with SU-85 accurate within 0.5% in terms of experience and win ratio.
Nikola_Bathory, on 08 March 2011 - 08:51 AM, said:
No, that's not true. Those are passive skills that have their effect once learnt. The efficiency of skill increases linearly, 100% skill provides double bonus, e.g. 100% camo skill gives -50% repair time.
Fimp3n, on 08 March 2011 - 11:25 AM, said:
Also, if I have a crew at 100% with a secondary skill at 100% and a third at 100% and I retrain them for a different tank to 90% base skill it seems to be slower to reach 100% again, than it was the first time. Is that because the engine calculates those last ten percent to the hundred as me trying to get my third skill from 90% to 100%, ie is the base skill "moved down the que"? If so, is that a bug or a feature to make people buy more gold?
Thanks for the word.
1. No, they are active in spite of the fact primary skills are below 100%.
2. After retraining primary skills grow two times slower, it was made on purpose.
Edited after the check-up, March 9. There is no 2X reduction.
20th Devs Q & A compilation by Lia
RokRoland, on 09 March 2011 - 11:06 AM, said:
Question 1:
A crew that has 90% in primary skills and has 50% in repair, will be as effective in reducing repair times as 100% primary skill with 50% repair? I.e. "active" means "fully effective"?
Questions related to reduced crew training:
Consider the following scenarios, please yes or no for each as I am not sure if there are any differences:
Question 2.1: I have a Loltraktor crew at 60% primary skill. I want to use them for my PzII because I like them. I retrain them for free, they end up as 50% crew for PzII. Will they get halved progress in primary skill?
Question 2.2: I have a PzIV crew at 87% primary skill. I want to use them for my VK3601 and retrain them using 20.000 money. They become 78% crew for VK3601. Will they get halved progress in primary skill?
Question 2.3: I have a Tiger crew at 100% primary skill and 80% repair. I retrain them for 20.000 credits for VK4502, they become 90% skilled in primary and 80% in repair. Will they get halved progress in primary skill? Will secondary skill progress be as fast as for "fresh" crew when they hit 100% primary?
This is kind of important to know, since in 2.1 you would just be shooting yourself in the foot, similarly in 2.2 because the difference of 75% and 78% is miniscule and if progress is half speed for old crews you'll lose out fast. Furthermore, this doesn't really make sense as shown in the first examples, but any system would have weaknesses.
1. They are equally effective.
2.1 No.
2.2 No.
2.3 No. Retraining DOES NOT affect skill progress (both primary and secondary) in any way.
Haineko, on 09 March 2011 - 01:57 PM, said:
APCR: Somewhat resembles the APDS round but with a full caliber round
AP: Here comes the problem. Do we just use the simple hardened Palliser shot and its descendant, or do we utilize the more modern APCBC and similiar rounds?
For game purposes AP and APCR shells are used:
- AP is a regular armor-piercing/solid shot shell meant to penetrate enemy's armor and damage the vehicle and/or crew by internal fragmentation/ricochet.
- APCR is somewhat lighter than regular AP shell (up to half the weight of a standard AP shot of the same calibre). Its higher velocity and tungsten carbide cap allowed APCR shells to penetrate thicker armor. Most APCR shells are shaped like the standard APCBC shot.
LiannaSilverwind
21 Sep 2011
21th Devs Q & A compilation by Lia
Haineko, on 09 March 2011 - 06:21 PM, said:
When, or if, you implement proper physics will you make it so that the shell shatters on impact (as it did in real life) or will you make it so that we utilize APCBC rounds?
Also if IIRC the 75/70 actually uses APCBC rounds in the game.
Basically, yes.
Improved physics is unlikely to affect shell physics, mostly movement and ability to fall down cliffs.
RokRoland, on 11 March 2011 - 12:11 PM, said:
Vehicles with and without available ventilation, and given performance data.
Tank 1 has vents available and rate of fire of 10 rounds per second in garage screen. It is using 100% crew with chocolate/coca cola/rations. It has gun rammer and vents installed. Is the rate of fire now 10 rounds per second (maximum performance possible?)
Tank 2 does not have vents available, e.g. open topped TD. Rate of fire is given as 10 rounds per second in garage. It is using 100% crew with chocolate/coca cola/rations. It has gun rammer installed. Is the rate of fire now 10 rounds per second (max performance possible?)
Basically, are vehicles without available vents disadvantaged in terms of achieving max performance?
Camo and binos:
Does turret traverse actually break both camo net and binocular effect?
Qualitative and quantitative data on balancing
While quantitative stats may well suggest T-54 is worse off than other T9 mediums, qualitative data suggests there is a great amount of T-54 drivers who zoom around to the front like they have an erection, often dying early in the round while accomplishing little. Additionally several examples abound of T-54s trying to face off one or multiple T9&T10 heavies stationary. P2 & Pershing drivers can't and don't seem to afford either of those tactics but have to rely on proper medium tank gameplay.
So, question: Are you going to keep on considering purely quantitative data when making balancing choices?
1. Vehicles without available ventilations are not disadvantaged. Their specs are given taking into account that ventilation is not available for them.
2. It breaks neither.
3. Fashion is changeable, it should not affect balancing.
Seriously: all stat samples are representative enough to base judgement on.
22th Devs Q & A Compilation by Lia
Kazomir, on 11 March 2011 - 05:22 PM, said:
1. I think it's possible, but we are focused on camo kits at the moment.
Paaranoja, on 14 March 2011 - 10:13 AM, said:
thx
Yes, but in order to get this cumulative bonus the hull of your tank should be stationary.
23th Devs Q & A compilation by Lia
ZorinWarfield, on 13 March 2011 - 10:29 PM, said:
Training battles are meant for training mostly. There will be seprate battle modes, completely independent.
Kaap, on 15 March 2011 - 12:26 PM, said:
How is this game supposed to build a big strong community when the developers are providing the players with seperate forums for every language and translations for quite a lot of languages?
This came to mind when I saw the new translator recruitment topic. WoT in Dutch? What the...
Yes, players can still choose to play in a common language to communicate with others but providing specific language forums and game translations the majority will choose to stay in their own little box. Thus not contributing to the MMO community feel.
Not going deeply into discussion, building local communities is also rather important. My personal feeling, we should provide a great number of language packages so as to give players an opportunity to play WOT in their mother tongue. Currently we have WOT translated into 15 languages, including Russian and Chinese. 6 more language packs are in progress, 2 more are in plans (Korean and Japanese).
Regarding local forums, partially I agree on it, splitting the existing forums into multiple national subforums is debatable. On the other hand it's a form of support the language pack itself, means of gathering feeback.
arkhell, on 15 March 2011 - 03:18 PM, said:
Will do our best so as to minimize the incluence of language packages on our patching schedule.
Nikola_Bathory, on 15 March 2011 - 03:21 PM, said:
Yes, but this functionality will be added later.
It will work this way.
24th Devs Q & A compilation by Lia
Fimp3n, on 16 March 2011 - 01:12 AM, said:
Is this true?
The rules define this pretty clearly
"... are allowed only one account registered per server."
Sturmtiger_304, on 16 March 2011 - 08:04 AM, said:
Can Moderators / Developers take control of your tank while in battle? F.eks move your tank and so on?
Of course, no. Moreover the majority of developers don't have any in-game powers at all.
Moderators can issue chat bans.
Administrators can issue chat and game bans.
That's it.
Stubentiger, on 16 March 2011 - 11:00 AM, said:
Please bring this issue to Support Service.
dnarag1m, on 16 March 2011 - 11:55 AM, said:
In EVE-online having multiple accounts was not only allowed, it was normal and encouraged. It has proven to be the major driving force behind interesting metagaming (politics, alliances etc). Also it allows players to have flexibility - to have different tanks on each account for variation. Besides this, having people run two Gold accounts just means increased income from the same player base - I know a few in my clan who would be willing to do this for sure.
Can Wargaming shed some light on the reason to prohibit multiple accounts ?
Mostly because twink accounts are regularly misused (bots, ckickers, excessive TKs). The rate of EULA/other rules breaches is normally higher for such accounts.
Personally I don't have anything against users having multiple accounts as long as there is no violations from their side.
Fimp3n, on 16 March 2011 - 11:31 PM, said:
Game Rules:
2.21. The use of copyrighted, trademarked, patented, classified, or restricted material or information and the violation of any rights of any party, including rights of privacy or publicity is prohibited.
Though it's better to review this case by case via support service.
25th Devs Q & A compilation by Lia
KrautPanzer, on 17 March 2011 - 06:03 PM, said:
http://upload.wikime...anzer_III_N.jpg
schürze=skirt
and one question from me: if the german techtree will be changed, when do we get the information about the new one ? i ask because i want to play e-series and dont want to grind to tanks that i dont need for the e-series.
Additional armor plates will include "schürzen", but won't be limited to them.
They might be introduced as a separate module or equipment. Or even in another way. Haven't decided yet.
arkhell, on 18 March 2011 - 03:28 PM, said:
1- Whats your favorite tank to drive?
2- Whats your favorite tank to shoot?
3- Whats your favorite tank to have as backup behind you?
To amke it easyer mine are:
1- King Tiger
2- T54 cause everyone hates on them
3- Something carrying a BL10 or 128mm atleast
1. M26 Pershing / Object 212 / Pz. 38H735 (f)
2. T54 (especially with 203mm B-4)/ KV (don't know why)
3. T30 / Object 704
26th compilation of Devs Q & A by Lia
TitanExtremer, on 19 March 2011 - 04:39 AM, said:
1. The first thing I noticed when I started playing the game was, the open tanks (marder ect.) Has no visible operating crew, do you plan to implement visible crews for tanks like these ?
2. Infantry and other humanoids, are they planned ?
Thx in advance
1. Visible crews for open top vehicles are not planned currently. Supposing they are modelled, what would happen to them, when the vehicle is destroyed.
2. We were considering this for some time, but haven't come up to the final decision. Infantry might be added in the long-run.
27th compilation of Devs Q & A by Lia
ian666, on 21 March 2011 - 07:47 PM, said:
1. As far as i know, premium tanks are good at making money. Ammo is cheaper and repair cost is lower than normal tanks in same tier, but how's with free exp?
Does they got same amount (5% i think) of exp converted to free exp after each battle, or maybe its or it will be a bit higher than that?
2. Will we be able to buy all premium tanks for gold in game (ofc after you put thoose tanks in game), or there will be some tanks accessable only out of game (pre orders, a web store of some kind)?
3. Can you tell us something about accuracy of A-32 76 mm L-10U gun since probably this gun will be in final version right? It got slight less damage and penetration than default T-34 76 mm L-11 gun but tankopedia doesnt show much information http://game.worldoft...remiumTank/a-32
4. You guys probably got some expirience with A-32 due to testing it etc, could you tell us something about that tank, some thoughts? After all, A-32 should be one of very best scout in game.
5. Is there any chance for a bit better gun than 7.5 cm KwK 40 L/48 in PzKpfw V/VI http://game.worldoft...umTank/pzv-pziv
6. Around a month ago price of tank slot has been changed from 150 to 300 gold. It will stay that way or may be changed?. Is there any limit of tank slots people can buy, will we be able to buy for example 10 more slots, or 20?
7. Are there any plans to rise amount of exp and money gained per each battle in released version of the game, at least a bit?
Thanks
1. 5%, just like regular tanks.
2. Some premium tanks won't be purchasable for gold in-game, e.g. pre-order tanks, gift tanks, tanks for box version.
3. This gun should be compared to L-10 available for T-28 instead. It has got better accuracy and aiming time.
4. In terms of performace of this tank is somewhat similar to A-20 since they both were T-34 prototypes.
5. No, it has already been finalized.
6. 300 gold per slot is the designated price. There was a long-lasting discount. Maximum number of slots is limited of course, but this number is much higher than the number of tanks in-game.
7. No. This is not planned.
28th compilation of Devs Q & A by Lia
arkhell, on 22 March 2011 - 05:04 PM, said:
is there a rank above first sergeant? and if so what is it and how many post do you need (geussing commander isn't atainable by the normal people)
First sergeant is the highest currently. 1000 posts to reach it. Just don't spam much.
RAZORLIGHT, on 22 March 2011 - 08:28 PM, said:
this thing is horrible to play its more like a very fragile TD than a heavy tank + its very expensive to run due to the high module dmg and high chance of fire!
its cheaper to leave the battle than to fight and receive insane module damage and receive a crazy repair bill (even higher than is-3...)
and if you wont change this tank this is the end for WoT + me this tank cant be fun doesnt matter how you play and a game is about fun
and another question
which advantage(s) do german tanks have?
accuracy doesnt count
The amount of module damage will be decreased substantially. Apart from that it's a decent tank comparable to the other 2 tier 7 heavies (tho T29 still needs some adjustments).
Each tank has its own ones: Maus - armor, Leopard - speed, GW-Tiger - gun's power. Don't want to generalize.
RAZORLIGHT, on 22 March 2011 - 09:30 PM, said:
+ there is another big mistake ... the gun
you have to show your tank the enemies more often due to the high rof low dmg...
i think there is something wrong with the armor value etc.
most german tanks have bad armor bad guns bad mobility in comparison with russian and few american tanks
guys its a PVP game there should be equality
isnt it a sign for you that most of the players will go russian after the hardwipe? or look at the clans/leagues most of them are using russian tanks because they are more versatile.
i may asked my second question wrong
which advantage(s) do german tanks have in comparison to russian tanks?
will you ever fix the camo value of german heavies and some german mediums? not only for german tds?
MS-1 can penetrate IS if you know where to shoot and aim accurately.
Armor is fine, once the amount of module damage is decreased Tiger's performance will see some boost.
Each tank should have its own weak and strong points that's the aim of balancing. I won't claim for the whole nation. None of the three.
RAZORLIGHT, on 22 March 2011 - 10:04 PM, said:
what is the advantage of the tiger?
armor ... no
mobility ... no
gun ... maybe
moneymaker... no
i am sorry for this discussion but it hurts to see what you did with the, in WWII feared tank
sure in this game the tiger has other enemies but even its historical enemies can easily penetrate it at any range with auto aim because the whole tank is one huge weakspot.
yes ms-1 can penetrate IS
ms-1 can even penetrate VK4501
BUT it has to be very close
whereas the enemis of the tiger can penetrate it easily with auto aim at any range
From a player's standpoint, though I don't play hevies much, Tiger should take advantage of its accuracy, low aiming time and good sight range (perhaps mount binoculars and optics). Moreover it's quite possible to deflect shots using your good side armor and timely traverse. Requires practice. I do bounce shots in T20, so should not be too difficult in Tiger.
Each nation has its own legends and heroes (M4 Sherman, T-34), moreover public belief may not always be credible.
RAZORLIGHT, on 22 March 2011 - 10:21 PM, said:
but i have better accuracy with my russian tanks (IS vs Tiger) than with my german tanks
sure the aiming time is (a little) advantage but good sight range?
IS 400
Tiger 420
T29 430
but you forgot the camo values
IS has very good camo values
IS 30% while standing
Tiger 10% while standing
T29 10% while standing
yes i know the legendary tiger tank is fighting other enemies and is accordingly weaker but even its historical enemies are able to easily penetrate it from any distance! u see the mistake in your post?
i promise this is the last OT post in this topic because i know my humble opinion wont affect the game and thats sad because most players who played the tiger think its totally useles/underpowered in comparison
It's pretty well-known that Tiger could cope rather easily with a bunch of T-34s or Shermans, even 4 or 5 of them. But we are developing the game not reviving the historical truth or staging some famous battles. The game has got plenty of conditionalities and damage would be the first and most important one.
Each tank requires certain skill and practice, you can't, excuse me, "own" others just because you are driving Tiger, IS-7, T32, or whatever. Learn, adjust and get fun would be my advice.
incurably_myself, on 23 March 2011 - 05:42 PM, said:
moving turret or gun is just fine
(and no i will not search for that post)
This is correct.
29th compilation of Devs Q & A by Lia
Kazomir, on 24 March 2011 - 11:05 AM, said:
And, more important question:
As of now i thing almolst noone will buy gold, because clan wars will generate, and gold trade will be aviable aswell, and the game economy will be full with gold, do you plan on implementing more gold sinks, because if not, the income will be low and i fear this game can turn into annother Battlefield heroes
1. No.
2. Will work hard and hope for the best.
30th compilation of Devs Q & A by Lia
Hamynelypham, on 25 March 2011 - 04:28 PM, said:
Maximum damage cannot exceed 125% of the shell damage value, barring ammor rack explosion and fire.
Critical damage means that crew member(s) got knocked out or module(s) got damaged (at least 50% HP loss).
LiannaSilverwind
21 Sep 2011
31st compilation of Devs Q & A by Lia
Haineko, on 27 March 2011 - 04:10 PM, said:
The statement is incorrect. We haven't started the work on British tanks yet.
Kazomir, on 27 March 2011 - 05:05 PM, said:
For educational purposes. Not a bug.
LiannaSilverwind, on 27 March 2011 - 09:53 PM, said:
Currently not planned to be added. Possibly later.
Grimmblut, on 28 March 2011 - 12:04 PM, said:
Does this sentence refer to the draw distance or to the view range or to both? To make it even more clear: Is only the draw distance a square with 500 meters edge length while the view range ist a circle with 500 meters radius, or do the same paramters of the draw distance (square form) apply to the view range?
View range is manually limited to 500m in all directions because of the technical limitation on max draw distance which varies from 500m to 707m.
33rd compilation of Devs Q & A by Lia
fabse, on 28 March 2011 - 05:48 PM, said:
I know that in order to damage a module with AP you have to hit it. But even then there is a propability (1-p) that you dont do damage to the module itself.
So there is a chance p to damage the module when you hit it.
What i want to know concerns engine hits. In each enginge stats there is the change to be set on fire f given.
Is this the chance to be set on fire when the engine gets damaged, or when the engine gets hit?
Basically i want to know if the chance to be set on fire p*f or f when the engine gets hit.
Another way to be set on fire is by getting shot inthe fuel tank. Do the chances to be set on fire via fuel tank hit differ from different vehicles?
1. Engine specs state the chance of fire when the engine is actually damaged/is hit, which is the same.
2. Once fuel tank hit point go down to zero, it catches fire.
Jamezdin, on 31 March 2011 - 01:24 PM, said:
How does the spread difference translate into game terms??
For example, the pre-order M6 has a spread: T8-T10, A KingTiger has a spread of T8-T12.
Specifically what does that mean since the game features only ten tiers??? Will we see tanks of Tier11 and 12??
These are battle tier you are talking about, their are not vehicle-dependant. This means M6 and KT can fight shoulder to shoulder in tier 8, 9, and 10 battles. M6A2E1 can't join tier 11 or 12 battles, if not platooned.
Tier 11 and 12 vehicles are not planned. At least currently.
Zinn, on 31 March 2011 - 05:16 PM, said:
It's simply not a well-balanced match when a team has 10 TDs and your own team has 2. While I believe that balancing is generally fair if the players know what they're doing, situations like those can spell doom for one team depending on the map, especially if no arties have joined as well. I have a bunch of screenshots of this scenario and it happens very often when you play as a TD, for some reason (ie. I don't see many teams like those in regular tanks or arties but when I am driving a TD myself, it happens all the time).
Battles can still be balanced with 7-8 TDs on one side and 1-2 of them on the other, again this is the matter of having match-making values adjusted.
Currently all tier 9 MTs, tier 8 and tier 9 TDs seem to be a bit overpowered because they enjoy low MM values. On the other hand, tier 9 HTs have to suffer because of their high MM-values. This discrepancy is being worked on at this time.
35th compilation of Devs Q & A by Lia
Xivilai, on 01 April 2011 - 09:13 AM, said:
Is this game going to be more like arcade or simulator ?
I ask this because of amount of stupid noobs in IS-7 tanks as well as IS-4 and such, And as for me this game should me more like simulator... I am just saying.
Somewhere in between but more like arcade, from my point of view.
Fimp3n, on 02 April 2011 - 04:11 PM, said:
Is there a way to calculate reverse speed? Is it derived from forward speed in some way or are they unrelated? It would be a lot of work to test every tank individually but I'd still like to be able to compare the stat.
Reverse and forward speeds are not directly related, both are assigned for balance purposes.
E.g. reverse speeds are give here.
Max speed limit (km/h) (forward/reverse) = Максимальная скорость (км/ч) [вперед/назад]
ArmorShark7, on 02 April 2011 - 06:25 PM, said:
Do the supertesters gather around at a specific date and time to perform whatever tests as instructed by developers?
How does supertesting work in practice?
There are both scheduled test sessions according to desiganted rules and free tests.
Testers participate in either scheduled events with developers and supertest leads and submit their results (e.g. series of tests Lowe team vs KT team). Plus they report bugs of the new version.
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Squadman45, on 07 April 2011 - 07:52 PM, said:
Thanks.
It's working as intended.
2x Porsche Typ 100/3 engine can be mounted on VK 3001 (P), VK 4502 (P) Ausf. B, and Ferdinand.
40th compilation of Devs Q & A by Lia
LiannaSilverwind
21 Sep 2011
41th compilation of Devs Q & A by Lia
lipsztyk, on 11 April 2011 - 10:27 AM, said:
and there is no this kind of change in IS3? it hopeless there was topic about improving german tanks but from now you are nerfing german tanks that was good (VK45 lower RoF 128 mm and mysterious "mistake" with new gun mechanic- shot in gun makes dmg only to gun- for all tanks but not for Vk, nerf RoF of 10,5l/68 on KT, but nerfs of similar guns on CCCP line are only on "consideration", and IS7 will heave armor buff...) it1s enought for me i will not waste my time in money after realease with game like this.
1) Gearbox and engine are considered to be one single module in-game. Consequently the chance of fire is the same for both.
2) These are draft changes.
42th compilation of Devs Q & A by Lia
RAZORLIGHT, on 13 April 2011 - 02:28 AM, said:
Pz III has other advantages: far better armor, better mobility.
Ilici_Man, on 14 April 2011 - 11:29 AM, said:
any idea what the content should be at version 1.0.0.00?
0.6.3.11 actually. We don't care much about the indices. The next patch will be v.0.6.4, then comes v.0.7. A long way to go till 1.0.
43th compilation of Devs Q & A by Lia
RokRoland, on 14 April 2011 - 02:27 PM, said:
1) Can you give us exact amounts of normalization that occurs in degrees?
2) Recent patch notes said "additional normalization occurs when shot penetration is at least double the armor value of plate". How much normalization is added?
The latter one is important in figuring out why KT upgraded turret sides bounce very few shots of at least 160mm (80mm armor with great slope).
1) 8-10 degrees.
2) What patch notes exactly?
han_solo_79, on 15 April 2011 - 02:19 PM, said:
RokRoland, on 15 April 2011 - 12:05 PM, said:
- Increased normalization effect when shell penetration value is twice as much as armor thickness value or more.
To reiterate: How much is normalization increased in the above case?
(I realize that the patch notes were updated November, so they were not that recent really)
There is an inaccuracy in the notes.
Should be read as follows:
Increased normalization effect when shell penetration value is thrice as much as armor thickness value or more.
In this case normalization sees 3-fold increase. And the bigger the gap, the bigger normalization.
44th compilation of Devs Q & A by Lia
RokRoland, on 15 April 2011 - 05:05 PM, said:
Also the corrected mechanic you posted above is different from "overmatch". or auto-penetration that occurs regardless of angle, when caliber (not pen) is 3x the thickness of armor, yes?
I am impressed with the answers, hope you have a great weekend
1. Normalization is calculated after deciding whether to bounce or not. To be more precise, it is counted when there is no ricochet.
2. Yes, correct.
Thanks.
MonsterTank97, on 15 April 2011 - 09:26 PM, said:
I was wondering if there were any plans for a battle mode where you fight only NPCs... like a single-player mode, where the NPCs are tanks of your tier or type. As it is, certain players are team killers, but NPCs will not kill their own team members, so if a player plays with fourteen other NPCs, he/she is less likely to be blown up by some idiot on cocaine or something. NPCs would allow a player to fight moderately matched games where the tanks are controlled by a system of coding. The tanks will detect, attack and even relay positions of enemy NPCs, and of the player.
Sorry if this seems like more of a suggestion, I like to make my point clearly. Just, was there ever any plan for this kind of idea? Please reply and don't ignore - I get enough of that at home and away from the internet
Bots are likely to be used for tutorial purposes and in CW in some distant future (less likely).
DriveBy, on 16 April 2011 - 03:04 PM, said:
We will consider adding these values into tankopedia.
Virtus, on 16 April 2011 - 11:12 PM, said:
Only those in tech trees.
45th compilation of Devs Q & A by Lia
caprera, on 18 April 2011 - 09:41 PM, said:
Nope, not true. If your vehicle is done, there is no need to stay till the end of the battle.
46th compilation of Devs Q & A by Lia
dnarag1m, on 19 April 2011 - 10:33 AM, said:
- Who gets in control (can he pick someone, is it by join date? is it random?)
- Can you exclude yourself ? (And what happens then?)
Clan leader should remove all other members first. Then he can leave, the clan will be disbanded.
isard, on 19 April 2011 - 11:48 AM, said:
47th compilation of Devs Q & A by Lia
derito, on 20 April 2011 - 05:37 AM, said:
Yes, this feature is in development.
ramuunas, on 19 April 2011 - 06:25 PM, said:
Is there any functionality/administrating tools in talk channels? For example if i'm the creator of the channel, i should be able to remove unwanted memebers from chat.
We are reconsidering chat channels now. There are gonna be some surprises.
Keulz, on 20 April 2011 - 02:05 PM, said:
Or just : My link
[/Off Topic]
[On topic]
1 - I know that a crew which hadn't been retrained and put on a new tank will get a malus and wont gain XP, but it seems that the secondary skills still evolve, is that right ?
2 - Someone told me that on the russian forum it was said that a crew member won't get maluses if put in a premium tank, even without retrainning. Is that right too ? It seems weird to me...
2. Crew that is trained for other vehicle but of the same class (LT, MT, HT, SPG, AT-SPG) gets normal XP on a premium tank.
Example:
Crew trained for Sherman gets maluses if put in a T20.
Crew trained for Sherman gets bigger maluses if put in a T29.
Crew trained for Sherman doesn't get maluses if put in a Ram-II.
natural_killer_cell, on 21 April 2011 - 11:53 AM, said:
when the caliber of the gun in this case 155mm is 3 times as much as the armor 25mm then it will penetrate anyway
what i am missing is are we talking about effective armor or armor????
25mm armor on 70° should excede 50mm
Without taking into consideration armor slope.
48th compilation of Devs Q & A by Lia
Falen, on 22 April 2011 - 05:48 PM, said:
Grind and suffer until you get 120mm. Severe reality.
willTell, on 22 April 2011 - 09:15 PM, said:
If I use a gun with e.g. acc 0.4, and a crew of 100%, what is the acc value if I shoot without aiming while driving?
Is there a difference for auto and sniper mode?
2. There is no difference.
49th compilation of Devs Q & A by Lia
typhaon, on 23 April 2011 - 01:00 PM, said:
Some tanks start as a waste of space but get really good once they have the right modules.
It considers 2 things: tier and class.
han_solo_79, on 23 April 2011 - 12:09 PM, said:
- is there a possibility to add in ingame stats such a value as spoted vehicles? This statistic exist only in website and is restricted to global value connected with ranking. I know that my scout performance in A32 is better than in Hetzer but it would be really nice to know exact values in ingame statistics.
Thanks.
Virtus, on 24 April 2011 - 03:53 PM, said:
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typhaon, on 25 April 2011 - 05:30 PM, said:
25% randomization based on gaussian distribution.
blilov, on 25 April 2011 - 04:02 PM, said:
Let's say we have two King Tigers - one stock and one fully upgraded, each with 1000 hp left. If I kill them both is there a difference in the received experience?
Keulz, on 26 April 2011 - 10:57 AM, said:
2 - How can a HE shell can put a tank on fire by exploding near it ? I thought internal modules couldn't be damaged by that.
We can see the impact of the shell near me.
http://tof.canardpc....f721fe01e0c.jpg
1. No, they don't.
2. They can't. The absence of crater near the tank implies direct hit. Hummel's 150 mm howitzer doesn't have a large splash radius.
LiannaSilverwind
21 Sep 2011
51st compilation of Devs Q & A by Lia
Zoijar, on 26 April 2011 - 01:08 PM, said:
Not planning to review it in the near future.
ukmj, on 27 April 2011 - 10:53 AM, said:
If this is intentional then why is there not a message ‘pop up’ to say this will happen?
If this was not intentional then why was it not fixed before release? As I’m sure I’m not the first to observe or complain about this happening.
caprera, on 26 April 2011 - 10:40 PM, said:
I had a close look at the frontal armour of the KV serie hull, and since i see that the angle is much near to 90° in the driver's plate i wonder why almost everything bounces. Do you plan to fix this or is it supposed to work like this ?
KV's front hull armor works as intended, being in battle it is rather difficult to determine where you actually hit the target.
HexenNOR, on 27 April 2011 - 04:32 PM, said:
Are there any chance for getting a "in battle" and "afk" symbol next to our name in clan/contacts list instead of just a green circle?
Hope it doesn't sound to much of an suggestion.
52nd compilation of Devs Q & A by Lia
Stormscion, on 27 April 2011 - 05:59 PM, said:
Example does AP 88mm shell after 400 meters drops 25% of its penetration and 122mm shell after 400 meters 25% of its penetration.
- Is it same for all guns or do they defer?
- If they defer can you give us an example?
- If they are same , why are they same and do you intend to implement deferent percentage drops for high velocity and slow velocity guns and when?
* Why does 88mml56 has limited range ( cant shoot more then ~550 meters with AP ammo )?
- Any changes planned for that and if , when?
* Can we see battle statistics for 3001p German tanks across all three servers?
- Are you considering improving this vehicle?
- If yes , can we get an example and when to expect them?
* Two reasons:
- balance issues,
- long distance shell projectiles are not free (they consume some hardware resources) and we don't want them to exist for a longer period, small range (<400 m) shells are almost free.
* I'm not sure if I can disclose vehicle statistics.
Stormscion, on 27 April 2011 - 05:59 PM, said:
Example does AP 88mm shell after 400 meters drops 25% of its penetration and 122mm shell after 400 meters 25% of its penetration.
- Is it same for all guns or do they defer?
- If they defer can you give us an example?
- If they are same , why are they same and do you intend to implement deferent percentage drops for high velocity and slow velocity guns and when?
* Why does 88mml56 has limited range ( cant shoot more then ~550 meters with AP ammo )?
- Any changes planned for that and if , when?
* Can we see battle statistics for 3001p German tanks across all three servers?
- Are you considering improving this vehicle?
- If yes , can we get an example and when to expect them?
1. It varies from gun to gun, mostly on the basis for RL data (see penetration tables).
2. Many gun suffer from this currently, there will be some improvements in v.0.6.4.
3. The figures for EU and US severs are not representative because of the release. In general 3001P performs slightly worse than other tier 6 mediums. It will benefit from L/56 adjustment to some extent.
53rd compilation of Devs Q & A by Lia
PanzerIVH, on 28 April 2011 - 09:05 PM, said:
Thanks,
PanzerIVH
PanzerIVH, on 28 April 2011 - 09:05 PM, said:
Thanks,
PanzerIVH
Sure, you can. One can greatly benefit from that timely traversing your hull and/or turret. That will help you to bounce more shells.
Might be difficult to master, but very effective in battle.
Orkel2, on 29 April 2011 - 12:02 PM, said:
Do german guns have more normalization than other factions, making them penetrate better at angled armor?
Normalization is shell-dependent, not faction-dependent.
54th compilation of Devs Q & A by Lia
ghoty, on 30 April 2011 - 07:12 PM, said:
I'm just wondering because lately, I was set on fire many times and I have NOT encountered such things before. I didn't change tank or playstyle.
(could name other things, but thats the most obvious to me atm)
It makes me go paranoid and I really would NOT like being toyed with.
Short answer is: NO, we don't.
Thor_Hammerschlag, on 01 May 2011 - 10:15 AM, said:
It will be added later.
ArmorShark7, on 01 May 2011 - 10:44 AM, said:
1. Is the JagdPanther II a JagdPanther with a rear-mounted superstructure? Is it based on the original Panther chassis or the E-50's?
2. Is the STUG E-100 going to be armed with a 150 mm gun like the E-100? Given its weight, will it play like the American T95?
3. Will the M103 and T110 be able to mount 120 mm and 155 mm guns like the current top tier USA heavies?
4. Will the turreted tank destroyers be able to mount upgradeable turrets like tanks do?
5. Is the T25-2 a turreted TD based on the T25 medium tank?
6. Since the T95 GMC is the real thing, and the T28 GMC is a TD your team of tank experts designed, what is this "T28 (prototype)" on the T30 line? Is it some sort of turreted predecessor of the T29 series of heavy tanks?
7. Will the Tier X IS-4 be armed with the 122mm BL-9 and no longer be able to mount the IS-7's gun?
8. Will the SU-122-54 also be armed with a 122mm gun and not with the BL-10?
1. It is based on E50's chassis.
2,3,8 The exact module setups are unknown yet.
4. Most likely - no.
5. Yes.
6. T28 prototype is probably the weakest part of the US tech tree from the point of historical accuracy, it is 90% our invention.
7. Most likely it will get an improved 122mm.
55th compilation of Devs Q & A by Lia
Gaz550, on 01 May 2011 - 06:40 PM, said:
All I can say is that BW engine itself still does not have multi-thread support. Unfortunately.
MrCaffeLatte, on 01 May 2011 - 08:16 PM, said:
Do 'ghost shells' exist? By which I mean shells which are shot while the aiming reticle is fully on the target and yet still manage to miss, with no impact graphics on a building/rock behind the target or on the ground near the target. While using the BL10 I encounter this on occasion, but I was wondering if this has been accepted as a 'bug' or 'problem' by the developers? I can imagine it being rather aggravating as more tanks with slower RoFs are released because it is painful having to wait another 20+s to try shooting again.
On a similar note, I also find myself doing 0 damage track shots when the tracks of a tank are not even visible and I am aiming at a completely different part of the tank.
Are these perhaps lag/ping related? I have rounds where I encounter none of these and others where a significant amount of my shots fall into one of these two categories.
Also, are there plans to limit the numbers of TDs per round, or at least have a more reasonable split between teams, as sometimes I see teams with 5 higher tier TDs and the other team has 1 or 2 low-tier ones.
Apologies if this has been asked/answered before.
This is pretty much pings/lag dependent. High pings mean bigger delay in data transmission, ie larger discrepancy between client-side and server-side reticles, thus your shell can actually go not where you were aiming in the first place.
No limitations are planned. This applies to all classes.
Terminator210, on 30 April 2011 - 06:02 PM, said:
Which design would be choosen?
The design similar to the Jagdpanther (partial casemate), or the one close to the Hetzer (full casemate)?
http://www.panzerbae...pz_e100-003.JPG
http://www.nast-sond...KROKODIL_03.JPG
The full casemate would offer several advantages. 1. lower profile, 2. better use of the inner space, 3. better sloping of the side and rear armour and 4. less weight, because the vehicle dimensions could stay smaller. The germans knew this too and so they would have chosen the advantageous design (in my opinion ...).
Which armament would it have?
150mm KwK?
175mm KwK?
Another question, why the Jagdpanther II is positioned in front of the JT? Isnt the JP II based on the E-50? It would make more sense if its positioned in front of the StuG E-100 in my opinion.
Most likely the first one.
150mm KwK is more credible.
56th compilation of Devs Q & A by Lia
Chaos123, on 02 May 2011 - 10:46 PM, said:
Question:The KV-1 and 2 wont get any upgreadable turrets right?
Each one will have 2 turrets to choose from: welded and cast models.
57th compilation of Devs Q & A by Lia
58th compilation of Devs Q & A by Lia
Gaz550, on 05 May 2011 - 10:29 AM, said:
Mediums and heavies are not equal, that's why they are not plainly balanced with each other.
Terrorsatan, on 06 May 2011 - 10:09 AM, said:
I mean its actually no problem to get it translated with the browser, but it would be nice though to have such in depth informations easily availible for Europe/US
That's a good question actually, this is a fan-driven Russian newsletter, though partially it's our fault that we don't such information on EU and US sides.
chromedome, on 06 May 2011 - 11:34 AM, said:
Also if the are not balanced with equally tiered heavy's why do i constantly get matched against tier 8 heavy's in my tier 8 medium ?
There is no vehicle vs vehicle balancing, the whole teams are balanced. So in practice tier x medium is not balanced with tier x heavy even if they are opposite of one another in team lists.
And yes, heavies and mediums have different roles in battle.
CerVus, on 06 May 2011 - 11:44 AM, said:
no response so i have to post it again:
1) Why is pz.IV turret situated to one side of the tank? It should be in the center of the hull.
http://i1195.photobu..._shot_031-1.jpg
2) Will you fix matchmaking to not stack heavy tanks in one team and mediums or TDs to another? Mostly only top 6 tanks determine upon win or loose so tanks down in the list are not important.
3) Is this game arcade or simulator?
Because if it is simulation its ok that germans have "two engines"(gearbox and engine), but if it is arcade you only chicane german tank users. Our tanks are bigger, our guns have much lower penetration, and our armor is worse (because german tanks were projected at the start or middle the war i know - but thats reason to rebalance weapons to give germans more penetration if they missed 5 years of advenced development)
1. Mounting mechanism for turret on Pz. IV is not symmetrical, it is shifted to the left side a bit.
2. Singificant improvement will come along with adjusted match making values in 0.6.4.
3. Closer to arcade.
59th compilation of Devs Q & A by Lia
Jamezdin, on 06 May 2011 - 03:31 PM, said:
Can I access several accounts from one PC on the same server without the risk of getting banned?? For example if a friend came over to my house and wanted to show me his latest tank or whatever?? (I only have one PC at home)
I know that multiple accounts are not allowed, and this is not about that. I have a few friends who also play World of Tanks, they live in my neighbourhood and we spend a lot of time together on a nearly daily basis (afterwork and so on) and so far we have only spent time logged on to my account.
Thanks in advance.
Fimp3n, on 06 May 2011 - 11:37 AM, said:
Rutger_NL, on 04 May 2011 - 01:27 AM, said:
I've read that a camouflage net adds 25%, so how much is it for the crew skill?
And what is the camouflage factor for bushes/trees when properly hiding behind them?
And do bushes have any (negative) influence on your view range when looking through them?
Could be fair to do this. You gain some camo in exchange for the loss of some view range. Then have the best or strongest tank spot for your team.
ian666, on 06 May 2011 - 07:40 PM, said:
1. Which tank is your favourite to play and why?
2. Could you tell us anything about additional crew skills we get in future, at least some very general foggy idea without any specifics, just how do you think?
3. Is there any chance to add on screen notify about people who shooting at you doing 0 damage?. People sometimes shoots at big tanks of their own team using small guns to provoke big tanks to shoot back to petition them as TK. Atm we cant proove that someone is continously shooting at us if he do no damage (even without damage, its just annoying).
4. Will E50 have better ofensive capabilities than current Panther 2?
5. Any chances to make a thinner frame around chat windows?
6. Any plans for more city maps like Himmelsdorf? Maybe Warsaw?
7. Game is growing, we are getting more tanks, more game modes etc. Does Wot Team (amount of people making game) is growing too?
Thanks
1. Pershing (Patton?). It's versatile. Also like SU-26 and Object 212.
2. Not much really, too early to announce anything. We are planning to add a fair number of new skills that will depend on the vehicle class and crewmember primary specialization. This is going to bring more diversity.
3. Not in plans currently, however does make some sense.
4. Yes, it will. That's the main purpose of the replacement.
5. Looks fine in my opinion. Need clarification from our UI staff.
6. There will be more city maps, though historical maps are delayed. Unfortunately.
7. Yes, we are growing together with the project. The team doubled, it seems.
60th compilation of Devs Q & A by Lia
Keulz, on 07 May 2011 - 12:10 PM, said:
1 - So, when you're behind a bush with 100% camo + net, is it (X + Y) * (1.25 * 1.75) or X * 1.25 * 1.75 + Y ?
2 - When we have 50% skill crew on camo, it gives a 37% camo bonus ?
3 - So , if you have 500m spotting range and you spot an ennemi tank at 300m (without bushes or anything in the LoS) while he doesn't have any camo bonus; will you spot him at 300 / (1.25 * 1.75) if he has full camo + net ?
2. Correct. X * 1.375
3. spotting_distance = spotting_range - (spotting_range - 50) * enemy_invisibility.
In your example:
300m = 500m - 450m * X.
distance = 500m - 450m * X * (1.25 * 1.75).
PanzerIVH, on 07 May 2011 - 01:08 PM, said:
I just bought Binoculars and Coated Optics for my PzV/IV (let's name it Cougar, to keep in line with Panther/Leopard/Lowe etc.
For the effect of this, plus the VE-day celebration, check accompanying screenshot
How is the effect of these items calculated? Is this cumulative, ie, will spotting be
100+25+10=135 %?
Or is it
100*1.25*1.1=137.5 %
The difference in this is little, but may make a difference when crew competence is taken into account.
Secondly, I read elsewhere in these Q&A threads that moving the turret does not make a difference, correct? In wiki it is stated that moving gun on anything but a TD will break camo net/binocular bonus.
Thanks for any clarification,
PanzerIVH
2. Turret or gun rotation doesn't change vehicle state to "moving".


