Player Questions & Developer Answers
Дата: 15.01.2011 11:53:34

Any ETA on the new game modes?
Overlord: Yes, it will. New visibility system is going to be more obvious for
players.
No, no ETA. At the moment we have new game modes only on paper.
No, no ETA. At the moment we have new game modes only on paper.

Will there be any options (checkboxes) players can use to exclude certain maps or certain categories when they are ready to join the matchmaker? At current everyone has at least 1 map or 1 style of tank they dont like and since map votes dont exist this option can improve user enjoyment.
*looks around nervously*
Overlord: Such checkboxes are not planned. Some let's say unpopular maps are
likely to be switched to decreased rotation.

Will their be a way to trade tanks, crews, gold, etc with other players for other tanks(as long as both players have the tank researched at all) or credits?
and also will their be like a way to Auction your tank or crew to other players so that their is a chance that you may receive more credits than what you would if you sold it to the store normally?
Sorry if these questions were asked before the thread got cleaned up.
Overlord: Yes, such features are going to be implemented. No details at this
stage. Sorry.

Overlord: Currently the above is not planned, but it is possible especially
in terms of guns.

Overlord: Panzer II Ausf. J VK1601 will be available for EU (and possibly US)
box version, that is going to be limited.
Pz.IV-V is likely to be available for pre-order.
Pz.IV-V is likely to be available for pre-order.

Overlord: Company battles are going to be divided into serveral sub modes: 1)
according to overall tier of a company, 2) limited to min/max tier
of vehicles in it, 3) faction-based company battles.
Most probably overall tier division for companies will correspond to current battle leagues.
Most probably overall tier division for companies will correspond to current battle leagues.

I've read everything in the two threads
http://forum.worldof...bout-clan-wars/
http://forum.worldof...r-1-global-map/
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Question 2: There has been some mention about custom decals or information (clan logos) on tank skins, is there an ETA on when this will be implemented and any information about how it will work? Can we make our own, or will we be choosing from preset combinations?
Overlord: 1. There will be an update on the upcoming clan wars shortly. The
start of clan wars RU closed beta is scheduled for end of
January.
2. They are being finalized currently, should be ready by the start of international clan beta.
2. They are being finalized currently, should be ready by the start of international clan beta.

Also when pre-ordering is getting ready to begin will beta testers get an advanced option to pre-pre-order?
Overlord: Information on pre-orders will be available shortly, in 1-2 weeks I
think.
As far as I know there will be 3 basic options available for all. But you brought up a good idea here.
As far as I know there will be 3 basic options available for all. But you brought up a good idea here.

1.ETA on larger maps
2. 30vs30?
3. I've seen people saying the Panther 2 should actually be smaller than it is now any truth here?
4. Paint shop for tanks?
Overlord: 1. N/A. Sorry.
2. N/A. Sorry.
3. Yes, it should be a bit smaller. The model will be scaled.
4. Package of emblems, decals, and camos is going to be added.
2. N/A. Sorry.
3. Yes, it should be a bit smaller. The model will be scaled.
4. Package of emblems, decals, and camos is going to be added.

2. Can we have a more simplistic version of spotting enemy tanks in this game? If you shoot someone within their commander's view range you should be revealed. It is not fair to avoid detection with bush trickery (over and over again).
3. The Maus is largely considered to be inferior on the battlefield to the IS-7; will we see the coaxial gun working before release OR the E-100 for so there is an approximate "equal" between these two nations heavy tanks?
Overlord: 1. That will complicate things. Slopesm nonhomogenous armor etc.
Not planned.
2. Visibility system is being redesigned currently.
3. We are working on possible solution for tanks with multiple guns (more than 1). Additonal armor is going to be added to Maus "mudguards" and lower hull armor plate. Moreover some significant changes to Soviet tree are under consideration.
2. Visibility system is being redesigned currently.
3. We are working on possible solution for tanks with multiple guns (more than 1). Additonal armor is going to be added to Maus "mudguards" and lower hull armor plate. Moreover some significant changes to Soviet tree are under consideration.

Overlord: Yes, we are working to enable dynamic stats that will reflect crew
efficiency, consumables, and modules.
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TAGS: Penetration, map size, clan wars, experience, engine, tanks, competitions, tank trees, game mode, SPG.
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TAGS: Penetration, map size, clan wars, experience, engine, tanks, competitions, tank trees, game mode, SPG.

Which is it? At 500m, do you have 80% or 20% penetration?
Also...Fuel tank hits. We know getting hit in the fuel tank has a chance of fire. However, does having a damaged fuel tank (assuming no fire) actually have any downsides?
Overlord: Penetration decreases linearly according to shell specs. See
penetration tables http://forum.worldof...tration-values/
Roughly it's about 75-80% penetration at 500 meters.
Roughly it's about 75-80% penetration at 500 meters.

Question
1.ETA on larger maps
2. 30vs30?
Answer:
1. N/A. Sorry.
2. N/A. Sorry.
I had gotten the impression from other responses that the current iteration of the game/graphic engine isn't capable of supporting larger maps or more players.
So I was wondering what the N/A response meant. Does it mean there's no way to implement these features, or that they're just not currently on the developers radar?
Overlord: Can't give any dates on that. To add larger maps, we need to adjust
the game engine first.

Overlord: Most likely right after the release and simultaneously for both EU
and NA.

Experience Calculations - We have calculations for credit reward, can we also have the formula for experience as well?
Tank releases - What is the order of the introduction of new tanks (US Tank Destroyers, other premium tanks, French Tanks) IN RELATION to other World of Tanks' milestones (open beta, release, etc...)?
Big World - Is WoT running on Big World 1.0, or 2.0? If 1.0, are there plans to upgrade to 2.0?
Boxed Versions - Will the box versions be available when the game is released?
Map redesigns - Will we see redesigns of some of the maps currently in rotation to help promote more exciting gameplay?
Thanks for taking the time to answer these (all of this thread's, not just mine) questions!
Overlord: 1. No. Not going to post breakdown for experience calculation.
2. We are using BW 2.0 (2.0.11 currently), the most recent version.
3. US TDs, KV-5, KV-13, Lowe, Pz. 38 (NA) might be added prior to the release. If not, they will be added shortly after it. Then go French tanks, E-series and new tanks for Soviet and US trees.
4. Yes, some old maps will be reworked in future.
2. We are using BW 2.0 (2.0.11 currently), the most recent version.
3. US TDs, KV-5, KV-13, Lowe, Pz. 38 (NA) might be added prior to the release. If not, they will be added shortly after it. Then go French tanks, E-series and new tanks for Soviet and US trees.
4. Yes, some old maps will be reworked in future.

Overlord: Nope. Think, players are better at developing such stuff.

Overlord: There will definitely be even more competitions, tournaments, and
contests in future.
Battle league crew are more knowledgeable of that.
Battle league crew are more knowledgeable of that.

Overlord: Yes, both NA and EU in 2 separate betas.

Overlord: Some time after the release, revision of the Soviet tree is planned
as well. All the changes will be implemented simultaneously. More
detailed information will be revealed later.

ie, US/EU/RU servers all playing together so I can see my friends from Australia playing when I'm logged into the US/EU server?
Thanks for making this great thread.
Cheers!
Glenn
P.S., I know that the EU/US servers are 2 different servers. lol
Overlord: Random battles and other game modes, when implemented, will be
played separately for each server (NA/US, EU, RU). Only global map
for clan wars is planned to be integrated.

Cheers, Logan
Overlord: After v.0.6.2.7 artillery works as it is intended. No major changes
are planned currently.
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TAGS: firefighting, accuracy, tank trees, minimap, respawn, spg, multi-monitor, Steam, balance, matchmaking, company, exp, US TD, cruise control.
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TAGS: firefighting, accuracy, tank trees, minimap, respawn, spg, multi-monitor, Steam, balance, matchmaking, company, exp, US TD, cruise control.

1. How firefighting skill and extinguishers consumable works. More exactly what x% chance to put out a fire means? x% chance every second (when the tank is damaged)?
2. If i have firefighting on all of my crew members at 100%, what is the overall x% chance to extinguish a fire? It depends from tank to tank?
Overlord: 1. It gives X% chance every second that the fire will be put out.
The bonuses of crew and extinguishers summed up.
2. 100% firefighting skill gives additional firefighting bonus dependent on particular tank. Approx about 50%.
2. 100% firefighting skill gives additional firefighting bonus dependent on particular tank. Approx about 50%.

What, then, is the relationship of the accuracy statistic on the gun to actual accuracy? It was stated that reload time was listed as optimal reload with all possible bonuses...but that can't be true for accuracy if the Object 212 and SU-14 do have different accuracy stats, as the SU-14 has a bonus that the Object 212 can't get (An extra gunner).
Overlord: Extra gunner doesn't give any accuracy advantage, average aiming
skill per crew is taken into account.

how is this going to work without a wipe? what will happen to the people than own tanks that are going to be removed?
Overlord: This is under consideration at the moment. One way or another
players won't be deprived of purchased vehicles and earned
experience.

Overlord: Lots of mini-map improvements are in development.
- visibility range
- radio range
- different colour of dots for platoon member
- etc
- visibility range
- radio range
- different colour of dots for platoon member
- etc

1. Do you have any plans for re-spawning games with different game objectives? This could ease alot of the camping syndrome.
2. Where is your inspiration behind SPG, since its not based on any realism.
Overlord: 1. One of such modes is being worked on. So-called "re-spawn from
garage", ie player can use vehicles at his disposal in one battle
with some restrictions of course.
2. We have got vivid imagination. SPGs counter heavies rather effectively at the moment.
2. We have got vivid imagination. SPGs counter heavies rather effectively at the moment.

Overlord: No such plans. Sorry.

Vehicle performance stats. Do you have, and are willing to share, the server stats for all the vehicles (as seen previously here)? The stats we have now are very out of date, with the armor bug fix for the american heavies, the adjustments to mediums, introduction of tier 9 mediums and introduction of tier 6/7 artillery.
WoT on Steam. I saw your post stating that you (and by 'you', I mean Wargaming) are planning on putting World of Tanks on Steam. How is this going? Are you planning on having bundles you can buy off of Steam that are like the boxed versions that we have heard about?
Balancing of vehicles. Is there an adjustment in the matchmaking system for individual tanks? In other words, if a tank has a above / sub par performance record, can / do you adjust their 'weight' in matchmaking? Is this preferred over adjusting the specs of the tank?
Company battles / clan wars. This is a continuation of the previous question. If a tank is weighted lower than a tank of the same tier, how is this reflected in battles where you only look at the tier of the tank?
Deeper customization. Are there any plans to deepen the customization of each tank, by the introduction of a more thorough crew skill system, or the addition of researchable modules to slightly adjust various stats to make the tank more of what you want?
Thanks again for answering all these questions!
P.S. Question 4 of my previous post (about boxes) was skipped over. Can you put an N/A if you don't want to answer it, so I can let it go

Overlord: 1. We have got update on stats on January 17. Not going to reveal
them in bulk at once, last time it was a kind of exception.
2. Negotiations with Steam is now at their early stage. Most likely Steam will be used solely to promote distribution of WoT and the game itself will be free of course. Box version of WoT will definitely appear some time after the release. It's going to be Collector's edition with usual bonus content, both in-game (digital) and hard (physical).
3. It is possible to adjust match-making parameters for each vehicle type and tier. And it is widely used. Match-making value of tier 9 mediums is going to be increased.
4. Vehicles of the same type and tier have the same value in match-making. The are listed in alphabetical order.
5. Additional crew skills including some unique ones for each member are going to be added. New modules are being worked on currently, such as additional armor plates.
2. Negotiations with Steam is now at their early stage. Most likely Steam will be used solely to promote distribution of WoT and the game itself will be free of course. Box version of WoT will definitely appear some time after the release. It's going to be Collector's edition with usual bonus content, both in-game (digital) and hard (physical).
3. It is possible to adjust match-making parameters for each vehicle type and tier. And it is widely used. Match-making value of tier 9 mediums is going to be increased.
4. Vehicles of the same type and tier have the same value in match-making. The are listed in alphabetical order.
5. Additional crew skills including some unique ones for each member are going to be added. New modules are being worked on currently, such as additional armor plates.

Thanks.
Overlord: Converting regular experience into free experience is going to
remain.

Overlord: The chance of being spotted is not speed-dependent, it's the same
for 10km/h and 50 km/h.

Overlord: Not sure about that, either some time prior to the release or
shortly after it.
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TAGS: beta, wipe, matchnaking, gold, exp, clan wars, company, mines, dev, world map.
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TAGS: beta, wipe, matchnaking, gold, exp, clan wars, company, mines, dev, world map.

Is there a soft/hard wipe planned for the Open Beta (or any kind of wipe). I realize that there will be a hard wipe @ launch, just wondering what the plans were *prior* to launch.
Thanks in advance.
YG
Overlord: There won't be any wipes prior to the start of open beta.

1. Will a minimum tier limit be placed on platoons where some members are high tier and some are VERY low so that the match making system stops doing this?
2. Are the developers going to stop forcing low tier players into high tier battles where those players get frusterated and quit playing (and paying) since the matchmaking system is biased against new or low tier players?
Overlord: 1. No, such restriction is not planned. It's up to players to
decide who to platoon with.
2. A loose question. Specify please.
2. A loose question. Specify please.

Overlord: They are possible, but we need to implement bot-guided infantry
first.
Edited: will add flamethrower tanks as soon as flame/fire effects are optimized.
Edited: will add flamethrower tanks as soon as flame/fire effects are optimized.

2. Are there going to be any changes to the amount xp and credits earned in a match, example increasing premium to x2 creds/xp?
3. Will we get gold with the release of the open beta
Overlord: 1. Yes.
2. Only during special events.
3. Yes.
2. Only during special events.
3. Yes.

Overlord: The first option, they will be fought on random maps that look like
the respctive area. E.g. at this time for Paris it can be either
Himmelsdorf or Ruinberg.

So based on that i have a few questions please.
1. I guess it will have to be released sufficiently after release to give the USA and EU players enough time to level up T10 tanks. Since they will be competing against the russians who have been playing for approximately 4? months. So the question is, is there any plans to make the US and EU crew additional skills (fire/repair/camo) level up a lot quicker than russias did? So the Eu and USA players can compete with similar additional crew skill levels? Otherwise the russian's will be playing with 100% 100Fire/100Repair/100camo crews And the usa/euros might only be on 100% 100 in (one) skill. If only the additional skills training is quickened and not the overall basic skill level. It wouldn't effect whether people pay gold for 100% crews or not.
2. Would the world map, be a "world map" covering Australia / Asia etc? So a all Australian clan can take Australia and have battles in their time zone? Or will it only be a map that contains Europe Russia and USA.? So an all Australian clan could still be viable for clanwars?
3. I think wot want clan battles to be unlimited levels, and a lot of the casual players want it to have levels restrictions. So in the end do you think it will be a mix? Like coastal starting land having a limit on the tiers? and the more valuable land having no limits?
4. I believe land will have different values, like some will produce credits, some produce credits and gold. Since clans start on the coast, will the coastal land be less valuable and the valuable land be inland? Or will it be historical, like major coastal cities that produce a lot in real life, will produce a lot in game.
5. Is there plans for clans to be able to enhance their land? like building factories to produce ammo, tank parts etc.. Would this be a release feature? or much further down the road?
6. I believe clan members are tokens on the map. So i assume they are "stationed" in land the clan owns, and are called on to do a defense if that land is attacked. How freely can these clan members / tokens be moved around. If for example you had a international clan, and owned two pieces of land, one in Germany and one in Russia. If Russia is attacked, would the players in the Germany land be able to be moved to do the defending battle in russia? or is it best for clans to own land next to each other so clan members can easily be moved around to defend.
7. Is it a max of 15 players stationed in one piece of land?
8. For international clan wars, who's server will the battle be on? Will it be like the timezone? IE played on the server of the country that is attacked? So if a Russian clan attacks a USA country, the game will be played in usa prime time on a usa server?
Thanks.
Overlord: 1. Projected timeline for integration of all server-based clan wars
into global clan wars is currently unknown. There will be enough
time to maximize any tanks and crews.
2. At early stage only Europe map is going to be available. Later all other regions will be added (apart from Antarctic perhaps).
3. To start clan wars at least 15 tier 5+ vehicles required. It is going to be the only limitation.
4. All porvinces will produce certain income in gold (only in gold). The amount of gold depends on the type of the province. Starting provinces produce less income than capital ones (eg Paris region is more important than Brittany).
5. Yes, this fearures will be added in future.
6. In order to move your troops from one owned province to another they both must have common border (the same goes for islands, they can connected with several coasts). Moreover, if the province you own is not connected with capital directly or through the chain of your provinces it doesn't produce any income, ie it is blockaded.
7. Up to 15 tokens per province.
8. Yes, the example is correct. We are going to use account roaming.
2. At early stage only Europe map is going to be available. Later all other regions will be added (apart from Antarctic perhaps).
3. To start clan wars at least 15 tier 5+ vehicles required. It is going to be the only limitation.
4. All porvinces will produce certain income in gold (only in gold). The amount of gold depends on the type of the province. Starting provinces produce less income than capital ones (eg Paris region is more important than Brittany).
5. Yes, this fearures will be added in future.
6. In order to move your troops from one owned province to another they both must have common border (the same goes for islands, they can connected with several coasts). Moreover, if the province you own is not connected with capital directly or through the chain of your provinces it doesn't produce any income, ie it is blockaded.
7. Up to 15 tokens per province.
8. Yes, the example is correct. We are going to use account roaming.

Overlord: This feature has high priority and being worked on at this time.
Unfortunately, no ETA at this stage.

Thanks!
Overlord: Only some time in future. It's not being developed at the moment.

1. How many provinces will contain map of Europe at the very beggining?
2. How fast/often can we expect addition of new territories/provinces/continents when the clan wars will finally begin?
3. Will there be any bigger than before sneak a peeks on map or other features screenshots before cw release?
4. Exactly how much gold will be required to start a clan during cw beta and cw release? (if any)
5. Concerning fighting for major provinces: Are you going (In the longer run) to create specific maps for every country's capital for example London in GB, Moscow in Russia(ot: that would be awesome btw. ;] ), Berlin in Germany (ot: ruined Berlin = must have) etc. which will be used only during fights for main provinces? (and in random battles of course).
6. How many features (such as mercenaries, sabotage and infilitration system etc.) will cw beta contain from the expected pool at the very beggining? 90%? 75%? Less? More?
Thanks.
Overlord: 1. 200 provinces.
2. Rather fast. Most important territories will be added relatively soon after the launch.
3. It's not a problem to post some images, but we don't have clan wars UI translated into any language other than Russian. Unfortunately.
4. 2500 gold to start a clan. If the clan is founded at beta stage, beta (free) gold required. Clans won't be wiped.
5. In the long run all key historical and capital provinces will have their own unique maps.
6. Difficult to assess. About 50% or thereabouts. New features will be added gradually throughout clan wars beta.
2. Rather fast. Most important territories will be added relatively soon after the launch.
3. It's not a problem to post some images, but we don't have clan wars UI translated into any language other than Russian. Unfortunately.
4. 2500 gold to start a clan. If the clan is founded at beta stage, beta (free) gold required. Clans won't be wiped.
5. In the long run all key historical and capital provinces will have their own unique maps.
6. Difficult to assess. About 50% or thereabouts. New features will be added gradually throughout clan wars beta.

1. What is the overall life expectancy for WOT - 3years, 5years, forever?
2. What Tanks do the devs prefer to play?
Overlord: 1. 5+ -year span is possible. The launch in former USSR countries
was a complete success. And we have huge plans on adding new
content and new features into the game.
2. Soviet and German vehicles mostly, for some reason US stuff is less popular. Think, most frequently used tanks are all Soviet medium line, SU-100 and SU-152, Hummel, Panther, Leopard, top German TDs, T2 lt.
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TAGS:weight, acceleration, matchmaking, skins, T23, suspension, amphibious, historic, battles, clan wars, fees, td, camo, match scores, armor.
2. Soviet and German vehicles mostly, for some reason US stuff is less popular. Think, most frequently used tanks are all Soviet medium line, SU-100 and SU-152, Hummel, Panther, Leopard, top German TDs, T2 lt.
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TAGS:weight, acceleration, matchmaking, skins, T23, suspension, amphibious, historic, battles, clan wars, fees, td, camo, match scores, armor.

1. Weight have an influence over acceleration? e.g. mounting a heavier turret, gun or a heavy module makes u're tanks slower?
2. Same as 1, but influence over traverse speed?
Overlord: 1. Yes, it has. Heavier turret makes vehicle slower.
2. The same as the previous one.
2. The same as the previous one.

Question 1 was based off an apparent exploit of the match making system where tier 9+ tanks platoon with tier 1 or 2. This causes the matchmaking system to drop the value of the opposing teams tanks so that the first team has more high tier vehicles vs the other team. Those tier 1 and 2 tanks are simply throw away vehicles that allowed their team to have more heavy hitters. My question was if a limit on who could platoon with who would be based off of what combat tier those tanks could get in.
Note: This does work. To test the theory my clan created several platoons with 1 tier 9 or 10 per platoon and the other platoon members in tier 1 vehicles. When entering battles we often had an advantage in mid tier tanks vs the other team. The "weight" of the battles was near equal as was the top tier vehicles but because we had better mid tier vehicles we won far more than we lost.
Question 2 was originaly asking if low tier platoons (for example 2 pzII and a pzIII) would stop being forced into battles that the PzIII could get in without the platoon but the PzII's could not. The matchmaking system seems to only take into account the highest tier vehicle in a platoon when deciding on what matchmaking level to place that platoon in. Tier 2 tanks getting forced into battles that they would not normaly get placed in is frustrating for those low tier players since they have very little effect on the outcome of those high tier battles and tend to die easily.
Both of these questions are related and I believe make far more sense in the current unedited form.
Overlord: Answer 1: This is not an exploit. When L-traktor platooned with
Maus gets into high tier battle, the opposing team has lower
overall match-making value than it could be if there were two
Mauses instead.
Answer 2: It depends not on the tier, but on match-making spread for each vehicle. The highest is taken into account. Not planned to be changed in future.
Answer 2: It depends not on the tier, but on match-making spread for each vehicle. The highest is taken into account. Not planned to be changed in future.

Overlord: Yes, we have some ideas how to implement this.

Q. Any chance for a developer Q and A session for us testers in the future?
Overlord: 1. Possibly.
2. Hmm, similar threads? Sure thing.
2. Hmm, similar threads? Sure thing.

1.Is active suspention planned for the near future?
2.is there any possibility for amphibious tanks?
Overlord: 1. Possibly.
2. Unlikely.
2. Unlikely.

Is there going to be a official Historic battle event? if so when?
Overlord: I think it is quite possible. No ETA.

Enrollment Fee - Will there be an enrollment fee to be IN a clan participating in clan wars?
Mercenaries - These players will be able to fight with clans to take over lands, or against clans to protect lands. Will there be any fee to be a mercenary?
Tokens - Does each token on the map represent a SPECIFIC player, or rather a 'slot' that the clan can fill with any of their members when a battle occurs?
My last little bit is more of a discussion that I would love to have some feedback for.
Are you under the impression that these clan wars will mirror the current Company battles, with nothing but tier 10 heavy tanks, tier 9 medium tanks, tier 6/7 artillery and maybe something to scout? Looking at the long term, I can see only this as the makeup of Clan Wars battles. Players will take the best tanks available, so the spread of team composition will be VERY narrow. With no forced regulation on tiers and tanks, it will be required by any decent clan that their members (or mercenaries) are driving a top tier tank. I fear that these battles will become stale very quickly, which is not good for the longevity of this game mode.
Do you see the clan wars as the World of Tanks 'end game'? Something that is impenetrable until you are pretty much done with the random battles? Or, do you see it as something that everybody can play?
Overlord: 1. Participation in clan will be free. Clan registration is going
to cost 2500 gold (for clan leader).
2. Both. Mercenaries will get gold for their services.
3. Token is a slot that can be filled, not a particular player.
Currently clan wars are regarded as high-level content, "end game" if you like.
2. Both. Mercenaries will get gold for their services.
3. Token is a slot that can be filled, not a particular player.
Currently clan wars are regarded as high-level content, "end game" if you like.

1. Is this intentional?
- If intentional, could you please explain why.
- If not, could you please provide any ETA for a fix. The JagdPanther especially needs it since it has relatively little armour.
2. Will this also affect the German open topped TDs when they are released? Thinking Sturer Emil since it is also tier 7.
3. If German high tier TDs are going to stay the same in regards to camo, will the high tier Russian TDs have their camo nerfed? Object 704 has great armour and good camo.
Overlord: 1-3. Visibility/invisibility values depend on physical size of the
vehicle and its engine. Camo net module works for ALL vehicles at
this time. E.g., JT's invisibility value is rather low, that's why
overall camo net bonus may seem insignificant. Some values might be
reconsidered in future for balance sake.

Overlord: More detailed description for experience and credit gains/losses is
going to be implemented.

(Also, DO NOT WRITE ANYTHING BUT QUESTIONS IN THIS THREAD PLZ READ FIRST PAGE, seen 2 people RO'd already.)
Overlord: Additional armor plating as is being worked on. It will be
introduced as a separate module.
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TAGS: armor plating, clan wars, purchase gold, skins, maps, game stats, dismount equipment, visibility, damage, french tanks, HE.
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TAGS: armor plating, clan wars, purchase gold, skins, maps, game stats, dismount equipment, visibility, damage, french tanks, HE.

Overlord: Additional armor plating will lead to weight increase with the
respective consequences affecting vehicle acceleration,
maneuverability, passing-ability etc

2) The additional armor plating would also increase the equipping tank's match making weight, correct? Or, is this increase to the match making weight ONLY caused by equipment (not module)?
Overlord: 1) Passing ability or cross-country ability.
2) No, it won't. Match-making value or "weight" depends on vehicle tier and type (LT, TD, etc).
2) No, it won't. Match-making value or "weight" depends on vehicle tier and type (LT, TD, etc).

Overlord: Yes, this requirement will be relevant at any stage of clan wars
(beta and release).
It will be possible to purchase gold after release. Gold transfers between players will be added later as well.
It will be possible to purchase gold after release. Gold transfers between players will be added later as well.

Overlord: Yes to both questions. And quite soon.

P.S. I know maps are prob time consuming but i wish there was more released on a standard schedule
P.S.S. Oh and could you ask the map makers if we could pretty please have like 2 or 3 new ones for release?
P.S.S.S. Heck just rearrange stuff on the old ones that would save a lot of time
Overlord: One new map will be added into the upcoming 0.6.3.2 update. The
name is Westfield.
Some "old" maps are being reworked currently.
Some "old" maps are being reworked currently.

Overlord: Most of the balancing is based on statistics we gather (testers'
indirect input), some adjustments are made on the grounds of public
opinion even though it may thwart with stat data like T-54 nerf and
a few more changes from the upcoming patch that are not published
(testers' direct input).

Overlord: Yes, they will.

Overlord: Minor v.0.6.3.2 update should be released next week. There will be
multiple adjustments of vehicle performance characteristics in
addition to already announced changes.

That equipment such as spalliner, optics, stabailzers,, rammer, etc. Can be removed from a vehicle while still being locked to that vehicle?
For example this would allow you to buy 4-5-6-7 pieces of equipment for a tank, and then be able to select which three you want to use for a particular battle. At the moment when a piece is removed its destroyed and not able to be put back later.
If the above was implemented it would allow players to buy more than 3 pieces of equipment for a tank, but limit it to only 3 being able to be used at one time, with equipment bought for one tank only being able to be used on that one tank. So all in all I cant see any disadvantage for WG, but it would be an advantage of more sales. Some of these items are 500k each, so maybe more gold buying to swap to credits..
Overlord: It will be possible to dismount "locked" equipment for certain
minor amount of gold.

1) why tanks with very similar dimensions can have very different invisibility values?
2) Is there a simplified way of calculating on average the HE damage will do to a tank given its armour? (or, how effective is armour when dealing with HE hits?)
3)When additional armour plates are added, how will it be the options to implement (is it going to be "additional 20mm on front" or more specific like "additional 20mm on upper-hull"?)
4)In the final release of the game, will tanks still be able to be damaged by shooting the commanders cuppola or the range-finders or shoots hit would just damage the rangefinder?
5)When french tree is added, is it going to be the full-one or is it going to be missing some tanks?
6)Do you have a time estimation on where will the tech trees would be completed? like, end of this year or so?
Thank you in advance.
Overlord: 1. Because of engine parameters.
2. Was answered earlier, please use search.
3. No details at this time.
4. It will work the way it works currently.
5. Likely the initial package of French tanks won't contain all vehicles.
6. Can't say that tech trees can be 100% completed at some stage. We have some ideas how to expand and revise current trees.
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TAGS: light tanks, french, gold ammo, premium tanks, battle reports, hummel, combat reports, equipment selection, skins, german spg, Skoda automatic breech.
2. Was answered earlier, please use search.
3. No details at this time.
4. It will work the way it works currently.
5. Likely the initial package of French tanks won't contain all vehicles.
6. Can't say that tech trees can be 100% completed at some stage. We have some ideas how to expand and revise current trees.
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TAGS: light tanks, french, gold ammo, premium tanks, battle reports, hummel, combat reports, equipment selection, skins, german spg, Skoda automatic breech.

For current sides I mean, not way down the line in yet another country's tree.
It'd solve currently extremely frustrating matchmaking for T4 lights and reduce gimping of a team losing a damage vehicle. (Thinly veiled plug for my thread...)
Overlord: Yes, all existing factions will get at least tier 5 light
tanks.
And it'd make "extremely frustrating matchmaking for T5" instead of T4.
And it'd make "extremely frustrating matchmaking for T5" instead of T4.


Overlord: Gold ammo has larger splash damage radius(see shell description).

Are there any plans for premium tanks to come with their own separate premium tank only garage slot?
Overlord: No, this is not planned.

Will the Devs make the post battle screen so that we can see who did how much damage in the battle?
I ask this because many players complain about others if they did not get any kills. Seeing how much damage each person did would be better and stop this in game rant fest.
Also what is the purpose of the tokens in clan wars? Since we will be able to use any player in our clan in any province why have the tokens at all?
Overlord: The amount of damage taken and recieved might be added to post
battle screen in future as well.

Overlord: It was answered earlier, please use search. There is no special bug
with Hummel aiming time.

And just so that I don't get a time out for not using the search engine, here is a question I posed a while back and have not gotten any answer, though, the search feature did return these statements:
My original post about Combat Logs, never answered by a Mod or Dev.
I understand that the stats were expanded, but, why no combat logs yet?
Instant Replays requested (another version of a combat log), with a Mod/Dev stating that it will be implemented, but, no timeframe was given.
And this tidbit was just handed to me (thanks Arctander2), from the Developer's Suggestion forum, with no comment from a developer ANYWHERE:
http://forum.worldof...ame-stats-chat/
Overlord: Combat logs won't be added.


Overlord: This is unlikely to be added.

Overlord: Due to some reasons official support for user-created skins won't
be added. At least not anytime soon.

Overlord: Under consideration currently. Quite possible.

Q. Will the Kwk42 L70 and L100 German guns get their historically accurate penetration and rate of fire, and will we see the Skoda Automatic breech as an option for these guns seeing as it was actually tested in real life, and intended for the panther 2 and Ausf F panthers ??? (for more info please refer to my post in this section on german guns)
Overlord: Not a single question, but a series of questions. Requires much
time looking through references.
Briefly,
Kwk 45 L100 is a fictional gun with no accurate data available.
Kwk 42 L70 penetration is ok, the way we converted values was explained earlier. Regarding RoF, for all tanks it was increased up to 2 times in comparison with historical values. For some guns this increase was smaller.
"Skoda Automatic breech?" Additional information required.
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TAGS: beta testing, patches, supertest, skins, stuck, historical battles, Skoda automatic breech, premium tanks, tank trees, mute players, rebalance, matchmaking, tk, bots, clan wars .
Briefly,
Kwk 45 L100 is a fictional gun with no accurate data available.
Kwk 42 L70 penetration is ok, the way we converted values was explained earlier. Regarding RoF, for all tanks it was increased up to 2 times in comparison with historical values. For some guns this increase was smaller.
"Skoda Automatic breech?" Additional information required.
/-/
TAGS: beta testing, patches, supertest, skins, stuck, historical battles, Skoda automatic breech, premium tanks, tank trees, mute players, rebalance, matchmaking, tk, bots, clan wars .

What is the breakdown of servers in regards to testing? I assume there is Wargaming internal testing, then supertest server, then release / beta server. Can you clarify?
How difficult is it to push an update to the non-release servers? Is it something that can be easily done every week, or does it take a lot more time than that?
Is it possible to test adjustments to tanks on these non-release servers? Could you, just for example, give the Hetzer an increase in hitpoints to see how it would perform (and compare) in battles?
Would it be useful to have a server dedicated to the balancing of tanks? The developers could make adjustments to any stat on any of the tanks, or even change its tier, and have real players take the tank into battle against other players. There could be a subset of tanks that the players could choose from to make sure that the battles are accurate representations of what would be seen on the release / beta servers. This would allow rapid testing of minor adjustments and major overhauls of tanks with real players providing real battle feedback.
Overlord: 1. There are several stages; internal testing, supertest server,
public RU test server, EU and US closed beta servers. And RU main
(public) server.
2. Requires some time and effort, but overall much easier than pushing updates on public servers.
3. Yes, it is. And it is in use, especially on Supertest server. Regarding your example with Hetzer, it is possible, but to get precise assessment of the adjustment made, as a rules, public (mass) testing required.
4. This is the purpose of RU supertest server. It is possible in will be launched on EU side as well rather soon. Personally I doubt that is possible for US server because of time zone gap.
2. Requires some time and effort, but overall much easier than pushing updates on public servers.
3. Yes, it is. And it is in use, especially on Supertest server. Regarding your example with Hetzer, it is possible, but to get precise assessment of the adjustment made, as a rules, public (mass) testing required.
4. This is the purpose of RU supertest server. It is possible in will be launched on EU side as well rather soon. Personally I doubt that is possible for US server because of time zone gap.

I say this as it would keep a quality control aspect to the game so no bad skins get through. Also it is still up to individual players to download the packs outside of the game if they want to see them in-game.
I think this would be a great balance of letting the community get involved. Only letting those who want to use them use them. And also as said keeping control over content.
Just an idea

Overlord: It is unlikely because of techincal complexity of this procedure.
Recieve sking, review and approve skins, inlude approved skins into
updates or make them available for download etc.

QUESTION: I still get stuck on maps a lot. Will there be a review on a solution to this such as being able to "bump" out of obstacles. No matter how many times the maps are enhanced to avoid tanks getting stuck, spots are always available to get stuck on regualy (including the red border). Please set collison to "bump" you out if you stay still for 'x' amount of time when overlapping an environmental solid vector (same with red border for TD's - let them turn on red line so there back end can overlap, just stop centre from crossing line). This will also help free up time on future map design so you don't have to keep fixing areas tanks can get stuck (as they can easily get unstuck if they stay still by being "bumped out" slowly by system).
Overlord: 90% of all stuck places will be fixed in the upcoming major update
0.6.4, like stones on Prohorovka, spots around buildings on Ensk,
etc.

Overlord: For tournaments and special events only. Correct.

Hi Overlord
The skoda automatic breech referered to in my recent question was a protoype devleoped jointly by Krupp and Skoda for the KWK 42 L70 and L100 models as well as Skoda's own KWK 44/1 L70.
3 prototypes were produced and trialled during the war and used a 4 shot top loading hopper manually topped up by the tank loader.
in range trials they achived a ROF of close to 40 rounds per minuite although there were some concerns about the ability of the gun loader to keep up this ROF for any extended time under combat conditions.
One of the trial breeches was mounted on a Ausf G panther (on a Krupp L70), but there are no existing records indicating if it saw action.
The plans were for this to equip the ausf F and Panther 2 models (and associated TD's) with this breech on both l70 and l100 guns. Certainly it was intended for the E50 using the designation kwk 44/2 (in the 4 shot top-loading casette version) with either the l70 or l100 barrel (the l70 model being more likely - althouth the l100 barrel may have been used on the E25 Tank destroyer)
The existing records show that both the Skoda and Krupp versions maintained the same excellent penetration (superior to the Tiger's 88) and accuracy as the existing semi auto breech.
The designers were also tinkering with a shorter fatter cartidge for the action to make it easier to fit into the schmalturm turret.
This gun was the one "borrowed" by the french post war to produce the CN 75 50 gun and it's derivitaives used on the super shermans and AMX 13 light tank and the effectivenes of the automatic breech in this model is well demonstrated even if thier choice of mount and magazine was somewhat "unique".
There is also evidence that Skoda was developing a full auto breech for the 88 as part of it's panther chassis flakpanzer 88 design, but sadly there is very little surviving documentation of any quality on this model as the design was cancelled pre production in favour of other models.
Hope this info helps
Would love to see the 7.5mm guns competitive in game as atm they seem to get dumped as soon as you can in most tank models in favour of the higher damage of the 88.
Overlord: Got the idea. If you have any sources/references, please forward
them to me via PM system.

Overlord: No, this is not planned.

If it won't be introduced until after launch, will you just credit us back exp points put into the US Tree so we can start over on the US path we want?
Thanks for taking the time to answer our questions in this thread.
Overlord: The announcement on revised US tech tree will be made prior to
release, but the changes are likely to be implemented after it.
Substantial changes to Soviet tree are currently under consideration as well.
It will take some time to model and balance new vehicles, moreover all of them are high tier ones.
Substantial changes to Soviet tree are currently under consideration as well.
It will take some time to model and balance new vehicles, moreover all of them are high tier ones.

Overlord: Rebalancing of lower tiers is not going to be that substantial and
won't require revision of the existing tree.

1.) With the start if the Open Beta, will we see changes / improvements in the automated TK and bot detection systems?
I have noticed a substantial increase in the number of "afk" and blatant "bots" (macros) especially since the 5X xp and credits bonus period. Also, that "wall of shame" section of the forum seems to have disappeared... (Not complaining, as I didn't think it was a very good idea in the first place. However, at least it showed us something was being done. Number of players instead of names might have been a better method though.)
TK / griefing is rampant in the lower tiers especially right now. I tried a few games on my daughter's account and it was saddening seeing how it is going unchecked.
Reports with screenshots I have filed have simply vanished. No confirmation from "support", nothing to show me anything is being done other than me wasting my time filing it.
2.) Will there be an option to mute players during a match? Both from chat and mini-map ping-spamming?
I have used the rather cumbersome method of "ignoring" players by searching for them in "contacts" and selecting "ignore" after a particularly nasty match. Unfortunately, with the number of players online, this is not a very effective way of handling the problem. Having the option to easily "mute" them in game would greatly enhance the enjoyment factor in my opinion and this has been suggested several times. "Right click player > mute" would be great
Overlord: 1. Yes, with the release approaching this issue will be addressed.
Details and exact algorithms for an obvious reason are not going to
be revealed. The main concept will go public.
E.g. special im-game "team-killer" status is planned to be introduced. So well-known offender is going to be visible for all players. Team killers are likely to refunds repair costs of their victims.
2. As far as i know, this is not planned currently.
E.g. special im-game "team-killer" status is planned to be introduced. So well-known offender is going to be visible for all players. Team killers are likely to refunds repair costs of their victims.
2. As far as i know, this is not planned currently.

Discussion Link: http://forum.worldof...ns-and-clanwars
Overlord: Clan beta that is going to start on Monday for Russian server won't
include any restriction on max overall tier. Will see how it
goes.
Yes, it is planned to lock vehcile for some time after it was destroyed. The exact period of time will depend on vehicle tier and type.
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TAGS: shells, accuracy, minimap, 30v30, battles, premium tanks, clan wars, exp, skins, westfield, balance, tank specifications, matchmaker, platoon, maps, terrain, territories, US heavy tanks, tracks.
Yes, it is planned to lock vehcile for some time after it was destroyed. The exact period of time will depend on vehicle tier and type.
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TAGS: shells, accuracy, minimap, 30v30, battles, premium tanks, clan wars, exp, skins, westfield, balance, tank specifications, matchmaker, platoon, maps, terrain, territories, US heavy tanks, tracks.

2. Do german guns have a lower chance to disperse shells all over the dispersion circle (aiming circle) compared to russian guns?
3. What advantages u get from high velocity guns in this game? Less drop in penetration at long range is one of them?
Overlord: 1. Accuracy is the same, but other specs are different.
2. Normal distribution is on for all guns regardless of faction.
3. Higher velocity allows you to hit moving targets faster. No other advantages.
2. Normal distribution is on for all guns regardless of faction.
3. Higher velocity allows you to hit moving targets faster. No other advantages.

Overlord: The accuracy is done on Gaussian (normal) distribution for all
guns, including SPGs.

2. I read somewhere that the current engine cannot handle maps larger that the ones we currently have, are you developing a new engine or has the idea of larger maps now been scrapped as a result please?
3. When I first joined I remember people were saying there would soon be 30 tanks on each team instead of 15 is this still something that will be implemented or if the larger maps have been scrapped (see question 2) does that mean the 30 tank per team battles have been scrapped also please?
Overlord: 1. Mini-map is being redesigned currently. The feature described
above will be implemented, as well as dots of another colour for
platoons, sight range of your own tank and many other things.
2-3. We are going to develop the engine further on our own. As soon as we are able to add larger maps, 30 vs 30 battles will be implemented. However these are plans for the long run.
2-3. We are going to develop the engine further on our own. As soon as we are able to add larger maps, 30 vs 30 battles will be implemented. However these are plans for the long run.

2) About premium tanks and their usefulness. They're not bad for earning easy credits but still right now getting xp on premium tanks is almost useless unless we have a lot of gold to change it to free exp. So in order to get some we have to buy a premium tank, then maybe buy a slot and then use even more gold to get some free exp. Is there a possibility to make premium tanks more useful? For example a slight change of free exp output on premium tanks to 10% instead of 5%? It would make them more popular and more people would be willing to buy them.
Overlord: 1. Yes, premium tanks can be used in clan wars battles.
2. Increase of free exp output for premium tanks is currently not planned.
2. Increase of free exp output for premium tanks is currently not planned.

This would directly conflict with players who have internal tank skins modifications which one will super-cede the in game appearance?
Overlord: Customization of tanks will be based on predefined visuals added to
the game. So, no swastikas and SS markings on tanks.

Overlord: As far as I know it should be 1x1 km.

I think it's important to know before release, as in real world what you pay for is what you get and seller cannot interfere with your property after transaction.
Overlord: Balance go first, so specs of any tank can be adjusted, icluding
premium vehicles. Though I must say that we handle rebalancing of
premiums with care and attention, that's why major nerfs/buffs for
them are hardly probable.

Does creating a platoon Defeat that barrier?
I ask this as i saw a T1 Cunningham Join in a battle with a bunch of Tiger tanks in it. (Surfice to say the T1 became a T0)
Overlord: 1. See the chart here.
2. Match-making spread for platoon is the same as for the tank in platoon with the highest match-making value of the 3 (or 2).
E.g. Cunningham and Tiger I will be placed into battle according to Tiger's spread (battle tiers 6-10).
2. Match-making spread for platoon is the same as for the tank in platoon with the highest match-making value of the 3 (or 2).
E.g. Cunningham and Tiger I will be placed into battle according to Tiger's spread (battle tiers 6-10).

If you look at Microsoft Flight Simulator X, they used the satellite images as the ground texture and added houses/foliage on top of this.
Cheers!
Glenn
Overlord: No, this is not planned. Historiclly accurate maps are not our goal
(apart from some unique maps for most important provinces in clan
wars).

Neutrality, it is fearsome thing indeed!
Overlord: In theory it is possible, but personally I doubt that clans would
allow you to do that.

Overlord: US tanks mounted 2 kinds of tracks - narrow and wide (the same as
narrow ones but with 2 grousers). The narrow tracks are represented
in-game as first suspension, the wide ones - as the second
suspension.
Currently both suspensions use the same visuals. In future top suspensions will get their own models.
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TAGS: player statistics, scouts, matchmaking, repair costs, ammo, subscription, premium tanks, box version, patch, update, tier 8 SPG, market, gifting, crew member, rapid training, exp.
Currently both suspensions use the same visuals. In future top suspensions will get their own models.
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TAGS: player statistics, scouts, matchmaking, repair costs, ammo, subscription, premium tanks, box version, patch, update, tier 8 SPG, market, gifting, crew member, rapid training, exp.

I keep hearing the devs say that mediums are intended to scout in high-tier matches. Is there any move to remove T4 light tanks from high-tier matches currently? Or other solutions so that mediums keep the role they're sold as fitting? (Before planned T5 light additions, in which case, question applies to them.)
Are rewards for suicide-scouting compared to actual scouting going to be reduced, since it's more profitable, less time-consuming, and discourages teamwork on average?
Overlord: Some other parameters are taken into account as well, such as
average exp and credit income, overall battles, avg repair costs,
avg ammo expenditures etc. Basically statistics doesn't go public.
If there is an urgent need some values may be revealed, kind of
exception.
Did I say that? Don't remember, sorry. There are no plans to remove tier 4 scouts from high tier battles, at least until tier 5 lights are added.
Depends on what kind of "suicide" scouting it is. Pure scouting doesn't bring much credits and experience, the scout gets additional credits and experience bonus if the vehicle he spotted was damaged by a team mate.
Did I say that? Don't remember, sorry. There are no plans to remove tier 4 scouts from high tier battles, at least until tier 5 lights are added.
Depends on what kind of "suicide" scouting it is. Pure scouting doesn't bring much credits and experience, the scout gets additional credits and experience bonus if the vehicle he spotted was damaged by a team mate.

Overlord: These parameters are not taken into account during match-making.

Overlord: Such option as subscription is not planned, but there will be
pre-orders that allow you to purchase certain amount of gold with
discount plus they contain a premium vehicle.

As beautiful as the maps and the tanks themselves are the immersion is always broken for me as soon as the match starts.
Overlord: Yes, there are such plans. The current physics engine is being
worked on. However these are improvements for the long run. No ETAs
at this stage.

Sounds great, but leads me to my next question
2. Are the less powerful premium tanks weighted accordingly lower in match-making?
Overlord: 1. No, box version will be available some time in future.
Definitely, after release.
2. Match-making value of the vehicle depends on 2 things: vehicle type (SPG, TD etc) and tier (1-10). See the chart
2. Match-making value of the vehicle depends on 2 things: vehicle type (SPG, TD etc) and tier (1-10). See the chart

(I've seen the charts for spread data of tiers match making. Just wondering if when given the option the server picks all of same tier or still chooses to spread them out?).
Overlord: There is only one algorithm for match-making, it works regardless
of the number of players online. See the chart.
Actual team rosters depend on what vehicles dominate in waiting queue.
Actual team rosters depend on what vehicles dominate in waiting queue.

I ask because it was stated the the latest patch has been on the RU servers since Jan. 15th.
Overlord: There will be at least 1 major update before the game goes
live.
Main Russian server still runs the same version as US one - 0.6.2.8.
Main Russian server still runs the same version as US one - 0.6.2.8.

I know I am grasping at anything in the hope that they will, but until its said for sure they wont I will keep my hopes alive.
Overlord: Can't guarantee, but quite possible that tier 8 SPGs will be added
into "release" patch.

1. The "market" (ability for players to sell their tanks to other players) before the release?
2. Gifting before the release?
Thanks.
Overlord: 1. No.
2. No.
These features are still in development.
2. No.
These features are still in development.

2. Last time I counted(months ago) you get 1 free experience point for every 40 normal xp, correct?
a. Does it differ for different tanks?
b. Is there a difference for Premium tanks?
3. How much xp does the crew get per battle? is it a percentage from your overall xp?
a. Rapid crew training still provides a 20% crew xp bonus per match, correct?
b. If you have Rapid Training and your crew member is knocked out he only gets a 10% bonus, correct?
c. Does a crew member receive less xp if he is knocked out during battle, without rapid training? How much?
Thank you

Overlord: b. Is there a difference for Premium tanks?
3. How much xp does the crew get per battle? is it a percentage from your overall xp?
a. Rapid crew training still provides a 20% crew xp bonus per match, correct?
b. If you have Rapid Training and your crew member is knocked out he only gets a 10% bonus, correct?
c. Does a crew member receive less xp if he is knocked out during battle, without rapid training? How much?
Thank you
1. Overall speed is affected by engine and suspension. While engine affects both acceleration and speed limit, suspension has influence only upon acceleration. No error here.
2. 5% of experience earned goes to free experience. This applies to all tanks.
3. Crew gets the same amount of experience as the vehicle itself (overall amount is divided between all members).
a. About 25% boost if the crew survived (for the crew of 4 members).
b. Rapid training gives 50% bonus if crewman died or was knocked out (overall amount of experience is lower, since the basic experience from the vehicle is not assigned)
c. He gets approx 50% less experience.
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TAGS: cliffs, physics, german tanks, loader, crew effects, platoon size, clans, multi accounts, view range, garage slots, premium tanks, fire, fuel, gold, hardwipe, historical mode, airstrike, tank types.
3. How much xp does the crew get per battle? is it a percentage from your overall xp?
a. Rapid crew training still provides a 20% crew xp bonus per match, correct?
b. If you have Rapid Training and your crew member is knocked out he only gets a 10% bonus, correct?
c. Does a crew member receive less xp if he is knocked out during battle, without rapid training? How much?
Thank you

1. Overall speed is affected by engine and suspension. While engine affects both acceleration and speed limit, suspension has influence only upon acceleration. No error here.
2. 5% of experience earned goes to free experience. This applies to all tanks.
3. Crew gets the same amount of experience as the vehicle itself (overall amount is divided between all members).
a. About 25% boost if the crew survived (for the crew of 4 members).
b. Rapid training gives 50% bonus if crewman died or was knocked out (overall amount of experience is lower, since the basic experience from the vehicle is not assigned)
c. He gets approx 50% less experience.
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TAGS: cliffs, physics, german tanks, loader, crew effects, platoon size, clans, multi accounts, view range, garage slots, premium tanks, fire, fuel, gold, hardwipe, historical mode, airstrike, tank types.

http://forum.worldof...432#entry336432
its in the last post on this thread ^
is anything going to be done about the cliff hanging? when tanks just roll full speed to the edge of a cliff, miraculously stop and then shoot, pull back, repeat?
Overlord: 1. Already covered above.
2. Enable vehicles to fall from the cliffs? It's possible, but we need to devise system that will be smooth and painless for players.
2. Enable vehicles to fall from the cliffs? It's possible, but we need to devise system that will be smooth and painless for players.

Are we going to see updated full trees anytime soon?
Overlord: Copied the shortlisted notes from EU forums. Nothing new so far.

Overlord: E.g. if there are two loaders in the crew and one of them got
knocked out, the increase in reloading time is smaller as compared
to having the only loader knocked out.

Question about platooning, I can't believe this hasn't been asked and answered, but I didn't find it - Are there plans to increase max platoon size? 5 or 6 would be very useful IMO.
Overlord: Increase if max platoon size is not planned. At least until 30 vs
30 battles are implemented.

if not..i;d like to point out a major clan alliance on the RU clanwars and their liders:
http://challenge.wor...688872-TheREDn/
http://challenge.wor...688760-TheREDw/
http://challenge.wor...688733-TheREDe/
http://challenge.wor...688849-TheREDs/
http://challenge.wor.../686491-TheRED/
and ask how is this possible? accounts with 0 battles and no tanks being leader to a 90+ clan.
i think multiaccounting is very dangerous in a free-to-play game. me and 14 friends could make a lot of dummy accounts that we level to a tier5 tank , put them all in a clan and fight all the battles with highlevel tanks while having 100 tokens to hold territories.
Overlord: As far as I know it's not the case of "multiaccounting", REDs are
one of the biggest Russain clans that have more than 1k members.
They have registered several clans and act as alliance.
Havning multiple accounts on the same server is not allowed.
Havning multiple accounts on the same server is not allowed.

King Tiger view range 460m.
T32 view range 460m.
T30 view range 460m.
Many SPG's with view ranges over 400m.
It has been suggested on forums that view range be relative to armor, why is this not implemented?
Overlord: Mostly because heavier tanks historically had better observation
devices, optics, more suitable turrets. And overall bigger/heavier
tanks are higher than scouts.

Overlord: Extra slots are to be purchased separately.

Overlord: Damaged fuel tank increases chance of being set on fire by 50%.

(considering WOW has thousands of hours, if not tens/hundreds of clases, quests, grinding ect and XBL allows me to play loads of games online)
Overlord: The details on prices for gold will be available along with
pre-order packages in about two weeks. Prices for NA server are
going to be set in USD, for EU one - in EUR. As it was stated
earlier there will be no USD = EUR rate. Taking into account that
GBP>EUR>USD, monthly premium will obviously cost less than
£10.

@Overlord: My friend is trying to tell me that release is going to be a softwipe and no matter what me or my friends say, he goes OMG I saw a thread I haz proof!.. SO could you please confirm for him that it is hardwipe (as we all know, but he refuses to accept lol).
Overlord: Full reset / hardwipe of all accounts at release confirmed.

Will there be assymetrical teams?
Will air support be simulated by numbers of spgs (as they are currently, I see no place for SPG's in a historical battle except to simulate air support).
Will it be treated as another game mode, or will it be special battles only?
Overlord: Historical battles are still in plans. Likely it will be
implemented as another game mode. Air support feature is currently
planned only for clan wars.

Eg: Repair tanks, Flamethrower tanks, AA tanks (for the air support in clan wars), Medical tanks, Ect.
Ya know, for team playing not getting kills and such.
Overlord: Commander's tanks will be added for sure. Flamethrower and
amphibious tanks are quite possible as well.
Medical, repair and engineering vehicles are unlikely to join the game.
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TAGS: view range, french tanks, US tanks, tier 10, TD, secondary gun, armor plating, loader, spg, balance.
Medical, repair and engineering vehicles are unlikely to join the game.
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TAGS: view range, french tanks, US tanks, tier 10, TD, secondary gun, armor plating, loader, spg, balance.

Also, thanks for answering questions even on a Sunday.
Overlord: Yes, there are such plans. However certain improvements of the game
engine are to be done first. Consequently this will take some time.

- Any fresh news on the release date of French tanks? According to previous posts, it wasn't sure French tree would be ready for Q1... Anything new here?
- I can't believe you work on sunday too. Do you guys at wargaming happen to take a break sometimes?

Anyway, thanks for your answers Overlord, it's really appreciated

Overlord: 1. The majority of French vehicles have already been modelled.
Currently we are finalizing their specs. Then they will be
dispatched to internal testing. Can't give the exact ETA at this
time, things will become clearer when US TDs are added.
2. Only small breaks for lunch and nap are allowed here. Complete dictatorship.
2. Only small breaks for lunch and nap are allowed here. Complete dictatorship.


Overlord: It is possible, currently under consideration.

Overlord: There are no such plans at this time.

Overlord: Work in progress, but there is a long way to go still.

Overlord: The exact mechanics of this module is still under consideration.

If so then if there are 2 loaders then it should average out to 75%?
Overlord: Should be 66.67%.

Seeing as games with no arty or where there are so few arty that they have minimal impact on the match seem to have become the norm at higher levels as more and more players drop them since that patch, they clearly can no longer can be counted on to be the counter to heavies. How has this impacted your statistics and view of the game balance?
Why has this suggestion not apeared to have gotten any consideration even though it looks to likely provide a solution to both the problems that existed prior to the arty nerf of v.0.6.2.7 as well as the problems introduced by it?
Overlord: According to the data we have overall SPGs population saw 10-13%
decrease after 0.6.2.7 which was planned. We think that artillery
(in its current state) plays the designated role.
SPGs balance is not considered to be a major issue. For sure there will be certain adjustments, mostly individual, but they are unlikely to affect the class on the whole.
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TAGS: Game Engine, memory leak, multi-core, view range, statistics, customs tank skins, beta reward, clan wars, ammo types, team killing, patch.
SPGs balance is not considered to be a major issue. For sure there will be certain adjustments, mostly individual, but they are unlikely to affect the class on the whole.
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TAGS: Game Engine, memory leak, multi-core, view range, statistics, customs tank skins, beta reward, clan wars, ammo types, team killing, patch.

Overlord: There are no such plans, but the current engine will be optimized
and developed further on.

2. Is there going to be multi-core support in the not so far future?
Overlord: 1. Can't guarantee 100% working fix, but some significant
improvements will come along with 0.6.4 update.
2. This is being worked, but the progress is rather slow. Imorvements to game engine are prerequisite to enabling multi-core support.
2. This is being worked, but the progress is rather slow. Imorvements to game engine are prerequisite to enabling multi-core support.

2. Why does Wargaming put so much emphasis on their statistics while apparently not listening to the customers feedback on what the customers want in the game versus what Wargaming's idea of what should be in the game? And why the secrecy on patch content, dates, planned changes (i.e. planned changes to the tech tress)?
Overlord: 1. That's difficult to assess, but the increase is expected to be
significant.
2. Guess, relying on statistics and impartial data is not our exclusive way to work. Being bery important for gathering feedback, forums are not quite representative to define what players want, and especially they are not representative enough to tailor the balance according to public opionion. It can easily go under a delusion.
There is no secrecy on patch content. As soon as the list of features is ready, it is revealed.
It's easier not to give any dates, so as not to be blamed for possible delays afterwards.
Revised tech tress. The work is still in progress, there is no point in announcing a part of it.
2. Guess, relying on statistics and impartial data is not our exclusive way to work. Being bery important for gathering feedback, forums are not quite representative to define what players want, and especially they are not representative enough to tailor the balance according to public opionion. It can easily go under a delusion.
There is no secrecy on patch content. As soon as the list of features is ready, it is revealed.
It's easier not to give any dates, so as not to be blamed for possible delays afterwards.
Revised tech tress. The work is still in progress, there is no point in announcing a part of it.

Will the user created skins still be usable (and as now, only seen by the one using them) after multiple official skins are implemented?
Thanks
Overlord: They will be working the way they work now.

will this be the same for everyone?
at the moment there are rumors of KV220.... can we get at least one tank per nation to choose from?
some players played more than others, contributed in forums constructively more than others... will the rewards be equitable if ever?
Overlord: There will be reward for closed beta testers and other active
contributors. The exact rewards are currently under consideration.

what is the goal of clan wars? (as a end-game mechanic).
total map domination? reaching a point limit and declared winner? just sit on your conquered provinces and fight only defensive battles? map reset on a regular basis and a clan declared winner?
CW map and gameplay seems a little static and seems it would reach stalemate quite fast. what is wargaming's vision for long term clan wars - for keeping it fresh and enticing for ppl to still participate?
Overlord: The main goal is rather simple - to capture and hold as many
provinces as possible generating regular and significant income in
gold for the clan.
Lots of features are planned to be added in order to diversify clan wars gameplay. Currently I'm preparing information for "pre-release" announcement, will include some points on clan wars as well.
Lots of features are planned to be added in order to diversify clan wars gameplay. Currently I'm preparing information for "pre-release" announcement, will include some points on clan wars as well.

I have a few questions about crew / module damage:
Penetrating Shot - A shell enters the tank, traveling in a straight line until it reaches the other side of the tank. Modules and crew are modeled inside the tank as crude hit boxes. For each model that the shell comes into contact with, there is a percent chance that the module / crew will receive damage. Can you confirm if this is correct?
Explosive Shot - A shell impacts on the side of the tank. The explosion spreads over a large area on the outside of the tank. How is it determined which modules / crew are possibly damaged by this shell?
Target Saturation - In a tank with 6 crew, does each crew member have its own hit box? In other words, is there a higher chance that a shell will come into contact with one or more crew due to there being more targets inside the tank?
Thanks!
Overlord: 1. Basically, yes. Theoretically the shell can even go right
through the vehicle damaging internal modules and/or crew.
2. Explained here.
3. Yes.
2. Explained here.
3. Yes.

Overlord: No, this is not planned. Apart from clan wars historical battles
are going to be implemented.

2.How big is the development staff? (How many people program WoT)
3.How are Clan Wars going to work when the patch(with ClanWars) is going to be released before the game goes live(hard wipe)?
4.How much wood could a wood chuck chop if a wood chuck could chop wood?
Overlord: 1. Not sure. I think it's enough time to have one more before
release.
2. All in all more than 150.
3. Only clan registration and in-game clan chats will be available, without global map.
2. All in all more than 150.
3. Only clan registration and in-game clan chats will be available, without global map.

2) Are there plans to balance the number of high tier medium tanks in a game? IE, not have 8 high-tier mediums on one team and none on the other.
Overlord: 1. It is planned to leave and lock the vehicle in battle after the
player quitted for some time, let's say 2-5 minutes. That will
allow opponents to get an easy kill.
2. There are no plans to divide high tier mediums artificially. They can be balanced with high tier mediums, heavies, tand destroyers in different combinations.
2. There are no plans to divide high tier mediums artificially. They can be balanced with high tier mediums, heavies, tand destroyers in different combinations.

Overlord: International clan wars beta wasn't planned before release. It will
start after it. There is no point in having clan wars beta for
about a month, since then comes full reset / hardwipe.

Overlord: It's a consumable. By its very definition it's only until the end
of the battle.
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TAGS: clanwars, testing, release, collector tanks, trading, account transfer, A32, Pz V/IV, skin editor, dispersion.
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TAGS: clanwars, testing, release, collector tanks, trading, account transfer, A32, Pz V/IV, skin editor, dispersion.


Now my question: Why does the team feel it is "time" to go to release, when there are so many people feeling there are still gamebreaking issues? I understand many of these are being fixed, but it doesn't exactly engender a sense of trust when we are told these patches are coming "shortly after release". (no offense intended)
Overlord: This is unlikely. There will be other bonus tanks available in
collector's edition.

Collectors hate when they can't get stuff.
Overlord: Yes, trading is still in plans, but won't be added soon. Need to
devise effective measures against bot-users first.

Speaking of which, are those plans still in motion?
Overlord: Possibly it will be added some time after release.

Overlord: 1. Tier 5 and 6 respectively. But this is subject to change.
2. Think, we could add these parameters as well.
2. Think, we could add these parameters as well.

2 Are you planning to add more details in tankopedia? Such as info about tank tier, and more info about guns (accuracy, aiming time).
Overlord: Yes, it is within projected limits currently. A huge marketing
campaign that is supposed to attract a fair number of new players
will be launched a few weeks before the release.

Question:
Is the current North American game population within planned targets? Sometimes it seems like the online numbers are quite low. Could you let us know how the marketing of the game is going? We want this game to survive for many years!
Motorfix
Overlord: Only pre-set camos and logos, no editor. At least in the first
version.

Overlord: 2 weeks is the upper border for the start of public clan
registration on both websites.

Haven't seen this yet if its already answered out there sorry.
When will the Clan Wars registration start?
I know there was the 150ish that got chosen in the last registration thread but when can all the rest secure their clan names?
Cheers
Overlord: Accuracy. Dispersion doesn't depend on the angle counted from the
center (the same deviation in all directions). Radius from the
center to the edge of the aiming circle, 2.5-sigma interval is
taken into account.
Vision Rays. From the physical center of the turret (applies for the practice example too).
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TAGS: maps, map editor, panther 2, guns, caliber, view range, armor, spg, redline, sticking, map edges, aircraft, air strikes, aa guns.
Vision Rays. From the physical center of the turret (applies for the practice example too).
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TAGS: maps, map editor, panther 2, guns, caliber, view range, armor, spg, redline, sticking, map edges, aircraft, air strikes, aa guns.

the radius from the center to the edge of the aiming circle.
the radius from the center to CEP (Circular error probable) or the 50% accuracy. And the aim circle is the 100% accuracy. Source
I am fairly certain its number 1, but would love a detailed Dev mechanics breakdown of the accuracy.
Vision Rays: From what point of the tank are the view rays cast from? Is it the Driver vision slit, commander copula, tank Center of Gravity, base of the gun...
In practice; which part of the tank needs peek out from cover to spot an enemy tank?
Overlord: New maps will be released regularly as long as the game is alive.
Currently we have about 10 new maps in development.
There are no such plans.
There are no such plans.

Are there any plans to release some form of map editor so that the players can create their own maps for the rest of the community to vote on so you can add the most popular ones into the game?
Overlord: The 0.6.3.8 update is expected next week. It will bring some
adjustments to Panther II according to the patch notes.

Overlord: 1. Redesigned visibility mechanics won't affect view ranges
directly.
2. It's history related question. Soviet armor suffered from its poor quality at early stages of the war (1941-1942) due to evacuation of industry and forced mass production, the quality of German armor went down in 1944-1945 due to the deficit of some metals (tungsten, molybdenum). So, the initial statement is a bit one-sided.
3. No, there are no such plans.
2. It's history related question. Soviet armor suffered from its poor quality at early stages of the war (1941-1942) due to evacuation of industry and forced mass production, the quality of German armor went down in 1944-1945 due to the deficit of some metals (tungsten, molybdenum). So, the initial statement is a bit one-sided.
3. No, there are no such plans.

2. Cast Armour is well known for it's ability to deflect AP shot but it is also brittle and subject to casting anomalies including impurities and bubbles. Soviet Cast Armour is well known for being crude at best, no insult intended they needed to put out as many tanks as they could. How do the d
Overlord: Some adjustments are possible, especially for 88mm L/56.

Overlord: Population of tier 5+ SPGs in general reflects the current trend
for the class itself. A minor decrease registered.
Some think they are fun, some don't. Personally I like SPGs in their current state (just player's assessment) what is implied by my stats.
At this stage suggestions on major SPGs rebalancing are not considered.
Some think they are fun, some don't. Personally I like SPGs in their current state (just player's assessment) what is implied by my stats.
At this stage suggestions on major SPGs rebalancing are not considered.

Overlord: New movement system fixes stickings on "red line", near buildings,
and some other in-game objects (stones).
Overall it is going to be a significant improvement.
Overall it is going to be a significant improvement.

Overlord: 1. Bot-guided guns are planned for clan wars, but these are plans
for the distant future.
2. The exact mechanics hasn't been finalized yet. Most likely all strikes will be guided, i.e. clan leader/commander will be able to indicate certain area of the map calling for air/artillery support.
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TAGS: premium tanks, camo, visibility, turn off engines, mantlets, 105mm T5E1, age, market demographic, view mechanics, dispersion, accuracy, US tanks
2. The exact mechanics hasn't been finalized yet. Most likely all strikes will be guided, i.e. clan leader/commander will be able to indicate certain area of the map calling for air/artillery support.
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TAGS: premium tanks, camo, visibility, turn off engines, mantlets, 105mm T5E1, age, market demographic, view mechanics, dispersion, accuracy, US tanks

Overlord: Unfortunately, they are not ready at the moment and won't be
finished by that time.

Overlord: Nothing to reveal currently, the values are under
(re)consideration.

Overlord: No, this is not planned. It'd be better not to overload the current
visibility system.

Overlord: Maus was chosen because its hit box needed certain adjustments
apart from mantlet redesign.

Overlord: No, you will need to research 105mm T5E1 gun separately in the tech
tree.

Overlord: 1. Can't say for Wargaming in general, as for WOT it is intended
for rather huge audience, I'd say from 15 to lets say 60,
especially those who like online action and tanks of course.
Currently we are running 3 group servers directly - US, EU, RU, and 1 indirectly - CN. All in all they have about 1.8-1.9kk accounts.
2. This is slightly beyond my competence. My personal opinion is that such adjustments are possible (assuming that the described situation happens).
Currently we are running 3 group servers directly - US, EU, RU, and 1 indirectly - CN. All in all they have about 1.8-1.9kk accounts.
2. This is slightly beyond my competence. My personal opinion is that such adjustments are possible (assuming that the described situation happens).

Overlord: 1. Yes, the same size. Guess, dispersion radius at 100m is the
conventional way of specifing gun's accuracy.
2. Not planned currently, so as not to complicate the existing system.
2. Not planned currently, so as not to complicate the existing system.

Overlord: Not until all the changes are finalized and approved. There is no
need to create confusion in advance.

Overlord: It falls off linearly with distance. E.g. .3m at 100m and .6m at
200m.
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TAGS: tracking, exp, vk3002, panther 2, 7.5cm KwK, matchmaking, TD, aiming, camo values, armor plates, appearance, skirts, hardcore mode, T-54, match making, balance, game engine, multi-threading.
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TAGS: tracking, exp, vk3002, panther 2, 7.5cm KwK, matchmaking, TD, aiming, camo values, armor plates, appearance, skirts, hardcore mode, T-54, match making, balance, game engine, multi-threading.

Overlord: Detracking per se doesn't earn exprience and credits, only
inflicted damage is counted.

Overlord: This is not planned currently.

Overlord: Mostly because TDs are rather useful there due to their guns, it's
natural they get into battles of higher tiers than same tier
mediums do.

Overlord: The whole circle is in use, there is a certain probability for the
shell to go anywhere within its limits.

Overlord: All tank destroyers have faster rate of fire and faster shells
compared to their tank counterparts by about 25%, allowing them to
deal 25% more damage per minute.
8.8 cm KwK 36 L/56 (Tiger) - 10 rounds/min - 2200 damage/min
8.8 cm PaK 36 L/56 (JPanther) - 12.5 rounds/min - 2750 damage/min
8.8 cm KwK 36 L/56 (Tiger) - 10 rounds/min - 2200 damage/min
8.8 cm PaK 36 L/56 (JPanther) - 12.5 rounds/min - 2750 damage/min

Overlord: The accuracy for the gun is on a normal (or Gaussian)
distribution:
http://upload.wikime...ion_diagram.svg
So it is far more likely to hit the center than the edge.
A Gunner's skill decreases the time it takes to aim, that is the time it takes to go from the largest circle to the smallest.
http://upload.wikime...ion_diagram.svg
So it is far more likely to hit the center than the edge.
A Gunner's skill decreases the time it takes to aim, that is the time it takes to go from the largest circle to the smallest.

Overlord: Partially correct, some of the values are obsolete, since they are
server-side and the game client may not contain the most recent
version.

Overlord: Currently only additional armor plates are planned to be added.

Overlord: In future all external modules you install will have visual effect,
ie change the appearance of tanks.

Overlord: Something like that, currently no details available.

Overlord: It is still in plans for the distant future.

Overlord: First of, I suggest waiting for 0.6.3.8 update so as to assess
post-patch performance of T-54.
Regarding new detracking mechanics planned in 0.6.4, indeed mediums are supposed to benefit greatly from it, that's why some further adjustments and re-balancing are quite possible.
Regarding new detracking mechanics planned in 0.6.4, indeed mediums are supposed to benefit greatly from it, that's why some further adjustments and re-balancing are quite possible.

Overlord: It's the game engine of course. Sorry, can't give even a rough ETA
when it is done.
TAGS: US TD, Clan wars, oceanic servers, preorder, gold, SPG, teamkilling, modern tanks, language, localisation, BT-SV, Pz II J, match making
TAGS: US TD, Clan wars, oceanic servers, preorder, gold, SPG, teamkilling, modern tanks, language, localisation, BT-SV, Pz II J, match making

Overlord: It's a bit early announce any details on the release of US TDs
currently, since these vehicles are not planned for v.0.6.4.

Overlord: This is the issue we will face when introducing Oceanic territories
into clan wars. Can't announce the solution at this stage. As far
as I understand, currently US servers restart at 19:00-21:00
Australian time which is pretty inconvenient for clan wars battles.

Overlord: It is a rough time line. The start for pre-orders depends on the
exact release date which hasn't been set yet, there should be at
least 2 weeks gap between them.

Overlord: Yes, as well as in other countries.

Overlord: It can't but worry us when players are leaving regardless of the
reason why. However the basic principles of SPG mechanics such as
relatively high damage per shell and accuracy are not subject to
change.

Overlord: Actually I announced a similar concept a few months ago. Depending
on severity of previous violations there will be several
levels/degrees for indicating teamkillers/damagers. E.g. at first
their nicknames will just turn blue/aqua so as let other plyaers
know about possible "issues", at the last stage the nicknames will
go dark/black and teammates will get an opportunity to destroy the
violator's vehicle without getting -1 or any other kind of
punishment.

Overlord: We have truly grandiose plans on adding new vehicles, but it's
unlikely that we will go beyond the designated time interval.
