Players Questions and Developers Answers
Дата: 22.12.2011 22:36:31

I have heard that there is a "module saving throw" in addition to the "critical hit roll" if a module gets hit. Do these have something to do with
1) module absorbing entire shell damage, tank health doesn't go down, resulting for example in a destroyed radio within a 100% tank
and
2) module absorbs some of the damage and gets damaged, tank health goes down resulting for example in a damaged ammo rack and the tank going from 100% to 75%
I made a graph about how the critical system might work. Can you confirm or correct this graph?

That is my speculation.
Vallter: That is my speculation.
I would post some interesting info about the modules, but I was asked to save it for next You Ask We Reply. Do not miss it!
I would post some interesting info about the modules, but I was asked to save it for next You Ask We Reply. Do not miss it!

Vallter: Yes, there are such plans. You can check them out on the test
server and looking at new MM chart

I am surprised about your response on the 5 man platoons. 5 man platoons had been mentioned previously with no mention of 30v30 battles. Is this a new development? We had been expecting a new play mode possibly of three five man platoons together and not 5 mans in random battles.
Vallter: We consider different variants with 5 men platoon implementation.
You should understand that it will be very difficult to balance
such platoons. I can state for sure that such platoons will enter
30vs30 battle modes. But there is no 'set in stone' version for
them in other game modes.

What are the effects of a dead crewman on the autoloader time and the drum reload time? Does it effect the former as well as the latter or just the latter?
Also, question:
Why does it cost 50-60k or so XP to research a chaffee/T50-2/VK2801 when it costs 14k for the AMX12T? You might tell me there is a difference in performance, but you would be wrong. Considering the autoloader, they have similar firepower, similar speed, similar power to weight ratio, and similar armor. The only real significant difference is in their hit points, where the AMX12T has 200ish less.
The tier 6 AMX13-75 is basically a chaffee with an autoloader and 100 more hit points for about half the XP cost. And these tanks are profitable, unlike the Chaffee/T50-2/VK2801.
So you can research a light tank for over 50K XP and get something that preforms around abouts tier 5.5 or you can spend considerably less time and experience to research a true tier 6 light tank and actually have the cash to afford to play it.
You need to seriously reconsider your light tanks.
Vallter: 1)We think that French vehicles do not need another ammo rack-)
2)The drum reload time will increase on 50%
3)The Tier 5 light tanks you mentioned are TOP tiers in their branches. Such vehicles will always cost much in XP and credits for maintenance.
2)The drum reload time will increase on 50%
3)The Tier 5 light tanks you mentioned are TOP tiers in their branches. Such vehicles will always cost much in XP and credits for maintenance.

Vallter: We currently are reconsidering this parameter. It will probably
change, so I want give you exact numbers for now.

Any roadmap details on when the German premium E-10 and E-25 TDs will be released? Old in development had them as Q2 2012 with the JagdTiger 88.
Vallter: There are planned to be released in the first half of 2012 after
some Tech Tree vehicles we promised some time ago.
