WoT Q&A – 23rd December 2020

Again, continuing the more in-depth transcription of the 12 December developer stream:

HE ammunition:
• The damage calculation will change for HE rounds.
• The most importance will be assigned to the nominal armor thickness. If a shell hits armor that’s 300mm thick, the damage will be minimal, or none at all. If, however, a shell hits a 120mm thick armor, it will deal damage.
• The crosshair indicator will now show if the HE shell will deal low or medium damage, or if it can pen the armor. After aiming at the tracks the indicator will also work, but the tracks will work as spaced armor.
• Special attention will be given to tanks whose primary playstyle focuses on HE as their primary ammunition, but the new system will apply to all vehicles.

Arty:
• Playing as arty after the changes will require more attention, decision making, using appropriate tactics, and adjusting to the situation on the battlefield, and not just clicking.
The ammo types were shown in the previous article:
• The first type will be used against mobile and lightly armored targets.
• The second one is for medium armor tanks, with limited mobility, or clusters of enemies.
• The third one is for heavily armored, and very slow enemies.
• Arty shells won’t be able to destroy modules, hurt crew, or stun at the same time. Now the shells have one effect per type.
• Arty will get a shooting mode, which will be the only way of firing the gun.
• The arty reticle will get some small changes, like switching the view won’t need a separate button.
• Changing the round type will be faster than a full reload.
• Tracers will now be colored and more visible.

Crew 2.0:
• Crew 2.0 is nearly ready.
• Crew training will now be divided into levels, which will now give perks when obtaining them.
• The research tree for the crew will have five directions, in which one will improve the tank, and those directions will be furtherly divided into perks, into which one will put their achieved points (1-10). It will enable very granular customization of a tank crew.
• There will be a ‘super perk’ in each of the directions. It will be activated upon putting 30 points in one direction. The maximum amount of such ‘super perks’ for a tank will be two.
• The total for a crew will be 75 levels, and 75 perk points. It will be impossible to unlock everything on one tank.
• Special crews (like from events) will have the ability to convert into instructors. They can be assigned to a special slot in the crew, further strengthening it. Each tank will have 4 slots.
• One crew will be usable on maximum 3 tanks, excluding premiums, but will only be able to occupy only one tank at a time.
• Sixth Sense will be a basic perk.
• A new crew with 75 levels and points will be roughly the equivalent of a 5 perk crew now.
• Training manuals will be redone for the new crews. They will now give XP to the crew as a whole, not to the individuals.

New platoon searching system:
• After pressing the button, a platoon will be made, and a player will enter a queue, which will find other players. One will also be able to see if a platoon is joinable.
• The system will group players based roughly on the same skill level, using WTR as a metric.
• When the system picks players, the tanks of the picked ones will be filled with their tanks.

Team Battles:
• The system won’t change a lot, the 7×7 format will stay.
• The scoring system will change slightly.

Map training:
• The system will enable players to load up a map and perform various tasks, like go to a position, detect enemies, fire at enemies.
• The targets will be static tank models.
• At the beginning entry will only be allowed for special tanks. Those will be lighter tanks in order to teach how to play LTs and MTs, or heavier ones. Their targets, and objectives, will be different, and the player will learn to play on the maps in this way.
• The list of the maps isn’t ready yet, but the plan is to enable this mode on all maps.
• In this mode you won’t be able to drive around aimlessly. The goal is to show how a map is played, and to teach the player.

22 thoughts on “WoT Q&A – 23rd December 2020

  1. The map training system is in the right direction. New players have to experience hundreds and thousands of tank explosions to learn the map. If you invite a friend to this game, you shouldn’t let him play the game alone. Because the friend gets angry and deletes the game. This is the current situation of wot.

    Of course they can reduce the number of defeats through YouTube, but hey, new players are always busy playing games so they don’t watch YouTube.

    So wg has a plan to make all the map tutorials. How does wg judge the beach on the overload map? Wg’s official guide reflects players’ actual gameplay quite well. But make guides for all maps? This is interesting.

    1. If they keep the training as it is also, i am okey with that, i want to try things with players i know for future team battles like CW and Tournaments..

    1. If people seriously think WG is actually going to implement that then they really lack an understanding of how the economy of this game works.

      Its quite simple in that gold rounds tend to require one to purchase premium content(tanks/prem time) to afford their use. So in effect gold rounds drain credits > Players buy prem content > WG makes money and can keep the game going. This means outright gimping gold rounds would effect one of the driving forces behind the buying of prem content.

    2. Need to rework armour before touching prem ammo. They are not doing that so no prem ammo rework either.

      1. Armor is fine and is designed for standard ammo. And they will change gold ammo soon similar to steel hunter

        1. If armour were designed for standard ammo, you could pen it with it. Armour is balanced with prem ammo in mind.

          Source on change of the prem ammo? “Soon(tm)”

  2. If a shell hits armor that’s 300mm thick, the damage will be minimal, or none at all.

    Wether this will be nominal or effective thickness will be a huge thing.

    1. “The most importance will be assigned to the nominal armor thickness.”
      There are, like, 3 tanks with 300mm armor on some spots, this has to be wrong

  3. the crew skills rework sounds great.
    I have 200 tanks and lots of crews.
    How many hours or days of work is this gonna take to reskill all them?.

    Do I get premium account time compensation, for the not playing, im too busy sorting out my crews?.

  4. I have a big question, I still not understanding. It says “One crew will be usable on maximum 3 tanks, excluding premiums, but will only be able to occupy only one tank at a time”. It means that could be trained max 3 times? Or could be used in 2 other normal tanks (maybe included in the current tank) like a premium tank? How it will be? If it is about the first question, then is big shit update, but if it will be like the second question… Then it could be a nice update. What do you think?

  5. Arty rework sounds good. It isn’t addressing the problem with arty, which is the indirect fire, but atleast it makes arty more risky and active to play.

    1. the HE and arty rework does sound very promissing and as an arty player I look forward to exploring it.

      As for for your arty problem description I disagree Steve. Arty is risky enough due to poor vision where it depends on teamates to spot targets – like an invisible Maus charging across the open field on the Malinovka map. Extremely poor camo rating, where arty is easily spotted behing several bushes and buildings as well. Maps that have been tinkered with to limit arty usable positions. The early maps were designed for mobile warfare, whereas the later maps focus on catering to peekaboo shooters. Arty accuracy is by design poor to balance the indirect fire ability. Counter battery fire has always actively used in the game so relocation is a must. Not to mention that on most maps you must move to provide continous support as the battlefield location changes and so does the terrain. Gold ammo for arty gives you 1 or maybe 2 meters of extra blast radius – no additional penetration or increased damage and the cost too high for the limited benefit after all the years of nerfing arty. Do look up the potential damage for tanks and then compare with arty – you will find tanks have 2-3 times the potential damage as well as general damage output per game.

      In the early game there was a focus on teamwork, lights and mediums spotted and arty provided support for them. the maps catered to that type of playing style. You could damage and destroy buildings on several maps so that tanks could fire on the targets now made visible. These days light tanks and mediums are struggling with broken wheeled vehicles and most maps littered with buildings that can’t be damaged.

  6. Crew 2.0:
    • Nearly ready??? WTF? People pay you for new contents like new tech trees, new nation(s) and new mechanism(s). Not this crap where the change are just for greedy Belarus to make money…

    • Overall, sounds much more complicated than necessary which means MORE useless PERKs instead of removing them as WG mentioned ages ago. I guess WG just want you to make mistakes through the NEW “improved” beach arse complicated system then you can use ONLY gold to reset.

    • “The total for a crew will be 75 levels, and 75 perk points. It will be impossible to unlock everything on one tank”: Sure sure sure da da da what a Belarus soviet company, no wonder WG allowed us to use credits (2 million per crew book) to boost our crew infinitely in the recent years. Because WG are going to set a limit to it in future anyway!!!

    • “A new crew with 75 levels and points will be roughly the equivalent of a 5 perk crew now.” Great for people having over 7 skills on crews (by time and effort or just throwing credits in)!

    • “One crew will be usable on maximum 3 tanks, excluding premiums, but will only be able to occupy only one tank at a time.” Sure, fick those who has over 200 vehicles. Fick those uses sets of very skillful crews (e.g. over 7 skills as above) but likely covering 4~7 vehicles!!!

    • “Sixth Sense will be a basic perk.” Sounds like I should stop playing with new crews until this “glorious” crew 2.0!!! Yet I still hope COVID can do its job so that we will NEVER see Crew 2.0 coming.

    • “Training manuals will be redone for the new crews. They will now give XP to the crew as a whole, not to the individuals.” WTF? WG? Do you ever check things like this in your OWN game in details? ALL training manuals except 1 are like this!!!

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