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.