Official Russian FAQ

Source: RU thread

Hello everyone,

here is a translation (or more like, summary) of the official Russian developer FAQ. This info is official, it’s not my summary of developer post. This FAQ was created by developers themselves. Why EU server has no such thing, I have no idea, but I will be replacing my FTR FAQ with this. Please keep in mind, that this is NOT a regular Q&A, more like a sum of info, but there is some new/less known stuff, so you’d do well to go thru it.

I will regularily check for updates too.

Tanks

Planned

- Japanese tier 10 medium will be of the same concept as the Leopard 1
- there are few pieces of info on Japanese TD’s, but there’s a chance of such a branch appearing
- second Soviet medium branch will have Object 430 as tier 10, it will most likely not appear in 8.8, because there are still issues with tier 9 vehicle
- KV-1S rebalance is not planned for anytime soon – later, it’s possible
- SuperPershing’s properties (armor) will be changed in one of the upcoming patches, after which it will be possible to sell it for gold, there will be a deadline, after which it will be possible to sell it only for credits once again
- 112 is being balanced now, planned for 8.8
- 2nd German TD line will consist of open-topped Waffentragers with 128mm and 150mm guns on E-100 hull with autoloaders on tier 10, the autoloaders will have 3-6 rounds, the Nashorn will be a part of the branch
- Chinese TD branch is being researched by Chinese WG partners, both Chinese arty and TD branch will appear in 2014, as there are few pieces of data on it
- there will be at least (!) one more US medium branch
- alternative French heavy and medium branches are planned
- destroyed tank models are planned for rework
- premium Soviet medium tank will be tier 7 T-44 with 85mm gun, every nation will have a premium medium tank
- other nations than Germany will have superheavy tanks
- Sturmtiger is planned, but won’t come in 2013

Not planned

- second Chinese medium branch is not planned
- Type 59 will not return to shops, but it might appear as special prize in contests
- developers considered the possibility to convert any tank into a premium tank, but it was decided not to do it, because such a feature could seriously break ingame economy, premium tanks should also have obvious flaws, which normal tanks don’t have
- it’s not planned for players to be able to buy two identical tanks at the same time
- at this time, it is not planned to introduce various types of new vehicles and features: repair vehicles, tow trucks, engineering tanks, armored cars and other wheeled vehicles, grenadiers, infantry, anti-tank guns, Katyushas, minefields, mining vehicles, fuel (consumed by moving the tank), modern tanks, flamethrowing tanks and amphibious tanks
- there will be no tier 9/10 premiums and tier 11+ tanks

Clans and Clanwars

Planned

- current tanks, appearing in various campaign modes and also tier 1 vehicles will be used for second Campaign
- WoT and other WG project interaction thru CW is planned (for example, “air strike” command consumable, tied to WoWp)
- new clan functions will be available within the client
- mine fields will work as clan consumables for clanwars
- clan chat messages, showing a player entering/leaving clan, notifications from clan leadership, common clan voicechat channel and many other clan improvements will most likely be implemented
- CW will move to a new engine, there will be a complete rework in visuals and interface (the map will for example be one piece, it will not be necessery to switch between regions)
- it’s planned to tie CW primetime groups to each server (this is an issue for multi-timezone servers), this will minimize problems and ping for the players from various regions
- the CW primetime breaking will be made in preparation for CW globalization, Russian, US and European clans will play CW together on one map
- a “sabotage” clan consumable is planned, eg. the possibility to use this consumable on enemy province and cause all sorts of problems, including destruction of enemy chips, disabling the borders (SS: sorry, not sure what that means), destroying enemy income from the province, inciting a revolt. It’s possible the revolt will be inciteable even on territories not neighboring with your own
- portal CW interface will have a number of new tools for better clan management, there will be new clan statistics, clan HQ for planning the actions for the next day (in which it will be possible to distribute players by companies and assign various tech to each player) and much else
- separate CW statistics might be implemented
- mercenaries (CW without playing a clan) are being worked on
- CW interface within the game client is planned
- for every capital city, a new special map is planned (only for CW)

Not planned

- buying gold for clan for real money is not planned
- player contributions (for example a part of silver after each battle) to clan treasury is not planned

New Modes

Planned

- there will be a new company-making mechanism, at first for the 7×7 companies (7/42 format), after that it might be introduced to 15×15 companies. 7/42 format will have a system of progressive rating, where skill of each player will be essential for the battle outcome and a single mistake might mean the defeat of the team
- the platoon/company search will be heavily modified in order to be more convenient (semi-automatic company/platoon selection). Chat role in this will be eliminated, or at least minimized
- garage battles are being worked on, they will come in 2014
- the ratio of battle mode drop chance is following: normal battle – 50 percent, meeting engagement – 25 percent, assault – 25 percent. If you turn one of the modes off, the chances change roughly to 62,5 percent – normal battle, 37,5 percent – mode battle
- historical battles are being developed, the battles will be for example USSR vs Germany, USA vs Germany
- 3vs3 and 1vs1 special tournament battles are planned within the client
- 30vs30 battles might appear in the future as one of the modes

Not planned

- player separation by statistics (“skill MM”) is not planned
- bigger platoons are not planned
- hardcore mode (without interface, hitpoints etc.) was scrapped
- battles without specific vehicles (arty for example) or with battle-specific hardcaps are not planned
- one-man training rooms and shells for free in training rooms are not planned

Interface

Planned

- system for “thanking” players is planned, but won’t be implemented for now
- dynamic tank stats in hangar (for example based on crew skill) will be implemented
- it is planned to introduce armor schematics for each tank into the hangar, including effective armor based on camera angle for every point on the tank
- potential damage statistic consists of the damage the tank could recieve or did recieve from being hit (+/-25 RNG is disregarded, average damage is used)
- there will be a new scout (detecting) interface, which might include info about lighting up the target
- there will be a complete rework of the hangar tank selection (“carousel”)
- for replays, free camera, the possibility to view the battle from any tank participating, zoom out (without using mods), client replay interface and battle results after replay will most likely be implemented
- screenshots with time stamp and title might be implemented
- there will be a language icon on login screen

Not planned

- at this moment, “pause” is not planned
- first person camera after the destruction of your tank is not planned
- at this moment, the amount of slots for equipment and consumables is not going to increase

Chat

Planned

- complete chat rework is being worked on
- ingame whisper after doubleclicking player’s icon will be implemented
- the chat window flashing (when the chat window is minimized) will be possible to turn off
- it will be possible to inter platoon by clicking in the chat, including in combat
- status (“in combat” / “in hangar”) is planned

Not planned

- private messages to battle non-participants is not planned (in order not to screw the battle concentration)
- it’s not planned to prevent destroyed players from chatting

Maps

Planned

- the decision to rework a map is based on the analysis of average battle time and team winrate. The map is reworked if the winrate difference for both bases is bigger than 5 percent
- a new map takes cca 3 months to develop
- Komarin, Swamp and Serene Coast will return, they will be seriously changed
- 2013 should bring 11 new maps altogether
- it’s possible that in the future, every tank (!) will be able to de-select 1-3 maps, which it won’t get into
- all maps have the same chance to drop, except for the new maps, which, for a certain period after release, have a bigger chance to drop
- there is a developer idea of making summer/winter versions of maps, low priority
- minimap information value will be improved

Not planned

- the ability of players to directly select a map won’t be implemented
- Arizona and Savannah won’t be implemented

Game mechanics

Planned

- vertical manual aiming (without automatic distance compensator) is planned
- it’s possible HESH shells will have a separate simple mechanism in the future
- destruction of easily destructable objects will be implemented so that when the shell destroys for example wooden fence, it will continue to fly without any penetration penalty
- for every shell, a penetration at 100m and at 500m is set and the penetration between them lowers linearily
- you can have a maximum of 3 battles on the bottom of your team, after that, the MM puts you either on top, or in the middle
- a newly researched tank has preferential MM for a while – it drops more often to the top of the team
- in order to allow the tanks to turn over, the models of destroyed tanks would have to be reworked (at least the suspension), currently, there is a special mechanism preventing tanks from turning over, this limitation will be removed after the introduction of realistic track interaction with ground
- there will be dynamic (moving) objects on maps
- realistic track/wheel/terrain interaction (“independent suspension”) will be implemented
- HAVOK engine will be implemented
- the tank camo factor depends visually on the vehicle dimensions, but the official data won’t be disclosed
- camo factor is improved by more bushes in a row
- in the future, when the ammo rack explodes, the turret will fly off, it’s not yet sure whether the turret will count as an obstacle
- every tank capping a base, located within the circle, collects cap points, one point per second. If 4 tanks are capping, each gets 3/4 points per second, if 5 tanks are capping, each gets 3/5 points per second
- after a base is captured, there is a limit of 5 seconds till the end of the battle, if within these 5 seconds any tank gets destroyed, the counter will automatically reset, so if tanks are getting killed continuously, it’s possible to prolong this limit significantly
- the 30 second limit before battle starts, when 2/3 of each team are in the battle
- some respawn slots are reserved for certain tank classes, but the rest of the slots is distributed randomly
- repair costs are calculated as: (HP lost * repair cost of 1 HP) + (module HP lost * repair cost of 1 HP of that respective module)
- the hull turn rate is not defined only by the turnrate stat itself, but also by the suspension quality and the power of the engine, that’s why real hull turnrate can be different from the nominal one
- HE shell splash passes thru solit obstacles, as it is impossible to calculate the shockwave flow in real time
- how steep the shell ballistic curve is depends on the shell velocity and gravity acceleration
- shell object is not material (SS: as in, cannot be knocked down by another shell in mid flight for example)
- module damage does not equal gun damage, bigger guns do more module damage however (damage to modules roughly equals the caliber of the gun), module damage is subjected to 25 percent RNG
- engine fire does not kill crewmembers, it’s planned to automatically extinguish the fire when the tank drives into water, the way fire extinguishers work will be reworked
- pulling/pushing uses rather complex physical model, it includes engine power, suspension quality, tank weight and terrain slope, from all these data the motion vector is calculated
- there will be weather effects implemented into the game

Not planned

- tank render range increase is difficult to implement, won’t be anytime soon
- tank horn was scrapped
- collision damage during collisions with objects (such as stones, houses) won’t be implemented
- view from inside the tank (thru the slits) is not planned, because without some significant changes it would be unplayable
- at this moment it’s not planned to make the tank available immediately after it is destroyed
- solid barrels are not planned, as it would complicate the game in forests and cities too much

Crew, Characteristics and Equipment

Planned

- the tank nominal characteristics are valid when it has a 100 percent crew equipped. When the crew is 0 percent, the characteristics are roughly 2/3 of the nominal. The transition between these is linear – and that goes for over 100 percent crews too, it’s possible for a tank to have better than nominal characteristics, if the crew skill is over 100 percent
- when a crewman is killed, that position’s skill drops to 50 percent of the crewman’s skill (SS: eg. a 88 percent skill gunner gets killed, tank gunner skill drops to 44 percent) – the penalties for non-trained crew are the exception, they are applied AFTER this calculation takes place
- a reason to rebalance a tank is roughly a 3-4 percent winrate difference from the tier average
- tracks module does have armor (from 10 to 50mm), the collision model roughly corresponds to the visual one, eg. when there are big gaps between wheels, there will be gaps in the collision model too. When hitting a track, the shell can’t ricochet and normalisation is not applied, the track HP is also uneven, in the central part it’s higher than on the edges
- additional spaced armor modules/equipment will be implemented, but not anytime soon, it’s difficult to implement visually
- there is a rule that the NON-penetrating HE shell hit can kill only half of the crew (3 of 5 mostly)

Not planned

- moving the crew from one nation to another is not planned

Functions

Planned

- official mod portal is being worked on
- roaming (the ability to play on another server with your old account, for example RU account on EU server) will come late 2013, or early 2014
- test server capacity will be increased
- in the future, if you have a phone tied to the account, the password change will require SMS confirmation
- it will be possible soon to restore a crew, that was sold during theft account, but it will NOT be possible to retroactively return the crew that was dismissed before this feature is implemented, because the crew data are not stored
- in future, there will be other improvements made to ensure account security
- premium account does increase the penalties for teamkills (you earn more, you pay more), more teamkill system data will not be disclosed in order for people not to make up ways to bypass it
- account transfer to EU will not be implemented, because for that, you’ll be able to use roaming

Not planned

- Steam support is not planned
- Xbox and PC WoT won’t be unified
- changes in current test server system (having to download a new client) are not planned
- player statistics reset is not planned anytime soon
- ingame player-player trade is not planned and never was
- temporary premium tanks won’t be implemented

Miscellaneous

- tank being hit shell sounds will be completely replaced in the future, it’s possible the crews will have national voices (SS: as in, the French crews speaking French)
- there will be a reward for “tanking” (SS: as in MMO sense: putting your tank in harm’s way to shield your weaker teammates), it’s being developed
- sound engine is being re-worked, 5.1 and 7.1 sounds are planned
- new music is slowly added
- in the future, clan battles, company battles and random battles statistics will be separated
- no tank in game has individual XP coefficient
- the amount of XP, needed for mastery badges, is updated every day, last 7 days’ results are taken into account
- the possibility to loan credits (by temporarily selling your tank) is not planned
- multicore support is beign worked on, client physics will use other cores

Not planned

- the possibility to use decals from one nation for another nation’s tank will not be implemented
- copyrighted inscriptions will not be implemented
- the game won’t switch to another engine

106 thoughts on “Official Russian FAQ

  1. “- vertical manual aiming (without automatic distance compensator) is planned.”

    Explain please. So i will have to adjust the shell drop by myself? As in aiming above a tank depending on distance?

        • It means you can do it if you want to.
          You can still aim normally, but when you want to hit target that is no longer spotted you can adjust the gun yourself.

          • It will be used when you want to hit something behind very low obstacles (like a field)

            • yup, barfing low velocity shells over rocks and onto turret tops. Going to make low velocity derps pretty brutal in some situations. Oh Mr Pro hull-down invincible T29.. Let me rainbow you some nice HE onto your paper turret top thats the size of most tanks.

    • I might actually PREFER if this was made a mandatory part of aiming, with there being some advantage to tanks with better rangefinding optics to do this faster or more accurately (like a lot the late-war/early Cold War western tanks like the Centurions/Leopards/etc. compared to their Soviet rivals)

    • This is awesome and has been asked ever since beta.

      In wot the gun elevation is automatically adjusted by the game. In real life for a gun to hit an object that is at 400m away from it you don’t aim your gun straight at that object but little above it. This compensates for the drop of the bullet when its speed is slowed down by air resistance and it is pulled towards the ground by gravity. While in wot the air resistance is not calculated the gravity is.

      The problem in wot is that if you aim at a tank that is on top of hill for example and the tank disappears the aim then tries to aim at the sky. While the tank might have been just 300m away the sky in wot is probably like 1km away. This means the gun will dramatically shoot above the tank that just vanished and there is nothing you can do about it because the automatic elevation adjusts the aim for 1km range instead of 300m range.

      But if you can turn off the automatic elevation and hopefully even adjust it then you can shoot and aim more precisely without the automatic elevation making your shots go too high. For example shooting at moving scouts on the bridge in the port map is difficult for this reason. You need to lead your shot but by doing so you aim at the sky which makes the shot go high and miss the target in most cases.

      • It will be especially useful against far silhouette snipers once they unspot, the way it is currently if you try to shoot their location the auto-range will lob your shot over them since it’s adjusting for a much further aimpoint.

        • Agreed. It is so hard to shoot a tank on the mountain of Malinovka once they disappear under the current system.

  2. Wow! Thank you SS!
    - premium Soviet medium tank will be tier 7 T-44 with 85mm gun, every nation will have a premium medium tank
    What about T-44-122? Anyway I prefer it this way . Any idea on the french medium?

        • Very likely the D-5T for gameplay reasons as well; It’s quite comparable with other tier 7 medium guns.

          Looking forward to it :3

      • Who cares really? Both of these choices are significantly inferior to any other tier 8 medium guns and one is identical to Soviet tier 7 medium top gun. No matter where this tank ends up (at tier 7 or 8), it will be unbalanced.

    • +1 what about t44-122 ? Any plans to introduce it? (afaik it should been premium tank)

        • I may be wrong, but:
          - T-44-122 is a medium tank (basically T-44 with 122 mm gun)
          - SU-122-44 is a TD based on T-44 hull.
          They are different tanks.

          • the T44-122 is ALREADY IN GAME as a regular tier 8 medium tank………….
            they aren’t gonna make a prem and if they do i hope its got a shitty engine…

            • The in-game T-44 with a 122mm gun is NOT the T-44-122, they had a prototype that they used for testing the 122mm gun in the T-44, Some of the differences you can tell from the outside for example the driver has a hatch rather than just a slit, and the turret looks similar to to what you see on the KV-1, but don’t take my word for it, look for yourself:

              http://ftr.wot-news.com/wp-content/uploads/2013/06/1372195121914.png

      • Actually it was once planned to be the AMX 30.
        With the Alt Heavy as the AMX M4 ’49.
        Ooopppssss
        “Premium”
        Nevermind…

  3. “a “sabotage” clan consumable is planned, , disabling the borders (SS: sorry, not sure what that means)”

    It means the connection between two provinces on CW map is cut, thus preventing chips moved between those two provinces.

  4. Its funny to see
    so many features that WT already has as suddenly “planned”
    so many features SerB was trolling (or being simply idiot) as “planned”
    and SuperPershing will recieve another nerf before the promised buffs…awesome :D

    I must just laugh the devs of WoT

    • “WT is the best game ever and WoT sucks”

      still spends more time on WoT related websites than with playing WT….

      • Also WT is basically the MMO version of Wings of Prey, so they already had the models, the graphics and the flight-physics in place. They “only” created the economy. (Which is the worst part of the game for now)

      • I dont know about you, but..
        I spend more time playing WT than reading FTR, but I spend more time reading FTR than playing WoT…

        to the WT economy.. exactly, it is soooo bad, that’s the reason I dont believe in WT Ground Forces, they might make a game by far superior to WoT but if nobody will be able to play it… what is it worth it then

  5. - developers considered the possibility to convert any tank into a premium tank, but it was decided not to do it, because such a feature could seriously break ingame economy,

    Wish this was possible though, for I would’ve converted my T-34 into a premium. Save the trouble of having to wait ages for the German captured T-34.

    - premium tanks should also have obvious flaws, which normal tanks don’t have

    Really? The likes of the normal B1 and H35 seem to have more obvious flaws than the premium B2 and 38H.

    • Key word is “should”. That’s why those tanks are not regularly available for purchase.

  6. “- vertical manual aiming (without automatic distance compensator) is planned”

    Sweeeet, I have been waiting since 2011 for this little feature.

  7. “- it’s possible that in the future, every tank (!) will be able to de-select 1-3 maps, which it won’t get into” Looking forward to that so I dont have to play Himmelsdorf as that maps takes forever to load on my crap computer.

    “- multicore support is beign worked on, client physics will use other cores” Its about time! its amazing how bad the game runs considering how bad the graphics are. They should work more on tsuff like that instead of adding tanks in every patch.

    • You know, I now find it funny when people say WoT has bad graphics because I just recently tried MWO and could not believe it was running on the Crysis engine because the graphics were that mediocre compared to WoT…

          • I see that according to the MWO forums right now MWO is only using DX9 with CryTek Engine so it’s not surprise it looks crap.

            I guess when they enable DX11 it will look better.

            For now though, while not awful, it certainly isn’t any prettier than WoT…

            • At least MWO has weather and night modes. As for looking “crap”, MWO has far better visuals and you can see more then 500m. (longest kill for me in MWO was 1.5km)

            • Um…sure.

              Believe whatever you want buddy.

              But I played WoT with everything maxed today and compared it to MWO with everything maxed and WoT looked better.

              Honestly, compared to Chivalry: Medieval Warfare WoT and MWO both look shabby :-)

    • Good bye Redshire. And if its more than 1 map then probably the 8.6 and 8.7 maps as well.

    • Really? I have 2 computers. One is not relevant here, due to it being quite high end, but the other PC has:
      4 GB 1333mhz RAM
      i5 750
      ATI HD 5770 1GB (Gigabyte)

      World of Tank runs well, at over 60 fps on max settings and with short loading times :P . You dont need much for WoT. And it looks quite good.

      • Funny.

        I also have 5770, 4 GB RAM 1333MHz in DC and Athlon 2 X2 255, but I still can’t get over 25 fps…

        • That is extremely strange. Update your drivers or see to reinstall Windows :P . Nothing else I can tell you.

  8. “- how steep the shell ballistic curve is depends on the shell velocity and gravity acceleration”
    —–Is gravity not a constant?-I seem to remember it being considered a constant somewhere at high school physics.

  9. That U.S Branch was teased a year ago and still barely anything on it..kinda sucks it’s been put off so long but then again it’s hard to complain it’s been to long when Germany was to get that German TD branch waay before the U.S Med line

  10. Great FAQ, some good to know some features (Mercs, etc) are still being worked on…

  11. “- it’s not planned for players to be able to buy two identical tanks at the same time”

    But it’s already possible! Sexton I and Sexton II !

    • Yes well, obviously what was meant is two same tanks. Sexton I and Sexton II aren’t the same, one is based on the Ram tank, the other on Grizzly for starters.

  12. “the game won’t switch to another engine” – not going to play wot long time.

    • Yeah, they promise they will support the game for long time but it isnt even a version 1.0 and the engine already sucks… Seriously, what do the devs think? :D

  13. It’s simple. EU office is a bunch of lazy fartbags, that does not want to do anything other than getting paid. Definetly not going forward with own initiative and translate such FAQ… WG made a big mistake with chosing France as EU office HQ. While I do like the French people, from my personal experience their work ethic, and showing initiative is just pathetic.

  14. - all maps have the same chance to drop, except for the new maps, which, for a certain period after release, have a bigger chance to drop.

    Bullshit. Only got Gulag after 8 days of constant playing.
    Same with Pearl River.

    • Sorry for my english, i know it not so well.

      The increased chance to drop a map becomes not always (not for every new map). I’all add it too :)

  15. - a newly researched tank has preferential MM for a while – it drops more often to the top of the team.

    Maybe for only newly researched, but dont work for newly bought.
    70% of battles with my stock Caern. was either T9 or T10.

    • Second battle with Matilda tier 6 game, third tier 5 , forth tier 6 again. All games played in afternoon with 400+ tier 4 in waiting list.
      This is the same bullshit like : You don’t pay money for repairing a damaged track or you are not on the bottom more than 3 battles in row.

  16. - Japanese tier 10 medium will be of the same concept as the Leopard 1

    Shouldn’t the ST-B1 be closer to the T-62A? It has twice the turret armour than the Leopard 1

  17. “- a newly researched tank has preferential MM for a while – it drops more often to the top of the team”

    It`s already implemented.
    I was playing my SU-85 and I never saw a tier 7 until I reached 80 battles.Than,suddenly I started to see only tier 7 battles and I`ve noticed this with a lot of tanks.

  18. Either I dont understand this, or they are posting obvious bullshit:

    - no tank in game has individual XP coefficient

    Like in: every tank gains roughly the same for doing the same? Everybody who owns Churchill LL knows it is just not true.

    • same for T14 and maybe a few other prems. i’d say they get a xp boost of at least 20%, probably more.

      • A Type 62 that bots is rewarded with the most XP unless someone on his team performs rather well (pre 8.6, when bots are effectively supported by arties). Everybody who plays on the Chinese server knows that Type 62 has 2x XP coefficient. Maybe that isn’t the case on the other servers?

  19. Pingback: World of Tanks - Part 2 - Pagina 60

  20. 1. – 2nd German TD line will consist of open-topped Waffentragers with 128mm and 150mm guns on E-100 hull with autoloaders on tier 10, the autoloaders will have 3-6 rounds, the Nashorn will be a part of the branch

    Wasn’t there only 1 E-100 Waffentrager with autoloader planned and before it the regular Tiger and Panther-based waffentragers?[marder 3, "gap"(slf pz4b was planned but seems it's a t4 arty now), nashorn, sturer emil, waffentrager panther-tiger-e100]

    2. – when a crewman is killed, that position’s skill drops to 50 percent of the crewman’s skill (SS: eg. a 88 percent skill gunner gets killed, tank gunner skill drops to 44 percent) – the penalties for non-trained crew are the exception, they are applied AFTER this calculation takes place

    Yes…but they are applied until when?(knowing that an untrained crew means that it’s at 50% precent)

    • In response to 2.
      non-trained crews means tanks that have not been trained for the specific tank they are in (in other words, lets say you take the crew from your KV1S and put them into your KV2, the crew from the KV1S is now considered untrained for the tank they are in, and receive penalties associated.)

  21. Seems like one head in WG doesn’t know what the other is doing. In one of the previous roundups it was said that there in fact will be flamethrower tanks, now they say there won’t. Also since there is still another test running on 8.7 with apparently reworked voicover, I find it confusing that they are saying that national voices MIGHT happen. I thought that’s what they were testing already. Similarly, though not in this article, on one of the EU FAQs I asked if there will be a full light tank line to tier 10. The answer was no. A few weeks later SerB answered the same question and said that a full US light tank line is planned. So much info, so little consistency.

    • Agreed, I wish that WG would be more consistent in their feedback to us players.

  22. - no tank in game has individual XP coefficient

    Type 62 has 2x XP coefficient
    Premium WZ-111 has 1.5x XP coefficient
    Type 59G (the Golden Type) has 2x XP coefficient

    I believe Type 62 is not only available in China. (maybe it has normal XP coefficient outside China?)

  23. - a reason to rebalance a tank is roughly a 3-4 percent winrate difference from the tier average

    Hmmh… Somehow I’m just not bying this… really not bying. 1 patch is sufficient to gather ( or 2 months of time ) statistics for a tank. Not even thinking how long it took to nerf 50b in comparison to T57… or FV215b. It just doesn’t work at the moment.

  24. - ingame whisper after doubleclicking player’s icon will be implemented

    A lot of ” I know your mother ” comments and kids rage incoming.

  25. -It’s possible HESH shells will have a separate simple mechanism in the future

    Way to commit to actually doing nothing AGAIN WG. its “Possible” we will fix a known issue and broken part of the game thats been there for 7 patches!

    make me sick