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Feb 10, 2013

10.2.2013

(a compilation of more Storm Special answers + the regular thread)

- Storm doesn't see unusual/buggy amount of "teleporting" tanks
- players won't be able to test tanks without entering the test server (technical reasons)
- map clickspam won't be remedied for technical reasons
- module menu won't be made transparent
- it's not planned to implement a feature where you will be able to recognize whether you are lighting up the enemy or someone else is
- the fact crews "forget" previously trained tanks won't be changed
- prem tanks won't be possible to sell for gold (not even for reduced amount)
- there will be no official WG module layouts and armor schematics for vehicles
- KV-5 won't be buffed and its MM won't be improved, it would be imbalanced otherwise
- tank horn will most likely not return
- M4 and Panzer IV gold derp shells will be nerfed. How - Storm is still deciding.
- El Halluf slopes will be fixed (they cause too many detracks of light tanks)

- SerB describes how weird low-damage hits are the result of residual damage, shell damage that hits external modules (gun, tracks) and penetrates into the hull diminishes its damage (and penetration) by the amount of the module HP (for example if a 200 DAM shell hits tracks that have 50hp, penetrates them and the armor behind them and does damage the tank itself, the damage on the tank will be 150)
- the screenshot Panzer I is the Ausf. B - the Ausf. A might go to the Chinese tree
- Panzer I won't have regular 7,92mm ammo, because it's ineffective
- current average arty amount per team per battle is around 3, but SerB states this statistic is worthless, because it's not natural, it's caused by hardcap
- French hightier vehicles without autoloaders still planned 

Feb 9, 2013

9.2.2013 - Storm Special

You'll like this

Q&A - Storm Special

Source: http://world-of-kwg.livejournal.com/154975.html

Storm discusses what pisses people off. Basically it's a huge Q&A brainstorm. Here's the info, gleaned from the comment section:

SS: RU players are asking all sorts of weird and useless bullshit. The prevalent issue people have a beef with seems to be the "sticky" gun barrel (resp. aiming circle) when near some buildings.

- there are no more game modes planned (SS: apart from historical and garage battles), Storm states it's just too big an undertaking, while the developers have many small things to work on
- in the hangar, a mechanism will be implemented to allow players to pre-set their tanks into groups for easier selection
- the "bug" where the aim sticks to a nearby object and slides along them in arcade more (SS: nearby a building the aim goes up for example) cannot be fixed, as it is one of the fundamental flaws of the engine (SS: the issue originates in the fact that while the sniper mode works with the gun axis itself, the arcade mode doesn't, it works with different gun and camera angles and the corellation between them causes the issue)
- the "invisible" flat rail wagons in Ensk will be made brighter
- there will be a new "tank is burning" effect to make the fact the tank is on fire more clear, when it's done it's done
- text chat in battle is not planned to be switcheable off, because it would reduce team interaction
- tracers will recieve a complete overhaul
- it could be possible to remove one map from the random pool - two and more create bad issues during the teammaking phase
- the bug where when you buy gold ammo for silver and switch turret on the vehicle, the currency switches back to gold will be fixed in 8.4
- Storm states that night battles look cool, but gameplay-wise they are really bad
- there will be a sound effect remake, for example special sounds when tracks are hit, when gun is hit etc.
- no random battles skill MM ever!
- no solid gun barrels
- vertical tech tree won't return
- there will be no general limits on the amount of one type of vehicle in companies/CW/etc
- Storm has an idea already how to fix the excessive gun swinging when the vehicle moves over broken surface
- devs are okay with the amount of "paper" tanks and with the game economy
- CS-strike modes (bomb-defuse, VIP assassination) cannot be handled by random players, the game is aimed at casuals, a part of the game playerbase never played games before
- the platoon flood in some battles is not regarded as an issue
- serial AFKers will be punished more, devs already worked out some measures to fight them
- no special client version needed with lowered textures, Storm thinks it's enough to set the textures to minimum
- tank position update frequency (so tanks don't "teleport") won't be changed
- the plans to introduce popular mods directly into the game are being studied, it's not yet sure which mods, it's also not clear whether these mods will be introduced for everyone (SS: as in "maybe only for professional progamerer accounts?)
- no new shell types are planned
- applique armor module won't come in 2013 - takes too much work
- Storm likes the "Strategist music" battle chatter soundtrack, but states it's not for everyone and some find it distracting
- all tank visual models will be re-worked in the future for better detail
- the premium hightier Soviet medium tank will be a T-44 prototype with 85mm gun, won't come in near patches, but it will come in 2013 (SS: So I was right :))
- teamdamage punishment system (from ramming) can't be fully automatic as it is impossible to always determine who's to blame
- working lights on tanks (weather etc.) - not in forseeable future
- ingame MP3 player won't be implemented
- dynamic tank naming (SS: Panzer IV with short 75 = Ausf.D, with long Ausf.F2 etc) got scrapped, it would cause confusion
- devs didn't get any proper suggestions how to handle the impact of heavy shells on very light targets (apart from the 3-caliber rule). A player suggested that during a ricochet of very large shell on thin armor, the shell does 25 percent of damage. Storm replies: "And players will whine: 'Why did the tank reflector/box/armor screen/crewmember/dog ate my shell damage?' It would lead to confusion. We thought about it and refused."
- the battle start timer won't be made shorter, as many players use the time to identify the team and tactics
- armor cracking (SS: thinner armor on spots that have been hit previously) won't be implemented
- realistic engine sounds (from real tanks) - not anytime soon, as it is really too complicated, there are very few running condition tanks left
- +-25 pen/dmg random factor won't change
- crewmember models won't be implemented into the game
- trollplatoons won't be disabled (eg. no limit on what tanks can platoon with what)
- multiturret mechanism is not planned until 2015
- low-tier HEAT shells will get a nerf
- Sixth sense won't be remade so it would keep the lightbulb icon lit for the whole time the tank is spotted, it would be imbalanced

9.2.2013


- apparently there are not enough British turretted tank destroyers for a whole branch (Q: "Are the rumors that there aren't enough British turretted TDs unfounded?" A: "They aren't unfounded")
- SerB states that apart from the Luchs, the other vehicles being lifted up one tier didn't really have to be rebalanced, as they were balanced around tier 5 and 6 previously already (they were balanced one tier higher)
- the reason the Panzer II and Panzer III/IV arty tree links were removed is that the devs don't like them, they consider them ugly, confusing and unnecessery
- German Leopard MT branch, French HT and MT alternative branches weren't scrapped, even though they were removed from the new tree, developers will simply add them in future patches
- FV215b TD doesn't have a fully treaverseable turret, it moves only to 45 degrees to each side, it has worse armor than FV215b HT and the gun has 1150 alpha, it's compensated by other characteristics (might not be final, tests will show)
- the reason the British TD branch wasn't published in advance was that it changed a lot in the process, the developers will continue in this trend
- E100 armor is bugged, it'll be fixed (example 1, example 2) (SS: if I understand correctly, it's something about the welds and the spaced armor, which does work however)
- tier 7 and 9 companies are not planned
- the changes in the German lower tiers are partially tied to the new German medium branch introduction, which will start from the VK2001DB (SS: don't worry, VK3002DB will be a part of it)
- the British will have more researchable TDs (SS: turreted branch meant)

Edit: fixed the E100 answer (I mistook it for Jpz E100)

Feb 8, 2013

8.2.2013


Hardly any new answers today, I guess the devs are busy with the dev stuff... well, apart from the usual SerB trolling (a player asking a question in Ukrainian, SerB answers something like "speak proper Russian".... in Hungarian).

- Storm says Jagdpanzer E100 statistics are fine
- SU-100Y uses two types of AP shells (one with high pen and lower damage, the golden ones with higher damage and lower pen), this is intentional and will be kept so
- Kpz70 won't be introduced
- new re-worked maps shouldn't be as bumpy as the older re-worked stuff
- new maps should come "soon"
- according to SerB, EU server is better than RU cluster lag-wise, as the European data streams (? data ways? not sure what the proper IT term is - anyway, the paths thru which the data go) are better
- FV4005 was refused as a top TD "for a good reason"
- FV300 series vehicles? "no comment"

Storm on some 8.4 changes

Source: http://world-of-kwg.livejournal.com/153941.html

Storm on some changes in 8.4:

- lower frontal armor angle on Panther and vehicles based on its hull increased to historical 55 degrees (Jagdpanther, GW Panther, Panzer V/IV and others, does not concern Panther II and E-50)
- lower frontal armor angle on T-44 reduced to historical 45 degrees
- Caernarvon, Conqueror and FV215b - increased armor thickness of the meeting point between upper and lower frontal hull armor (203, 203, 254)
- Nvidia SLI support added
- removed the "exterior" hangar button blocking when the crew is incomplete
- (SS: I am really not sure what this means - an automatic chat log) added the ingame chat addressing (logging?) option - with or without autosave
- for vehicles and crews with Intuition perk and autoloader, when the the perk is triggered, it'll reload the whole autoloader and not just one cassette
- arty-mode FPS drop fixed for some configurations
- FPS in hangar limited to 60 FPS
- re-worked and optimalized the tank exhaust smoke effect
- returned the possibility to retrain the crew to a tank you don't physically own in the hangar - a special warning window added for this case
- added the fullscreen windowed mode ("maximize" button on the window)
- fixed the bug where the bug where the turret and gun barrel get stuck if a shell hits the turret
- fixed left speaker weird sound on some configurations, occuring after a shot
- fixed the bug with ammo order getting screwed when changing turrets
- fixed the bug where the barrel gets stuck in some cases when you aim at near obstacles

So much for the article. Storm explains some things in the discussion:

- the 60FPS limit in hangar is for the reason that some graphic cards try to generate very high FPS and therefore get too much used in the hangar, Storm also states Vsync didn't work, at least not always
- regarding the fact it was banned to retrain crews to vehicles not physically present in the garage: "We solved that and decided more harm than good would come out of it"
- Malinovka and Westfield assault mode gets removed for re-work, because they were imbalanced: Westfield more than Malinovka
- Storm doesn't know why Sexton I counts as "American"
- Caernarvon, Conqueror and FV215b have the same amount of fuel tank hitpoints as other tanks of the same tier
- "test will show" about the statistics of the VK2801
- test will "not start this week" (SS: they probably don't want to collide with the Chinese weekend)
- garage chat channel history: "when it's done it's done"
- Pz IC and Pz IIG armament? "it will be seen in the test"
- tier 10 Brit HESH ammo won't be changed to HEAT/APDS soon, as far as Storm knows


Update:

- no plans for SU-101 buff
- no plans for now for re-training the crew roles (for example a driver into a radioman)
- historical Soviet Guard unit emblem won't be implemented
- XP on VK2801 (and other tanks) will stay when they get pushed one tier up

Update 2:

Overlord translated it officially. You can read it on his blog . Some of it, anyway :)

Jagdpanther II panic explanation

Hello everyone,

just a quick explanation. A lot of people asked recently "what's going to happen to the Jagdpanther II" as a result of reading the last batch of translations. The answer is: nothing is going to happen.

SerB answered cryptically about some compensations and whatnot and I translated it, because I was tired and too lazy to figure out what the hell he is talking about. The whole thing is a result of Russian portal error where the new German tree was released without the Jagdpanther II icon - it was an error of the artist who made the tree. Naturally, panic ensued and people started to ask SerB what is going on - and he trolled them. The only thing that happened is that Ferdinand went back to its original place in the main line and Jagdpanther stands out, suggesting its fate will be.... glorious :)

Feb 7, 2013

7.2.2013 - part 2


- both the top version of the Soviet IS tank with the 122mm gun (and with the frontal hull armor "divided in the middle" (two parts with different angles) and the one with "streamlined" sloped armor without different angles) are correctly historically designated as "IS-2"
- the hull with the "divided armor" was selected for the tier 7 IS because there was never such a thing as an IS tank with 85mm gun and streamlined armor
- it was considered to divide the IS tank into more vehicles, but then it was denied, as the IS variants aren't very different from each other
- apparently there is a rumor running around that one KV-3 vehicle took part in WW2 fighting. It's not true - KV-220 did, KV-3 didn't.
- it's not yet sure that the T7 German LT "Aufklärungspanzer Panther" will be researched from the VK2801, or what its armament will be
- Q: "SerB, is it possible to introduce the real-life performance IS-7?" A: "You're a newfag :) Such an IS-7 there was already in the alpha test."
- vehicle economy is separated from balancing, occasionally however it has some small influence on it
- Chinese and British arty characteristics? "You'll see"
- the reason for 88mm L/71 and other German guns penetration being different from some German penetration: different methodology of what was considered a penetration and what wasn't, it's based on Russian results with captured guns
- Q: "Why are low tier battles the way they are - everyone penetrates everyone?" A: "Because it's ololololol"
- Q: "Jagdpanther II was removed from the main TD branch, what is its fate?" A: "Its fate is beautiful :)"
- Arty Batchat doesn't have an autoloader because the devs don't have references for it - if someone finds some, they'll add
- only fallen trees count as one for the purpose of additional camo factor, standing trees still counts as multiple cover (multiple bushes)
- there will be no special XP compensation for Jagdpanther II users, the change is not related to the 2nd TD branch if I understand it correctly (SS: sorry, I'm really tired, just correct me if I am wrong)
- SerB thinks the new tutorial will be only for new players, but he's not 100 percent sure
- it's not planned for players to make their own maps
- there will be no free garage slot given out in 8.4 (not as in the AMX ELC case, "because we do not insert new tanks, we only push the existing ones up one tier")
- regarding the Waffenträger 2nd German TD branch: "It's not a Waffenträger branch, it's an open-topped TD branch. It will come in 2013."
- Valentine TD is NOT the Archer. There won't be the Archer in 8.4
- apparently, dynamic vehicle characteristics (in hangar) are being worked on
- Wespe will now be unlockable from Marder, it's not a bug
- although some of the British TD vehicles have multiple guns, multi-gun mechanism was not yet developed, eg. AT-7 will behave much like M3 Lee.
- M26 top turret mantlet thickness is 203mm
- Sexton confirmed as US vehicle
- FV215b and FV4005 Stage 2 are different vehicles (SS: apparently a lot of people mix them up)
- on the new tree, VK3601H is listed as "heavy", but this will actually be done later, not in 8.4