[MMO] World of Tanks

Page 204 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
This was posted on March 9th but I'll copy it here for those that don't bother to read the news on their website or just wish to discuss it...



7.2 Preview: Game Economics Changes

As we all know, version 0.7.2 will be the next big update of World of tanks. In this update the game's economics will receive a lot of changes, these are targeted to optimize the income of all vehicles and to set optimal prices on their modules. This means that the improved economics will ensure a more comfortable process of researching and purchasing of vehicles.
Vehicle Progression

In the current version of World of tanks, after a player finishes researching a new vehicle they will usually have to play a large number of battles just to grind enough credits to be able to afford purchasing it. Though during the progression through the Tank Tree, players will improve their skill at the game and as result are able to earn more credits in damage and kills, the old economic system requires a lot of effort and time to progress on Low and Mid Tiers. We want to change this!

Moreover, low income in low levels forces players to choose between saving credits for a new vehicle or purchasing consumables and equipment.

Considering all the above mentioned, we’re planning to increase income on the low Tiers. This will give players the possibility to earn more credits and XP. As a result of these changes, players will have the opportunity to purchase new tanks much faster and sooner after the research.

Meanwhile, higher tier tanks will see faster experience progression compared to credit income on a battle-by-battle basis. We feel these particular changes will greatly improve the rate at which players reach the middle tiers of the game, while also improving the play experience once they reach that point.
Out of Stock

Going along with the progression changes are modifications to the progression through a vehicle itself. We are revamping the experience and credit costs of many modules.

Module cost Should be appropriately based on its effectiveness in battle, Currently it doesn't work like that. In some cases, modules are performing too well for their experience and credit costs. In those cases we will be boosting their credit costs, But there are also a lot of modules which are currently too expensive and in 7.2 will have their experience and credit costs reduced.

For example, the 105 mm T5E1 – available to the T29 and T32 – will have its credit and experience costs reduced. This is the case for many tank upgrades throughout all tiers, with the goal being a more enjoyable journey to the next vehicle tier.
Tank Destroyers

Tank destroyers have progressed a bit slower than most vehicles in the game to this point due to a higher credit and experience costs for their guns than other same-tier vehicles. In version 7.2 we will be removing this disparity, resulting in similar costs to their counterparts.
Income Adjustments

Part of the economy rebalancing also includes adjustments to the income potential for most vehicles in the game. We’ll break this down for each specific adjustment below.
Please note that profitability of premium vehicles of tier 5 and above will not change.
Early Tiers

In the early game – tiers one through four – all vehicles, regardless of type, will see an increase in credit income. This includes most premium vehicles in that tier range.
Light Tanks

Along with the implementation of the economic improvement, income of all Light Tanks will be increased. For Tier one it will be an increase from 82% to 95%. Tier 2-5 Scouts will receive an increase within the frame from 14% to 58%. While AMX 13 75 and AMX 13 90 will see a 10% increase.
Medium Tank

The changes to Medium tanks will see a reduction in credit income for tiers six (reduced on 8 %), seven and eight (from 10% to 5% ). Meanwhile Tier 2-4 will receive an increase from 10% to 40% depending on the vehicle. Tier 5 vehicles will in some cases see a bonus of up to 7%, while others are nerfed, but not by more than 12%. A purely good change awaits owners of top Tier vehicles – Tier 9 will receive an increase from 5% to 11%. This will allow to maintain such beasts as ‘M46 Patton’, ‘T-54’ or ‘E-50’ much easier.
Heavy Tanks

We’re rebalancing the income of heavies quite abit. On Tier 5 it will be increased from 6% to 18%, while Tier 6 will lose some credits – their credit earnings will be reduced 5%-8%. For tiers seven and eight we will both reduce up to 5% or increase up to 5% the income potential of heavy tanks depending on the particular vehicle. Pleasant news for Top Tier drivers – their vehicles will receive a boost in the range from 5% to 10%
Self-propelled Guns

Many self-propelled guns will see a boost in credit income, including tier eight. On Tiers 2-3 it will be an increase in the diapason from 40% to 60%, on Tier 4-5 it will a 4%-14% bonus, while Tier 8 will receive a boost in the range from 7% to 13%. The only cases where credit income will remain the same are tiers six and seven.
Tank Destroyers

Due to the rebalancing of tank destroyer progression, we will be reducing the income of all tank destroyers by somewhere between 3% - 8%, depending on the vehicle. This of course excludes tiers two through four, which will see credit income increases.



Stay tuned for additional details on World of Tanks version 7.2 as we march toward release.
 
Last edited:

Binky

Diamond Member
Oct 9, 1999
4,046
4
81
Lol, tier 7-8 medium and heavy tank credits nerfed, tier 9-10 increased. My income generation on tier 8-9 heavies is pretty darn good, with my T34 being very good, so this seems like an odd change.

Arty income up...didn't they just nerf it recently? Odd. I still find arty incredibly boring and frustrating to play. I wish they'd increase accuracy and reload, but decrease damage. Missing a lot after long-ass reloads just sucks. I'd rather hit more for the same or less overall damage than miss 70% of the time. Oddly enough, I think my chances of hitting a moving target are as good or better than a stationary target. WTF is that?
 
Last edited:

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
Originally Posted by WOT Forums
The only guns where you want to use HE over AP are:
1) artillery
2) The 105mm gun on tier 4-7 German tanks.
3) The 152mm gun on the KV and SU-152.

All other guns with an AP option should be using it.

True for all aspects. they forgot the 105 for the shermans in the US lines as well. Arty can have AP rounds for a last-stand TD mode defense.

The SU-152 has the same exact gun the KV does except it loads faster (3 rounds/min vs 2).

I also found it much more accurate for some reason. I sniped with it because it was so center-heavy. Killed a lowe and a KV in 2 consecutive shots on campinova. true story.

Not excited about the tier 8 credit nerf though. There's going to be a lot of bitching from KT drivers, who already lose a ton of money if they lose. The scout/light tank change will be welcomed though, it'd be nice to make a bit of money on my t-50-2 when i take it out for a joy ride. ;)
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
True for all aspects. they forgot the 105 for the shermans in the US lines as well. Arty can have AP rounds for a last-stand TD mode defense.

My statement on HE vs AP: Short barrel = HE, Medium-Long barrel = AP.

Don't even bother loading HE in anything narrower than 100mm *unless* you are in lower tier tanks. A Panther 75mm with HE is *useless*. A Panzer III 75mm with HE is *pain*.
 

Ns1

No Lifer
Jun 17, 2001
55,413
1,570
126
WOT FORUMS said:
Good catch. It's sort of the opposite of what you said. What it means is that you can, for example, take a Tiger II (German heavy) trained crew and put it in the Lowe (German heavy) with no performance penalty and no need to retrain. You can move the crew back and forth between the two as much as you want, provided they are specifically trained for the Tiger II the whole time. If the crew is specifically trained for the Lowe, you can't move them to the Tiger II (which is non-premium) without losing some performance.

It's a VERY nice feature for rapid crew training. I've used my Lowe to help create two highly-trained German heavy crews.

Let me see if I got this right, the purpose of this tactic is to grind secondary skills. So for instance, if I had a T5 heavy tank with 100% crew (gold), and another T5 heavy premium tank, I would use that 100% crew for both tanks and move them back and forth?

And this works as long as my 100% crew is only trained in the non-premium tank?

And this works BECAUSE premium tanks are already elite so you get xp faster?




(sorry for all the Q's, getting my ducks in a row :))
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
Never heard of that before. I thought you had to retrain whenever you moved to another tank?

I do have a tiger II and a lowe so I can test this out when I get home.
 

Ns1

No Lifer
Jun 17, 2001
55,413
1,570
126
WOT FORUMS said:
While many including myself thought this was a common knowledge, a lot of people have said to me that they were completely ignorant of this fact about premium tanks. The fact being: the premium tanks can be crewed by any tankers of the same nation and same class without skill loss penalty or having to retrain.

Here's a good example of German medium tank Panther crew crewing a smaller medium premium tank S-35 Somua.
You will notice the skills aren't taking a hit even though the crew have not been retrained for the vehicle.

With this feature, you can get x4 experience for your crew in any given tank if you have the same sized premium.
Let's say you have a Sherman M4A3 Easy 8 and you got your first victory of the day to get 2000 xp.
Now you can transfer them to Ram-II and get that exp again for the crew, training them to 100% and beyond MUCH faster!

Basically buying a crew for premium tank is a bit of a waste unless you have a lot of barracks space. (Most people have enough space in the barracks, though)

http://forum.worldoftanks.com/index.php?/topic/66029-premium-tanks-underappreciated-feature/
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
Never heard of that before. I thought you had to retrain whenever you moved to another tank?

I do have a tiger II and a lowe so I can test this out when I get home.

All premium tanks can run untrained crews from at least the same weight class. It does not work for different weight classes (so you couldn't run E-50 crew in the Lowe or GW Type E crew in the Lowe). So as stated by Ns1, if you have a crew trained on the KT, you can switch them to the Lowe with 0 penalty. When you do, you'll see the red lettering for mismatched tank training but the crew percentage will not be in red.

So I run tetrarch/T-127/T-50 on the same crew... and mini-maus/leo on the same crew. I'd do it for bigger tanks but I don't own any bigger premiums lol.

Ns1, this is a special feature of premium tanks. It is not b/c they are already elited. The above trick will not work if you transfer say a (elited) KT crew to an (elited) E-75 without retraining. Going back to the KT/Lowe example, you can speed-train a crew's skills up b/c if nothing else, you get two doubles per day instead of 1. It also allows you to keep training up the KT crew while you do credit grinding with the Lowe, something people need to do often anyway.

Also, esp w/this trick available, I would strongly recommend against spending gold on crew training. Going from 75% to 100% isn't that much work and to me, it doesn't justify the gold cost.
 

Binky

Diamond Member
Oct 9, 1999
4,046
4
81
With the number of clicks it takes to move crews around, how is this worthwhile?

The whole process takes too long in my opinion. Buying a new tank where you have a good crew is especially annoying - buy new tank without crew, move the old crew into the tank one-by-one, then retrain them for that tank (one-by-one) is incredibly annoying.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
hm, that's interesting but I don't see the big difference between running a normal tank three times vs once on normal and once on a premium tank. I suppose if you don't have much time to play then you can play for 2 victories instead of 3. This is a good side effect if you're credit grinding, but if you're trying to maximize training... I'd much rather run my crew on KT vs the Lowe as I can earn more exp consistently on the KT.

The difference is you get another daily double for your crew, and that's pretty much it. Or am I missing something? >_>

Plus, this sounds more like a bug than a feature.

Edit:

as binky said, this is also a huge PITA. I'd kill myself if I had to move my crew around twice every day for daily doubles x 14 tanks.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
With the number of clicks it takes to move crews around, how is this worthwhile?

The whole process takes too long in my opinion. Buying a new tank where you have a good crew is especially annoying - buy new tank without crew, move the old crew into the tank one-by-one, then retrain them for that tank (one-by-one) is incredibly annoying.

I think the value is more that if you need to grind credits, you can simultaneously train an existing crew. So you'd transfer like once per day or something.
 

Ns1

No Lifer
Jun 17, 2001
55,413
1,570
126
I think the value is more that if you need to grind credits, you can simultaneously train an existing crew. So you'd transfer like once per day or something.

So basically hit your daily double for each tank and then start credit farming with your premium tank/non-premium crew
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Last night and today started playing with my T-43 again. Now have 11K to go before getting the T-44. T-43 is a fun tank but goes up against heavy competition nowadays in battles. I remember when T-43s and T-44s were considered bad ass. T-59s of their day. How times have changed. :)
 

cecco

Senior member
Jan 27, 2005
265
0
0
Couple of days ago I researced the IS and now it's upgraded to IS-2. I am having the best run with this tank than any other. Granted after 3,000 battles under the belt you learn a few things, but after 55 battles on this thing, I'm sporting a nice 73% of battles won in it. If I'm anywhere near the top during a match it's hunting time, and even when at the bottom I can damage anything on the top with the 122mm.

I've been playing WoT since closed beta and I've yet to grow tired of it. Only thing that tears me away is alpha testing World of Warplanes.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
Got the T-44. Couldn't get the first 100mm gun until researched tracks and turret. That second 85mm gun is very accurate but so inadequate. Pew Pew LMAO



Edit:


NA YAWR#1

How will the is4 be changed with its move to tier 10 besides hp? At its current state it’s about on par with the e-75 and I don't think it’s really up to speed for tier 10 with just more hp.

According to statistics, it’s doing better than its tier 9 counterparts. We will specify the changes after 7.2 and tune them on the 7.3 Common Test.


Will there be a change to how Camo paint is implemented in the game? It would be much more prudent to have the ability to buy several paints for a tank and switch them when desired rather than permanently losing your current paint scheme when buying a new one.

This is a question being discussed at this time. We can say that the system won’t change in 7.2 for sure. If we decide to change the system, you will be informed.


Is KV-3 repair bill going to be higher or is it still the same when it moves to Tier 7?

Since it will go to Tier 7, it will receive all characteristics of Tier 7. Slight buff, price increase, income decrease and higher repair bills.


Would you ever consider adding double credits for your first victory of the day to go along with the double xp?

It was considered, but we have chosen not to implement this.


Is there any new information on World of Battleships?

We will not be discussing any of our sister games in YAWR discussions. Keep your eyes on worldofbattleships.com for future developments.


It would be great if "Accelerate Crew Training" would give a more significant bonus, instead of a +10% bonus. 50% would be better, since you're taking all the experience away from the tank.

Let’s take a closer look at how the system works:

XP crew gets is equal to the amount of XP you receive including modifiers.
For example you receive 1000 XP. All your crew* receives +1000XP.
You receive 1000 XP x 2 for the first victory = +2000 XP to each crew member.
You receive 1000 XP and have 'improved crew training' enabled - each crew member receives 1000 XP besides the most unskilled one, which receive 2000 XP instead.
You receive 1000 XP x 2 and have 'improved crew training' enabled - each crew member receives 2000 XP besides the most unskilled one, which receive 4000 XP instead. So the 'improved crew training' grants x2 XP boost to the most unskilled tanker.
*wounded crew members do not receive any or receive less XP (depending on the battle situation)


Just a few questions regarding some confusing descriptions written in the preview of the new 7.2 crew skills:

1) Commander (Eagle Eye) says that it grants a higher maximum view range, does this allow a player to render enemy tanks beyond the 500m hard limit? Also it claims to be "more" effective if the vehicle's optics are damaged, is this supposed to mean it compensates for a vehicle's optics being knocked out, or that it actually provides an even larger bonus if optics are damaged? The latter seems counter-intuitive.

2)Driver (Cruise Master) says that it doesn't reduce dispersion from "rotation of vehicle" does this mean turret rotation or turning the actual tank?

3)Driver (Ramming Master) says that it doesn't apply to friendly vehicles (thank god) or immobile vehicles, does this mean that if a player with this skill rams a "parked" enemy he receives no bonus, or does it mean that if the player with this skill is "parked" and rammed by an enemy he doesn't receive the damage reduction? If either of these turn out to be true, this skill seems to reward opponents who sit still, and penalize the person with the skill for doing the same...

4)Loader (Hunch)*this is a very big question* When reloading a shell of a different type, there is a chance the shell will be instantly loaded. Instant loading cannot occur more than once before a full reload cycle has completed. Can someone please clarify some specifics on how this works, there is currently a relatively large debate among players... Does it let you "sometimes" switch ammo from one type to another after you are already fully loaded without a delay? Or if you "queue" a different ammo type for your next load does it sometimes load instantly? If the latter is true it seems fairly game-breaking as far as perks go, as large-bore guns could theoretically "double-fire" AP followed by Gold/HE occasionally.

Additionally, this is the only "perk" that specifically states that effectiveness is "summed" meaning added together and NOT averaged... does this mean that having two crew members trained with this perk is somehow more advantageous? Can you get "2" instant reloads instead of just 1, despite the description saying otherwise? Or does it mean that multiple (Hunch) perks provides a larger % chance to have the instant reload?

5)All Crew (perks) Many of the "Perk" abilities specifically say that they are only active once trained to 100% and that only the crew member with the highest training in a perk provides the bonus. If a perk only activates at 100% why is there a specific note that only the best-trained crew member applies the bonus? If there are 2 crew with the same perk active at 100%, don't they have the exact same bonus? This seems redundant and confusing. Or are you trying to say that "if 2 crew have the same perk active, and one is killed in battle, the other has a higher bonus and thus the perk remains active"?

I'm unsure if this is even the right place for these questions to be looked at by those with developer knowledge, but hopefully someone finds them interesting.

Thanks for your time and effort Q&A team!

1) No, it want grant you visibility besides that range, but will help you to find camouflaged enemies, if you already have a 500m visibility range. Yes, it’s supposed to compensate more or less damaged opticts.

2) It includes any type of rotation. For decreasing turret rotation dispersion you can learn ‘Steady Hands’ skill for the gunner.

3) In current version, it won’t work if your vehicle is immobile.

4) If you "queue" a different ammo type for your next load does it sometimes load instantly. Having two crew members trained with this perk is somehow more advantageous since you will have more chance for this perk to work. Also you cannot reload instantly two times in a row.

5) For example, if two loaders will have ‘Do-or-Die’ perk, the bonus will work for only one loader. It means that second loader will just waste XP on that perk without giving any bonus to the performance. The rule covers only crew members with specific similar perks. Though you are right, if we go back to the example with 2 loaders, when one is killed, second will give the ‘Do-or-Die’ perk bonus.


When can I have French SPGs?

French SPGs are currently planned for an update after version 7.3.


What&#8217;s up with the critical hits for no damage? I&#8217;m getting very angry when I shoot a tank at <50hp and it crits him for 0 dmg and I end up dying because of it.

We are currently reworking that system. We will announce more details when testing starts


Hello, I have a question, some of the "night time maps" will have street lamps but will we get to use the headlights or taillights at night? If so that would be AWESOME!

It won&#8217;t be THAT dark, though we will probably enable them.


Being the premium tank junkie that I am, I was wondering if you all have a schedule concerning the release of premium vehicles and/or if we could get a rough idea of when new ones are being released?

I don't need an exact date, just getting a rough idea of when they are coming.

Premium vehicles have the same and sometimes even lower priority in releasing in comparison with regular vehicles. So once we announce new vehicles, some of them might be Premium ones. You will generally see a few every couple releases.


Are some new skills are the skills going to be nation based?

No, at least not in the first pack of new skills and perks.


I heard that different types of tanks (e.g., light, medium, spg etc.) earn XP more by doing different things in battle. Is this true? I&#8217;ve been looking but can&#8217;t find it written anywhere and want to know what I should be doing with each different type and tier of tank to progress faster and easier through the game.

It&#8217;s relative. You are receiving more XP, when you are performing well in battle. For SPGs it is dealing large amounts of damage, for light tanks it&#8217;s mainly scouting. All tanks get the same XP for all tasks &#8211; they just get the bulk of their XP from doing different things.


What happens to IS-7 in 7.3?

It remains in place, but will receive some rebalancing if needed.


What changes will be made to the German tanks in 7.2?

There are primarily only balance changes for German tanks in version 7.2. We do not plan to introduce any new tanks to the German tech tree in this update.


Will wheeled armored vehicles ever be available? Maybe used as alternative scouts or support vehicles to deploy smoke screens and such?

No vehicles of such type are scheduled currently for implementation in the game, though we do plan to add Commander Vehicles for CW, if you are interest in new types of tanks. You can get an idea of how they will look in the following photo:

As a real life tanker, I have to be very careful when driving but in the game there are no driving related challenges yet. Do you guys plan on coming up with slippery or muddy terrain that can get you stuck or losing control over the tank, or tanks flipping over or falling from dangerous terrain, or tracks getting ripped apart by collision with objects, etc...?

When we implement new physics, some of the described situations will cause damage to the vehicle and its suspension. Though we will preserve some arcade elements, so the game play won&#8217;t turn into very difficult simulator that won&#8217;t appeal to some players.


Every time I've asked anyone if 'Accelerating Crew Experience' helps with skills on crew members (not just getting the primary to 100%, which it certainly does help) I've been told it does NOT help.

With the new crew skills being introduced, will Accelerating experience help with gaining those skills? Currently it does not seem to help, yet in this Q&A session, you specifically state it should be used toward these means.

As far as I remember, accelerating experience just gives additional XP to a crew member. And it does not take into account whether you distribute it on crew member specialization or a skill. So it should work. We can look into this to give you a more firm answer next time.


Will the French tree be completed and can you add a couple of good tanks to the German section please.

Yes, the French Tank Tree will be completed with TD and SPG branches. Also, we will add second German TD line; we are not giving out information on when at this point.


All I want to know is if there would be any possibility for World of tanks to be a game on the console systems too.

There are no such plans for foreseeable future.


When, if at all, will we be getting any information on the anticipated British tank tree?

We probably won&#8217;t release any additional information this month, but we may start to trickle out some more previews in the following months.


Will the "British" tree include any lend-lease or commonwealth vehicles? (Such as in my Fan-made Commonwealth tree!)

It&#8217;s still under discussion, but most likely.


Are there any plans for any additional premium-exclusive features in the future?

There are no plans for the nearest future to add additional features.


Do you have any plans to lower (or raise) the price of gold or gold-based upgrades/tanks in the future? (Aside from regular sales)

We have no plans to make changes to the prices of gold and gold-based features within World of Tanks at this time.
 
Last edited:

Harabec

Golden Member
Oct 15, 2005
1,371
1
81
"We're answering questions by mostly not answering". I was disappointed by the low amount of info :p

The T20 is my fav mech...err I mean tank right now. It is small, fairly agile and packs a decent punch. And it looks like a funny beetle. I could not stand the 76 mm at all, in any of its incarnations - both A1, A2 and the AT versions. The damage is crap and WoT is about high pen, high alpha 90% of the time. This is why I despised the E8 really...it did not have the gun to back up its agility and lack of armor/hp IMO.

I'm contemplating what to do next. Diablo 3 comes out next month, have been waiting for it but now I'm not sure I want it - between studies, work, WoT and beta testing Mechwarrior Online when it comes out during the summer, I've no time for another time-sink :p
 

Ns1

No Lifer
Jun 17, 2001
55,413
1,570
126
is there a special hotkey to take screenshots of pics in game?

christ just had my best game so far with marder:

5 kills, 18 hits out of 19 shots fired
 

Harabec

Golden Member
Oct 15, 2005
1,371
1
81
Printscreen is what WoT uses...after 3-4 seconds it'll tell you it took the screenshot (in-game or in garage, both work)
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
"We're answering questions by mostly not answering". I was disappointed by the low amount of info :p

The T20 is my fav mech...err I mean tank right now. It is small, fairly agile and packs a decent punch. And it looks like a funny beetle. I could not stand the 76 mm at all, in any of its incarnations - both A1, A2 and the AT versions. The damage is crap and WoT is about high pen, high alpha 90% of the time. This is why I despised the E8 really...it did not have the gun to back up its agility and lack of armor/hp IMO.

I'm contemplating what to do next. Diablo 3 comes out next month, have been waiting for it but now I'm not sure I want it - between studies, work, WoT and beta testing Mechwarrior Online when it comes out during the summer, I've no time for another time-sink :p

T-20 is a good tank. The Pershing is even better. I have fun in mine.