#devs-answers

1 messages · Page 1 of 1 (latest)

daring anchor
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@here
Hi all! Two weeks ago, we've changed the characteristics of many Tier X tanks to make their gameplay roles more prominent. We now see that our goals have been achieved:
• Each of the re-balanced tanks is now closer to its desired battle role.
• The gameplay of many tanks has changed so the playing experience became slightly different.
• Already familiar and somehow boring old tanks are now giving fresh feelings and emotions.

Our another important goal was avoiding too strong or too weak tanks. We've already collected the stats and can confidently say that this goal has also been generally achieved. But there are a few vehicles that require small, targeted changes in Update 9.2:
⚡ The Bat.-Châtillon 25 t will reload its clip faster by a second.
⚡ The TVP T 50/51, FV 4005, and T57 Heavy will reload their clips longer by a second.
⚡ The Type 71 will have its engine power lowered by 70 h.p. and its top speed decreased by 3 km/h.
⚡ The E 50 M will get some hull and turret armor improvements to keep its visually enhanced version protected to the same extent as the old one.

No other Tier X changes are planned for the near future, but we'll see next year...
#tank-balance-discussion

daring anchor
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TECH STATUS UPDATE

⚡LIMITED BATTLE CHAT
We’re happy to announce that 10-character limit has been disabled after a series of tests on all our servers. Enjoy full-sized messages in the battle chat! Tomorrow, we’ll also check the new settings are applied after the nightly cluster maintenance.

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ROVER SHELL ISSUE
Starting with the next nightly cluster update (i.e., within 24 hours), the fix of Rover’s shell normalization will be deployed.

So, the Rover tank won’t be able to pierce the armor it wasn’t supposed to penetrate. Its basic shell penetration value will stay unchanged, however.

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NEW GUN SOUNDS
We’re seeing your feedback about the new sounds. Here are some details and our further actions.

What’s wrong with the new sounds?
The new gun audio, especially for high-caliber guns, features rich and very deep bass (as low as 30–40 Hz with a peak at around 50 Hz) and some players do confirm it sounds great on their hi-fi and hi-end sound systems.

However, most players don’t use audio equipment of that kind. Actually, the new sounds are not properly adjusted for low-end sound systems like phone/laptop speakers and entry-level or even mid-range headphones, especially wireless ones. Limited frequency response of all phone speakers and many mass-market headphone models literally destroys the low-frequency part of the new sounds, making them flat, muffled, and sometimes distorted.

The other problem is that the volume of the new guns sounds is a bit low compared to the other battle sounds.
And, of course, some players don’t like how the guns sound per se, regardless of the equipment used.

What we are going to do
There are two ways of fixing these sounds:
• Audio improvements: level normalization (volume fix), compression, and frequency range adjustments.
• Sound design: changing the sounds themselves to make them more prominent and natural.

Our sound engineers are already working on the improvements. We are going to share some enhanced sounds within the next week or two and collect your feedback.

However, fixing all the sounds will take time so their reworked version won’t be available in Update 9.3. We hope that a number of noticeable audio improvements will hit Update 9.4, while the sound design refinements might arrive at the further versions.

daring anchor
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Hey, friends! This is a Thank you message for those who told us about the camo bug on the Škoda T 45 tank.
It will be fixed in Update 9.3.

daring anchor
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@here <@&588306161543938124>

Dear players!

Here are some community updates about the EU server’s newly arrived players!

On April 4, we announced that the operation of Wargaming games in Belarus and Russia, and World of Tanks Blitz, in particular, was to be transferred to Lesta Games. Two independent companies currently manage all business and operational matters for World of Tanks Blitz and other products: Lesta Games in Belarus and Russia and Wargaming in all other countries.

As a result, we will be taking the following actions:
➡️ Soon, the WoT Blitz app will be withdrawn from the application stores for players from Belarus and Russia. It will be replaced by a new project called Tanks Blitz, which will be available only in Belarus and Russia.
➡️ The CIS server will be removed from WoT Blitz. The Tanks Blitz project will have its own single server for the RU region, i.e. Belarus and Russia.
➡️ From September 21, we’ve opened the account transfer procedure to the users from the CIS server. Players from Ukraine, republics of Central Asia and South Caucasus, etc. were advised to transfer their accounts from the CIS server to the EU server to keep playing WoT Blitz, save their game progress, and stay an important part of our big worlwide community.
➡️ Players from Belarus and Russia were suggested to transfer their accounts to the new RU region server, and the vast majority of these players are doing so. A relatively small percentage of users from Belarus and Russia will also move to the EU server now.
➡️ All WoT Blitz players who use Steam, Microsoft Store, or Nintendo Switch platforms and play on the CIS server also have an opportunity to tranfer their accounts to the EU server because they have their license for WoT Blitz in their Steam, Microsoft Store, or Nintando eShop library.
➡️ We are already testing an extra EU server cluster hosted in Poland. The cluster is available for our players and we monitor it carefully to make sure it is stable and optimized for play. We are going to launch a new cluster in Kazakhstan as well. While there is one EU server for all players with EU accounts (including transferred ones), players generally connect to the regional clusters based on their location to avoid latency issues.
➡️ The matchmaker in the Rating battles does not separate players by clusters. That means that all players of the server play with each other.

Once again we draw your attention to the fact that starting from mid-October, the majority of players from Russia and Belarus will no longer be able to play WoT Blitz, as WoT Blitz will disappear from iOS App Store, Mac App Store, Google Play, and most third-party Android app stores in these countries. New players from Belarus and Russia won’t be able to access WoT Blitz on any platform.

⚡ We’re seeing the response from our European community being worried about the increased amount of Ukrainian and Russian language in the game chats. We kindly ask you to be understanding: these players are also worried about moving to a new server and they are adapting to the new conditions. For our part, we are pleased that our players will be able to continue playing WoT Blitz despite the changing circumstances. We are doing everything we can to ensure that all our players have the opportunity to play WoT Blitz.

We have also taken note of your reports about toxicity in the in-game chat. We have already taken some measures, in particular, we are detecting and banning the repeat rule violators. We remind you that if you encounter any violations in the game, you can use the in-game report system or send a screenshot / replay with a violation to the Support center.

Friends, we thank you for caring, and for being passionate about the game and our community. We appreciate your feedback and we value your comfort. We are proud to have such players. Together, better, stronger.

I will be happy to answer your questions in the #news-discussion channel.

daring anchor
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@barren schooner asked and collected 106 like
Is WG planning on changing rank system or adding things in game (like marks of excellence) that appeals more to high skilled players?
⚡ We have already made an improvement: free beautiful animated camouflages for rank levels 20, 30, and 40. We have other ideas how to make this feature better, will share details a bit later.

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@oblique garnet asked and collected 180 like
Can you separate "Ranks" and "Upgrades" in garage? Its anoying when you have to click "Rank" first all the time.
⚡ Dev team has similar idea, might be implemented next year.

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@autumn dome and @light scarab asked and collected 253 like
When Mirage and Lost temple map coming back?
⚡ Somewhere in 2023, if everything goes well. We found out that both these maps require full rework, which is delayed by the process of PBR enhancements for the maps that are currently in the game. Do you wait them to come back?

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@grand geyser asked and collected 115 like
Will we get QoL (Quality of Life) improvements to platooning and interfaces related to it?
⚡ We plan to improve platoons and platoon UI in 2023. We will also share your ideas to the dev team. Perhaps, some of them will be implemented. Thank you!

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@oblique garnet asked (again) and collected 191 like
Can you add something to make Elite XP more usefull? There is only one option to use it (witch is useless and almost no one use it) turn into Free XP
⚡ That's true that this option is used quite often, but it's not the only one 😉 There is also an opportunity to spend elite experience for crew perks. So far, there are no plans to use it in any other way.

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@wild bone asked and collected 189 like
❓** Will the old destroyed tank models ever return? Looks way better than just a burnt texture**
⚡ We also miss those destroyed tank models (we used to call them "crash models"), but they are not going to come back. As separate assets, they took way too much time to create (and re-work for visually enhanced vehicles) and used too much space on your devices. We are still looking for a way to make the destroyed tanks look more natural without separate 3D models. However, there are multiple issues and limitations with geometry transformations so we've got no news for now.

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@minor olive asked and collected 101 like
Will you add new battle types like encounter, or supremacy?
⚡ We consider a possibility of adding a new battle type, but we know how our players like to deal damage. And this means any battle type where damage dealing is not the core mechanics would likely become unpopular. Creating a new battle type is a time-consuming task but we still don't give up with the idea.

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@tulip prawn asked and collected 156 like
Have you considered adding more spawn layouts per map for regular matches? It would create new gameplay for all applicable maps, and doesn't take nearly as much effort as making a map from scratch.
⚡ We considered the idea and even playtested its implementation. It turned out these spawns don't work well with most maps, only some of them are kind of okay. For example, on the Naval Frontier map, the gameplay starts from camping, and New Bay is not playable at all.
Such changes should be implemented globally and applied to all maps in the game, not just 5-6 of them. This is the actual reason why we don't add more spawn point layout.

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Here i misunderstood the question and apologise for it. The report system will be covered in the next part.
Are the reports that are made in game actually looked into, or is it just placebo to make us feel like we did something? We though about reports as about surveys.
⚡ We review, study, and discuss your feedback with the development team. Based on your perception, we make improvements, fix bugs, and do our best to make WoT Blitz a comfortable place. ATGMs and gun sounds are good examples of how your feedback matters.

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@here we go with the first part of answers to your questions from #ask-wg channel.
We have picked the questions with the biggest amount of likes, discussed your questions and suggestions with the devs and here are the answers ⬆️ ⬆️ ⬆️

Next part will be posted in a few days.

daring anchor
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@steep plover asked and collected 161 like
In League of Legends, when Matchmaker found a match, player has to click accept otherwise it will kick player out. This help cut down number of AFK players, can we have similar feature in WoTB?
⚡ How many times longer does one "battle" last in the mentioned game compared to WoTB?
A similar function is hardly worth waiting for, we are considering and testing a few ideas, among which there are no indisputable ones yet. For example, there is an idea to transfer control from the afk player's tank to a robot. How would you react to this, by the way?

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@trim path asked and collected 224 like
Can we have more Quick commands for communication?
⚡ We are working actively on quick commands improvements! Next year we will try to implement some ideas, we will definitely share them when we have specifics. Stay tuned!

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@sweet pine asked and collected 118 like
❓Bouncing off ^^ if not possible to get a game size increase can we get a game mode that is like 10v10 or like 14v14
⚡ And maybe the battle type?.. In any case, everything depends on the device performance. Let's see what will happen in the future.

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@woeful dune asked and collected 105 like
When is the gifting option going to come back into the shop? When it does is it going to be permanent
⚡ Gifting option is planned soon. Probably, November 2022.

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@here is the next part of ask wg questions and answers. The third and the last part (with report system answer, yes) will be posted in a few days

daring anchor
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Mr I-change-Nicknames-too-often asked and collected 231 like
❓** Could we have the ability to sell charms for 50 gold each? Alot of us have charms from crates that are sitting in our garage that cant be used.**
⚡ We know your pain about the stuff in your Storage that can't be used here and now. In 2023, we will give our players a possibility to use parts of the tanks. Thank you for being interested in it.

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@shy shoal asked and collected 252 like
Is it possible for weegee to add an option to add training dummy/AI's in traning room? To test tanks since if we wait for players it would take decades for 14 of them to join
⚡ We plan to make improvements in the training rooms. Will there be bots? Don't think so. The idea is not new, but very demanding in terms of server performance.

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@steep plover asked and collected 105 like
Could we like have mode where it is historical happened before like you will get to chose what side you want to be the axis or allies in other words recreate historical accurate battles with players
⚡ We don't have such plans. There's a small chance of a historical event, though.

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@wary flax asked and collected 325 like
Will we ever get shell loading sounds? I think it'd be pretty cool.
⚡ We do have shell load sounds 🙂 What do you mean?

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@cosmic path asked and collected 108 like
Are the reports that are made in game actually looked into, or is it just placebo to make us feel like we did something?
⚡The report system really works, but it's like we manually check each complaint (it's impossible to do it manually). The system works automatically, players, who violate the rules and receive the reports often, get warnings and bans. We highly recommend you to not ignore report function and use it whenever you feel necessary. The system works but needs you to use it 😉 If you find the information about the amount of bans per month useful, let us know, we will think about the possibility to share details with you.

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@here is the last part of ask wg questions and answers. Thank you for interesting questions, there were a lot of them about future. Seems like we will have interesting 2023!
Take care and good luck on the battlefield ❤️

rich imp
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⚖️ Let’s see @here how the new matchmaker rule works! https://eu.wotblitz.com/en/news/updates/matchmaker-9-4/

⬇️ You can see the timeline on the charts below: the days prior to the rule activation, the day of Update 9.4 when the rule was turned on, and the days after the rule was enabled. On the left-hand side, you can see the percentage of battles in which an average player comes across players who regularly show extremely low combat efficiency.

The collected data indicate that in each WoTB region, thanks to the new matchmaker rule, we’ve managed to make it so that a regular player is up to 60-70% less likely to encounter an extremely low-performing user!

#1038027452435410994

rich imp
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Hello @here !
Today, we're sharing some details on how we are going to approach researchable tanks rebalancing in 2023 🙂

⚖️ Our goals

dynoSuccess We want you players to enjoy playing the whole variety of tanks from different tech lines. To make the familiar vehicles give new emotions, their performance characteristics have to be changed periodically. Do you like when new tanks are introduced into the game? We’re sure yes! We will definitely continue adding brand-new vehicles and lines, but we are also going to “renew” the good old ones this year. This major 2023 tank refresh will surely breathe new life into your gaming experience.
dynoSuccess The second goal of the re-balances is to bring the tech lines to a logical sequence of gameplay within them. This will help new players learn line-specific gameplay patterns that will manifest in their fullness at Tier X.

⚖️ Now what is rebalancing?

This is improving and worsening of certain tank characteristics in a way that changes tank’s playstyle a little bit.
We don’t want to just nerf or just buff the researchable vehicles; rather, we’d like to refresh the manner they are played. However, at a given time, a tank can be nerfed more than buffed: it is impossible to always keep buffing every vehicle as this will lead to an arms race within the game.

⚖️ Most importantly, how will it work in practice?

⚡ Throughout the year, there will be several updates with changes to the performance characteristics of 3–5 researchable lines, sometimes including Tier X tanks.
⚡ The first re-balances will be applied in Update 9.7 to 4 lines, affecting 19 tanks in total.
⚡ At the end of the year, we plan to introduce a major Tier X rebalance, just like we did last summer.
⚡ In other game updates, balance changes for researchable vehicles are going to be minimal to nonexistent. However, premium and collector tanks can be changed slightly.
⚡ We do not plan way too radical changes: the Maus will not race at 60 km/h, and the Grill 15 will not become a first-line assault tank destroyer.

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Which tech lines and tanks are going to be changed in Update 9.7? Post your guesses in the #news-discussion channel and follow our news! We will share all the juicy details with you in the run-up to Update 9.7 Open Test. bro

daring anchor
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Hey, guys! @here

Let's make 2 hours Q&A session with devs 👀
Format: text channel on Discord
When: Wednesday, Feb 8.
Time: 17:00-19:00 CET
How: you post your question in the channel, dev answers it.

Think about any question you're interested in: tanks and balance, tournaments, maps and level design, events or other topics.

The channel will be opened for questions on Wednesday 😉

cedar kelp
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MAPS

Q: Are you going to introduce bigger maps?
A: No such plans for the closest future, but we will surely run some inner tests. Main reasons against are: worse performance and graphics (current textures will be applied to bigger area) and drastic changes to the well-known gameplay (different fire ranges, spotting etc.).

Q: Tell us main requirements to be met while creating new map.
A: The first category to stick with is macro-gameplay:

  • Covers and places for every type of vehicles.
  • New components (setting, gameplay, objects).
  • First-time spotting positions.
  • Basic positions reach timing.
  • Landmarkers, roads - some objects that can be used for orienting.
  • Areas to drop capturing zones.
  • Essential "gameplay" vegetation that is actively used by players.
  • Spawn areas.
    Then comes micro-gameplay:
  • Tuning capture areas.
  • Non-essential vegetation.
  • Roads.
  • Destructible and decorative objects.
  • Spotting timings.
  • Positions for tanks considering their depression angles.
  • Positions for tanks considering their roles and specs.

Q: Describe typical map development process. From the idea up to prototype and release. How many time does it usually take?
A: The record-holder is Naval Frontier that was developed from scratch in 6.5 months. Such maps as Himmelsdorf or Canyon took longer - more than a year.
Everything starts from designer's idea, from the gameplay idea, to be specific. Then setting is discussed and schematics is drawn. Afterwards, the process comes to the map editor.

Q: What about historical maps, or maps inspired by historical events?
A: If everything goes as planned you'll see such a map later this year. If we're talking about regular introduction of such maps, there are several reasons against. First of all, we can face historic inaccuracy that can be considered by players (and even some of the devs) a big issue. Secondly, such maps set limits on the map itself as well as its gameplay.

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Q: What about Easter Eggs? How and when are they added while designing maps?
A: There is no some specific plan for adding Easter Eggs. Moreover, map devs work on Easter Eggs exceptionally on a voluntary basis, so actually they create them during coffee breaks.
As for the process itself - as always, it starts from the idea and discussion up to realization. As you can see we work even with the craziest ideas))

Q: Do you port maps from the WoT PC or make them from the scratch?
A: Every map in WoT Blitz is made from the scratch. Of course, some of them are inspired by maps from WoT PC (such as Himmelsdorf and Mines).

Q: What about more asymmetrical maps?
A: We're trying to make maps more asymmetrical, but it's quite a challenge since some positions and capture areas become imbalanced. So we have to add more objects and spots - but here's the point when map starts to get more symmetrical. Worth mentioning that asymmetrical maps are most imbalanced as well.

Q: Have you considered making map creation tools public available?
A: At some level it actually is available. We send it to candidates that apply for map dev position as a test task to evaluate their skills. I think we can talk this over with our technical director and make it available for everyone.

Q: Are you going to add 'slowly-destructible' covers, that take several shots so that after each shot cover provides less protection?
A: This feature is quite hard to implement. We have tools, but no vision how exactly it should be done. It can be very demanding in terms of hardware. So it's more likely 'no', than 'yes'. However, we'll keep on experimenting.

cedar kelp
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LOW TIERS CHANGES Q&A

  1. How cutting tanks from tank trees is supposed to help newbies to adapt faster? Why not create deeper tutorial and some type of battle mission to consolidate their progress?
    Changing tech tree is only part of the big system that is aimed to improve new players experience. We’ve already introduced some components of this system – ribbons provide feedback on players actions during the battle, newbie matchmaker lets new players fight mostly with each other and not with experienced players, phased access to game mechanics helps them to focus on basics of the game.
    Same works for low tier tanks. In Update 5.5, researching vehicles in the Tech Tree will be standardized and simplified. We want to make vehicle research more logical and preserve the succession of game mechanics for higher-tier vehicle research.

  2. Why affect existing playerbase for the sake of new players? Can't you restrict them (without cutting those tanks) to grind through only one tech tree and after couple hundreds of battles give them access to other tanks?
    First of all, we believe that improving new players experience will have positive effect on existing players – all these changes will help newbies to comprehend game basics more effectively becoming more valuable as your teammates. That’s the reason we pay so much attention to new players.
    Despite having newbie matchmaker, new players still can fight against more experienced players driving tanks with derp guns and super effective autoloaders. That’s why the decision was made to change these tanks so shat they can’t destroy newbie’s tank in seconds.

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  1. How come that absence of diversity can help newbies to get prepared for higher levels?
    The diversity is still there, but the scale is smaller and more bearable for newbies. We believe that gradual content unlocking can help newcomers adapt faster. You don’t have to choose from dozens of tanks, several consumable slots and three types of shells from the start – they will be added later, gradually; this will allow you to focus on basics – driving, aiming, shooting, surviving.

  2. What happens with the low tier premium tanks? I've heard they got nerfed.
    Since we’re changing low tier paradigm so that tanks can live longer in the battle, some changes to the tanks’ performance were made. This also works for low tier premiums. However, we understand that some players won’t like these changes, so in Update 5.5 low tier premiums will be transferred to collector tanks category and you will be able to sell them for gold. But make sure you think twice before selling them since they won’t be available in tech trees anymore.

  3. Why are you nerfing so many low tier tanks that will remain in tech trees?
    Because whole low tier habitat was altered. That’s why the gunpower of many tanks was lowered to meet these requirements. Tanks are now aimed to live longer so that players can achieve more and practice more during the battle. This doesn’t actually mean that these tanks are being nerfed since the whole low tier segment has changed.

  4. Why remove tanks from tiers V, VI and even VII (KV-13), if we're talking about low tier changes?
    While being middle tiers, these ones are still rather fast to grind through. Not to mention that they are connected to low tiers and should keep up to the logics of low tiers changes. Consider them transition phase between low and high tiers.

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  1. Don't you see that taking out all the derp guns and machine guns won’t help new players it just makes the game a lot more boring?
    High-explosive shells have low penetration and high damage per shot, that's why they differ from standard shells in gameplay. Therefore, many newcomers don't understand why they fail to penetrate the enemy's armor or the shell causes less damage than indicated. At the same time, an experienced tanker can destroy a newcomer with a few shots using a derp gun. The same goes for autoloaders: they cause too much damage within a short time.

  2. If I have KV-13 in my garage, what will happen? Is existing XP going to be transferred to other tank?
    KV-13 will become a collector tank and will remain in your Garage. You can sell it for 1500 Gold if you want. XP will be transferred to T-43 that will appear in your Garage (if wasn’t there before you will have 75% crew) and all the tanks before T-43 will become researched.

  3. What about Churchill Gun Carrier?
    Same as KV-13. Gun Carrier will become a collector tank and will remain in your Garage. You can sell it for 500 Gold if you want. XP will be transferred to AT-8 that will appear in your Garage (if it’s not there) and all the tanks before AT-8 will become researched.

  4. What happens with tier I tanks and their stats? And premium camo?
    All Tier I vehicles will be removed from the game. Starting from Update 5.5, more powerful tanks (ex-tier II tanks) will become Tier I vehicles. Though their winrate, amount of battles and others will remain in the statistics tab.
    As for camo – you will receive compensation for every Gold camo that you have unlocked for tier I tanks that are to be removed from the game.

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  1. Does this mean tier X will become IX?
    Of course, no. High tiers remain at their places. Low tier tech trees structure is changed to be more logical, though higher tiers are not affected.

  2. I have some of the tanks that will become collectable enriched, what will happen with their enrichment?
    Enriched tanks will keep their enrichment after being transferred to collector tanks.

  3. What happens with slots from deducted tier I tanks?
    Remaining slots will still be there, at your account.

  4. Why there is no compensation for deducted upgrades (engines, turrets etc.)?
    There is no compensation because after the changes are implemented, you will receive fully upgraded tanks. So there’s nothing to compensate here.

  5. If you want to make vehicle research within a branch more logical and preserve the succession of game mechanics, why keep KV-2, not T-150? The last one fits the tech tree more logically.
    Good point. But KV-2 is much more popular tank among our players than T-150. It has big history in WoT Blitz and provides unusual gameplay that is loved by many tankers. That’s why the decision was made to keep KV-2, not T-150.

Please leave your feedback at #502018436692443137 tagging @cedar kelp

cedar kelp
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We're happy to see that upcoming German heavies have risen quite an interest. And one of the popular question is If I have Maus researched before Update 5.6 (when the tech tree splits) will I have VK 100.01 P and Mauschen automatically researched?

The answer is no - you will still have your Maus but two previous tanks (VK 100.01 P and Mauschen) will be unresearched.

weary cloud
weary cloud
weary cloud
weary cloud
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And here are some buffs we plan for near future:

T-34-2 and T-34-3 - rate of fire;
KV-13 - rate of fire;
T37 - rate of fire;
T-150 - hit points;
tier 6 Heavies - front armor (some weak spots like hatches or machine-gun will be strengthened).

#tank-balance-discussion

@here

weary cloud
weary cloud
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Hey there!

Looks like slowmode explanation is needed 🙂

Every channel i create for update discussion is monitored by our team. The more reasonable opinions we see there the more effective and useful channel is. This is why cooldown is required for such channels. 10 minutes cooldown gives us more feedback we all expect. If you want to chat there are other channels giving such chance. But if you want to leave feedback and want it to be considered by devs team please accept these terms.

@here

weary cloud
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@here

6.0 chars arrived a bit later than we expected. However here they are.

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Some of upcoming changes were revealed in our latest stream.

  • We are going to buff STB-1 (armor), Ferdinand (HP storage), Panther M10 (penetration), T23E3 (penetration), T71 (reload time, HP storage).
  • AMX Foch is getting alternate gun (autoloader).
  • Nerfs - KV-1 (armor and reload time), KV-2 (HE penetration), FV4004 Conway (HP storage, reload time, accuracy and aiming).
weary cloud
weary cloud
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@here come some answers for latest popular questions

Q: One of the most frequent questions asked is about new physics. Are you planning to introduce new game engine? Are there other ways to implement new physics?

A: The current game engine is quite versatile, there is no need to switch to another engine in order to implement new features. The bottleneck of client-based physics is devices’ performance. For example, we’ve already tested independent suspension of a tank chassis – it looks pretty good but affects low-end devices performance drastically. The main issue is that physics can’t be disabled in settings (unlikely to graphics), it’s common for all devices and can’t be tuned individually. Some changes are possible in the future, but not in the near future.

Q: Which graphic improvements can we expect in the nearest future? Penetration marks on armor, new weather effects, more falling plains, explosions etc.?

A: Visual aspects of the game are being developed actively; some new features have already been added this year. Firstly, we add required functionality to the engine itself and then new shaders, objects and effects that require mentioned capacities are implemented. We’ve already introduced new tank explosion effects and shell tracers. More effects that will be available for players with high-end devices are already in progress. Timeframes are different – some features may be added soon enough, others can be postponed or suspended.

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Q: Blitz is no longer supporting low-end iOS devices, should we expect something similar for low-end Android devices?

A: iOS devices like iPad 2 or iPhone 4s, based on hardware platform back from 2011, have very limited amount of RAM – 512 Mb. It’s been 8 years after these devices were released and neither adding new maps with lots of objects (i.e., New Bay) nor expanding engine’s capabilities can be achieved considering the above-mentioned RAM limit. Minimum requirements for Android has always included 1 GB RAM, so far, so good. The main risk factor for Android devices are outdated OS versions. Sooner or later, we will have to stop supporting Android 4.3–4.4 – when the newer Android SDK versions will no longer support them.

Q: What about new sounds? Gun shots sound unimpressive at all, engine sounds are all the same. Looking forward to having Normandy’s anti-aircraft cannons with sounds as well.

A: Frankly, sound improvements are not of the highest priority. We should keep in mind that the majority of players use mobile devices that have mono speakers with limited frequency ranges. Same works for laptops with small speakers. Sounds in Blitz are optimized for such hardware, not for high-end headphones or audio systems. As for sounds variety: having more samples for different sound sources (engines, shots) will considerably increase game cache size and can affect devices’ performance. Real-time sound processing and “assembling” sound effects from several samples dynamically (as it works in WoT PC) is not an option considering mobile device performance limits.
Concerning anti-aircraft cannons sounds – we planned to introduce them. But after testing and realizing that these sounds will affect performance (not to mention having too much roaring that can distract players) the decision was made to dismiss cannon sound.

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Q: When are you going to enhance replay functionality – rewind, free roam camera, previous versions replays support?

A: Replay rewind will be introduced by the end of the year. As for other features – not in the nearest future, unfortunately.

Q: Are you going to make changes in Clan Supply? Everyone has researched level X and bought IS-5. Internal clan development has stopped.

A: We were thinking about what can be added to Supply level XI. What can be better than tank. Currently we don’t have any certain decision. We are open to your suggestions! By the way, we consider adding Clan Missions but not in the nearest future.

Q: We have a suggestion about Rating Battles. What do developers think about changing of Season rewards? Like creating the system of rewards as in WoT PC where a player receive special items that can be exchanged into rare and unique tanks without any containers. And it is not necessary the currency to accumulate in one season.

A: 2019 was the year of new Game Modes. We don’t plan to change the Rating Battles and the system of rewards. At the moment, players on the top places in Rating Battles receive gold, that can be used to get premium tanks.

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Q: Are you going to change the current maps?

A: We are focused on new maps currently.

Q: What about Castilla? You told us that some changes were planned. So should we wait for new Castilla?

A: Currently no.

Q: European tech tree is coming soon. Is it correct to suppose that Swedish TD with hydraulic suspension mechanics coming soon?

A: In WoT Blitz it’s quite difficult to embody hydraulic suspension mechanics. However European tech tree gives us the opportunity to focus on more interesting vehicles.

Q: Are you going to add new line of USSR MT?

A: No, but European tech tree is coming soon. So no time to get bored 😉

Q: What do you think about the new British TD with autoloading gun? Do you consider this experiment as a successful one? Will there be more progress towards more powerful autoloading gun and / or an increase in the existing ones?

A: FV4005 is a tank that quite popular both in the Rating Battles and Tournaments. So the experiment can be considered successful. Nevertheless, we are still careful with autoloading guns. The Foch autoloader is still a kind of “limit”.

Q: Some of vehicles in WoT PC have been changed to alternative. So the question is should we wait for such changes in WoT Blitz? For ex. FV 215b, FV 4202, Centurion AX and Super Conqueror.

A: At the moment, we do not want to remove tier X tanks that were researched and purchased by players and replace these tanks with something else. Hypothetically, tier X tanks can appear both as the end of a new branch, and as alternative dozens, and as collector tanks. Also let’s not forget that Blitz is not WoT PC copy - this is why some of PC version’s changes should not be waited for by Blitz players.

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**Q: Are you going to bring Realistic Mode back? Are you going to make it permanent? **

A: We will definitely bring Realistic mode back. We are happy that our players like this game mode. The Realistic mode is a fun mode as Mad Games. At this moment we don’t plan to make fan modes permanent to save players’ interest and to prevent permanent queues separation.

Q: Once you said that T49 ATM will come back to the game with its modified mechanics. So is it worth to wait same mechanics in future? Or you have abandoned?

A: We definitely don’t refuse to use this mechanic.

weary cloud
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@here
Hello!
Here come answers for some of the frequent questions related to update 6.3.

Why do we have combined tech tree instead of separate one for each nation?
We don't see any sense in adding tech trees with only one line. The idea of Europeans is to unite different tank lines with distinctive gameplay. Italian medium tanks are perfect representatives of it. And we plan to bring into the game new European lines you will definitely enjoy.

Where are national crew voices for Europeans?
Giving each nation within new tree its own voice requires significant sound engine rework. This is why at the the moment only one voice can be used for Europeans. Separate voices might be added in future.

What about Finnish BT-42? Why such interesting vehicle is not in the tree?
We had a couple of reasons not to add it to the tree. But it's a good candidate for premium or collector vehicle, we'll consider it.

When is Swedish TD line coming?
Those vehicles won't fit into Blitz gameplay mainly because of our maps. We don't plan to add this line and focus on more suitable vehicles instead.

Progetto 65's DPM is too low. How can you balance tanks like this?
DPM you see in tank's stats is reachable only if you make shot after shot for a minute. When was the last time you were standing still and shooting for an entire minute? Progetto has unique gameplay allowing you to adapt your playstyle according to what is happening around you. You can make single shots just like standard tanks do or empty the clip like autoloader. Moreover you can combine both tactics. Test autoreloaders in the battle and see what flexibility is all about.

Autoreloaders in WoT PC work other way - shooting the first shell only provides much higher DPM.
First of all, WoT PC and WoT Blitz are different games - let's not compare tanks' parameters. We adapt autoreloaders' clip cooldown to Blitz dynamics and battle duration.

weary cloud
weary cloud
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@here

Folio rewards explained 📖

📙 Basic action plan
• Complete all Missions within 15 days.
• Play 7 battles with Glyph Boosters installed. These boosters can be found on the 1st and 10th stages of the Folio. The booster is installed automatically as soon as you obtain it.
That way, you will unlock 17 Folio stages and get:

🎁 2 days of Premium account, 10 combat XP boosters and 10 credit boosters, 225 gold, 50 000 credits, 5 000 of free XP.
🎁 Certificates for the "Spidertrap" camouflage.
🎁 "Tank-o'-lantern" attachement.
🎁 Helsing container (at the stage 15)
🎁 The Nightmare, Tier V collector TD.

📗 Goal: Lycan
• Folio Cipher is the key element. It unlocks +30 Folio stages immediately and enables 2 additional daily Missions.
• The earlier you take possession of the Cipher, the more Folio stages you will be able to unlock and the more rewards you will get.

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• Within 15 days, complete at least 3 easy Missions (marked in blue in the Mission list) plus 2 bonus Missions for the Folio Cipher (you will get 200 Glyphs for each).
• Play 11 battles with Glyph Boosters installed (obtainable at Folio stage 1, 10, 25, and 35).
Doing that, you will unlock 45 stages of the Folio. Here are the rewards:

🎁 All the above-mentioned rewards.
🎁 Lots of various game resources, including gold and Premium account.
🎁 Attachments and camouflage certificates for tanks of different tiers.
🎁 2 Helsing containers and 2 Dracula containers (available at stage 15, 20, 30, and 40).
🎁 The Lycan, Tier VII premium heavy tank.

📕 Master of the Folio – if you want to unlock all 60 stages:
• Owning the Folio Cipher since the first day of the event is the key condition.
• Within 15 days, complete all Missions, including 2 bonus Missions for the Folio Cipher.
• Play 11 battles with Glyph Boosters installed (obtainable at Folio stage 1, 10, 25, and 35).
• You'll need 2500 gold to unlock stages 55 through 60.
So, you'll unlock 60 Folio stages. The rewards:

🎁 All the rewards mentioned above.
🎁 "Knight" legendary camouflage for the Lycan.
🎁 "Risen from the grave" legendary avatar.

weary cloud
weary cloud
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@here

Halloween Event is coming to its end while number of Lycans in battles is growing.

Have you noticed it's almost impossible to damage Lycan's inside modules? For example, its engine can withstand a nuclear strike and even more than one.

But there's no nuke in Blitz. So stay cool on your chair - you won't need repair.

#633959715352739841

weary cloud
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@here

Here comes ATGM FAQ!

Why are you adding missile tanks?
Missile Exercise event was one of the most memorable events of Blitz's history because of unique mechanics. Lots of players liked an opportunity to hit enemies with guided missiles a lot and we have been receiving request to bring ATGM back after the event. We've never abandon an idea of ATGM and now it's time to add researcheable vehicles with missiles.

ATGM will break the game!!!
ATGM mechanics has passed a number of internal tests and we already can claim that hitting targets with missiles is quite difficult and few players will do it effectively. Also we are going to test new tanks in real game conditions and make a final decision considering the results. This is why ATGM might be adjusted or even not added to the game.

ATGM tanks are simply not giving any chances to the enemies in the video you showed during Twister final! So we'll see the same in the battles!
We've created short and spectacular video to demonstrate what ATGM can do. It doesn't mean that every player will perform like this in every battle. So please consider that video as a movie trailer.

You are actually bringing arty to the game! Haven't you told before it's not going to happen?
Comparing ATGM to arty is not reasonable at all. Arty mechanics is completely different - you can't shoot through the entire map above buildings and rocks. Keep in mind that there's no camera on the edge of the missile. You control it using the standard camera on tank. This is why it won't be possible to guide missile avoiding a number of obstacles (Alpenstadt town for example).

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Tanks' roof has very thin armor. Missiles will devastate tanks from above.
Let's not forget two vital things here. There will be no auto-aim and there will be no camera on missile. So hitting enemies right in the turret top might be easy only in theory. But in fact it will require pretty much experience, skill and luck.

If it's so hard to use ATGM why are you adding this mechanics? Whom do you make this game for?
Yes, it's not easy to use ATGM. But new tanks will have regular shells providing classic gameplay. Also ATGM is quite situational ammo type which will and should be useful only in certain cases and only for those who mastered this mechanics. Using only ATG in battle will give you nothing but lower efficiency.

What ammo types new tanks will have?
APCR (basic), ATGM (premium) and HE.

Will T49 have ATGM?
No, only new tier 9 and 10 tanks will be equipped with ATGM.

weary cloud
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Future adjustments:
121B - rate of fire buff;
Grille 15 - concealment after shot buff;
FV215B - HP storage nerf;
Foch 155 - damage per shot nerf and rate of fire buff;
Progetto 65 - dynamics, accuracy, aiming and stabilization nerf;
Standard B - accuracy and stabilization nerf.

weary cloud
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While introducing the ATGM vehicles, we promised to keep an eye on their battle performance and make prompt balance changes if necessary. The latest data analysis suggests the changes are necessary, so the new LTs will be re-balanced already in Update 6.8.

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Reducing APCR penetration will cause these light tanks to play their direct role on the battlefield—instead of penetrating heavies from the top.
The missiles were conceived as "situative" ammo suitable for quite narrow scope of battle situations. Initially, the ATMs appeared to be too versatile, so their penetration and damage are going to be decreased.
The T92E1 used to bounce shots too effectively for a light tank, so its upper glacis plate thickness will be reduced.

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@here

weary cloud
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And here are some planned changes for future

⚡ T92E1 - armor, APCR penetration, APCR and HE velocity nerf;
⚡ Standard B - dpm nerf;
⚡ Jagdtiger - armor buff;
⚡ BatChat 25t AP - dpm buff;
⚡ Panther II and Panther 88 - armor buff;
⚡ АМХ 13 57 - accuracy buff.

#tank-balance-discussion

@here

weary cloud
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6.9 stats arrived

weary cloud
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⭐ Operation Onslaught is underway. Time for briefing.

  • Operation is available for 4 weeks starting May 1 through May 29.
  • Onslaught = 40 levels.
  • 1 level = 10 stamps, 40 levels = 400 stamps.
  • Collect stamps by completing daily missions.
  • 10 missions = 15 stamps. First mission = 3 stamps, next three = 2 stamps each, remaining six = 1 stamp each.
  • 100 stamps a week or a bit more than 14 stamps a day will grant you level 40.

⭐ Premium pass

  • It costs $5. The final price can be different depending on your region and platform.
  • The instant purchase makes collecting all the rewards much easier.
  • Provides extra daily mission (5 stamps).
  • Allows completing the levels using gold.
  • Unlocks rewards from lower progression up to the current level.

⭐ Common pass rewards:

🎁 300 gold;
🎁 4 days of premium account;
🎁 3 permanent research certificates (-25% for Tier VIII, IX and X vehicles);
🎁 20 000 free XP;
🎁 up to 10 000 free XP from the vault;
🎁 accumulative Victory Chevron avatar;
🎁 3 camouflage certificates suitable for all tanks;
🎁 400 000 credits;
🎁 up to 500 000 credits from the vault;

How to collect them❓

  • 10 missions x 27 days or
  • 9 missions x 20 days + 10 missions x 8 days.
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⭐ Premium pass rewards (summed with the above rewards):

🎁 collector Thunder and Covenanter tanks;
🎁 profile background;
🎁 700 gold;
🎁 up to 2 500 gold from the vault;
🎁 3 days of premium account;
🎁 3 permanent purchase certificates (-25% for researchable Tier VIII, IX and X vehicles);
🎁 accumulative Spec Ops avatar;
🎁 16 camouflage certificates suitable for all tanks (with Onslaught exclusive ones);
🎁 35 000 free XP;
🎁 up to 40 000 free XP from the vault;
🎁 200 various boosters;
🎁 1 000 000 credits;
🎁 up to 2 000 000 credits from the vault.

How to collect them❓

  • purchase Premium pass
  • 11 missions x 20 days or
  • 11 missions x 15 days + 8 missions* x 6 days or
  • 11 missions x 10 days + 8 missions* x 12 days or
  • 11 missions x 5 days + 8 missions* x 18 days or
  • 7 missions x 28 days.
    (* - including bonus mission).
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@here
everuthing about missions, stamps and rewards ⬆️ ⬆️ ⬆️

weary cloud
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6.10 stats are @here

And this is what we plan to do in near future:
⚡ mobility buff for SP I C, T71, M41 Bulldog, AMX 13 75;
⚡ DPM buff for SP I C;
⚡ armor buff for KV-4, IS-6 and IS-6 Fearless;
⚡ DPM buff for Grille 15;

#tank-balance-discussion

weary cloud
weary cloud
weary cloud
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Operation Code: Fatal is live! All you need to know:👇

Common pass rewards:
🎁 250 gold;
🎁 5 days of Premium Account;
🎁 650 000 credits + 500 000 credits from the vault;
🎁 20 000 free XP + 10 000 free XP from the vault
🎁 7 camouflage certificates;
🎁 4 permanent research certificates (-25% for Tier VII, VIII, IX and X vehicles);
🎁 3 certificates for x3 XP for a victorious battle;
🎁 155 different rare boosters;
🎁 Accumulative Cryptic Cypher avatar.

Premium pass rewards:
🎁 Collector D.W. II and Eraser BP 44 tanks;
🎁 750 gold + 2 000 gold from the vault;
🎁 5 days of Premium Account;
🎁 1 900 000 credits + 1 000 000 credits from the vault;
🎁 30 000 free XP + 40 000 free XP from the vault
🎁 20 camouflage certificates;
🎁 4 permanent tank purchase certificates (-25% for Tier VII, VIII, IX and X vehicles);
🎁 12 certificates for x5 XP for a victorious battle;
🎁 215 different rare boosters;
🎁 2 Gold boosters;
🎁 Accumulative Cyborg Zero avatar;
🎁 Code: Fatal profile background.

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Operation is available for 4 weeks—starting from September 1 through September 29.
There are 80 levels. 1 level can be unlocked for 10 chips. Collect chips by completing daily missions. 10 missions = 30 chips. First 3 missions = 20 chips.
Complete missions every day! 29 chips daily will allow you to finish the Operation.

Details about the Premium pass:
🌃 Costs $5. The final price in local currencies may vary depending on your region and platform;
🌃 Gives access to all the rewards (including the Common pass stages you've already completed);
🌃 Provides extra daily mission (10 chips);
🌃 Allows completing the levels using gold;
🌃 Allows completing the Operation at your own pace.

How to collect the common pass rewards?
Complete 10 missions x 27 days or
9 missions x 28 days.

How to collect the Premium pass rewards?
Get the Premium pass.
Complete 11 missions x 20 days or
6 missions* x 23 days or
4 missions* x 28 days.
(* including the bonus mission).

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@here ⬆️ ⬆️ ⬆️

weary cloud
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Are you going to implement Marks of Excellence (marks on gun barrels) in WoT Blitz?
For now, we are not working on this feature. The main issue here is the device performance: showing the marks (technically, decals with alpha channel) on several (or all) vehicles in a battle would cause some serious FPS drops on old and low-end devices. Unlike the hit marks—a "cosmetic" feature with tiny low-res images—the Marks of Excellence are supposed to be visible by everyone, which is impossible now. However, we'll keep trying to optimize alpha (transparency) decals; support for the weakest devices will be stopped eventually, so the Marks of Excellence may be added to the game at some point in the future.

OK, maybe some special camouflages can be used as mastery signs?
We adhere to the "Camos are for visual customization" idea; the Rating camos are a small exception. We'd like to give players an additional opportunity to show off their skill instead of using the existing option (camouflages) for that. If time shows us that classic Marks of Excellence on vehicle guns can't be implemented, we may return to this idea.

Are there any plans to add some new quick commands (like "Back!"/"Retreat!") for better communication during the battle?
Actually, we have plans to revamp the in-battle communication and add some new possibilities like pointing positions on the map directly in the 3D scene (like, you point a hill and your teammates see the pointer). Popular quick commands will stay available, some demanded commands like "Retreat" might be added as well. This change is not coming soon, there are lots of things to do.

Can you add an option to enlarge the mini-map (both on mobile and on PC)?
For now, the number of such requests is very low, so is the priority 🙂 If we get more demands, we can think about it.

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When are you going to enable replay rewinding?
In 2021. The feature is more complicated than it looks and Nintendo Switch release took lots of our efforts, but we are going to add this feature as well.

What about improving team equality in regular battles? Maybe, it would be better if each team included a 60%+ player, some 50% players, some 50%- players.
It's just a kind of skill-based matchmaking. If teams are almost equal all the time, the winrate of every player will tend to 50% over time; the most skilled pro players would have ≈55%, 51–52% for very good players, 47–48% for average ones. And the battles (all of them) would become much harder, too. The effect on the community (especially experienced and pro players) would be devastating. We use skill-based MM in Rating battles and we don't plan to bring it to random ones. But, we plan to improve matchmaking: exclude extremely bad players from regular queue and/or ban them.

How about adding short tutorial videos and giving rewards for watching them? Just like gold for watching ads. It might help players improve their skill.
We consider adding in-game tutorials. It might help some players indeed. But in reality, the majority of players don't want to waste any time on something but playing the game itself. So there's no chance for any significant skill boost. Besides that, we have plans to teach newcomers how to play during the battles.

Some multiplayer mobile games warn the user if the battery charge is low and may block ability to start battle—to prevent AFK. Is this feature going to appear in Blitz?
That's a good idea, we'll think about it.

What will happen to military honor? And when?
We've prepared a new concept. The idea is to divide reports and thumb up (feedback) system. The changes might be applied within a year.

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Ability to rent a premium tank or to test it before buying would be cool. Any plans?
We've thought a lot about this idea and we don't give up as it would be transparent and loyal to our players. However, it's risky for us (at least because you can't judge the performance of a tank by just few battles—if it is not ultra OP). So, we wouldn't have enabled such "rent" for brand new premium vehicles. Moreover, we know by statistics data that similar feature was quite unpopular in WoT PC, but it would require major efforts to be implemented in Blitz (lots of code & UI rebuilding). So, we'll keep trying to find a way to add this feature, but it's not a high priority change and we won't promise anything.

It'd be great to have something like trade-in in Blitz. Many experienced players have tons of resources like credits, boosters, XP, years of Premium account, etc.; one could buy some new tanks or other things using that stuff. And, it would be nice to share some resources with friends.
We'll work on some kind of regular events where you can exchange your spare stuff for something useful. As for sharing and gifts, we've already tried this but faced huge amount of fraud cases—so we won't let this again. But, we are thinking about adding clan treasury system.

Are you going to add double-barrelled tanks?
We've investigated this idea and decided to set it aside for a year or more. We don't want to add just a Helsing-esque double-shot heavy tank: it would be just a strange vehicle with TD-like damage and very long reloading time; some complex double-barrel mechanics seem too hard to be implemented on touch-control devices. We'll probably revisit this idea one day, but not that soon.

Give us an option to replace missions.
We consider adding one free replacement for a mission.

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**My storage is full of useless stuff. Will it be possible to put such items into separate folder or tab? **
The storage will be reworked and there will be new tabs. This will make item management easier and clearer.

Will we have personal missions like in WoT?
There are enough ways of getting tanks in our game. And we believe current missions provide enough challenges for players.

Can we have something like milestones or checkpoints in Rating battles? For example, if I've passed 4000 I won't fall down to Golden league?
We consider doing something like this. But meanwhile, we also believe such checkpoints won't be fair. Player's rating show their ability to play in team for a certain period of time. Checkpoints will indicate their skill to achieve certain rating amount.

How about giving a guaranteed Rating bonus for top-1 player in the losing team?
No, we don't want to do it because it breaks the idea of Rating battles. For lots of players, being top-1 would become more important than overall results of their team. This is not what Rating battles are about.

**Can we have any bonuses for certain significant achievements? **
We have discussed some options but haven't come to any decision yet. Work in progress.

How about adding blocked damage to statistics?
We're going to add more extra numbers in battle results and player profile. Blocked damage is also in the list.

**Is it possible to create a proving ground where players can test their tanks? **
We have discussed that as a part of tutorial. It also requires new bots that we're working on already. After that, we'll see if they can be used for a proving ground.

Will we have PVE mode? For tutorial or full game mode?
We keep improving our tutorials and PVE will be used for that. But making a PVE game mode is not what we plan and want to do.

Are you going to add an option to "ban" some maps or pick the maps you'd like to play on?
No, as it would inevitably cause matchmaking issues.

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Are you going to add any new clan features to make clans more attractive to the players? Maybe, some kind of clan wars, competitive clan game modes?
In one of the upcoming updates, we're adding Clan Missions. There will be a special tab on the Missions screen for them. These new Clan Missions will let you earn some extra goodies with your clanmates. In future, Clan Missions will be also used for completing special clan events.
This is not a "Pro" or competitive feature, but it is going to be the first in a row of future changes. The point is that any clan-based game mode would be non-viable for now: the number of active competitive clans and their participants is just insufficient for matchmaking in such modes. So, clans have to become more active and popular first to let us enable those clan game modes, and Clan Missions will become one of the drivers for this.
As for the "clan wars", our existing quick tourneys are quite good for training your skill together with your clanmates.

How are you going to deal with the clans propagating anti-social / unsporting behavior?
Currently, we investigate complaints from players and bloggers and punish both individuals and clans for unsporting behavior according to the project rules and the EULA. Besides, we're working on a system that will allow handling those players/clans automatically instead of managing their rule violations directly. We're going to analyze player stats to find AFK and anti-competitive players and improve the matchmaking system to exclude them from the regular MM queue / ban them, etc. We'll work on the matchmaking closely in the next year.
Clan descriptions are covered by the game rules as well, so you are welcome to contact our support team if you face clans with some kind of anti-social or anti-competitive statements/calls to action.
In future, we might try to use neural network to identify "match fixing" and players who rig battles.

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Are there any plans to change rewards for Clan Supply, replace the IS-5 with a new tank?
We're not going to change anything in Clan Supply rewards. Instead, we'll be adding new activities with some new rewards, including new vehicles for clans.

Will you add new levels to Clan Supply?
We are not going to. Clan Supply is an introductory activity; we don't want clan players to spend lots of time upgrading their Clan Supply and Personal Access levels.

After heavy tanks got buffed recently, 7 minutes seem to be insufficient to complete battles more often than before. Are you going to increase max battle duration?
The number of draws has increased a bit lately, but no, even 7 minutes are too long 🙂 Instead, we'll reduce average battle duration. One of the ways is improving maps, particularly TD positions—that will make tank destroyers more efficient against heavies. The other possible way is re-balancing other vehicle classes, maybe TDs.

Sometimes reticle marker can stick to different objects. Will it be fixed?
It's almost impossible to get rid of that. In some rare cases, objects' models can be reworked. We track such cases and take measures when possible.

**Bigger maps? 10 vs 10 battles? **
It would require lots of resources and efforts but would be available for hi-end mobile devices and PCs only. There's no sense in cutting off so many players from such a big feature. Also, 10 vs 10 on a bigger map is not a Blitz format.

The sky on Faust map looks much worse than anywhere else. Why?
In current technical terms, the only way of making a night map is to add sky like Faust has. In other words, skybox texture resolution is limited by performance and game engine restrictions; low resolution is more visible on dark sky textures.

Should we expect more extraordinary maps in future? Like Wasteland for example.
We'll definitely bring such maps into Blitz for our game modes. And maybe for random battles as well.

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How do you evaluate the outcome of adding Skirmish mode?
The results are good. This game mode isn't as popular as Uprising but we didn't expect that and it was just as popular as many other modes.
We've added Skirmish for three reasons: a) to find out what players think of smaller maps, b) to test a future tutorial mode for the newcomers that will introduce maps to them progressively, c) to add a fast game mode, easy for anyone. We've found out that while some pro players might have found it a bit boring, a majority of regular players liked Skirmish mode and played lots of battles in it. We'll use our findings and stats for future development of the above-mentioned tutorial mode.

Are you going to add any new constantly available battle modes?
We've thought a lot about new regular modes but we gave up. The unsolvable problem of non-standard game modes is inability to deal damage steadily with any tank / vehicle class / role in the team, so good and excellent players would disable any of these modes—they just don't want to mess up their account stats. So, the only way to add new game modes is to make them temporary and not affecting the game stats.
Assault mode in WoT PC was a good example: it was widely criticized because of unequal conditions for the teams in terms of damage, etc.

What about Uprising mode in tournaments?
It's possible, we'll think about it. But enabling Uprising in tourneys requires significant tech improvements and bug fixes, so we can't estimate any timing just yet.

Why there are no training rooms in game modes?
It would reduce the popularity of the modes. Also, it would significantly increase the amount of time and resources required for every re-launch of any game mode.

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Is it possible to give an option to enable server aiming instead of client one and vice versa?
Server aiming is used for test purposes by devs only and on test clients only. It's more precise, but it's uncomfortable for the gameplay.

Sometimes, gun barrels ascend spontaneously near obstacles. Is this bug going to be fixed?
We've tried to, but it's one of the fundamental internal nuances of the game engine. Fixing this issue always leads to major problems with aiming and other things; it can't be fixed without complete re-writing of the game code. Maybe, we'll be able to figure something out one day.

How about making crew training cheaper using gold?
We're working on that. The more experienced your crew is, the bigger discount you'll get.

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Hello there! ⬆️ ⬆️ ⬆️
@here come answers on some questions that have been asked lately. It takes a while to read everything through but we hope it will be useful and interesting for you.

weary cloud
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7.2 stats

weary cloud
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Way of the Raider rewards explained.

Basic action plan:
🔥 Complete all Missions within 15 days and receive Pyroleum.
🔥 Get extra Pyroleum for special missions featuring the Annihilator, Spike, Scavenger, Gravedigger, Smasher or Tankenstein.
🔥 Play 7 battles with Pyroleum Boosters installed. These boosters can be found on the 1st and 11th stages. The booster is installed automatically as soon as you obtain it.
🔥 That way, you will unlock at least 16 event stages and get:

🎁 The Spike, Tier V collector MT.
🎁 2 days of Premium account. 50 000 credits.
🎁 5 Gold boosters, 40 various boosters.
🎁 Spidertrap camouflage (for tier VI vehicle).
🎁 Tank-o'-lantern and Wasted Shot attachments (for tier VII vehicles).
🎁 Raider avatar.
🎁 Mad Tanks container.

#

Goal: the Annihilator and something more!
🔥 Pyroleum Trailer is required. It unlocks +30 event stages immediately and enables 2 additional daily Missions.
🔥 The earlier you get the Trailer, the more stages you will be able to unlock and the more rewards you will collect.
🔥 Complete all Missions including 3 extra ones within 15 days.
🔥 Play 11 battles with Pyroleum Boosters installed. These boosters can be found on the 1st, 11th, 25th and 35th stages.
🔥 Doing that you'll complete at least 50 stages. Here are the bonuses:

🎁 All the above-mentioned rewards.
🎁 The Annihilator, Tier VII premium HT.
🎁 3 days of Premium account, 37 500 free XP, 700 000 credits.
🎁 27 Gold boosters, 190 various boosters.
🎁 Pumpkin Spice camo (for Tier VIII vehicle) and Scary Swarm camo (for Tier X vehicle).
🎁 Salvaged Scrap camouflage.
🎁 Wings of Night attachment (for Tier X vehicle).
🎁 3 Raider avatars.
🎁 4 Mad Tanks containers.

#

If you want to complete the entire event:
🔥 Pyroleum Trailer is required on day 1.
🔥 Complete all Missions including 3 extra ones within 15 days.
🔥 Play 11 battles with Pyroleum Boosters installed.
🔥 You'll need 2500 gold to unlock the last 5 stages.
🔥 Way of the Raider is passed. The rewards:

🎁 All the above-mentioned rewards.
🎁 Annihilator profile background.
🎁 3 days of Premium account, 20 000 free XP, 300 000 credits.
🎁 14 Gold boosters, 35 free XP boosters.
🎁 Burning Mad and Radioactive Glow camos.
🎁 Spear 'n Sear attachment.
🎁 Raider avatar.

#

@here ⬆️ ⬆️ ⬆️

weary cloud
#

@here

Operation Off The Grid is live! All you need to know:

🎁 Common pass rewards:
350 gold;
5 days of Premium Account;
600 000 credits + 500 000 credits from the vault;
18 000 free XP + 10 000 free XP from the vault
7 camouflage certificates;
4 permanent research certificates (-25% for Tier VII, VIII, IX and X vehicles);
3 certificates for x3 XP for a victorious battle;
150 different rare boosters;
3 Autumn Season Lockbox keys;
Accumulative Identifier avatar.

🎁 Premium pass rewards:
Collector AMX 40 and Agent tanks;
750 gold + 2 000 gold from the vault;
5 days of Premium Account;
1 900 000 credits + 1 000 000 credits from the vault;
30 000 free XP + 40 000 free XP from the vault
21 camouflage certificates;
4 permanent tank purchase certificates (-25% for Tier VII, VIII, IX and X vehicles);
11 certificates for x5 XP for a victorious battle;
210 different rare boosters;
2 Gold boosters;
Accumulative Spy avatar;
Of The Grid background.

📸 Operation is available for 4 weeks — starting from November 1 through November 29.
There are 80 levels. 1 level can be unlocked for 10 films. Collect films by completing daily missions. 10 missions = 30 films. First 3 missions = 20 films.
Complete missions every day! 29 films daily will allow you to finish the Operation.

💳 Details about the Premium pass:
Costs $5. The final price in local currencies may vary depending on your region and platform;
Gives access to all the rewards (including the Common pass stages you've already completed);
Provides extra daily mission (10 films);
Allows completing the levels using gold;
Allows completing the Operation at your own pace.

🕵️ How to collect the common pass rewards?
Complete 10 missions x 27 days or
9 missions x 28 days.

🕵️ How to collect the Premium pass rewards?
Get the Premium pass.
Complete 11 missions x 20 days or
6 missions* x 23 days or
4 missions* x 28 days.
(* including the bonus mission)

#771765703350943834

weary cloud
weary cloud
#

Operation Jolly Countdown is live!
All you need to know:

🎁 Common pass rewards:
350 gold;
5 days of Premium Account;
600 000 credits + 500 000 credits from the vault;
18 000 free XP + 10 000 free XP from the vault
7 camouflage certificates;
4 permanent research certificates (-25% for Tier VII, VIII, IX and X vehicles);
3 certificates for x3 XP for a victorious battle;
150 different rare boosters;
Accumulative Evergreen Wreath avatar.

🎁 Premium pass rewards:
Collector Pz. 38 nA and Rudolph tanks;
750 gold + 2 000 gold from the vault;
5 days of Premium Account;
1 900 000 credits + 1 000 000 credits from the vault;
30 000 free XP + 40 000 free XP from the vault
21 camouflage certificates;
4 permanent tank purchase certificates (-25% for Tier VII, VIII, IX and X vehicles);
11 certificates for x5 XP for a victorious battle;
210 different rare boosters;
6 Gold boosters;
Accumulative Gingerbread Man avatar;
Rudolph background.

❄️ Operation is available for 4 weeks—starting from December 1 through December 29.
❄️ There are 80 levels. 1 level can be unlocked for 10 Gingies.
❄️ Collect Gingies by completing daily missions. 10 missions = 30 Gingies . First 3 missions = 20 Gingies.
❄️ Complete missions every day! 29 Gingies daily will allow you to finish the Operation.

🎫 Details about the Premium pass:
Costs $5. The final price in local currencies may vary depending on your region and platform;
Gives access to all the rewards (including the Common pass stages you've already completed);
Provides extra daily mission (10 Gingies);
Allows completing the levels using gold;
Allows completing the Operation at your own pace.

❄️ How to collect the common pass rewards?
Complete 10 missions x 27 days or
9 missions x 28 days.

❄️ How to collect the Premium pass rewards?
Get the Premium pass.
Complete 11 missions x 20 days or
6 missions* x 23 days or
4 missions* x 28 days.
(* including the bonus mission)

#783014087176617984

#

@here

weary cloud
weary cloud
#

Hello guys!
@here comes the first part (out of three) of our answers to the questions you submitted in #808691802592378881 channel.
We picked the most voted questions and combine some of them into one. We hope you liked this way of communication and it will be useful for you. ⬇️ ⬇️ ⬇️

#

Could we, in future updates, use elite XP to accelerate crew training of a tank ? Because grindind a tier 10 crew from 75% to 100% takes ages.
When will we able to convert our beloved elite xp to something useful?

⚡We work on making crew training easier in a different way. There will be a discount for crew training depending on current crew level. The higher crew level is the cheaper training will be.
Currently elite XP is used for converting it to free XP and accelerating crew skills training. Other ways are not considered.

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The Battle Honor system with tons of likes/dislikes currently is totally unuseful. Are there any plans regarding this?

⚡Yes, there are. We do agree Battle Honor does not work and it just can't work in real world—every active non-AFK player inevitably gets maximum "stars" in the long run. So, we've given up the idea of evaluating users by after-battle "likes" and "dislikes". Yet, we'd like to keep an ability to evaluate other players' efforts in a particular battle. Therefore, we plan to leave game stats for evaluating skill, rework the report system to flag violators, and make new reactions for expressing your mood/attitude to other players after battles.

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Is it possible to have a PvE gamemode for Blitz?

⚡We plan to improve tutorial and newcomers' adaptation using PVE mechanics. But creating a full PVE mode is not what we plan to do.

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Will there be more Italian, Japanese, Polish or even Swedish Tanks in the future?

⚡Of course, we're going to add new tech lines. We'll share more details when the right time comes, more accurate to say when we are ready to test those lines.

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Is there gonna be a graphics update or something?

⚡Sure. You will be able to check out some graphics improvements this year—if your device is powerful enough, of course. 🙂

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❓** Will training rooms be improved? Such as getting an option to add bots and a ban list? Because right now, if you make a room and someone who hates you joins it, they will start to spam the rooms chat. And the only real way to make that person leave is to kick them and add a password. This isnt a good solution since most rooms want to be open. So it would be nice to have a feature that would allow players to ban others from their rooms, and in that way the person who was banned would not see the room.**

⚡Current training rooms perform exactly the way it should be. Banning a certain player from certain room is a very specific feature than won't be used often. The need for bots in training room is quite doubtful. You don't need bots to explore new maps. You need one more player (not bot) to test a new tank's armor. Your skill won't go up if you fight against bots in training rooms. That's why we are not going to rework training room like this.

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I have a legitimate question, is there any possible setting that can nullify some of the flashing lights (ex. When you are hit and your screen mildly flashes), I ask this because I was diagnosed with severe 70% epilepsy, and I had Amy lasted two seizure on February 4th which just so happens to be a day before my birthday, and the last thing I can remember from that day is I was playing WOTB and then I was out. I have loved this game for the past two years I’ve been playing it and I still do but I REALLY need a way to stop even some of the slightest white flashes because even those are enough to make me have an epileptic attack. This would be very much appreciated.

⚡To be honest we haven't received feedback like this earlier. We recognize the importance of this issue but in order to fix it community assistance is needed. If you experience such issue please send me a message and describe in details what exactly bothers you. It will help us to find a complex solution.

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If HE shells can penetrate thin armor then, why HE shells can not penetrate thin objects and hit the target behind of it?

⚡According to HE mechanics, such shells explode after hitting the target. If there's a destructible object between you and your target HE shell hits it and can't go any farther after that.

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Did you enjoy reading this? ⬆️ ⬆️ ⬆️
To be continued...

weary cloud
#

Time for second part of our answers!
@here we go ⬇️ ⬇️ ⬇️

#

@steep plover and @onyx sparrow asked
❓**Would you be able to implement marks of excellence or customization?
Will emblems ever be added in the game? like you can stick them on your tank? **

⚡There are two major problems with WoT-like marks of excellence and clan emblems in Blitz: performance issues and readability/visibility issues.

  1. Technically speaking, marks/emblems are "decals", i.e. textures placed upon other textures. Unlike PC video adapters, many mobile GPUs are not that efficient in drawing decals and performance issues occur.
  2. It's just too hard to discern gun barrel marks and similar minuscule images on smartphone screens.
    Some of you might ask, "Hit marks are actually decals, so what's the problem with marks of excellence?" Well, hit marks are not (and can't be) available on all devices, there are some tricky system requirements for them to be enabled. And marks of excellence look like a feature for everyone—otherwise, its existence makes little sense. Also, hit marks use very simple low-res decals while clan emblems would require much greater resolutions.
    That's why we are currently investigating alternative ways to show off your game achievements in battles as well.
#

@lapis jetty asked
Why are you switching to a new sound engine (from FSB to Wwise) with a new update? are you going to change the Game Sounds?

⚡Well, FMOD sound engine (FSB is a sound bank file format for FMOD) was good but Wwise is better—it's more powerful and flexible. Yes, we are going to update and enhance all game sounds gradually and the new sound engine will help do that; before, we were constrained by the old one's limitations.
Sound improvements will take time. In 7.7, we are just enabling the engine itself with the same converted audio files. Over time, game sounds will get enhanced, new crew voices will appear. That won't happen at once in some kind of Sound 2.0 Update; rather, it will be a continuous process similar to UI refinements we've been implementing lately.

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@tribal drum asked
will you add permanent missions (not like limited event for week) to the game, from which will it be possible to get premium / collector tanks?

⚡For WoT Blitz we've picked a bit different way of earning premium/collectible/special tanks—regular events of varying complexity. And let's not forget about IS-5 from clan supply . Battle missions in Blitz are about regular activity and minor rewards, not exclusive tanks.

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@steep dock asked
will you add Italian, Czech and Swedish crew voices?

⚡Yes, we plan to add new crew voices. But we need to complete switching to WWISE at first.

#

@steep plover asked
Are you guys planning on working tank suspension like World Of Tanks pc?

⚡Yes, we consider a number of options to making tanks look and move more real. Dynamic suspension is one of those options.

#

@tepid plank asked
Will there be a possibility for pre-5.5 tanks to come back to the game? I know tanks such as Jumbo or KV-13 were sold for coins, Tier 4 tanks come in battlepass and very few Tier 3 are gifted at christmas, but what about others? Will there be a reconsideration for some of them to come back in tech tree?

⚡Those vehicles were removed from tech tree and became collectible in order to make newcomers initial experience and engagement a bit easier. We don't give up this idea and don't plan to bring those tanks back in tech lines. But there are and will be other ways to receive such tanks for taking part in events and other ingame activities and as gifts and bonuses.

#

@deep wyvern asked
Is there any plans of reworking the clan rewards system to include exclusive an tank, or a reward worth our time? if so, how will you do it?

⚡Yes, there are some ideas about new clan rewards. But here we assume not only new rewards but also new activities taking part in which clans will jointly earn those rewards.

#

Third and final part will be posted tomorrow. Stay tuned and have a nice day/night/morning!

weary cloud
#

Final episode is @here ⬇️ ⬇️ ⬇️

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@waxen grove and @old granite asked
Will you consider removing tier locked camos? Or the ability to exchange ALL camos for certain currencies, as for veteran players there are hundreds of useless camos built up in the storage.
Will WG ever consider allowing us to exchange tank charms and unwanted camo certs for Credits?

⚡ Keep in mind that the higher tank's tier is the more expensive putting camo on it will be. Universal camouflage will make players overpay for low and middle tiers warpaints. Of course, lots of players have a number of camo certificates the don't and won't use. But we work on converting such certificates and other items into something more useful. We'll share more details in future.

#

@inland sage @vital arrow @twilit wharf and @tight estuary asked
Do you plan to change the rating system?
When gets rating real skillbased? Like at the big WoT that the best from the team gets points, the middle stays and teh last makes minus.
Will rating give other reward such as background, another tank instead of IS 6 fearless all the time?
Are you going to implement new reward tank for rating (replace IS-6 Fearless with some T10 for example)

⚡ Yes, we have a pool of ideas to improve Rating battles. At the moment we discuss them and can't claim certain dates of details.
Speaking of rewards, we added a new Diamond league camo for Winter season and players liked it. Right now we're thinking about new prize tank instead of IS-6 Fearless. Don't worry, there will be enough time to collect this tank if you have made progress already. We'll announce new tank in advance.

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@olive cove asked
Is Wargaming considering changing the number of credits we earn/lose from random battles, particularly for high tiers?
⚡ The economic model of the game supposes that high tier vehicles should not be profitable. But we understand that taking loss after a very intense battle where you did your best is quite disappointing. We are going to pay attention to such cases and want to reduce the share of battles where players spend more than earn by the end of the year (optimistically).

#

@coral sun and @weak ether asked
Will you ever improve matchmaking?
⚡ Usually players who ask such question talk about skilled-based MM (or winrate-based). We have always been claiming there won't be a MM like this in random battles. We have Rating battles, where MM considers current rating when forming teams. But we don't want it for random battles. Random battles are called like this because random players fight each other regardless their skill or experience.
We are aware of all MM issues and complaints (for example, my team is full of newbies and red team is full of pros). Some of you might remember that we had researched that earlier but couldn't find any solution. Now we have a separate team that focuses on MM. It's a very complicated task because first of all we have no right to ruin something that works fine. We are not going to change current MM significantly but will try to concentrate on its most weak spots. We keep working on parameters affecting toxic battle results (7:0, 7:1) in order to reduce the share of such battles. You should not expect any breaking news, we have a lot of data work to do. But we all have to keep in mind that losses are part of the game. We all lose and will lose battles with any MM.
Also we should say some words about players who intentionally ruin battles for others. We call them antitwinks. They do everything to ruin experience and break the rules. Sometimes they might look like very incompetent players. Of course can't take any measures to those who don't perform well. But unsporting conduction is unacceptable and causes severe punishment. We detect such players and ban them on a regular basis.

#

@merry lynx
Will there ever be a mode with more than 7 players?
⚡ Designing such game modes is restricted by technical limitations. Extra players in battles require bigger maps and this will reduce the performance of most players' devices. We don't think it's a good thing to create a game mode for such a small part of community. This is why we prefer to work on new ideas for 7vs7 game modes. But we don't reject the idea of more than 7vs7 game mods because average device performance in community might go up in future.

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@fading shell
Is there gonna be a Smasher and/or annihiliator nerf in the future?
⚡ The Smasher and the Annihilator are premium tanks. We have never nerfed such vehicles and definitely don't want to do that. We admit those two perform better than other tier VII tanks, however the amount of them doesn't affect balance system so much. And we don't think nerf is crucial and necessary in this case. Actually there's no simple solution in this case and we pick the lesser of two evils.

#

@worn hornet asked
Will Ammunition capacity stop being a balancing factor at some point? (biggest ex. Hellcat)
⚡ Lots of tanks inherited some parameters from PC World of Tanks. According to stats the Hellcat has enough shells for average Blitz battle. But since we see this issue is important for the community we'll increase the ammo limit a bit for M18 Hellcat. 🙂

#

Also we can't ignore growing questions about operations and would like to share our plans and explain our position.
We plan to launch a new operation every month. Operations are popular, according to our surveys and stats most players are satisfied with that. But we completely understand if some of you might get tired of regular Operations and events.
Our point is operation give you extra stuff and requires nothing in return. You log into the game, play battles, complete missions and current operation provide you some extra bonuses. Some players think like this: there's a new operation, i have to grind missions every day. But we ask you to look at it form the other side: I will play the way and how long I want and get some more stuff thanks to operation. Isn't it a win-win situation? 😃
Yes, we offer a premium pass for money. It's made for players who want to get even more rewards and everyone can decide for himself if he wants and needs such pass. And still common pass gives you free stuff for nothing. Isn't this a good deal?

#

Some players complain that they don't want to lose any chance to collect prizes and operation makes them complete every step. It's all about personal choice again. We just offer a way to receive extra rewards. If you want to take a break and get some rest it's fine. The best experience and the most positive emotions come when you play the game because you truly want it.
Also the are collectors, players who want to receive every tank, every visual item (avatar, camouflage or background). If you are a collector and chase operation tank or background you won't argue that getting to level 35 or 80 is pretty easy. 😃
And the last thing. Lots of players for some reason equals operation to event, but these activities are completely different. An event requires certain efforts for a certain period of time (for example 100 wins in 5 days). Most players have to adapt their activity level to take part in it. An operation is based on normal regular activity and doesn't require significant efforts. You just play the game the way you get used to and receive rewards for that!

weary cloud
#

This time we have balance charts for 2 recent updates
7.5 comes first

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And 7.6 ⬇️ ⬇️ ⬇️

weary cloud
#

7.7 stats

weary cloud
#

Dev's answers vol. II

@here comes part 1 ⬇️ ⬇️ ⬇️

#

Will WG edit the storage so we can filter items (like with the tanks in your garage) or mark it as read? Right now, it takes a lot of time to scroll through everything if, like us, you don't use all your certs the moment you get them
⚡ We are going to improve the storage in future versions. The items will be filtered differently and managing notifications will become easier and quicker.

#

is there a chance for bringing back some old versions of the maps.
I think about a remembering event on Blitz Birthday. So we can drive the old versions of mines, desert sands, oasis palms and so one?
Ore make them playable in training room for some community events. I think some of the old players will like this too.

⚡ Making such game mode means making a full game with a separate server, client and mechanics. It would require too much efforts and slow down Blitz development. This is why we don't plan bringing such "mode".

#

❓ ** Can WG add an option to allow any of the two platoon mates to exit the waiting queue ? Currently, only te one initiating the queue can exit it.**
⚡ We belive platoon or team should have only one person responsible for starting battles and leaving the queue. If any unit is controlled by two or more players it will bring nothing but chaos .

#

❓ ** Will WG unblock the climbs on maps like Naval Frontier and Port Bay?
These positions are almost never used in random battles, and their removal has made fun modes and training rooms far less enjoyable**
⚡ Those climbs were block in order to push players to play the game and chase the win. In most cases, climbers don't help their teammate and reduce their chance to win a battle.

#

❓ ** Are you planning any physic changes this year? We have heard about new physics through the form of leaked images of overturned tanks. Will this be coming to Blitz? If so, what sort of time frame are we looking at?**
⚡ Our maps' size and battle dynamics level make overturning tanks unwanted feature. An overturned tank won't fight and will be destroyed most of the time affecting battle result too much. We don't want to add something that would make players change their behavior significantly.

#

❓ ** Have you considered an option to not see notifications that are less important or useless? Like the Temporary avatars we receive so frequently from the free crates, or the Battle Pass mission that free pass users have no use of being notified since they havent paid to earn from that mission**
⚡ Notifications can't be divided into important and unimportant ones. If you receive a new item there will be a red dot in your garage. However, as we stated before, we'll make notifications more convenient and less annoying.

#

❓ ** When will we receive the Anonymizer - a feature from regular WoT PC?**
⚡ We are aware about this feature and understand it's pros and target group. But we are focused on more priority and desired features that will be appreciated by way more players.

#

❓ ** any plans for a mines rework? the map is not that good in high tier battles**
⚡ According to our surveys Mines is one of the most popular and favorite maps among our players. Also we don't detect any bias in terms of stats or gameplay. So we don't plan to rework it so far.

#

⬆️ ⬆️ ⬆️ That's it for today. To be continued @here

weary cloud
#

part 2 ⬇️ ⬇️ ⬇️

#

What is the excuse to not nerf Smasher since it's not a premium tank?
⚡ That's right, we called it premium by mistake. Of course, it's a collector tank and we claimed such tanks might be adjusted. We are ready to nerf it as a last resort, only if it becomes a real problem. As we said before there are no reasons to make this unpopular decision. But we track the stats all the time in order to react to possible problem if needed.

#

Will you consider removing special consumables (e.g. retical calibration, ...) from tanks like the Kranvagn and instead buff the tank‘s stats to have the same but maybe more sustainable effect on the performance of the tank?
⚡ Our plan for consumables is following. If we see that consumables bring more troubles than fun we'll remove that. Currently consumables work just like we expect - they provide new emotions, new experience, bring more variety to gameplay and don't ruin ingame balance.

#

Can we have a permanent Realistic mode option along with the Rating and Random modes, as well as the routine rotation of the other special modes?
⚡ The idea of game modes is to have fun and get emotions that standard battles can't offer. And those emotions are unique and valuable because of game modes' limited availability. If we make any mode permanent sooner or later it will become routine and stop being wanted and fun.

#

Will we see crew skills, more equipment, and possibly different provisions to give people a little more variety?
⚡ We have some ideas concerning crew skills. Speaking of other things there are no any certain plans. We had a number of prototypes that didn't pass internal tests. Obviously we don't want to bring anything to the game that might ruin it.

#

Will there be a "Collector Tank Shop" that sells some collector tanks or Old Tech Tree tanks for silver?
⚡ Those tanks could be received in different activities, as reward or gift. We're not going to change that approach.

#

As we know there was the Everfrost map in gravity mode which is much larger than the others. Will we get more maps like this in random battles and maybe in tournaments too?
⚡ All the maps in Blitz have the same area. Some maps might seem to be larger because of landscape and share of unused territory. For example when you spend most of the battle in air the map seems quite spacios 🙂

weary cloud
#

@here⬆️ ⬆️ ⬆️
the last part is on its way!

weary cloud
#

part 3 ⬇️ ⬇️ ⬇️

#

❓ **Will WG explain how the Enhanced Armor 4% works in greater detail? **
⚡ Enhanced Armor increases homogeneity value, that shows armor quality. The higher steel quality (due to chemical and physical homogeneity) is the more durable armor becomes. Absolute majority of the vehicles in our game have armor homogeneity equaling to 1. It means if you install Enhanced Armor your tank will recieve 4% armor bonus. It's pretty easy to check - all you need is to see how armor highlighting changes if a tank has Enhanced Armor (IS-4 and IS-7 upper plates are great examples).

#

Can we get the "You're in my line of fire" command from WoT PC?
Would it be possible to be able to customise our quick commands in the future? ( for example “follow me!” or “reloading!” )
Any chance of the reloading command to come back?

⚡ We have some plans concerning quick commands menu. We want to make it more useful in battles. But keep in mind that number of quick commands is limited and only the most important ones should be there. Unfortunately it won't be a customizable tool. We can't claim any dates because this change is on prelimenary stage so far.

#

The gun is going upward when going to sniper mode (with auto-aim on). Could that be fixed ?
⚡ Aiming mechanics is one of the most important and complicated because it's affected by server and client. Any changes in it are very unwanted. On the one hand there's a chance to ruin the mechanics when fixing any minor issues. On the other hand even minor fixes requires a complete redesign. As a result millions of experienced players will have to adapt to unfamiliar mechanics. This is why we prefer not to change anything minor players got used to. However we keep investigating any issues that can annoy or upset players and looking for a solution.

#

Will world of ducks come back?
⚡ Bringing ducks back requires massive rework and time expenses. We're going to rotate other game modes but ducks comeback is not excluded.

#

Will there any sort of currency where we can exchange these parts of tanks....or maybe some sort of conversion of these parts to Legendary parts for gold or gold boosters.....since they are kinda useless in garage especially if you own the tank (like the Black Friday emblems I got them like 3-4 years ago and are useless since nothing of this sort ever returned back)
⚡ We give an opportunity to collect missing part from time to time. Also we consider different options to use those items or convert. But since there are enough ideas we can't give any details so far.

#

@here ⬆️ ⬆️ ⬆️
Another Q&A session is done. Thanks for interesting questions, now you have some time to think about new ones!
There will be an announcement when #814864341551677500 becomes open, stay tuned.

weary cloud
#

New Tutorial

Over the course of numerous releases, we've been working on improving the onboarding process for new players, helping them to get comfortable and learn how to play.

A bit of history. In Update 5.5, we've made a number of improvements:

  • We adjusted the balance of Tier I – V vehicles so that inexperienced players could survive longer in battles and learn to aim, shoot, and move.
  • Bots were added to tutorial battles.
  • Gradually, from level to level, the crew, equipment, and ammunition were unlocked for tanks so that players gradually learned new mechanics.
  • We changed national vehicle trees to make it easier to understand the class differences and tech line structure.

There are always things that can be done even better, so we continued to work. We created the Skirmish mode and figured out that small maps are useful for exploring directions while smaller teams are good for increasing the role of each player and their actions in tutorial battles. In Update 7.9, we are introducing the unified tutorial system. It includes the developments already made and several new features and mechanics allowing beginners to roll into the game smoothly and gradually, acquire basic combat skills before switching to real random, while starting to learn how to play from the very first seconds after installing the game.

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The most important changes in a nutshell:

  • Newcomer onboarding starts with battles on actual maps, not on the training map which isn't used afterwards.
  • Newcomer receives three iconic tanks for the first battles and realizes what kind of experience lies ahead.
  • New players get used to the game by playing 5vs5 battles on small maps which allows to master basic tanker skills faster.
  • The number of bots decreases little by little which makes player adaptation more gradual.
  • A number of useful hints are shown exactly when they are useful (for example, a reminder of using a sniper mode after a missed shot or shooting a grey zone after a bounce).

More details about all these onboarding stages are listed below.

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First 3 battles

Tanks

New players' onboarding starts with selecting one of the Tier VI tanks (Tiger, T-34-85, Sherman). We added iconic tanks to let player feel like a commander of menacing vehicle and get used to World of Tanks Blitz battles. Those three tanks vary in parameters what makes their gameplay different.

  • Tiger: slow and well-armored tank with high single shot damage;
  • Sherman: a bit faster vehicle featuring high DPM;
  • T-34-85: best dynamics and decent DPM.
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A newcomer will play 3 battles on Ter VI tanks. You can drive all three using the same tank, but the game will advise you to choose others too.

Battles

Battles take place on the Mines map in 5x5 format. The map has been visually redesigned, the updated version will be visible to all players. For each battle, a different area of ​​the map is selected (Mountain, City, Mountain + City).
Allies and opponents in these battles are bots; their behavior and performance has been improved. If earlier they had a set of scripted movements, now they act depending on how events develop in battle.

Hints

In battles, the player sees tips that are shown depending on the events taking place on the battlefield. For example, at the beginning of the battle, the victory conditions are explained to the player, it is recommended to stay closer to the allies. When an enemy is spotted, information about detection appears; in case of a miss, it recommends using a sniper scope. And the most important clue (about the highlighting of armor and the need to shoot at gray zones) freezes time in battle so that the player can carefully study it and immediately put it into practice.

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Garage construction

In the first three battles, the player not only fights against enemy tanks, but also builds a garage, the place where they will collect their tanks. Each victory is a stage in the construction of a garage (three such stages in total). As soon as the garage is completed, the newcomer starts their progress in the game.

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Completion of the first tutorial stage

The player gets acquainted with the gameplay on Tier VI tanks during three battles. After that, tanks are retrieved from the player who is then asked to choose a nation and a Tier I tank which will be used to start researching vehicles in the game.

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Garage tutorial

This stage of training is already familiar to players. Here newcomers learn to improve their tanks by installing new modules, as well as research and buy other tanks from the tech tree. The tutorial consists of a series of small and simple tasks, each of which brings resources (gold, credits, free experience) as a reward.

Next steps (30 battles)

At this stage, the beginner continues their adaptation in the game in 5v5 battles and on small maps. In such conditions, it is easier to master tactics, team interaction, get acquainted with new mechanics (consumables, damage to modules, autoloaders) and maps. In addition, the player continues to see some situational hints. For example, if they miss with an arcade scope, the hint will remind them of the effectiveness of the sniper mode.

The maps at this stage are Mines, Desert Sands, Dead Rail, and Normandy.

The player will fight the first 3 battles with 4 bots against 5 bots. In next battles, the number of real players in the beginner's team will gradually increase. For the first 30 battles, the player plays only against bots and will almost always win. Starting from 31 battles, teams will be equal in the number of real players and bots on each side.

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Beginner event

The event starts immediately after completing the tutorial, that is, in fact, there will be an individual start for each player. This stage of tutorial teaches players to participate in events that they will often encounter in the game in the future.

Transition to 7vs7 format event

The player have already passed 15 battles in the 5x5 format and has already mastered the controls and the simplest game mechanics. Now the player has to prepare for full-fledged battles in 7x7 format, consolidate basic skills and knowledge. To do this, they will need to play another 15 5x5 battles.

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Conclusion

The improvements don't finish here. In future versions, we will rework the login screens, make the entry into the game more straightforward for choosing a server with the lowest ping for the player. We will add new tutorial hints and adjust their number if we notice such a need while monitoring the new system.

The purpose of the updated tutorial is to teach a newcomer with basic game skills in conditions close to real ones. We want to interest them, help them go through the first steps to success. Bots, hints, small maps, 5v5 battles make the assimilation of "educational material" more feasible. Of course, after the tutorial, there is still a lot of stuff to learn and to understand in our pretty complex game.

We are convinced that players begin to learn more advanced mechanics and tactics first of all of their own free will at the moment when they are ready for this and want to play better. You cannot force a person to study deeply what they are not personally interested in and do not want to learn themselves. On our official channel, we publish videos with tips for the game (everyone should know this link - https://www.youtube.com/watch?v=Ba1QtN0LeoU&list=PLwcfIvzZ73ThMyIz2yZJZEMBlkPxzIVqV) and use individual information offers to make new players watch such videos so that they can start their independent training. Therefore, we know for sure that among the 300 thousand views of our video https://youtu.be/ej5bt9qJ4pk , there are views from real newcomers. We will continue to add tutorials to our channels, news, and to the game itself.

weary cloud
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⬆️ ⬆️ ⬆️
Get some tea, make yourself comfortable and enjoy reading @here

weary cloud
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⬇️ ⬇️ ⬇️

weary cloud
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Lots of charts arrived!

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7.9 ⬇️ ⬇️ ⬇️

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8.0 ⬇️ ⬇️ ⬇️

weary cloud
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Can we add historical tank descriptions similar to WOWSB?
We realize such description might be interesting for players. Meanwhile our ingame interface is not designed for having extensive texts in it. Reworking interface for this purpose on various devices requires too much time and resources. This is why we believe it's better to focus on other game aspects. Tank descriptions are available for history fans on our portal 😃

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Hello WG. Are there any plans on adding “max damage caused in a battle” on each tank in our personal statistics?
Max damage is a useful part of statistics and we'll definitely consider adding that in future.

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After each update players notice lag and packet loss during gameplay. After a couple of days the lag and packet loss seem to ease away, but occasionally it flares up again during the month. It seems that Blitz is a connection-sensitive game, i.e. the game needs a stable and uninterrupted connection between client and server to avoid serious lag and packet loss. Also, the ping value (as shown on screen during a battle) doesn't seem to match with measurements done with apps like Pingplotter. WG have stated before that 'we are aware of infrastructural stability issues and are working on further stabilising our infrastructure'. As you can imagine, it is difficult for players to discern any progress in this area because of it's hidden character. We only notice symptoms like lag and packet loss. Could you share with us what activities WG is undertaking or will undertake related to infrastructure and connectivity sensitivity?

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First of all, WoT Blitz is definitely a connection-sensitive game and it's more connection-sensitive then many other multiplayer projects. Within our server-client model, the most important in-battle events and interactions like aiming, shooting, visibility, movement, hit detection etc. are calculated and/or validated server-side. That's why connection quality is crucial.
Packet loss, latency, and jitter are fundamental challenges. They can occur across the whole connection route: from server internals and our data centers to the last mile and user devices and routers. Furthermore, latency per se is inevitable because the light speed is finite and there might be hundreds and thousands of miles between the servers and the users. Some issues occur within the ISP infrastructure as well (both local and global); moreover, bandwidth for most local ISPs is somehow limited as well and latency/jitter problems can appear when many local players are accessing the same server using the same local service provider (this sometimes happens in the evenings or after the major updates).
We're working to minimize issues on our side: improving server architecture, upgrading our data centers when necessary, optimizing both the physical cluster locations and the connection routes—together with our CDN partners. Recently, we've started collaborating with a company that provides in-depth analysis of connectivity issues in both mobile and broadband networks, and we're going to use that data to make further improvements.
As for Pingplotter and similar apps, make sure you're using the same communication protocol and the same server cluster the game does. These apps are OK for tracking major issues but don't provide exact values for the latency. We recommend the MTR app which performs best.

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Is there a way for WG to automatically ban all the players with the “extremely untrustworthy” tag in military honor?
First of all, military honor is not a tool for banning players. However, as it was said in our previous Q&A sessions and streams, military honor doesn't work the way we planned and we work on a new feature. Speaking of bans we use other tools to collect data about players that should get banned and issues punishments if necessary.

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Recently it was announced that several maps such as Mirage and Lost Temple were getting a rework. Are there plans to rework or add visual improvements to more maps in the future?
We plan to refine a couple of other maps but it's too early to talk about when we'll do it. At first we have to deal with Mirage and Lost Temple.

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Instead of the funky bling-bling camos, could you please offer historical camos - and maybe even attachments?
When making new camos (or attachments) we try to keep balance between historical warpaints and fancy ones. The reality is both types of appearance are popular. If unrealistic camos weren't popular we wouldn't keep making them 🙂

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can you balance tanks in the MM? Because sometimes a team gets 4 TDs 1 heavy and 2 mediums and the other team gets 1 TD 2 mediums 1 light and 3 heavies
The matchmaker combines set-ups considering number of certain vehicle types. But sometimes there are not enough players in the queue and MM's rules get softened in order to avoid long battle awaiting.

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Do you plan on bringing any updates (of any size) to Platooning?
Blitz battles are held in 7vs7 and 3 players platoons will affect the results too much. So making platoons bigger is not what we plan to do and not what the game needs.

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I would like to know if WG will ever improve the models and skins of the oldest vehicles in the game, especially on the tech tree.
While all the recent premium and as well tech tree tank models are beautiful in all their details, the old tanks look quite bad.

This is what we do on a regular basis starting from previous update. At first we'll refine recently added vehicles and then it's old ones turn.

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@here comes hew pack of answers for frequently asked questions
"Ask WG" channel will be re-opened in a couple of weeks after 8.1 release.

weary cloud
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@here

MS-1 is back! #news-discussion

Briefly about the main thing - at the end of August there will be an event where players can get the legendary MS-1 into their garage. During his absence, he matured, increased in level (now he will be on the second tier) and acquired a new visual quality. And also with its own camouflage. An avatar. And even a profile background.

What are the rewards?
In addition to the MS-1, from the stages of the event, you can pick up: tier VI medium tank Pudel (a dynamic vehicle capable of occasional bouncing shells of same tier tanks, armed with a good weapon with good RoF, but not high damage per shot), temporary certificates for researching vehicles (VI - X levels), some Free XP, credits and PA.

weary cloud
weary cloud
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The Clan Challenge is live! Here comes the event FAQ.

How can I find a clan?
There's a search button in the clan menu in the game. You can find a certain clan by its name or pick a suitable one for you (considering clan's population, average activity, win rate, and language). Also, there's a #clan-search channel on our server. Leave a message there, tell about yourself and describe a desirable clan. If any clan gets interested, they'll send you an invite. Besides, you can check #clan-recruitment channel and find a clan there.

A reminder for clan leaders.
First of all, don't forget to check incoming applications. Also, you can adjust recruiting parameters in the clan menu. If a player meets all the requirements you set, they will be able to join your clan. And of course, don't forget about #clan-search and #clan-recruitment channels.

How to get the 50TP prototyp?
You have to collect 1000 Steel Ingots on your own.

How exactly those Ingots are given?
For completing clan missions (up to 309 Ingots in total);
For obtaining a weekly clan reward. The higher level is unlocked, the more Ingots every player gains (up to 405 Ingots in total);
For collecting the Brothers in arms medals in a platoon with your clanmates (35 Ingots per medal on EU and 45 on NA and ASIA).

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How many active clan members are required to get the tank?
The easiest way to get it is to make the most of clan missions and receive the rest of Ingots by getting the medals in a platoon. There should be ideally enough players to reach level 10 of weekly clan reward.
But even if some missions are skipped or a clan lacks some players, it's not a big deal. In that case, just earn more medals. Make sure you have a reliable clanmate ready to toon!

Will I lose my Ingots if I switch clans?
Every player has their own progress bar. This is why you won't lose your progress. But keep in mind that weekly clan reward becomes available on Monday. By moving to other clan before getting weekly reward, you can deprive yourself of some Ingots. So it's better to pick a clan at the beginning of the event.

Is it possible to just purchase the tank instead of earning Ingots?
Nope. But if you have at least 700 Ingots, you can buy the rest of them using gold. The more Ingots you have, the less gold you will need 😃

How come this event is clan-based since we all have personal progress bars?
You can collect Ingots by being a part of a clan only. The more active and numerous a clan is, the easier the challenge becomes for clan members.

Any other rewards available?
The 50TP prototyp is the only reward in this event, there are no other ones. The Ingots will be removed without compensation when the event is over. It's all or nothing!

weary cloud
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@here New balance approach

This year, we've been designing and implementing a new tank balance approach. As a result, systemic balance changes on Tiers V–VII were made. We've evaluated the outcome of those changes, seen them working properly and decided to apply the same method at Tiers VIII–X. Now, it's time to share some details and explain how everything works.

The thing is, we compare tank parameters and change them depending on certain vehicle's gameplay role. - Currently, we're using the following pool of parameters (so called benchmarks):

  • HP count;
  • Overall protection or effective armor cross-section (is defined by minimum armor surface area in m² certain shells can penetrate);
  • Fire power;
  • Single shot damage;
  • Standard shell penetration;
  • Gun dispersion;
  • Aiming time;
  • Max speed;
  • Power-to-weight ratio;
  • Traverse speed;
  • View range.

Every tank has its own gameplay role (used internally) which depends on a vehicle type and its key characteristics:

  • Devastator (causes huge damage in a short period of time);
  • Dreadnaught (blocks and absorbs damage);
  • Stormtrooper (first-line heavy);
  • Cavalry (maneuverable tank, effective in flanking);
  • Sniper (shoots from long distance and keeps that distance);
  • Close assault (heavy with weaker armor but more accurate gun than in a Stormtrooper);
  • Close support (well-armored TD, fights in short distance);
  • Long support (ambush TD with an accurate gun and no armor);
  • Half-heavy (Cavalry/Stormtrooper hybrid, less mobile than Cavalry and has lower firepower than a Stormtrooper);
  • Scout (fast tank with low armor protection, provides initial spotting).

There are vital benchmarks for every gameplay role we focus on primarily. For example, a Dreadnought needs enough HP and small penetrable area, Sniper's efficiency depends on penetration, accuracy, and aiming time. While comparing tanks within certain gameplay roles, we pay attention on benchmark fluctuations. If a certain parameter deviates from the range, we adjust it appropriately.

This approach also works for new tech lines. Considering the desired gameplay features of those new tanks, we set their parameters according to benchmark range.

What happened to the good old balance charts? At the moment, we don't plan to share them since those data are no longer determinant when the decisions are made. However, we're studying other options to provide visual representations of vehicle battle efficiency and balance characteristics for you.

Kudos to everyone who gets through this wall of text. I hope it will be interesting and useful for you. Leave your feedback in #tank-balance-discussion

weary cloud
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It's been 2 weeks since we applied after 8.5 economy adjustments. We keep tracking tanks' battle and economy performance and preparing some stats 🙂
For now we have a couple of graphs reflecting recent changes.

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Let's start with overall profitability. There were lots of complaints about nerfing income for both researchable and premium tanks. Here's Maus and Lowe farm comparison.

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Also there is a quite popular opinion saying many players don't use provisions and consumables anymore and moreover, they play rating battles more often avoiding WR decrease. This is rating battles popularity for 3 months.

weary cloud
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@here

Hello tankers! We appreciate you feedback on new Operation missions. It's time to announce that in June Operation you won't get missions for Japanese LTs and HTs, French MTs, European LTs and Chinese LTs. Those tanks are low-tier vehicles and there aren't many of them. That's why completing such missions could be inconvenient for some of you.
Beside that, in next month we'll improve the missions distribution logics in order to avoid missions for tanks you might don't want to play.

#968135819162419241

daring anchor
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@here

Tank mastery in the future will soon be revealed to you. The credits restocked will be useful for you 🤔

weary cloud
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Hello guys!

I didn't ping everyone but still I have something to say to every single Blitz player. June 7th will be my last day in Wargaming. It's been 9 years overall and more than 4 very special years in World of Tanks Blitz for me.

When I joint our amazing team in 2017 I didn't realize the game might mean so much for people playing it. And I'm very grateful to all of you for showing and proving it so quickly. Blitz is so special and we all know that. I've met so many great people, online and offline. There were so many cool things I'm proud to be a part of. Thank you all for the greatest experience of my life and such an exciting journey!

I'm not quitting the game, you'll definitely meet me on the battlefields.

Once again, thank you all and take care.

RibbleStripe checking out...
o7

PS. Press that damn leg and RNGesus bless you 🙂

daring anchor
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I will ping @everyone. Press 🦵 LEG to pay respects.
Ribble, to the moon and back. I will miss you 💔

daring anchor
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⚡ If you face the SD card error while playing Steam version of WoT Blitz:

  • add Blitz to the antivirus exceptions
  • allow Blitz to access the file system

⚡ Notice for Samsung mobile device users
As you know, in 9.0 we’ve implemented the Dynamic Resolution feature that decreases 3D graphics resolution on mobile devices temporarily during peak GPU load to prevent major FPS drops.

However, Samsung continues to enforce its Game Optimizing Service (GOS) for Blitz, which itself constantly decreases 3D render resolution for the game. So, the game graphics gets double downscaling on Samsung devices, which makes it look too blurry.

While Samsung’s GOS can’t be disabled, you can deactivate in-game downscaling by setting the Lower Resolution option to OFF in the graphics settings.

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rich imp
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↑↑↑ @here are some tech tips for you regarding Update 9.0

daring anchor
daring anchor
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Hey, tankers @here
Soon, Tier X tanks will get a major rebalance. Please, take a look at the tanks' cards above to see the stats changes (100% crew, no equipment and no provisions installed). Do be aware that these numbers might change later. ⬆️ ⬆️ ⬆️

Important to remember
✅ Each and every tank has its own gameplay role. For example, two popular tank destroyers, the Grille 15 & Jg.Pz. E 100. Same vehicle type but the gameplay on these 2 TDs is totally different: Grille is comfortable to play from the 3rd line, when Jg.Pz. is a 1st line tank.
✅ The upcoming balance changes will place greater emphasis on the gameplay role of each tank. We've just used the TDs here as an example.

**A few key points about the rebalance
**✅ we are not nerfing any tanks, no time for drama. Nerf = decreasing the tank's characteristics, buff = improving the tank's characteristics, rebalance = some characteristics are buffed, some are nerfed.
✅ each and every tank is still comfortable to play, however the gameplay style may be slightly different.
✅ the reason we change vehicles' characteristics is to add more gameplay features, this way you can have a new experience while playing a familiar tank.
✅ We'll be monitoring gameplay statistics and may make further adjustments to the rebalance, should it be necessary

PS Other tiers will also get some balance changes, stay tuned, we'll update you on those closer to the balance change dates.
#tank-balance-discussion

rich imp
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endlessgears Improved aiming current status and Q&A

Hello @here!

Thanks to your feedback, we were able to spot several issues with the new aiming system. The most common issues are:
🐞 Occasional reticle movements / jumps while aiming at enemy tanks, esp. when auto-aiming is on.
🐞 In some cases, the reticle jumps up after entering the sniper mode.
🐞 (Mobile/touch) Target lock with auto-aiming turned on might be too strong while aiming at distant moving vehicles, so leading fire becomes more difficult.

We are currently investigating the ways of eliminating those issues. No ETA for now, but we'll try to develop and deliver the fixes ASAP (however, some bugs might take longer to get rid of). We'll keep you posted about our progress, and we'll also continue studying your feedback and bug reports to further improve the new aiming system.

Q&A

Q: Why don't you add an option to choose between the new aiming and the old one?
A: There are two major reasons for not adding this.
First off, the aiming is a client+server mechanics, not just client one. The server is common for everyone, and the game client with settings for the "old" reticle behavior won't work as before anyway, it would be just a worse version of the new aiming with some extra issues.
Second reason is all about gameplay. The new system makes aiming more convenient, so a player with the new aiming option enabled would be more efficient in the game than the same-skilled player with the old one. It just wouldn't be fair.

Q: My reticle gets broken when I use game client modifications to unlock frame rate / disable V-Sync. Will you fix that?
A: Most probably no. The game engine and the aiming system are designed to work with V-Sync being enabled and FPS cap being set (albeit not fixed, like in modern iOS devices with ProMotion displays). We've never supported third-party modifications and we can't make sure they work correctly.

Q: Do you consider reverting the aiming changes and returning the old system?
**A: **That isn't the plan: the overall feedback and our tests show that new aiming works just fine in most cases. Instead, we're going to eliminate all the existing bugs/issues as soon as possible.

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daring anchor
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@here
🇸🇪 Kranvagn. 3 secs intra-clip reload. Soon.