Thanks to Babykim, EU
Q&A from RU dated Friday, 17 February
Q: Do you plan adding the option of selling inventories to the ship tab?
A: Not at the moment; perhaps in the future.
Q: Do you plan improving the display of clan tags? The problem with displaying long nicknames has been compounded by the introduction of clan tags. Can you enlarge the window at least by a factor of two?
A: Yes. You already see the full nickname by hovering the cursor. This only works on the loading screen and in battle, as the same principle applies to other elements of the interface, hover the cursor for more information.
Q: Do you plan introducing premium commanders, who would not need retraining? If you plan commanders similar to Steven Seagal for other nations, what would be their speciality?
A: We do not plan adding premium commanders, and see no reason for doing so given that you can use elite commander experience for retraining. You can now retrain commanders for regular ships without the need to pay doubloons, and the premium ships do not need retraining anyway.
Q: Earlier, you mentioned adding “Sorry” as a quick command. Can you add “Spotted at XY” instead? It would also be nice to be able to tell your allies which equipment you are planning to use, reload times, etc. (see Dota 2).
A: The development of new functions is not a matter of one or two patches. We are collecting user feedback and proceeding accordingly. This year will see changes to quick commands.
Q: Do you plan introducing the carriers Kaga and Akagi as premium ships, and the hybrid ships such as Hyuga and Ise?
A: We cannot announce ships in this format. We consider adding the hybrid ship to the game, but only after having conceptualized their gameplay. These ships are currently subject to internal discussions.
Q: Why ignore user feedback on the position of the Inventory button below the user nickname rather than in line with Port, Modules, Exterior… under the Battle! button? It would be nice to have an option of selling several items (check boxes).
A: We are listening to feedback and are trying to take it into account. Although the Inventory is an important functionality, the majority of players will be using it less often than other options under the Battle! button. We know from the experience of our colleagues in Minsk that the majority of World of Tanks players do not use the inventory, and those who do visit the inventory about once per month. The main menu will include only the most frequently used options to unclutter the interface and reduce the load.
The option of multiple sales was excluded in the first version of this functionality to minimize the number of unwanted random sales. The risk is particularly high at the beginning, with all the excitement and many items to sell. We will include such an option in the future.
Q: Currently you cannot see the possible upgrades before buying the ship. Can you make them visible similarly as for the ships in port?
A: We do not plan this feature, but it is possible that we implement once more pressing issues are resolved.
Q: Please bind same consumables to identical keys.
A: We already answered similar questions in the past. We plan introducing customizable key bindings this year.
Q: You added rare upgrades, which are difficult to obtain, but which occupy the slot of the essential regular upgrades. Can you make a separate slot for rare upgrades?
A: The rare upgrades were not planned for a separate slot in the first version. Their aim is to add further variability in the customization of ships to fit a player’s game style.
Q: Do you plan adding a means of determining the speed of a target?
A: No.
Q: When will you add a compensation for team damage? There is a fine but no compensation.
A: Version 5.12 introduced fixed cost than does not depend on the damage taken. A compensation might lead players to jump on friendly torpedoes, resulting in a large number of unfair bans for team killing. Fines are designed to punish and prevent team damage.
Q: Is this possible to add team statistics after the battle?
A: We plan allowing to view any players statistics after the battle, but I cannot name an implementation date.
Q: Do you plan introducing sea tenders as a class of ships?
A: We had them during the alpha stage, but they did not properly fit the game back then. I cannot exclude their reappearance in the future.
Wiki on sea tenders: https://en.wikipedia…Seaplane_tender
Q: Do you plan adding sailing ships and the armored ships prior to 1906?
A: Sailing ships will definitely not be added. We already have some ships of the second era, and certainly plan adding more.
Q: The Ocean map is now available at tier 10 only, with the probability of occurrence being halved. Many players want this map on all tiers. We are sick and tired of the “city” maps. Please make it as before.
A: We reduce the chance of occurrence of this map and made it available to tiers 8-10 based on a careful evaluation of statistics and user feedback. This map is unique in that it open tactical possibilities that preclude a high chance of occurrence and the availability at lower tiers.
We balance the maps for all classes of ships. The game includes open maps such as Okinawa and The Atlantic. The criticism of the prevalence of “city” maps is incorrect.
Here’s the stats of the Alabama, just as a reminder.
Stats:
Ship HP: 63300
Deck Armour: 16mm – 154mm
Citadel Armour: 184mm – 310mm
Torpedo Protection: 51%
Max. Speed:27.5 knots
Rudder Shift time: 15 seconds
Turning Circle Radius: 710m
Surface Detectability: 16.2 km
Air Detectability: 12.2 km
Main Battery
406mm/45 Mk.6 (3×3)
Range: 21.1 km
Reload time : 30 seconds
Turret rotation speed: 40 second per 180 degree
Sigma: 1.9
HE Ammo: 406mm HE/HC Mk.13
Damage: 5700
Velocity:803 m/s
Chance of fire: 36%
AP Ammo: 406mm AP Mk.8
Damage: 13100
Velocity:701 m/s
Penetration (at 5/10/15 km): 683mm/563mm/479mm
Secondary Battery
127mm/38 Mk.32 (10 x 2)
Range: 5 km
Reload time: 6 seconds
HE Shell: 1800 damage
Chance of fire: 5%
AA:
127mm/38 Mk.32 (10 x 2)
Damage: 151, Range: 5km
40mm Bofors Mk.2 (12 x 4)
Damage: 191, Range: 3.5km
20mm Oerlikon Mk.4 (52 x 1)
Damage: 187, Range: 2km
Misc.
Consumables: Damage control party, Repair team and Catapult Spotter/Fighter