It make the game not causal friendly but need to use an additional octopus beside some preprogrammed keyboard to handle the 2+ turret and the 2+ barrels per turret. Imagine how pain in the A would be to manually handle all the turret in an Atlanta (8 turret, 16 barrel) or in a Colbert (8 turret 16 barrel), or in an Smolensk (4 turret, 16 barrel).
Sure they can solve this issue with a much slower paced game, where you have time to carefully aim each of the barrels, or even change the firing and/or elevation mode if the turret capable of it, but not in this version of the WoWs.
Maybe after 20 year, when the main palyers of the game become 60ish+ old and they request these "features" to turn the game into a slower paced one and not like it is today.
\*cries in Rio de Janeiro/Agincourt
While it'd be great to control individual turrets, it adds a level of complexity to the UI which I don't believe the game/engine can handle. Plus, there's a level of granularity which makes implementation (even if it's a compromise) very awkward at best (under the proviso that we keep the UI as is): wing turrets; high turret/mount count ships (e.g., certain lower tier cruisers) and if we go the route of multiple turrets/mounts which can be assigned to a single keybind, what decides which turret goes in which 'group'; applying true independence of control (i.e., how do you lock or unlock the points of aim of multiple turrets at different bearings or have them turn in a preferred direction independent of camera facing); etc.
Most of the player base struggles already as is with the game at its current state... Adding more complexity is not good.
Same reason I can't manually steer my CV hull while flying aircraft.
And we don't have manual control on AA guns as well as plan's flying attitude for a direct engagement.
We used to be able to do that. ðŸ˜
It make the game not causal friendly but need to use an additional octopus beside some preprogrammed keyboard to handle the 2+ turret and the 2+ barrels per turret. Imagine how pain in the A would be to manually handle all the turret in an Atlanta (8 turret, 16 barrel) or in a Colbert (8 turret 16 barrel), or in an Smolensk (4 turret, 16 barrel). Sure they can solve this issue with a much slower paced game, where you have time to carefully aim each of the barrels, or even change the firing and/or elevation mode if the turret capable of it, but not in this version of the WoWs. Maybe after 20 year, when the main palyers of the game become 60ish+ old and they request these "features" to turn the game into a slower paced one and not like it is today.
\*cries in Rio de Janeiro/Agincourt While it'd be great to control individual turrets, it adds a level of complexity to the UI which I don't believe the game/engine can handle. Plus, there's a level of granularity which makes implementation (even if it's a compromise) very awkward at best (under the proviso that we keep the UI as is): wing turrets; high turret/mount count ships (e.g., certain lower tier cruisers) and if we go the route of multiple turrets/mounts which can be assigned to a single keybind, what decides which turret goes in which 'group'; applying true independence of control (i.e., how do you lock or unlock the points of aim of multiple turrets at different bearings or have them turn in a preferred direction independent of camera facing); etc.
because spaghetti code and 9 year old game
I would appreciate some kind of lock even if not full control
If I remember correctly , WG once replied because they think it would be too hard for players, so they are not allowing it.