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  1. Commanders! Shorter days, Halloween treats, the temperature slowly falling… October isn’t the warmest month of the year, but fortunately, you can count on a good old XP Fever to warm your body and your tiny tanker heart, but more importantly, boost the progress of your favourite crews of the moment. So make sure to go for the hot missions below and enjoy this blazing discount on XP from Free XP conversion (1 = 35). XP Fever Missions Victory with Tier II–V Rewards 3,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier II–V Premium vehicles Repeatable Victory with Tier VI–VII Rewards 6,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier VI and VII Premium vehicles Repeatable Victory with Tier VIII Rewards 10,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier VIII Premium vehicles Repeatable Victory with Tier X Rewards 10,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier X vehicles Repeatable View the full article
  2. Oh no — it’s happening again: XP Fever is making its way around the battlefield! The only known treatment is special conversion rates and exchange bonuses! Need an XP fix? Play the ×1.5 XP Weekend and XP Fever missions! Check out the respective tables that follow for a complete breakdown. SPECIAL MISSIONS & RATES BEGIN: Friday, Oct. 18 at 04:20 PT | 06:20 CT | 07:20 ET SPECIAL MISSIONS AND RATES END: Monday, Oct. 21 at 04:20 PT | 06:20 CT | 07:20 ET Conversion & Exchange Bonus TYPE: DISCOUNT: Free XP to Crew XP Conversion: 1 Free XP = 10 Crew XP XP to Free XP Exchange Bonus: 1 Gold = 40XP ×1.5 XP Weekend Important — to activate the ×1.5 XP Weekend mission, click the following button: ACTIVATE MISSION MISSION: REWARDS: CONDITIONS: RESTRICTIONS: ×1.5 XP Weekend ×1.5 XP Be one of the top 10 XP earners on your team in a Victorious battle Grand Battles, Random Battles, Skirmishes, and Advances First Victory does not count Must be in a vehicle Tier IV or higher Repeatable XP Fever Missions Important — to activate the XP Fever missions, click the following button: ACTIVATE MISSIONS MISSION: REWARDS: CONDITIONS: RESTRICTIONS: XP Fever ×1.5XP Be one of the top 10 XP earners on your team in a Victorious battle. Must be in a Premium vehicle Random Battles Repeatable XP Fever X Must be in a Regular Tier X vehicle Grand Battles, Random Battles, Skirmishes, and Advances Repeatable XP Fever — Victory With Tier II–V 15,000XP Be one of the top 10 XP earners on your team in 25 Victorious battles. Must be in a Premium Tier II-V vehicle Random Battles Repeatable XP Fever — Victory With Tier VI–VII 30,000XP Must be in a Premium Tier VI-VII vehicle Random Battles Repeatable XP Fever — Victory With Tier VIII 50,000XP Must be in a Premium Tier VIII vehicle Random Battles Repeatable XP Fever — Victory With Tier X Must be in a Tier X vehicle Grand Battles, Random Battles, Skirmishes, and Advances Repeatable View the full article
  3. Commanders! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server — join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game — standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them out, because significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. Current Issues with HE Shells Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress; Finish off an enemy low on HP; Deal damage in a situation where it’s impossible with other shell types. On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers 150 mm and above, and to improve the performance of HE shells onlower and medium calibers in specific situations. Here’s how we plan to achieve this. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right — we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 2. Changing the Mechanics of Damage Distribution Over the Splash Radius If an HE round didn’t penetrate the armor, then the system started calculations according to the damage formula from 0.5 in the center to 0.05 at the edge of the splash. Put simply, when a High-Explosive shell doesn’t penetrate armor in the current gameplay, half of the shell’s nominal damage is immediately deducted, and then the damage decreases depending on the distance to the center of the explosion. With the new mechanics, HE shells don’t penetrate armor at all, which means that this method of calculation is no longer relevant. After the rebalance, the damage will be distributed over the splash radius, varying from 1 in the center to 0.1 at the edge. The full nominal damage of a HE shell will be used for calculation. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease from the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: Changing the tracing algorithm — finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. The ability to inflict minimal damage due to splash mechanics. Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Detailed Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion; Spalls on the outer surface of the armor; Splash radius. Shrapnel from the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way — this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly — the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly — the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. Changes to HE Shells HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly-armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. Uses of Reworked HE Shells We want to further increase the impact of situationality in the usage of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations, where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. View the full article
  4. A big update was rolled into the Sandbox, you can already download it. Sandbox is exclusively available through Wargaming Game Client. We look forward to tonight (if everything goes well!) with a rebalance (nerf) of high-explosive shells. View the full article
  5. All high-explosive shells have the “Average armor penetration” indicator removed except for artillery. Now it is technically 0. However, +-25% RNG remains. Beware, WG has buffed arty again. Some highlights of stat changes: • KV-2 (high-explosive) – HE shell damage from 910 to 330 – The average armor penetration is 0 on every HE shell. • T49 – HE shell damage with launcher gun from 910 to 330 – Damage with a second high-explosive shell from 910 to 365 • Panhard EBR 105 – HE shell damage shell from 500 to 180 • Jagdpanzer E 100 – HE shell damage from 1400 to 415 • E 100 – HE shell damage from 950 to 320 • O-Ho – HE shell damage from 890 to 320 • Type 5 Heavy (high-explosive) – Damage with main high-explosive shell from 900 to 330 – Damage with a second high-explosive shell from 900 to 365 • FV4005 Stage II – HE shell damage from 1750 to 480 – Removed the second high-explosive shell: 182.9 mm HE HESH Mk. 1 • T110E3 – HE shell damage from 1100 to 345 • Object 268 – HE shell damage from 1100 to 330 • Object 268 Option 4 – HE shell damage from 840 to 330 • Strv 103B – HE shell damage from 480 to 170 • IS-7 – HE shell damage from 640 to 230 • Object 261 – HE shell damage from 900 to 1000 • T92 HMC – HE shell damage from 1300 to 1440 View the full article
  6. In 2018, World of Tanks giant Wargaming turned 20. It wasn’t two solid decades of success, however, with founder and CEO Victor Kislyi telling PCGamesInsider.biz last year that the first 12 years of the company’s existence were purely about persistence. Eventually, the firm had its breakout hit with 2010 of free-to-play military title World of Tanks, followed up with World of Warplanes and World of Warships. Now, in 2019, the Belarusian firm is trying to expand outside of the niche which it has created for itself – but not too far. Wargaming recently showed off 1C’s third-person shooter free-to-play Caliber at Gamescom 2019, the title’s European debut, while premium hack and slash title Pagan Online from Mad Head Games launched in August. But that’s not all Wargaming has in the works. “Calibre is definitely our strategic direction – it’s military-themed, it’s mainly for older guys and it’s not so twitchy,” “It’s photorealistic, there are authentic units and equipment. Pagan is more of an experiment. It’s not a huge gamble; we can afford to make a bet and see how it goes. In general, we should stay within shooters, both vehicular and human ones. “We have two other projects in the works. Hopefully, each of them will be triple-A. In one case it’s a Kiev studio called Frag Lab with which we co-operate very closely with. They’re making a triple-A first-person shooter. We also acquired Edge Case in Guildford and Sean Decker became the head of the studio. They’re ramping up now, they’re 40 people with 30 more vacancies open. They’re making something triple-A which will presumably be for a global audience, but that’s all I can say. Both projects are going to be free-to-play in the style of World of Tanks.” Kislyi says that the acquisition of Edge Case Games – now Wargaming UK – isn’t the start of a rush of purchases. The exec says that buying companies is “case-by-case.” “If someone knows someone or we have an idea, we’ll look at it,” he says. “We have a presence in the UK, we don’t need to buy anything there right now. We’d rather have people joining for the next big thing in the games industry in Guildford.” Wargaming UK’s title is the first of the company’s output to use Unreal, while the aforementioned Kiev project is using Amazon’s Lumberyard. Historically, the company has stuck to its own tech, but Kislyi says that this is quite old and not as easy to use as it’d like. “Truth be told, World of Tanks and World of Warships using this hugely modified but old big client technology has been difficult when it comes to making assets, tweaking and balancing and so on,” he explains. “It’s quite old and not very user-friendly. Unreal, hopefully, will give us tools. When it comes to alpha or beta release, then the gates of hell usually open and you have to start making content like never before. For that, it would be nice to have technology which gives you tools for content production.” While it’s clear that Wargaming is looking beyond World of Tanks, this title is still a huge focus for the company, with the firm frequently adding content to the game. One new addition was a battle royale mode called Steel Hunter, which started as an April Fools Day joke back in 2018. The game type was met positively by the community and media, with Wargaming then spending 18 months to make this event into a full “production quality” version. The event ran between August 26th and September 16th. “I’m a big fan of cinema and think Battle Royale is a work of art,” Kislyi says. “Battle royale isn’t about PUBG or Fortnite; it’s this suspense of knowing someone could be looking at you from anywhere. It’s exciting, so why not make it with tanks? World of Tanks is a cultural phenomenon. It deserves to have this mode. We’ve been doing this for a while now – adding in a football mode, a Halloween mode, racing and, of course, battle royale. We could make it permanent or improve it. That’s how these games should be operated; there should be core game mechanic which is something everyone should enjoy. Then people who want to have some fun can play those modes. They’ll be fun or seasonal or testing new mechanics; sometimes they’ll get killed off as they don’t work but that’s our job – to come up with new, creative ideas about how to make running around and killing each other in tanks more fun.” View the full article
  7. 2nd iteration of the double cannon tanks are here, and our friends at WG thought that the ST-II was a tiny touch too good, so decided to nerf it. Changes: • Gun reload time (1/2): 11.25 / 11.25 sec. (did not change, just here for comparison) • Preparation time of a volley shot: 2.5 sec. (did not change) • Recharge lock time: from 5 to 3 seconds. • Barrel change time (in order to fire a shell from other barrel): from 3 to 5.5 seconds. View the full article
  8. World of Tanks will soon support real-time ray-traced shadows. Thanks to this cutting-edge technology, the smallest details on players’ tanks will give more soft, natural and realistic shadows—check it out! We’re Still Moving Forward! After the release of Update 1.0 in March 2018 and the large visual upgrade of World of Tanks, our consistent work on the new Core engine never stopped. We’ve implemented concurrent rendering support, while discontinuing support for Windows XP and DirectX 9. Thanks to these steps, we were able to move forward and introduce new technologies to the Core engine. One of these technologies is Ray Tracing, a rendering method which has long been the “Holy Grail” of computer graphics. Just take a look at these amazing ray-traced pictures! What Is the Challenge? One of the biggest challenges in game development is the correct implementation of shadows. It’s a truly challenging task to create realistic shadows using modern graphics cards. Dynamic tank shadows in our game are currently made using the common Cascaded Shadow Mapping technology, which is based on the use of regular textures. Their resolution is limited, which leads to the following issues: Shadows are not detailed, and when approaching a shadow, you can see its jagged and uneven edges (known as “aliased” shadows). So-called “Peter Panning”. This term derives its name from a children’s book character whose shadow became detached and who could fly. This effect makes objects with missing shadows appear to be detached from and to float above the surface. At a distance of more than a hundred meters, tank shadows disappear. The level of detail of our tanks at some point overtook the level of detail of their shadows, and we wanted to fix that disparity. Theoretically, it would be possible to increase the resolution of shadows, but this would lead to a greater load on the graphics card and a drop in FPS. Instead, we turned our attention to the latest technology of creating shadows using Ray Tracing, allowing for dramatically more lifelike shadows. Invaluable Assistance From Intel While we were looking for a solution to the problem of creating soft and realistic shadows on tanks, our long-standing partner, Intel, offered to share their expertise and to assist us. Intel Advanced Rendering engineers helped with high performance kernels and optimizations. Thanks to concurrent rendering support and the ability to parallelize the rendering we’ve implemented in Update 1.4, the Intel Embree technology was perfect for our game. As a result, we can now recreate tank shadows in higher quality; their smallest details giving super-realistic soft shadows when sunlight hits them. Visually, we are now one step closer to physically accurate shadows that exist in the real world. Real-time ray-traced shadows further immerse you in an atmosphere of furious tank combat and provide an even more enjoyable gameplay experience, so check it out! Do I need a special graphics card with Ray Tracing support to see new shadows? No, you don’t. Our implementation of Ray Tracing technology will work with all graphics cards that support DirectX 11 API and higher. You can enable/disable this function manually in the game settings. To check how this technology works on your PC, you can try it now in World of Tanks Encore RT. Download this stand-alone application, turn on Ray Tracing and enjoy the upgraded visuals! How will Ray Tracing affect my PC’s FPS? When this option is disabled, the FPS of your computer will not change. But when Ray Tracing is on, you will sacrifice some FPS depending on your graphics card. Will Ray Traced shadows be used for all objects in the game? As the first step we chose to include Ray Tracing shadows for the “main actors” of our game – tanks, the intact vehicles (not destroyed)”; their smallest details will give super-realistic shadows when the sun hits them. What are the ray-traced shadows’ quality settings? There are four settings options: Turned off. Tanks cast normal shadows, as in the current version of the game. High. Vehicles have high-quality hard shadows which remain clear at any distance. However, these shadows are not physically correct. Maximum. It is at this stage that the physically correct “soft shadows” appear. They become more blurred as they move away from an object that casts a shadow. Ultra. The quality and appearance of shadows remain the same as at the Maximum setting, but are created using the denoiser algorithm. What’s Next? Recreating incredibly soft and natural shadows is just the beginning of the Ray Tracing Era in gaming graphics. Thanks to this technology, we’ll be able to recreate realistic reflections, ambient occlusion, and global illumination in real time. But this is something for the more distant future. Real-time ray-traced shadows will already become a reality in World of Tanks in one of the upcoming updates. Stay tuned and good luck on the battlefield, Commanders! View the full article
  9. Commanders! Half of autumn is over, but for the M18 (90), an American Tier VII tank destroyer, everything is just about to begin. Let’s see whether it has chances to succeed in Supertest! In a nutshell, it’s a Hellcat but moved to Tier VII. It’s 90mm gun causes 240 points of damage on average. A standard AP shells penetrates 167 mm of enemy armor, while a special APCR goes further and will make a dent in the opposing vehicle 203 mm deep. The dispersion and aiming time are quite satisfying and make 0.35 at 100 m and 1.7, respectively. As for the view range it is 370 m. Let’s touch upon its survivability, because regardless of how good you are at firing, what matters is whether you are good at surviving or not. So, to keep your 800 hit points intact, you will have to excel at the art of positioning as, let’s face it, the vehicle has cardboard-thick armor reaching up to 12 mm in the hull and up to 127 mm in the turret. However, the TD’s mobility makes up for its lame armor easily, with a max speed reaching 72 km/h and a power-to-weight ratio of 23.5 hp/t. Summing up, the М18 (90) provides for a familiar gameplay typical of a dynamic TD that’s at its best when used in the ambush role. To make the best of this American, take the most advantageous position (the TD can do it quickly) and then keep adapting yourself to the situation and follow the allies while supporting them at a distance. View the full article
  10. Commanders! We’re now halfway through the month, which means it’s time to take a look at the mid-tier vehicles featured in our Top of the Tree. If you haven’t reached the last three tank destroyers of the AMX 50 Foch B family and their great autoloading guns yet, here are some tips to get them faster by playing the Tier V–VII vehicles the most efficient way possible. All values below correspond to a 100% trained crew. S35 CA Main Characteristics: Hit Points: 330 Top Speed: 37 km/h View Range: 340 m Hull Armour: 56/35/35 mm DPM: 1,787 Dispersion: 0.38 m Damage: 240/240/320 HP Penetration: 135/175/45 mm Reload Time: 8.05 s This “bathtub” is known for its great choice of showerheads. If you can get past its weird look, the S35 CA is actually very fun to play, and quite effective, regardless of the gun it’s packing. Its stock boomstick is a very accurate 17 pounder, that you can replace for a hard-hitting 105 mm gun or a balanced 90 mm one. Three good weapons, all nicely complemented by a large and sometimes bouncy gun mantlet, but more importantly, a very wide gun traverse—a combination that most tank destroyers desperately need. ARL V39 Main Characteristics: Hit Points: 610 Top Speed: 42 km/h View Range: 350 m Hull Armour: 60/40/40 mm DPM: 1,668 Dispersion: 0.35 m Damage: 240/240/320 HP Penetration: 212/259/45 mm Reload Time: 8.63s You’ve met the “bathtub” and now, meet the “radio“. Because of its large silhouette, crowned by a weird little turret, the ARL V39 can be tricky at times. It makes up for it with a large selection of guns, from a simple 75 mm to a large 105 mm. Our personal favourite remains the 90 mm DCA canon though, known for its great penetration values. Try them all to see what works best for you, but remember to play this one mainly as a long-range sniper, or a supporting vehicle. AMX AC mle. 46 Main Characteristics: Hit Points: 820 Top Speed: 50 km/h View Range: 350 m Hull Armour: 120/40/40 mm DPM: 1,877 Dispersion: 0.33 m Damage: 300/300/400 HP Penetration: 232/263/50 mm Reload Time: 9.59 s Just like many other French tanks designed after World War II, this vehicle is actually inspired by a German classic, namely, the Jagdpanther. In-game, the AMX AC mle. 46 can rely on its mobility and sloped frontal armour, both unprecedented in the French tank destroyer line. When it comes to guns, this Tier VII vehicle can also use the decent 90 DCA canons, but its top gun is even more interesting. With 300 damage and 232 mm of penetration, the AC SA47 gun boasts the best penetration of its tier. A decisive advantage on the battlefield. View the full article
  11. ST-II. Initial stats: Tier: HT-10, USSR, standard HP: 2 500 Engine: 800 hp Mass: 69,298 t Maximum load: 71,50 t Power-to-weight: 11,54 hp / t Maximum / minimum speed: 40 / -13 km / h Hull turning speed: 26,00 °/s Turret turning speed: 16,7 °/s Terrain resistance values: 1,151 / 1,534 / 2,589 View range: 390 m Radio range: 730 m Hull armor: 150 / 140 / 100 mm Turret armor: 250 / 160 / 160 mm Gun: 122 mm M62-SD Alpha Damage: 440 / 440 / 530 Penetration: 258 / 340 / 68 mm Rate of fire: 5,334 rounds/minute Damage per minute: 2 347,1 Reload time: 11,7 / 11,7 s; Time needed to prepare a double shot: 2.5 s (simultaneous fire from both guns); Blocking of guns after firing a double shot: 5.0 s (After a double shot, both guns are blocked and do not reload for some time. After unlocking, they start loading alternately); Automatic reload time: 3.0 s (You shoot from the first (active) gun. Immediately after the shot, the gun begins to reload and the second gun becomes active. You can shoot from the second after a short interval); Accuracy at 100 m: 0,384 Aiming time: 2,78 s Depression/Elevation: -8 ° / +20 ° Gun: 5 man crew: Commander, Driver, Gunner and 2 Loaders. Aim spread: after firing: 3.356; during turret rotation: 0.058; during vehicle movement: 0.134; during vehicle rotation: 0.134; during turret rotation at maximum speed: 0.92; at the maximum vehicle speed: 5.37; at the maximum vehicle rotation speed: 3.49. Camouflage values: immobile tank camouflage: 11.7%; tank camouflage during movement: 5.9%; camouflage during shooting while standing still: 2.11%; tank camouflage during shooting while in motion: 1.06%. More pictures: View the full article
  12. IS-3-II. Initial stats: Tier: HT-9, USSR, standard HP: 1 800 Engine: 750 hp Mass: 55,464 t Maximum load: 58,00 t Power-to-weight: 13,52 hp / t Max / minimum speed: 38 / -15 km / h Hull turning speed: 28,00 °/s Turret turning speed: 22,9 °/s Terrain resistance values: 0,959 / 1,055 / 1,822 View range: 380 m Radio range: 625 m Hull armor: 130 / 90 / 60 mm Turret armor: 250 / 150 / 130 mm Gun: 122 mm BL-9-SD Alpha damage: 390 / 390 / 530 Penetration: 243 / 292 / 68 mm Rate of fire: 5,848 rounds/minute Damage per minute: 2 280,6 Reload time: 10,7 / 10,7 s; Time needed to prepare a double shot: 3.0 s (simultaneous fire from both guns); Blocking of guns after firing a double shot: 7.0 s (After a double shot both guns are blocked and do not reload for some time. After unlocking, they start loading alternately); Automatic reload time: 3.5 s (You shoot from the first (active) gun. Immediately after the shot, the gun begins to reload and the second gun becomes active. You can shoot from the second after a short interval); Accuracy at 100 m: 0,384 Aiming time: 2,88 s Depression/Elevation: -8 ° / +20 ° Guns: 5 man crew: Commander, Driver, Gunner and 2 Loaders. Aim spread: after firing: 2,877; during turret rotation: 0.077; during vehicle movement: 0.153; during vehicle rotation: 0.153; during turret rotation at maximum speed: 1.69; at the maximum vehicle speed: 5.83; at the maximum vehicle rotation speed: 4.3. Camouflage values: tank camouflage when standing still: 11.9%; tank camouflage during motion: 6.0%. More pictures: View the full article
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