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Found 41 results

  1. 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
  2. A branch of researchable heavy tanks has been added. The new heavy tank branch will start with the Tier VII KV-3 tank and include the following vehicles: Tier VIII: Object 703 II (premium); Tier VIII: IS-2-II (standard); Tier IX: IS-3-II (standard); Tier X: ST-II (standard). It is estimated that ~ 65,000 XP will be needed for researching the tier VIII. View the full article
  3. M48A2 Räumpanzer – Gold price changed from 100 to 7.500 gold. E 75 TS, performance characteristics are taken from the game client: – gun fire rate improved from 5.36 to 5.54 – Reload goes down from 11.22 s. to 10.83 s. – Accuracy is nerfed from 0.34 to 0.36 – Average damage per minute gets a tiny touch better from 1926 to 1994 – Hitpoints go down from 1600 to 1500 – Upper plate of the hull gets decreased from 140 to 120mm. – Tank’s weight decreased from 90 to 80 t. – Maximum weight of the tank goes down from 95 to 85t. – Engine power increased from 1200 to 1280 hp. – Specific power ratio from 13.33 to 16 hp/t. – Maximum forward speed from 30 to 45 km/h. – Maximum speed backwards from 15 to 18 km/h. – The price in gold has not changed, remains at 100 gold. The tank has its own unique 3D style. M54 Renegade (T54E2): – The name of the tank changed from T54E2 to M54 Renegade | Short name Renegade – Gold price from 100 to 10,000 gold. The reason for the name change is unknown. View the full article
  4. Kraftwerk: The Exam Has Been Passed! The previous episode was a test for the new map, Kraftwerk. Recreated in a winter setting, it offers a wide variety of landscapes and historical buildings. We’re still studying your feedback and have already detected some areas where we see room for improvement. In particular, episode 8 has showed that the defensive team had a certain advantage over the attackers, primarily due to the difficulty of capturing zones A, B and C. To make the game more fair and balanced, we slightly reworked the landscape of these sectors to make it easier for the attacking team to succeed. Let’s take a closer look. Zone A Fixed bushes, cleared gaps. Added bushes near the bridge on the road and organized access to them. The bridge and adjacent facilities were moved, houses were added in the village. The slope is now more convenient for arrival. The pedestal with the tractor was slightly expanded. As a result of moving the bridge (point 3), another street was added in the village, with several houses. Zone B The walls of the ruins are deployed for better firing at the defenders. One pile of garbage was removed in the castle and the wall was changed. Added bush to help the attacking team. Added shelter. The tower in the ruins is slightly put forward to complicate shelling. Zone C The concrete zone was increased, which worsened the position of the defenders and created an additional balcony for the attack. Extended arrival at the firing position. Added concrete blocks that reduce the firing zone of attackers from the bridge. Concrete blocks removed. Removed bushes. Finally, map lighting was reconfigured to make it more comfortable for players’ eyesight. Kraftwerk hasn’t come without minor flaws, but no critical issues have been found with it, so the map will remain in the map pool. Keep on exploring it, hone your skills and team tactics, and earn epic medals along with other rewards! View the full article
  5. With the release of the last micropatch, we disabled in the settings the ability to enable improved graphics on weak computers, as well as on computers running 32-bit operating systems. We understand that everyone likes to play a beautiful game with high quality graphics. But, unfortunately, we had to take this step to provide better game stability and improve performance. Thank you for your patience and understanding. View the full article
  6. • A touch for future events and events in the game, which are in an active stage of development. • Multinational equipment. The player can change the nation on certain tanks of his own free will. Such an opportunity will appear first for the T-34-85 Rudy! In the future, other tanks will be added to it. You can change the nation at any time, absolutely free of charge and as many times as you like. With this innovation, players open additional. opportunities. For example, on 1 tank it is possible to perform Campaign missions of different nations and rock the crew of 2 different nations on a single tank (USSR / Poland). * On the T-34-85 General Test, Rudy will be credited to all players. • 11 new ready-made fully historical styles, 1 for each nation in the game. They will be available to be bought in the game for gold. • New Huntsman style for all tanks in the game. • Ranked battles mode. Changes in RB 2019. According to the developers, now they will have to play less to achieve better results, adjustments have been made. Ranked battles will be released after 1.6.1 View the full article
  7. Tankers! On a closed test, testing of the Minsk card and another version of it continues, in addition to those shown in the previous publication. 1) Added river crossings near the central bridge on both sides in order to provide maneuvering possibilities in case of need to change position. 2) On the “green” large lush trees and some bushes have been removed 3) Positions for tank destroyers have become more convenient and understandable. 4) Removed long straight lumbago along the avenue on the green. Greenery redesigned to provide great opportunities. Now, some slopes and hills allow you to play with tanks that have strong turrets. Also, due to changes in the landscape, it is possible to move along almost the entire avenue from each side. 5) A new position (unfinished building) as a counterweight to the circus building. 6) To improve driving and provide additional maneuvers in the quarter, more fast rotation opportunities for the top team were added. 7) Opened quarters outside Victory Square for the possibility of reapprochement of tanks in the city. 8) The location of the bases has been changed and the terrain has been changed. 9) The ford at the upper base was expanded and some elements of the embankment were removed. Now driving is easier and more straightforward 10) The layout of the courtyards in the western part of the map were completely changed, the courtyards are made more spacious and suitable for maneuvers. Due to the historical layout of the quarters, the overall structure of the two openings is preserved, however, through the opening along the red line, it will become possible to shoot at an average distance. Medium tanks will become freer in these yards, there will be fewer cases of sudden collision with enemy groups, and it will be easier to retreat from them. 11) The columns of white fences that interfere with shooting and moving were removed on the green. The further fate of the edits of all the Minsk map options depends on the test results. View the full article
  8. Clan wars reward styles “Veteran”, “Clan Digital” and “Crushed Stone” were tweaked so that they could be reused on all vehicles. Now these styles can be transferred to other machines like all other elements of customization. View the full article
  9. In Update 1.6, you will have a completely new experience interacting with tank customization. We’re updating the decal interface to allow you to customize your vehicles more easily, and we’re introducing fresh sets of “classic” square and brand-new rectangular decals. In addition, we’re rolling out new fonts for Personal Numbers. Finally, you can see detailed information about some of the available styles in a special window in the game client. And now let’s look at each feature individually. The Improved Customization Interface Previously, you had to choose one of four so-called “anchors” on a certain part of the hull to apply a Decal on your vehicle. You also had to use special little arrows, and perform other actions. However, the movement of decals still wasn’t so convenient, and there was a need to improve the whole interaction process with Decals. But now that’s all in the past! Starting with Update 1.6, when choosing a Decal, you will immediately be able to see all the points on your vehicle to which you can apply it. You can see how the Decal will look on a certain part of the hull, and it is pretty easy to drag it to another place with your cursor. Don’t like a specific Decal? No problem! Simply remove it with a few clicks and replace it with another one! We also redesigned the menu for interacting with Decals, making it more clear, simple and intuitive. During the redesign of the interface for interacting with Decals, we encountered some technical issues, due to which we had to remove previously applied projection Decals from your vehicles. Don’t worry—these Decals haven’t disappeared and are still stored on your account. You can find them in the Exterior tab and apply them on your tanks again for free, using the reworked interface. Roll Out in Style! We’re also adding a set of brand-new rectangular (multi-dimensional) Decals. Their sizes will be displayed in the Decal selector as small squares. In addition, under each Decal you will find an icon of the ratio of its sides. Rectangular Decals will be available for Tier VIII Premium vehicles, as well as for Tier X tanks, and can be applied to specific spots on each vehicle, such as the entire side of the tank. Positions for decals can differ from tank to tank. Ever wanted your Maus to look truly exclusive? Then decorate its entire side with a real piece of art! Take a look for yourself: Moreover, we’re adding a fresh set of “classic” square decals for Tier X and Tier VIII tanks, as well as new fonts for Personal Numbers. Finally, you can see detailed information about the following available styles in the game client: Jack-o’-Lantern Fire Bulge Mordian Marengo Black Panther Igelschnäuzchen Winged Hussar Fear Naught Hellhound Valhallan Ragnarok Hero of the Battle of Kursk Snow Leopard Immortal Classics Granite Jan Žižka Odin’s Wolves Black Widow Made in China Made in Czechoslovakia Made in Germany Made in Italy Made in Japan Made in Poland Made in Sweden Made in the U.K. Made in the U.S.A. Made in the U.S.S.R. Bad Ace Tanker Tempered Glass Sparkling Night Heavy Present Chinese New Year Traditional Christmas Soviet New Year Modern Christmas Champion 2018 Striker 2018 Winner 2018 Forward 2018 Goalkeeper 2018 Football player 2018 Fan 2018 Simply apply the style and click the info button. You will see a full-screen page that will contain interesting historical or other information. We’re sure that this large customization update will make your gameplay experience even more enjoyable. Decorate your vehicles with exclusive new elements and hit the battlefield! View the full article
  10. Patch 1.6 armor model changes: Side armor buffed from 50mm to 100mm Lower plate nerfed from 210mm to 160mm Click to view slideshow. View the full article
  11. In Update 1.6, you will have a completely new experience interacting with tank customization. We’re updating the decal interface to allow you to customize your vehicles more easily, and we’re introducing fresh sets of “classic” square and brand-new rectangular decals. In addition, we’re rolling out new fonts for Personal Numbers. Finally, you can see detailed information about some of the available styles in a special window in the game client. And now let’s look at each feature individually. The Improved Customization Interface Previously, you had to choose one of four so-called “anchors” on a certain part of the hull to apply a Decal on your vehicle. You also had to use special little arrows, and perform other actions. However, the movement of decals still wasn’t so convenient, and there was a need to improve the whole interaction process with Decals. But now that’s all in the past! Starting with Update 1.6, when choosing a Decal, you will immediately be able to see all the points on your vehicle to which you can apply it. You can see how the Decal will look on a certain part of the hull, and it is pretty easy to drag it to another place with your cursor. Don’t like a specific Decal? No problem! Simply remove it with a few clicks and replace it with another one! We also redesigned the menu for interacting with Decals, making it more clear, simple and intuitive. During the redesign of the interface for interacting with Decals, we encountered some technical issues, due to which we had to remove previously applied projection Decals from your vehicles. Don’t worry—these Decals haven’t disappeared and are still stored on your account. You can find them in the Exterior tab and apply them on your tanks again for free, using the reworked interface. Roll Out in Style! We’re also adding a set of brand-new rectangular (multi-dimensional) Decals. Their sizes will be displayed in the Decal selector as small squares. In addition, under each Decal you will find an icon of the ratio of its sides. Rectangular Decals will be available for Tier VIII Premium vehicles, as well as for Tier X tanks, and can be applied to specific spots on each vehicle, such as the entire side of the tank. Positions for decals can differ from tank to tank. Ever wanted your Maus to look truly exclusive? Then decorate its entire side with a real piece of art! Take a look for yourself: Moreover, we’re adding a fresh set of “classic” square decals for Tier X and Tier VIII tanks, as well as new fonts for Personal Numbers. Finally, you can see detailed information about the following available styles in the game client: Jack-o’-Lantern Fire Bulge Mordian Marengo Black Panther Igelschnäuzchen Winged Hussar Fear Naught Hellhound Valhallan Ragnarok Hero of the Battle of Kursk Snow Leopard Immortal Classics Granite Jan Žižka Odin’s Wolves Black Widow Made in China Made in Czechoslovakia Made in Germany Made in Italy Made in Japan Made in Poland Made in Sweden Made in the U.K. Made in the U.S.A. Made in the U.S.S.R. Bad Ace Tanker Tempered Glass Sparkling Night Heavy Present Chinese New Year Traditional Christmas Soviet New Year Modern Christmas Champion 2018 Striker 2018 Winner 2018 Forward 2018 Goalkeeper 2018 Football player 2018 Fan 2018 Simply apply the style and click the info button. You will see a full-screen page that will contain interesting historical or other information. View the full article
  12. In Update 1.6 we’ll simplify the conditions of about 40 missions from the third operation of the second campaign, which rewards you with the Object 279 early. Reworking the missions of this operation will lead the second campaign to a state that we consider final and well-balanced in terms of complexity. In the upcoming Update, we’ll conclude the consistent process of rebalancing Personal Missions, which we started about a year ago. Based on our stats and your feedback, we’ve changed the conditions of over 100 missions, making both campaigns more achievable. And now we can finally say that the rebalancing of personal missions is complete. Get ready to play, farm, and get your well-deserved rewards faster! Simple But Challenging In Update 1.6, Second Front missions of the third campaign will become simpler overall, with more flexibility in how you complete them. They will still require a certain skill level to complete, but they are no longer as complex as before. We tried to keep Personal Missions engaging, while making them less time-consuming to finish. In addition, we decided to rework certain missions to make them fit better with current gameplay. For example, we changed the conditions of the “Coalition” missions for French vehicles, in which it was necessary to block a certain amount of damage, despite the lack of heavily-armored machines in this nation. Finally, we’re also changing the conditions of missions for artillery. We’re making these missions more relevant wherever required, and reducing the stun conditions in accordance with the new SPG stun mechanics. Just check the reworked conditions out: The Second Front missions OBJECT 279E BEFORE UPDATE 1.6 Union-1. Invaluable Assistance PRIMARY CONDITION Enable your allies to cause the average of 2 000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1 000 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2 500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1 000 HP of damage to enemy vehicles by spotting them or destroying their tracks. PRIMARY CONDITION Enable your allies to cause the average of 2 000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2 500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500 HP of damage to enemy vehicles by spotting them or destroying their tracks. Union-5. Heroic Triple PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 5 battles. PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 3 battles. Union-6. Don’t Stop Me Now PRIMARY CONDITIONBe the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 5 times within 7 battles. Destroy 2 enemy vehicles in each battle. PRIMARY CONDITIONBe the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 4 times within 7 battles. Destroy 2 enemy vehicles in each battle. Union-13. The Moment of Glory PRIMARY CONDITIONEarn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 10 battles. PRIMARY CONDITIONEarn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 12 battles. Union-15. The Pride of the Union PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. Bloc-5. Flying High PRIMARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 1 000 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 1 000 HP of damage to enemy vehicles within 10 battles. PRIMARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. Bloc-7. Termination PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 5 battles within 9 battles. Destroy 2 enemy vehicles in a battle. PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 4 battles within 9 battles. Destroy 2 enemy vehicles in a battle. Bloc-10. The Good Samaritan PRIMARY CONDITION Earn the High Caliber award 4 times within 10 battles. SECONDARY CONDITION Earn the High Caliber award 4 times within 10 battles. PRIMARY CONDITION Earn the High Caliber award 4 times within 20 battles. SECONDARY CONDITION Earn the High Caliber award 4 times within 20 battles. Bloc-15. As Easy as ABC PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 20. Alliance-2. Among the Best PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 5 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 5 battles. PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 3 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 3 battles. Alliance-9. Sparks in Eyes PRIMARY CONDITION Stun enemy vehicles for a total of 1 800 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 2 000 seconds within each of 10 battles. PRIMARY CONDITION Stun enemy vehicles for a total of 1 500 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 1 800 seconds within each of 10 battles. Alliance-11. The Right Place at the Right Time PRIMARY CONDITION Enable your allies to cause a total of 1 200 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1 500 HP damage to enemy vehicles stunned by you within 4 battles out of 10. PRIMARY CONDITION Enable your allies to cause a total of 1 000 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1 300 HP damage to enemy vehicles stunned by you within 4 battles out of 10. Alliance-13. Big Shark PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 5 battles. PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 3 battles. Alliance-15. For the Alliance! PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. Coalition-2. The Top Gun PRIMARY CONDITION Cause 3 000 of damage to enemy vehicles within each of 5 battles. SECONDARY CONDITION Cause 4 000 of damage to enemy vehicles within each of 5 battles. PRIMARY CONDITION Cause 3 000 of damage to enemy vehicles within each of 3 battles. SECONDARY CONDITION Cause 4 000 of damage to enemy vehicles within each of 3 battles. Coalition-3. The War Horse PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. Coalition-8. My Duty Never Ends PRIMARY CONDITION Earn the Patrol Duty award twice within 10 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 10 battles. PRIMARY CONDITION Earn the Patrol Duty award twice within 12 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 12 battles. Coalition-11. Lord of Destruction PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 7. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 7. Destroy 2 enemy vehicles. PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 9. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 9. Destroy 2 enemy vehicles. Coalition-12. Honorable Service PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. PRIMARY CONDITION Enable your allies to destroy 7 enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to destroy 10 enemy vehicles by spotting them or destroying their tracks. Coalition-13. Dangerous and Moving PRIMARY CONDITION Block twice more damage than the hit points of your vehicle within 3 battles out of 5. SECONDARY CONDITION Block twice more damage than the hit points of your vehicle within 4 battles out of 5. PRIMARY CONDITION Cause twice more damage than the hit points of your vehicle within 3 battles out of 7. SECONDARY CONDITION Cause twice more damage than the hit points of your vehicle within 4 battles out of 7. Coalition-14. King of the Hill PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 5 battles be the top player on both teams by damage caused within 5 battles. PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 4 battles be the top player on both teams by damage caused within 5 battles. Coalition-15. Way to Go! PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. CHIMERA BEFORE UPDATE 1.6 Union-12. Can You Feel This Ranging In Ears? PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. Alliance-6. Vertigo PRIMARY CONDITION Stun enemy vehicles for a total of 150 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. PRIMARY CONDITION Stun enemy vehicles for a total of 140 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. Alliance-14. Knock-knock PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. The Long-Awaited Backup missions T 55A Object 260 SPG-2 PRIMARY CONDITIONStun enemy vehicles for a total of 140 seconds. PRIMARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-5 PRIMARY CONDITIONEnable your allies to cause a total of 1 800 HP damage to enemy vehicles stunned by you. PRIMARY CONDITIONEnable your allies to cause a total of 2 700 HP damage to enemy vehicles stunned by you. SPG-11 SECONDARY CONDITIONStun enemy vehicles for a total of 140 seconds. SECONDARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-12 PRIMARY CONDITIONStun enemy vehicles for a total of 140 seconds. PRIMARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-14 PRIMARY CONDITION Stun enemy vehicles for 160 seconds in total. Potential stun duration is counted. Allies must cause 800 HP of damage to the enemy vehicle immobilized by you. PRIMARY CONDITION Stun enemy vehicles for 200 seconds in total. Potential stun duration is counted. Allies must cause 800 HP of damage to the enemy vehicle immobilized by you. SPG-15 PRIMARY CONDITIONEnable your allies to cause a total of 2 300 HP damage to enemy vehicles stunned by you. PRIMARY CONDITIONEnable your allies to cause a total of 3 200 HP damage to enemy vehicles stunned by you. Speed Up Your Progress We are not only simplifying the conditions of the tasks of the third operation, but also making it easier for you to complete particularly difficult missions. You can now take advantage of Orders to achieve your objectives more easily! Be sure to review the conditions of your completed missions – if they have been simplified through the revisions, you may be able to complete them again. Battle at Maximum Efficiency! Want to quickly complete personal missions and earn more Credits, Free XP, and other in-game valuables? Then follow these tips to increase your income and pave the way to your next reward vehicle! Examine the conditions of all missions and do them in order of preference. Prioritize those that can be completed quickly and easily. Double your progress! If the secondary mission conditions are met, your progress in the primary mission is doubled. Take note of secondary mission conditions. If you are already working on the main mission, it always makes sense to complete its secondary conditions where possible. Select missions that play to your strong points. You’re much more effective in battle if you’re focusing on your strengths. Look at the list of missions, and then decide which ones are most suitable for you. Improve your efficiency. Try to complete missions from two campaigns with the same conditions at the same time whenever you can. Now it’s up to you – we look forward to your suggestions and feedback on the revised Personal Missions, as they will help us in the further development of this integral game feature. From the Portal. View the full article
  13. In Update 1.6 we’ll simplify the conditions of about 40 missions from the third operation of the second campaign, which rewards you with the Object 279 early. Reworking the missions of this operation will lead the second campaign to a state that we consider final and well-balanced in terms of complexity. In the upcoming Update, we’ll conclude the consistent process of rebalancing Personal Missions, which we started about a year ago. Based on our stats and your feedback, we’ve changed the conditions of over 100 missions, making both campaigns more achievable. And now we can finally say that the rebalancing of personal missions is complete. Get ready to play, farm, and get your well-deserved rewards faster! Simple But Challenging In Update 1.6, Second Front missions of the third campaign will become simpler overall, with more flexibility in how you complete them. They will still require a certain skill level to complete, but they are no longer as complex as before. We tried to keep Personal Missions engaging, while making them less time-consuming to finish. In addition, we decided to rework certain missions to make them fit better with current gameplay. For example, we changed the conditions of the “Coalition” missions for French vehicles, in which it was necessary to block a certain amount of damage, despite the lack of heavily-armored machines in this nation. Finally, we’re also changing the conditions of missions for artillery. We’re making these missions more relevant wherever required, and reducing the stun conditions in accordance with the new SPG stun mechanics. Just check the reworked conditions out: The Second Front missions OBJECT 279E BEFORE UPDATE 1.6 Union-1. Invaluable Assistance PRIMARY CONDITION Enable your allies to cause the average of 2 000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1 000 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2 500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1 000 HP of damage to enemy vehicles by spotting them or destroying their tracks. PRIMARY CONDITION Enable your allies to cause the average of 2 000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2 500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500 HP of damage to enemy vehicles by spotting them or destroying their tracks. Union-5. Heroic Triple PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 5 battles. PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 3 battles. Union-6. Don’t Stop Me Now PRIMARY CONDITIONBe the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 5 times within 7 battles. Destroy 2 enemy vehicles in each battle. PRIMARY CONDITIONBe the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 4 times within 7 battles. Destroy 2 enemy vehicles in each battle. Union-13. The Moment of Glory PRIMARY CONDITIONEarn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 10 battles. PRIMARY CONDITIONEarn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 12 battles. Union-15. The Pride of the Union PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. Bloc-5. Flying High PRIMARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 1 000 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 1 000 HP of damage to enemy vehicles within 10 battles. PRIMARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause the at least 3 000 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. Bloc-7. Termination PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 5 battles within 9 battles. Destroy 2 enemy vehicles in a battle. PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 4 battles within 9 battles. Destroy 2 enemy vehicles in a battle. Bloc-10. The Good Samaritan PRIMARY CONDITION Earn the High Caliber award 4 times within 10 battles. SECONDARY CONDITION Earn the High Caliber award 4 times within 10 battles. PRIMARY CONDITION Earn the High Caliber award 4 times within 20 battles. SECONDARY CONDITION Earn the High Caliber award 4 times within 20 battles. Bloc-15. As Easy as ABC PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 20. Alliance-2. Among the Best PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 5 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 5 battles. PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 3 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 3 battles. Alliance-9. Sparks in Eyes PRIMARY CONDITION Stun enemy vehicles for a total of 1 800 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 2 000 seconds within each of 10 battles. PRIMARY CONDITION Stun enemy vehicles for a total of 1 500 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 1 800 seconds within each of 10 battles. Alliance-11. The Right Place at the Right Time PRIMARY CONDITION Enable your allies to cause a total of 1 200 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1 500 HP damage to enemy vehicles stunned by you within 4 battles out of 10. PRIMARY CONDITION Enable your allies to cause a total of 1 000 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1 300 HP damage to enemy vehicles stunned by you within 4 battles out of 10. Alliance-13. Big Shark PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 5 battles. PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 3 battles. Alliance-15. For the Alliance! PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. Coalition-2. The Top Gun PRIMARY CONDITION Cause 3 000 of damage to enemy vehicles within each of 5 battles. SECONDARY CONDITION Cause 4 000 of damage to enemy vehicles within each of 5 battles. PRIMARY CONDITION Cause 3 000 of damage to enemy vehicles within each of 3 battles. SECONDARY CONDITION Cause 4 000 of damage to enemy vehicles within each of 3 battles. Coalition-3. The War Horse PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. Coalition-8. My Duty Never Ends PRIMARY CONDITION Earn the Patrol Duty award twice within 10 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 10 battles. PRIMARY CONDITION Earn the Patrol Duty award twice within 12 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 12 battles. Coalition-11. Lord of Destruction PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 7. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 7. Destroy 2 enemy vehicles. PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 9. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 9. Destroy 2 enemy vehicles. Coalition-12. Honorable Service PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. PRIMARY CONDITION Enable your allies to destroy 7 enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to destroy 10 enemy vehicles by spotting them or destroying their tracks. Coalition-13. Dangerous and Moving PRIMARY CONDITION Block twice more damage than the hit points of your vehicle within 3 battles out of 5. SECONDARY CONDITION Block twice more damage than the hit points of your vehicle within 4 battles out of 5. PRIMARY CONDITION Cause twice more damage than the hit points of your vehicle within 3 battles out of 7. SECONDARY CONDITION Cause twice more damage than the hit points of your vehicle within 4 battles out of 7. Coalition-14. King of the Hill PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 5 battles be the top player on both teams by damage caused within 5 battles. PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 4 battles be the top player on both teams by damage caused within 5 battles. Coalition-15. Way to Go! PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. CHIMERA BEFORE UPDATE 1.6 Union-12. Can You Feel This Ranging In Ears? PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. Alliance-6. Vertigo PRIMARY CONDITION Stun enemy vehicles for a total of 150 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. PRIMARY CONDITION Stun enemy vehicles for a total of 140 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. Alliance-14. Knock-knock PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. The Long-Awaited Backup missions T 55A Object 260 SPG-2 PRIMARY CONDITIONStun enemy vehicles for a total of 140 seconds. PRIMARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-5 PRIMARY CONDITIONEnable your allies to cause a total of 1 800 HP damage to enemy vehicles stunned by you. PRIMARY CONDITIONEnable your allies to cause a total of 2 700 HP damage to enemy vehicles stunned by you. SPG-11 SECONDARY CONDITIONStun enemy vehicles for a total of 140 seconds. SECONDARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-12 PRIMARY CONDITIONStun enemy vehicles for a total of 140 seconds. PRIMARY CONDITIONStun enemy vehicles for a total of 180 seconds. SPG-14 PRIMARY CONDITION Stun enemy vehicles for 160 seconds in total. Potential stun duration is counted. Allies must cause 800 HP of damage to the enemy vehicle immobilized by you. PRIMARY CONDITION Stun enemy vehicles for 200 seconds in total. Potential stun duration is counted. Allies must cause 800 HP of damage to the enemy vehicle immobilized by you. SPG-15 PRIMARY CONDITIONEnable your allies to cause a total of 2 300 HP damage to enemy vehicles stunned by you. PRIMARY CONDITIONEnable your allies to cause a total of 3 200 HP damage to enemy vehicles stunned by you. Speed Up Your Progress We are not only simplifying the conditions of the tasks of the third operation, but also making it easier for you to complete particularly difficult missions. You can now take advantage of Orders to achieve your objectives more easily! Be sure to review the conditions of your completed missions – if they have been simplified through the revisions, you may be able to complete them again. Battle at Maximum Efficiency! Want to quickly complete personal missions and earn more Credits, Free XP, and other in-game valuables? Then follow these tips to increase your income and pave the way to your next reward vehicle! Examine the conditions of all missions and do them in order of preference. Prioritize those that can be completed quickly and easily. Double your progress! If the secondary mission conditions are met, your progress in the primary mission is doubled. Take note of secondary mission conditions. If you are already working on the main mission, it always makes sense to complete its secondary conditions where possible. Select missions that play to your strong points. You’re much more effective in battle if you’re focusing on your strengths. Look at the list of missions, and then decide which ones are most suitable for you. Improve your efficiency. Try to complete missions from two campaigns with the same conditions at the same time whenever you can. Now it’s up to you – we look forward to your suggestions and feedback on the revised Personal Missions, as they will help us in the further development of this integral game feature. Tank Commanders, roll out! View the full article
  14. On July 8th, the regular changes for the “Minsk” map came out on Supertest, two options at once: Minsk_exp3 and Minsk_exp4. Very soon, Minsk will beat the record by the number of alterations at the supertest. In theory, already in the next patch the new changes should go into release. In this version 4 new changes were added: • The northern base has a new structure, which should balance the position of the circus and increase the variety of gameplay in this part of the location. • In the upper left corner, the position for the tank destroyers will be revised – the number of bushes will be reduced, and a small hill will be added to cover the fire. • In the central part of the map, small elevations will be added, which should increase the survival of light tanks in this area. Cosmetic, but an important change – the number of objects that make it difficult to shoot at long distances will decrease – for example, a part of the white fence along the avenue has been removed. • In the western part of the map, the circus area, the layout of the houses has been completely redesigned: the yards will become more spacious and convenient for fighting. View the full article
  15. Greetings, Will be posting more of these in the future: French destroyer Siroco, tier V: Detectability range by air is lowered from 3.36 km to 2.7 km; Main Battery Reload Booster and Engine Boost consumables are changed place. Now, Siroco’s consumables are arranged in the same order as the researchable French destroyers. French destroyer Vauquelin, tier VII: Detectability range by air is reduced from 4.38 to 3.51 km. French destroyer Kleber, tier X: Detectability after firing main guns in smoke is increased from 3.3 to 3.63 km. Detectability ranges by sea, and after firing main caliber guns in smoke, for French destroyers is corrected considering the basic detection range from sea. French cruiser Colbert, tier X: Detectability range by air is increased from 6.0 to 7.41 km. Soviet cruiser Smolensk, tier X: Detectability range by air is increased from 5.64 to 7.41 km When using skills and upgrades for lowering detection range, the AA gun range of Colbert and Smolensk was larger than the detection range by air. This allowed these cruisers to turn the AA off and activate it when enemy planes are already inside the AA zone. The changes will remedy this situation. Statistics prone to change. View the full article
  16. The Minsk map refinement testing is in full swing: we’ve elaborated two adjusted versions of the location and today we put them into closed testing. 1) First version The first version will see three main game areas redesigned: the city blocks around the circus, the map’s open ground and the blocks clustered around the ‘Victory’ obelisk. ∙ To provide for a wider variety of tactics, we’ve made the built-up area behind the buildings topped with huge red letters reading “ПОДВИГ НАРОДА БЕССМЕРТЕН” (“The People’s Deeds Are Immortal” available to battle in. ∙ The terrain in the northern part has been lifted thus allowing for more intense battles on the map’s open ground. Also, the ford has been covered a bit to make it harder to shoot through from a distance, while the stairs are now wider to allow for easier crossing of the water barrier. The position for TDs in the upper-left corner has been revised, too: the shrubbery has been thinned, and a newly added small hill is now providing cover from fire. ∙ The central part has been complemented with higher grounds to make it easier for light tanks to survive in this area. ∙ The number of objects blocking shooting through from a distance has dwindled: among others, a part of the white fence along the avenue has been removed. The site planning in the western part (the area by the circus) has been reworked dramatically: now the backyards are more spacious and accessible to battle in. 2) Second version The other variant features the above-mentioned adjustments plus a new edifice has been erected by the northern base in order to make up for the improved positions by the circus and diversify gameplay options in this part of the map. None of these refinements are set in stone. Depending on the testing results we will decide whether we should keep working on the map. View the full article
  17. Wargaming has changed the characteristics of both of the tier 9 reward tanks, ranked battles reward Kampfpanzer 50t and the frontlines reward AE Phase 1. Kampfpanzer 50t nerfs: Reload time nerfed from 8.342 to 9.11 s. Damage per minute down from 2301.5 to 2107.7 Rate of fire down from 7.192 to 6.586 Soft stats nerfs: The expansion of the aim circle from the rotation of the turret from 0.096 to 0.115 The expansion of the aim circle on movement from 0.134 to 0.153 The expansion of the aim circle from the rotation of the chassis from 0.134 to 0.153 The expansion of the aim circle on turret traverse from 3.36 to 4.03 The expansion of the aim circle from movement at max speed from 8.05 to 9.21 The expansion of the aim circle from turning at max speeds from 5.1 to 5.83 AE Phase 1 buffs: Reload time buff from 11.986 to 10.548 s. Damage per minute increase from 2002.3 to 2275.3 Rate of fire increase from 5.006 to 5.688 Aim time buff from 2.59 to 2.4 s. Soft stats buffs: – The expansion of the aim circle on movement from 0.153 to 0.134 – The expansion of the aim circle from turning the chassis from 0.153 to 0.134 – The expansion of the aim circle movement at max. speed from 5.37 to 4.7 – The expansion of the aim circle fro turning at max. speed from 4.6 to 4.03 View the full article
  18. New changes added to further test the late May update map version. • Courtyards behind the buildings near the fountain (centre) has been raised to add more variety to gameplay. • the map has been enlarged to a custom size: 1050 × 1050 • in the elevated northern part of the map vegetation density was changed. This should improve variability of gameplay. • a ford was added in the north-western part of the map for safer crossing over the river Now the WoT Epress flythrough video. View the full article
  19. The new version of the map is called Minsk_exp2, Minsk_p3 are old changes that are added for comparison. What has changed in this version: • Added high-grade courtyards behind buildings ONLY near the fountain (in the middle). Yards will allow the heavy tanks to converge confidently and add variation to attack and occupy enemy positions. • Because of this expansion, the map is slightly enlarged, up to 1050×1050. • Raised relief in the northern part of the map. Changed vegetation density. This change should increase the variability of actions. • Added a ford in the northwestern part of the map. A ford has been added for safer travel across the river. Now the bridge is shot through and it cannot be considered a safe place of separation. View the full article
  20. With the recent June 18th micropatch, the respawn cooldown change has been quietly cancelled. This is how the changes were supposed to look like: EPISODE 4 EPISODE 5 RESPAWN COOLDOWN 30 SECONDS 10 SECONDS As of the new patch, respawn cooldown is back to 30s. This was intended by WG. View the full article
  21. Hello folks! Wargaming’s EULA has recently been changed and the mod banlist has been updated to accomodate to the increasing amount of “cheat” mods being used in the battlefield. Anyone who are using any such prohibited modifications will get their account locked for a week, and if such transgression is repeated, permanently frozen, so consider yourself warned as the next banwave is coming live very very soon after patch 1.5.1 hits the live servers. Furthermore, most likely owing to recent drama with a certain russian Youtuber breaking Sandbox server license and sharing their account with third parties, account sharing is forbidden in any form. Have fun and play fair, tankers! P.S eekeeboo View the full article
  22. I’ve compiled this sheet using the current sandbox data, alpha damage of standard ammunition and the health of all tanks has increased, even though some of the tanks present in the live version of the game are not included in testing, while all nations have their tier 1 tanks, tiers 2 and above are only limited to USSR, British, American, French and German nations. Note: Premium (Special) and High Explosive ammunition has been left unchanged in the sandbox. To summarize, base alpha damage has increased roughly 30 – 40% at tier X, while base health has increased only 20-30%. Time to kill a full health opponent goes down quite a bit. What do you think of these changes? Do you think Wargaming are stepping in the right direction, or are these changes going too far? Tell us your opinion in the comments section. View the full article
  23. Tankers! Summer is ahead, and there are many new things in Skirmishes! The format of attacks at tier X, the number of foreign players and the schedule of attacks change. And now more. Changing the format From June 3, in the attacks of tier X, the format of battles is changing. Now the battles will be in the format of “10 on 10”, as in the tier VIII skirmishes. The number of resources for the battle remains unchanged. Changing the number of foreign players Since June 3, limits for foreign players in forays of all formats are adjusted. Now, in tier VI attacks, six legionnaires can be taken, and in the attacks on levels VIII and X, nine legionaries. In the offensive the number of foreign players remains unchanged: a maximum of five. Change the schedule of offensive From June 3, the following schedule will be valid: Weekdays: RU8 – 15:00, 16:00, 17:00, 18:00 (GMT). RU6 – 19:00, 20:00, 21:00, 22:00 (GMT). Weekends: RU8 – 15:00, 16:00, 17:00, 18:00 (GMT). RU6 – 19:00, 20:00, 21:00, 22:00, 23:00 (MSK). Thus, the offensive will be held every hour from 15:00 (Moscow time), without interruption and in the format of “15 by 15”. View the full article
  24. From the WoT forums. We’re launching the closed test of the adjustments to the Minsk map. They should provide more tactical variation around Victory Square (in the eastern part of the map), add a safe route at the center of the map, and improve both the offensive and the defensive potential of Minsk’s northern part. So what has changed? The buildings bearing the “People’s Deeds Are Immortal” installation (those huge red letters on the roofs) now have accessible backyards. This will let heavily armored vehicles get into short range with more ease, and also provide additional opportunities for attacking and taking enemy positions. This extension will make the map a bit larger (1,050 by 1,050 meters). The terrain in the northern part of the map has been raised to create a fold, and the shrubbery is thicker now. This should create more tactical options for both the attacking and the defending side. A ford has been added to the northwestern part of the map. The ford makes crossing the river safer (for either team) than the bridge which is currently well exposed to fire. By introducing these changes, we intend to make the gameplay more variable and fun while keeping intact the historical accuracy of the map. Whether we go forward with them, depends on the test result View the full article
  25. Greetings, according to leaks, its been confirmed that the M10 RBFM will be the next Marathon Reward as a D-Day WoT event coming in 6 of June. “Ready to disembark” medal we are supposed to earn for participating in the event. Click to view slideshow. These are the M10 RBFM statistics: (From the previous article) And these are the statistic changes that Deconoir could find from the leaked new stats: “Before > Latest” Penetration: 128 > 130 DPM: 1755 > 2321.2 Reload: 3.93 > 2.973 Rate of Fire: 15.26 > 20.184 Hull Traverse: 31.29 > 30 Turret Traverse: 16.69 > 16.7 Aim Time: 1.63 > 1.73 The marathon event will be around for roughly 2 weeks and there will be a challenge for each of the days that will be running. View the full article
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