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Found 11 results

  1. 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
  2. The latest in the series the M4 Sherman. The M4 Sherman is one of the most produced tanks in history and most iconic American tank, it is also the focus of the Episode #4 of Tank Academy with Eekeeboo! View the full article
  3. Wargaming St. Petersburg is looking for a Senior Game Designer to work on a PC title. What you will do: Contribute to core gameplay development Write scripts Create and tune game units, their abilities, and other items Work with level editors and create locations Participate in organizing and holding prototype playtests Gather and process feedback from playtesters Requirements: Experience developing PC and console games At least one released project Experience working on core gameplay Experience fine-tuning game balance Ability to create short, concise game design documents Profound knowledge of session multiplayer games and 5+ years’ gaming experience Great writing skills in Russian Solid MS Excel knowledge Desirable: Working knowledge of game engines (Unreal, Unity, CryEngine) Programming experience, working knowledge of scripting languages Experience working as a game designer on released session and F2P games Upper-Intermediate or higher level of English (written, technical) To apply, send your resume to hrspb@wargaming.net. Job listing View the full article
  4. Tank Rewards Gets Festive With Tank Jamboree! You’re invited to the most explosive party around as our latest Tank Rewards event, Tank Jamboree, is now live! The Rundown Each month, new events are available featuring a slew of unique challenges. Completing each challenge earns you Tank Rewards tokens, which unlock new reward tiers based on your score. Starting August 8th through September 1st, break out the party hats and noisemakers and rack up those tokens! There’s consumables, blueprints, and Premium vehicles galore. After the event concludes on September 1st, make sure to claim your rewards by September 5th 04:00 PST | 06:00 CST | 07:00 EST. Your Tank Rewards tokens are tied to each month’s event and do NOT carry over, so use ’em or lose ’em! Tank Jamboree EVENT BEGINS: Thursday, August 8th, 04:10 PT | 06:10 CT | 07:10 ET EVENT ENDS: Thursday, September 1st, 04:00 PT | 06:00 CT | 07:00 ET Party Down Rewards: 4×Small Repair Kit 4×Small First Aid Kit 4×Manual Fire Extinguisher 100×Tank Rewards tokens Conditions: Play a battle Restrictions: Once per day Random Battles only Noisemakers Rewards: 1×Small Repair Kit 1×Small First Aid Kit 1×Manual Fire Extinguisher 20×Tank Rewards tokens Conditions: Be in the top three (3) XP earners on your team Restrictions: Once per day Tier II -IV vehicles only All Battles except Frontline Bounce House Rewards: 2×Small Repair Kit 2×Small First Aid Kit 2×Manual Fire Extinguisher 50×Tank Rewards tokens Conditions: Be in the top 3 XP earners on your team Restrictions: Once per day Tier VIII vehicles only All Battles except Frontline Raise the Roof Rewards: 3×Small Repair Kit 3×Small First Aid Kit 3×Manual Fire Extinguisher 80×Tank Rewards tokens Conditions: Be in the top 3 XP earners on your team Restrictions: Once per day Tier IX -X vehicles only All Battles except Frontline Live it Up, Earn Tokens, Redeem Free Stuff After collecting Tank Rewards tokens, you can select one of several rewards within each tier. Make it all the way to the top tier and you’ll get one of these three Premium vehicles: III 43 M. Toldi III II L-60 II Light Mk. VIC Be advised that there will be no Gold or Credit compensation if you already own these tanks. View the full article
  5. Commanders! There are only a few better places to spend your summer than a proper camp, surrounded by nature. Awesome activities such as canoeing or archery and telling scary stories at the campfire are a couple of things that made these camps so unforgettable. So let’s have our very own World of Tanks Summer Camp from 25 to 29 July. There are plenty of activities to choose from – get ready for a fun time and win great prizes along the way! What do we have in stock for you? A tournament: Group up with your buddies or complete strangers, give your team a fitting Summer Camp name, and take on other campers in 10 vs. 10 battles. The top teams win amazing prizes and the chance to defeat the Summer Camp team. Don’t think for a second it’ll be a walk in the park though, these guys did their homework! Those who beat them, walk home with a very special prize indeed. Stronghold battles: You can also challenge our Summer Camp team in Skirmishes. Getting matched with them already grants you a neat bonus but defeating them gets you a good sum of Gold on top. Streams: If you prefer chilling instead, join the fun on Twitch. You have the choice between our official channels and those of our Summer Camp team. Chat with other viewers and grab some goodies along the way! The streams will start at around 15:00 CEST (UTC+2) on the following channels: English: Yzn3 German: German Twitch Channel Algo_24 Insasse_The_Animal Domstadtkerl _Supa _Halogma The following prizes are up for grabs during the Summer Camp: Tournament Up to 2,500 gold A still secret Tier VIII Premium vehicle Bollwerk Up to 100 for each player; once per account Streams World of Tanks Premium Account Personal Reserves Premium vehicles Vouchers for a Wargaming Backpack Join the World of Tanks Summer Camp from 25 to 29 July and enjoy yourselves! View the full article
  6. A new wave of Common Tests introduces high-tier British light vehicles and brings some improvements to Personal Missions. You’ll also have new opportunities for unique customization thanks to rectangular decals and other items. Finally, to allow you to better focus on the game, we’re disabling team damage and team kills caused by friendly fire and ramming. Read on for a detailed overview of each feature! High-Tier British Light Tanks Are Coming! The Brits are receiving reinforcements, and it’s not a cup of tea or pudding – it’s a whole new branch of vehicles! We know that among players of World of Tanks there are many fans of British tanks, and there is a vehicle for every Commander in this nation. You can pick a versatile medium tank, a heavy frontline brawler, or a tank destroyer from 2 branches. The only class the Brits have been lacking so far is high-tier light tanks. Update 1.6 will correct this as four undetectable and menacing light British tanks, from Tier VII to Tier X, are going to storm the battlefields of World of Tanks! Researching the new light sub-branch will follow on from the Tier VI Cromwell. One of the main features of these new light tanks is their size; they’re even smaller than the French light vehicles. They will sit among the smallest vehicles in the game and will only slightly exceed the ELC Even 90 in size. It will be very difficult to spot them, and even if you do, it will be difficult to hit them, especially when they’re on the move. Also, British light tanks will have: Good view range Excellent dynamics High concealment rate Guns with big alpha damage, but mediocre DPM. These vehicles are more suitable for firing when stationary, not while driving. Together, these characteristics make the new British vehicles very good scouts. This combination of view range, concealment values and tiny size is truly unique to our game, so the new Brits are ideal for both active and passive spotting. All these vehicles are entirely historical, except for the Tier X tank – we had to modify it a bit. Also, they will all have an extravagant design that will make them instantly recognizable on the battlefield. Time to take them for a ride, Commanders! More details about the new British tanks and their gameplay will be released later. Personal Missions Tweaks We continue our consistent work on rebalancing Personal Missions. This time we carefully analyzed statistics from the missions of the third operation of the second campaign, which rewards you with the Object 279 early. We also carefully reviewed your feedback and your suggestions for this operation. As a result of this research, we’ve decided to simplify the conditions of about 40 missions in total – now they’ll require less time and effort to achieve. To complete them successfully, you will still need solid game skills, but they are no longer as complex as before. Feel free to leave your comments and suggestions on any of the operations in the second campaign! 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. We’re also changing the conditions of missions for SPGs. After rebalancing the SPG class earlier this year, we knew that we would have to tweak missions for this class, but we didn’t have enough data to make specific decisions yet. It took time to analyze how the changes in the gameplay mechanics would affect the statistics of SPGs. Based on these changes, we’re now ready to rebalance the missions. 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. We’re making these missions more relevant wherever required, and reducing the stun conditions in accordance with the new SPG stun mechanics. Keep an eye out for a dedicated article detailing all the changes to Personal Missions in the coming days. Customization Update Any commander can give their tank a more spectacular look thanks to decals. However, many of you complained that the interface for interacting with decals in the game client was not very intuitive. For example, players could move a decal after applying it to a specific part of the hull, but the movement was quite unpredictable. After reviewing your feedback and running a lot of tests, we’ve updated the interface to allow you to easily: Move the selected decal to another location and see how it looks there Rotate or remove it from the tank with a couple of clicks We’ve also added tooltips to the Garage interface. They will provide guidance on which sections you can choose a decal from, on which part of the tank you can apply it, etc. In addition, we’re introducing new rectangular (multi-dimensional) decals. They will be available for Tier X and Tier VIII Premium vehicles 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. Moreover, we’re adding a fresh set of “classic” square decals for Tier X and Tier VIII vehicles and new fonts for Personal Numbers. Finally, you can see detailed information about some of the available styles in the game client. Simply apply the style and click the info button to find out more about it. Disabling Friendly Fire/Damage Starting with Update 1.6, friendly fire/damage will be disabled in Random Battles. We’ve gathered and carefully reviewed your feedback on disabling friendly fire after the start of Frontline last year, and now we are ready to extend this practice to all Random Battles (Standard, Encounter, Assault and Grand Battles). To allow you to better focus on the battle and reduce the impact of unsportsmanlike conduct on gameplay, we’re disabling team damage and team kills caused by friendly fire and ramming. However, artillery can still stun allied vehicles, and doing so will incur an experience penalty. SPGs can also receive the status of “team-killer” and be destroyed by allies without penalty. The same rule applies to vehicles of other classes. Despite friendly fire/damage being disabled, it is still possible to be marked as a “team-killer”. Players who attempt to attack allies will lose their immunity to allies’ shots and ramming, and may be destroyed without penalty. Get out there and experience all the new features, Commanders! We can’t wait to hear your feedback! View the full article
  7. Commanders! After completing the first iteration of ammo rebalancing tests we carefully analyzed your feedback and the data obtained. We made the necessary conclusions, revised some of our previous decisions, and are now excited to invite you to participate in the next round of tests! According to the results of our surveys, many players who had taken part in the ammo rebalancing tests on the Sandbox server agreed with the suggested changes. Most of their questions and suggestions were related to individual, but certainly important, aspects of the implementation of this concept, which we need to pay close attention to. We’ve tackled those issues in this iteration, so jump right in and let us know what you think! Testing will again take place in an open format on the Sandbox server. Testing Period: 5 – 15 July 2019 How Can I Take Part? This time all players have access to testing; just download and install the client using the link below. DOWNLOAD Tweaks That Remain Unchanged The proposed HP improvement for low-tier vehicles was received positively by the players, so it will remain unchanged. But the rest of the proposed changes will be slightly adjusted. Let’s take a closer look. Special vs. Standard Ammo During the tests, standard shells performed much better than the special ones. As a result, our testers rarely used special rounds, even with unlimited resources. We would like the effectiveness of special shells to be comparable to the effectiveness of standard ones so that both types of shells are used by players depending on the situation. But at the same time, we strive to avoid a scenario where special rounds would become unclaimed. During the previous iteration, the use of special shells decreased slightly below the expected threshold. This is why in the second iteration of the Sandbox we want to adjust the ratio of standard and special shell effectiveness by reducing the increase in damage of standard shells. Standard Shell Damage Many players pointed to the greatly increased efficiency of vehicles with large-caliber guns (150 mm and above). As a most vivid illustration, the German TD branch with the Grille 15 at the top can be cited. The large calibers of this branch received a much too significant increase in damage and showed increased efficiency. In the next iteration, we will make the damage distribution more linear and reduce the damage increase for guns with larger calibers from 40-43% to about 25%. So the increase in damage for Tier VIII-X vehicles will not be as significant. Most other tanks will also lose some of their damage increase, but this loss will be less significant. For clarity, check out the alpha damage values ​​for a selection of tanks compared to the first iteration of tests in the table below: Vehicle Caliber (in mm) Current damage Sandbox Test #1 Increase (%) in Sandbox Test #1 Sandbox Test #2 Increase (%) in Sandbox Test #2 МS-1 45 47 57 21% 55 17% Т-34 76 115 145 26% 140 22% M26 Pershing 90 240 315 31% 290 21% IS 122 390 525 35% 480 23% IS-7 130 490 670 37% 600 22% Object 268 152 750 1060 41% 930 24% Grille 15 150 750 1060 41% 930 24% These adjustments will help us level the effectiveness of all vehicles relative to each other. Changes to the HP for Tank Destroyers and Individual Vehicles For third-line tank destroyers (i.e. poorly armored vehicles such as the Grille 15), we will reduce their HP pools by about 5% (considering rounding). For some tanks, its parameter may reduce very slightly. This is due to the fact that we’re adjusting the rounding formula. HE Shell Damage and SPG Durability Some players pointed out that the increase in damage of the artillery standard shells by 22% was too significant, which were confirmed with our test results. Therefore, we will increase the damage of standard shells by about 11%, instead of 22% as was previously announced. In addition, we’ll slightly reduce the HP of SPGs by around 10%. During the first iteration of testing, many of you left your feedback not only on specific changes in shell mechanics, but also related areas, such as in-game economics, Personal Missions, and statistics. We know that these are very important aspects of our game, so further testing will certainly be required before we implement changes. Let’s review some of your key concerns! Personal Missions Most Personal Missions are in one way or another connected with dealing or blocking damage, so only after obtaining the final values ​​of these parameters can we reconsider the conditions of the missions. Stay tuned for further updates! Changes in the Economy Until we have finalized the ratio of damage to HP values, we cannot determine the optimal purchase and repair costs for vehicles. We will certainly keep this for further review, together with the profitability of battles. Our main goal is not to make fundamental changes and try to keep the balance of expenses and income of the player at the same level as now. Game Statistics Some players raised concerns that after increasing the number of hit points, the game statistics (average damage done, average experience earned per battle, etc.) would no longer be relevant. This is an important issue, and we’re working on a number of possible solutions to resolve it, which might affect the way statistics are displayed. As soon as we have a prototype ready for this functionality, we will introduce it to the Sandbox. HE Shell Damage We don’t plan to change the settings of HE shells at this time; however, we will continue to closely monitor their effectiveness. We would like to make sure that they are used mostly when: Firing on poorly-armored vehicles or targets with low HP Resetting base captures Overall, HE shells should deal slightly more damage than AP shells, with the latter penetrating more often. Our current priority is the rebalancing of standard and special shells, while HE shells will be considered for revisions after this iteration. Ammo Rack Capacity For Tier I-VII vehicles, ammo rack capacity was proportionally increased to compensate for a more noticeable gain in their durability compared with the increase in their alpha damage. For Tier VIII-X vehicles, their durability and alpha damage improvements approximately balance each other out, so they don’t need their ammo rack capacity to be increased yet. Of course, we are aware that when changing the ratio of the use of standard and special shells, it may be necessary to increase the ammo rack capacity of individual tanks, so we will examine this issue in future tests. Join the Next Ammo Test! If you participated in the first round of shell rebalancing tests on Sandbox, you will be able to continue where you left off in the second iteration. Get ready to join the next round of tests, Commanders! This is your game as much as it is ours, so we strongly encourage as many players as possible to participate in the Sandbox and share detailed feedback. Let’s shape the future together! View the full article
  8. Source: EU Portal Update 29/05: We’re now testing the Tier VIII Grand Battles in live conditions. Depending on our and your feedback, we will have two options: integrate the Tier VIII Grand Battles into one of the upcoming updates or go back to the original state of the game mode. We will keep you updated, of course! Roll out! Good news for all who enjoy large-scale battles! We just added the ability to enjoy Grand Battles with Tier VIII machines, as well as Tier X vehicles. This is a great opportunity to hone your skills, earn epic medals, and play on huge maps with diverse landscapes. Take part in heroic clashes, earn even more experience and credits, and prove to your adversaries that you’re the best on the battlefield! A quick recap of the main features of Grand Battles: When: Starting from 30 May for Tier VIII and still Tier X! Mode: Random Battles (Grand Battles are available alongside Standard, Encounter, and Assault modes) Teams: Up to 30 players on each side Vehicles: Tier VIII and X only. All battles are one-tier only (Tier VIII machines play only against adversaries of Tier VIII, and Tier X vehicles only face tanks of Tier X) Maps: Klondike, Nebelburg, and Hinterland Restrictions: A limit of 3 SPGs and 7 tank destroyers per team Objectives: Capture the enemy base or destroy all enemy vehicles To get matched into Grand Battles, tick the box shown below in your game-client settings. To make it easier for you to succeed on the battlefield, we’ve prepared brief reviews of all three maps on which Grand Battles are played. These gameplay tips will help you choose the right tactics and take advantage of the terrain. Klondike A winter map that immerses you in the atmosphere of the snow-covered mountains of Canada and Alaska. Battles in this location take place on: The bridge in the center of the map The mine in the Northwest The island in the Southeast Thanks to the many buildings and the abundance of cover on this map, most vehicles will feel right at home in this location. The Bridge (Central Area) This zone is a place of positional struggle. Here, heavy tanks can repel attacks of the opposing team, and fast medium vehicles will look to breakthrough the enemy’s defense or try to flank their adversaries. You’ll also find plenty of hiding spots for SPGs and tank destroyers, perfect for laying down fire while remaining hidden. The Mine (Northwest) A key feature of this area is the many narrow passages between buildings. Heavy tanks will be able to cross them, while medium and light vehicles will be forced to look for workarounds to attack from the flank. TDs and SPGs can take defensive positions on high ground along the edge of the map and support their team, potentially causing massive damage to enemies. The Island (Southeast) In this zone, heavy vehicles lead the attack, and medium tanks unleash their full potential. Thanks to great amount of cover and rough terrain, mediums can play on the first line along with heavy tanks. TDs will feel at home on the second line, where they will be able to support their team by preventing any breakthroughs in this direction. Nebelburg A summer map offering a wide variety of landscapes. It can be divided into three main areas: The castle in the center; The town with watchtowers on a hill in the Northwest; The hilly plains in the Southeast. As with most maps, the loss of just one of the above areas can lead to a defeat, so your team should distribute its forces evenly and try to gain control over the entire location. The Center (Castle) This zone is good for vehicles of all classes. Light and medium tanks can reach it at the very beginning of the battle, as can some versatile heavy tanks. TDs can take up vantage positions on the hills (balconies) near the bases and provide fire support to their allies. So if the team manages to occupy this area, it will allow you to control the neighborhood around the Castle and both bases. The Town with Watchtowers on a Hill (Northwest) The urban zone of Nebelburg is well-suited for heavily armoured HTs and TDs. The buildings allow you to shoot from behind cover and use turrets to repel enemy shells, and the labyrinthine streets will make it possible to bypass the enemy and attack from the flank. The main battle for the hill will unfold among medium tanks with support coming from SPGs. Having broken through this direction, medium tanks will be able to control the entire town and fire on vehicles near the castle in the center. The Hilly Plains (Southeast) There are many hills in this part of Nebelburg, so this is a great place to play vehicles with good elevation angles and solid turrets. Tanks with mediocre gun elevation and depression angles can occupy foothills, where there are enough bushes and large stones to provide cover. Having taken this position, you will be able to fire at enemy tanks in the center and the area around the bases, as well as launch an offensive on the enemy base. Hinterland Another extensive summer map on which you can try different tactics. It’s divided into three main areas: The town with a small industrial plant in the Center; The dried river bed in the West; The forest with a ravine in the East. In all these areas, you will find many different types of cover (bushes, stones, etc.), giving you the opportunity to conceal your position and send precise shots your enemy’s way. The Town (Center) This is the main area for clashes; it’s where heavy tanks and assault TDs meet their opponents. Buildings and other cover allow vehicles to efficiently make use of their armour. A large number of passes into the town allows both allied and enemy medium tanks to carry out flank attacks, so always be on your guard! The West (Dried River Bed) This direction is characterized by a large number of hills and rough terrain. It’s well-suited for light tanks providing intelligence to their allies, and for vehicles with good gun elevation angles. The firing positions for long-range sniping will allow vehicles of the second and third lines to reach their full potential so they can act as support. The East (Ravine) Vehicles with solid and tough turrets will fare best in this area. Trees and bushes around the ravine will allow TDs to both effectively support allies below and fire from long distances. View the full article
  9. Today, we’re launching the first Common Test for Update 1.5, which will bring Swedish medium tanks with a unique gameplay feature: air suspension. During the Common Test, you also have the opportunity to check out a new Premium Account concept and Excluded Maps, one of the most commonly requested features. Finally, get ready to experience battles with rebalanced SPGs and Swedish heavy tanks. Read on for a detailed overview for each feature! It wasn’t that long ago that French wheeled vehicles arrived, but we’re already ready to show off something new. Along with Update 1.5, three new formidable vehicles will join our game, high-tier Swedish medium tanks. We already have Swedish medium machines in World of Tanks, but only up to Tier VII. Now we’re adding a kind of Swedish “sub-branch” for Tiers VIII, IX, and X. Researching the new branch will start at Tier VII with the Leo. Starting from Tier VIII, the Swedish mediums all have a unique gameplay feature, air suspension. They will be able to adjust their clearance level and change their hull inclination angle, giving themselves better gun depression angles. It’s turned on automatically as soon as the speed drops lower than 10 km/h. If you start accelerating, and are going faster than 19 km/h, the vehicle turns it off and the hull levels out. The suspension for the new tanks is similar to that of the Swedish TDs, but doesn’t give them any other advantages apart from additional hull inclination. Learn more about the new Swedish mediums and their unique gameplay in the dedicated article. Swedish Heavy Tanks Rebalance Previously we outlined that in 2019 we’re going to improve some vehicles with poor efficiency, as well as to overhaul some overpowered tanks. So, with the new branch of Swedish medium tanks coming, we’ll also take a look at some of the nation’s other vehicles – in particular, those in the heavy branch. Now we’re ready to revise characteristics of the following tanks: Emil I (Tier VIII) Emil II (Tier IX) Kranvagn (Tier X) All of these tanks currently have a four-shell autoloader, and this is the feature we want to tweak. We plan to re-equip them with three-shell autoloaders, so all these vehicles will reload faster and have higher alpha damage. As a result, their DPM will increase too. So you will have to spend less time reloading and engage your adversaries more often. Together with other adjustments this will bolster the Kranvagn’s damage per minute by more than 20%. Click to view slideshow. The technical characteristics of the vehicles are specified for the top module configuration. Excluded Maps We’re also very pleased to announce that we’re ready to introduce one of the most commonly requested features, Excluded Maps. Now you’ll be able to block one map of your choice and avoid it in the matchmaking queue. The feature will only be available for Standard Battles, and not for Assault or Encounter Battles. Also Excluded Maps will only work when playing Tier IV vehicles or higher and will be disabled for all Grand Battles maps (Klondike, Nebelburg, and Hinterland). WoT Premium Account We’re going to present a separate WoT Premium Account, exclusively for World of Tanks players, in Update 1.5. Regular Premium Account will remain exactly the same as it is for the entire Wargaming trilogy (World of Tanks, World of Warships, and World of Warplanes). But a separate WoT Premium Account will provide you additional features and bonuses, including one additional slot, meaning you can block 2 Random Battles maps instead of one. Find out more information regarding WoT Premium Account in the dedicated article. NOTE: World of Tanks Premium Account is available during the Common Test only for your preliminary testing, so particular bonus values may change with its full release. SPG Rebalance For the first time since 2017, we decided to revise the basic parameters of artillery, a truly unique vehicle class in World of Tanks. We’re planning to reduce: The minimum stun time The duration of the stun from all artillery hits on already stunned vehicles The stun time when an SPG shell hits a vehicle, which is already under the effect of a stun, if this machine is equipped with a Spall Liner The amount of damage at the edge of the splash We’re also planning to rework the performance characteristics of individual SPGs in order to finetune their effectiveness after the announced changes take effect. All of the changes above are a bit complex for a short simple overview, so read about the upcoming SPG rebalance in a dedicated article for a more detailed clarification. Ranked Battles The new Season of Ranked Battles is getting closer, Commanders! It kicks off after the release of Update 1.5, but you already have the opportunity to experience it during the first Common Test. With the new Season, some mechanics of Ranked Battles will change, but we’ll talk about them in detail a bit later on in a dedicated publication. Please note: The settings and specific values of Ranked Battles that are relevant for the Common Test may change after the official start. And now get out there and test all these features, Commanders! We can’t wait to see your feedback! We already posted this but here it is again. Tanks for Bonds With the release of Update 1.5, we’re adding the ability to purchase tanks for Bonds. During the Common Test, you can see how this feature works on a trial basis. In the Premium Shop, in the “Items for Bonds” section, you will find the “Vehicles” tab where the first tank available for Bonds is located: the T2 Light Tank. Its price during the Common Test is only … 1 Bond! NOTE: The T2 Light is only available in the Bonds shop during the Common Test and will be removed after it’s over. At the moment we’re compiling a list of other vehicles that may be purchased for Bonds. We can definitely say that these will be tanks of various tiers, but we’ll announce them and their cost together with the release of Update 1.5, so stay tuned! Tanks Rebalance Very soon, modified versions of the Type 4 Heavy, the Type 5 Heavy, and the FV4005—will roll out onto the Common Test. The changes being introduced are significant so let’s take a closer look at each vehicle. Click to view slideshow. How the Client works New to testing? Check out our handy guide to public tests. Eligibility: cut-off was done on April 3, so all players registered prior to 22:59 CEST April 2 can participate in test. Feedback: Please post your general feedback about the test version and bug reports in the special thread on our forum. Test Client If you don’t have Wargaming Game Center: Download the test client installer (4,9 MB) Make sure you pick a save location that is different from your regular World of Tanks game files. Save and run the installer. Run the new copy of the game. The launcher will download all the additional data. Log in and start playing. If you do have Wargaming Game Center, use the following link The WGC will download all the additional data. Start playing Patchnotes Main Changes 1. WoT Premium Account A new type of the Premium Account (WoT Premium Account/WoT PA) is introduced. This type of the Premium Account works only in WoT. WoT Premium Account provides bonuses to experience, Crew Experience, and credits, as well as access to new functionality: Reserve Stock The Reserve Stock allows receiving extra 750,000 credits per week. An additional 10% bonus on top of the credits you earn in battles will fall into a special vault. Every 7 days, the vault will open, and all credits accumulated in it will be automatically moved to your account. Platoon bonus If at least one player in a Platoon has WoT PA, that player will earn +15% to credits for every battle. The one who doesn’t have WoT PA, will receive +10% to credits. Manageble bonus to XP Thanks to WoT Premium Account, players will be able to apply the x3 multiplier and increase the experience earned in their latest victorious battle. This x3 multiplier can be applied to the Battle Results five times a day. Premium missions Owners of WoT Premium Account will have the opportunity to complete a chain of 3 simple daily missions. All owners of WoT PA will have one more slot for map blacklisting, so they will be able to exclude 2 maps in total. As long as WoT Premium Account is active, the player will not fight on two excluded maps in the Random Battles (for Standard Battles only). Specifics of the WoT Premium Account Release All players will receive the same number of days of regular Premium Account, in the form of World of Tanks Premium account, on release day. Both versions of the Premium Account will exist together, however WoT Premium Account will be active in the game client. Regular Premium Account can be active only if WoT Premium Account expires. Related Game Client Changes The interface of the Player’s Account has been reworked. Now, a click on the player’s nickname in the Garage displays the Account Status interface, where a player will be able to view their current Premium Account status and go to the interface of the new WoT Premium Account options. The interface also allows managing Personal Reserves. Added explanations and descriptions for all new entities of the new WoT Premium Account, as well as management tools for them. The Platoon bonus of WoT Premium Account is now added to the existing bonus, when playing in Platoon. In the Store, players can purchase only WoT Premium Account. Regular Premium Account is no longer available for purchasing or receiving in the game client. Regular Premium Account will be replaced with WoT Premium Account through all aspects of the game, including: missions, events, Personal Missions, etc. 2. Changes to the Ranked Battles Added the Role Experience functionality that replaced experience “for active combat engagement”. In the Battle Notifications, implemented additional indication of completing role actions. Reworked the player’s progression, added divisions and the Bonus Battle mechanics. Reworked the home screen interface for the Ranked Battle mode considering introduction of the divisions. Added the Annual Rewards mechanics. Reworked the interface of the reward screen. Disabled friendly fire (with shots and by ramming). Reworked the sounds and effects of direct hits fired by allies. Improved the system of penalties for damaging modules and stunning allies. Reworked the Season Leaders interface. Revised the conditions of taking a position on the leaderboard. 3. Excluded Maps Players can exclude one or two maps from the map list of the Random Battles. Standard Account allows excluding one map; WoT Premium Account allows excluding two maps. Excluded maps work only for vehicles of Tier IV or higher. Note that maps can be excluded only in the Random Battles mode (for the Standard Battle only). For example, a player excludes Siegfried Line but they will keep fighting on the map in the Assault and Encounter Battle types, if the corresponding options are enabled in the Settings. Maps of the Grand Battles cannot be excluded. Excluded maps can be changed when the 4-hour cooldown elapses. When playing in Platoon, the maps excluded by the Platoon Commander have the priority. 4. Vehicle Customization 1. Now paints can be applied to vehicles of all tiers. 5. Changes to the Stun Mechanics Additional stun duration (caused to vehicles that are already stunned) decreases in time by half. The Superheavy Spall Liner additionally decreases duration of repeated stuns by 20%; the Heavy Spall Liner decreases it by 10%. The minimum stun duration of all SPGs in the game has been reduced by 5% of the maximum stun duration. The damage at the edge of the burst radius has been changed from 0.15 to 0.05 for all HE shells (SPGs and other vehicles firing HE shells). It results in a damage re-calcuation within the burst radius. Damage caused by indirect hits of HE shells decreases. Stun duration also decreases. These changes will insignificantly affect direct hits of HE shells. Changes to the Technical Characteristics of some SPGs. 6. Changes to Technical Characteristics U.K.: * Conqueror Gun Carriage * Decreased the velocity of the HE Mk. 18 shell by 9% * Decreased the velocity of the HE Mk. 19 shell by 9% * Reduced the burst radius by 5% * FV4005 Stage II * Changed the traverse speed from 30 to 26 deg/s * Changed dispersion from 0.38 to 0.42 m * Changed the aiming time from 3 to 3.7 s * Changed the top speed from 35 to 32 km/h * Changed the reverse speed from 12 to 8 km/h Germany: G.W. Panther * Changed dispersion of the 15 cm s.F.H. 18 L/29.5 gun from 0.66 to 0.68 m * Increased dispersion on gun traverse of the 15 cm s.F.H. 18 L/29.5 gun by 4% * Changed dispersion of the 15 cm s.F.H. 43 gun from 0.62 to 0.64 m * Increased dispersion on gun traverse of the 15 cm s.F.H. 43 gun by 5% * Changed the reload time of the 15 cm s.F.H. 18 L/29.5 gun from 27.2 to 28.2 s * Changed the reload time of the 15 cm s.F.H. 43 gun from 26 to 27 s * Reduced the burst radius by 5% Hummel * Reduced the burst radius by 5% GW Tiger P * Reduced the burst radius by 5% G.W. Tiger * Reduced the burst radius by 5% G.W. E 100 * Reduced the burst radius by 5% U.S.S.R.: Object 261 * Changed the ammo rack capacity from 18 to 20 shells SU-14-2 * Reduced the burst radius by 5% S-51 * Reduced the burst radius by 5% SU-14-1 * Reduced the burst radius by 5% 212А * Reduced the burst radius by 5% U.S.A.: M12 * Reduced the burst radius by 5% M40/M43 * Reduced the burst radius by 5% M53/M55 * Reduced the burst radius by 5% Sweden: Added the following vehicles: UDES 16 UDES 15/16 UDES 14 Alt 5 Changes to the technical characteristics of the following vehicles: Kranvagn * Changed the reload time from 33 to 21.5 s * Decreased the reload time between shots within the magazine by 9% * Changed the number of shells in the magazine from 4 to 3 * Changed the turret traverse speed from 25 to 28 deg/s * Changed damage of the psgr m/51 shell from 400 to 440 * Changed damage of the sgr m/51 shell from 515 to 530 * Changed damage of the slpprj m/51 shell from 400 to 440 * Changed the ammo rack capacity from 40 to 48 shells * Changed the engine power from 700 to 810 h.p. Emil II * Changed the reload time of the 10,5 cm TK 105-9 gun from 34 to 27 s * Changed the reload time of the 12 cm akan L/40 gun from 40 to 25 s * Decreased the reload time between shots within the magazine for the 12 cm akan L/40 gun by 11% * Changed the number of shells in the magazine for the 10,5 cm TK 105-9 gun from 4 to 3 * Changed the number of shells in the magazine for the 12 cm akan L/40 gun from 4 to 3 * Changed damage of the sgr m/51 shell for the 10,5 cm TK 105-9 gun from 420 to 460 * Changed damage of the slpprj m/52 shell for the 10,5 cm TK 105-9 gun from 320 to 360 * Changed damage of the slpprj m/52 shell for the 10,5 cm TK 105-9 gun from 320 to 360 * Changed damage of the psgr m/51 shell for the 12 cm akan L/40 gun from 400 to 440 * Changed damage of the sgr m/51 shell for the 12 cm akan L/40 gun from 515 to 530 * Changed damage of the slpprj m/51 shell for the 12 cm akan L/40 gun from 400 to 440 * Changed the ammo capacity for the 10,5 cm TK 105-9 gun from 40 to 60 shells * Changed the ammo capacity for the 12 cm akan L/40 gun from 40 to 48 shells * Changed the engine power of the AV-1195 engine from 400 to 420 h.p. * Changed the engine power of the AVS-1195 engine from 520 to 550 h.p. Emil I * Increased dispersion during movement of the Emil Alt 1 suspension by 12% * Increased dispersion during movement of the Emil Alt 2 suspension by 4% * Increased dispersion on hull traverse of the Emil Alt 1 suspension by 12% * Increased dispersion on hull traverse of the Emil Alt 2 suspension by 4% * Changed the traverse speed of the Emil Alt 1 suspension by 27 to 24 deg/s * Changed the traverse speed of the Emil Alt 2 suspension by 30 to 26 deg/s * Changed the reload time of the 10,5 cm lvkan m/42 gun from 37 to 18.5 s * Changed the reload time of the 10,5 cm TK 105-9 gun from 34 to 27 s * Changed the number of shells in the magazine for the 10,5 cm lvkan m/42 gun from 4 to 3 * Changed the number of shells in the magazine for the 10,5 cm TK 105-9 gun from 4 to 3 * Changed damage of the slpprj m/52 shell for the 10,5 cm TK 105-9 gun from 320 to 360 * Changed damage of the slpprj m/52 shell for the 10,5 cm TK 105-9 gun from 320 to 360 * Changed damage of the sgr m/51 shell for the 10,5 cm TK 105-9 gun from 420 to 460 * Changed the ammo rack capacity for the 10,5 cm lvkan m/42 gun from 52 to 57 shells * Changed the dispersion of the 10,5 cm lvkan m/42 gun from 0.38 to 0.39 m *Changed the aiming time of the 10,5 cm lvkan m/42 gun from 3 to 3.2 sec * Changed the ammo rack capacity for the 10,5 cm TK 105-9 gun from 52 to 57 shells Japan: Type 5 Heavy * Decreased dispersion during movement suspension by 11% * Decreased dispersion on hull traverse by 20% * Changed the traverse speed from 17 to 22 deg/s. * Changed the penetration value of the 14 cm Capped Common Semi-AP shell for the 14 cm/50 3rd Year Type gun from 249 to 252 mm * Changed the penetration value of the 14 cm Capped Common Semi-AP Kai shell for the 14 cm/50 3rd Year Type gun from 282 to 290 mm * Changed the penetration value of the Common Type 0 Kai shell for the 15 cm/45 41st Year Type gun from 75 to 192 mm * Changed the damage value of the Common Type 0 Kai shell for the 15 cm/45 41st Year Type gun from 1,400 to 900 * Changed the damage value of the Common Type 0 shell for the 15 cm/45 41st Year Type gun from 1,100 to 900 * Changed the reverse speed from 11 to 15 km/h * Changed the research order for the 14 cm/50 3rd Year Type and 15 cm/45 41st Year Type guns * Changed the cost of the 14 cm/50 3rd Year Type gun from 330,000 to 332,000 * Changed the cost of the 15 cm/45 41st Year Type gun from 332,000 to 330,000 Type 4 Heavy * Changed the penetration value of the Common Type 0 Kai shell for the 15 cm/45 41st Year Type gun from 75 to 192 mm * Changed the penetration value of the 14 cm Capped Common Semi-AP Kai shell for the 14 cm/50 3rd Year Type gun from 282 to 290 mm * Changed the penetration value of the 14 cm Capped Common Semi-AP shell for the 14 cm/50 3rd Year Type gun from 249 to 252 mm * Changed the damage value of the Common Type 0 Kai shell for the 15 cm/45 41st Year Type gun from 1,400 to 900 * Changed the damage value of the Common Type 0 shell for the 15 cm/45 41st Year Type gun from 1,100 to 900 * Changed the research order for the 14 cm/50 3rd Year Type and 15 cm/45 41st Year Type guns * Changed the cost of the 15 cm/45 41st Year Type gun from 332,000 to 330,000 * Changed the cost of the 14 cm/50 3rd Year Type gun from 330,000 to 332,000 View the full article
  10. Spring is right around the corner, and alongside the new season, a fresh update is coming to World of Tanks! In the upcoming Update 1.4.1, we will treat you to special gifts called “Random Rewards” and a new feature, Blueprints. In addition, we’re introducing new opportunities for Crew customization, Crew Skins. Okay, let’s get down to the heart of the matter. Random Rewards With Update 1.4.1, we’re introducing “Random Rewards”. As you may have guessed, these will drop with a certain probability when playing Tier V-X vehicles. They will be awarded for a strong performance in battle, so: the more effective your actions and the higher you are in your team by experience earned (top 3, top 5, etc.), the more likely you are to get a Random Reward. After each battle in which you could, but didn’t receive a Reward, the probability of getting one in the next battle increases. Okay, what exactly are these Random Rewards? To celebrate your performance in battle, you can earn: Consumables Credits Bonds Blueprints And some more Please note: the composition and the frequency for receiving Random Rewards for the Common test are not final. After the release of the Update, we’ll change both of these parameters. Now we want you to test this new feature and share your feedback. In your Garage there will be a special “probability indicator” that displays the chance of getting a Random Reward. It will be implemented as a special icon with three gradations, each of which shows the probability of receiving a Reward in future battles. When you receive a Random Reward the probability is reset and the process repeats. NOTE: The probability of receiving Random Rewards is influenced not only by your actions, but also by your behavior on the battlefield. If you break the game rules, then your probability of receiving a Random Reward for a given battle won’t increase. There will be 2 types of Random Rewards: small and large. The first four rewards you earn will be small and the fifth will be large and of course, the contents of a large reward will be more valuable. Pay attention: Random Rewards do not accumulate and open immediately upon receipt (at the end of a battle). Now for the exciting part – what are these Blueprints we are offering? Let’s dig into the details. Blueprints Please note: This is a brief overview. A dedicated article will be coming soon, going into more detail on this new feature. Blueprints are special content items that you can get from Random Rewards and can be used to get discounts when you research new tanks. The higher the vehicle Tier, the more Blueprints it’s made up of and with every Blueprint you receive, your discount grows. This means if you collect every single Blueprint of a specific tank, you will receive a 100% XP discount on the research cost of the vehicle. NOTE: Blueprints can only be obtained from Random Rewards. They are not purchasable for Credits, Gold or real money. You don’t have to collect all the Blueprints to take advantage of them, but the more you have, the bigger the discount you will receive. Blueprints will drop at random and are available for vehicles of all branches and nations from Tier II to Tier X, including vehicles that you have already researched. To make it easier for you to track the number of collected Blueprints, we’ll introduce special progress bars, divided into sections. After receiving a Blueprint, one of the respective sections will be filled in. If you get a Blueprint for a vehicle, which you have either researched or have all the necessary Blueprints already, it will turn into a “national” or a “universal” Blueprint. National Blueprints can be used on any vehicle of a their respective nation (for example, if you receive a national Blueprint for France, it can be used on any vehicle in the French tech tree), while universal Blueprints can be used on any vehicle of any nation. We also plan to introduce an opportunity to transform Blueprints you don’t need into those that you are looking out for. Please note: you can convert only “national” and “universal” Blueprints, but Blueprints that you already have for a specific tank cannot be converted. You may find out that you already have a discount for some vehicles right in your Research tab. 1 / 3 Pay attention: The discount will be granted on the research cost of a tank, but not its modules! Keep an eye out for all the details regarding Blueprints and the future of this feature in a dedicated article to be published later. Stay tuned! Crew Skins Another significant feature of the upcoming update is a new type of customization, Crew Skins. Thanks to this feature, you can momentarily replace Crew members of your vehicles with either real historical figures or fancy, cool and even slightly strange characters. The first 3 Crew Skins will be credited to your account for free with the upcoming update and just like Blueprints, more Crew Skins will be available in the Random Rewards you earn. NOTE: We plan to have memes and funny characters that can take place of any Crew members, without restriction of vehicle class or nation. However, Crew Skins with historical personas will have restrictions based on the nation and the specialisation of the Crew member. Crew Skins will be available only in large Random Rewards. All regions will have with their own sets of Crew Skins with predefined information (avatar/photo image, first and last name). You can apply each Crew Skin to only one Crew member, and will have to remove it if you want to use it for another Crew member. Both the application and removal of Crew Skins are free of charge and any unused Crew Skins will be kept in your Personal File. To apply Crew Skins, you need to go into the Personal File of your Crew members and manually select the desired Skins. HOW THE CT WORKS TEST CLIENT New to testing? Check out our handy guide to public tests. Eligibility: Cut-off was done on February 15, so all players registered prior to 14 February, 21:59 CETcan participate in test. Feedback: Please post your general feedback about the test version and bug reports in the special thread on our forum. Update 1.4.1 Patchnotes Collapse Main changes: Exterior: Added functionality of applying paints to Tier VII vehicles Added additional slots for decals on Tier VIII vehicles Made some UI improvements Maps: Fixed some issues on the following maps: Ensk Westfield Fisherman’s Bay Mountain Pass Serene Coast Paris Pilsen Glacier Hinterland Widepark Blueprints, new functionality: Blueprints are special content items that can be used to get discounts when you research new vehicles. Every researchable vehicle (starting from Tier II) has Blueprints Once all Blueprint fragments are collected, no experience is required for researching a corresponding vehicle. Each Blueprint consists of fragments; their number depends on the vehicle tier. Each fragment increases the discount on researching a particular vehicle. If a player receives a Blueprint fragment for a vehicle that has already been researched or the player has all Blueprint fragments collected, such Blueprint fragments will be automatically converted to one of the following Blueprint types: universal or national. A player can get a Blueprint fragment they need by converting a certain number of national or universal Blueprint fragments. The number of Blueprint fragments that are required for researching a vehicle depends on its tier. Added a new type of rewards: Random Rewards. They may contain various game items, as well as Blueprint fragments. They can be earned in the following way: With a certain probability in each battle. If a player does not receive a Random Reward after a battle, the probability of receiving it after the next battle increases. When you receive a Random Reward, the probability is reset and the process repeats. These rewards can be earned only in Random Battles. There will be 2 types of Random Rewards: small and large. The first four rewards you earn will be small and the fifth will be large and of course, the contents of a large reward will be more valuable. Crew Skins: A crew skin includes the following set of personal data: Unique avatar Unique first and last name Short informational note Unique voiceovers (in some cases) A crew skin is applied to a crew member and changes their appearance. At the same time, all attributes, experience, Skills and Perks remain unchanged. The application of a crew skin free of charge. Moreover, Personal Data of crew members can now be changed free of charge. View the full article
  11. The Festive season is behind us, and the Common test of Update 1.4 is coming to World of Tanks! This Update is going to be a bit special, because we’re introducing a new long-awaited line of French wheeled vehicles. Plus, the new update brings some consistent improvements to Personal Missions and gives new life to the Ghost Town, an epic map with a breathtaking legend. Let’s take a closer look! Wheeled Vehicles Roll Out! In pondering the future of World of Tanks, we decided to take a closer look at the so-called military armored cars, lightweight wheeled tanks historically employed for reconnaissance, armed escort, and other battlefield tasks. So we figured that it would be nice to refresh our game and add something really special to it. Wheeled vehicles are one of the hottest topics in World of Tanks, and some of you still have strong opinions about their introduction. Well, in December last year, some contributors along with other players assisted us in testing the EBR 75 FL 10, a Premium Tier VIII light tank in active combat conditions, on the “live” server. With the upcoming Common Test, the opportunity to playtest wheeled vehicles is available to everyone. The French wheeled vehicles have new mechanics, previously unavailable in World of Tanks. These mechanics are the key features of all armored cars and make them truly outstanding. All military wheeled vehicles have historical origins. Some of them were mass-produced and even saw service. Playtest Them And Share Your Impressions! Naturally, in the beginning, wheeled vehicles may seem a bit unusual as they require getting used to fast maneuvering, targeting lock-on feature and dual speed modes. On the other hand, you can give yourself a ride, and see what happens. To make your impressions as rich as possible, we introduce not just a single vehicle, but 5 armored cars at once, from Tier VI to X. The line starts with the AMX ELC bis, a Tier V light tank, from which you can research wheeled vehicles.Important Note: The crew of wheeled tanks will be uniform for all vehicles to facilitate your progress in the game. All crews include a Commander (also fills the role of Loader), a Driver, a Gunner and a Radio Operator. Your input is crucial as we continue refining this promising class, so be sure to leave any suggestions or questions you might have on the forum. Personal Missions Update 1.4 will bring not only new vehicles, but also updated Personal Missions, which we paid close attention to. We conducted an in-depth analysis of both your feedback and missions stats you’re currently carrying out. As a result, we identified about 30 Chimera operation tasks (“The Second Front” campaign) that you were struggling with. So, in the update 1.4 we’ll try to find a middle ground and make Personal Missions still challenging, but more feasible. According to your feedback, the conditions of Chimera operation missions will be reworked in different aspects to make them easier. Getting your well-deserved reward, the Chimera, is now also easier! Union CHIMERA MISSIONS UPDATE 1.2 UPDATE 1.4 Union-2. At the Forefront Primary condition Destroy 1 enemy vehicle during the first 1.5minutes of the battle.Secondary condition Survive the battle. Primary condition Destroy 2 enemy vehicles during the first 4minutes of the battle.Cause 2 000 HP of damage to enemy vehicles.Secondary condition Survive the battle. Union-3. For the Good of the Team Primary condition Be among the top 3 players on your team by experience earned.Cause 3 000 HP of damage to enemy vehicles. Win a battle.Secondary condition Survive the battle. Primary condition Be among the top 3 players on your team by experience earned.Cause 3 000 HP of damage to enemy vehicles. –Secondary condition Survive the battle. Union-5. Enough Shells for Everyone Primary condition Cause 15 armor-penetrating shots to enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Primary condition Cause 12 armor-penetrating shots to enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Union-6. Rain On the Parade Primary condition Destroy 3 enemy vehicles during the first 3minutes of the battle.Secondary condition Win a battle. Survive the battle. Primary condition Destroy 3 enemy vehicles during the first 4minutes of the battle.Secondary condition Win a battle. Survive the battle. Union-8. It’s Tiptop. I’m Just Not Sure About the Color. Primary condition Destroy enemy internal modules or injure crew members, totaling at least 7 modules or crew members.Secondary condition Destroy 3 enemy vehicles. Primary condition Destroy enemy internal modules or injure crew members, totaling at least 5 modules or crew members.Secondary condition Destroy 3 enemy vehicles. Union-10. Not a Step Forward! Primary condition Destroy 2 enemy vehicles from a distance of 300 m or more.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Primary condition Destroy 2 enemy vehicles from a distance of 300 m or more.Secondary condition Cause 2 000 HP of damage to enemy vehicles. Union-11. You Won’t Get Rid of Me That Easily Primary condition Spot 6 enemy vehicles while remaining unspotted.Secondary condition Win a battle. Survive the battle. Primary condition Spot 4 enemy vehicles while remaining unspotted.Secondary condition Win a battle. Survive the battle. Union-12. Are Your Ears Ringing? Primary condition Stun enemy vehicles for a total of 200 seconds.Secondary condition Destroy 3 enemy vehicles. Primary condition Stun enemy vehicles for a total of 180 seconds.Secondary condition Destroy 3 enemy vehicles. Union-13. Family Combo, Please! Primary condition Destroy 6 enemy vehicles of 3 different types.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Primary condition Destroy 6 enemy vehicles of 2 different types.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Union-14. Not Even a Scratch Primary condition Destroy 3 enemy vehicles, having received no prior damage to your vehicle.Secondary condition Win a battle. Survive the battle. Primary condition Destroy 2 enemy vehicles, having received no prior damage to your vehicle.Secondary condition Win a battle. Survive the battle. Union-15. Armour of God Primary condition Cause, receive, and block a total of 12 000 HP of damage.Secondary condition Cause 25% of the total amount of damage caused by your team. Win a battle. Primary condition Cause, receive, and block a total of 10 000 HP of damage.Secondary condition Cause 20% of the total amount of damage caused by your team. Win a battle. Bloc CHIMERA MISSIONS UPDATE 1.2 UPDATE 1.4 Bloc-1. Just Routine Primary condition Cause 6 000 HP of damage to enemy vehicles.Secondary condition Be among the top 3 players on your team by experience earned. Primary condition Cause 5 000 HP of damage to enemy vehicles.Secondary condition Be among the top 3 players on your team by experience earned. Bloc-4. I Can See Everything Primary condition Enable your allies to destroy 4 enemy vehicles spotted by you.Secondary condition Enable your allies to cause damage to 5 enemy vehicles spotted by you. Primary condition Enable your allies to destroy 3 enemy vehicles spotted by you.Secondary condition Enable your allies to cause damage to 5 enemy vehicles spotted by you. Bloc-5. Lucky to Be Alive Primary condition Cause 3 armor-penetrating shots to enemy SPGs.Destroy 1 enemy SPGs.Secondary condition Win a battle. Primary condition Destroy an enemy vehicle by ramming, causing more damage to the enemy than your vehicle receives.Survive the ramming.Secondary condition Win a battle. Survive the battle. Bloc-6. Offensive Reconnaissance Primary condition Cause 10 armor-penetrating shots to enemy vehicles.Spot 4 enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Primary condition Cause 10 armor-penetrating shots to enemy vehicles.Spot 2 enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Bloc-9. There Is No Time to Bleed Primary condition Enable your allies to cause 3 000 HP of damage on vehicles spotted by you.Cause 2 000 HP of damage to enemy vehicles.Secondary condition Win a battle. Survive the battle. Primary condition Block 2 times more damage than the hit points of your vehicle.Cause 2 500 HP of damage to enemy vehicles.Secondary condition Win a battle. Survive the battle. Bloc-10. Like a Boss Primary condition Cause 4 000 HP of damage to enemy vehicles. At the end of the battle, have no injured crew members or damaged/destroyed internal modules.Secondary condition Destroy 4 enemy vehicles. Primary condition Cause 4 000 HP of damage to enemy vehicles. At the end of the battle, have no injured crew members or damaged/destroyed internal modules.Secondary condition Destroy 3 enemy vehicles. Bloc-13. The Collector Primary condition Destroy 6 enemy vehicles of 3 different types.Secondary condition Win a battle. Survive the battle. Primary condition Destroy 6 enemy vehicles of 2 different types.Secondary condition Win a battle. Survive the battle. Bloc-14. Heavy Case Primary condition Cause 3 000 HP of damage to enemy heavy tanks.Secondary condition Destroy 4 enemy vehicles. Primary condition Cause 3 000 HP of damage to enemy heavy or/and medium tanks.Secondary condition Destroy 3 enemy vehicles. Bloc-15. Night of a Hunter Primary condition Cause 3 000 HP of damage to enemy tank destroyers.Secondary condition Cause damage to 7 different enemy vehicles. Win a battle. Primary condition Cause 3 500 HP of damage to enemy tank destroyers or/and heavy tanks.Secondary condition Cause damage to 6 different enemy vehicles. Win a battle. Alliance CHIMERA MISSIONS UPDATE 1.2 UPDATE 1.4 Alliance-1. Invisible Contribution Primary condition Cause 30% of the total amount of damage caused by your team. Win a battle.Secondary condition Survive the battle. Primary condition Cause 25% of the total amount of damage caused by your team. Win a battle.Secondary condition Survive the battle. Alliance-4. There’s Something In Those Trees Primary condition Cause 3 000 HP of damage, remain unspotted at the moment when the damage is caused.Secondary condition Win a battle. Survive the battle. Primary condition Cause 2 000 HP of damage, remain unspotted at the moment when the damage is caused.Secondary condition Win a battle. Survive the battle. Alliance-9. Now I See You Primary condition Enable your allies to cause 5 000 HP of damage.Secondary condition Survive the battle. Primary condition Enable your allies to cause 4 000 HP of damage.Secondary condition Survive the battle. Alliance-10. Everyone Will Get a Present Primary condition Enable your allies to cause damage to 5 enemy vehicles by spotting them or destroying their tracks.Secondary condition Enable your allies to destroy 2 enemy vehicle by spotting them or destroying their tracks. Primary condition Enable your allies to cause damage to 4 enemy vehicles by spotting them or destroying their tracks.Secondary condition Enable your allies to destroy 2 enemy vehicle by spotting them or destroying their tracks. Alliance-12. Catch Me If You Can Primary condition Destroy 3 heavy enemy tanks.Cause 4 000 HP of damage to enemy vehicles.Secondary condition Win a battle. Survive the battle. Primary condition Destroy 3 heavy enemy tanks or/and medium tanks.Cause 4 000 HP of damage to enemy vehicles.Secondary condition Win a battle. Survive the battle. Alliance-13. Close-range Fire Primary condition Destroy 3 enemy vehicles from a distance of not more than 100 meters.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Primary condition Destroy 2 enemy vehicles from a distance of not more than 100 meters.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Alliance-15. Commando Primary condition Cause 8 000 HP of damage to enemy vehicles.Secondary condition Destroy 5 enemy vehicles. Win a battle. Primary condition Cause 6 500 HP of damage to enemy vehicles.Secondary condition Destroy 5 enemy vehicles. Win a battle. Coalition CHIMERAMISSIONS UPDATE 1.2 UPDATE 1.4 Coalition-5. I Just Met You, And This is Crazy… Primary condition Destroy an enemy vehicle by ramming, causing more damage to the enemy than your vehicle receives. Survive the ramming.Secondary condition Win a battle.Survive the battle. Primary condition Enable your allies to cause 1 500 HP of damage to enemy vehicles by spotting them or destroying their tracks.Destroy 1 enemy SPGs.Secondary condition Win a battle. Coalition-6. More Than a Match Primary condition Cause 10 armor-penetrating shots to enemy vehicles that are of the same tier as your vehicle or higher.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Primary condition Cause 7 armor-penetrating shots to enemy vehicles that are of the same tier as your vehicle or higher.Secondary condition Cause 3 000 HP of damage to enemy vehicles. Coalition-9. Keep the Distance Primary condition Cause 2 000 HP of damage from a distance of 250 m or more.Secondary condition Destroy 3 enemy vehicles. Primary condition Cause 2 000 HP of damage from a distance of 300 m or more.Secondary condition Destroy 2 enemy vehicles. Coalition-11. Falcon Rising Primary condition Block 2 times more damage than the hit points of your vehicle.Cause 3 000 HP of damage to enemy vehicles (updated).Secondary condition Win a battle. Survive the battle. Primary condition Enable your allies to cause 2 500 HP of damage on vehicles spotted by you.Cause 2 000 HP of damage to enemy vehicles.Secondary condition Win a battle. Survive the battle. Coalition-12. Fire All You Have Got Primary condition Cause 15 armor-penetrating shots to enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Primary condition Cause 12 armor-penetrating shots to enemy vehicles.Secondary condition Destroy 3 enemy vehicles. Coalition-13. Enemy at the Gates Primary condition Participate in a successful capture of a base or reset the enemy capture points of your/neutral base.Cause 3 000 HP of damage to enemy vehicles. Win a battle.Secondary condition Destroy 3 enemy vehicles. Primary condition Participate in a successful capture of a base or reset the enemy capture points of your/neutral base.Cause 2 000 HP of damage to enemy vehicles. Win a battle.Secondary condition Destroy 3 enemy vehicles. Coalition-14. Steel Reaper Primary condition Destroy 7 enemy vehicles.Secondary condition Survive the battle. Primary condition Destroy 6 enemy vehicles.Secondary condition Survive the battle. Coalition-15. One Man Army Primary condition Damage caused and damage caused with your assistance must total 10 000 HP.Secondary condition Enable your allies to destroy 4 enemy vehicle by spotting them or destroying their tracks. Win a battle. Primary condition Damage caused and damage caused with your assistance must total 8 000 HP.Secondary condition Enable your allies to destroy 3 enemy vehicle by spotting them or destroying their tracks. Win a battle. Changes to Reward Tanks By the way, about the reward tanks. Based on our statistics and your feedback, in the Update 1.3 we made two vehicles from the first set of Personal Missions (the T 55A and the Object 260) more attractive and competitive. This time, two more formidable tanks are going to receive their portion of slight yet consistent improvements – the Chimera and the Object 279 (early). Let’s start off with the Chimera. We’ve improved its accuracy, shell velocity, aiming time and gun stabilization to make this tank more suitable for effective firing. The Chimera’s view range was also improved. Most importantly, we’ve increased its penetration with standard shells. The Object 279 early will get improved aiming time and higher accuracy. In addition, its dispersion during turret rotation will be reduced. We’ve also strengthened its lower plate to decrease the chances to penetrate it. So, with these improvements, both reward tanks will receive more accurate and effective guns. All details and precise specifications will be coming later, in a dedicated article detailing all about the changes to Personal Missions, so stay tuned! Ghost Town: Old Map, New Impressions Do you remember the Ghost Town, a map which previously served as an arena for battles in various game modes and during tournaments? With update 1.4, the Ghost Town map will receive significant changes and will get a whole new life as a map for random battles. The Ghost Town has an iconic legend. This map will be the battleground for a proud Kazakh warrior who was forced to leave his home for good and fight for freedom and peace of his loved ones. His path runs through the Kazakh steppes and deserts, and leads him to the Ghost Town, where he’ll face his foes. There’s a lot at stake, and it might not be an easy win. That was exactly our mood when we created the soundtrack for this map. We’ve tried to put in it all the range of intense feelings that come from this heroic legend. Let’s take a quick look at the key improvements that this “old new map” has received: The map has become significantly larger – its size has increased to 1000×1000 meters. Due to this, all classes of vehicles will find their place in battle and can use new tactics to succeed. The Town is located in the center of the map and still bears strategic importance. In this area, heavy tanks and armored tank destroyers will fight face to face to find out who’s the strongest. The western part of the map is at the mercy of light and medium tanks. There is enough space for active maneuvers. East is an advantageous sector for tank destroyers. The northern and southern parts of the map are favorable for long-distance sniping. In a nutshell, the map generally has become more beautiful, epic and atmospheric. The landscapes around you are just fascinating. Welcome to the Ghost Town! 2D customization Update 1.4 will provide new opportunities for unique customization. In the not-too-distant future you’ll be able to purchase a font from the ones added in the patch. Then you can put a 3-digit number on your tank with the font of your choice. This number can be edited at any time. Currently numbers for the application are in the range from 001 to 999. Numbers will be placed on the same components of the tank where the inscriptions are located. Take advantage of 2D-customization and roll out in style! Concurrent Rendering Support Lastly, Update 1.4 will bring with it a new important technological feature – concurrent rendering support, developed in close collaboration with our good friends from Intel. Thanks to concurrent rendering support: CPU and graphics card load will be distributed more efficiently Many players will notice a tangible increase of FPS. Optimized performance will be especially evident on the most modern and powerful PCs, as well as on computers of average system characteristics Earlier, in Update 1.0, we introduced a brand-new engine, Core, in which the technology of concurrency was implemented. Thanks to this solution, we provided full loading not only of the main, but also of all available CPU cores of your PCs. And this, in turn, allowed us improve performance and update dramatically World of Tanks visual fidelity even on lower-spec PCs. Moving Forward We didn’t stop there and continued to improve the updated engine. Already in the Update 1.4 you’ll see how much more comfortable and pleasant it will be to play your favorite game! Concurrent rendering support will perform with all types of modern CPUs. You do not need to upgrade your PC to notice the performance improvement due to concurrency technology. Just roll into battle and enjoy it! In the future, performance optimization will continue to use all the computational capabilities of the CPU to improve graphics, physics, gameplay. And this, in turn, will help us make World of Tanks even more colorful, realistic and exciting. And now get out there and test out the new improvements and changes, Commanders! Post your general feedback on our forum, we really appreciate your input! Download the test client installer (4,9 MB). Make sure you pick a save location that is different to your regular World of Tanks game files. Save and run the installer. Run the new copy of the game. The launcher will download all the additional data. Log in and start playing. New to testing? Check out our handy guide to public tests. Eligibility: All players registered prior to 31 December, 21:59 CET (UTC+1) can participate in the test. Feedback: Please post your general feedback about the test version and bug reports in the special thread on our forum. Full Patch Notes Collapse Main Changes Changes to Personal Missions Rebalanced the missions of the second operation within the Second Front campaign. Changes to Wheeled Vehicles Fixed some issues related to wheeled vehicles. Optimized performance of the movement physics. Made some balance changes. Changes to Vehicle Exterior Added Tactical Numbers, a new type of Exterior elements (three-digit numbers that can be entered manually, the font can also be selected manually). Changes to Maps Made terrain-related changes on difficult-to-access (not intended for playing) areas on the following maps. Fixed some issues on the following maps: Karelia Live Oaks Lakeville Cliff Murovanka El Halluf Airfield Steppes Minsk Empire’s Border Klondike Nebelburg Abbey Disabled the Assault battle type for the Empire’s Border map. Added the Ghost Town map in the Random Battle mode (including Assault, Encounter battle), as well as in the Attack/Defense mode in Team Training. Made significant changes to the map to suit the modes and battle types. The map will be available to vehicles of Tiers IV–X. Changes to the technical characteristics of the following vehicles U.K. Chimera Decreased dispersion during movement by 17% Decreased dispersion on hull traverse by 17% Changed dispersion from 0.38 to 0.36 m Changed aiming time from 2.7 to 2.5 s Changed the view range from 360 to 380 m Increased velocity of the AP Mk. 1 shell by 30% Increased velocity of the APDS Mk. 1 shell by 20% Changed penetration value of the AP Mk. 1 shell from 202 to 218 mm U.S.S.R Object 279 (e) Changed dispersion from 0.38 to 0.36 m Changed dispersion on turret traverse by 25% Changed aiming time from 2.5 to 2.3 s Improved hull armor France Added the following wheeled vehicles: Panhard EBR 90 Hotchkiss EBR Panhard EBR 105 Panhard AMD 178B Panhard AML Lynx 6×6 AM 39 Gendron-Somua (for testing by Supertest players) Changes to the technical characteristics of the following vehicles: Panhard EBR 75 (FL 10): Changed the engine power from 500 to 525 h.p.Other Changes Optimized performance of the Store. Added concurrent rendering support to improve performance by evenly loading all available CPU cores. Fisherman’s Bay has been removed from the list of available maps for the duration of the test. General feedback available in the Forum! View the full article
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