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  1. On November 4 at 12:00 (GMT) Sandbox server will come to an ended. So there are 3 days left to still participate in the sandbox. WG have added extra free experience and silver (free experience: 1.000.000, credits: 999.999.999). in order to test even more tanks until the closure. The results of the sandbox are likely to be released later. View the full article
  2. NOTE: in this iteration of the sandbox, we test HE shells for tech tree and some reward tanks only, there will be no changes in artillery; the difference in the damage values of some artillery shells is a mistake The average penetration marker for HE shells has been removed – it sows 0 mm; except for artillery. RNG of +/- 25% remains. As already seen. Caliber DMG 1.6.1 Sandbox 76 мм 156–260 55–95 90 мм 270–370 95–115 105 мм 360–510 130–180 120 мм 440–530 180–190 122 мм 450–560 180–190 130 мм 580–750 210–270 150 мм 890–950 320–330 183 мм 1750 480 Tanks Tier by Tier tier Vehicle 1.6.1 Sandbox Gun Object 260 530 190 122 мм BL-13-1 Object 279 early 530 190 122 мм М62-Т2А StuG IV 175 65 7,5 cm Stu.K. 40 L/48 Т 55А 420 150 100 mm Panzerkanone D-10T2S L/56 T28 Concept 420 150 105 mm Gun T5 Excalibur 190 70 76 mm ‚Excalibur’ Gun Chimera 530 190 QF 5-in. Gun I МS-1 62 20 45 мм mod. 1932 г. Pz.Kpfw. I 2>1 T1 Cunningham 36 15 37 mm Semiaotumatic Gun M1924 Renault FT brak pocisków HE 13.2 mm Hotchkiss mle 1930 Cruiser Mk. I 2>1 Kolohousenka 65 25 47 mm Rychlopalné dělo Vickers L/20 Renault NC-31 42 15 37 mm KwK 36 L/46.5 Renault Otsu 55 20 37 mm Sogekihou 4TP 70 25 47 mm QFSA Strv fm/21 16 5 20 mm akan m/Madsen Fiat 3000 45 15 Cannone da 37/40 II BT-2 62 20 45 мм 20К Т-60 50 20 37 мм ZiS-19 Pz.Kpfw. II brak pocisków HE 2 cm Flak 38 M2 Light Tank 50 20 37 mm Gun M5 FCM 36 45 15 37 mm SA38 Cruiser Mk. II 3>2 Type 95 Ha-Go 95 35 5.7 cm Gun Type 97 Strv m/38 50 20 37 mm kan m/38 strv III Т-70 65 25 45 мм ВТ-42 Т-46 65 25 45 мм ВТ-42 Pz.Kpfw. III Ausf. E 90 30 5 cm Kw.K. 38 L/42 Pz.Kpfw. II Ausf. G 40 15 3 cm M.K. 103 M3 Stuart 50 20 37 mm Gun M6 AMX 38 70 25 47 mm SA35 Somua S35 70 25 47 mm SA37 Valentine 4>3 Type 97 Chi-Ha 90 30 47 mm Gun Type 1 Strv m/40L 50 20 37 mm kan m/38-49 strv IV BT-7 3>4 SU-76М 3>4 Т-28 95 35 57 мм ZiS-4 Pz.Kpfw. II Luchs 40 15 3 cm M.K. 103 Pz.Kpfw. III Ausf. J 90 30 5 cm Kw.K. 39 L/60 StuG III Ausf. B 175 65 7,5 cm Pak 39 L/48 M5 Stuart 50 20 37 mm Gun T16 M8A1 175 65 3-inch AT Gun M7 M7 5>4 AMX 40 175 65 75 mm SA32 Somua SAu 40 350 165 105 mm AC court mle. 1934 S B1 70 25 47 mm SA37 Valentine AT 3>4 Matilda 110 70 OQF 3-inch Howitzer Mk. I Type 1 Chi-He 100 35 Experimental 57 mm Tank Gun Shin Sav m/43 370 130 10,5 cm kan m/44 sav Lago 175 65 7,5 cm kan m/41 strv V А-20 4>5 KV-1 280 100 85 мм Ф-30 SU-122А 600 665 152 мм гаубица D-1 Т-34 95 35 57 мм ZiS-4 SU-85 300 105 85 мм D-5С-85BM VK 16.02 Leopard 90 30 5 cm Kw.K. 39 L/60L Pz.Kpfw. IV Ausf. H 410 145 10,5 cm Kw.K. L/28 StuG Ausf. G 175 65 7,5 cm Pak 42 L/70 VK 30.01 (H) 175 65 7,5 cm Kw.K. 42 L/70 M24 Chaffee 175 70 75 mm Gun M17 T1 Heavy Tank 185 65 76 mm Gun M1A1 M41 HMC 550 610 155 mm Howitzer M1 M4A1 Sherman 185 65 76 mm Gun M1A1 M10 Wolverine 185 65 76 mm AT Gun M1A2 AMX ELC bis 320 115 90 mm D. 915 S35 CA 320 115 90 mm AC canon DCA 30 BDR G1 B 320 115 90 mm DCA 30 AMX 13 105 AM mle. 50 445 495 105 mm obusier mle. 1950 Sherman III 185 65 76 mm Gun M1A1 AT 2 100 35 QF 6-pdr AT Gun Mk. V Churchill I 175 65 75 mm Vickers HV Type 3 Chi-Nu 175 65 7.5 cm Tank Gun Type 5 Ikv 103 370 130 10,5 cm kam ikv 102 Strv m/42 185 65 7,5 cm kan m/43 strv VI МТ-25 165 60 76 мм С-54М Т-150 360 130 107 мм ZiS-6 SU-8 600 665 152 ммHowitzer ML-20 mod. 1931 Т-34-85 300 105 85 мм D-5Т-85BM SU-100 530 190 122 мм D-2-5С КV-2 910 330 152 мм М-10 КV-1S 6>5 VK 28.01 175 65 7,5 cm Kw.K. 40 L/48L VK 30.02 (M) 175 65 7,5 cm Kw.K. 42 L/70 Jagdpanzer IV 270 95 8,8 cm Pak L/56 VK 30.01 (P) 270 95 8,8 cm Kw.K. 36 L/56 VK 36.01 (H) 270 95 8,8 cm Kw.K. 36 L/56 T37 185 65 76 mm Gun T91 M6 320 115 90 mm Gun M3 M44 550 610 155 mm Howitzer M45 M4A3E8 Sherman 185 65 76 mm Gun M1A2 M36 Jackson 320 115 90 mm AT Gun M3 AMX 12 t 175 65 75 mm SA50 ARL 44 320 115 90 mm DCA 45 AMX 13 F3 AM 700 775 Canon de 155 mm de 33 calibres Panhard AMD 178B 175 65 75 mm SA49 (EBR) ARL V39 320 115 90 mm AC DCA 45 Cromwell 175 65 75 mm Vickers HV AT 8 190 70 OQF 17-pdr AT Gun Mk. VII Achilles 190 70 OQF 17-pdr AT Gun Mk. VII Churchill VII 190 70 OQF 77 mm Gun Mk. II O-I 890 320 15 cm Howitzer Type 96 Type 4 Chi-To 175 65 7.5 cm Tank Gun Type 5 Model I Ikv 65 Alt II 320 115 9 cm Bofors L/53 Strv 74 185 65 7,5 cm kan strv 74 VII S-51 1050/1050 1165/1050 203 мм Б-4 SU-152 530 190 122 мм D-25С mod. 1944 г. IS 530 190 122 мм D-25Т КV-3 530 190 122 мм D-25Т Т-43 300 105 85 мм D-5Т-85BM LTG 300 105 85 мм D-5Т-85BMУ Jagdpanther 420 150 10,5 cm Pak L/52 Tiger (P) 295 105 8,8 cm Kw.K. 43 L/71 Tiger I 295 105 8,8 cm Kw.K. 43 L/71 Panther 175 65 7,5 cm Kw.K. L/100 Spähpanzer SP I C 270 95 90 mm Mecar M12 700/700 775/700 155 mm Gun M1A1 T25 AT 320 150 105 mm AT Gun T5E1 T29 420 150 105 mm Gun T5E1 T20 320 115 90 mm Gun M3 T71 CMCD 185 65 76 mm Gun T185E Lorraine 155 mle. 50 700/700 775/700 Obusier de 155 mm mle. 1950 AMX AC mle. 46 400 145 100 mm AC SA47 AMX M4 mle. 45 320 115 90 mm DCA 45 AMX 13 75 175 65 75 mm SA50 Hotchkiss EBR 260 95 Canon de 75 mm Vo 1000 m/s (EBR) Challenger 370 130 OQF 32-pdr AT Gun Mk. II AT 7 280 100 OQF 20-pdr AT Gun Type A Barrel Black Prince 190 70 OQF 17-pdr Gun MK. VII Comet 190 70 OQF 77 mm Gun MK. II O-Ni 890 320 15 cm Howitzer Type 96 Type 5 Chi-Ri 175 65 7.5 cm Autoloading Tank Gun Type 5 Ikv 90 Typ B 320 115 9 cm kan m/f Leo 410 145 10 cm kan m/34 VIII SU-14-2 1050/1050 1165/1050 203 мм Б-4 ISU-152 950 330 152 мм D-4С IS-3 530 190 122 мм BL-9 IS-М 530 190 122 мм D-25BM KV-4 420 150 107 мм ZiS-24 Т-44 330 120 100 мм LB-1 LTTB 300 105 85 мм D-10-85 Ferdinand 630 225 12,8 cm Pak 44 L/55 VK 100.01 (P) 630 225 12,8 cm Kw.K. L/50 Tiger II 420 150 10,5 cm Kw.K. L/68 Panther II 295 105 8,8 cm Kw.K. L/100 HWK 12 320 115 90 mm Mecar N M40/M43 1050/1050 1165/1050 8-inch Howitzer M1 T28 515 185 120 mm AT Gun T53 T32 420 150 105 mm Gun T5E1 M26 Pershing 320 115 90 mm Gun T15E2M2 M41 Walker Bulldog 260 95 76 mm Gun M32 late Lorraine 155 mle. 51 750/750 835/750 Canon de 155 mm mle. 1917 G.P.F. AMX AC mle. 48 515 185 120 mm AC SA46 AMX 65 t 515 185 120 mm D. 1203 Bat.-Châtillon 12 t 260 95 Canon de 75 mm Vo 1000 m/s Panhard AML Lynx 6×6 320 115 90 mm CN 90 F3 Charioteer 480/480 170 105 mm AT Gun L7 AT 15 280 100 OQF 20-pdr AT Gun Type B Barrel Caernarvon 370 130 OQF 32-pdr Gun MK. II Centurion Mk. I 280 100 OQF 20-pdr Gun Type A Barrel O-Ho 890 320 15 cm Howitzer Type 96 STA-1 320 115 90 mm Gun Type 61 UDES 03 480 170 10,5 cm kan UDES 03 Emil I 460 165 10,5 cm TK 105-9 UDES 14 Alt 5 460 165 10,5 cm strvkan L/45 IX 212А 1050/1050 1165/1050 203 мм Б-4 Object 704 950 330 152 мм BL-10 Object 257 530 190 122 мм BL-13-1 А Object 705 640 230 130 мм С-70 SТ-I 530 190 122 мм М62-Т2 Т-54 420 150 100 мм D-54 Т-54 LT 330 120 100 мм D-10ТМ mod. 1945 г. Jagdtiger 700 250 12,8 cm Pak L/66 Mäuschen 630 225 12,8 cm Kw.K. 44 L/55 E 75 630 225 12,8 cm Kw.K. 44 L/55 E 50 510 180 10,5 cm Kw.K. L/52 Ausf. B Spähpanzer Ru 251 320 115 90 mm Rheinmetall DM1 M53/M55 1050/1050 1165/1050 8-inch Howitzer M47 T95 950 345 155 mm AT Gun T7 M103 515 185 120 mm Gun M58 M46 Patton 480 170 105 mm Gun T5E1M2 T49 910/910 330/365 152 mm Gun-Launcher XM81 (conventional) Bat.-Châtillon 155 55 750/750 835/750 Canon de 155 mm AMX 50 Foch 515 185 120 mm AC SA46 AMX M4 mle. 51 610 220 127 mm/54 Model 1948 Bat.-Châtillon 25 t AP 400 145 100 mm SA47 AMX 13 90 320 115 90 mm F3M Panhard EBR 90 320 115 90 mm D. 921 Conway 770/770 275 B.L. 5.5-in. AT Gun Tortoise 515 185 120 mm AT Gun L1A1 Conqueror 515 185 120 mm Gun L1A1 Centurion Mk. 7/1 480 170 105 mm Royal Ordnance L7A1 Type 4 Heavy 900/900 330/365 15 cm/45 41st Year Type Type 61 440 170 105 mm Rifled Gun Strv 103-0 480 170 10,5 cm kan strv 103 L/62 Emil II 530 190 12 cm akan L/40 UDES 16 480 170 10,5 cm strvkan L/51 X Object 261 900/900 1000/900 180 мм Б-1-П Object 268 1100 330 152 мм М-64 IS-7 640 230 130 мм С-70 Object 705А 840 330 152 мм М-51 IS-4 530 190 122 мм М62-Т2 Object 140 420 150 100 мм У-8ТС Т-100 LТ 360 130 100 мм Т-100 Jagdpanzer E 100 1400 415 17 cm Pak Maus 630 225 12,8 cm Kw.K. 44 L/55 E 100 950 320 15 cm Kw.K. L/38 E 50 Ausf. M 510 180 10,5 Kw.K. L/52 Ausf. K Rheinmetall Paznerwagen 420 150 105 mm Kanone T92 HMC 1300/1300 1440/1300 240 mm Howitzer M1 T110E3 1100 345 155 mm AT Gun T7E2 T110E5 515 185 120 mm Gun M58 M48A5 Patton 480 170 105 mm Gun M68 XM551 Sheridan 910/910 330/365 152 mm Gun-Launcher XM81 (conventional) Bat.-Châtillon 155 58 750/750 835/750 Canon de 155 mm AMX 50 Foch B 515 185 120 mm AC SA46 AMX M4 mle 54 640 230 130 mm/45 Model 1935 Bat.-Châtillon 25 t 480 170 105 mm mle. 57 (D. 1504) AMX 13 105 480 170 105 mm D. 1504 Panhard EBR 105 500 180 105 mm D. 1504 (EBR) FV4005 Stage II 1750/1750 480 183 mm L4 FV217 Badger 620 220 OQF 123 mm Mk. 1 Super Conqueror 515 185 120 mm Gun L1A1 Centurion Action X 480 170 105 mm Gun L7A2 Type 5 Heavy 900/900 330/365 15 cm/45 41st Year Type STB-1 440 170 105 mm Rifled Gun Strv 103B 480 170 10,5 cm kan strv 103 L/62 Kranvagn 530 190 12 cm akan L/40 UDES 15/16 530 190 12 cm strvkan L/40 Source: WoT Express but mostly DoM1N View the full article
  3. Commanders! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server — join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game — standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them out, because significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. Current Issues with HE Shells Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress; Finish off an enemy low on HP; Deal damage in a situation where it’s impossible with other shell types. On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers 150 mm and above, and to improve the performance of HE shells onlower and medium calibers in specific situations. Here’s how we plan to achieve this. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right — we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 2. Changing the Mechanics of Damage Distribution Over the Splash Radius If an HE round didn’t penetrate the armor, then the system started calculations according to the damage formula from 0.5 in the center to 0.05 at the edge of the splash. Put simply, when a High-Explosive shell doesn’t penetrate armor in the current gameplay, half of the shell’s nominal damage is immediately deducted, and then the damage decreases depending on the distance to the center of the explosion. With the new mechanics, HE shells don’t penetrate armor at all, which means that this method of calculation is no longer relevant. After the rebalance, the damage will be distributed over the splash radius, varying from 1 in the center to 0.1 at the edge. The full nominal damage of a HE shell will be used for calculation. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease from the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: Changing the tracing algorithm — finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. The ability to inflict minimal damage due to splash mechanics. Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Detailed Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion; Spalls on the outer surface of the armor; Splash radius. Shrapnel from the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way — this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly — the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly — the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. Changes to HE Shells HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly-armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. Uses of Reworked HE Shells We want to further increase the impact of situationality in the usage of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations, where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. View the full article
  4. A big update was rolled into the Sandbox, you can already download it. Sandbox is exclusively available through Wargaming Game Client. We look forward to tonight (if everything goes well!) with a rebalance (nerf) of high-explosive shells. View the full article
  5. All high-explosive shells have the “Average armor penetration” indicator removed except for artillery. Now it is technically 0. However, +-25% RNG remains. Beware, WG has buffed arty again. Some highlights of stat changes: • KV-2 (high-explosive) – HE shell damage from 910 to 330 – The average armor penetration is 0 on every HE shell. • T49 – HE shell damage with launcher gun from 910 to 330 – Damage with a second high-explosive shell from 910 to 365 • Panhard EBR 105 – HE shell damage shell from 500 to 180 • Jagdpanzer E 100 – HE shell damage from 1400 to 415 • E 100 – HE shell damage from 950 to 320 • O-Ho – HE shell damage from 890 to 320 • Type 5 Heavy (high-explosive) – Damage with main high-explosive shell from 900 to 330 – Damage with a second high-explosive shell from 900 to 365 • FV4005 Stage II – HE shell damage from 1750 to 480 – Removed the second high-explosive shell: 182.9 mm HE HESH Mk. 1 • T110E3 – HE shell damage from 1100 to 345 • Object 268 – HE shell damage from 1100 to 330 • Object 268 Option 4 – HE shell damage from 840 to 330 • Strv 103B – HE shell damage from 480 to 170 • IS-7 – HE shell damage from 640 to 230 • Object 261 – HE shell damage from 900 to 1000 • T92 HMC – HE shell damage from 1300 to 1440 View the full article
  6. Biggest primarily World of Tanks based Youtuber Jove has been banned from the sandbox server, on the grounds of violating the game license by illegally sharing his account with other people. Jove was spotted playing the Sandbox server on his primary account, while he was livestreaming playing another game altogether on Youtube. Wargaming has analyzed the evidence, and came out with this statement: Tankers! The administration of the World of Tanks project reminds once again that in our game it is unacceptable to violate the License Agreement, as well as related documents regulating the players’ behavior in the Project, including on test servers, as well as the Sandbox server. As part of the fight against violations of the Rules, measures were taken today against the player Jove, who transferred his personal account to a third party to play on the Sandbox server, thereby violating the License Agreement (clauses 4.2.6, 4.2.8 and 6.1.4). The specified player has received a restriction in the form of permanent blocking on the Sandbox server. If such violations are detected on the main server, the appropriate measures will be applied as set forth in the Game Rules and the License Agreement. We can only advise you to learn from Jove’s mistakes and not to ever share your account with any other people, as you risk your account getting damaged or, in case of illegal sharing, even suspended. View the full article
  7. Last December we announced our intention to decrease the damage done by special rounds by 25–30% while keeping their armor penetration values. As such revisions require rigorous testing, more time was needed to implement them. Now that we have completed this round of changes, we would like to invite you to test it in the Sandbox. How to Join the Test The test launches today on the Sandbox server, and everyone is eligible to participate and evaluate the modifications we propose: you just need to apply on this site. Once your application is approved, your WGC launcher will feature a new title: World of Tanks Sandbox. You will need to install it to access the Sandbox server. Important: The test will run from June 04 to June 10. Reasons for Adjustments Here’s why we are making these revisions: Currently, a significant portion of players choose ammo type solely on its armor penetration. For them, this single parameter is what makes the difference between a basic and a special round. The other stats (like normalization, penetration of environmental objects, auto-bounce angle, and velocity) are often ignored. While deciding to use special rounds, these players consider their immediate tactical situation. When firing special shells, one gets a clear advantage which is not offset by anything on the battlefield itself. However, the cost of using special shells only becomes apparent when the fight is over and the player realizes they have spent more Credits than expected. One of the main goals of the ammo rebalancing is to encourage the player to choose ammunition more responsibly and thoughtfully in battle, taking into account the possible consequences of this choice. We want the player’s decision to be influenced not only by armor penetration, but also by a slew of other factors. Changes to Tier I–VI HP Pool Progression Together with the alterations to ammo mechanics, we are going to modify the low-to-mid-tier vehicles’ HP pool progression. We have already told you about a Supertest we held for it; the results were satisfying (as was your feedback), so we shall integrate renewed HP progression for all Tier I–VI vehicles for the entire duration of this Sandbox test. Ammo Revisions: The Latest Iteration And now for the main changes to be tested on the Sandbox server. After a long Supertest for the first round of adjustments to ammo mechanics, a scrupulous examination of all pros and cons and the weighing of different viewpoints, we have decided to come up with an alternate concept for rebalancing of shells. The new solution is a complex one, coming in two large parts: Boosting the HP pools of all vehicles in the game. The relative increase will not be the same for every tank and will depend on two factors: Its current HP pool (relative to other vehicles). The vehicle’s Survivability parameter, which is defined by such stats as its armor protection and HP. For example, boosting the HP of the Maus and the Leopard 1 by the same ratio will benefit the Maus much more. The exact gain for every vehicle will depend on how efficiently that vehicle uses its HP pool in the current tactical environment. Well-armored tanks able to mitigate more damage with high survivability will receive a proportionally smaller increase in HP compared to their less-protected brethren. This is necessary to keep the vehicles’ relative survivability at the same level. The HP pool boost will range from 15% for heavily-armored vehicles (depending on tier), up to 30% for lightly-armored ones (for an average of 26%). The aforementioned Maus and Leopard 1 will get 18% and 29% respectively. These are test values and may change if needed based on the Sandbox test results. Increasing the one-shot damage of the basic shell. It will improve by different amounts, depending on two factors: The caliber of the gun (the primary factor). The larger the caliber is, the larger the damage gain will be. For example, the current mean value for a 90-mm Tier VIII gun is 240 points. After the rebalancing, it will go up to 315 points (an increase of 31.25%). An average 150-mm gun currently has an alpha strike of 750 points; after the changes are applied, it will increase to 1060 points (an increase of 41.33%). The tier of the vehicle (the secondary factor). This one will not have as big an impact as the gun caliber, but will still produce some minor value differences. We shall maintain the correlation between the alpha strike value of guns of the same caliber and the vehicle’s tier. For example, a 105-mm gun on a Tier V tank currently deals 300 points of one-time damage on average. The shell rebalancing will boost this to 400 points (an increase of 33.33%). At Tier X, currently the most common damage yield of a 105-mm gun is 390 points; once the rebalancing is done, it will increase to 525 points (by 34.62%). The difference in relative gain between Tiers V and X is just over 1%, but it still exists. It should be noted that tanks with basic HE rounds will also gain in alpha damage, albeit less: around 22%, with the exact value depending on the gun model. Though the one-shot damage increase is smaller for HE shells, the specifics of their damage-applying mechanics will keep their efficiency the same compared to that of other basic shell types. Important: During the Sandbox test, we will continuously fine-tune the increases to vehicles’ HP pools and basic shells’ alpha strikes as and when it is necessary, to define the optimal ratio. The one-time damage of special rounds will remain the same, as the rebalance will only affect basic rounds. These measures are to increase the share of damage done with basic shells relative to other shell types. We also want to create more variability for the players when they are choosing their round types and considering their current tactical situation. We are going to test the following shell usage logic: The potential one-time damage of basic rounds will become higher than that of all other shell types, and you will still have to aim for enemies’ weak spots. The basic round will become the most appealing shell type with the combination of armor penetration, damage, and price. The special rounds will retain the highest armor penetration amongst all shell types, and a high probability of inflicting damage as well. With these revisions, their alpha damage will likely be lower than that of basic shells, and their price will be higher. Special rounds will remain the optimal shell to fire at a heavily-armored target. Damaging opponents in Sandbox will be most likely when employing HE rounds (as it currently is on main servers). Yet, the actual mean yield will be the lowest among shell types because of low penetration chance. HE shells will have many situational uses, just like now: preventing base captures, finishing off opponents low on HP, dealing greater damage to thinly-armored targets, or increasing the chance to chip a small amount of HP from an opponent with good protection. In the Sandbox test, every shell type will be highly efficient in battle (with correct situational use). The need to choose the right round type will by itself add tactical variability, have more impact on the situation on the battlefield, and increase your effectiveness. Important: We would like to highlight that the current test will not include any changes to the parameters of HE shells (save for basic ones). We will make sure to consider changes to their combat efficiency later. After we get the Sandbox test results, non-basic HE rounds may undergo stats adjustments, too. Your Feedback is Important! Sandbox tests are necessary to assess the viability of our ideas and make sure our calculations for exact adjustment modifiers are right. We still have not decided on whether to implement the entire set of modifications listed in this article as we are awaiting the Sandbox test results, so we are counting on your active participation! But most importantly, we would like to let you try out all these changes in battle for yourself and give us your feedback, instead of just reading articles about them on this portal. Important: We still have not decided on whether to implement the entire set of modifications listed in this article as we are awaiting the Sandbox test results, so we are counting on your active participation! Everything described above is a working concept of the rebalance, comprising of our ideas and suggestions. We need to hear from you about all the proposed innovations to make sure we are making a step in the right direction. Join the open Sandbox test and share your opinion. Let’s make our game better together! View the full article
  8. I’ve compiled this sheet using the current sandbox data, alpha damage of standard ammunition and the health of all tanks has increased, even though some of the tanks present in the live version of the game are not included in testing, while all nations have their tier 1 tanks, tiers 2 and above are only limited to USSR, British, American, French and German nations. Note: Premium (Special) and High Explosive ammunition has been left unchanged in the sandbox. To summarize, base alpha damage has increased roughly 30 – 40% at tier X, while base health has increased only 20-30%. Time to kill a full health opponent goes down quite a bit. What do you think of these changes? Do you think Wargaming are stepping in the right direction, or are these changes going too far? Tell us your opinion in the comments section. View the full article
  9. Last December we announced our intention to decrease the damage done by special rounds by 25–30% while keeping their armor penetration values. As such revisions require rigorous testing, more time was needed to implement them. Now that we have completed this round of changes, we would like to invite you to test it in the Sandbox. Reasons for Adjustments Why are we making these revisions? Currently, a significant portion of players choose ammo type solely on its armor penetration. For them, this single parameter is what makes the difference between a basic and a special round. Other stats — such as normalization, penetration of environmental objects, auto-bounce angle, and velocity — are often ignored. When deciding to use special rounds, these players consider their immediate tactical situation. When firing special shells, one gets a clear advantage that is not offset by anything on the battlefield itself. However, the cost of using special shells only becomes apparent when the fight is over and the player realizes they have spent more Credits than expected. One of the main goals of ammo rebalancing is to encourage players to choose ammunition more responsibly and thoughtfully in battle — taking into account the potential consequences. We want the player’s decision to be influenced not only by armor penetration, but also by a slew of other factors. Changes to Tier I–VI HP Pool Progression Together with the alterations to ammo mechanics, we’re going to modify the low-to-mid-Tier vehicles’ HP pool progression. We’ve already told you about the Supertest. The results were satisfying, as was your feedback, so we shall integrate renewed HP progression for all Tier I–VI vehicles for the entire duration of this Sandbox test. Ammo Revisions: The Latest Iteration The main changes to be tested on the Sandbox server: After a long Supertest for the first round of adjustments to ammo mechanics, a scrupulous examination of all pros and cons and the weighing of different viewpoints, we’ve decided to create an alternate concept for rebalancing of shells. The new solution is a complex one, coming in two large parts: Boosting the HP pools of all vehicles in the game. The relative increase will not be the same for every tank and will depend on two factors: Its current HP pool (relative to other vehicles). The vehicle’s Survivability parameter, which is defined by such stats as armor protection and HP. Boosting the HP of the Maus and the Leopard 1 by the same ratio, for instance, benefits the Maus much more. The exact gain for every vehicle will depend on how efficiently that vehicle uses its HP pool in the current tactical environment. Well-armored tanks able to mitigate more damage with high survivability will receive a proportionally smaller increase in HP compared to their less-protected brethren. This is necessary to keep the vehicles’ relative survivability at the same level. The HP pool boost will range from 15% for heavily armored vehicles (depending on Tier), up to 30% for lightly armored ones (for an average of 26%). The aforementioned Maus and Leopard 1 will get 18% and 29%, respectively. These are test values and may change if needed based on the Sandbox test results. Increasing the one-shot damage of the basic shell. It will improve by different amounts, depending on two factors: The caliber of the gun (the primary factor). The larger the caliber is, the larger the damage gain will be. For example, the current mean value for a 90-mm Tier VIII gun is 240 points. After the rebalancing, it will go up to 315 points (an increase of 31.25%). An average 150-mm gun currently has an alpha strike of 750 points; after the changes are applied, it will increase to 1060 points (an increase of 41.33%). The tier of the vehicle (the secondary factor). This one will not have as big an impact as the gun caliber, but will still produce some minor value differences. We shall maintain the correlation between the alpha strike value of guns of the same caliber and the vehicle’s Tier. For example, a 105 mm gun on a Tier V tank currently deals 300 points of one-time damage on average. The shell rebalancing will boost this to 400 points (an increase of 33.33%). At Tier X, currently the most common damage yield of a 105 mm gun is 390 points; once the rebalancing is done, it will increase to 525 points (by 34.62%). The difference in relative gain between Tiers V and X is just over 1%, but it still exists. Please note tanks with basic HE rounds will also gain in alpha damage, albeit less: around 22%, with the exact value depending on the gun model. Though the one-shot damage increase is smaller for HE shells, the specifics of their damage-applying mechanics will keep their efficiency the same compared to that of other basic shell types. During the Sandbox test, we’ll continuously fine-tune the increases to vehicles’ HP pools and basic shells’ alpha strikes as and when it is necessary, to define the optimal ratio. The one-time damage of special rounds will remain the same, as the rebalance will only affect basic rounds. These measures are to increase the share of damage done with basic shells relative to other shell types. We also want to create more variability for the players when they are choosing their round types and considering their current tactical situation. We are going to test the following shell usage logic: The potential one-time damage of basic rounds will become higher than that of all other shell types, and you will still have to aim for enemies’ weak spots. The basic round will become the most appealing shell type with the combination of armor penetration, damage, and price. The special rounds will retain the highest armor penetration amongst all shell types, and a high probability of inflicting damage as well. With these revisions, their alpha damage will likely be lower than that of basic shells, and their price will be higher. Special rounds will remain the optimal shell to fire at a heavily-armored target. Damaging opponents in Sandbox will be most likely when employing HE rounds (as it currently is on main servers). Yet, the actual mean yield will be the lowest among shell types because of low penetration chance. HE shells will have many situational uses, just like now: preventing base captures, finishing off opponents low on HP, dealing greater damage to thinly-armored targets, or increasing the chance to chip a small amount of HP from an opponent with good protection. In the Sandbox test, every shell type will be highly efficient in battle (with correct situational use). The need to choose the right round type will by itself add tactical variability, have more impact on the situation on the battlefield, and increase your effectiveness. IMPORTANT! We would like to highlight the current test will not include any changes to the parameters of HE shells (save for basic ones). We will make sure to consider changes to their combat efficiency later. After we get the Sandbox test results, non-basic HE rounds may undergo stats adjustments, too. Sandbox Test Ruleset The changes described above will affect every vehicle in the game, and we would like you to test them in vehicles of every Tier. Tier I–X progression will be available during the Sandbox test, with its speed greatly increased. Our valued testers will all receive the following benefits: An unlimited supply of Credits and Gold; you will just need to do battle and get XP to research the vehicles you want! The ability to research vehicles of any class and tier promptly. The ability to use different shell types and Premium consumables without limitations. Fight bots at Tiers I–V (to simplify the process of team composition for the matchmaker). Considering that Sandbox is a test server, there will be just five (5) nations available and their Tech Trees will be simplified. In terms of economy, we are keeping the shell prices and the repair costs the same for the duration of the Sandbox test. After we process the results, we shall address this very important aspect of the game too. It is very likely that it will also require adjustments and improvements. Your Feedback is Important! Sandbox tests are necessary to assess the viability of our ideas and make sure our calculations for exact adjustment modifiers are correct. We still have not decided on whether to implement the entire set of modifications listed in this article as we are awaiting the Sandbox test results, so we are counting on your active participation! But most importantly, we would like to let you try out all these changes in battle for yourself and give us your feedback. IMPORTANT! We still have not decided whether to implement the entire set of modifications listed here as we are awaiting the Sandbox test results, so we’re counting on your active participation! Everything described above is a working concept of the rebalance, comprising our ideas and suggestions. We need to hear from you about all the proposed innovations to make sure we are taking a step in the right direction. View the full article
  10. The Sandbox contains very ambitious changes, go out there tankers and show them what you got! View the full article
  11. The shell rebalance sandbox client is ready to update / download via the Wargaming.net game center. Servers will go online later today. Happy playtesting tankers! View the full article
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