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  1. Commanders! Shorter days, Halloween treats, the temperature slowly falling… October isn’t the warmest month of the year, but fortunately, you can count on a good old XP Fever to warm your body and your tiny tanker heart, but more importantly, boost the progress of your favourite crews of the moment. So make sure to go for the hot missions below and enjoy this blazing discount on XP from Free XP conversion (1 = 35). XP Fever Missions Victory with Tier II–V Rewards 3,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier II–V Premium vehicles Repeatable Victory with Tier VI–VII Rewards 6,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier VI and VII Premium vehicles Repeatable Victory with Tier VIII Rewards 10,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier VIII Premium vehicles Repeatable Victory with Tier X Rewards 10,000 Objectives Win 3 battles Place in the top 10 of your team by base XP earned The XP will be credited to the vehicle with which you complete the mission Restrictions Only in Random Battles Only for Tier X vehicles Repeatable View the full article
  2. Oh no — it’s happening again: XP Fever is making its way around the battlefield! The only known treatment is special conversion rates and exchange bonuses! Need an XP fix? Play the ×1.5 XP Weekend and XP Fever missions! Check out the respective tables that follow for a complete breakdown. SPECIAL MISSIONS & RATES BEGIN: Friday, Oct. 18 at 04:20 PT | 06:20 CT | 07:20 ET SPECIAL MISSIONS AND RATES END: Monday, Oct. 21 at 04:20 PT | 06:20 CT | 07:20 ET Conversion & Exchange Bonus TYPE: DISCOUNT: Free XP to Crew XP Conversion: 1 Free XP = 10 Crew XP XP to Free XP Exchange Bonus: 1 Gold = 40XP ×1.5 XP Weekend Important — to activate the ×1.5 XP Weekend mission, click the following button: ACTIVATE MISSION MISSION: REWARDS: CONDITIONS: RESTRICTIONS: ×1.5 XP Weekend ×1.5 XP Be one of the top 10 XP earners on your team in a Victorious battle Grand Battles, Random Battles, Skirmishes, and Advances First Victory does not count Must be in a vehicle Tier IV or higher Repeatable XP Fever Missions Important — to activate the XP Fever missions, click the following button: ACTIVATE MISSIONS MISSION: REWARDS: CONDITIONS: RESTRICTIONS: XP Fever ×1.5XP Be one of the top 10 XP earners on your team in a Victorious battle. Must be in a Premium vehicle Random Battles Repeatable XP Fever X Must be in a Regular Tier X vehicle Grand Battles, Random Battles, Skirmishes, and Advances Repeatable XP Fever — Victory With Tier II–V 15,000XP Be one of the top 10 XP earners on your team in 25 Victorious battles. Must be in a Premium Tier II-V vehicle Random Battles Repeatable XP Fever — Victory With Tier VI–VII 30,000XP Must be in a Premium Tier VI-VII vehicle Random Battles Repeatable XP Fever — Victory With Tier VIII 50,000XP Must be in a Premium Tier VIII vehicle Random Battles Repeatable XP Fever — Victory With Tier X Must be in a Tier X vehicle Grand Battles, Random Battles, Skirmishes, and Advances Repeatable View the full article
  3. Commanders! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server — join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game — standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them out, because significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. Current Issues with HE Shells Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress; Finish off an enemy low on HP; Deal damage in a situation where it’s impossible with other shell types. On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers 150 mm and above, and to improve the performance of HE shells onlower and medium calibers in specific situations. Here’s how we plan to achieve this. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right — we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 2. Changing the Mechanics of Damage Distribution Over the Splash Radius If an HE round didn’t penetrate the armor, then the system started calculations according to the damage formula from 0.5 in the center to 0.05 at the edge of the splash. Put simply, when a High-Explosive shell doesn’t penetrate armor in the current gameplay, half of the shell’s nominal damage is immediately deducted, and then the damage decreases depending on the distance to the center of the explosion. With the new mechanics, HE shells don’t penetrate armor at all, which means that this method of calculation is no longer relevant. After the rebalance, the damage will be distributed over the splash radius, varying from 1 in the center to 0.1 at the edge. The full nominal damage of a HE shell will be used for calculation. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease from the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: Changing the tracing algorithm — finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. The ability to inflict minimal damage due to splash mechanics. Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Detailed Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion; Spalls on the outer surface of the armor; Splash radius. Shrapnel from the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way — this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly — the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly — the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. Changes to HE Shells HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly-armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. Uses of Reworked HE Shells We want to further increase the impact of situationality in the usage of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations, where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. View the full article
  4. 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
  5. 2nd iteration of the double cannon tanks are here, and our friends at WG thought that the ST-II was a tiny touch too good, so decided to nerf it. Changes: • Gun reload time (1/2): 11.25 / 11.25 sec. (did not change, just here for comparison) • Preparation time of a volley shot: 2.5 sec. (did not change) • Recharge lock time: from 5 to 3 seconds. • Barrel change time (in order to fire a shell from other barrel): from 3 to 5.5 seconds. View the full article
  6. Commanders! Half of autumn is over, but for the M18 (90), an American Tier VII tank destroyer, everything is just about to begin. Let’s see whether it has chances to succeed in Supertest! In a nutshell, it’s a Hellcat but moved to Tier VII. It’s 90mm gun causes 240 points of damage on average. A standard AP shells penetrates 167 mm of enemy armor, while a special APCR goes further and will make a dent in the opposing vehicle 203 mm deep. The dispersion and aiming time are quite satisfying and make 0.35 at 100 m and 1.7, respectively. As for the view range it is 370 m. Let’s touch upon its survivability, because regardless of how good you are at firing, what matters is whether you are good at surviving or not. So, to keep your 800 hit points intact, you will have to excel at the art of positioning as, let’s face it, the vehicle has cardboard-thick armor reaching up to 12 mm in the hull and up to 127 mm in the turret. However, the TD’s mobility makes up for its lame armor easily, with a max speed reaching 72 km/h and a power-to-weight ratio of 23.5 hp/t. Summing up, the М18 (90) provides for a familiar gameplay typical of a dynamic TD that’s at its best when used in the ambush role. To make the best of this American, take the most advantageous position (the TD can do it quickly) and then keep adapting yourself to the situation and follow the allies while supporting them at a distance. View the full article
  7. Commanders! We’re now halfway through the month, which means it’s time to take a look at the mid-tier vehicles featured in our Top of the Tree. If you haven’t reached the last three tank destroyers of the AMX 50 Foch B family and their great autoloading guns yet, here are some tips to get them faster by playing the Tier V–VII vehicles the most efficient way possible. All values below correspond to a 100% trained crew. S35 CA Main Characteristics: Hit Points: 330 Top Speed: 37 km/h View Range: 340 m Hull Armour: 56/35/35 mm DPM: 1,787 Dispersion: 0.38 m Damage: 240/240/320 HP Penetration: 135/175/45 mm Reload Time: 8.05 s This “bathtub” is known for its great choice of showerheads. If you can get past its weird look, the S35 CA is actually very fun to play, and quite effective, regardless of the gun it’s packing. Its stock boomstick is a very accurate 17 pounder, that you can replace for a hard-hitting 105 mm gun or a balanced 90 mm one. Three good weapons, all nicely complemented by a large and sometimes bouncy gun mantlet, but more importantly, a very wide gun traverse—a combination that most tank destroyers desperately need. ARL V39 Main Characteristics: Hit Points: 610 Top Speed: 42 km/h View Range: 350 m Hull Armour: 60/40/40 mm DPM: 1,668 Dispersion: 0.35 m Damage: 240/240/320 HP Penetration: 212/259/45 mm Reload Time: 8.63s You’ve met the “bathtub” and now, meet the “radio“. Because of its large silhouette, crowned by a weird little turret, the ARL V39 can be tricky at times. It makes up for it with a large selection of guns, from a simple 75 mm to a large 105 mm. Our personal favourite remains the 90 mm DCA canon though, known for its great penetration values. Try them all to see what works best for you, but remember to play this one mainly as a long-range sniper, or a supporting vehicle. AMX AC mle. 46 Main Characteristics: Hit Points: 820 Top Speed: 50 km/h View Range: 350 m Hull Armour: 120/40/40 mm DPM: 1,877 Dispersion: 0.33 m Damage: 300/300/400 HP Penetration: 232/263/50 mm Reload Time: 9.59 s Just like many other French tanks designed after World War II, this vehicle is actually inspired by a German classic, namely, the Jagdpanther. In-game, the AMX AC mle. 46 can rely on its mobility and sloped frontal armour, both unprecedented in the French tank destroyer line. When it comes to guns, this Tier VII vehicle can also use the decent 90 DCA canons, but its top gun is even more interesting. With 300 damage and 232 mm of penetration, the AC SA47 gun boasts the best penetration of its tier. A decisive advantage on the battlefield. View the full article
  8. The E 75 TS boasts a thick sloped front, side screens, and an extremely strong turret. Its fast-firing gun inflicts high damage per minute, aims quickly, and strikes its target accurately. This even-keeled German juggernaut rips the enemy defense open like a tin can! Get the superheavy E 75 TS, demolish your foes, and earn lots of credits! Eagle Legendary Camouflage This warpaint represents the predatory nature of the E 75 TS at its finest. The tank keeps a watchful eye on the battlefield, patiently stalking before single-mindedly chasing its prey. It strikes with pinpoint accuracy and in cold blood, digging its deadly claws into the victim’s armor. The Eagle Legendary camouflage costs 1,450, is effective on all map types, does not require replenishment, and changes the tank’s name in battle to the E 75 TS Eagle. Attack the enemy like a merciless predator! Irrepressible Power Is it that irrepressible? Strong armor? How much? And what about the fast-firing gun? For answers to these and other questions, check the precise numbers of the E 75 TS stats. The E 75 TS is first and foremost durable armor. Its upper armor plate and turret front are almost invulnerable for standard shells of medium tanks and most Tier VIII heavies. The enemy will need at least 245 mm of penetration to damage the turret front, while the upper armor plate will be a tough nut to crack for even most Tier X guns! The weak spot is the tank’s lower armor plate. It can be easily penetrated, so whenever possible, hide behind cover or destroyed tanks. The terrain can also help. The 10-degree gun depression angle allows the E 75 TS to play in the American style. If there is no such opportunity, then approach your opponent head-on! When going toe-to-toe, the guns of most enemies simply cannot reach the lower armor plate, while the E 75 TS penetrates the defenseless top of the enemy’s turret. Another way for the E 75 TS to block damage is to sidescrape behind cover. In this position, the lower armor plate is hidden and the 120 mm side with its 15 mm shield is perfectly sloped for ricocheting. It’s the perfect situation. You deal damage while taking none! The only drawback to this tank is that the front of its suspension can sometimes be penetrated, so it’s better for you not to stay in the same place for a long time. Also, remember to always keep a Repair Kit on you. The gun of the E 75 TS deals 2,086 damage per minute, among the best rates for Tier VIII heavy tanks. Combined with provisions and equipment, the E 75 TS can deal damage up to 2,400 HP! When you take aim at your opponent, its HP will melt as quickly as ice cream on a hot day! The E 75 TS penetrates the hulls of most Tier VIII heavies with ease in spite of its modest 215 mm of penetration. However, it may experience some difficulties when dealing with the Tiger II or Tier IX vehicles. In this case, use APCR shells. The gun of the E 75 TS features high accuracy, quick aiming, and small reticle dispersion when moving and turning the hull or the turret. Combined with strong armor, this means you’ll be able to unleash the full potential of the E 75 TS’ impressive firepower: play aggressively, hit frequently, and achieve penetration even when moving at full speed! The engine of the E 75 TS has a difficult task to perform. It needs to move a huge 85-ton machine! It huffs and puffs, using all 780 horsepower to work, but it copes with its task with dignity, accelerating the tank to 20 km/h in 4-5 seconds and to 30 km/h in 10 seconds. A price must be paid for the armor of the E 75 TS, which is its low power-to-weight ratio and slow chassis. A close encounter with a quick maneuverable tank may prove to be fatal. Use Improved Control or Engine Accelerator and take Standard or Improved Fuel when going into battle, and then enable Engine Power Boost when carouselling. Everything that can increase engine power or hull traverse speed also increases your chances of survival. Such a heavy mass has its pros for the E 75 TS. If you happen to meet an unfortunate, lightly armored fellow on your way, just ram it without remorse! Successful ramming will deprive the opponent of 100-350 HP. You won’t be able to resist laughing maniacally when a careless light tank explodes after bumping into you! The E 75 TS was made for fighting face-to-face on the frontline with the most dangerous opponents. It’s an armored wedge that you can force through the enemy’s defense shell by shell, breaking through and paving the way to victory for your allies and yourself. View the full article
  9. Commanders! We expect a lot of memes from this special, but please stay with us on this one. Whether they travel on tracks or on wheels, when it comes to light vehicles, you’ve got to trust the French expertise. Let it guide you during this new special from October 12 at 07:00 CEST through October 15 at 07:00 CEST (UTC+2). It features great discounts on French wheeled vehicles and crews from every nation, as well as rewarding missions to boost your tankmen and women. Discounts 30% DISCOUNT On Tier VI and VII regular wheeled vehicles 15% DISCOUNT On Tier VIII to X regular wheeled vehicles 50% DISCOUNT On crew (re)training 50% DISCOUNT On skill reset 25% DISCOUNT On crew specialisation change Missions Boost your Crew Rewards x2 Crew XP for the battle Objectives Win a battle Place in the top 10 of your team by base XP earned Restrictions Repeatable Only with Tier IV-X vehicles Only in random battles Starts once the first win multiplier has been used up Power on Wheels Rewards 1 garage slot Objectives Win 15 battles A battle counts towards the progress if you’re in the top 10 of your team by base XP earned Restrictions Only in random battles Only aboard wheeled vehicles Once per account View the full article
  10. To help usher in our World of Tanks Salute Program, we’ve got special offers on a powerful and versitale medium tank — the T26E3 Eagle 7! All players can purchase this vehicle during its offer period. As a member of the Pershing family, the T26E3 Eagle 7 at Tier VII is a real “king of the hill:” use its terrific gun handling and great depression to peek over the terrain for a few shots. You can always use its thick mantlet to withstand a few shells, and rely on the precision of your 90 mm cannon in case of a counter-attack. The Eagle 7 is modeled after the famous tank that destroyed an MK5 Panther in front of the Cologne Cathedral. The full story is chronicled in Spearhead: The World War II Odyssey of an American Tank Gunner. World of Tanks Salute: T26E3 Eagle 7 OFFERS START: Thursday, October 7, 04:20 PT | 06:20 CT | 07:20 ET OFFERS END: Friday, November 1, 04:20 PT | 06:20 CT | 07:20 ET WoT Salute T26E3 Eagle 7 War Chest: $79.99 WoT Salute T26E3 Eagle 7 Ultimate: $55.99 WoT Salute T26E3 Eagle 7 Loaded: $38.99 WoT Salute T26E3 Eagle 7: $31.99 Bundle Contents: VII T26E3 Eagle 7 100%Crew 1×Garage Slot View the full article
  11. The Battle of the Bloggers was a RU region-only event in 2018. Although the competetion didn’t make it to NA, some of the rewards have — namely, awesome Special Styles, Inscriptions, and Emblems. Each bundle has a one (1) Special Syle for all map types, six (6) Inscriptions, and (6) Emblems; Styles have the following concealment values: +2 Concealment: Heavy Tanks SPGs +3 Concealment: Light Tanks Medium Tanks +4 Concealment: Tank Destroyers Oh, and in case you’re wondering, LeBwa won the event. CIS Styles OFFER BEGINS: Thursday, October 10, 04:20 PT | 06:20 CT | 07:20 ET OFFER ENDS: Friday, November 1, 04:20 PT | 06:20 CT | 07:20 ET Team Amway921 Style 1× Special Style “Битва Блогеров (Battle of the Bloggers): Amway921” 6× Inscriptions:“Команда (Team) Amway921” YOU PAY $6.99 BUY NOW 6× Emblems:“Команда (Team) Amway921” Team Jove Style 1× Special Style “Битва Блогеров (Battle of the Bloggers): Jove” 6× Inscriptions:“Команда (Team) Jove” YOU PAY $6.99 BUY NOW 6× Emblems:“Команда (Team) Jove” Team LeBwa Style 1× Special Style “Битва Блогеров (Battle of the Bloggers): LeBwa” 6× Inscriptions:“Команда (Team) LeBwa” YOU PAY $6.99 BUY NOW 6× Emblems:“Команда (Team) LeBwa” Team Yusha Style 1× Special Style “Битва Блогеров (Battle of the Bloggers): Yusha” 6× Inscriptions:“Команда (Team) Yusha” YOU PAY $6.99 BUY NOW 6× Emblems:“Команда (Team) Yusha” View the full article
  12. It’s Thursday, October 10, and you know what that means? It’s a day to offer the following discounts for 24 hours: 10-10-10-10 Discount Madness OFFER LASTS 24 HOURS ONLY! DISCOUNT MADNESS BEGINS: Thursday, Oct. 10, 04:20 PT | 06:20 CT | 07:20 ET DISCOUNT MADNESS ENDS: Friday, Oct. 11, 04:20 PT | 06:20 CT | 07:20 ET 10%Credit Discount on AllRegular Tier X Vehicles 50%Gold Discount on Crew Training / Re-training 50%Gold Discount on Crew Skill Resets View the full article
  13. The ninth episode of Frontline 2019 will start on 14 October at 07:00 CEST and will be available until 21 October at 04:00 CEST (UTC+2). This is your chance to experience epic 30v30 battles, win heaps of rewards, and join the race for formidable reward tanks! We also have news concerning the final Frontline episode. It will take place between 18 November at 06:00 CET and 25 November at 03:00 CET (UTC+1). The drums of war are beating loudly, Commanders! The ninth episode of Frontline brings you closer to exclusive reward tanks, including the unique AE Phase I. If you haven’t grabbed other reward vehicles yet, now is the best time to jump back in and make the most of the penultimate Frontline episode! Just like in the last two episodes, you will have the opportunity to boost your progress thanks to Personal Reserves. You can get a maximum of 20 Reserves—ten for completing special combat missions a week before the start of the episode, and ten available in the in-game shop for gold. The cost of one Reserve in the shop remains at 250 gold. Fight on the Frontline, use Personal Reserves, and get your rewards faster! The AE Phase I: This Predator Is Worth Sweating Over! In the previous episode, only the most skilled commanders could get this Frontline-exclusive beast. This time, it will be available to a wider range of players, so don’t miss your chance to park this special Tier IX American heavy tank with four segmented tracks in your Garage! Featuring a free built-in Large Repair Kit consumable, the AE Phase I offers its own level of tactical versatility. It snipes well, brawls decently, and can jump into a 1v1 fight and come out on top. Its gun packs a serious punch, complemented by a good rate of fire. Remember: having hefty armor doesn’t mean the AE Phase I is suited to frontal assaults, so you’ll still have to choose your moments for doing damage, staying between the first and the second lines of attack. Kraftwerk: The Exam Has Been Passed! The previous episode was a test for the new map, Kraftwerk. Recreated in a winter setting, it offers a wide variety of landscapes and historical buildings. We’re still studying your feedback and have already detected some areas where we see room for improvement. In particular, episode 8 has showed that the defensive team had a certain advantage over the attackers, primarily due to the difficulty of capturing zones A, B and C. To make the game more fair and balanced, we slightly reworked the landscape of these sectors to make it easier for the attacking team to succeed. Let’s take a closer look. Zone A Fixed bushes, cleared gaps. Added bushes near the bridge on the road and organized access to them. The bridge and adjacent facilities were moved, houses were added in the village. The slope is now more convenient for arrival. The pedestal with the tractor was slightly expanded. As a result of moving the bridge (point 3), another street was added in the village, with several houses. Zone B The walls of the ruins are deployed for better firing at the defenders. One pile of garbage was removed in the castle and the wall was changed. Added bush to help the attacking team. Added shelter. The tower in the ruins is slightly put forward to complicate shelling. Zone C The concrete zone was increased, which worsened the position of the defenders and created an additional balcony for the attack. Extended arrival at the firing position. Added concrete blocks that reduce the firing zone of attackers from the bridge. Concrete blocks removed. Removed bushes. Finally, map lighting was reconfigured to make it more comfortable for players’ eyesight. Kraftwerk hasn’t come without minor flaws, but no critical issues have been found with it, so the map will remain in the map pool. Keep on exploring it, hone your skills and team tactics, and earn epic medals along with other rewards! Frontline T-Shirt Can’t get enough of Frontline? Wear it everywhere you go with our latest T-Shirt, inspired by the two brave teams of 30 tankers battling in this game mode! View the full article
  14. Commanders! The new edition of Tank Rewards won’t be the only way to celebrate German Reunification this month. Thanks to this brand-new special, you will also be able to commemorate this milestone through great German-inspired discounts and rewarding missions. Make the most of them from 3 October at 07:00 CEST to 7 October at 07:00 CEST (UTC+2). x4 XP On your first victory of the day Up to 50% discount Off Tier IV-VII regular vehicles 15% discount Off Tier VIII-X regular vehicles 50% discount Off Barracks Slot 50% discount Off Customisation 50% discount Off Equipment German Reunification Missions Stronger Together Rewards 1 Small Repair Kit 1 token for the “Germany United!” mission Objectives Earn 2000 Base XP over any amount of battles The XP counts towards the progress if you’re placed in the top 10 of your team by Base XP earned Restrictions Only in Random Battles Only aboard Tier IV to X vehicles Three times per day Germany United! Rewards 10,000 (credited on the vehicle you will complete the mission with) 5 Chocolates 1 “German Assault” style 3 Personal Reserves: +50% XP for 2 hours 3 Personal Reserves: +200% Crew XP for 2 hours 3 Personal Reserves: +200% Free XP for 2 hours Objectives Earn 7 tokens from the “Stronger Together” mission above Play one battle Restriction Once per account View the full article
  15. Commanders! Sure, this vehicle packs a medium calibre. But it’s a Tiger in its own right! The 8,8 cm Pak 43 Jagdtiger can rely on a very strong fighting compartment to survive the battle, and trades a massive punch for a fast-firing and extremely accurate gun. If you accept this deal, you will be gifted with a tough Tier VIII tank destroyer, capable of trading shots and spam-fire shells like no other hunter there. The 8,8 cm Pak 43 Jagdtiger Offer Tier VIII of the Week – 36.77 € VIII 8,8 cm Pak 43 Jagdtiger 100% crew Garage Slot WoT Premium Account: 30 days 15 missions: x5 XP for each victory 5×Personal Reserves: +300% Crew XP for 2 hours View the full article
  16. Now nothing can stand in the way of California punk! Prepare yourself to tame a truly outstanding vehicle fully inspired by punk rock! Wargaming and the legendary Californian punk rockers, The Offspring, have teamed up to bring the most rocking hero to the battlefield, the brand-new TL-1 LPC with a formidable ‘Pretty Fly’ 3D-style. https://content-wg.gcdn.co/locdoc/tank_offspring_spin.mp4 This year’s WG Fest: Tanker Day headliners can stay in your Garage for good—just add this menacing vehicle with an incredible 3D-style to your collection! It has numerous features, making it stand out from the crowd: A rocking Crew: The Offspring band members are now a tank Crew! They’ve all been trained with “Zero Skill” Brothers in Arms Perk and come with enough XP to learn a second skill or perk Exclusive custom voiceover: Recorded by Dexter and Noodles. When rolling out with the TL-1 LPC, you can listen to their powerful battle commands, as well as their dialogue, banter and jokes A unique ‘Pretty Fly’ 3D-style: Designed as a concert stage, this removable camouflage embodies the rocking spirit of The Offspring and unites power and music A special soundtrack with a band’s hit ‘The Kids Aren’t Alright’: the tank’s main theme will come in several mixes, accompanying you in each battle you enter and raising your fighting spirit The TL1 LPC: Why Don’t You Get a Shot? We’ve been looking for the perfect candidate to fit the role of the most punk-rock tank in our game for a long time. Obviously, this tank must be American, because The Offspring hails from the sunny state of California. The band’s music is a powerful stream of drive and energy, so the tank should be both fast and furious. Finally, it must strike enemies not only with its unique look, but also with decent combat parameters. This is precisely the case with the TL-1 LPC, the brand-new Tier VIII American medium tank. This versatile medium vehicle with a fast-firing, accurate gun lets you make your presence known on any map. Let’s take a closer look at this rock star, destined for mid-to-close combat. Just like most American tanks, it has a solid bouncy turret, allowing you to take advantage of the terrain and easily ricochet enemy’s rounds. The TL-1 LPC has well-sloped frontal armor and can withstand some direct fire. You can rely on the accuracy and DPM of its well-balanced gun, even on the move, allowing you to support your team as a proper flanker from the second line of fire. Its alpha-damage is not the best for its tier (280 points), but it has enough firepower to seriously hurt opponents. Thanks to good maneuverability and a top-speed of 50 km/h, the TL-1 LPC can easily change flanks and take up crucial positions as it’ll reach them faster than other vehicles. Pretty Fly: Give It to Me Baby! But the real highlight of this tank is its neckbreaking ‘Pretty Fly’ 3D-style. Designed as a live concert stage for the band, the ultimate black livery embodies the fist pumping spirit of punk rock and is sure to make you stand out from the crowd. The tank is outfitted with spotlights, tube amps, a soundboard and the band members’ instruments, each replicated down to the smallest detail. The hazardous Skull Logo lets others know you mean business. Old-school skateboards with The Offspring artworks remind you that the band is always rocking out with you, even in the heat of battle. World of Tanks has never seen anything like it! Defy You: More Information on The Offspring Crew The TL-1 LPC comes with its own unique Crew representing the iconic punk-rockers as courageous tankers, check them out below. Dexter Holland Commander (Radio Operator) The lead singer, guitar player, and songwriter is a modern-day Renaissance Man! He has a Ph.D. in Molecular Biology, makes Gringo Bandito Hot Sauce, and he is a real-life jet pilot! The rest of the crew remains uncertain whether those aircraft skills will transfer to an intense tank battle though. Noodles Gunner The lead guitarist attacks his instrument with a mixture of anger, sheer joy, and reckless abandon. As with every great guitarist and gunner, Noodles knows you have to take chances and give it 100% in order to hit just the right notes. Pete Parada Driver The band’s drummer. Dozing off to his metronome may prove hazardous to health. Tick‑tock‑tick‑bang! Tick‑tock‑tick‑blam! However, when driving, he makes no sudden moves. Any break in rhythm is considered incompetence for a drummer. Todd Morse Loader The bass guitarist who skillfully and passionately both loads shells and immerses thousands of fans in a breathtaking atmosphere during the performance. His endless positive energy and punk vibes raise the morale of the entire crew to the highest level. Premium Shop Offer: Come Out and Play! Want The Offspring to stay in your Garage for good? Take a look at the offer below available in the Premium Shop and the game client from 1 October at 07:00 to 15 October at 07:00 CEST (UTC+2). In addition to the brand-new TL-1 LPC and unique ‘Pretty Fly’ 3D-style*, the bundle includes: The Offspring custom Crew with “Zero Skill” Brothers in Arms Perk and enough XP to learn a second skill or perk 7 days of Premium Account A free Garage slot Exclusive voiceover recorded by Dexter and Noodles Unique soundtrack based on the band’s hit ‘The Kids Aren’t Alright’ In addition to all this, each owner of this bundle will receive a special Medal. * 3D-style is not sold separately. Hurry up and take advantage of this smashing offer, it won’t last forever! View the full article
  17. Commander! Created in the fourties in the great tradition of the British cruiser tanks, the AC 1 Sentinel never saw action, but eventually served as a training vehicle for the Australian troops. In World of Tanks, it can use its fast-moving and fast-firing skills to thrive on the battlefield. Try it out right now thanks to one of the two bundles below. Best Buy – 24.99 € Collector’s Gem – 9.95 € IV AC 1 Sentinel 100% Crew Garage slot 1,000 Gold 5×Emblems 3 exclusive sets of camouflage View the full article
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