Earlier this year, the second most discussed topic (after new graphics, of course) was the Soviet Tech Tree revision. The majority of tweaks revealed last December hit production servers in 9.22. Now, it’s time to lift the curtain on what’s filling the two vacant Tier X spots.
The Rear-turreted MT Line: K-91
XP needed to unlock the tank:252,700
In 1.0.2, the Object 430 Variant II will lead to the K-91. The K-91 has tough turret armor, the line’s trademark rear-mounted turret, and it plays like a natural progression up the A-44 line. Its above average accuracy paired with superb shell velocity (1700 m/s), aiming time (1.9 s), and penetration (276 mm with APCR rounds) can prove devastating in skilled hands. Good maneuverability and reasonable gun handling compensate for brittle armor, mediocre -5 gun depression, and limited turret traverse range.
The Object 430 Variant II itself will be tweaked in accordance with other vehicles of the branch and new characteristics will be available on the second Common Test.
Stay away from close-range battles: Although quite maneuverable, the K-91 doesn’t have the armor to last long under fire. The 180° turret traverse range is a limitation that helps make this MT easy prey for more-agile opponents.
Make use of view range and firepower: The view range at 410m makes the K-91 shine at long-distance engagements. Thanks to high camo values comparable to other Soviet Tier X MTs, the K-91 won’t have issues spotting an enemy from the third line, but opponents will have hard time noticing it.
Keep your friends close: Decent mobility and gun stabilization (on top of its other strengths) can help the K-91 contribute from the second line. However, the only thing solid in its armor department is the turret. So if you take the risk of playing the second line, having a few friendly guns in your corner might come in handy.
The HT mini-line: Object 277
XP needed to unlock the tank:220,800
The T-10 is renowned for its respectable-for-a-heavy speed and punchy gun, combined with its specialization in damage output and solid armor. Aggressive and well protected, the Object 277 follows its footsteps, but take its playstyle to a new level with higher DPM, alpha damage, and penetration along with faster aiming and more HP. At the same time, it also inherits the predecessor’s vulnerable lower plate, mediocre gun depression (-5.5) and view range (400 m). Make no mistake, this newcomer is reliable, thick-skinned, and can carry matches when you play to its strengths.
IMPORTANT: We’ll be revisiting Soviet mid-to-higher tier vehicles during the Common Test to ensure the K-91 and Object 277 offer a smooth step-up in terms of progression and playstyle.
Update 1.0 breathed new life into 29 maps, fixing long-standing imbalances and reimagining familiar landscapes in stunning HD. Although the majority of changes worked out, we’ve heard loud and clear many players just weren’t enjoying the last round of tweaks to Fjords and Erlenberg. Guided by your feedback and battle stats, the team went back to address issues of inconsistency and sentiment that these battlefields weren’t “fun.” We also made level design changes to Malinovka and Mountain Pass.
Stay tuned for a detailed lowdown on changes coming to Fjords, Erlenberg, Malinovka, and Mountain Pass with 1.0.2.
Klondike in HD
We’re moving steadily to remaster the remaining locations in HD and return some removed maps into the rotation. Update 1.0.2 marks another step in this process, enriching the pool of HD maps with wintry Klondike.
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Keep your browsers dialed in to our website for a status update on maps coming in future updates and check out the full Klondike overview HERE.
Ever since the evolved customization system rolled out, you’ve been vocal about introducing new functionalities for a wider selection of tiers. And there you have it: starting 1.0.2, paints and style sets become available for Tier VI tanks and absolutely all Tier VIII vehicles. Initially, these were only available for Premium Tier VIII vehicles and Tier X tanks. On top of that, the Garage is getting a separate space where you can customize the tank exterior. The specially adjusted lighting it has provides a better overview of how the paint, emblems, and camo you apply will look on the battlefield. Check it out by clicking “Exterior” in the Garage.
We're working to include the ability to customize Tier VI vehicles in the second Common Test: stay tuned for more info.
Improved Onboarding Experience
Update 1.0.2 builds on the Boot Camp experience with a new set of missions. Available upon completing Boot Camp training, the new mission are designed for Tiers II-X and will explain vehicle upgrades, customization basics, consumables, equipment, and Personal Reserves.
The beginner’s experience should get smoother thanks to a selection of useful articles and tips covering everything from penetration and armor mechanics through to aiming and spotting.
2. Level Design Improvements
As you know, Common Test 1.0.2 is here and with its latest iteration, four maps have been updated and reworked to address issues we’ve noticed with them. Time’s a-wasting, so let’s get down to the facts.
Spawn points for both teams have been relocated (previously, one team had to travel farther to reach key points). Spawning light tanks are assigned to the front, which will simplify their departure and operation at the beginning of the battle.
The bushes on the balcony have been shifted closer to the edge of the cliff, and the terrain in this area has been slightly modified. The viewing radius from this position is better now.
The church has been rotated. Now it’s more beneficial for the north-spawning team to take the church, and this position will have added effectiveness through the course of battle. From this position, you’ll be able to shoot at the swamp and defend it from the enemy on the hill. Also behind the church, some of the terrain has been lowered.
Revised the density and number of bushes in the swamp for both teams.
Added a small ledge at the slope of F7 to provide greater opportunities for the north-spawning team.
Some minor adjustments were made throughout the map to strengthen the positions of the team spawning at the top (left).
Added shelter from tank destroyers firing from the lower base. Now tanks passing through this zone will be less vulnerable.
See Point #1 above.
Changed the terrain on the outcrops from the ravine, allowing safer play from the tower and strengthening the positions of the west-spawning team.
Added an indestructible house to the tank destroyer position, which allows you to hide from enemy fire.
Added an alternative route on the lower part of the hill, allowing attackers to reach the base more safely.
Minor changes have been made to improve the ability to attack and rebalance the map.
Changed the geometry of the castle wall. Now defenders near the castle will be more vulnerable to the attackers on the island at E1 and those in the city.
Added houses to create an additional coverage position. This will also simplify the attack along the 0 and 1 lines.
Added trees and buildings to better cover the tanks in the city from fire and spotting from the flanks.
The area has been redesigned to correspond more closely to a similar place in the opposite corner of the map.
Fixed minimap errors.
There are more convenient zones for the players from the top of the map, without impacting the usual positions of the team spawning in the south. We did this to fix the imbalance on the map which favors the south-spawning team.
3. Fixing the Comrades: Three Soviet Tanks Get Required Adjustments
Approaching Soviet reinforcements—Object 277 and K-91—will get their first taste of battle upon the release of Update 1.0.2. After being thoroughly assessed during our Common Tests, these machines are getting their share of adjustments. Alongside these newcomers, the Object 268 Version 4 has been tweaked to better fit the overall gameplay.
Mobility. The Object 277 is considerably faster than other heavies. It stands somewhere near the IS-7 in terms of top speed, and even beats the “old fellow” in acceleration. Capable of keeping up with its medium teammates, the tank plays an important role in supporting early rushes to strategic points on the battlefield. Decent maneuverability allows you to remain effective in one-on-one encounters against rival mediums.
Firepower. As a successor to the T-10, the Object 277 gives you everything you’re used to—accuracy, high armor penetration a good firing rate. The alpha is lower, compared to its Soviet “classmates”, which sets your play style away from dropping bombs towards frequent damage dealing. With that in mind, try to avoid hills, as the machine won’t be at its best on this terrain, with its –5.5 degrees of gun depression.
Armor. Carrying a well-armored turret, the Object is best used when its hull gets good cover. The upper frontal armor can withstand Tier VIII weapons, but the chances of being penetrated by more advanced guns are high. Its relatively thin side armor plates are especially vulnerable, so try to either hide them, or angle your tank to reach appropriate effective armor thickness.
View range. If you’re an assault tank, the ability to detect your enemies before they see you is crucial. The Object’s 400 meters of view range, coupled with high top speed, make it an extremely effective machine for this role.
How to play
The Object 277 is an excellent addition to any team. It can assist in taking key points on a map (like Malinovka’s hill), as well as support its heavily armored allies, who lead the charge, hiding behind their silhouettes. What you don’t want to do is play as a breakthrough tank, due to weaker hull armor.
Adjustments and what stands behind them
Mouse over the points to display the info on the vehicle
The Object 277 performed well during the Common Test, fitting almost seamlessly into the role of the T-10’s successor at Tier X. However, we got loads of player feedback on the tank’s vulnerability to critical hits to its fuel tanks, a trait that didn’t fit to the whole mini-line.
Why did it happen?
We initially placed the modules in strict accordance with the vehicle’s historical notes and blueprints. Because of this, its fuel tanks were so big they covered the ammo rack, and would get hit by an enemy shell piercing through the upper armor plate. This led to the 277 behaving differently from what players had become used to at lower tiers.
To fix it, we’ve reduced the size of the fuel tanks, which helped uncover the ammo rack, so that the chances of catching fire vs. “beheading” are now similar to those of the IS-3 and T-10.
Firepower. The best DPM rate among all Tier X mediums says it all. On top of that, the K-91 has good armor penetration, giving you more confidence in its rapid-firing gun. Now it’s up to your timing and sense of rhythm.
Visibility. Another record among medium tanks. Train camouflage for your crew, and you’ll get a steel ninja that can deal significant damage to enemies before getting noticed.
Durability. One of the main downsides, the tank’s armor will force you to avoid open encounters, acting from cover and relying on your low silhouette.
Mobility. The K-91 can’t boast great speed and agility and won’t be the first to reach a crucial position, so don’t try to drag-race your teammates to close-range fights. Your speed will be just enough to take sniping points and hunt enemies down.
Gun depression. Excellent side depression can give a critical advantage, when it comes to hill fights.
How to play
The most important of your objectives is to stay away from opponents, even if closing in looks very tempting. Head-to-head fights may always happen, and this is where you need to rely on your crazy DPM. You’ll just have more chances to beat down your opponent. Bushes and fallen trees will be your best friends throughout every battle, especially in the early stages, when the enemy roster is still full.
Adjustments and what stands behind them
Mouse over the points to display the info on the vehicle
The K-91 is our attempt to design the ultimate DPM medium tank—a machine with a low silhouette, great visibility values, sharpshooting gun and “cardboard” armor. After the first Common Test, the vehicle’s specs will be tweaked to perform this role even better.
To add more of a medium-tank feel rather than a TD, and provide more flexibility on various terrain types, the turret rotation angle will increase from 180 to 220 degrees, while side gun depression will reach –9 degrees against the current –5 degrees.
Adding to the equation is the improved reloading time (6.3 s instead of 6.5 s), giving it the largest DPM figures among all medium tanks in the game.
Following changes to the K-91, the Object 430 II will lose some armor, but gain DPM, just like its “big brother”. With these changes implemented, we’ll get a consistent MT mini-line with its own character and play style.
Object 268 Version 4
The Object 268 Version 4’s balance turned into an issue after the machine got on World of Tanks battlefields. The set of characteristics we had prepared for the model was meant to make it a great assault vehicle, but we went too far with emphasizing its strengths. The frontal armor was too thick, the top speed was too high, the engine power was too much. The 268 v4 turned out too dominant and overpowered.
To fix the issue, we’re rolling out three sets of adjustments that will harness this beast.
Firstly, we want the machine to be involved more into close-/mid-range fights. We’ve increased the gun’s dispersion by 33% while moving or turning, whereas aiming time has increased from 2 s to 2.5 s.
Secondly, with 55 km/h, the Object could take key positions as fast as, or even faster than some medium tanks, leading to unnecessary competition. So, we’ve decreased the TD’s engine power to 1350 hp and cut the top speed to 50 km/h. Its reverse speed has also been reduced from 22 km/h to 18 km/h, lowering the chances of retreating from a taken position.
Finally, the most overstuffed specs. The major problem was the Object’s overwhelming durability. To reduce its firing life, we reworked the respective values. The HP pool has dropped from 2100 to 2000 points, while the bottom frontal armor plate is now 201 mm of effective armor, as opposed to the initial 245 mm. The commander’s hatch, in its turn, has lost 10 mm, reaching 230 mm in effective armor.
Penetration and alpha numbers will remain unchanged, so that the Object remains a decent damage dealer, but with the applied changes to armor and HP pool, its vulnerability will eventually become a bigger factor in battle.
4. Advanced Training
Everyone could do with a little help and hint now and then, and with the newest update, Advanced Training makes its way into the game. This means those of you struggling with a specific aspect of World of Tanks can consult the in-game menu.
Also, if you’re relatively new around here, make sure to check out our Chained Missions, which will help teach you the basics to help you improve your tanker skills. These are some little extra applied lessons that help your development from Boot Camp.
Note: Chained Missions are intended to benefit newer players after Boot Camp.
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Right now, in the main menu, you will find a new option called “In-Game Manual”. This is a collection of slides to explain some of the key features of World of Tanks: some of which are basic and some of which are a bit more advanced.
EXAMPLE: Say you find yourself wondering which tank type is for you (or you’re looking at researching a new branch), you can check out the guide there to give you a better understanding of what roles the tanks play through the course of battle.
Even if you consider yourself a master tanker, it doesn’t hurt to take a look!
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For those of you new to World of Tanks or slightly inexperienced on the battlefield, we now have a selection of missions for you to complete to help your progress through the game and to teach you the basics so you can get the most out of your tanking career.
Each mission is linked so completing the previous mission unlocks the next in the chain. And don’t worry, we aren’t expecting any superhuman results or accomplishments from you to complete them.