Update 1.2

1. Common Test

Updated

New Map: Empire’s Border

You’ve probably heard about this map from Chinese sources. Empire’s Border received a warm welcome and positive feedback from its home audience, so we’re including it into the roster for all regions as it was previously only available on the China server.

Empire’s Border will become the first Asia-set locale to join the game since the release of Update 1.0. Featuring what many consider the 8th Wonder of the World, the map is sliced into two halves by the Great Wall of China, commanding the landscape from higher ground.

The whole locale is split into several altitudes, each offering tactical versatility of its own.

 
 

Zone for mediums. Along the wall, there are distant shoot-throughs and along the red line are a large number of shelters.

 

Zone for mediums. Along the wall, there are distant shoot-throughs and along the red line are a large number of shelters.

 

Zone for lights. A number of shelters and a quick breakthrough to the rear of the enemy.

 

The battle zone for mediums and heavies with good angles of depression. It will be one of the most important points throughout the battle.

 

The place for those without good angles of depression and rather convenient for clashes between heavies.

 

The location for tank destroyers to give support to key areas.

 

The location for tank destroyers to give support to key areas.

 

HD Maps

Both Widepark and Highway have been revamped to HD quality, adding an extra level of immersion, while leaving their core gameplay unchanged.

 

Reworked Maps

  • Redshire
  • Ruinberg
  • Sand River
  • Paris
  • Overlord
Redshire

In the main clash point, the map provided a concealed fire position only to the southern team. The new iteration will fix this disbalance, adding a similar position to the opposing team, so that both sides can take advantage of long-range sniping. While it won’t drastically affect the balance, the improvement will provide equal chances for each team in a particular map area.

Ruinberg

The map will get treatment for an old issue, when the northern team had the advantage of a wider firing range on the radial street all the way up to the square. Both teams will now be provided with equal opportunities to fight for the “small town” and control a huge part of the map once it’s captured. On top of that, the southern team will receive improved defensive positions near the base.

Sand River

Defensive positions for the second team will be improved. Players will be able to take the rocks to the right of the team’s base. In addition, it will be easier to fight against enemy vehicles in the ditch used mainly by heavy tanks.

Paris

The western base will have one of the bushes improved in sector C1, making it equally effective to the respective position of the eastern base.

Overlord

The overall change of the terrain will take place. In the previous version, the map was slightly sloped towards the southern base, which affected the balance. Because of this, when climbing up any hill, tanks from the northern team would get under much heavier fire, compared to of the southern team taking the same hill.

The Second Front

Lots of you have reached tremendous progress in the 1st operation. Your performance is crucial to reap the best rewards, so, way to go, tankers! And, while the first stage is at full swing, this Common Test marks the virtual start of the Second Front’s 3rd operation.

Every player will receive a needed number of Orders to unlock it, so you can test the approach we’re taking with that final stage.

As a reminder, here’s how the personal missions’ core concept looks like:

  • The first operation is all about persistence. These are missions that can be completed over time and require you to show your prowess in victory and resilience in the jaws of defeat. These missions have a secondary task that’s not needed to start the next mission, but completing it means doubling your progress towards a blueprint.
  • The second operation is all about showcasing your skill in one specific battle. These missions revolve around one match, whether it be dealing a set amount of damage, destroying enough enemy tanks, or any other objective. They are reminiscent of the older Personal Missions.
  • The third operation is all about showing consistently good results over several battles. These missions require you to have more than just luck on your side. Prove your worth over a series of battles to complete these missions.

As you can see, the 3rd operation differs from the first two, requiring consistency and precision, first of all. As missions here are spread across several battles (say, you are to deal 3,000 damage or more for 5 battles in a row), there’s a feature that will allow you to put your progress on hold, if you feel like you need a rest before the next stint.

Bots

Certain clusters (for example, the game server hosting players from Latin America) have an issue with long waiting times to get into battle, specifically at the lower tiers. To shorten the queuing time, we are introducing AI-controlled vehicles and would like to test the mechanic during this Common Test.

They will only play on certain maps and between Tiers I–V. Don’t panic, you will always know when you are playing with bots as they will have colons “:” at the start and end of their names, coupled with a specific badge.

While the mechanics will be available for everyone to test during the CT 1.2, the AI will be introduced in NA’s LATAM cluster. We are also looking into the possibility of adding bots onto the Australia cluster too. EU, RU, APAC (except Australia), and the US-based NA servers will remain unaffected.

The number and classes of bots on each team will always be the same so there is no advantage to one team over the other and will be limited to a certain number per team.

All players testing this feature will be providing feedback for other PvE events we are looking at in the future. Bots will be active straight at the launch of Common Test 1.2, and with the release of Update 1.2, we’ll disable them everywhere. In the future, bots will be released on the LATAM, and possibly Australia, clusters.

Tiers covered: I – V
Minimum number of actual players per team: 3
Waiting limit: 20 seconds before the matchmaker adds bots to a battle
How to distinguish: Colon (“:”) & special badge
Maps played: Karelia, Prokhorovka, Mines, Redshire, Steppes, Fishing Bay, Ensk, Lakeville, Ruinberg, Murovanka, Erlenberg, Siegfried Line, Cliff, Desert, El Hallouf, Airfield, Caucasus, Mannerheim Line, Glacier, Serene Coast, Overlord

 

2. Preferential Matchmaking Vehicles in Update 1.2

Updated

In May we have shared our plans for preferential matchmaking and later detailed an update in July, detailing our plans on how we aim to improve the vehicles themselves and the current issues we have with the matchmaker itself.

Of course, it’s still a very important topic to you, so we are happy to share a more advanced version of our improvements to the preferential matchmaking tanks. These improvements will make them much more competitive in both Tier VIII and IX battles. As the team’s been hard at work finishing the first stage, we’re ready to share the results. So, let’s start off with a brief overview of what’s happened to these special Premium tanks.

VIII KV-5

Aiming time
2.3 s (▼ 0.6 s)
Dispersion
0.4 m (▼ 0.02 m)
Reverse speed
14 km/h (▲ 3 km/h)
Penetration for a standard shell
186 mm (▲ 19 mm)
Improved frontal and rear armoring (wall of the engine transmission compartment)
The KV-5's key characteristics will be improved: firepower and survivability. The new value for a standard shell will increase combat effectiveness against Tier VIII and even IX enemy vehicles when aiming for the weak spot in their armor. Improved aiming time will reduce the time required for making an accurate shot, which will increase the firepower and indirectly improve the vehicle's survivability. Improved armoring for the once vulnerable spots will increase its combat performance when opposing same-tier enemy vehicles.

VIII IS-6

Aiming Time
2.8 s (▼ 0.6 s)
Ammo rack capacity
37 shells (▲ 7 shells)
Dispersion
0.44 m (▼ 0.02 m)
Penetration for a standard shell
186 mm (▲ 11 mm)
Penetration for an APCR shell
225 mm (▲ 8 mm)
Improved frontal armoring
The IS-6 will enforce its role as a first-line fighter: the increased penetration value of this quick-firing vehicle (for both standard and Premium shells) will be sufficient for causing damage in close-range combat. Improved accuracy and aiming time will make gameplay more pleasant. Improved armoring will emphasize the vehicle's role of a close-range fighter.

VIII FCM 50 t

Reload time
6.8 s (▼ 0.7 s)
Power-weight ratio
23 hp/t (▲ 4.6 hp/t)
The vehicle's engine was replaced with a new one:
1,250 hp (▲ 250 hp)
Gun depression angle
-10° (▲ 2°)
The FCM 50t's DPM and mobility will be increased; at the same time, the gun depression angle will be improved. Increased firepower will make the vehicle more suitable for the current playing conditions in Random Battles; at the same time, increased mobility and an improved gun depression angle positively affect its survivability and combat performance.

VIII 112

Penetration for a standard shell
186 mm (▲ 11 mm)
Shell velocity for a HEAT shell
720 m/s (▲ 80 m/s)
Reload time
12.6 s (▼ 0.6 s)
Dispersion
0.44 m (▼ 0.02 m)
Aiming Time
3 s (▼ 0.4 s)
Changes to the 112 will increase the vehicle's performance if used as intended: of the two Premium Chinese vehicles, this one better suits the role of a close-range fighter. For this, the shell penetration, gun handling parameters, velocity of Premium shells, and rate of fire will be improved. At the same time, the vehicle will be less effective in long-range combat, but better suited for face-to-face encounters when one can take maximum advantage of the strong turret armor.

VIII WZ-111

Penetration for a standard shell
186 mm (▲ 11 mm)
Shell velocity for a HEAT shell
720 m/s (▲ 80 m/s)
Dispersion
0.42 m (▼ 0.02 m)
Aiming Time
2.8 s (▼ 0.2 s)
The WZ-111 and its Alpine twin will receive improvements that are similar to those of the 112: improved penetration value, faster Premium shells, and shorter aiming time. However, the improvement of accuracy and aiming time will be bigger to emphasize the difference in gameplay: The WZ-111 and Alpine Tiger will feel more comfortable when shooting long range.

VIII M6A2E1

Penetration for a standard shell
204 mm (▲ 6 mm)
Dispersion on turret traverse
0.16 m (▼ 0.02 m)
Traverse Speed
28° (▲ 4°)
Dispersion
0.4 m (▼ 0.02 m)
Aiming Time
2.1 s (▼ 0.19 s)
Reverse speed
14 km/h (▲ 4 km/h)
Vehicle durability
1,550 HP (▲ 50 HP)
Improved frontal armoring
The М6А2Е1 will receive overall improved technical characteristics: slightly better penetration, slightly better aiming time, slightly improved armoring, and additional HP. This complex improvement will positively affect gameplay comfort and combat performance, emphasising the pros and reducing the cons.

VIII T-34-3

Gun depression angle in the front
-6.5° (▲ 1.5°)
Gun depression angle in the rear
-4.5° (▲ 0.5°)
Penetration for a standard shell
186 mm (▲ 11 mm)
Shell velocity for a HEAT shell
720 m/s (▲ 80 m/s)
Dispersion
0.44 m (▼ 0.02 m)
Gun dispersion during movement and on hull traverse
0.16 m (▼ 0.02 m)
In addition to the overall improved technical characteristics (penetration, aiming parameters, stabilization, and shell velocity), the T-34-3 will receive a long awaited improvement for its gun depression angle, both in the front and rear. The vehicle will be more effective and versatile; its gameplay will become more diverse on maps featuring irregular terrain.

VIII Type 59

The vehicle's engine was replaced with a new one:
650 hp (▲ 130 hp)
Power-weight ratio
18.1 hp/t (▲ 3.7 hp/t)
Aiming time
2 s (▼ 0.3 s)
Reload time
8.4 s (▼ 0.3 s)
Dispersion on turret traverse
0.1 m (▼ 0.02 m)
Penetration for a standard shell
185 mm (▲ 4 mm)
Improved frontal armoring
The combat performance of this legendary vehicle will match its status. The Type 59 will be able to fully participate in battle and influence its outcome. Complex improvements to the fire power, aiming parameters, and armoring make the Type 59 suitable for the current situation in Random Battles.

VIII T26E4 SuperPershing

Engine Power
610 hp (▲ 110 hp)
Power-weight ratio
12.1 hp/t (▲ 2.2 hp/t)
Reload time
8.0 s (▼ 0.2 s)
Penetration for a standard shell
202 mm (▲ 10 mm)
Gun dispersion during movement and on hull traverse
0.22 m (▼ 0.02 m)
Dispersion on turret traverse
0.12 m (▼ 0.04 m)
Improved frontal armoring
The Super Pershing will be able to perform the role of a fire support vehicle, having received decent armoring. A handful of technical characteristics have been improved: firepower and aiming parameters will be considerably improved, while mobility will be improved a little. The frontal turret armor will be stronger, the armor of vulnerable spots will be improved, and balancers for the gun will be added to the collision model as a screen.

VIII 8,8 cm Pak 43 Jagdtiger

The gun and AP shells were replaced with new ones.
Penetration for a standard shell
212 mm (▲ 9 mm)
Vehicle durability
1,500 HP (▲ 200 HP)
Reverse speed
16 km/h (▲ 4 km/h)
Aiming time
1.8 s (▼ 0.2 s)
Traverse Speed
32 deg/s (▲ 6 deg/s)
Reload time
5.1 s (▼ 0.3 s)
Thanks to the revamped technical characteristics, the Jagdtiger 8,8 will survive for longer in battle and be able to cause more damage. The increased penetration and rate of fire will allow this TD to perform its main role: causing damage. At the same time, complex changes to mobility will allow for escaping enemy fire and fighting for survival in close-range combat.

If you missed out last time, here’s a brief overview of the current situation.

The Situation

  • Problem: Tanks with preferential status are likely to get matched into dual or single-tier battles, where their status combined with combat parameters does more harm than good. In certain battles, they can’t compete with Tier IX and feel inferior against regular Tier VIII tanks.
  • Goal: Improve the experience for preferential tanks while keeping the preferential matchmaking parameter and their unique characteristics intact.
  • Solution: All-around vehicle rebalances on a tank-by-tank basis to improve their statistics combined with matchmaker rule revision. The latter is aimed at reducing instances of getting matched at the same position (top/middle/bottom) on the list for several battles in a row by fixing the current template distribution. Tanks that have the same base model, such as the WZ-111 and the WZ-111 Alpine Tiger, will get the same improvements.
As a side note, regular Tier VIII vehicles face a similar issue with matchmaking, amplified by the fact that they also compete against Tier X tanks. The underlying problem for these vehicles is too many battles versus Tier X. The matchmaker rules revision is designed to better the experience for them, too.

The First Stage—What Has Been Done

First, we will detail the steps we have already taken We started with making characteristic and statistical changes to the ten preferential matchmaking tanks we currently have in-game to make them more competitive in same and +1 tier battles, without making them perform better than non-preferential tanks as they will see +2 tier battles.

All of this was done on the Supertest and that we believe we have gotten the desired result. Now, these special Premium vehicles are much closer to non-preferential matchmaking ones, in terms of combat effectiveness.

For example: The IS-6 has received buffs but will not eclipse the IS-3 as the IS-6 only sees up to Tier IX, but the IS-3 must be competitive against Tier X tanks.

The Iterations

The following changes were on available on the Supertest.
  • First iteration: Level the preferential matchmaking tanks with each other
  • Second iteration: Choose the parameters for improving the vehicle’s characteristics on a case-by-case basis
  • Third iteration: Polishing these changes

Using statistics, it’s easy to see the big things that need changing. However, we also wanted to make minor changes and this is where your feedback is vital as certain things cannot be monitored so well with stats. For example, a request to improve the number of shells the IS-6 carries doesn’t affect its combat effectiveness but will affect gameplay and how players feel while commanding the tank.

The work has been completed for this step but we will continue to monitor the stats and feedback so if we see a need to make more changes they will be made. Now onto the more pressing issue for these vehicles, the matchmaker.

Next Steps

After the release of 9.18, the new matchmaker was introduced (with the 3-5-7 format). The problem is that this system is not efficient for preferential matchmaking vehicles, after all, they aren’t as effective against their own tier and the tier higher. So, what can we do about this?

Our initial plan is to look at ways of changing the matchmaker and the control of distribution between all 6 template possibilities. The main issue is that we cannot improve the current system without a full rework of the architecture and this is planned for the future.

We are actively disassembling the current matchmaker, making important changes and then adding them to the new system. It’s a complex adjustment and our team will need time to do this without breaking anything. and we will share any details in the future, along with the current status to that point.

The matchmaker and the changes needed deserve their own articles because of the complexity of the issue. It’s a going to be complicated in comparison to the individual tank changes listed above as it will effectively require delving into the entire architecture of the matchmaker. We understand you want as much information regarding this as you can get so we will release this as soon as we can.

Close