Update 9.18

1. Update 9.18

Updated
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Over the past few weeks, we’ve been completing work on Update 9.18. The team pored over years and years of community feedback to re-think and alter some of the game’s core elements, addressing the most frequent issues you reported. It’s been a massive quest, and we are thankful to those of you who joined us for the Common Test and in the Sandbox to work on these improvements and refinements.

We implemented an all-new, template-based matchmaking algorithm. Light tank branches were stretched to Tier X, which marked the introduction of the regular ±2 tier spread for them. Finally, comprehensive tweaks to SPGs reshaped them into efficient team players, making this class less frustrating to fight against and more satisfying to play and have on the team.

Let’s give a few specific items some well-deserved attention. You ready? We’re diving straight in.

  • DOWNTIME:
  • PREMIUM ACCOUNTS & PAYMENTS:
DOWNTIME:

World of Tanks servers will be down on 03 May from 03:00 to 08:00 (UTC +8) to get everything in order. Also, we’ll be freezing the Global Map for 24 hours, temporarily closing the Clan portal and cancelling Strongholds battles.

PREMIUM ACCOUNTS & PAYMENTS:

Current Premium players will be credited an additional 24 hours of Premium account time to make up for the maintenance period. If you’d like to make any in-game purchases, please wait until the servers are up and running again.

We’ve been detailing various improvements arriving in 9.18 during its Common Test. Click the images below to check out deeper details on each feature.

Improved Matchmaker

The improved matchmaker introduces a new template-based algorithm that balances the “ideal” setup against the speed of matching. First, it tries to create a ±2 battle using the 3/5/7 template. If assembling two teams according to it will leave you queuing too long, the system loosens its restrictions a bit to make sure you get into a match quicker. In this case, you can get a two-level or a single-level battle, which are rare. The majority of battles have the ±2 tier spread. This way, you don’t get tired of waiting and always end up with a setup that’s optimal for the current situation on the server.

You always face a team that has the same number of vehicles at the top/middle/bottom of the list as yours. Plus, whichever template the matchmaker uses, tanks at the bottom will always be in the majority and the middle is bigger than the top. Simply put, regardless of your position on the list, there are enough players in the same position to turn the tide of battle.

Stretching Light Tank Branches to Tier X

Light tanks now reach to Tier X and benefit from standard ±2 matchmaking, which should create more varied, enjoyable, and exciting gameplay. They no longer have to suffer: no more battles against Tier X vehicles for swift, yet frail Tier VII light tanks. But wait, there’s more! Following the addition of top-tier vehicles, LTs evolved into a standalone battle unit and received a number of balance tweaks. They still play as support units, but now have decent enough firepower and excellent speed to make an impact.

The new Tier X light tanks are swifter and more maneuverable than their peers at lower tiers. Their gun stabilisation, penetration power, and hit damage allow them to excel in close- and mid-range combat. When facing off against medium tanks, Tier X light tanks are anything but an easy target incapable of returning a favour. Their guns are just a little less powerful than those of medium tanks, and have enough penetration power to pierce through the side and rear armor of the majority of heavies. They have what it takes to punish opponents who might naively consider them harmless.
We reviewed American, Soviet, and French LTs leading to the release. Check out the links for insights into balance changes and new vehicles. And stay tuned for the lowdown on German and Chinese lines.

All-Round SPG Revision

The new stun mechanic transformed arty into long-range support fire vehicles: efficient team players, who cripple targets and help set the attack direction from afar. Instead of kicking players out from the game in a single shot, they now temporarily weaken mobility, accuracy, and reload time of vehicles in their splash radius. This negative effect can be reduced with Spall Liners or lifted with the now multi-use First Aid Kits. As soon as the stun effect passes you are as good as new and can fight on.

We also considerably lowered the penetration and damage per shot for HE shells and removed AP, APCR, and HEAT shells for SPGs. Now, they deal less direct damage, but benefit from the damage their teammates cause to stunned targets, similar to scouts. So, shooting at multiple targets is now more efficient than picking just one. This change, together with the introduction of the stun mechanic, should force SPGs to change their play style and aim to hit multiple targets.
 

9.18 is one of the most significant updates we have ever introduced to the game, both in terms of the importance of the issues it tackles and the sheer scope of fundamental changes it simultaneously introduces. Matchmaking and arty have been a source of heated discussion for years now, and it has taken us several iterations to transform them into something we feel happy to put into your hands. And if our own experience and the feedback we gathered working with our community during the testing phases are any indication, the revisions made in 9.18 will make the game feel both fairer and more fun.

The team has been working tirelessly to react to your feedback up to release, and we have been thrilled by the passion and involvement of our community. We didn’t expect to see so many driven players pitch in to test new mechanics in Sandbox and during Common Test. The genuine dedication you showed us definitely makes months and months of work worth it! And we do not intend to stop here. As we get 9.18 out the door, work continues. We’re calling on you to hit the battlefield, see what it’s like, and get back to us. Moving forward, among the top priorities for the team is continuing to fine-tune and refine the new matchmaker and arty, working off your suggestions and commentaries.

Also, we believe that the best way to thank you for being with us every step of the way is to stay focused on further improvements that fundamentally push the quality of the game forward. Now that we’ve addressed two of the longest-running complaints in the community, we’ll get down to tasks that are no less important: refining the game’s other components and expanding it with new mechanics, scenarios, and setups. There’s a lot more in store for 2017!

Update 9.18 Patch Notes

Expand

Game Features

Specific features of the new matchmaker:

  • Pattern-based matchmaker. The new matchmaker for Random Battles based on predetermined patterns. Pattern is a complex of team characteristics, including the number of vehicles at the top/middle/bottom of the team list, number of Platoons, number of light/medium/heavy tanks, SPGs, and tank destroyers. The teams are always created according to the following rule: number of vehicles at the bottom of the team list should exceed the number of vehicles at the top or middle of the team list. The priority pattern for three-tier battles is 3-5-7; the pattern for two-tier battles is 5-10. One-tier battles are allowed under conditions when other patterns are not possible.
  • Only same-tier Platoons are allowed.
  • The number of SPGs per team should not exceed three vehicles.
  • Enabled the limitation for usage of SPGs in Platoons. Selection of SPGs in the Platoon window is disabled. The limitation affects both Platoons that include only SPGs and Platoons that include other vehicle types.
  • The matchmaker considers the number of light tanks and tank destroyers.
  • The difference in the number of Platoons should not exceed one full Platoon (three players).
  • Preference of placing a player at the top/middle of the team list, if they have already played several battles at the bottom of the team list.
  • Improvements to the map selection mechanics that decreases the chance of playing on the same maps within a game session.

New SPG gameplay:

  • Mechanics of Stunning. Stunning temporary decreases technical characteristics of enemy vehicles within the burst radius, and provides experience and credits, when allies cause damage to the stunned enemies.
    • SPGs can now stun the crew.
    • Stunned vehicles have decreased fire power and mobility.
    • The countdown of stun indicator is displayed to all players who see the stunned vehicle.
    • The stun effect can be removed by using the First Aid Kit, even if none of the crew members is injured.
    • Damage caused to the stunned enemies is rewarded by analogy with the “damage upon spotting” mechanics.
  • Decreased damage of SPG shells
  • Improved accuracy and aiming
  • Decreased reloading time
  • Increased burst radius
  • Overall adjustment of the view range for SPGs
  • All shells without burst radius (Armor-Piercing, AP Composite Rigid, and HEAT shells) were removed from all researchable SPGs
  • Added the stunning effect to the SPGs that feature guns of calibers over 150 mm
  • Alternative “Trajectory View” Artillery Aim. By default, switching between the modes is bound to the G key. This Artillery Aim shows the battlefield at the angle of the shell trajectory allowing players to aim by analogy with the standard Sniper Aim.
  • Target Area Marker shows allies that the SPG player is keeping an eye on that part of the map (T key, be default). Any of the Artillery Aims allows informing the allies (by pressing a particular button) about the point of aiming, selected target, and readiness to fire. This information is displayed in the 3-D scene, on the minimap, and in the battle chat at the same time. 

 Reusable Consumables:

  • All (standard and Premium) consumables that need to be activated (First Aid Kit, Repair Kits, Fire Extinguishers) became reusable.
  • After using a consumable, it becomes available again after recharging.
  • Recharge of consumables takes 90 seconds
  • Recharge times are individual for each consumable and do not depend on other equipped consumables.
  • If a consumable is used at least once in a battle, a new one will have to be purchased, just as before.
  • If a consumable is used several times in a battle, the cost remains unchanged.

Revised Awards:

Introduction of the improved matchmaker resulted in changed requirements to the team composition. For this reason some awards have been changed to correspond to the new game conditions.

New descriptions and conditions of the revised awards:

For Counter-Battery Fire

In a battle, destroy all enemy SPGs (at least 2) with an SPG.

  • The player must not destroy any allied vehicles.
  • Can be obtained in Random Battles only.

Nicols's Medal

Destroy at least 4 enemy tanks or tank destroyers with a medium tank in one battle.

  • The enemy vehicles must be at least 1 tier higher.
  • Can be obtained in Random Battles only.

Oskin's Medal

Destroy 3 enemy tanks or tank destroyers with a medium tank in one battle.

  • The destroyed vehicle must be at least 1 tier higher.
  • Can be obtained in Random Battles only.

Lehväslaiho's Medal

Destroy 2 enemy tanks or tank destroyers with a medium tank in one battle.

  • The enemy vehicles must be at least 1 tier higher.
  • Can be obtained in Random Battles only.

Burda's Medal

Destroy 3 SPGs in the course of one battle.

  • Drive a tank or a tank destroyer.
  • The enemy vehicles must be at least 1 tier higher.
  • Can be obtained in Random Battles only.

Dumitru's Medal

Destroy 3 SPGs in the course of one battle.

  • Drive a tank or a tank destroyer.
  • Can be obtained in Random Battles only.

Pascucci's Medal

Destroy 2 SPGs in the course of one battle.

  • Drive a tank or a tank destroyer.
  • Can be obtained in Random Battles only.

Orlik's Medal

Destroy two or more enemy tanks or tank destroyers with a light tank in one battle.

  • The enemy vehicles must be at least 1 tier higher.
  • Can be obtained in Random Battles only.

Yoshio Tamada's Medal

Destroy at least 2 enemy self-propelled guns with a light tank in the course of one battle.

  • Survive the battle.
  • The destroyed vehicle must be at least 2 tier higher.
  • Can be obtained in Random Battles only.

Halonen's Medal

Destroy at least 2 enemy tanks or tank destroyers in a tank destroyer in one battle.

  • The targets must be at least two tiers higher than the player's tank destroyer.
  • Can be obtained in Random Battles only.

Vehicles

Tier Changes:

  • New light tanks that logically extend the U.S.S.R., German, U.S., French, and Chinese branches of light tanks to Tier X.
  • Some of the existing light tanks changed their tiers.

General Changes to the Tech Tree:

  • New light tanks were introduced into the game—the branches of light tanks are extended to Tier X. 
  • In some cases, new vehicles were added; in other cases, the branches were extended by transferring the existing vehicles to higher tiers.

Reworked the following vehicles to HD quality:

  • T7 Combat Car
  • Т92 HMC
  • T1E6
  • M40/M43
  • Sexton I
  • Ram II
  • FV 3805
  • AT8
  • D2
  • Lorraine 155 mle. 50
  • Lorraine 155 mle. 51
  • NC-31
  • Renault Otsu
  • Pz.Kpfw.I
  • Pz.Kpfw.IV Ausf.A
  • WZ132
  • BT-2
  • BT-SV
  • T-60
  • T-70
  • Т-50
  • T-54 ltwt.
  • А-44
  • SU-101
  • Object 430 Version II
  • Object 261

Changes to the following Tech Trees

Changes to the U.S. vehicles:

  • Since new vehicles were added to the Tech Tree, the research branches of the T57 Heavy and T49/XM551 Sheridan were changed.

Changes to the French vehicles:

  • Since new vehicles were added to the Tech Tree, the research branches of the Bat.-Châtillon 25 t and AMX 30 B were changed.

Changes to the U.S.S.R. vehicles:

  • Since new vehicles were added to the Tech Tree, the research branches of the Т62А and Object 430 were changed.

Changed the conditions of refunding for the light tanks:

T-54 ltwt.

If the T-54 ltwt. is researched:

  • If the LTTB is not available in the Garage, add the LTTB with a vehicle slot and a crew trained to 50%.
  • If the LTTB is available in the Garage, perform refunding in the amount of 1,205,000 credits.

Ru 251

If the Ru 251 is researched:

  • The HWK 12 with a vehicle slot and a crew trained to 50% is added to the account.

T49

If the T49 is researched.

  • If the M41 Bulldog is not available in the Garage, add the M41 Bulldog with a vehicle slot and a crew trained to 50%.
  • If the M41 Bulldog is available in the Garage, perform refunding in the amount of 1,200,000 credits.

AMX 13 90

If the AMX 13 90 is researched:

  • The Batignolles-Chatillon 12t with a vehicle slot and a crew trained to 50% is added to the account.
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2. Update 9.18: All-Round SPG Revision

Updated

SPGs have been a thorn in the community’s side for a while now, whether you drive them (think of poor accuracy and frustratingly long reload times), or are sent right back to the Garage by a shot that came from out of nowhere. However, regardless of how mind-numbing and discouraging it can be at times, artillery belongs in the game. It just needs a thorough revision to help claim its rightful place on the team and on the battlefield... and it’s getting that in Update 9.18.

The update introduces a set of changes to SPG combat parameters and mechanics, all designed to make them more team-oriented, exciting and rewarding to play, and far less frustrating to play against. Instead of dealing massive damage, forcing draws and base camping, arty now work in close cooperation with the rest of the team, softening targets and helping set the attack direction from afar. The penalty for being hit decreased and won’t send you back to the Garage. So, heavy tanks are less afraid to push out and lead an assault, which should facilitate a more action-packed, fluid and fun experience for all classes.

We touched upon the changes that turn arty into long-range support fire vehicles in the Common Test announcement. Today, we break them down in more detail, while also talking about arty’s economic and individual battle missions.

Limiting the Number of SPGs

Starting with 9.18, each team has at most three SPGs, and they won't be able to team up in Platoons. Limiting the number of SPGs per side should stop arty-dominated battles, allowing just enough of them in to effectively support the team without scaring the other side into staying put to avoid being hunted down.

Removing the option to play in Platoons as SPGs should facilitate team cooperation and aid the matchmaker in creating balanced teams. You were vocal about mismatched scenarios where a Platoon of three SPGs is placed at the top of the list and the team ends up with three long-range support fire vehicles as their main strength. The other frustrating issue was frequent cases of arty giving its all to support fellow Platoon members and totally neglecting the rest of the team. To eliminate both problems, we decided to stop SPGs from forming and joining Dynamic and regular Platoons.

Revised Firing Parameters

Large-calibre guns, coupled with the high penetration values of AP and HEAT shells, allowed SPGs to pierce thick armour, usually dealing fatal damage. This scenario forced draws and base camping; no one wants to be in a game where they barely get to play. Players would rather sit in an arty safe spot and never move than be destroyed with full health.

At the same time, the chances of landing a nice shot with arty’s notorious accuracy, long reload time, and bad dispersion used to be rather low. You chose a prospective direction, waited for the enemy to show up, aimed at a moving target—and missed in most cases. Then you had to wait for another opportunity to shoot. If the story repeated, it made you seriously consider never playing arty again.

When revising arty parameters, we tried to fix both issues:

  • To lower the chances of being severely crippled, if not outright destroyed by SPGs, we significantly reduced the penetration and damage per shot for HE shells, while also removing AP, APCR, and HEAT shells for them. Of course, one-shots are still possible if the shell lands on the target and hits its ammo rack, but the chances of it happening are close to zero now.
  • To improve gun handling, we decreased SPG dispersion on the move and their reload time, while also improving aiming time and accuracy. It no longer feels like a lottery: you spend far less time preparing your shot, know where the shell will land, and are certain to stun all vehicles unlucky enough to be in the blast radius, whether your shell hits one of them or not. In other words, you have better chances to meaningfully contribute to the team’s efforts.

Stun Mechanic

The all-new stun mechanic is instrumental in reshaping arty into efficient team players. Now, tanks in the arty burst radius (we are talking about 122mm or larger-caliber HE shells) have their characteristics temporarily weakened. It means that SPGs can help turn the tide of battle by supporting the assault from afar. And they can provide their team with a few precious seconds to break defensive lines and catch the enemy by surprise. As for the other camp, arty won’t kick you out from the game in a single shot the way it did. Now the shell burst causes a shell shock to your tank’s Crew, which worsens a vehicle’s mobility, accuracy, and reload time for a brief period. When the stun duration passes, you can fight on.

Stun Duration

If you look up HE shell characteristics, they now include a maximum and minimum stun duration. The actual stun duration consists of two variables, one permanent and one dynamic, and can’t be less than five seconds. The minimum stun duration shows the guaranteed time you’ll spend stunned should you find yourself in the shell burst radius. Plus, you are getting a certain amount of the remaining stun time that depends on the area within the burst radius, the amount of damage you receive from splash, equipment and consumables you mount.

The remaining stun time is the difference between the maximum and minimum parameters.

Along with a vehicle’s armour, which partially helps absorb the damage and thus lower the stun duration, the negative impact of arty can be minimized further with Spall Liners and Large First Aid Kits:

  • Spall Liners (all types) reduce the duration by 10%. However, Superheavy Spall Liners prove the most effective against stun as they absorb explosive damage better.
  • Large First Aid Kits reduce the duration by 5%, while both Small and Large lift the stun effect altogether.

If a vehicle gets stunned by several HE shells, the stun time is calculated separately for each shell. The countdown begins after the first shell hits it. And should two stun effects overlap, one is partially or fully negated by the other.

EXAMPLE: The Type 5 Heavy is hit by an Object 261’s shell, resulting in 9 seconds of stun time. 3 seconds later, it is stunned for another 6 seconds by the G.W. Panther; another second later it’s stunned by the Conqueror Gun Carriage for 12 more seconds. In total, the Type 5 Heavy received a stun effect of 27 seconds. But in reality, it is stunned for just 16 seconds. How does it work? There are still 6 seconds of the Object 261’s stun effect left when the G.W. Panther adds its 6s. They overlap and the Panther’s stun time is fully negated by the Object 261’s. The Conqueror Gun Carriage hits the Type 5 Heavy 4 seconds after the Object 261. So, 5 seconds of its stun duration overlap with the stun effect from the Object; the remaining 7 seconds are added to the initial 9.

Stun Effect

When your Crew is struck by an HE shell blast, they all suffer from shell shock, reducing a vehicle’s effectiveness. The stun effect, just like its duration, consists of two variables: you are guaranteed to get 75% out of the maximum decrease in parameters (you can see them listed below), plus a certain amount of the remaining 25% (this one depends directly on the damage you receive). If you are stunned with several shells, only one of them affects a vehicle’s parameters: the one with the larger decreasing coefficient.

  • Engine-specific power decreases 30% and the speed—25%
  • Suspension traverse speed decreases 20%, while the turret traverse—40%
  • View range deteriorates 25%
  • Dispersion on the move increases 50%, dispersion upon turning the hull and turning the turret each increases equally
  • Reload and aim time increase 50% each
  • Accuracy decreases 25%

Multi-Use Consumables

Starting in Update 9.18 you can use as many Repair Kits, Fire Extinguishers, and First Aid Kits per battle as you require to keep the fun going. Let’s say you used the Repair Kit in the first few minutes of the battle. Then you were unlucky enough to take damage to your ammo rack right after that and used the First Aid Kit, only to take another hit to the gun. In the past, this would handicap you for the rest of a match. Now, you just need to find a safe spot and wait 90 seconds for the Repair Kit’s cooldown to end. You can then restore the damaged module and fight on with 100% effectiveness.

Multi-use consumables won’t make your spendings skyrocket. No matter how many times you activate any of the three in battle, when it ends, you’ll only have to pay its regular cost. Whether you used the Repair Kit just once or ten times, it’ll cost you 3,000 Credits. And they replenish automatically during the battle. Just keep in mind that once you use it, you’ll have to wait 90 second to get a new one.

Assisted Stun Damage

To cement arty’s new role and make it a rewarding class to play, we slightly revised their economy. Now they earn XP and Credits for the damage their teammates cause to stunned targets. You can look it up in the Battle Results Screen and in your profile (the Achievement section), where it’s listed as damage caused with your assistance.

The total amount of assisted damage, which is basically all damage dealt to stunned vehicles, gets split between all SPGs whose HE burst covered these vehicles, stunning them while they took damage from someone else. The first SPG to stun enemies receives 70% of this total amount. The remaining 30% is evenly split between all other SPG whose stun duration is counting down while this damage is deal.

If an SPG stuns an enemy that's already been stunned by someone else, this SPG earns a portion of the 30% until the first stun has worn off. As soon as it has, the second receives 70% of the total amount of damage dealt while its stun duration is counting down, etc.

If just one SPG stunned vehicles that were damaged, the player in this SPG gets all the assisted damage.

Finally, the damage arty causes to the tank it also stuns isn’t included into the assisted damage.

EXAMPLE: Let’s get back to the Type 5 Heavy, Object 261, G.W. Panther and Conqueror Gun Carriage described in the Stun Duration part above. The Object is the first to stun the Heavy. It gets 100% assisted damage before the G.W. Panther hits, i.e. it gets it all for 3 seconds. Then, the total damage is split 70%/30% between the Object 261 and the G. W. Panther for a moment, before the Conqueror Gun Carriage joins the fun. When it does, the Object 261 continues to receive 70% of the total assisted damage until its stun wears off (for another 5 seconds). The remaining 30% is split between the G.W. Panther and the Conqueror Gun Carriage, until the Object 261 and G. W. Panther’s stun time runs out. When their stun effect wears off, the Conqueror Gun Carriage gets all assisted damage for the remaining 7 seconds.

Team Coordination

To help a team succeed, SPGs need to be in sync with other players and coordinate their actions accordingly, so we introduced several UI elements to make this easier:

  • Target area marking for friendly vehicles: Arty is now able to mark an area for incoming fire, helping teammates know where to focus the attack. To do this (with a radius of up to 15m) press the Requesting fire/Attacking key (“T” by default). 
  • Stun indicators: SPGs can view the damage their teammates deal to stunned vehicles, both in-battle, and in their after-battle stats (is listed as damage dealt with their assistance). In battle, everyone can see how much stun time is remaining above the stunned vehicle. In addition, when you are stunned, you are able to see how much HP has been lost, and the decreased combat parameters, in the lower left of the HUD.
  • Alternative Aim: Inspired by Battle Assistant, this displays a clear projectile flight path for SPGs, in addition to a helpful terrain overview. It’s perfect for large obstacles, urban areas, and uneven terrain. By combining regular and alternative aim, you should get an edge in battle.

Gameplay

The changes in firing parameters along with the increase in HE shell burst radius and the stun effect should force SPGs to change their play style. They’ll aim to hit multiple targets, letting their teammates finish the job. Now, arty can be a linchpin in paving the team’s road to victory, if they play their cards right. So, watch carefully as the battle unfolds and analyze the situation. Should the opposing team attempt an offensive, stifle it by stunning the enemy. Should your team attack, clear the way for them by stunning the enemy.

If you aren’t playing in arty, pay attention to the minimap, too. If a friendly SPG signals you where it’s going to fire, help it stun as many enemy tanks as possible by luring them into the target area—but make sure you escape before a HE shell hits.

Individual Battle Missions

Following massive changes to arty, we also updated their individual battle missions. Check out the list below and embark on the mission to earn rewards!

StuG IV

  • SPG-1: A Bold Claim
  • SPG-2: Time Is Money
  • SPG-3: Slow and Steady Gets Stunned
  • SPG-4: I'll See You Through
  • SPG-5: Sharing is Caring
  • SPG-6: Hammer of the Gods
  • SPG-7: Careful Consideration
  • SPG-8: I Did My Best
  • SPG-9: Collateral Damage
  • SPG-10: All Included
  • SPG-11: The Area of Effect
  • SPG-12: The Evil Eye
  • SPG-13: C for Cooperation
  • SPG-14: Part of the Crew, Part of the Ship!
  • SPG-15: War Gods
SPG-1: A Bold Claim

SPG-1: A Bold Claim

Primary Conditions:

  • Stun enemy vehicles at least 5 times.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 5 times by shooting or ramming them.
SPG-2: Time Is Money

SPG-2: Time Is Money

Primary Conditions:

  • Stun enemy vehicles for at least 50 seconds in total.

Secondary Conditions:

  • Destroy at least one enemy vehicle.
SPG-3: Slow and Steady Gets Stunned

SPG-3: Slow and Steady Gets Stunned

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 2 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle. 
SPG-4: I'll See You Through

SPG-4: I'll See You Through

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 2 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
SPG-5: Sharing is Caring

SPG-5: Sharing is Caring

Primary Conditions:

  • Enable your allies to cause at least 600 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 3 times by shooting or ramming them.
SPG-6: Hammer of the Gods

SPG-6: Hammer of the Gods

Primary Conditions:

  • Enable your allies to cause damage to at least 2 enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-7: Careful Consideration

SPG-7: Careful Consideration

Primary Conditions:

  • Stun at least 2 enemy vehicles.

Secondary Conditions:

  • Win the battle.
SPG-8: I Did My Best

SPG-8: I Did My Best

Primary Conditions:

  • Be among the top 7 players on your team by experience earned.

Secondary Conditions:

  • Win the battle.
SPG-9: Collateral Damage

SPG-9: Collateral Damage

Primary Conditions:

  • Destroy any modules of enemy vehicles or injure members of their crew, totaling at least 3 modules and crew members.
  • The number of destroyed modules and injured crew members is totaled across all enemy vehicles you have damaged in the battle.

Secondary Conditions:

  • Survive the battle.
SPG-10: All Included

SPG-10: All Included

Primary Conditions:

  • Total damage caused by you and your allies to enemy vehicles that you have stunned or immobilised must be at least 1,000 HP.

Secondary Conditions:

  • Allies must destroy at least 1 enemy vehicle stunned or immobilised by you.
SPG-11: The Area of Effect

SPG-11: The Area of Effect

Primary Conditions:

  • Stun at least 2 enemy vehicles with a single shot.

Secondary Conditions:

  • Stun enemy vehicles for at least 50 seconds in total.
SPG-12: The Evil Eye

SPG-12: The Evil Eye

Primary Conditions:

  • Stun enemy vehicles for at least 50 seconds in total.
  • Allies must destroy at least 1 enemy vehicle stunned or immobilised by you.

Secondary Conditions:

  • Win the battle.
SPG-13: C for Cooperation

SPG-13: C for Cooperation

Primary Conditions:

  • Cause damage to enemy vehicles at least 4 times or stun them at least 6 times.

Secondary Conditions:

  • Win the battle.
SPG-14: Part of the Crew, Part of the Ship!

SPG-14: Part of the Crew, Part of the Ship!

Primary Conditions:

  • Stun enemy vehicles for at least 70 seconds in total or enable your allies to cause at least 400 damage to enemy vehicles by immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-15: War Gods

SPG-15: War Gods

Primary Conditions:

  • Be among the top 5 players on your team by experience earned.
  • Enable your allies to cause at least 1,000 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Survive the battle.

T28 Concept

  • SPG-1: A Bold Claim
  • SPG-2: Time Is Money
  • SPG-3: Slow and Steady Gets Stunned
  • SPG-4: I'll See You Through
  • SPG-5: Sharing is Caring
  • SPG-6: Hammer of the Gods
  • SPG-7: Careful Consideration
  • SPG-8: I Did My Best
  • SPG-9: Collateral Damage
  • SPG-10: All Included
  • SPG-11: The Area of Effect
  • SPG-12: The Evil Eye
  • SPG-13: C for Cooperation
  • SPG-14: Part of the Crew, Part of the Ship!
  • SPG-15: War Gods
SPG-1: A Bold Claim

SPG-1: A Bold Claim

Primary Conditions:

  • Stun enemy vehicles at least 5 times.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 5 times by shooting or ramming them.
SPG-2: Time Is Money

SPG-2: Time Is Money

Primary Conditions:

  • Stun enemy vehicles for at least 100 seconds in total.

Secondary Conditions:

  • Destroy at least 2 enemy vehicles.
SPG-3: Slow and Steady Gets Stunned

SPG-3: Slow and Steady Gets Stunned

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 2 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle. 
SPG-4: I'll See You Through

SPG-4: I'll See You Through

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 2 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
SPG-5: Sharing is Caring

SPG-5: Sharing is Caring

Primary Conditions:

  • Enable your allies to cause at least 600 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 3 times by shooting or ramming them.
SPG-6: Hammer of the Gods

SPG-6: Hammer of the Gods

Primary Conditions:

  • Enable your allies to cause damage to at least 3 enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-7: Careful Consideration

SPG-7: Careful Consideration

Primary Conditions:

  • Stun at least 2 enemy vehicles.

Secondary Conditions:

  • Win the battle.
SPG-8: I Did My Best

SPG-8: I Did My Best

Primary Conditions:

  • Be among the top 5 players on your team by experience earned.

Secondary Conditions:

  • Win the battle.
SPG-9: Collateral Damage

SPG-9: Collateral Damage

Primary Conditions:

  • Destroy any modules of enemy vehicles or injure members of their crew, totaling at least 5 modules and crew members.
  • The number of destroyed modules and injured crew members is totaled across all enemy vehicles you have damaged in the battle.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-10: All Included

SPG-10: All Included

Primary Conditions:

  • Total damage caused by you and your allies to enemy vehicles that you have stunned or immobilised must be at least 2,000 HP.

Secondary Conditions:

  • Allies must destroy at least 1 enemy vehicle stunned or immobilised by you.
SPG-11: The Area of Effect

SPG-11: The Area of Effect

Primary Conditions:

  • Stun at least 2 enemy vehicles with a single shot, twice.

Secondary Conditions:

  • Stun enemy vehicles for at least 100 seconds in total.
SPG-12: The Evil Eye

SPG-12: The Evil Eye

Primary Conditions:

  • Stun enemy vehicles for at least 100 seconds in total.
  • Allies must destroy at least 1 enemy vehicle stunned or immobilised by you.

Secondary Conditions:

  • Win the battle.
SPG-13: C for Cooperation

SPG-13: C for Cooperation

Primary Conditions:

  • Cause damage to enemy vehicles at least 6 times or stun them at least 8 times.

Secondary Conditions:

  • Win the battle.
SPG-14: Part of the Crew, Part of the Ship!

SPG-14: Part of the Crew, Part of the Ship!

Primary Conditions:

  • Stun enemy vehicles for at least 100 seconds in total or enable your allies to cause at least 600 damage to enemy vehicles by immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-15: War Gods

SPG-15: War Gods

Primary Conditions:

  • Be among the top 3 players on your team by experience earned.
  • Enable your allies to cause at least 1,500 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Survive the battle.

T55A

  • SPG-1: A Bold Claim
  • SPG-2: Time Is Money
  • SPG-3: Slow and Steady Gets Stunned
  • SPG-4: I'll See You Through
  • SPG-5: Sharing is Caring
  • SPG-6: Hammer of the Gods
  • SPG-7: Careful Consideration
  • SPG-8: I Did My Best
  • SPG-9: Collateral Damage
  • SPG-10: All Included
  • SPG-11: The Area of Effect
  • SPG-12: The Evil Eye
  • SPG-13: C for Cooperation
  • SPG-14: Part of the Crew, Part of the Ship!
  • SPG-15: War Gods
SPG-1: A Bold Claim

SPG-1: A Bold Claim

Primary Conditions:

  • Stun enemy vehicles at least 7 times.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 6 times by shooting or ramming them.
SPG-2: Time Is Money

SPG-2: Time Is Money

Primary Conditions:

  • Stun enemy vehicles for at least 150 seconds in total.

Secondary Conditions:

  • Destroy at least 3 enemy vehicles.
SPG-3: Slow and Steady Gets Stunned

SPG-3: Slow and Steady Gets Stunned

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 6 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-4: I'll See You Through

SPG-4: I'll See You Through

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer for at least 80 seconds in total. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-5: Sharing is Caring

SPG-5: Sharing is Caring

Primary Conditions:

  • Enable your allies to cause at least 2000 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 6 times by shooting or ramming them.
SPG-6: Hammer of the Gods

SPG-6: Hammer of the Gods

Primary Conditions:

  • Enable your allies to cause damage to at least 5 enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-7: Careful Consideration

SPG-7: Careful Consideration

Primary Conditions:

  • Stun at least 5 enemy vehicles.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-8: I Did My Best

SPG-8: I Did My Best

Primary Conditions:

  • Be among the top 3 players on your team by experience earned.

Secondary Conditions:

  • Win the battle.
SPG-9: Collateral Damage

SPG-9: Collateral Damage

Primary Conditions:

  • Destroy any modules of enemy vehicles or injure members of their crew, totaling at least 8 modules and crew members.
  • The number of destroyed modules and injured crew members is totaled across all enemy vehicles you have damaged in the battle.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
  • Remain unspotted for the battle.
SPG-10: All Included

SPG-10: All Included

Primary Conditions:

  • Total damage caused by you and your allies to enemy vehicles that you have stunned or immobilised must be at least 3,000 HP.

Secondary Conditions:

  • Win the battle.
  • Allies must destroy at least 1 enemy vehicle stunned or immobilised by you.
SPG-11: The Area of Effect

SPG-11: The Area of Effect

Primary Conditions:

  • Stun at least 3 enemy vehicles with a single shot.

Secondary Conditions:

  • Stun enemy vehicles for at least 150 seconds in total.
SPG-12: The Evil Eye

SPG-12: The Evil Eye

Primary Conditions:

  • Stun enemy vehicles for at least 150 seconds in total.
  • Allies must destroy at least 2 enemy vehicle stunned or immobilised by you.

Secondary Conditions:

  • Win the battle.
SPG-13: C for Cooperation

SPG-13: C for Cooperation

Primary Conditions:

  • Cause damage to enemy vehicles at least 8 times or stun them at least 10 times.

Secondary Conditions:

  • Win the battle.
SPG-14: Part of the Crew, Part of the Ship!

SPG-14: Part of the Crew, Part of the Ship!

Primary Conditions:

  • Stun enemy vehicles for at least 180 seconds in total or enable your allies to cause at least 800 damage to enemy vehicles by immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-15: War Gods

SPG-15: War Gods

Primary Conditions:

  • Be the top player on your team by experience earned.
  • Enable your allies to cause at least 2,500 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Survive the battle.

Object 260

  • SPG-1: A Bold Claim
  • SPG-2: Time Is Money
  • SPG-3: Slow and Steady Gets Stunned
  • SPG-4: I'll See You Through
  • SPG-5: Sharing is Caring
  • SPG-6: Hammer of the Gods
  • SPG-7: Careful Consideration
  • SPG-8: I Did My Best
  • SPG-9: Collateral Damage
  • SPG-10: All Included
  • SPG-11: The Area of Effect
  • SPG-12: The Evil Eye
  • SPG-13: C for Cooperation
  • SPG-14: Part of the Crew, Part of the Ship!
  • SPG-15: War Gods
SPG-1: A Bold Claim

SPG-1: A Bold Claim

Primary Conditions:

  • Stun enemy vehicles at least 10 times.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 8 times by shooting or ramming them.
SPG-2: Time Is Money

SPG-2: Time Is Money

Primary Conditions:

  • Stun enemy vehicles for at least 200 seconds in total.

Secondary Conditions:

  • Destroy at least 4 enemy vehicles.
SPG-3: Slow and Steady Gets Stunned

SPG-3: Slow and Steady Gets Stunned

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer at least 8 times. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-4: I'll See You Through

SPG-4: I'll See You Through

Primary Conditions:

  • Stun an enemy heavy tank or tank destroyer for at least 120 seconds in total. The stunning shots should also cause damage.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-5: Sharing is Caring

SPG-5: Sharing is Caring

Primary Conditions:

  • Enable your allies to cause at least 3000 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Cause damage to enemy vehicles at least 6 times by shooting or ramming them.
SPG-6: Hammer of the Gods

SPG-6: Hammer of the Gods

Primary Conditions:

  • Enable your allies to cause damage to at least 6 enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-7: Careful Consideration

SPG-7: Careful Consideration

Primary Conditions:

  • Stun at least 6 enemy vehicles.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
SPG-8: I Did My Best

SPG-8: I Did My Best

Primary Conditions:

  • Be the top player on your team by experience earned.

Secondary Conditions:

  • Win the battle.
SPG-9: Collateral Damage

SPG-9: Collateral Damage

Primary Conditions:

  • Destroy any modules of enemy vehicles or injure members of their crew, totaling at least 10 modules and crew members.
  • The number of destroyed modules and injured crew members is totaled across all enemy vehicles you have damaged in the battle.

Secondary Conditions:

  • Win the battle.
  • Survive the battle.
  • Remain unspotted for the battle.
SPG-10: All Included

SPG-10: All Included

Primary Conditions:

  • Total damage caused by you and your allies to enemy vehicles that you have stunned or immobilised must be at least 4,000 HP.

Secondary Conditions:

  • Win the battle.
  • Allies must destroy at least 3 enemy vehicles stunned or immobilised by you.
SPG-11: The Area of Effect

SPG-11: The Area of Effect

Primary Conditions:

  • Stun at least 3 enemy vehicles with a single shot, twice.

Secondary Conditions:

  • Stun enemy vehicles for at least 200 seconds in total.
SPG-12: The Evil Eye

SPG-12: The Evil Eye

Primary Conditions:

  • Stun enemy vehicles for at least 200 seconds in total.
  • Allies must destroy at least 3 enemy vehicle stunned or immobilised by you.

Secondary Conditions:

  • Win the battle.
SPG-13: C for Cooperation

SPG-13: C for Cooperation

Primary Conditions:

  • Cause damage to enemy vehicles at least 10 times or stun them at least 12 times.

Secondary Conditions:

  • Win the battle.
SPG-14: Part of the Crew, Part of the Ship!

SPG-14: Part of the Crew, Part of the Ship!

Primary Conditions:

  • Stun enemy vehicles for at least 250 seconds in total or enable your allies to cause at least 1000 damage to enemy vehicles by immobilising them.

Secondary Conditions:

  • Win the battle.
SPG-15: War Gods

SPG-15: War Gods

Primary Conditions:

  • Be the top player on both teams by experience earned.
  • Enable your allies to cause at least 2,500 damage to enemy vehicles by stunning or immobilising them.

Secondary Conditions:

  • Survive the battle.

This huge SPG makeover took a while to implement. As this isn’t our first attempt to fix arty, we started small this time to make sure we got it right. After a few internal discussions and tests, we brought the set of changes (the new stun mechanic amongst them) to arty in Sandbox, where many of you helped us fine-tune them. The test showed that the SPG revision facilitates teamwork and makes matches more fluid and fairer, and revised arty made its way to the Common Test. But the work is far from over. We’ll continue to polish it up to release and beyond, and we are asking for your help here. Now that all of you can see for yourself how SPGs play now, we want you to join the test and share your feedback on the forum.

3. Update 9.18: Common Test

Updated

Update 9.18 is a massive milestone for us as it addresses several key issues the game currently has. The team has been working incredibly hard to make this happen, and, at every step, you have been there for us. Thousands of players answered our call and tested new SPG mechanics and Tier X light tanks in the Sandbox, and many more joined in to help us fine-tune template-based matchmaking, arty, and light tanks during the 1st Common Test.

As these major enhancements are nearing completion, we invite you to hop aboard the 2nd Common Test, take new features and improvements for a test drive, and share your thoughts on them with the dev team.

To get up to speed, you can check out the detailed update overview here:

UPDATE 9.18  

Discover how you can join the Common Test:

  • HOW DOES THE CT WORK?
  • TEST CLIENT
  • SERVER RESTARTS

New to testing? Check out our handy guide to public tests.

Eligibility: All players registered prior to 20 March can participate in the test.

Feedback: please post your general feedback about the test version and bug reports in the special thread on our forum.


  1. Download the test client installer (4.9 MB).
  2. Make sure you pick a save location that is different to your regular World of Tanks game files. 
  3. Save and run the installer.
  4. Run the new copy of the game. The launcher will download all the additional data.
  5. Log in and start playing.

The test server will be restarted regularly, according to the following schedule:

  • First Periphery: 04:00 UTC every day. Average duration will be around 25 minutes.
  • Second Periphery: 05:00 UTC every day. Average duration will be around 25 minutes.
  • Central Database: 09:00 UTC every day. Average duration will be around 2 minutes.

The test server may be subject to unscheduled restarts and maintenance.


FEEDBACK    

Head over to our dedicated forum thread to tell us what you think, and be on the lookout for more details on Update 9.18 in the coming weeks.


Common Test Notes


 9.18 Common Test #3

Fixed issues

  • Fixed the issue of the camera freezing upon frequent switching between the Trajectory and Artillery Aims
  • Fixed the issue of crashes when switching to the full-screen mode on 4K screens
  • Fixed the issue of improperly displayed minimaps when in the Trajectory Aim 
  • Fixed the gun positions for the Pz.Kpfw.I
  • Fixed the issue of the camera freezing at the map center when switching in the Spectator Mode to an enemy vehicle

Game features:  

Made changes to the following Tech Trees.

Changes to the U.S. vehicles:

  • Added a transition from the M41 Bulldog to the T54E1.

Changes to the German vehicles:

  • Added a transition from the HWK 12 to the Leopard PT A.

Changes to the U.S.S.R. vehicles:

  • Changed the research structure to the Т62А and Object 430

 

Changes to vehicles:

Changes to the Chinese vehicles:
Changes to the technical parameters of the following vehicles:

  • WZ-132-1
    • Changed the ammo rack capacity for the 105 mm L7A3C gun from 32 to 36

Changes to the U.S.S.R. vehicles:
Changes to the technical parameters of the following vehicles:

  • T-100 LT
    • Changed the ammo rack capacity for the 100 mm Т-100 gun from 33 to 38

Changes to the U.S. vehicles:
Changes to the technical parameters of the following vehicles:

  • XM551 Sheridan
    • Changed the ammo rack capacity for 105 mm Lightweight Gun from 32 to 37
    • Changed the ammo rack capacity for 152 mm Gun-Launcher XM81 (conventional) from 25 to 28

Changes to the French vehicles:
Changes to the technical parameters of the following vehicles:

  • AMX 13 90
    • Changed the ammo rack capacity for the 90 mm F3M gun from 36 to 40
  • AMX 13 105
    • Changed the ammo rack capacity for the 105 mm D. 1504 gun from 24 to 30

9.18 Common Test #2

Technical Improvements:

  • Recharge time of the Large First Aid Kit was made equal to the recharge time of the Small First Aid Kit (90 seconds).
  • Fixed the issue related to display of the icons for light tank.
  • Fixed the issue of receiving notifications when vehicles acquire the Elite status.
  • Fixed the issue related to display of indicators above the destroyed vehicles.
  • Fixed the issue related to display of settings in the vehicle comparison.
  • Fixed the issue related to display of the context menu from the Add to Comparison button in the Store.
  • Fixed the issue related to display of the Marks of Excellence on the T-50's guns.
  • Fixed the issue related to overlapping between the muzzle brake and the gun screens of the T-60.
  • Fixed the issues related to the tracks and rollers of the following vehicles: Pz.Sfl. IVb, T-50, Pz. IV Ausf A, AT-8
  • Fixed the issue related to display of the upper cover above the gun for the following vehicles: SP I C and HWK 12.
  • Fixed the issues related to application of the camouflage to the M4 Thunderbolt.
  • Fixed the issues related to display of the firing gun of the the M4 Thunderbolt at the minimum graphical settings.
  • Fixed the issues related to display of the FV3805's guns.
  • Fixed minor technical issues.

 

Vehicles

Changed the conditions of crew retraining and refunding for light tanks:

T-54 ltwt.

If the T-54 ltwt. is researched:

  • The crew will not be retrained from the T-54 ltwt. to the LTTB (including dismissed crew members that are available for recovery)
  • If the LTTB is not available in the Garage, add the LTTB with a vehicle slot and a crew trained to 50%.
  • If the LTTB is available in the Garage, perform refunding in the amount of 1,205,000 credits.

If the T-54 ltwt. is available in the Garage:

  • The crew is not sent to the Barracks.

 

Ru 251

If the Ru 251 is researched:

  • The crew will not be retrained from the Ru 251 to the HWK 12 (including dismissed crew members that are available for recovery)
  • The HWK 12 with a vehicle slot and a crew trained to 50% is added to the account.

If the Ru 251 is available in the Garage:

  • The crew is not sent to the Barracks.

 

T49 

If the T49 is researched:

  • The crew will not be retrained from the T49 to the M41 Bulldog (including dismissed crew members that are available for recovery).
  • If the M41 Bulldog is not available in the Garage, add the M41 Bulldog with a vehicle slot and a crew trained to 50%.
  • If the M41 Bulldog is available in the Garage, perform refunding in the amount of 1,200,000 credits.

If the T49 is available in the Garage:

  • The crew is not sent to the Barracks.

 

AMX 13 90

If the AMX 13 90 is researched:

  • The crew will not be retrained from the AMX 13 90 to the Batignolles-Chatillon 12t (including dismissed crew members that are available for recovery).
  • The Batignolles-Chatillon 12t with a vehicle slot and a crew trained to 50% is added to the account.

If the AMX 13 90 is available in the Garage:

  • The crew is not sent to the Barracks.

 9.18 Common Test #1

Game Features

  • Pattern-based matchmaker. The new matchmaker for Random Battles based on predetermined patterns. Pattern is a complex of team characteristics, including the number of vehicles at the top/middle/bottom of the team list, number of Platoons, number of light/medium/heavy tanks, SPGs, and tank destroyers. The teams are always created according to the following rule: number of vehicles at the bottom of the team list should exceed the number of vehicles at the top or middle of the team list. The priority pattern for three-tier battles is 3-5-7; the pattern for two-tier battles is 5-10. One-tier battles are allowed under conditions when other patterns are not possible.
    Specific features of the new matchmaker:
  • Only same-tier Platoons are allowed.
  • The number of SPGs per team should not exceed three vehicles.
  • The matchmaker considers the number of light tanks and tank destroyers.
  • The difference in the number of Platoons should not exceed one full Platoon (three players).
  • Preference of placing a player at the top/middle of the team list, if they have already played several battles at the bottom of the team list.
  • Improvements to the map selection mechanics that decreases the chance of playing on the same maps within a game session.
  • Update 9.18 contains many improvements:
    • New matchmaker
    • New SPG gameplay:
      • Mechanics of stunning  
        Stunning temporary decreases technical characteristics of enemy vehicles within the burst radius, as well as provides experience and credits for damage caused by allies to the stunned enemies.
        • SPGs can now stun the crew. 
        • Stunned vehicles have decreased fire power and mobility. 
        • The countdown of stun time is displayed to all players who see the stunned vehicle. 
        • Stunning can be removed by using the First Aid Kit, even if none of the crew members is injured. 
        • Damaged caused to the stunned enemies is rewarded by analogy with the “damage upon spotting” mechanics.
      • Decreased damage of SPG shells
      • Improved accuracy and aiming
      • Decreased reloading time
      • Increased burst radius
      • Overall adjustment of the view range for SPGs
      • All shells without burst radius (Armor-Piercing, AP Composite Rigid, and HEAT shells) were removed for all SPGs
    • New SPG-related features:
      • Alternative “Trajectory View” Artillery Aim. The default control for switching between the modes is bound to the G key. This Artillery Aim shows the battlefield at the angle of the shell trajectory allowing players to aim by analogy with the standard Sniper Aim.
      • Target Area Marker shows allies that the SPG player keeps an eye on that part of the map (T key, be default). Any of the Artillery Aims allows   informing the allies (by pressing a particular button) about the point of aiming, selected target, and readiness to fire. This information is displayed in the 3-D scene, on the minimap, and in the battle chat at the same time.
    • New light tanks that logically extend the U.S.S.R., German, U.S., France, and China branches of light tanks to Tier X.
    • Some of the existing light tanks change their tier.
    • All (standard and Premium) consumables that needs to be activated (First Aid Kit, Repair Kits, Fire Extinguishers) became are reusable:
      • After using a consumable, it becomes available again after a while.
      • Recharge of standard consumables takes 90 seconds; recharge of Premium consumables takes 60 seconds.
      • Recharge time are individual for each consumable and does not depend on other equipped consumables.
      • If a consumable is used at least once in a battle, a new one will have to be purchased, just as before.
      • If a consumable is used several times in a battle, the cost remains unchanged.

General Changes to the Tech Tree

New light tanks were introduced into the game—the branches of light tanks are extended to Tier X. 

In some cases new vehicles were added; in other cases the branches were extended by transferring the existing vehicles to higher tiers.

The changes are as follows:

  • German vehicles:
    • Spähpanzer Ru 251 was transferred from Tier VIII to Tier IX
    • The new HWK 12 took the free slot at Tier VIII
    • The new Rheinmetall Panzerwagen was added at Tier X
    • Technical characteristics of the VK 16.02 Leopard, VK 28.01, and Spähpanzer SP I C were changed
  • Chinese vehicles:
    • The new WZ-132A was added at Tier IX
    • The new WZ-132-1 was added at Tier X
    • Technical characteristics of the 59-16, WZ-131, and WZ-132 were changed
  • U.S.S.R. vehicles:
    • The T-50 was transferred from Tier IV to Tier V
    • The LTTB was transferred from Tier VII to Tier VIII
    • The T-54 ltwt. was transferred from Tier VIII to Tier IX
    • The LTG was added at Tier VII instead of the LTTB
    • The new T-100 LT was added at Tier X
    • Technical characteristics of the MT-25 were changed
  • U.S. vehicles:
    • The M7 became a light tank
    • The M41 Walker Bulldog was transferred from Tier VII to Tier VIII
    • The T49 was transferred from Tier VIII to Tier IX
    • The new XM551 Sheridan was added at Tier X
    • Technical characteristics of the T71, T21, and T37 were changed
  • French vehicles:
    • The AMX 13 90 was transferred from Tier VIII to Tier IX
    • The new Bat.-Châtillon 12 t took the free slot at Tier VIII
    • The new AMX 13 105 was added at Tier X
    • Technical characteristics of the AMX ELC bis, AMX 12 t, AMX 13 75, AMX 13 57, and AMX 13 57 GF were changed

 

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