- Tier II
- Tier III
- Tier IV
- HOW TO PARTICIPATE IN THE COMMON TEST
- NEW TO TESTING?
Commanders!
The holiday season is here and we’re actively working on the latest World of Tanks update! It will unveil brand-new Japanese heavy tanks—a collection of six brawlers spanning from Tier V to Tier X. Notably, the high-tier tanks in this branch feature innovative double aiming mechanics (also known as gun cooling) and hydropneumatic suspension.
You can also experience a new iteration of Onslaught with the reintroduced in-game Store featuring exclusive items for bonds. Finally, you can explore the fourth Episode of Frontline and test drive 11 rebalanced low-tier vehicles in Random Battles, offering a renewed and enhanced gaming experience. Let's dive in!
Please note that all features on the Common Test are currently in active development. Any values, rewards, technical characteristics, and other feature settings that are relevant for the Common Test are not final and may not correspond to those in the release version.
The new Japanese heavy tanks will differ significantly from the current vehicle branch that leads to the Type 5 Heavy. They are more modern in appearance, with aerodynamic shapes and well-sloped armor. Moreover, the higher-tier tanks in the new branch come with two innovative mechanics: brand-new double aiming (gun cooling) and familiar hydropneumatic suspension.
Research for these new brawlers begins with the Tier IV Type 1 Chi-He.
The new branch kicks off with the Tier V Mitsu 108, a triple-turreted tank inspired by the Soviet T-28 but with improved armor protection.
Characteristic | Value |
---|---|
Average Damage | 300/300/400 HP |
Average Penetration (100 meters) | 130/165/53 mm |
Shell Type | AP/AP/HE |
Reload Time | 13.8 s |
Gun Depression/Elevation Angles | −10/20 degrees |
Aiming Time | 3 s |
Dispersion at 100 m | 0.46 m |
Average Damage per Minute | 1,304/1,304/1,739 HP/min |
Hit Points | 900 HP |
Hull Armor | 70/40/30 mm |
Turret Armor | 90/70/60 mm |
Top Speed/Reverse Speed | 35/12 km/h |
Let's explore the remaining lineup.
Based on the Japanese version of the Tiger I, it represents a reinforced version of the Chi-To with more solid armor.
Characteristic | Value |
---|---|
Average Damage | 230/230/280 HP |
Average Penetration (100 meters) | 150/218/44 mm |
Shell Type | AP/APCR/HE |
Reload Time | 7.3 s |
Gun Depression/Elevation Angles | −10/20 degrees |
Aiming Time | 2.3 s |
Dispersion at 100 m | 0.37 m |
Average Damage per Minute | 1,890/1,890/2,301 HP |
Hit Points | 1,050 HP |
Hull Armor | 130/50/40 mm |
Turret Armor | 160/60/40 mm |
Top Speed/Reverse Speed | 35/12 km/h |
A further evolution of the project with more sloping armor and additional screens. This vehicle boasts excellent gun depression/elevation angles (−10/20 degrees) and good damage per minute with a standard armor-piercing shell.
Characteristic | Value |
---|---|
Average Damage | 320/320/420 HP |
Average Penetration (100 meters) | 195/230/53 mm |
Shell Type | AP/APCR/HE |
Reload Time | 10.7 s |
Gun Depression/Elevation Angles | −10/20 degrees |
Aiming Time | 2.3 s |
Dispersion at 100 m | 0.35 m |
Average Damage per Minute | 1,794/1,794/2,355 HP |
Hit Points | 1,350 HP |
Hull Armor | 85/40/40 mm |
Turret Armor | 200/70/45 mm |
Top Speed/Reverse Speed | 35/12 km/h |
With its innovative gun cooling mechanics, also known as double aiming, the Type 57 is the first vehicle in the branch to showcase this distinctive gameplay hallmark. It allows you to fire in two modes: one with standard accuracy and the other with improved accuracy.
Characteristic | Value |
---|---|
Average Damage | 360/360/440 HP |
Average Penetration (100 meters) | 225/246/53 mm |
Shell Type | AP/APCR/HE |
Reload Time | 11.4 s |
Gun Depression/Elevation Angles | −12/20 degrees |
Aiming Time | 2.3 s |
Dispersion at 100 m before/after gun cooling | 0.42/0.28 m |
Average Damage per Minute | 1,895/1,895/2,316 HP |
Hit Points | 1,500 HP |
Hull Armor | 100/70/30 mm |
Turret Armor | 300/120/30 mm |
Top Speed/Reverse Speed | 35/12 km/h |
Let’s see how the gun cooling feature works.
Gun Cooling
Improved Accuracy Activation
Aiming Process
Tactical Choices
Depending on the combat situation, this feature allows you to:
Its armor requires active use of terrain irregularities, as its hull’s mediocre protection is unable to effectively withstand enemy fire. Its tough turret, however, fulfills this role effectively.
In addition to the gun cooling mechanics, this vehicle is equipped with hydropneumatic suspension, which enhances its gun depression/elevation angles from good (–8/20 degrees) to excellent (–12/24 degrees). This feature will greatly help you utilize the benefits of a well-armored turret when taking a hull-down position.
Characteristic | Value |
---|---|
Average Damage | 400/400/515 HP |
Average Penetration (100 meters) | 250/311/60 mm |
Shell Type | AP/APCR/HE |
Reload Time | 10 s |
Gun Depression/Elevation Angles (passive/active hydropneumatic suspension) | −8/20 degrees / −12/24 degrees |
Aiming Time | 2.2 s |
Dispersion at 100 m before/after gun cooling | 0.42/0.28 m |
Average Damage per Minute | 2,400/2,400/3,090 HP |
Hit Points | 1,950 HP |
Hull Armor | 80/70/30 mm |
Turret Armor | 280/80/40 mm |
Top Speed/Reverse Speed | 35/14 km/h |
The crowning jewel of the entire branch, combining a good balance of frontal armor and mobility. The Type 71 is designed to be played from hull-down positions, where its tough turret armor can be used to its fullest. It is also equipped with hydropneumatic suspension. This feature allows you to enhance the vehicle’s gun depression/elevation angles and gain an additional advantage when playing on terrain irregularities. However, keep in mind its mediocre reverse speed and vulnerability on the sides.
Characteristic | Value |
---|---|
Average Damage | 400/400/515 HP |
Average Penetration (100 meters) | 260/320/60 mm |
Shell Type | AP/APCR/HE |
Reload Time | 8.8 s |
Gun Depression/Elevation Angles (passive/active hydropneumatic suspension) | −7/20 degrees / −12/25 degrees |
Aiming Time | 2 s |
Dispersion at 100 m before/after gun cooling | 0.42/0.28 m |
Average Damage per Minute | 2,727/2,727/3,511 HP |
Hit Points | 2,200 HP |
Hull Armor | 120/70/40 mm |
Turret Armor | 270/140/50 mm |
Top Speed/Reverse Speed | 35/14 km/h |
We'll share more details about the Japanese heavies and their gameplay in an upcoming dedicated article. In the meantime, join the Common Test and share your feedback on the vehicles!
During the Common Test, Frontline will be available from December 21 through 22 inclusive.
In Episode 4 of Frontline, you’ll be able to experience battles with the dynamic battle scenarios system. It integrates all three modes for selecting and using Combat Reserves from previous iterations, providing even more tactical versatility.
In the upcoming Episode, each battle will feature a randomly selected scenario from the following three Combat Reserves options:
In the Twist of Fate scenario, placing Combat Reserves in slots in the Garage before battle increases their chance of being available for selection. Purchasing Reserves using Combat Reserve Points will increase their Level in battle by 1, so you may have 4 Levels of them.
All three battle scenarios will be randomly available during Episode 4, allowing you to experience each one.
The dynamic battle scenarios system will enrich the diversity of Frontline and the tactical choices at your disposal, ensuring each of your battles is a truly unique experience!
During the Common Test, Onslaught will be available from December 23 onward.
With the rollout of Update 1.23.1, a new launch of the Onslaught mode kicks off, introducing the Season of the Crimson Pegasus. Your journey toward the Annual Reward continues, so get ready to fight with all your might to earn truly exclusive items, including:
As we enter the upcoming Season, brace yourself for several noteworthy changes.
Parameter | Modifier |
---|---|
NEW! Dispersion at 100 m | Reduced by 0.15 m |
NEW! Time Remaining Visible When Spotted | Reduced from 10 s to 3 s |
NEW! Proximity Spotting Radius | Reduced from 50 m to 25 m |
Vehicle HP | Increased by 25% |
Consumables Cooldown Time | Reduced from 90 s to 45 s |
Remember that these modifiers operate exclusively in Onslaught and do not impact other game modes. They will be automatically active from the first battle.
Join the Common Test and prepare to emerge victorious in the Season of the Crimson Pegasus!
In Update 1.23.1, we are once again focusing on rebalancing vehicles. This time, eleven low-tier vehicles are in the spotlight. Fine-tuning their characteristics will make the game more accessible and enjoyable for newcomers starting their World of Tanks journey. Our veterans, meanwhile, will also discover new elements in their updated gameplay. Explore the table below to see the vehicles currently undergoing a rebalance.
To enhance World of Tanks' performance and focus on new features, we're retiring the in-game general chat. This will allow us to better allocate resources, ensuring a continually improving gaming experience.
Thank you for your understanding and ongoing support!
To take part, you'll need the Wargaming.net Game Center (WGC), the latest Common Test game client, and an active World of Tanks account created prior to the cut-off date (see below).
Eligibility
All active World of Tanks accounts created before December 12, at 05:59 UTC+8 can participate in the test.
Download and Install the Test Client
You can find more details about the WGC in the dedicated Wargaming.net Game Center guide.
Check out our handy public test guide with all the details about Common Tests, Sandbox Tests, and Supertests.
Six new heavy tanks (from Tier V to Tier) have been added:
Main Changes:
Main Changes:
New content has been added for the Season of the Crimson Pegasus:
Other Changes:
The general chat in the Garage has been disabled.
BT-2
BT-5
Jagdpanzer 38(t) Hetzer
Pz.Kpfw. III Ausf. J
Pz.Kpfw. III Ausf. E
Leichttraktor
Pz.Kpfw. II Luchs
M2 Light Tank
M3 Stuart
M5 Stuart
Valentine
Matilda
Bishop
Valentine AT
Type 2597 Chi-Ha
VAE Type B
Type 97 Chi-Ha
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