A new wave of Common Tests introduces high-tier British light vehicles and brings some improvements to Personal Missions. You’ll also have new opportunities for unique customization thanks to rectangular decals and other items. Finally, to allow you to better focus on the game, we’re disabling team damage and team kills caused by friendly fire and ramming.
Read on for a detailed overview of each feature!
Contents
High-Tier British Light Tanks Are Coming!
The Brits are receiving reinforcements, and it’s not a cup of tea or pudding - it’s a whole new branch of vehicles!
We know that among players of World of Tanks there are many fans of British tanks, and there is a vehicle for every Commander in this nation. You can pick a versatile medium tank, a heavy frontline brawler, or a tank destroyer from 2 branches. The only class the Brits have been lacking so far is high-tier light tanks.
Update 1.6 will correct this as four undetectable and menacing light British tanks, from Tier VII to Tier X, are going to storm the battlefields of World of Tanks! Researching the new light sub-branch will follow on from the Tier VI Cromwell.
One of the main features of these new light tanks is their size; they’re even smaller than the French light vehicles. They will sit among the smallest vehicles in the game and will only slightly exceed the ELC Even 90 in size. It will be very difficult to spot them, and even if you do, it will be difficult to hit them, especially when they’re on the move.
Also, British light tanks will have:
- Good view range
- Excellent dynamics
- High concealment rate
- Guns with big alpha damage, but mediocre DPM. These vehicles are more suitable for firing when stationary, not while driving.
Together, these characteristics make the new British vehicles very good scouts. This combination of view range, concealment values and tiny size is truly unique to our game, so the new Brits are ideal for both active and passive spotting.
All these vehicles are entirely historical, except for the Tier X tank – we had to modify it a bit. Also, they will all have an extravagant design that will make them instantly recognizable on the battlefield. Time to take them for a ride, Commanders!
More details about the new British tanks and their gameplay will be released later.
Personal Missions Tweaks
We continue our consistent work on rebalancing Personal Missions. This time we carefully analyzed statistics from the missions of the third operation of the second campaign, which rewards you with the Object 279 early. We also carefully reviewed your feedback and your suggestions for this operation.
As a result of this research, we've decided to simplify the conditions of about 40 missions in total – now they’ll require less time and effort to achieve. To complete them successfully, you will still need solid game skills, but they are no longer as complex as before.
Feel free to leave your comments and suggestions on any of the operations in the second campaign!
The Second Front missions
ExpandOBJECT 279E
BEFORE |
UPDATE 1.6 |
|
Union-1. Invaluable Assistance |
PRIMARY CONDITION Enable your allies to cause the average of 2,000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1,000 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2,500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 1,000HP of damage to enemy vehicles by spotting them or destroying their tracks. |
PRIMARY CONDITION Enable your allies to cause the average of 2,000 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500 HP of damage to enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to cause the average of 2,500 HP of damage to enemy vehicles in a battle by spotting them or destroying their tracks within 5 battles in a range. In each of these battles enable your allies to cause 500HP of damage to enemy vehicles by spotting them or destroying their tracks. |
Union-5. Heroic Triple |
PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 5 battles. |
PRIMARY CONDITION Be among the top 3 players on both teams by damage caused in each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by damage caused in each of 3 battles. |
Union-6. Don't Stop Me Now | PRIMARY CONDITION
Be the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 5 times within 7 battles. Destroy 2 enemy vehicles in each battle. |
PRIMARY CONDITION
Be the top player on your team by the number of vehicles destroyed in a battle 3 times within 7 battles. Destroy 2 enemy vehicles in each battle. SECONDARY CONDITION Be the top player on your team by the number of vehicles destroyed in a battle 4 times within 7 battles. Destroy 2 enemy vehicles in each battle. |
Union-13. The Moment of Glory | PRIMARY CONDITION
Earn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 10 battles. |
PRIMARY CONDITION
Earn the Top Gun award twice within 10 battles. SECONDARY CONDITION Earn the Top Gun award three times within 12 battles. |
Union-15. The Pride of the Union |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. |
Bloc-5. Flying High |
PRIMARY CONDITION Cause at least 3,000 HP of average damage within 10 battles. Cause 1,000 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause at least 3,500 HP of average damage within 10 battles. Cause 1,000 HP of damage to enemy vehicles within 10 battles. |
PRIMARY CONDITION Cause at least 3,000 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. SECONDARY CONDITION Cause at least 3,500 HP of average damage within 10 battles. Cause 500 HP of damage to enemy vehicles within 10 battles. |
Bloc-7. Termination |
PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 5 battles within 9 battles. Destroy 2 enemy vehicles in a battle. |
PRIMARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 3 battles within 9 battles. Destroy 2 enemy vehicles in a battle. SECONDARY CONDITION Be the top player on both teams by the number of destroyed vehicles in each of 4 battles within 9 battles. Destroy 2 enemy vehicles in a battle. |
Bloc-10. The Good Samaritan |
PRIMARY CONDITION Earn the High Caliber award 4 times within 10 battles. SECONDARY CONDITION Earn the High Caliber award 5 times within 10 battles. |
PRIMARY CONDITION Earn the High Caliber award 4 times within 20 battles. SECONDARY CONDITION Earn the High Caliber award 5 times within 20 battles. |
Bloc-15. As Easy as ABC |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 15. |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge or higher within 3 battles out of 20. |
Alliance-2. Among the Best |
PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 5 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 5 battles. |
PRIMARY CONDITION Be among the top 3 players on your team by damage caused within each of 3 battles. SECONDARY CONDITION Be among the top player on your team by damage caused within each of 3 battles. |
Alliance-9. Sparks in Eyes |
PRIMARY CONDITION Stun enemy vehicles for a total of 1,800 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 2,000 seconds within each of 10 battles. |
PRIMARY CONDITION Stun enemy vehicles for a total of 1,500 seconds within each of 10 battles. SECONDARY CONDITION Stun enemy vehicles for a total of 1,800 seconds within each of 10 battles. |
Alliance-11. The Right Place at the Right Time |
PRIMARY CONDITION Enable your allies to cause a total of 1,200 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1,500 HP damage to enemy vehicles stunned by you within 4 battles out of 10. |
PRIMARY CONDITION Enable your allies to cause a total of 1,000 HP damage to enemy vehicles stunned by you within 4 battles out of 10. SECONDARY CONDITION Enable your allies to cause a total of 1,300 HP damage to enemy vehicles stunned by you within 4 battles out of 10. |
Alliance-13. Big Shark |
PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 5 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 5 battles. |
PRIMARY CONDITION Be among the top 3 players on both teams by experience earned within each of 3 battles. SECONDARY CONDITION Finish the battle as the top player on both teams by experience earned. within each of 3 battles. |
Alliance-15. For the Alliance! |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. |
Coalition-2. The Top Gun |
PRIMARY CONDITION Cause 3,000 HP of damage to enemy vehicles within each of 5 battles. SECONDARY CONDITION Cause 4,000 HP of damage to enemy vehicles within each of 5 battles. |
PRIMARY CONDITION Cause 3,000 HP of damage to enemy vehicles within each of 3 battles. SECONDARY CONDITION Cause 4,000 HP of damage to enemy vehicles within each of 3 battles. |
Coalition-3. The War Horse |
PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 7 battles. |
PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. |
Coalition-8. My Duty Never Ends |
PRIMARY CONDITION Earn the Patrol Duty award twice within 10 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 10 battles. |
PRIMARY CONDITION Earn the Patrol Duty award twice within 12 battles. SECONDARY CONDITION Earn the Patrol Duty award three times within 12 battles. |
Coalition-11. Lord of Destruction |
PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 7. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 4 battles out of 7. Destroy 2 enemy vehicles. |
PRIMARY CONDITION Be the top player on both teams by number of destroyed vehicles within 3 battles out of 9. Destroy 2 enemy vehicles. SECONDARY CONDITION Be the top player on both teams by number of destroyed vehicles within 4 battles out of 9. Destroy 2 enemy vehicles. |
Coalition-12. Honorable Service |
PRIMARY CONDITION Earn a total of 5 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. SECONDARY CONDITION Earn a total of 7 rewards of the Battle Hero category and/or epic medals in a battle within 10 battles. |
PRIMARY CONDITION Enable your allies to destroy 7 enemy vehicles by spotting them or destroying their tracks. SECONDARY CONDITION Enable your allies to destroy 10 enemy vehicles by spotting them or destroying their tracks. |
Coalition-13. Dangerous and Moving |
PRIMARY CONDITION Block twice more damage than the hit points of your vehicle within 3 battles out of 5. SECONDARY CONDITION Block twice more damage than the hit points of your vehicle within 4 battles out of 5. |
PRIMARY CONDITION Cause twice more damage than the hit points of your vehicle within 3 battles out of 7. SECONDARY CONDITION Cause twice more damage than the hit points of your vehicle within 4 battles out of 7. |
Coalition-14. King of the Hill |
PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 5 battles be the top player on both teams by damage caused within 5 battles. |
PRIMARY CONDITION In 3 battles be the top player on both teams by damage caused within 5 battles. SECONDARY CONDITION In 4 battles be the top player on both teams by damage caused within 5 battles. |
Coalition-15. Way to Go! |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 15. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 15. |
PRIMARY CONDITION Receive the Mastery Badge I Class or higher within 3 battles out of 20. SECONDARY CONDITION Receive the Ace Tanker Mastery Badge within 3 battles out of 20. |
CHIMERA
BEFORE |
UPDATE 1.6 |
|
Union-12. Can You Feel This Ranging In Ears? |
PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. |
PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. SECONDARY CONDITION Destroy 3 enemy vehicles. |
Alliance-6. Vertigo |
PRIMARY CONDITION Stun enemy vehicles for a total of 150 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. |
PRIMARY CONDITION Stun enemy vehicles for a total of 140 seconds. Allies must destroy 2 enemy vehicles stunned or immobilized by you. SECONDARY CONDITION Win a battle. |
Alliance-14. Knock-knock |
PRIMARY CONDITION Stun enemy vehicles for a total of 180 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. |
PRIMARY CONDITION Stun enemy vehicles for a total of 160 seconds. Or destroy a track of an enemy vehicle, your allies must cause 800 HP of damage to the vehicle immobilized by you. SECONDARY CONDITION Win a battle. |
We’re also changing the conditions of missions for SPGs.
After rebalancing the SPG class earlier this year, we knew that we would have to tweak missions for this class, but we didn't have enough data to make specific decisions yet. It took time to analyze how the changes in the gameplay mechanics would affect the statistics of SPGs. Based on these changes, we're now ready to rebalance the missions.
The Long-Awaited Backup missions
ExpandT 55A | Object 260 | |
SPG-2 | PRIMARY CONDITION
Stun enemy vehicles for a total of 140 seconds. |
PRIMARY CONDITION
Stun enemy vehicles for a total of 180 seconds. |
SPG-5 | PRIMARY CONDITION
Enable your allies to cause a total of 1,800 HP damage to enemy vehicles stunned by you. |
PRIMARY CONDITION |
SPG-11 | SECONDARY CONDITION Stun enemy vehicles for a total of 140 seconds. Potential stun duration is counted. |
SECONDARY CONDITION Stun enemy vehicles for a total of 180 seconds. Potential stun duration is counted. |
SPG-12 | PRIMARY CONDITION
Stun enemy vehicles for a total of 140 seconds. Potential stun duration is counted. |
PRIMARY CONDITION
Stun enemy vehicles for a total of 180 seconds. Potential stun duration is counted. |
SPG-14 | PRIMARY CONDITION
Stun enemy vehicles for 160 seconds in total. Potential stun duration is counted.
Allies must cause 800 HP of damage to the enemy vehicle immobilized by you.
|
PRIMARY CONDITION
Stun enemy vehicles for 200 seconds in total. Potential stun duration is counted.
Allies must cause 800 HP of damage to the enemy vehicle immobilized by you.
|
SPG-15 | PRIMARY CONDITION Enable your allies to cause a total of 2,300 HP damage to enemy vehicles stunned by you. |
PRIMARY CONDITION Enable your allies to cause a total of 3,200 HP damage to enemy vehicles stunned by you. |
We’re making these missions more relevant wherever required, and reducing the stun conditions in accordance with the new SPG stun mechanics. Keep an eye out for a dedicated article detailing all the changes to Personal Missions in the coming days.
Customization Update
Any commander can give their tank a more spectacular look thanks to decals. However, many of you complained that the interface for interacting with decals in the game client was not very intuitive. For example, players could move a decal after applying it to a specific part of the hull, but the movement was quite unpredictable.
After reviewing your feedback and running a lot of tests, we’ve updated the interface to allow you to easily:
- Move the selected decal to another location and see how it looks there
- Rotate or remove it from the tank with a couple of clicks
We’ve also added tooltips to the Garage interface. They will provide guidance on which sections you can choose a decal from, on which part of the tank you can apply it, etc.
In addition, we're introducing new rectangular (multi-dimensional) decals. They will be available for Tier X and Tier VIII Premium vehicles and can be applied to specific spots on each vehicle, such as the entire side of the tank. Positions for decals can differ from tank to tank.
Moreover, we're adding a fresh set of “classic” square decals for Tier X and Tier VIII vehicles and new fonts for Personal Numbers.
Finally, you can see detailed information about some of the available styles in the game client. Simply apply the style and click the info button to find out more about it.
Disabling Friendly Fire/Damage
Starting with Update 1.6, friendly fire/damage will be disabled in Random Battles. We’ve gathered and carefully reviewed your feedback on disabling friendly fire after the start of Frontline last year, and now we are ready to extend this practice to all Random Battles (Standard, Encounter, Assault and Grand Battles).
To allow you to better focus on the battle and reduce the impact of unsportsmanlike conduct on gameplay, we’re disabling team damage and team kills caused by friendly fire and ramming. However, artillery can still stun allied vehicles, and doing so will incur an experience penalty.
Despite friendly fire/damage being disabled, it’s still possible for SPGs and other vehicles to be branded as “team-killers”. A player who receives this status will lose their protection from friendly fire, and will take damage from both allies’ shots and ramming.
Get out there and experience all the new features, Commanders! We can’t wait to hear your feedback!
- HOW THE CT WORKS
- TEST CLIENT
- SERVER RESTARTS
Eligibility: All players registered prior to 04:59 UTC+8 on July 5 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.
- If you do have Wargaming Game Center, use the following link
- The WGC will download all the additional data.
- 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.
Preliminary List of Changes [Common Test 2]
ExpandMain Changes
Maps
- Added the new Kraftwerk map for the Frontline mode (map type: winter, European).
Fixed Issues
- Reduced the respawn cooldown in the Frontline mode from 30 to 10 seconds.
- When pressing ESC during the animation of a decal changing its state (e.g., size, position, etc.), the screen no longer hangs.
- Fixed the issue related to the display of the IS-7's left track.
- Fixed some localisation issues.
- Fixed the issue when the 3-D style outline overlapped the style information menu.
- Fixed the issues when the Settings window could not be closed with ESC after switching between tabs.
Preliminary List of Changes [Common Test 1]
ExpandMain Changes:
1. Personal Missions Tweaks
- Rebalanced the Personal Missions within the Object 279 (e) operation.
- Conditions of 22 missions have been adjusted.
- 2 missions have been changed while keeping the player's progress within them (with the 1 to 1 conversion).
- Rebalanced a number of missions for SPGs (within both campaigns).
- 12 missions for SPGs have been changed within The Long-Awaited Backup campaign.
- 5 missions for SPGs have been changed within the Second Front campaign.
2. Vehicle Customization
- Added detailed information about some of the available styles in the game client.
- Added new fonts for tactical numbers.
- Reworked the interface of applying decals.
- Added new decals: square and rectangular.
- Square decals will be available for all Tier X and Tier VIII vehicles.
- Rectangular decals will be available for Tier X vehicles and Tier VIII Premium vehicles.
- Changed the spots that are available for applying the decals. All previously applied decals will be removed and sent to the section Exterior -> Decals.
3. Disabling Friendly Fire/Damage
- We disabled team damage and team kills caused by friendly fire and ramming in all Random Battles (Standard, Encounter, Assault and Grand Battles).
- Reworked the sounds and effects of direct hits received from allies.
- Improved the system of penalties for causing damage and stunning allies.
- Reworked the mechanics of interaction between the HE shells of SPGs and guns of the allied vehicles.
- The corresponding changes will be made to the Game Rules, which will take effect after the release of the update.
4. WoT Premium Account
- Reworked the logic of adding the manageable XP bonus within WoT Premium Account. Now the extra XP will be sent to the crew according to the same rules that are applied to the Combat experience:
- If the Accelerated crew training is disabled (or is not available) before the beginning of a battle, a share of experience will go to the crew, the rest will go to the vehicle.
- If the Accelerated crew training is enabled, all experience will be distributed between the crew members.
- Changed the conditions upon which the bonus can be used (all below conditions should be met):
- The most recent victory in the selected vehicle.
- The vehicle is in the Garage (not sold, the rental has not expired, etc.)
- The crew that won the battle is in the vehicle.
- The current state of the Accelerated crew training option is the same as it was before the beginning of the battle.
5. Maps
- Made some balance changes to a spotting position on the Malinovka map: removed the trees that prevented the northern team from spotting enemy vehicles.
6. Changes to the Wheeled Vehicles
- Optimized performance of the engine modes.
- When switching between the modes, the wheeled vehicles will not lose engine power anymore. This is especially important when switching from the Cruise to Rapid mode. Now the wheeled vehicles will not slow down before speeding up. The wheeled vehicles will simply keep building up the speed.
- When switching between the modes, the wheels will be retracted and lowered down more realistically.
- Optimized performance of the movement physics.
- When running into an obstacle, it will be easier to regain control over the movement of the wheeled vehicle in some cases.
- Added the option of switching between the drive modes for the wheeled vehicles during the pre-battle count down. The same applies to the Swedish tank destroyers.
7. Changes to the Interface
- Added the option of disabling the speedometer of the wheeled vehicles in the client settings. Duplicated the indication of the drive modes on the damage panel.
- Added the option of enabling/disabling the Auto-Aim Indicator for all vehicle types (via the tab of marker configuration). The Auto-Aim Indicator can be enabled/disabled separately for the Default and Alternative marker modes. The option will affect all vehicles, including the wheeled ones (i.e., the Auto-Aim Indicator can be disabled for the wheeled vehicles in the same way).
8. Team Battles Mode Discontinued
- The Team Battles mode has been removed from the list of available modes.
9. Vehicles
U.S.A.
- Added the following vehicles for testing by Supertest players:
- T54E2
- AE Phase I
U.K.
- Added the following vehicles for testing by Supertest players:
- A43 BP
- Added a branch of researchable light tanks. The new branch of light tanks will start from the Tier VI Cromwell and contains the following vehicles:
- VII—GSR 3301 Setter (Setter)
- VIII—LHMTV
- IX—GSOR3301 AVR FS (GSOR)
- X—Manticore
Japan
- STB-1
- Changed the hull traverse speed from 55 to 52 deg/s
- Changed the turret traverse speed from 46 to 50 deg/s
- Changed the gun elevation angle from +9 to +15 deg (+21 deg when the hydropneumatic suspension is active)
- Changed the gun depression angle from -6 to -8 deg (-14 deg when the hydropneumatic suspension is active)
- Changed the minimum speed of hydropneumatic suspension activation/deactivation from 15/24 to 30/30 km/h
Germany
- Added the following vehicles for testing by Supertest players:
- E 75 TS
- M48 RPz