[Sandbox] A New Round of Equipment 2.0 Testing Kicks Off 25 June

Tank Commanders!

We would like to express our deep gratitude to all the players who took part in the first iteration of testing the reworked equipment system on the Sandbox server and shared their feedback. Your contribution to World of Tanks is incredibly valuable!

After the first round, we needed some time to analyze the results, statistics, and suggestions. This test proved to be very informative as it helped us understand how to move in the right direction. Now we’re ready to take the next step. Let’s take a closer look at the changes and revisions that will be featured in the second iteration of testing.

Equipment 2.0 Sandbox Test: Iteration 2

25 June 2020, 22:00 UTC +8 – 2 July 2020, 22:00 UTC +8

Join the Test


*
All players registered prior to 20 May 2020, 04:59 UTC +8 can participate in the test.

Changes to Slot Categories

After analyzing your feedback, we decided to keep only one category for the first equipment slot for Tier VI–X vehicles. This slot will be assigned depending on the vehicle type. But, as before, it will have one bonus category: Survivability, Firepower, Scouting, or Mobility. Earlier, both slots were determined by the vehicle role, but now, there will be only one slot with a bonus, which will depend on the vehicle type.

For example, heavy tanks will only have one slot for Survivability and light tanks will have one slot for Scouting.

Tier Vehicle Type Slot 1 Category Slot 2 Slot 3

VI-X

Heavy tanks

Survivability

N/A

Medium tanks

Mobility

Light tanks

Scouting

Tank destroyers

Firepower

SPGs

Firepower

 

Select an equipment category tab to see more details about the effect and cost of certain equipment. In the equipment description, the first value is the standard effect and the second value is the increased effect (when the equipment and slot categories match).
 
Firepower
 
Survivability
 
Mobility
 
Scouting
Firepower
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Gun Rammer
-10% / -11.5% to loading time
Cost
Class 2:
300,000
Class 1:
600,000
Enhanced Gun Laying Drive
+10% / +11.5% to aiming speed
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Vertical Stabilizer
-20% / -23% to dispersion during vehicle movement and traverse
Cost
Class 2:
200,000
Class 1:
600,000
Improved Aiming Unit
-7% / -9% to the aiming circle size
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Rotation Mechanism
-10% / -12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation
+10% / +12.5% to hull and turret traverse speed
Cost
Class 2:
200,000
Class 1:
600,000
Survivability
Spall Liner
+50% / +60% to HE-shell and ramming damage
+50% / +60% to protection of the crew from injuries
-10% / -15% to stun duration
-20% / -25% to additional stun duration
Cost
Light:
50,000
Medium:
200,000
Heavy:
500,000
Superheavy:
750,000
Improved Hardening
Fully restores suspension hit points after repairs.
+8% / +10% to vehicle hit points
+10% / +10% to suspension load capacity
+50% / +65% to suspension durability
-50% / -65% to hull damage caused by suspension damage during impact
+15% / +20% to suspension repair speed
Cost
Class 3:
40,000
Class 2:
200,000
Class 1:
600,000
Improved Configuration
Prevents one fuel tank fire, ammo rack explosion, or engine destruction in one battle.
+100% / +150% to ammo rack, fuel tank, and engine durability
-50% / -65% to the damaged ammo rack penalty and damaged engine penalty
-50% / -65% to the chance of engine fire
+25% / +35% to repair speed
Cost
Class 2:
200,000
Class 1:
600,000
Mobility
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Additional Grousers
+10% / +15% to hull traverse speed
+7.5% / +10% to maintaining speed
Cost
Class 3:
50,000
Class 2:
250,000
Class 1:
500,000
Improved Rotation Mechanism
-10% / -12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation
+10% / +12.5% to hull and turret traverse speed
Cost
Class 2:
200,000
Class 1:
600,000
Turbocharger
+7.5% / +10% to engine power
+5 km/h / +6 km/h to top forward speed
+3 km/h / +4 km/h to reverse speed
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Scouting
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Binocular Telescope
+25% / +27.5% to view range of a stationary vehicle
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Camouflage Net
Reduces the detection chance of a stationary vehicle:
+5% /  +7.5%
+10% /  +12.5%
+15% /  +17.5%
Cost
Class 3:
50,000
Class 2:
100,000
Low Noise Exhaust System
Reduces the visibility of a stationary or moving vehicle:
+3% /  +4%
+7% /  +9%
+5% /  +6%
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Coated Optics
+10% / +11.5% to view range
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Radio Set
+1.5 s / +2 s to the duration an enemy vehicle is visible
-1.5 s / -2 s to the duration your vehicle is visible to the enemy
Cost
600,000
Commander's Vision System
-10% / -12.5% to concealment of moving enemy vehicles
-15% / -20% to concealment of enemy vehicles behind foliage
Cost
600,000

In the first iteration of Sandbox testing, for example, the Maus had two slots for Survivability. For the second round of testing, it will have only one.

We’re taking this step because, judging by your feedback, some commanders believed that the categories of slots forced them to choose the equipment corresponding to the slot, which seemed like an additional limitation. There were also concerns that some tanks had the wrong role or set of bonus slots assigned.

Changes in Equipment Compatibility and Bonuses

After analyzing the results of the first test, we detected some areas where we saw room for improvement. In particular, for the second iteration of testing, the compatibility and bonuses of some equipment will change.

Category Equipment Compatibility New Standard Bonus New Improved Bonus Sandbox #1 iteration (standard/improved bonuses)
Firepower Venting System All Tier II and higher vehicles with closed cabins.   6% 5 / 6.5%
Firepower Improved Aiming Unit All Tier V and higher tank destroyers and light, medium, and heavy tanks. Unavailable for SPGs. 7%   5%
Survivability Spall Liners All Tier V and higher vehicles.      
Mobility Additional Grousers All Tier II and higher tank destroyers and light, medium, and heavy tanks. Unavailable for SPGs and wheeled vehicles.

Hull traverse speed: 10% 

Acceleration: 7.5%

Hull traverse speed: 15%

Acceleration: 10%

Hull traverse speed: 5% / 7.5%

Acceleration: 5% / 7.5%

Scouting Camouflage Net All Tier II and higher vehicles.

SPGs and heavy tanks: 5% 

Light and medium tanks: 10% 

Tank destroyers: 15%

SPGs and heavy tanks: 7.5% 

Light and medium tanks: 12.5%

Tank destroyers: 17%

SPGs: 5% / 7.5% 

Tank destroyers: 15% / 17.5%

Scouting Low Noise Exhaust System All Tier II and higher vehicles.

SPGs and heavy tanks: 3%

Light and medium tanks: 7%

Tank destroyers: 5% 

SPGs and heavy tanks: 4%

Light and medium tanks: 9% 

Tank destroyers: 6%

Heavy tanks: 2% / 4%

Light and medium tanks: 6% / 9%

Scouting Binocular Telescope All Tier II and higher light, medium, and heavy tanks, tank destroyers, and SPGs. Unavailable for wheeled vehicles.      
Scouting Coated Optics All Tier II and higher vehicles.      

Changes to New Types of Equipment

During the first round of testing, some of the equipment proved unpopular and was not as effective in battle as we intended. Taking into account the statistics, we decided to merge the individual effects and characteristics of various types of equipment. In the second round of testing, we invite you to try out the following new types of equipment that combine the advantages of several items from the first iteration.

Category Type of Equipment Changes Availability Effect

Firepower

Mobility

Improved Rotation Mechanism

Bonuses have been reduced for both standard and improved equipment.

Increased the hull (as in Improved Main Transmission) and turret (as in Gun Traverse Amplifier) traverse speed.

Dispersion reduction is now similar to the Stabilizer equipment effect.

Tier V and higher vehicles

Reduces gun dispersion during hull traverse.

Increases hull and turret traverse speed for vehicles with turrets. Increases the hull and the gun traverse speed for vehicles with stationary cabins.

Reduces gun dispersion during movement and during hull and turret traverse.

Survivability Improved Hardening

Increased the standard equipment bonus.

All 5 effects from Enhanced Suspension have been added with one increased bonus for standard equipment.

The cost will be 40,000 / 200,000 / 600,000 credits.

All Tier II and higher tank destroyers and light, medium, and heavy tanks. Unavailable for SPGs.

Increases vehicle hit points.

Increases vehicle durability, load capacity, and repair speed. Reduces hull damage caused by suspension damage during impact. Fully restores suspension hit points after repairs.

Reduces the chance of destruction of a track upon receiving damage, allowing your vehicle to remain on the move as long as possible.

Survivability NEW! Improved Configuration

Combines the bonuses and effects of the following existing equipment:

Cyclone Filter—all 4 effects added and combined with other effects

"Wet" Ammo Rack—all 3 effects added and combined with other effects

Fill Tanks with CO2—both effects added and combined with other effects

Toolbox—one effect added

Cost: 200,000 / 600,000 credits

All Tier V and higher vehicles.

Accelerates repairs.

Increases the durability of the ammo rack, fuel tanks, and engine.

Reduces the loading time penalty and loss of engine power upon the damaging of the corresponding modules. Reduces the chance of engine fire.

Prevents one fuel tank fire, ammo rack explosion, or engine destruction in one battle upon the destruction of the corresponding module.

Survivability Turbocharger

Bonuses have been reduced for both standard and improved equipment. Combines the effects of the following new equipment:

Additional Forward Transmission—increases the vehicle's top forward speed

Additional Reverse Transmission—increases the vehicle's reverse speed

All Tier II and higher light, medium, and heavy tanks, tank destroyers, and SPGs. Unavailable for wheeled vehicles.

Increases engine power and top speed.

Increases engine power, providing better acceleration, maneuvering, and ascending of terrain slopes.

Increases the vehicle's maximum forward and backward speed, allowing you to take positions and escape enemy return fire quicker.

Scouting Improved Radio Set Bonuses have been reduced for both standard and improved equipment. The effect of Jamming Device has been added with a reduction in the bonus for both standard and improved equipment. All Tier VIII and higher light and medium tanks.

Increases the time an enemy remains spotted and reduces the time you remain spotted.

Increases the time an enemy remains spotted after leaving the vehicle's view range. Reduces the time you remain spotted for enemies.

Scouting Commander's Vision System Increased bonus for standard equipment. The effect of Panoramic Triplex has been added with a reduction in the bonus for standard equipment. All Tier VIII and higher light and medium tanks.

Reduces the concealment of enemy vehicles, either moving or behind vegetation.

Reduces the concealment of moving enemies and the vegetation concealment coefficients of enemies during spotting. This allows you to spot moving enemies from longer distances and more effectively spot enemies that are concealed by bushes or fallen trees.

The Equipment 2.0 concept that you will experience on the Sandbox server is just an experiment to test the viability of our ideas. The proposed changes may not make it to the final iteration, or may be released in a reworked format.

Feel free to share your impressions on all the new suggestions in a special questionnaire that will be sent via the in-game client after 29 June.

Rewards for Participating in Testing

Special Random Battle combat missions will be available during the Equipment 2.0 test with the following rewards.

  • Mission 1 (available upon login)
  • Mission 2
  • Mission 3
  • Mission 4
Mission 1 (available upon login)

Conditions:

  • Log in

Restrictions:

  • Once per account

Rewards on the Sandbox Server:

  • 10,000 on the Sandbox Server
Mission 2

Conditions:

  • Play 5 battles
  • Place in the top 10 of your team by experience earned

Restrictions:

  • Once per account

Rewards on the Sandbox Server:

  • 10,000 on the Sandbox Server
Mission 3

Conditions:

  • Play 15 battles
  • Place in the top 10 of your team by experience earned

Restrictions:

  • Once per account

Rewards on the Sandbox Server:

  • 5,000 on the Sandbox Server

Rewards on the Main Server after Sandbox Ends:

  • 1 day of WoT Premium Account
Mission 4

Conditions:

  • Play 30 battles
  • Place in the top 10 of your team by experience earned

Restrictions:

  • Once per account

Rewards on the Sandbox Server:

  • 5,000 on the Sandbox Server

Rewards on the Main Server after Sandbox Ends:

  • 3 days of WoT Premium Account

Your reward for completed missions will be credited to your main account within 14 days of completion of the Sandbox tests.

Everyone can take part in testing—the test client will be available for preloading starting from 24 June 2020, 21:00 UTC +8. We really need your input, so feel free to join the test and help us make World of Tanks even more exciting!

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