One of the biggest updates to World of Tanks
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During this Common Test, you can experience the reworked mechanics for causing damage with HE shells and new features for countering SPGs. We’re also continuing to rebalance and improve the performance of four Tier VIII Premium vehicles and six tanks that you can obtain for achievements in battles on the Global Map. Plus, we’re introducing a new mode called Recon Mission, implementing a fresh set of interface solutions, and adding several other new features. Let’s roll!
HE Shell Reworking
A few months ago, we completed a whole series of Sandbox iterations in which we all tested important changes to key game mechanics. Together, we have come a long way and achieved a high-quality result. We fully assessed the impact of the new mechanics on the game's ecosystem and made sure that it works correctly and remains stable. Each Commander can now try out these important changes during the Update 1.13 Common Test.
One of the most important features of the Sandbox test that will be added to the game in this update is the complex rework of HE shells. Our main goal was to rework HE shells while keeping all the best things that you love about them—fun and exciting gameplay unique to the game, ease of use, and high chances of causing damage. We had to solve many issues, but we succeeded! Here’s a quick refresher on how the new mechanics for causing damage with HE shells work.
1. In the new system, HE shells will be able to penetrate armor and deal damage at the point of impact.
Upon impact with armor, an HE shell will still try to penetrate, but if its penetration value is not high enough, then damage will be calculated at the point of contact with the armor. At the same time, after exploding, small pieces of spall will be created inside the vehicle. By scattering inside the vehicle, the spall will injure crew members and cause damage to modules, as well as to the armor itself. The spall radius will be the same as a shell’s burst radius in the current system.
There is now a direct relationship between armor thickness and the amount of damage: the thicker the armor, the lower the damage. Heavy tanks with good frontal armor will feel more confident as they will take less HE damage. The use of HE shells by medium and small calibers will make more sense, since they tend to do minimal damage when hitting armor.
2. With the new mechanics, HE shells will be able to penetrate screens, tracks, and the wheels of wheeled vehicles at the point of impact. They will also be able to penetrate insignificant and/or destructible obstacles (fences, destructible structures, etc.).
The principle of their action will be the same as that of AP shells. However, if after penetrating a screen, an AP shell hits armor that is thicker than the remaining penetration value of the shell, no damage is caused. For HE shells in this situation, the "spall" mechanic takes effect and is guaranteed to cause damage. If an HE shell penetrates the screen and explodes on the armor, it will deal damage. The amount of damage will depend on the thickness of the armor plate on which the HE shell exploded.
If an HE shell does not penetrate a screen and therefore does not reach the armor, it will not cause any damage at all. To fire HE shells effectively through screens, you will need to consider the thickness and slope of the screens.
3. We adjusted the characteristics of vehicles with HE-based gameplay.
During Sandbox trials, there were concerns about the KV-2, Type 5 Heavy, XM551 Sheridan, and some other vehicles with HE-based gameplay. Recently, we launched a dedicated Supertest for them. Based on the results, we adjusted their performance.
After all the tests, we can see that the new mechanics work and solve the problems we set out to address. Join the Common Test and try out these significant changes we've been working on together for so long!
New Tactical Features to Counteract SPGs
Starting with Update 1.13, non-SPG players will have 3 new tactical features at their disposal to counteract artillery:
- Sound Detection (aka "Sixth Sense for Arty")
- Brighter shell tracers
- Field of fire markers on the minimap
Let's start from the top.
Vehicle commanders will be able to learn a new special perk—Sound Detection. When an SPG fires a shot, players whose vehicles are within the damage area will see a special indicator. It will trigger if their vehicle is inside the affected area. Depending on the shell velocity and travel distance, you will have a short time to react. These seconds may be enough for you to escape the blast zone or turn your vehicle so that a shot will hit thicker armor and minimize damage. Sound Detection turned out to be useful for both maneuverable and slow vehicles, but it may take you some time to learn how to maximize its full potential.
Changes to SPGs
SPGs will now have three available shell types. Each of them will feature its own combat purpose, trajectory, and velocity. Let’s look at them individually.
- Standard HE shell: The easiest shell type to use, it causes low damage and stuns several opponents with a single shot. It will have the lowest velocity of all three shell types, but a more comfortable, high-angle trajectory.
- Alternative HE shell: It causes no stun and has a relatively small burst radius, but features better armor penetration and higher damage per shot values than the standard shell. This shell also has a higher velocity but a lower angle trajectory.
- Tactical AP shell: In cases where the previous two shells are not as effective, try using an AP shell that can only hit one target. Its penetration value will be higher than that of HE shells, and its velocity will be the highest of all three shell types, allowing you to cause some serious damage. However, you should remember that the trajectory of this shell type is the flattest and travels at the lowest angle to the ground.
Vehicle Rebalancing Continues!
We are continuing to work on rebalancing popular Premium tanks and improving their combat effectiveness. In Update 1.12.1, we rebalanced four Tier VIII vehicles. This time, three light tanks of different nations will receive their own improvements. We’re updating their combat parameters and enhancing their strengths to emphasize their gameplay. At the same time, the next several Premium vehicles that need to be rebalanced have already headed to a dedicated Supertest. Stay tuned to find out more about the next series of improvements!
The
VIII M41D , a modernized version of the American M41A3 Walker Bulldog, will now become more confident in its role as a fast and mobile scout. We slightly increased its maximum forward and reverse speed, and increased its view range from 390 to 410 meters.
The British
VIII FV1066 Senlac also received an increased view range (from 400 to 410 meters), and its gun became more accurate. This will make the vehicle more competitive.
The
VIII T92 received a slight increase in armor penetration for both standard and special shells. These improvements will help this tank to not only effectively fulfill the role of an active scout, but also increase the chances of causing damage.
In addition to light tanks, we’ve improved the performance of the ambush tank destroyer, the
VIII ISU-130 . This vehicle now features increased engine power and horizontal aiming angles. We also increased the armor penetration of both standard and special shells, as well as the velocity of standard and HE shells. It will be more comfortable for you to shoot and deal damage from long distances when playing in this TD.
We already improved the characteristics of the Tier X tanks (the M60 and the 121B) several years ago, but we think there is still some room for improvement. The gameplay of these vehicles will not change, but we see an opportunity to adjust some of their battle parameters so that they can better perform their proper roles. Let’s look at each tank individually.
The M60 received more durable turret armor, which will allow it to perform more effectively in battles at short and medium ranges.
We improved the turret armor of the 121B, while strengthening its upper frontal plate. In addition, this Chinese medium tank now boasts a faster reload time, which means its DPM has slightly increased. Plus, we’ve improved its maximum forward and reverse speed.
We also want to update the characteristics of the Tier VII–VIII reward tanks. These vehicles are becoming more accessible, so their audience in the game is growing. It’s high time to revise their performance and make them correspond better with the current environment.
The Chieftain/T95 received a more comfortable gun with improved stabilization and a reduced reloading time. In addition, this vehicle now features an increased view range and better engine power.
The KV-4 Kreslavskiy has more HP. We also strengthened its frontal turret armor and the sides of the gun mantlet. Its engine has become more powerful, and its maximum forward speed has been increased. Taken together, these changes will increase the survivability of this heavy tank.
Slight changes were also made to the IS-5 and the T23E3. The gun stabilization of these vehicles was improved, and the gun depression angles of the Soviet tank were increased from –5 to –7 degrees.
Changes to the Mode Selection Interface
We improved the Garage mode selection interface to make it clearer and more informative. Now it will be more convenient for you to choose the mode you want to play. Instead of a dropdown menu to the right of the Battle! button, a standard full-size screen with separate windows for the available modes will be introduced. Random Battles and other modes that may be of the greatest interest will have large windows. For permanent modes, their windows will be smaller.
Each mode will feature a brief preview and a more detailed description on a separate page with information about the core rules and rewards. You will also be able to track your progression in some of the modes you play.
Explore New Maps in Recon Mission!
In Update 1.13, we will add a new mode to World of Tanks—Recon Mission. In this experimental mode, you will be able to try out maps that are in the late stages of development. It will become a collaboration platform where we will work together with you to improve and refine new locales.
After playing a certain number of battles in Recon Mission, you’ll be able to vote for one of three maps available for your consideration (this number may change in the future) and complete a detailed questionnaire. Your feedback will help us better understand what adjustments need to be made to the game balance on a particular map to make battles on it more exciting.
Battles in Recon Mission will take place in vehicles Tier VIII and higher and will follow the rules of Standard Battles. In this mode:
- Personal Missions will be unavailable, but you’ll be able to complete other battle missions (including Daily Missions).
- The battle economy will be the same as in Random Battles.
- You will be able to earn Battle Pass Points.
You will also have the opportunity to earn various rewards for participating in this mode.
We’re still working on Recon Mission and improving the feedback collection system. We need your help right away, so join the Common Test, try out this mode, and share your opinions! More details on Recon Mission will come later, so stay tuned!