Update 1.13 Rolls Out!

Commanders!

Get ready to experience battles with the reworked HE shells, test new tactical tools to counteract SPGs, and try out all the other features of this massive update. In case you haven't been keeping up with the latest news, here are some of the new features you can expect in Update 1.13!

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.

VIII ISU-130
Engine Power
600 h.p. (▲ 10 h.p.)
Standard Shell Velocity
960 m/s (▲ 62 m/s)
HE Shell Velocity
850 m/s (▲ 148 m/s)
Special Shell Penetration
212 mm (▲ 25 mm)
Standard Shell Penetration
238 mm (▲ 23 mm)
Gun Traverse Limits
–10/10° (▼ 8/0°)
Ammunition
35 Shells (▲ 10 shells)
VIII T92
Standard Shell Penetration
189 mm (▲ 14 mm)
Special Shell Penetration
230 mm (▲ 20 mm)
VIII FV1066 Senlac
View Range
410 m (▲ 10 m)
Dispersion at 100 m
0.35 m (▼ 0.03 m)
VIII M41D
View Range
410 m (▲ 20 m)
Top Speed / Reverse Speed
68/24 km/h (▲ 3/2 km/h)
   
VIII
ISU-130
VIII
T92
VIII
FV1066 Senlac
VIII
M41D

We took a closer look at the combat performance of the following 6 tanks that you can get for achievements in battles on the Global Map:

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.

VIII Chieftain/T95
Engine Power
850 h.p. (▲ 100 h.p.)
Gun Dispersion During Movement and on Hull Traverse
–22% (▼ 22%)
Gun Dispersion During Turret Rotation
–22% (▼ 22%)
View Range
400 m (▲ 20 m)
Gun Reload Time
7.5 s (▼ 0.8 s)
VIII IS-5 (Object 730)
Gun Dispersion During Movement and on Hull Traverse
–17% (▼ 17%)
Gun Dispersion During Turret Rotation
−38% (▼ 38%)
Gun Depression Angle
−7° (▼ 2°)
VIII KV-4 Kreslavskiy
Top Speed
40 km/h (▲ 10 km/h)
Engine Power
1,350 h.p. (▲ 150 h.p.)
Gun Dispersion During Movement and on Hull Traverse
−38% (▼ 38%)
Hit Points
1,700 HP (▲ 200 HP)
Enhanced Turret Armor
 
VII T23E3
Gun Dispersion During Movement and on Hull Traverse
−30% (▼ 30%)
X 121B
Top Speed / Reverse Speed
55/25 km/h (▲ 5/5 km/h)
Gun Reload Time
8.1 s (▼ 0.6 s)
Enhanced hull and turret armor
 
X M60
Enhanced Hull and Turret Frontal Armor
 
   
VIII
Chieftain/T95
VIII
IS-5 (Object 730)
VIII
KV-4 Kreslavskiy
VII
T23E3
X
121B
X
M60

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.

  • Main display mode
  • Alternative display mode



Detailed info about the game mode
Name and logo of the game mode
Short description; team size; allowed vehicle tiers
Battle type menu for Random Battles
Rewards that can be earned in the mode
Button to select the alternative display mode
Dates and schedule of the game mode
Detailed info about the game mode
Name and logo of the game mode
Short description; team size; allowed vehicle tiers
Battle type menu for Random Battles
Rewards that can be earned in the mode
Button to select the alternative display mode
Dates and schedule of the game mode



Progression level within the game mode
Progression level within the game mode
Progression level within the game mode
Progression level within the game mode
Progression level within the game mode
Progression level within the game mode

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.

Minsk Map Rebalancing

After analyzing the statistics and your comments, we decided to make several improvements to the Minsk map. We've also made some visual changes to address pressing gameplay issues and make battles on it more comfortable and exciting.

Autumn has come to Minsk, and as such, visibility on the map has improved in some areas. We also removed some objects that interfered with shooting and optimized the volume of flying helicopters and planes on the map. Now their noise will not distract you from what is happening on the battlefield.

Based on your feedback, we lowered the water level in the Svisloch River, which resulted in the formation of many hills and lowlands. We also provided additional passages through it. Now, you will be able to quickly change flanks and reach additional firing positions.

We changed the red line that marks the border of the map in some places. This will create areas with additional safe passageways and help avoid fire from enemy vehicles in the center.

While working on improving the Minsk map, we tried to preserve the historically accurate appearance of the Belarusian capital while at the same time making it more convenient for playing a variety of vehicle classes. Now the map will become more versatile in the choice of flanks and allow teams to implement creative new tactics.

Interface Improvements

We continue to introduce the best solutions from popular mods into the game, making your experience more enjoyable. You can now track the HP of both allies and opponents in the player list and on the minimap. You will also be able to better analyze the combat situation on the battlefield and find new opportunities for attack or retreat thanks to Commander Camera.

 

All three modifications can be enabled or disabled in the settings under the "General" tab.

Replacing Blueprint Fragments

We’ve slightly improved the blueprints system. Now countries of different national formations in the "Second Front" Personal Missions campaign will provide each other with mutual assistance.

If, when creating a blueprint for a specific vehicle, you don't have enough national fragments, you can replace them with national fragments of the allied nation at a 1:6 ratio. For example, if you don’t have enough Chinese national fragments to create a blueprint for a Chinese vehicle, then you can use Soviet national fragments instead, but you will need 6 times as many.

You can only use national fragments of one nation for conversions. For example, to replace 10 Chinese fragments, you will need 60 Soviet fragments, but you cannot use 5 Chinese fragments and replace the remaining 5 Chinese fragments with 30 Soviet fragments.

Here are the nations in each national formation:

  • Alliance: Poland, U.K., U.S.A.
  • Bloc: Germany, Japan
  • Coalition: Czechoslovakia, France, Italy, Sweden
  • Union: China, U.S.S.R.

To replace a national fragment with allied national fragments:

  • Go to the blueprint research interface of a specific vehicle.
  • Select one of the allied nations.

Roll Out!

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