Update 1.10: Common Test 1 Rolls Out!

Summer’s in full swing, as is the next large update for World of Tanks, Commanders!

A new wave of Common Tests carries the return of a familiar map for Random Battles, the highly anticipated Steel Hunter mode, and a whole lot more. Read up on what Update 1.10 brings to the battlefield, then join the Common Test and share your feedback!

Pearl River Is Back!

Do you remember the Pearl River map that was removed from the game in Update 0.9.10? At the time, this map had some bottlenecking issues that prevented players from unleashing the full combat potential of certain vehicle classes. Many of you asked us to reconfigure and bring back this location. The good news is it will be returning in Update 1.10 with a significant makeover.

Pearl River is a 1000 x 1000-meter summer map inspired by the captivating scenery of the picturesque Yangshuo county in Southern China and other regions. The map offers a wide variety of unique landscapes and flora that are typical for this beautiful locale, including:

  • Rice terraces
  • A sparkling waterfall
  • A rocky gorge
  • Traditional Chinese pagodas and other authentic buildings
  • Breathtaking landmarks

We’ve significantly reworked both the map configuration and its visual style. More details about Pearl River and its features will be available at a later date in a dedicated article.

Vehicle Rebalancing

This year, we’re continuing the rebalancing work we started in 2019 for some popular vehicles. In Update 1.10, we aim to adjust the characteristics of wheeled vehicles, as well as the battle performance of several medium and heavy tanks. Here’s a closer look at each class.

Balance Changes to Wheeled Vehicles

Fast and highly maneuverable, wheeled vehicles have too much of an impact on the outcome of battles at times. To balance the wheeled vehicles, reduce their influence on gameplay, and give slower vehicles a better chance against them, we will:

  • Increase the reduction in speed caused by suspension damage
  • Slightly reduce the firepower and mobility of some wheeled scouts

First, we’ll make changes to the mechanics of causing damage to the wheels. Previously, a damaged wheel affected only the vehicle’s dynamics, not its current speed. Now, if the wheels are damaged, both vehicle dynamics and speed will noticeably decrease. Damage to a drive wheel will reduce the overall power of the vehicle, and damage to a traction wheel will affect its speed. Considering that almost all wheeled vehicles in the game have all-wheel drive, damage to any wheel will cause a reduction in dynamics. However, the speed of the vehicle will decrease only when the damaged wheels are touching the ground.

The second aspect is the rebalance of their technical characteristics. We want to slightly decrease the gun handling parameters, as well as the acceleration and top speed of some vehicles. A slight decrease in their technical characteristics, in combination with the revised wheel damage mechanics, should have a sufficient impact on reducing the battle performance of these vehicles.

Be sure to join the Common Test and experience these changes for yourself!

Balance Changes to Medium Tanks

We also aim to rebalance the battle parameters of several popular medium tanks that are inconsistent with others in their class in terms of effectiveness. In particular, we’ll adjust the characteristics of the  X Progetto M40 mod. 65  and the  X Object 430U , as well as their Tier IX predecessors. These balance changes should correct the performance of these tanks and, at the same time, preserve their key gameplay features.

The turret traverse speed of the Progetto M40 mod. 65 will be reduced and the aiming time will be increased. Gun dispersion will also increase, including after firing. The  IX Prototipo Standard B  will undergo similar changes.

You will no longer be able to mount a Gun Rammer on vehicles featuring autoreloaders. If Gun Rammer is already mounted on these tanks, it will be automatically sent to the Depot for free after the update goes live.

However, the autoreloading mechanics and general gameplay dynamics of these vehicles will remain unchanged, and they’ll continue to bring considerable firepower, speed, and maneuverability to the battlefield.

As for the Object 430U, the armor thickness of the commander's cupola and gunner's cupola will be reduced, making this tank more vulnerable in close combat. Dispersion when moving and when traversing its turret will increase.

On the other hand, the  IX Object 430  will only undergo gun dispersion changes.

Balance Changes to Heavy Tanks

We’ll also revise the characteristics of the  X IS-4 , the  X T110E5 , and the  X E 100 , as well as the parameters of some other heavy vehicles.

After rebalancing, the IS-4 will receive more durable frontal armor, allowing it to fight more effectively on the front line. Its turret traverse speed will also increase, and gun dispersion will decrease during movement and turret traverse. The top gun of this tank will lose some accuracy, but its reload and aiming time will decrease.

For other vehicles in the branch, including the  VII KV-3 , the  VIII KV-4 , and the  IX ST-I , their characteristics will also change to become more favorable for close combat.

The T110E5 will maintain its status as a versatile brawler with good armor and serious firepower. Its weapon dispersion will decrease, while DPM will increase. The combat characteristics of the  IX M103  and the  VIII T32  will also become more pronounced.

The superheavy E 100 will become even more hardy as its frontal turret armor will be strengthened, causing it to be harder to penetrate. Also, it will receive an updated alternative gun that is more suitable for close combat. It’s less accurate, but it has higher damage and a quicker rate of fire. In addition, the aiming time of the 15 cm gun will be reduced.

Other vehicles of this branch will receive updated shells with increased damage. Their turret armor will also be improved.

You can learn more about the revamped characteristics of these tanks in more detail in the Patch Notes and in a dedicated article which we will publish at a later date.

Battle Communication

Along with Update 1.10, we’ll release the reworked in-battle communication system. Thanks to a number of improvements and changes, it will be easier for you to communicate with allies and share your team tactics. The entire communication system will become clearer, more informative, and efficient. Read up on all these changes in the dedicated article.

Revamped Bond Mechanics

Currently, you can earn bonds in several ways. The most common one is to play Random Battles in Tier X vehicles. But the fact is that you can’t predict how many bonds you will earn per battle, nor whether you will get the epic medals or Battle Heroes achievements that also reward you with bonds. Moreover, you can earn bonds only in single-tier battles when all tanks on the battlefield are Tier X vehicles.

Our goal is to make the whole system more transparent, understandable, and predictable. As a result, we're going to introduce the following mechanics.

In the new system, epic medals and Battle Heroes achievements will no longer earn you bonds. Instead, you’ll be able to earn them not only in single-tier battles, but in all Random or Grand Battles in Tier X tanks so long as you rank in the top 10 of your team by base experience earned. The number of bonds you will receive depends on your performance in battle, as shown in the table below:

Position on Your Team by Base XP Earned Win a battle Lose a battle / Draw
TOP 3 7 5
TOP 10 5 3

Each Tier X tank can earn up to 50 bonds per week. You can check to see how many bonds you have earned for each Tier X vehicle and the remaining limit via the tank carousel.

By clicking on the “Bonds” icon in the upper right corner of the screen, you can see detailed information about the new rules for earning bonds.

The new system will help you get a clearer idea of ​​how many bonds you can earn in each battle, allowing you to plan your income and expenses.

Steel Hunter

Steel Hunter, one of the most anticipated modes in World of Tanks, will return to the game in August 2020 in a revamped format. It will feature a shared progression with Frontline 2020, called Expedition. There will also be a number of significant changes, including special new vehicles. Be the first to try it out during the Common Test and give us your feedback!

Steel Hunter is available during the Common Test only for testing purposes. The progression system during the Common Test will be shortened. Various values and characteristics that are relevant for the Common Test may not correspond to those in the final version of the mode. 

This year, Steel Hunter won’t be a short-term event. Instead, it will be a long-term mode consisting of 4 separate Stages. These Stages will continue your Expedition for incredible reward vehicles. You’ll be able to earn up to 3 tokens during each Steel Hunter Stage.

Here’s a sneak peek at some changes this battle royale has received.

  • Five special vehicles will be available instead of three. One French and one British tank will keep you company, along with one American, one German, and one Soviet vehicle.
  • Vehicles will have special roles that their unique abilities will emphasize. The American and German tanks will play more defensive roles, while the British and Soviet vehicles will find themselves best suited to attacking and hunting. The French tank will perform best as a Scout. Each of the five available tanks can be upgraded from Tier I to Tier VII.
  • Each vehicle will now have its own set of abilities. Some abilities will be common, while others will be unique to specific tanks.
  • The progression system will be simplified and the Tech Tree for all vehicles will be corrected. Instead of 25 Ranks, there will be 15 Levels, and you won’t lose Levels for poor battle performance.
  • An atmospheric new map called Arzagir 4.04 will appear in the mode. It will be the same size as Dreamland, but made in a different setting. Arzagir 4.04 will offer you a fresh gameplay experience and give plenty of space for various tactical maneuvers.

More information about Steel Hunter and its features will be available later, so stay tuned!

Get out there and evaluate for yourselves all the changes and additions this large update brings, Commanders! Share your feedback, thoughts, and suggestions to help us make the game even more exciting!

  • HOW THE CT WORKS
  • TEST CLIENT 
HOW THE CT WORKS

New to testing? Check out our handy guide to public tests.

Eligibility: The cut-off was made on June 29, so all players registered prior to 22:59 CEST on June 28 can participate in the test.

Feedback: Please post your bug reports and general feedback on the test version in the special thread on our forum.

TEST CLIENT 

In order to participate in the test using the Wargaming.net Game Center, use this link.

  • The Wargaming.net Game Center will download all the additional data
  • Start playing

MORE ABOUT THE WARGAMING.net GAME CENTER  

Patch Notes

Expand

Main Changes

Steel Hunter

An atmospheric new map called Arzagir 4.04 will appear in Steel Hunter. At the same time, the Dreamland map will remain in the game.

The progression system will be simplified and the Tech Tree for all vehicles will be corrected. Each of the five available tanks can be upgraded from Tier I to Tier VII.

Instead of 25 Ranks, there are 15 Levels, and you won’t lose Levels for poor battle performance.

The number of Platoons per battle will be increased to 10 (Platoons fight only against other Platoons).

Loot points that can be found across the map will contain a charge (instead of a specific combat reserve) that is randomly generated for one of the four Abilities, depending on the loot type (smoke color).

The Ability aiming system has been unified. Different types of aiming used in the previous event have been replaced with a single universal aiming mechanic that is used for all Abilities requiring it.

Combat reserves have been replaced by 4 different Abilities:

  • Ability 1 and 2 are common for all vehicles (these are Recovery and Repair Kit)
  • Ability 3 and 4 are unique to each vehicle

List of new features:

  • Repair Zone: a temporary area in which vehicle durability can be restored and modules repaired.
  • Corrosive Mist: a temporary area in which all vehicles gradually take damage. It does not reset the timer for capturing loot but it does increase the concealment of vehicles inside the area.
  • Minefield: a temporary area covered by mines that cause damage to enemies upon contact.
  • Berserker: when used, it significantly increases armor penetration and other gun parameters for a certain time, but in return, it gradually causes damage to the player's vehicle during the period of action.
  • Fireball: a self-propelled mine that pursues an enemy and causes damage upon contact.

Five special vehicles will be available. Each one belongs to a particular nation: France, U.K., U.S.A., Germany, and U.S.S.R. The tactical purpose for each vehicle is different and is determined by their design specifics and possible module improvements. These vehicles are conditionally divided into three roles:

  • The Soviet and German vehicles will have the highest durability and best armor. One of their abilities is Recovery.
  • The British and American vehicles will have increased penetration values compared to other vehicles. One of their abilities is Berserker.
  • The French vehicle will have the best mobility and scouting parameters (Vision Cone and Radio Detection). One of its abilities is Fireball.

Revamped Bond Mechanics

Bonds can now be earned in a different way. Our goal is to make the whole system more transparent, understandable, and predictable. At the same time:

Players will be able to earn bonds not only in single-tier battles but in all Random or Grand Battles in Tier X tanks so long as they rank in the top 10 of their team by base experience earned. In other words, when playing in a Tier X vehicle, you will earn bonds even in battles against Tier VIII and Tier IX vehicles.
The higher your position in the Battle Results by experience earned, the more bonds you will receive:

  • If you win, you will earn 7 bonds for being in the top 3 and 5 bonds for being in the top 10.
  • If you lose or draw, you will earn 5 bonds for being in the top 3 and 3 bonds for being in the top 10.

The same rule applies to Grand Battles and Ranked Battles.
Each Tier X vehicle will have a weekly limit (similar to the system in Battle Pass):

  • Once the limit for a particular vehicle is reached, bonds will not be earned until the limit resets.
  • The limit is shared by all modes (Random Battles, Ranked Battles, Grand Battles).
  • The limit is reset at the beginning of each week.
  • Each Tier X vehicle will have its own limit (once you reach it for a vehicle, you can start earning bonds in a different one).
  • Under the new system, epic medals and Battle Heroes achievements will no longer earn you bonds.

Maps

  • The Pearl River map will return to the game with a significant makeover.
  • Balance changes have been made to the Cliff, Prokhorovka, Berlin, and Ruinberg maps.

Battle Communication 2.0

We have reworked the communication system

Revised the communication system for Random Battles to expand & improve interactions between players.

  • Added a one-button solution ("T") to highlight targeted locations, tanks, and objectives or set existing pings as active targets.
    • Active targets will show the number of players contributing to it. 
    • Added a new "F2" key shortcut to set an object or marker as an active target.
    • Players with the same active target will see each other in the playerlist. It also shows when players are directly supporting.
  • Added markers that highlight pinged positions in the 3D world.
    • For normal "Attention to" pings, pressing ALT will show which player set a ping.
  • Added new context-sensitive objects and new ping types and messages. The command wheel’s design and behavior were improved.
  • Markers of tanks and bases can now be highlighted through terrain without a clear line-of-sight.
    • Added markers for bases in Random battles.
  • Minimap pings can now be placed at an exact location, similar to other game modes.
  • Non-SPG players are now able to set waypoints on the minimap by clicking the right mouse button.
  • At the start of battle, players can select one of several named waypoints marking important positions on the map.
  • Messages sent to other players are voiced and trigger a "callout". By pressing the "Z" key (command wheel), players can instantly confirm the message while it is on screen.
  • Improved the sound system to give information on the type and direction of pings.
  • Modified flood protection to provide a smarter way to avoid ping spamming.
  • Included several customization options for communication in "general settings" and "controls settings".

Changes to the technical characteristics of the following vehicles

Germany

Changes to the technical characteristics of the following vehicles:

Tiger I

  • Replaced the 8,8 cm Kw.K. 43 L/71 gun with the 8,8 cm Kw.K. 43 L/71 mod.Vlt, which has the following parameters:
    • Reload time in the Pz.Kpfw. Tiger Ausf. E turret is 7.8 s
    • Aiming time in the Pz.Kpfw. Tiger Ausf. E turret is 2.5 s
    • Changed the shell damage for the 8,8 cm Kw.K. 43 L/71 mod.Vlt gun from 240/240/295 to 280/280/370 HP

 

VK 36.01 (H)

  • Changed the dispersion of the 8,8 cm Kw.K. 36 L/56 gun in the Pz.Kpfw. VI H Ausf. H2 turret from 0.38 to 0.36 m
  • Decreased the dispersion on turret traverse for the 8,8 cm Kw.K. 36 L/56 gun in the Pz.Kpfw. VI H Ausf. H2 turret by 25%
  • Changed the reverse speed from 12 to 14 km/h
  • Changed the vehicle durability with the Pz.Kpfw. VI H Ausf. H2 turret from 1060 to 1200 HP
  • Changed the vehicle durability with the VK 36.01 (H) turret from 1000 to 1100 HP

 

Tiger II

  • Replaced the 8,8 cm Kw.K. 43 L/71 gun with the 8,8 cm Kw.K. 43 L/71 mod.Vlt (shell damage of 280/280/370 HP)
  • Replaced the 10,5 cm Kw.K. L/52 gun with the 10,5 cm KwsPz.K. L/52 (shell damage of 360/360/440 HP)
  • Replaced the 10,5 cm Kw.K. L/68 gun with the 10,5 cm KwsPz.K. L/68 (shell damage of 360/360/440 HP)
  • Improved armoring of the hull and the top turret

 

E 75

  • Replaced the 8,8 cm Kw.K. 43 L/71 gun with the 8,8 cm Kw.K. 43 L/71 mod.Vlt (shell damage of 280/280/370 HP)
  • Replaced the 10,5 cm Kw.K. L/52 gun with the 10,5 cm KwsPz.K. L/52 (shell damage of 360/360/440 HP)
  • Replaced the 10,5 cm Kw.K. L/68 gun with the 10,5 cm KwsPz.K. L/68 (shell damage of 360/360/440 HP)
  • Replaced the 12,8 cm Kw.K. 44 L/55 gun with the 12,8 cm Kw.K. Ausf. E (shell damage of 530/530/670 HP)
  • Improved armoring of both turrets
  • Changed the vehicle durability with the E 75 Ausf. A turret from 1820 to 1850 HP
  • Changed the vehicle durability with the E 75 Ausf. B turret from 1920 to 1950 HP

 

E 100

  • Replaced the 12,8 cm Kw.K. 44 L/55 gun with the 12,8 cm Kw.K. Ausf. E (shell damage of 530/530/670 HP)
  • Changed the aiming time of the 15 cm Kw.K. L/38 gun in the E 100 turret from 2.9 to 2.7 s
  • Improved the turret armoring

Italy

Now Gun Rammers cannot be mounted on Tier VIII–Х medium tanks.

Changes to the technical characteristics of the following vehicles:

Progetto M40 mod. 65

  • Changed dispersion of the gun from 0.33 to 0.35 m
  • Increased the gun dispersion after firing a shot by 33%
  • Changed the aiming time from 2.1 to 2.5 s
  • Changed the turret traverse speed from 36 to 34 deg/s

 

Prototipo Standard B

  • Changed the dispersion of the Cannone da 105 Rh V1 gun in the Prototipo Standard B (R 1) turret from 0.35 m to 0.37 m
  • Changed the dispersion of the Cannone da 105 Rh V1 gun in the Prototipo Standard A (W 2) turret from 0.35 to 0.37 m
  • Changed the dispersion of the Cannone da 90 Rh gun in the Prototipo Standard B (R 1) turret from 0.32 m to 0.33 m
  • Increased the dispersion of the Cannone da 90 Rh gun in the Prototipo Standard A (W 2) turret after firing a shot by 17%
  • Increased the dispersion of the Cannone da 105 Rh V1 gun in the Prototipo Standard A (W 2) after firing a shot by 33%
  • Increased the dispersion of the Cannone da 90 Rh gun in the Prototipo Standard B (R 1) turret after firing a shot by 17%
  • Increased the dispersion of the Cannone da 105 Rh V1 gun in the Prototipo Standard B (R 1) after firing a shot by 33%
  • Changed the aiming time of the Cannone da 90 Rh gun in the Prototipo Standard A (W 2) turret from 2 to 2.1 s
  • Changed the aiming time of the Cannone da 105 Rh V1 gun for the Prototipo Standard A (W 2) turret from 2.4 to 2.6 s
  • Changed the aiming time of the Cannone da 90 Rh gun in the Prototipo Standard B (R 1) turret from 2 to 2.1 s
  • Changed the aiming time of the Cannone da 105 Rh V1 gun for the Prototipo Standard B (R 1) turret from 2.3 to 2.5 s
  • Changed the turret traverse speed of the Prototipo Standard A (W 2) from 32 to 30 deg/s
  • Changed the turret traverse speed of the Prototipo Standard B (R 1) from 34 to 32 deg/s
  • Changed the engine power of the MB 837 Ea engine from 750 to 690 h.p.

Poland

Added the following vehicle for testing by Supertest players: CS-52.

U.S.S.R.

Changes to the technical characteristics of the following vehicles:

SU-122А, SU-76M, SU-85B, T-70, T-80

  • Changed the tier of the M-80 engine from IV to III

Object 430

  • Increased the dispersion during movement of the Object 430 suspension by 14%
  • Increased the dispersion during movement of the Object 430 improved suspension by 14%
  • Increased the dispersion on hull traverse of the Object 430 suspension by 14%
  • Increased the dispersion on hull traverse of the Object 430  improved suspension by 14%
  • Increased the dispersion on turret traverse of the 122 mm D-25TSU gun in the Object 430 turret by 20%

 

Object 430U

  • Decreased turret armoring
  • Increased the dispersion during movement by 33%
  • Increased the dispersion on hull traverse by 33%
  • Increased the dispersion on turret traverse by 20%

 

KV-3

  • Improved the turret armoring
  • Changed the dispersion of the 122 mm D-25T gun in the KV-3 turret from 0.46 to 0.44 m
  • Changed the aiming time of the 122 mm D-25T gun in the KV-3 turret from 3.4 to 3.1 s

 

ST-I

  • Replaced the 122 mm D-25T gun (shell types: AP, APCR, HE; penetrations values: 175/217/61 mm) with the 122 mm D-25TS, which has the following parameters:
    • Shell types: APCR, HEAT, HE
    • Penetration values: 217/270/61 mm
    • Dispersion in both turrets is 0.44 m
    • Aiming time in both turrets is 3 s
  • Decreased the dispersion during movement of the ST-I suspension by 7%
  • Decreased the dispersion during movement of the ST-IM suspension by 12%
  • Decreased the dispersion on hull traverse of the ST-I suspension by 7%
  • Decreased the dispersion on hull traverse of the ST-IM suspension by 12%
  • Changed the dispersion of the 122 mm M62-T2 gun in the ST-I turret from 0.38 to 0.4 m
  • Changed the reload time of the 122 mm M62-T2 gun in the ST-I turret from 13.3 to 12.7 s

 

KV-4

  • Replaced the 122 mm D-25T gun (shell types: AP, APCR, HE; penetrations values: 175/217/61 mm) with the 122 mm D-25TS, which has the following parameters:
    • Shell types: APCR, HEAT, HE
    • Penetration values: 217/270/61 mm
    • Dispersion in the KV-4-5 turret is 0.44 m
    • Aiming time in the KV-4-5 turret is 3 s
    • Reload time in the KV-4-5 turret is 12 s
    • Gun depression angle in both turrets is -8 deg
  • Changed the dispersion of the 107 mm ZiS-24 gun in the KV-4-5 turret from 0.38 to 0.36 m
  • Decreased the dispersion on turret traverse for the 107 mm ZiS-24 gun in the KV-4-5 turret by 38%
  • Changed the reload time of the 107 mm ZiS-24 gun in the KV-4-5 turret from 10.3 to 9 s
  • Changed the aiming time of the 107 mm ZiS-24 gun in the KV-4-5 turret from 2.9 to 2.3 s
  • Improved armoring of the KV-4-5 turret

 

IS-4

  • Replaced the 122 mm D-25T gun (shell types: AP, APCR, HE; penetrations values: 175/217/61 mm) with the 122 mm D-25TS, which has the following parameters:
    • Shell types: APCR, HEAT, HE
    • Penetration values: 217/270/61 mm
    • The gun dispersion is 0.44 m
  • Decreased the dispersion during movement by 28%
  • Decreased the dispersion on hull traverse by 28%
  • Changed the hull traverse speed from 26 to 30 deg/s
  • Changed dispersion of the 122 mm M62-T2 gun from 0.38 to 0.42 m
  • Decreased the dispersion on turret traverse for the 122 mm M62-T2 gun in the IS-4M turret by 25%
  • Changed the reload time of the 122 mm M62-T2 gun from 12 to 11.5 s
  • Changed the aiming time of the 122 mm M62-T2 gun from 2.9 to 2.5 s
  • Changed the turret traverse speed from 22 to 25 deg/s
  • Improved hull and turret armoring

U.S.A.

Added the following vehicle for testing by Supertest players: T77

Changes to the technical characteristics of the following vehicles:

T32

  • Replaced the 105 mm Gun T5E1 gun (penetrations values: 198/245/53 mm) with the 105 mm Gun T5E1/45, which has the following parameters:
    • Penetration values: 208/245/53 mm
    • The gun dispersion in the T119 turret is 0.4 m
    • The reload time in the T119 turret is 9.4 s
    • The aiming time in the T119 turret is 2.1 s

M103

  • Replaced the 105 mm Gun T5E1 gun (penetrations values: 198/245/53 mm) with the 105 mm Gun T5E1/45, which has the following parameters:
    • Penetration values: 208/245/53 mm
    • The gun dispersion in the T140 turret is 0.39 m
    • The reload time in the M89 turret is 9.4 s
    • The reload time in the T140 turret is 9.3 s
    • Aiming time in both turrets is 2.1 s
  • Decreased dispersion during movement of the T97E1 suspension by 9%
  • Decreased dispersion during movement of the T97E2 suspension by 10%
  • Decreased dispersion on hull traverse of the T97E1 suspension by 9%
  • Decreased dispersion on hull traverse of the T97E2 suspension by 10%
  • Changed the reload time of the 120 mm Gun T122 in the T140 turret from 11.4 to 11 s
  • Changed the reload time of the 120 mm Gun M58 in the T140 turret from 11.2 to 10 s
  • Changed the aiming time of the 120 mm Gun T122 in the T140 turret from 2.6 to 2.5 s
  • Improved armoring of the T140 turret
  • Improved armoring of the hull

T110E5

  • Improved armoring of the hull
  • Decreased the dispersion during movement by 22%
  • Decreased the dispersion on hull traverse by 22%
  • Decreased the dispersion on turret traverse by 25%
  • Changed the reload time from 10 to 8.8 s

 

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