Update 1.2 Common Test

Commanders! The second Common Test for our 1.2 update is now available. Roll into battle right now and give us your feedback. 

Today, we launch the first Common Test of Update 1.2, bringing some new additions to World of Tanks, so let’s check it out!

New Map: Empire’s Border

You’ve probably heard about this map from Chinese sources. Empire’s Border received a warm welcome and positive feedback from its home audience, so we’re including it into the roster for all regions as it was previously only available on the China server.

Empire’s Border will become the first Asia-set locale to join the game since the release of Update 1.0. Featuring what many consider the 8th Wonder of the World, the map is sliced into two halves by the Great Wall of China, commanding the landscape from higher ground.

The whole locale is split into several altitudes, each offering tactical versatility of its own.

 
 

Zone for mediums. Along the wall, there are distant shoot-throughs and along the red line are a large number of shelters.

 

Zone for mediums. Along the wall, there are distant shoot-throughs and along the red line are a large number of shelters.

 

Zone for lights. A number of shelters and a quick breakthrough to the rear of the enemy.

 

The battle zone for mediums and heavies with good angles of depression. It will be one of the most important points throughout the battle.

 

The place for those without good angles of depression and rather convenient for clashes between heavies.

 

The location for tank destroyers to give support to key areas.

 

The location for tank destroyers to give support to key areas.

 

HD Maps

Both Widepark and Highway have been revamped to HD quality, adding an extra level of immersion, while leaving their core gameplay unchanged.

 

Reworked Maps

Redshire

In the main clash point, the map provided a concealed fire position only to the southern team. The new iteration will fix this disbalance, adding a similar position to the opposing team, so that both sides can take advantage of long-range sniping. While it won’t drastically affect the balance, the improvement will provide equal chances for each team in a particular map area.

Ruinberg

The map will get treatment for an old issue, when the northern team had the advantage of a wider firing range on the radial street all the way up to the square. Both teams will now be provided with equal opportunities to fight for the “small town” and control a huge part of the map once it’s captured. On top of that, the southern team will receive improved defensive positions near the base.

Sand River

Defensive positions for the second team will be improved. Players will be able to take the rocks to the right of the team’s base. In addition, it will be easier to fight against enemy vehicles in the ditch used mainly by heavy tanks.

Paris

The western base will have one of the bushes improved in sector C1, making it equally effective to the respective position of the eastern base.

Overlord

The overall change of the terrain will take place. In the previous version, the map was slightly sloped towards the southern base, which affected the balance. Because of this, when climbing up any hill, tanks from the northern team would get under much heavier fire, compared to of the southern team taking the same hill.

The Second Front

Lots of you have reached tremendous progress in the 1st operation. Your performance is crucial to reap the best rewards, so, way to go, tankers! And, while the first stage is at full swing, this Common Test marks the virtual start of the Second Front’s 3rd operation.

Every player will receive a needed number of Orders to unlock it, so you can test the approach we’re taking with that final stage.

As a reminder, here’s how the personal missions’ core concept looks like:

  • The first operation is all about persistence. These are missions that can be completed over time and require you to show your prowess in victory and resilience in the jaws of defeat. These missions have a secondary task that’s not needed to start the next mission, but completing it means doubling your progress towards a blueprint.
  • The second operation is all about showcasing your skill in one specific battle. These missions revolve around one match, whether it be dealing a set amount of damage, destroying enough enemy tanks, or any other objective. They are reminiscent of the older Personal Missions.
  • The third operation is all about showing consistently good results over several battles. These missions require you to have more than just luck on your side. Prove your worth over a series of battles to complete these missions.

Mouse over the points to display the info on the vehicle
Main characteristics
 
 
 
 
Object 279E
X
Hit Points
2,400 HP
Average Damage
440/440/530 HP
Top Speed / Reverse Speed
40/13 km/h
Crew
Commander (Radio Operator) / Gunner / Driver / Loader
Gun
Average Damage
440/440/530 HP
Average Penetration
258/340/68 mm
Dispersion at 100 m
0.38 m
Aiming Time
2.5 s
Rate of Fire
5.7 rounds/min
Gun Reload Time
10.5 s
Gun Depression / Elevation Angles
-5/+15°
Turret
Turret Traverse Speed
28 deg/s
Signal Range
720 m
Turret Armor
300/140/90 mm
View Range
400 m
Hull
Hit Points
2,400 HP
Load Limit
65 t
Hull Armor
170/130/90 mm
Ammunition
40 item(s)
Mobility
Engine Power
850 h.p.
Specific Power
14.2 h.p./t
Traverse Speed
30 deg/s
Top Speed / Reverse Speed
40/13 km/h

As you can see, the 3rd operation differs from the first two, requiring consistency and precision, first of all. As missions here are spread across several battles (say, you are to deal 3,000 damage or more for 5 battles in a row), there’s a feature that will allow you to put your progress on hold, if you feel like you need a rest before the next stint.

Bots

Certain clusters (for example, the game server hosting players from Latin America) have an issue with long waiting times to get into battle, specifically at the lower tiers. To shorten the queuing time, we are introducing AI-controlled vehicles and would like to test the mechanic during this Common Test.

They will only play on certain maps and between Tiers I–V. Don’t panic, you will always know when you are playing with bots as they will have colons “:” at the start and end of their names, coupled with a specific badge.

While the mechanics will be available for everyone to test during the CT 1.2, the AI will be introduced in NA’s LATAM cluster. We are also looking into the possibility of adding bots onto the Australia cluster too. EU, RU, APAC (except Australia), and the US-based NA servers will remain unaffected.

The number and classes of bots on each team will always be the same so there is no advantage to one team over the other and will be limited to a certain number per team.

All players testing this feature will be providing feedback for other PvE events we are looking at in the future. Bots will be active straight at the launch of Common Test 1.2, and with the release of Update 1.2, we’ll disable them everywhere. In the future, bots will be released on the LATAM, and possibly Australia, clusters.

Tiers covered: I–V
Minimum number of actual players per team: 3
Waiting limit: 20 seconds before the matchmaker adds bots to a battle
How to distinguish: Colon (“:”) & special badge
Maps played: Karelia, Prokhorovka, Mines, Redshire, Steppes, Fishing Bay, Ensk, Lakeville, Ruinberg, Murovanka, Erlenberg, Siegfried Line, Cliff, Desert, El Hallouf, Airfield, Caucasus, Mannerheim Line, Glacier, Serene Coast, Overlord
  • HOW THE CT WORKS
  • TEST CLIENT

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

Eligibility: All players registered prior to 05 September, 22:59 CEST (UTC+2) 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.

  • Download the test client installer (4,9 MB).
  • Make sure you pick a save location that is different to your regular World of Tanks game files.
  • Save and run the installer.
  • Run the new copy of the game. The launcher will download all the additional data.
  • Log in and start playing.

List of Changes

Kinyit

Main Changes

Changes to Personal Missions

  • The third operation (Object 279 (e)) of the new campaign becomes available:
  • added a new type of missions that should be completed within a certain number of battles. Otherwise, the progress is reset and the mission should be started anew. Three mission types are available in the operation:
  1. Accumulative (require achieving a certain value by a specified parameter). The mission lasts until the player fulfills the set condition or runs out of attempts.
  2. Series (require completing the set condition within several battles; at the same time the number of attempts is bigger than the number of required completions).
  3. Continuous (require fulfilling the set condition in every battle of the series). A failed attempt interrupts the series.
  • The Pause button becomes available in the mission profiles of the operation. It allows pausing a mission: the progress will be suspended until the player continues it. Players can take some rest and be not afraid of losing progress.
  • Improvements to the reward screens:
    1. Display of accumulative conditions in the operation profile according to the common interface of such missions.
    2. Proper display of missions that have interchangeable conditions "OR".
  • Improvement to the mission profile: the Cancel button is removed.

Maps

Maps that have been reworked in HD:

  • Empire's Border
  • Widepark
  • Highway

Balance changes have been added on the following maps:

  • Ruinberg
  • Overlord
  • Redshire
  • Sand River
  • Paris

One of the terrain changes on the Mines map was rolled back to the state of Update 1.0.2.

Changes to the Exterior interface

  • Improved interaction with the radial menu.

Fixed Issues

  • Improved multiple objects on maps.
  • Fixed the issue when the player was transferred to the gold purchase window upon purchasing a rental style for credits.

Added Vehicles

  • Added the U.S.S.R. IS-3A (T) heavy tank for testing by Supertest players.
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