Common Test 1.13 Rolls Out!

Join the Common Test and try out the new features of one of the largest updates we've ever released, Commanders!

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:

  1. Sound Detection (aka "Sixth Sense for Arty")
  2. Brighter shell tracers
  3. 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.

Brighter and more noticeable shell tracers will also become an important tactical feature for non-SPG players. Such shell tracers will allow you to understand the approximate positions of SPGs, as well as the direction they fire. Thus, it will be easier to find a safer position that is not vulnerable to artillery fire.

Once an artillery shell hits the ground, a vehicle, or any other object, a field of fire marker will be displayed in that spot on the minimap. It will be visible for 10 seconds before disappearing. There are not many positions for SPGs on any map, so combined with the brighter shell tracers, you will get an even clearer idea of the positions and targets of enemy SPGs. In addition, once a field of fire marker has appeared, you can be sure that you will not take damage from above for the next 10–20 seconds, giving you time to find cover or plan your next move.

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
  • Penetration
  • Damage
  • Burst Radius
  • Damage to Modules
  • Stun
Stuns the crew. Has a large burst radius and can damage several targets at once. Causes low damage. Does not damage modules/injure crew members upon non-penetration. Has a low shell velocity but a high angle trajectory.
Alternative
  • Penetration
  • Damage
  • Burst Radius
  • Damage to Modules
  • Stun
Does not stun the crew. Has decent penetration and a small burst radius. Causes higher damage. Causes damage to modules/injures crew members upon penetration. Has a higher shell velocity but a lower angle trajectory.
Tactical
  • Penetration
  • Damage
  • Burst Radius
  • Damage to Modules
  • Stun
Has no burst radius or stun effect. Causes the highest damage upon penetration. Can only damage one target. Has the highest penetration and shell velocity but the lowest angle trajectory.

  1. 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.
  2. 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.
  3. 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.

In the new system, you will need to use a range of shell types for different situations on the battlefield, so you will now have a greater variety of strategic opportunities. Learn to use them appropriately and secure your victory!

The changes in the arsenal of artillery led to the refinement of the interface for SPG players. You will now be able to easily see which shell type is currently loaded, and each shell type will have colored indicators (green and red) that will inform you whether this shell can reach what you’re aiming at. In addition, a zoom scale will be displayed on the interface. By scrolling the mouse wheel, you can switch from the regular top-down view of Artillery mode to Trajectory View.

Another important new feature is the reworked Intuition perk, which will still be available for Loader to learn. It will become a skill that allows you to greatly speed up the process of changing the shell type and will be available for both SPGs and all other vehicles in the game.

After the first Sandbox test, we noticed that the performance of tactical AP shells was lower than expected. To improve the situation, we increased their damage per shot and made the flight trajectory more comfortable for firing. As a result, the battle performance of AP shells increased. These changes did not affect the popularity of this shell type—AP shells remain a situational shell type that requires careful consideration and use.

We also see that tactical AP shells are less popular than HE shells for vehicles featuring high damage per shot. It’s harder to hit a target for SPGs like the G.W. E 100, the T92 HMC, and the Conqueror Gun Carriage, so the rewards for accurate shots in these vehicles should be appropriate. Therefore, we slightly increased the damage per shot for the AP shells of these particular SPGs.

We will monitor the combat effectiveness of these vehicles and artillery as a whole and, if necessary, adjust the characteristics of both SPGs and the shells they use.

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.

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!

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.

Battle Pass Season 5 Is Coming!

Season 5 of this epic progression-based activity is just around the corner! It will run for 3 months and comprise three Chapters, each consisting of 50 consecutive Stages. Battle Pass Season 5 will feature three new Core Vehicles:

You’ll be able to choose one of the three new progressive styles for the three Core Vehicles at the beginning of each Chapter. These striking custom looks will change their appearance and gain new 2D and 3D elements when you complete certain Stages. After completing each Chapter of the Season, you will also get a unique crew member.

Additionally, we extended the list of in-game modes where you can earn Battle Pass Points. You can now receive them when playing in Frontline and Recon Mission, our new mode where you can test maps currently under development. In Season 5, you will also have the opportunity to get your hands on a new piece of Bounty Equipment—Bounty Low Noise Exhaust System. We will tell you more about Battle Pass Season 5 in a dedicated article shortly before its release, so stay tuned!

Ranked Battles Season X

A new test season—Season X—is coming to Ranked Battles, and it will be noticeably different from the previous ones. This stand-alone game event is not associated with the upcoming cycle of Ranked Battles 2021–2022 and will feature an updated format of battles. They take place between two teams of 10 players instead of 15 so that you have greater influence over each battle’s outcome. Plus:

  • The number of chevrons needed to move from one rank to another will be reduced. Now it will be easier for you to get new ranks and reach Leagues.
  • The test Season will run for two weeks instead of the usual three. Shortening its duration will make battles even more intense.
  • The Role Experience system was reworked to better match each vehicle’s characteristics and its purpose in battle.

You'll be able to earn a new piece of improved equipment (Improved Compressor), brand-new Fuel Filter Replacement directives, and other rewards. We want to receive your feedback to help us decide what format the next cycle of Ranked Battles should take in 2021–2022, so join the fray and share your impressions! Learn more about the experimental Ranked Battles Season X in the dedicated article below.

SEASON X DETAILS

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.

Try out the reworked HE shells and other features, Commanders!

  • 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 done on May 18, so all players registered prior to 22:59 CEST (20:59 UTC) May 17 can participate in 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

High-Explosive Shells

Changes to HE Shell Damage Mechanics

  • HE shells interact with the armor at the point of impact. Shell fragmentation on the armor does not cause damage. The burst affects only destructible objects (trees, fences, etc.).
  • When an HE shell hits a target, it will always cause damage (although, sometimes it can be low) due to spall created inside the enemy vehicle.
  • HE shells can penetrate destructible objects and screens, including tracks, guns, etc. (similar to AP shells that lose penetration value).
  • The probability of causing critical damage to internal modules and crew members was decreased.
  • The basic (displayed) parameters of HE shells remain the same.
  • The icon of HE shells was changed for all vehicle types except SPGs.

The armor penetration indicator was improved. It now properly displays the probability of causing damage with HE shells:

  • Red—probability of causing damage is extremely low.
  • Yellow—damage will be caused, but not in full (without penetration).
  • Green—high probability of penetrating armor and causing full damage.

Messages regarding shot results were added:

  • Four messages were added: "Screen not penetrated", "Track not penetrated", "Wheel not penetrated", "Armor not hit".
  • The new messages allow players to understand why no damage was caused after a hit.
  • The new messages work for all shell types.

Changes were made to the technical characteristics of vehicles with HE-based gameplay.

Hints for loading screens that appear after pressing F1 were changed.

Some interface text and elements related to HE shells were changed.

New settings in the game client were added, and the operations of existing settings were revised.

SPGs

The concept of three shell types was implemented for most SPGs (the usage of a shell with stun as standard ammo) in the game:

  • Shell 1—HE shell with stun, a large burst radius, and low damage per shot. This shell type cannot damage internal modules or injure crew members without armor penetration. It has a low shell velocity, but the trajectory is more comfortable for firing.
  • Shell 2—HE shell with no stun, a small burst radius, and high damage per shot. There are no restrictions for critical hits. This shell also has a higher velocity but a lower angle trajectory.
  • Shell 3—AP or HEAT shell with high penetration but relatively low damage per shot. The trajectory of this shell type is the flattest and travels at the lowest angle to the ground.
  • The shells are roughly equivalent and differ insignificantly in cost. There are no special shells.
  • Missing shells for SPGs were added (new Shell 3 and new Shell 2, in some cases). Unnecessary shells with similar parameters for the same guns in different vehicles were removed.
  • The hit effects of SPG shells were reworked.
  • The HE shell icons for SPGs were changed. The icons of stunning and non-stunning HE shells for SPGs are different.

The battle interface for SPGs was changed:

  • Each shell type will have firing line indicators that inform you whether this shell can reach what you’re aiming at.
  • Each shell type will have a timer that shows how quickly the shell will reach the target.
  • A camera position indicator (zoom scale) was added.
  • An alternative camera control mode in Artillery Aim was added (the camera moves forwards or backwards and rotates around the SPG's location).
  • By scrolling the mouse wheel, you can switch aiming modes from the regular top-down view of Artillery mode to Trajectory View.

A separate tab with Artillery Aim options was added to the settings in the game client.

  • The option to enable/disable firing line indicators inside the aiming circle for different shell types was added.
  • The option to enable/disable the camera position indicator (zoom scale) was added.
  • The option to enable/disable the smooth camera zoom was added.
  • The option to enable/disable the automatic aiming mode switch was added.
  • The option to select the camera control mode in Artillery Aim (standard/alternative) was added.
  • The option to select an aiming mode when switching to Artillery Aim (last used/selected in settings) was added.

New features to counteract SPGs were added:

  • SPG shell tracers were made brighter.
  • Field of fire markers (SPG hit markers) are now displayed on the minimap.
  • The indication about incoming SPG fire (Sound Detection skill) was added.

The mechanic of quick shell-type swap was added via the reworked Intuition skill.

Sound effects were reworked.

Shell parameters were changed for most SPGs.

Hints for loading screens that appear after pressing F1 were changed.

Some interface text and elements related to SPG shells and new skills were changed.

Changes to Blueprint Fragments

When creating a blueprint for a specific vehicle, if you don't have enough national fragments, you can substitute them with the national fragments of an allied nation (formations in the "Second Front" Personal Missions campaign) at a 1:6 ratio.

Recon Mission Mode

In this mode, players will be able to try out maps that are in the late stages of development. Game features:

  • Battles in Recon Mission will follow the rules of Standard Battles.
  • Battle results will be added to the statistics of Random Battles.
  • The battle economy will be the same as in Random Battles.
  • Personal Missions will be unavailable, but you’ll be able to complete other battle missions (including Daily Missions).
  • Three maps are now available for your exploration.
  • The maps are ready in terms of gameplay, but some bugs and the quality of art objects should be improved.
  • The mode has a progression that includes 50 battles. Its completion is rewarded with days of WoT Premium Account, directives, camouflage patterns, and a medal.
  • After completing certain conditions, questionnaires will become available to players. You can complete them to share your opinion with the developers.
  • The best maps, determined by players' opinions, will be considered for addition to the game.

Battle Mode Selector

The battle mode selector is now displayed in full-screen mode.

Each available battle mode is represented by a separate tile.

The mode time contains information about the status, rules, availability, schedule, and mode rewards, as well as a link to the page with detailed information about the mode.

The tiles of some modes have an alternate display that contains information about the player's progress in the mode. For example, the Battle Pass level and the number of points to achieve the next level.

On the Random Battle tile, players can select their preferred battle types (Assault, Encounter Battle, Grand Battle).

Battle Pass: Summer 2021

The content for the new season was updated:

  • The interface of the main screen, the screen for selecting rewards, and the congratulation screens was improved.
  • Information about the vehicles in the 3D style selection window was added.
  • Integration with the Frontline and Recon Mission modes was implemented.
  • The Ranked Battles format was changed. For Season X, battles will take place between two teams of 10 players.
  • The role model and related interfaces were revised.
  • Rewards for Leagues within Season X were revised.
  • Improved versions of Turbocharger and Improved Hardening were implemented.
  • Directives for Turbocharger, Improved Aiming, and Low Noise Exhaust System were implemented.
 
 

Battle Interface Improvements

New camera types were added:

  • "Commander Camera" offers additional camera zoom levels during the battle for a better vantage point,
  • while "Tactical View" gives the possibility to look over obstacles to observe enemy activity.

There is the possibility to see how much health individual allies or enemies have left. This can be seen on the minimap and in the playerlist when pressing ALT.

These new features can be configured or turned off in the settings.

Map Changes

The Minsk map underwent some changes.

  • Gameplay changes:
    • 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.
    • 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.
    • A subway construction site was added.
    • Additional hills were added in the park next to the avenue, and foliage was reworked.
    • Cover at bases and in some other places was added. Gaps in concrete block covers were closed.
    • We also removed some objects that interfered with shooting in various places.
  • Visual Changes:
    • The map setting was changed to Autumn.
    • We also optimized the volume of flying helicopters and planes on the map.
    • Radio communication between helicopter pilots was added.
    • We changed the wind's noise and added thunderstorm sounds to the opera house area.

U.S.S.R.

  • SU-122A
    • Added the 53-BR-540B shell for the 152 mm Howitzer D-1. Damage: 380 HP. Penetration: 160 mm. Shell velocity: 492 m/s.
    • Added the 53-OF-540V shell for the 152 mm Howitzer D-1. Damage: 650 HP. Penetration: 48 mm. Shell velocity: 439 m/s.
    • Changed the damage value of the 53-OF-531 shell in 152 mm Howitzer D-1 from 600 to 550 HP
  • SU-8
    • Added the 53-BR-540B shell for the 52 mm Howitzer ML-20 mod. 1931. Damage: 380 HP. Penetration: 182 mm. Shell velocity: 546 m/s
    • Added the 53-OF-540V shell for the 52 mm Howitzer ML-20 mod. 1931. Damage: 650 HP. Penetration: 48 mm. Shell velocity: 487 m/s
    • Changed damage of the 53-OF-531 shell in the 152 mm Howitzer ML-20 mod. 1931 from 600 to 550 HP
  • S-51
    • Added the 53-G-551 shell for the 152 mm BR-2 gun. Damage: 440 HP. Penetration: 216 mm. Shell velocity: 600 m/s
    • Added the G-620 shell for the 203 mm B-4 gun. Damage: 600 HP. Penetration: 258 mm. Shell velocity: 510 m/s
    • Increased the velocity of the 53-OF-551BM shell in the 152 mm BR-2 gun by 7%
    • Increased the velocity of the F-625DBM shell in the 203 mm B-4 gun by 7%
    • Changed the penetration value of the 53-OF-551BM in the 152 mm BR-2 gun from 38 to 48 mm
    • Changed the penetration value of the F-625DBM in the 203 mm B-4 gun from 52 to 65 mm
    • Changed the damage of the 53-OF-551B shell in the 152 mm BR-2 gun from 700 to 600 HP
    • Changed the damage of the 53-OF-551BM shell in the 152 mm BR-2 gun from 700 to 800 HP
    • Changed the damage of the F-625D shell in the 203 mm B-4 gun from 1,050 to 900 HP
    • Changed the damage of the F-625DBM shell in the 203 mm B-4 gun from 1,050 to 1,200 HP
  • SU-14-2
    • Added the 53-G-551 shell for the 152 mm BR-2 gun. Damage: 440 HP. Penetration: 216 mm. Shell velocity: 600 m/s
    • Added the G-620 shell for the 203 mm B-4 gun. Damage: 600 HP. Penetration: 258 mm. Shell velocity: 510 m/s
    • Increased the velocity of the 53-OF-551BM shell in the 152 mm BR-2 gun by 7%
    • Increased the velocity of the F-625DBM shell in the 203 mm B-4 gun by 7%
    • Changed the penetration value of the 53-OF-551BM in the 152 mm BR-2 gun from 38 to 48 mm
    • Changed the penetration value of the F-625DBM in the 203 mm B-4 gun from 52 to 65 mm
    • Changed the damage of the 53-OF-551B shell in the 152 mm BR-2 gun from 700 to 600 HP
    • Changed the damage of the 53-OF-551BM shell in the 152 mm BR-2 gun from 700 to 800 HP
    • Changed the damage of the F-625D shell in the 203 mm B-4 gun from 1,050 to 900 HP
    • Changed the damage of the F-625DBM shell in the 203 mm B-4 gun from 1,050 to 1,200 HP
  • 212A
    • Added the 53-G-551 shell for the 152 mm BR-2 gun. Damage: 440 HP. Penetration: 216 mm. Shell velocity: 600 m/s
    • Added the G-620 shell for the 203 mm B-4 gun. Damage: 600HP. Penetration: 258 mm. Shell velocity: 510 m/s
    • Increased the velocity of the 53-OF-551BM shell in the 152 mm BR-2 gun by 7%
    • Increased the velocity of the F-625DBM shell in the 203 mm B-4 gun by 7%
    • Changed the penetration value of the 53-OF-551BM in the 152 mm BR-2 gun from 38 to 48 mm
    • Changed the penetration value of the F-625DBM in the 203 mm B-4 gun from 52 to 65 mm
    • Changed the damage of the 53-OF-551B shell in the 152 mm BR-2 gun from 700 to 600 HP
    • Changed the damage of the 53-OF-551BM shell in the 152 mm BR-2 gun from 700 to 800 HP
    • Changed the damage of the F-625D shell in the 203 mm B-4 gun from 1,050 to 900 HP
    • Changed the damage of the F-625DBM shell in the 203 mm B-4 gun from 1,050 to 1,200 HP
  • Object 261
    • Added the UBR-600 shell. Damage: 520 HP. Penetration: 334 mm. Shell velocity: 612 m/s
    • Increased the velocity of the F-600BM shell by 7%
    • Changed the penetration value of the F-600BM shell from 45 to 56 mm
    • Changed the damage of the F-600BM shell from 900 to 1,000 HP
    • Changed the damage of the F-600D from 900 to 800 HP
  • SU-5
    • Added the 53-G-530 shell for the 152 mm Mortar NM mod. 1931. Damage: 300 HP. Penetration: 100 mm. Shell velocity: 342 m/s
    • Added the 53-OF-521 shell for the 152 mm Mortar NM mod. 1931. Damage: 450 HP. Penetration: 44 mm. Shell velocity: 305 m/s
    • Changed the damage of the 53-OF-500 shell in the 152 mm Mortar NM mod. 1931 from 400 to 350 HP
  • SU-14-1
    • Added the 53-BR-540B shell for the 52 mm Howitzer ML-20 mod. 1931. Damage: 380 HP. Penetration: 182 mm. Shell velocity: 546 m/s
    • Added the 53-OF-540V shell for the 52 mm Howitzer ML-20 mod. 1931. Damage: 650 HP. Penetration: 48 mm. Shell velocity: 487 m/s
    • Added the 53-G-551 shell for the 152 mm BR-2 gun. Damage: 440 HP. Penetration: 216 mm. Shell velocity: 600 m/s
    • Added the G-620 shell for the 203 mm B-4 gun. Damage: 600 HP. Penetration: 258 mm. Shell velocity: 510 m/s
    • Increased the velocity of the F-625DBM shell in the 203 mm B-4 gun by 7%
    • Increased the velocity of the 53-OF-551BM shell in the 152 mm BR-2 gun by 7%
    • Changed the penetration value of the F-625DBM in the 203 mm B-4 gun from 52 to 65 mm
    • Changed the penetration value of the 53-OF-551BM in the 152 mm BR-2 gun from 38 to 48 mm
    • Changed damage of the 53-OF-531 shell for the 152 mm Howitzer ML-20 mod. 1931 from 600 to 550 HP
    • Changed the damage of the 53-OF-551B shell in the 152 mm BR-2 gun from 700 to 600 HP
    • Changed the damage of the 53-OF-551BM shell in the 152 mm BR-2 gun from 700 to 800 HP
    • Changed the damage of the F-625D shell in the 203 mm B-4 gun from 1,050 to 900 HP
    • Changed the damage of the F-625DBM shell in the 203 mm B-4 gun from 1,050 to 1,200 HP
  • ISU-130
    • Changed the engine power from 520 to 600 h.p.
    • Increased the velocity of the Ch. № 2-02864A shell by 7%
    • Increased the velocity of the Ch. № 2-02742 shell from 21%
    • Changed the penetration value of the Ch. № 2-01743 from 187 to 212 mm
    • Changed the penetration value of the Ch. № 2-02864A shell from 215 to 238 mm
    • Changed the gun traverse angles from -2/10 to -10/10 deg
    • Changed the ammo rack capacity from 25 to 35 shells
  • IS-5 (Object 730)
    • Decreased the dispersion during movement by 17%
    • Decreased the dispersion on turret traverse by 38%
    • Changed the gun depression angle from -5 to -7 deg
  • KV-4 Kreslavskiy
    • Changed the engine power from 1,200 to 1,350 h.p.
    • Decreased the dispersion during movement and on hull traverse by 33%
    • Improved the turret armoring
    • Changed the top speed from 30 to 40 km/h
    • Changed the vehicle durability from 1,500 to 1,700 HP
  • KV-2
    • Decreased the dispersion during movement and on hull traverse for the KV-2 mod. 1941 suspension by 7%
    • Changed the hull traverse speed for the KV-2 mod. 1941 suspension from 18 to 20 deg/s
    • Decreased the dispersion during rotation of the MT-2 turret by 6%
    • Changed the aiming time of the 152 mm M-10 gun from 4 to 3.8 s
    • Changed the traverse speed of the MT-2 turret from 16 to 17 deg/s
    • Changed the power of the V-5 engine from 600 to 640 h.p.
  • KV-2 (R)
    • Decreased the dispersion during movement and on hull traverse by 7%
    • Changed the hull traverse speed from 18 to 20 deg/s
    • Decreased the dispersion on turret traverse by 6%
    • Changed aiming time from 4 s to 3.8 s
    • Changed the turret traverse speed from 16 to 17 deg/s
    • Changed the engine power from 600 to 640 h.p.
  • A-43, A-44, Т-150, KV-3
    • Changed the power of the V-5 engine from 600 to 640 h.p.
  • Removed the Object 140 WB

Germany

  • Grille
    • Added the 15 cm Gr. 19 Stg shell for the 15 cm s.F.H. 13 L/17 gun. Damage: 580 HP. Penetration: 48 mm. Shell velocity: 380 m/s
    • Added the Gr 39 H1A shell for the 15 cm s.F.H. 13 L/17 gun. Damage: 340 HP. Penetration: 154 mm. Shell velocity: 426 m/s
    • Added the Sprgr L erz. shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 450 HP. Penetration: 44 mm. Shell velocity: 294 m/s
    • Added the Gr 39 H1A L shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 300 HP. Penetration: 98 mm. Shell velocity: 330 m/s
    • Changed the damage of the Sprgr 18 shell in the 15 cm s.F.H. 13 L/17 gun from 540 to 480 HP
    • Changed the damage of the Sprgr L shell in the 15 cm s.I.G. 33 L/11 gun from 400 to 350 HP
  • Hummel
    • Added the 15 cm Gr. 19 Stg shell for the 15 cm s.F.H. 13 L/17 gun. Damage: 580 HP. Penetration: 48 mm. Shell velocity: 380 m/s
    • Added the Gr 39 H1A shell for the 15 cm s.F.H. 13 L/17 gun. Damage: 340 HP. Penetration: 154 mm. Shell velocity: 426 m/s
    • Added the 15 cm Gr. 19 Stg FES shell for the 15 cm s.F.H. 18 L/29.5 gun. Damage: 730 HP. Penetration: 49 mm. Shell velocity: 449 m/s
    • Added the Gr 39 H1A G shell for the 15 cm s.F.H. 18 L/29.5 gun. Damage: 400 HP. Penetration: 188 mm. Shell velocity: 504 m/s
    • Changed the damage of the Sprgr 18 shell in the 15 cm s.F.H. 13 L/17 gun from 540 to 480 HP
    • Changed the damage of the Sprgr G shell in the 15 cm s.F.H. 18 L/29.5 gun from 680 to 600 HP
  • G.W. Panther
    • Added the 15 cm Gr. 19 Stg FES shell for the 15 cm s.F.H. 18 L/29.5 gun. Damage: 730 HP. Penetration: 49 mm. Shell velocity: 449 m/s
    • Added the Gr 39 H1A G shell for the 15 cm s.F.H. 18 L/29.5 gun. Damage: 400 HP. Penetration: 188 mm. Shell velocity: 504 m/s
    • Added the Gr 39H2A G shell for the 15 cm s.F.H. 43 gun. Damage: 400 HP. Penetration: 224 mm. Shell velocity: 528 m/s
    • Increased the velocity of the Sprgr 36 shell in the 15 cm s.F.H. 43 gun by 7%
    • Changed the penetration value of the Sprgr 36 shell in the 15 cm s.F.H. 43 gun from 39 to 49 mm
    • Changed the damage of the Sprgr G shell in the 15 cm s.F.H. 18 L/29.5 gun from 680 to 600 HP
    • Changed the damage of the Sprgr G 31 shell in the 15 cm s.F.H. 43 gun from 680 to 600 HP
    • Changed the damage of the Sprgr 36 shell in the 15 cm s.F.H. 43 gun from 680 to 730 HP
  • G.W. Tiger (P) 
    • Added the Pzgr 73 shell for the 17 cm Kanone 72 gun. Damage: 500 HP. Penetration: 268 mm. Shell velocity: 612 m/s
    • Added the Gr. 18Be shell for the 21 cm Mörser 18/1 gun. Damage: 640 HP. Penetration: 296 mm. Shell velocity: 522 m/s
    • Increased the velocity of the Gr. 18 shell in the 21 cm Mörser 18/1 by 7%
    • Increased the velocity of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun by 7%
    • Changed the penetration value of the Gr. 18 shell in the 21 cm Mörser 18/1 from 53 to 66 mm
    • Changed the penetration value of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun from 44 to 55 mm
    • Changed the damage of the Sprgr 18 shell in the 17 cm Kanone 72 gun from 850 to 750 HP
    • Changed the damage of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun from 850 to 950 HP 
    • Changed the damage of the Gr. 18 Stg shell in the 21 cm Mörser 18/1 gun from 1,100 to 900 HP
    • Changed the damage of the Gr. 18 shell in the 21 cm Mörser 18/1 gun from 1,100 to 1,200 HP
  • G.W. Tiger
    • Added the Pzgr 73 shell for the 17 cm Kanone 72 gun. Damage: 500 HP. Penetration: 268 mm. Shell velocity: 612 m/s
    • Added the Gr. 18Be shell for the 21 cm Mörser 18/1 gun. Damage: 640 HP. Penetration: 296 mm. Shell velocity: 522 m/s
    • Increased the velocity of the Gr. 18 shell in the 21 cm Mörser 18/1 by 7%
    • Increased the velocity of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun by 7%
    • Changed the penetration value of the Gr. 18 shell in the 21 cm Mörser 18/1 from 53 to 66 mm
    • Changed the penetration value of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun from 44 to 55 mm
    • Changed the damage of the Sprgr 18 shell in the 17 cm Kanone 72 gun from 850 to 750 HP
    • Changed the damage of the Sprg18 Ausf. G shell in the 17 cm Kanone 72 gun from 850 to 950 HP
    • Changed the damage of the Gr. 18 Stg shell in the 21 cm Mörser 18/1 gun from 1,100 to 900 HP
    • Changed the damage of the Gr. 18 shell in the 21 cm Mörser 18/1 gun from 1,100 to 1,200 HP
  • G.W. E 100
    • Added the Gr. 18Be shell. Damage: 640 HP. Penetration: 372 mm. Shell velocity: 522 m/s
    • Increased the velocity of the Gr. 18 shell by 7%
    • Changed the penetration value of the Gr. 18 shell from 53 to 66 mm
    • Changed the damage of the Gr. 18 Stg shell from 1,100 to 900 HP.
    • Changed the damage of the Gr. 18 shell from 1,100 to 1,200 HP.
  • Sturmpanzer I Bison  
    • Added the Sprgr L erz. shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 450 HP. Penetration: 44 mm. Shell velocity: 294 m/s
    • Added the Gr 39 H1A L shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 300 HP. Penetration: 98 mm. Shell velocity: 330 m/s
    • Changed the damage of the Sprgr L shell in the 15 cm s.I.G. 33 L/11 gun from 400 to 350 HP
  • Sturmpanzer II
    • Added the Sprgr L erz. shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 450 HP. Penetration: 44 mm. Shell velocity: 294 m/s
    • Added the Gr 39 H1A L shell for the 15 cm s.I.G. 33 L/11 gun. Damage: 300 HP. Penetration: 98 mm. Shell velocity: 330 m/s
    • Changed the damage of the Sprgr L shell in the 15 cm s.I.G. 33 L/11 gun from 400 to 350 HP

U.S.A.

  • M41 HMC
    • Added the HE M107 shell for the 155 mm Howitzer M1. Damage: 600 HP. Penetration: 48 mm. Shell velocity: 460 m/s
    • Added the HEAT M167 shell for the 155 mm Howitzer M1. Damage: 360 HP. Penetration: 150 mm. Shell velocity: 516 m/s
    • Changed the damage of the HE M102 shell in the 155 mm Howitzer M1 from 550 to 500 HP
  • M44
    • Added the HE M107 shell for the 155 mm Howitzer M1. Damage: 600 HP. Penetration: 48 mm. Shell velocity: 460 m/s
    • Added the HEAT M167 shell for the 155 mm Howitzer M1. Damage: 360 HP. Penetration: 150 mm. Shell velocity: 516 m/s
    • Added the HE M107 shell for the 155 mm Howitzer M45. Damage: 600 HP. Penetration: 49 mm. Shell velocity: 460 m/s
    • Added the HEAT M167 shell for the 155 mm Howitzer M45. Damage: 360 HP. Penetration: 182 mm. Shell velocity: 516 m/s
    • Changed the damage of the HE M102 shell in the 155 mm Howitzer M1 from 550 to 500 HP
    • Changed the damage of the HE M102 shell in the 155 mm Howitzer M45 from 550 to 500 HP
  • M12
    • Added the AP M111 shell for the 155 mm Gun M1918M1. Damage: 440 HP. Penetration: 206 mm. Shell velocity: 570 m/s
    • Added the AP M112 shell for the 155 mm Gun M1A1. Damage: 420 HP. Penetration: 218 mm. Shell velocity: 588 m/s
    • Increased the velocity of the HE M101M6 in the 155 mm Gun M1A1 by 7%
    • Increased the velocity of the HE M101M2 shell in the 155 mm Gun M1918M1 by 7%
    • Changed the penetration value of the HE M101M6 shell in the 155 mm Gun M1A1 from 39 to 49 mm
    • Changed the penetration value of the HE M101M2 shell in the 155 mm Gun M1918M1 from 39 to 49 mm
    • Changed the damage of the HE M101A1 shell in the 155 mm Gun M1918M1 from 700 to 600 HP
    • Changed the damage of the HE M101M2 shell in the 155 mm Gun M1918M1 from 700 to 800 HP
    • Changed the damage of the HE M101M4 shell in the 155 mm Gun M1A1 from 700 to 600 HP
    • Changed the damage of the HE M101M6 shell in the 155 mm Gun M1A1 from 700 to 750 HP
  • M40/M43
    • Added the AP M112 shell for the 155 mm Gun M1A1. Damage: 420 HP. Penetration: 218 mm. Shell velocity: 588 m/s
    • Added the M106/M78 shell for the 8-inch Howitzer M1. Damage: 600 HP. Penetration: 272 mm. Shell velocity: 528 m/s
    • Increased the velocity of the HE M101M6 in the 155 mm Gun M1A1 by 7%
    • Increased the velocity of the HE M106 shell in the 8-inch Howitzer M1 by 7%
    • Changed the penetration value of the HE M101M6 shell in the 155 mm Gun M1A1 from 39 to 49 mm
    • Changed the penetration value of the HE M106 shell in the 8-inch Howitzer M1 from 52 to 65 mm
    • Changed the damage of the HE M101M4 shell in the 155 mm Gun M1A1 from 700 to 600 HP
    • Changed the damage of the HE M101M6 shell in the 155 mm Gun M1A1 from 700 to 750 HP
    • Changed the damage of the HE M106 shell in the 8-inch Howitzer M1 from 1,050 to 1,100 HP
    • Changed the damage of the HE A1M1 shell in the 8-inch Howitzer M1 from 1,050 to 900 HP
  • M53/M55
    • Added the AP M112 shell for the 155 mm Gun M46. Damage: 420 HP. Penetration: 282 mm. Shell velocity: 588 m/s
    • Added the M106/M78 shell for the 8-inch Howitzer M47. Damage: 600 HP. Penetration: 314 mm. Shell velocity: 528 m/s
    • Increased the velocity of the HE M101M6 shell in the 155 mm Gun M46 by 7%
    • Increased the velocity of the HE M106 shell in the 8-inch Howitzer M47 by 7%
    • Changed the penetration value of the HE M101M6 shell in the 155 mm Gun M46 from 39 to 49 mm
    • Changed the penetration value of the HE M106 shell in the 8-inch Howitzer M47 from 52 to 65 mm
    • Changed the damage of the HE M101M4 shell in the 155 mm Gun M46 from 700 to 600 HP
    • Changed the damage of the HE M101M6 shell in the 155 mm Gun M46 from 700 to 750 HP
    • Changed the damage of the HE M106 shell in the 8-inch Howitzer M47 from 1,050 to 1,100 HP
    • Changed the damage of the HE A1M1 shell in the 8-inch Howitzer M47 from 1,050 to 900 HP
  • T92 HMC
    • Added the M114/M78 shell. Damage: 750 HP. Penetration: 372 mm. Shell velocity: 552 m/s
    • Increased the velocity of the HE M160 shell be 7%
    • Changed the penetration value of the HE M160 shell from 60 to 75 mm
    • Changed the damage of the HE M146 shell from 1,300 to 1,100 HP
    • Changed the damage of the HE M160 shell 1,300 to 1,420 HP
  • T49
    • Changed the dispersion of the 152 mm Gun-Launcher XM81 (conventional) gun in the XM551 test bed turret from 0.6 to 0.57 m
    • Changed the dispersion of the 152 mm Gun-Launcher XM81 (conventional) gun during rotation of the XM551 test bed turret by 8%
  • XM551 Sheridan
    • Changed the dispersion of the 152 mm Gun-Launcher XM81 (conventional) gun changed from 0.53 to 0.51 m
    • Decreased the dispersion of the 152 mm Gun-Launcher XM81 (conventional) gun on turret traverse by 12%
  • T23E3
    • Decreased the dispersion during movement and on hull traverse by 30%
  • T92
    • Changed the penetration value of the HVAP-DS-T M331A2 shell from 175 to 189 mm
    • Changed the penetration value of the HEAT-T M496 shell from 210 to 230 mm
  • M60
    • Improved the frontal armor of the hull and turret

France

  • AMX 13 F3 AM
    • Added the OCO mle. 1944 shell for the Canon de 155 mm de 33 calibres gun. Damage: 420 HP. Penetration: 194 mm. Shell velocity: 564 m/s
    • Added the HE M107 shell for the Canon de 155 mm de 33 calibres gun. Damage: 770 HP. Penetration: 49 mm. Shell velocity: 503 m/s
    • Added the H.E. Mk. 1A1 shell for the Obusier de 155 mm C mle. 1917 gun. Damage: 600 HP. Penetration: 48 mm. Shell velocity: 412 m/s
    • Added the OCO mle. 1944 shell for the Obusier de 155 mm C mle. 1917 gun. Damage: 380 HP. Penetration: 182 mm. Shell velocity: 462 m/s
    • Changed the damage of the OE mle. 1956 shell in the Canon de 155 mm de 33 calibres gun from 700 to 630 HP
    • Changed the damage of the OE mle. 1917 shell in the Obusier de 155 mm C mle. 1917 gun from 550 to 500 HP
  • Lorraine 155 mle. 50
    • Added the OCO mle. 1944 shell for the Canon de 155 mm de 33 calibres gun. Damage: 420 HP. Penetration: 194 mm. Shell velocity: 564 m/s
    • Added the HE M107 shell for the Canon de 155 mm de 33 calibres gun. Damage: 770 HP. Penetration: 49 mm. Shell velocity: 503 m/s
    • Added the OCO mle. 1944 shell for the Obusier de 155 mm mle. 1950 gun. Damage: 420. Penetration: 230 mm. Shell velocity: 540 m/s
    • Increased the velocity of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun by 7%
    • Changed the penetration value of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun from 40 to 50 mm
    • Changed the damage of the OE mle. 1956 shell in the Canon de 155 mm de 33 calibres gun from 700 to 630 HP
    • Changed the damage of the OE mle. 1956 shell in the Obusier de 155 mm mle. 1950 gun from 700 to 630 HP
    • Changed the damage of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun from 700 to 770 HP
  • Lorraine 155 mle. 51
    • Added the AP M112 shell for the Canon de 155 mm mle. 1917 G.P.F gun. Damage: 460 HP. Penetration: 268 mm. Shell velocity: 570 m/s
    • Added the OCO mle. 1944 shell for the Obusier de 155 mm mle. 1950 gun. Damage: 420 HP. Penetration: 230 mm. Shell velocity: 540 m/s
    • Increased the velocity of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun by 7%
    • Increased the velocity of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun by 7%
    • Changed the penetration value of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun from 40 to 50 mm
    • Changed the penetration value of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 45 to 56 mm
    • Changed the damage of the OE M101M4 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 750 to 680 HP
    • Changed the damage of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 750 to 830 HP
    • Changed the damage of the OE mle. 1956 shell in the Obusier de 155 mm mle. 1950 gun from 700 to 630 HP
    • Changed the damage of the HE M107 shell in the Obusier de 155 mm mle. 1950 gun from 700 to 770 HP
  • Bat.-Châtillon 155 55
    • Added the AP M112 shell for the Canon de 155 mm mle. 1917 G.P.F gun. Damage: 460 HP. Penetration: 268 mm. Shell velocity: 570 m/s
    • Added the AP M112 shell for the Canon de 155 mm gun. Damage: 460 HP. Penetration: 310 mm. Shell velocity: 588 m/s
    • Increased the velocity of the OE M101M6 shell in the Canon de 155 mm gun by 7%
    • Increased the velocity of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun by 7%
    • Changed the penetration value of the OE M101M6 shell in the Canon de 155 mm gun from 48 to 60 mm
    • Changed the penetration value of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 45 to 56 mm
    • Changed the damage of the OE M101M4 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 750 to 680 HP
    • Changed the damage of the OE M101M6 shell in the Canon de 155 mm mle. 1917 G.P.F. gun from 750 to 830 HP
    • Changed the damage of the OE M101M4 shell in the Canon de 155 mm gun from 750 to 680 HP
    • Changed the damage of the OE M101M6 shell in the Canon de 155 mm gun from 750 to 830 HP
  • Bat.-Châtillon 155 58
    • Added the AP M112 shell. Damage: 460 HP. Penetration: 310 mm. Shell velocity: 588 m/s
    • Increased the velocity of the OE M101M6 shell by 7%
    • Changed the penetration value of the OE M101M6 shell from 48 to 60 mm
    • Changed the damage of the OE M101M4 shell from 750 to 680 HP.
    • Changed the damage of the OE M101M6 shell from 750 to 830 HP.
  • Panhard AML Lynx 6x6
    • Increased the dispersion during movement and on hull traverse for the Panhard AML Lynx 6x6 suspension by 12%
    • Increased the dispersion during movement and on hull traverse for the Panhard AML Lynx 6x6 bis suspension by 12%
    • Increased the dispersion of the 90 mm CN 90 F3 gun on turret traverse by 25%
    • Changed the penetration value of the OE shell in the 90 mm D. 921 F1 gun from 90 to 75 mm
    • Changed the penetration value of the OE shell in the 90 mm CN 90 F3 gun from 90 to 75 mm
  • Panhard EBR 90
    • Increased the dispersion during movement and on hull traverse for the Panhard EBR 90 suspension by 12%
    • Increased the dispersion during movement and on hull traverse for the Panhard EBR 90 bis suspension by 12%
    • Increased the dispersion of the 90 mm CN 90 F3 gun on turret traverse by 25%
    • Increased the dispersion of the 90 mm D. 921 gun on turret traverse by 25%
    • Changed the penetration value of the OE shell in the 90 mm D. 921 gun from 90 to 75 mm
    • Changed the penetration value of the OE shell in the 90 mm CN 90 F3 gun from 90 to 75 mm
  • Panhard EBR 105
    • Increased the dispersion during movement and on hull traverse by 12%
    • Increased the dispersion on turret traverse by 25%
    • Changed the penetration value of the OE-105-Mle. 60 D. 1504 (EBR) shell from 105 to 75 mm
  • The following vehicle was added for testing by Supertest players: AltProto AMX 30

U.K.

  • Crusader 5.5-in. SP
    • Added the AP 80-lb Mk. 3 shell for the B.L. 5.5-in. Gun. Damage: 400 HP. Penetration: 212 mm. Shell velocity: 528 m/s
    • Increased the velocity of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun by 7%
    • Changed the penetration value of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 35 to 44 mm
    • Changed the damage of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 600 to 650 HP
    • Changed the damage of the HE 80-lb Mk. 3 shell in the B.L. 5.5-in. Gun from 600 to 550 HP
  • FV207
    • Added the AP 80-lb Mk. 3 shell for the B.L. 5.5-in. Gun. Damage: 400 HP. Penetration: 212 mm. Shell velocity: 528 m/s
    • Added the AP Mk. V shell for the Q.F. 6-in. Gun Mk. V Damage: 480 HP. Penetration: 254 mm. Shell velocity: 576 m/s
    • Increased the velocity of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V by 7%
    • Increased the velocity of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun by 7%
    • Changed the penetration value of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V from 38 to 48 mm
    • Changed the penetration value of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 35 to 44 mm
    • Changed the damage of the HE 80-lb Mk. 3 shell in the B.L. 5.5-in. Gun from 600 to 550 HP
    •  Changed the damage of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 600 to 650 HP
    • Changed the damage of the HE Mk. V shell in the Q.F. 6-in. Gun Mk. V from 700 to 650 HP
    • Changed the damage of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V from 700 to 800 HP
  • FV3805
    • Added the AP 80-lb Mk. 3 shell for the B.L. 5.5-in. Gun. Damage: 400 HP. Penetration: 212 mm. Shell velocity: 528 m/s
    • Added the AP Mk. V shell for the Q.F. 6-in. Gun Mk. V Damage: 480 HP. Penetration: 254 mm. Shell velocity: 576 m/s
    • Added the AP Mk. 1D shell for the B.L. 7.2-in. Howitzer Mk. 6. Damage: 560 HP. Penetration: 306 mm. Shell velocity: 528 m/s
    • Increased the velocity of the HE Mk. 2D shell in the B.L. 7.2-in. Howitzer Mk. 6 by 7%
    • Increased the velocity of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun by 7%
    • Increased the velocity of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V by 7%
    • Changed the penetration value of the HE Mk. 2D shell in the B.L. 7.2-in. Howitzer Mk. 6 from 46 to 58 mm
    • Changed the penetration value of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 35 to 44 mm
    • Changed the penetration value of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V from 38 to 48 mm
    • Changed the damage of the HE 80-lb Mk. 3 shell in the B.L. 5.5-in. Gun from 600 to 550 HP
    • Changed the damage of the HE 80-lb Mk. 4 shell in the B.L. 5.5-in. Gun from 600 to 650 HP
    • Changed the damage of the HE Mk. V shell in the Q.F. 6-in. Gun Mk. V from 700 to 650 HP
    • Changed the damage of the HE Mk. VI shell in the Q.F. 6-in. Gun Mk. V from 700 to 800 HP
    • Changed the damage of the HE Mk. 1D shell in the B.L. 7.2-in. Howitzer Mk. 6 from 900 to 850 HP
    • Changed the damage of the HE Mk. 2D shell in the B.L. 7.2-in. Howitzer Mk. 6 from 900 to 1,000 HP
  • Conqueror Gun Carriage
    • Added the AP Mk. 18 shell. Damage: 720 HP. Penetration: 370 mm. Shell velocity: 432 m/s
    • Increased the velocity of the HE Mk. 19 shell in the B.L. 9.2-in. Howitzer Mk. II by 7%
    • Changed the penetration value of the HE Mk. 19 shell from 59 to 74 mm
    • Changed the damage of the HE Mk. 18 shell from 1,200 to 1,000 HP
    • Changed the damage of the HE Mk. 19 shell from 1,200 to 1,350 HP
  • Chieftain/T95
    • Changed the engine power from 750 to 850 h.p.
    • Decreased the dispersion during movement and on hull traverse by 22%
    • Decreased the dispersion on turret traverse by 29%
    • Changed the reload time from 8.3 to 7.5 s
    • Changed the view range from 380 to 400 m
  • FV1066 Senlac
    • Changed the dispersion from 0.38 to 0.35 m
    • Changed the view range from 400 to 410 m
  • Alecto
    • Changed the name of the AP-T Mk. 1T S.C. shell in the Q.F. 25-Pr. AT Gun/How. Mk. III to AP-T Mk. 1TA S.C.

Japan

  • Type 4 Heavy
    • Added the Common Type 91 shell for the 15 cm/45 41st Year Type gun. Damage: 680 HP. Penetration: 252 mm. Shell velocity: 900 m/s
    • Changed the dispersion of the 15 cm/45 41st Year Type gun from 0.52 to 0.49 m
    • Changed the dispersion of the 14 cm/50 3rd Year Type gun from 0.42 to 0.4 m
  • Type 5 Heavy
    • Added the Common Type 91 shell for the 15 cm/45 41st Year Type gun. Damage: 680 HP. Penetration: 252 mm. Shell velocity: 900 m/s
    • Changed the dispersion of the 14 cm/50 3rd Year Type gun from 0.40 to 0.38 m
    • Changed the dispersion of the 15 cm/45 41st Year Type gun from 0.5 to 0.47 m

China

  • 121B
    • Changed reload time from 8.7 to 8.1 s
    • Improved hull and turret armoring
    • Changed the top speed from 50 to 55 km/h
    • Changed the reverse speed from 20 to 25 km/h
  • M41D
    • Changed the view range from 390 to 410 m
    • Changed the top speed from 65 to 70 km/h
    • Changed the reverse speed from 22 to 24 km/h

Czechoslovakia

  • The following vehicle was added for testing by Supertest players: Škoda T 56
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