World of tanks 9.22 development tree. Changes in the German branch of WoT tanks. Chinese development tree

In a tank simulator WoT branches technology developments a couple of years ago were vertical, however, then they became horizontal. Many players are already accustomed to the old option and do not want to give it up. This is why the presented mod was created, changing the structure of the development tree.

Like the list of others for the game, this one is in quite high demand among gamers. It is present in many modpacks and has long proven itself. Install this mod and enjoy the usual development branches.

Development tree mod download

It is worth saying that the modification is presented in two different variations. After downloading and launching the file, you can choose a vertical development tree with or without premium tanks. If you don’t need premium equipment, then you can safely use the second option. In this case, the tree will be a little more compact and convenient.

To install the old development tree in World of Tanks, you will need to download the archive, unpack it anywhere, open the JBVT file and then follow the instructions. After installation, you can start the simulator. Now the development branches will be arranged vertically. The mod will appeal to many game fans.

Update 0.9.17.1 is approaching and drastic changes will affect several German development branches that are currently this moment are not relevant for players.

What changes will the German branch receive? tanks World of Tanks?

Branch changesMaus

Now the Maus tank branch will split into another TT-10 – Pz.Kpfw – will appear in the German top. VII, which will be a logical continuation of the Tiger (P) branch - VK 45.02 (P) Ausf. A – VK 45.02 (P) Ausf. B. Thus, sneakers will not leave the game, but will become an independent branch in the top with a vehicle that is similar in concept to previous tanks.

Pz.Kpfw. VII is the already well-known “lion slipper”, which was given to players for participating in battles on Global map. With entry into the German TT development branch, it will noticeably improve its characteristics: it will become much more effective in dealing damage and will acquire truly monolithic armor in the front of the hull. As for the pre-Maus branch, it will now look like this: Tiger (P) – new tank VK 100.01 (P) – Mäuschen – MAUS. The two hundred ton monster itself will also receive an upgrade that will allow it to fire and tank more effectively.

How Pz.Kpfw tanks. VII

At the moment, VK 72.01 is a Tier X super-heavy tank, which is awarded to players for impressive successes in battles on the Global Map. In terms of characteristics, the “lion slipper” is very similar to its pumpable brother, the E-100, but has a rear-mounted turret.

However, its speed significantly exceeds the E-100 - the “slipper” reaches 40 km/h. Among the disadvantages, the tank has rather weak side armor and a small ammunition load - 24 rounds.

The tank will change its name and become the crown new branch German TT. Now Pz.Kpfw. VII will also receive a small app. The base armor penetration will increase to 246 mm, the DMP and accuracy will slightly increase, the ammunition load will also increase to 35 shells. But the most important thing is that the “lion slipper” will receive much more impressive frontal armor, which will allow it to fight off all calibers in the game.

Before we talk about the E-100 in our game, let's dig a little into history. Project to create super heavy tank The E-series appeared among German designers in the early 40s of the 20th century, when the country was already waging a war against the USSR and the countries of the Allied bloc.

German designers planned to create a super-armored tank that could carry huge ammunition for long-term confrontation with enemy tanks.

However, Germany was never able to bring the E-series to life due to the huge costs of fighting and simply due to lack of time. In 1945, Germany was completely defeated, and the Panzerkampfwagen E-100 remained only in the drawings.

In World of Tanks, the E-100 is located at level X and a small upgrade awaits it in update 0.9.17.1. In general, nothing fundamentally new will happen to the tank, only the base armor penetration of the 15 cm gun will increase. It was 235 mm, but will become 246 mm. This upgrade will allow the E-100 to use expensive cumulative projectiles much less frequently.

Maus in the sandbox

German designers were passionate about construction incredibly armored tank under the modest name Maus in 1942, when luck was still with the Wehrmacht forces.

The construction of the tank was undertaken by Ferdinard Porsche and by 1944 he had already presented Hitler with a couple of working options that had not yet received weapons. Hitler was forced to abandon further development, since the front required enormous funds.

In our game, Maus is located at level X and has the most strong armor among all TTs in the game. Of the poles, one can also note the largest margin of safety and good weapons.

The main disadvantage of the “mouse” has always been its very weak mobility, which makes the tank a tempting target for artillery.

In patch 0.9.17.1 Maus will receive the long-awaited upgrade. First of all, the DPM will increase significantly – if earlier basic reload guns reached almost 15 seconds, it will become less than 12 seconds, accuracy and aiming time will also become much better. The stabilization of the gun will improve, but most importantly, the thickness of the frontal armor of the turret will become even thicker - 260 mm, whereas it was 240 mm. Now the “mouse” will take a hit much better and only the “gold” will be able to overcome the forehead of the tower.

Game on Panther II - 7 kills

As for the Panther II medium tank, the most important change in patch 0.9.17.1 will be the ability to install a fundamentally new gun, which will have the same average damage - 240 units, but with much better armor penetration - 223 mm. Also, the “panther” will be converted to HD, which will result in a change in its armor.

Today we are talking about the rebalance of USSR equipment.

In update 9.22 we will bring back to life the most unpopular tanks of the nation by adding new technology and changing the USSR research tree. Why is this necessary? “Object 263” and its “younger comrades” rarely participated in battles, like the Soviet Tier X ST “Object 430”, which is not surprising. They were not easy to play. In addition, cars of different levels differed too much in gameplay.

We plan to rework the mentioned vehicle branches in order to breathe life into the listed vehicles and make playing them consistent and understandable. In addition, in version 9.22 you will find new gameplay on Tier VIII–X heavy tanks with a rear turret.

Now let’s take a closer look at the changes and the reasons that led to them.

Medium tanks

The A-43 branch does not give any idea what kind of car you will be able to play on at level X. After getting acquainted with all the advantages and disadvantages of ST with a rear turret at levels VII–IX, it was logical to expect similar gameplay at the top of the branch. However, instead you received a classic medium tank close combat and were disappointed. Naturally, the popularity of the branch fell.

What would make you give this thread a second chance? Perhaps what it lacked was gameplay consistency. This is what we focused on in update 9.22, moving it to level IX. There he will form a mini-branch of well-armored assault CTs with high one-time damage, pumped from . And at level X a completely new car will appear: “Object 430U”.











The newcomer can boast of compact dimensions, decent mobility and good armor. He will easily enter the enemy’s flank, disable his equipment thanks to the high one-time damage, and get out from under fire unharmed.

The rear-mounted turret trio will eventually receive a top that will inherit the turret's strong armor and offer logical post-turret gameplay.

New thread heavy tanks

Until recently, Great Britain and Germany were the only nations where Tier X tanks had a rear turret. Some of you liked these cars, while others preferred a more traditional option. However, few would argue that , and (which was presented as a game on the Global Map) were uninteresting. In update 9.22, Soviet vehicles will join this group: a new one awaits you gaming experience from the classic Soviet “heavy” at levels VIII–X (branch studied from). Classic, but with a rear turret.

The highly armored IS-M, Object 705 and Object 705A will receive higher one-time damage than usual for Soviet heavy tanks. This value is compensated by the aiming parameters: these vehicles are not suitable for long-range firefights. Their element is battles at medium and close distances. However, this is not the main thing - the rear location of the tower is important. In combination with durable armor, good mobility (for this type of equipment) and a powerful weapon, it will allow you to easily “out-tank” the enemy.










Use the advantages of your vehicle and you will be able to effectively support the attack or send breaking enemy tanks into the Hangar. The gameplay of these TTs is a cross between playing Pz.Kpfw. VII and , but at the same time it remains unchanged as the branch is studied. The same cannot be said for firepower: from the 122 mm gun at Tier VIII to the powerful 152 mm gun of the Object 705A.












Players love a mobile assault rifle that quickly shifts the focus of the attack, demolishing everything in its path. However, as good as it was, it did not fit into the group and the IS-7, so we replaced it with the . Don't worry, T-10 won't leave the game. Over the years, it has repeatedly proven its effectiveness, so it will receive a mini-branch, where at level X there will be a car with similar gameplay. We continue to work on this newcomer, so we'll tell you about it later.













Alternative branch of tank destroyers
We have long planned to put this branch of tank destroyers in order. Simply changing vehicle parameters in update 9.20 did not give the expected result. We are well aware of the problem, and we have found a new solution for it: rebalancing the branch for medium-close combat assault tank destroyers.

Concept
High forward/backward speed combined with average maneuverability will allow these vehicles to quickly reach and occupy key positions, as well as escape from fire.
Good frontal armor is ideal for blocking enemy projectiles, but the armor on the sides and lower frontal part is quite thin.
Average one-time damage and a long reload will compensate for mobility and security.
Accuracy and aiming time are designed for effective close-to-medium range combat and are not suitable for long-range fire.
Not the most comfortable gun declination angles are caused by design features.
Rebalancing the branch in accordance with the given concept required some structural changes. We started by moving the Object 263 down a level, where it can shine with its DPM and armor (which remains the same as at Tier X!). Next step- selection of the appropriate vehicle for level X, and “Object 268 Option 4” was suitable for this role. He received good speed, armor and an extremely effective gun with a caliber of 152 mm and an average one-time damage of 650 units.

"" and "Object 268 Option 4" showed excellent results in internal tests. The vehicles “tanked” damage well and showed themselves worthy in the role of assault tank destroyers - fast, armored, with moderate one-time damage and not too high damage per minute for a tank destroyer.

You were against moving “Object 263” to level IX, and we could not ignore it. Therefore, we left both cars for another iteration of closed internal testing. Object 263 has not changed, but we have reduced the damage per minute of Object 268 Option 4 from 750 to 650, maintaining the previous damage per minute to smooth out the sharp change in damage per minute and reload speed between Tier VIII and X vehicles.












The last (and probably the most difficult) task was to configure vehicles at the middle levels to serve as close- and medium-range assault tank destroyers. did not fit into this concept due to the traditional location of the cabin. Here we were faced with a difficult choice: the car was clearly not suitable for the branch in terms of gameplay, but it was important from a historical point of view. We moved it down one level to see how it would perform there. Unfortunately, the vehicle demonstrated low efficiency in blocking damage even at level VIII and still did not fit into the gameplay concept of the branch. Therefore, we decided to remove the SU-122-54 from the game and create a branch entirely of vehicles with a rear turret.


The second iteration of the super test strengthened our belief that the concept we chose for the branch would give these tank destroyers what they were missing. These must be armored fast cars with good one-time damage, the purpose of which is to lead the breakthrough and provide interesting game process. The last assumption is based on supertest data. We want you to test this hypothesis yourself, determine if any further changes are needed, and together we will make the best decision. Let's wait for the start general test updates 9.22 and find out how ready the vehicles of this branch are for battle!

During the general test of version 9.22, which is coming soon, we will be monitoring your feedback and statistics. We want to make sure that the modified machines perform the way we expect them to.

The development tree is part of the World of Tanks hangar interface, designed for researching combat vehicles different nations. We present to your attention a mod that stylizes appearance"Research" tabs for early versions of the game.

In the development tree latest versions World of Tanks exploration goes from left to right. All nations, except for the relatively recently introduced “Japanese” and “Chinese”, have a large amount of researchable equipment. This is not a problem since the tree can be scrolled horizontally. At the same time, the continuity of research chains is preserved and the development tree clearly shows in what sequence it is necessary to move from the first levels to the tops.

In earlier versions, the development tree was vertical. The first level vehicle was placed on top and further down the level and number of tanks increased. Soviet branch development once looked something like the Chinese one in the screenshot below:

Here it becomes clear why the transition to a horizontal structure occurred. If for a small number of tanks the vertical arrangement is quite clear, then as the number grows, such a development tree ceases to be convenient and informative. This is clearly seen in the example of a modern German branch in a vertical arrangement:

The vertical development tree should appeal to old-timers of the game who registered their accounts many years ago and saw early versions, or to those who are tired of the standard interface and want to change something in the hangar.

Polish has been added to the game Tier VI premium medium tank Pudel. From the vehicle description: “The vehicle is an example of the most widespread modification of the German Panther-Pz.Kpfw tank. V Panther Ausf.G. Two German tanks Panther Ausf.G. were captured by the Poles on August 2, 1944 during the Warsaw Uprising. The rebels applied national colors and other emblems to the vehicles, which is a distinctive element of the tank in the game. The tank became known under the nickname “Poodle” (originally Pudel). Used in street fighting."

Attributes of the Polish nation have been added to the game:

  • Poland has been added to the nation search filter on the vehicle panel;
  • national crew (at the time of release there will only be male voice acting for the crew) with ranks, insignia and passport details;
  • Polish camouflage schemes, emblems/inscriptions;
  • national equipment “Bread with lard”.

Polish nation Not will be added to the research tree.

Training ground

Added functionality for beginners and players who want to improve their skills - " Training ground", which will replace the existing "Combat Training" in the game. The briefing at the training ground will tell you about the main nuances of the game: control of equipment, conditions for winning a battle, detection of penetration zones for equipment, operation of the visibility system, purchasing and improving equipment, managing the crew, equipment and equipment. The mode will be available to beginners when they first enter the game, and to experienced players - in the menu by clicking the button Esc.

Fortified areas

In the Fortified Area, the room commander in Offensives has the opportunity to indicate the direction of movement of forces on the mini-map even before the battle with mouse clicks. These instructions will be seen by all players who are in the battle room.

Balancer changes

  • Balance within one level. Within one level, the number of imbalances in the number of light tanks, tank destroyers, self-propelled guns and platoons will be reduced. So, for example, there will be fewer battles where light tanks are at the top of the list in one team and at the bottom of the list in the other.
  • Added the ability to invite self-propelled guns to a platoon (but not more than one unit).
  • The sorting of vehicles (within one level) in player panels by class has been changed. New order: heavy tanks, medium tanks, tank destroyers, light tanks, self-propelled guns. Within one type, equipment is sorted alphabetically.

Changes to stun mechanics

  • Added convenient drawing of the allied artillery sight marker on top of objects and bridges.
  • Damage inflicted by allies using artillery on a stunned enemy is now included in the calculation of the distinctive marks on the weapon. Now this damage is also taken into account, as well as damage to a downed track or damage based on intelligence, as well as damage inflicted directly on the enemy vehicle.
  • The conditions for receiving the “Medal of Horus” award have been changed:
    1. Added a lower limit for damage equal to 2000 units.
    2. The upper limit on damage has been lowered: now it is enough to deal damage 8 times higher than the value of your vehicle’s hit points (previously it was necessary to do 10 times more).
  • In the battle information settings, the ability to separately configure the display of total damage tapes for a target you have stunned has been added.
  • Changed the camera settings in the alternative aiming mode (view from the trajectory). The camera's sensitivity to small irregularities has been reduced.
  • Increased by 20% experience and credits received for dealing damage to stunned vehicles.

Refinement and updating of female crew voice acting

  • The Chinese female voice acting was completely re-recorded with a new voice and in the required dialect.
  • USSR female voice acting has been updated. Some phrases have been rewritten.
  • Due to numerous requests from players, the walkie-talkie effect has been redesigned for female voice acting. Now the girls' voice will sound clearer and more accentuated.

Changes to LBZ conditions

SAU-13 / 14. “Joint Actions” / “Part of the ship - part of the team”:

  • Both missions can again be performed as part of a platoon.

LT-7. “SPG Hunter” for the 4th operation:

  • Detect 3 enemy self-propelled guns and inflict damage on them. Destroy at least 1 enemy self-propelled gun.

ST-7. "Sudden Impact" for all operations:

  • Deal damage to at least 1 enemy self-propelled gun.
  • Destroy at least 1 enemy self-propelled gun.
  • Deal damage to at least 2 enemy self-propelled guns. Destroy at least 1 enemy self-propelled gun.
  • Deal damage to at least 3 enemy self-propelled guns. Destroy at least 1 enemy self-propelled gun.

ST-8. “Confrontation” for the 4th operation:

  • Destroy at least 3 enemy medium tanks.

ST-9. “Worthy opponent” for all operations:

  • Deal at least 500 damage to enemy heavy tanks. Destroy at least 1 enemy heavy tank.
  • Deal at least 1000 points of damage to enemy heavy tanks. Destroy at least 1 enemy heavy tank.
  • Deal at least 1500 points of damage to enemy heavy tanks. Destroy at least 2 enemy heavy tanks.
  • Deal at least 2000 damage to enemy heavy tanks. Destroy at least 2 enemy heavy tanks.

TT-6 (renamed and completely changed). "Two-course lunch" for all operations:

  • Destroy a total of 2 enemy heavy or medium tanks.
  • Destroy a total of 2 heavy or medium enemy tanks of your level or higher.
  • Destroy a total of 3 enemy heavy or medium tanks.
  • Destroy a total of 4 enemy heavy or medium tanks.

Remaking game models of tanks in HD quality

Equipment converted to HD:

  1. SU-8;
  2. SU-26;
  3. M3 Lightweight;
  4. M4A3E8 Sherman;
  5. M36 Jackson;
  6. AMX 13 F3 AM;
  7. AMX 105 AM mle. 47;
  8. AMX 105 AM mle. 50;
  9. Lorraine 39L AM;
  10. Pz.Kpfw. IV hydrostat.;
  11. Universal Carrier 2-pdr;
  12. Churchill Gun Carrier.

Combat vehicles

  • 121: The declination angle of the 122 mm 60-122TG gun has been increased from −3.5 to −5 degrees.
  • 113: The declination angle of the 122 mm 60-122T gun has been changed from −5 to −7 degrees (on the sides).
  • IN Chinese branch tanks, a new researchable Tier X tank, WZ-111-5A, has been added. The study will take place through WZ-111-4.
  • WZ-111 model 1-4: the cost of researching the WZ-111-5A tank is 198,000 experience units.

The following machines have been added for testing by supertesters:

  • AMX Canon d "assault 105 (France);
  • STG (USSR).

Other changes

Issues Fixed:

  • A bug has been fixed due to which the tank girl icon was not displayed in the reward list for completing the 15th LBZ mission.
  • Fixed incorrect work buttons “Return to basic values” in comparison of equipment.
  • Fixed a bug due to which inappropriate vehicles were displayed as available for completing a task.
  • Fixed a bug due to which the client did not go to full screen mode on systems with two or more monitors.
  • Fixed a bug due to which it was impossible to resize the chat window in the Hangar.
  • A bug has been fixed due to which the current modifiers for tank stealth displayed Battle Brotherhood, Improved Ventilation and National Supplement when the “Camouflage” skill was not studied.
  • Fixed an inaccuracy in the description of the "Lion of Sinai" achievement.
  • Fixed a bug due to which it was impossible to close the Recruitment Point when receiving a reward.
  • A bug with group crew training has been fixed, where it was impossible to train the crew to 100% in some cases.

Improvements made:

  • Added a warning that part of the unallocated combat experience will be used to study the main specialty when retraining a crew member through a regimental school or accelerated courses.
  • Redesigned visual display of the menu by pressing a key Esc.

  • The mechanism of operation of armor penetration indicators in the sight has been reworked.
  • An icon has been introduced warning that the sale of in-game property will be subject to a discount.
  • Improved crew member recovery window. Added a warning about the end of the free recovery period for a crew member in the recovery window.
  • The display of the number of “Master” class badges received has been brought to a unified form in the “Achievements” tab in the client.
  • Now, when you go to the vehicle preview from the comparison screen, modules equal to those set in the vehicle configuration are set.


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