World of tanks new branch. Soviet branch of World of Tanks tanks. Changes in vehicle parameters

Newbie World of Tanks, having opened the research section in the hangar for the first time, you will get lost in the endless rows of tanks. He will have a reasonable question: “Where to start?” We will answer this question in this article.

What to download?

World of Tanks features about 450 production and experimental vehicles from eight nations. USSR, Germany, USA, France, England, China, Japan, Czechoslovakia. Soon, the collection will be replenished with cars from Sweden and Poland. The time frame of WoT covers the period from the 20s to the end of the 60s of the twentieth century. All equipment is divided into 5 classes: heavy tanks, medium tanks, light tanks, anti-tank self-propelled guns (tank destroyers) and artillery (self-propelled guns). All of them are divided into 10 levels.

They rank combat vehicles in strength, which, with rare exceptions, corresponds to the time period when this or that vehicle was in service or the project was in development. As it is not difficult to guess, the division into classes and levels builds “branches” of development, where the cherry on the cake is the “top” - a level 10 tank. The three first nations that have the most development branches are the USSR and Germany from the release, and the USA a little later. For three of us this is more than 20 tops, the rest are content with fewer branches.

In World of Tanks, each vehicle has its own play style. Conventionally, they can be divided into: tanks with armor and “cardboard” tanks without armor; small and “barn”; fast and slow; precise and oblique; rapid-fire and with a large alpha strike (damage per shot). Also, tanks can have traditional reloading and so-called drum loading, thanks to which you can fire several shells in a short time, but pay for it with a long reload.

Tanks with different playstyles place different demands on the player's skill. So, slow tanks with armor forgive the mistakes of their tankers, but fast ones light tank or cardboard medium tank painfully punishes for sloppy play. To understand which tanks should not be researched ahead of time, let’s try to divide all the vehicles in the game into appropriate categories by class. Let's start with heavy tanks.

Heavy tanks

If you came to World of Tanks to dominate the battlefield and crush everyone with your steel tracks, then heavy tanks are your choice. They combine strong armor, powerful guns and are capable of pushing through directions, “tanking” damage while less armored STVs come in from the flank and rear. But it's not that simple. There are TTs in WoT that do not fit the description above.

For example, the French AMX 50 100 and AMX 50b give a head start to many fast tanks in terms of dynamics and do not have armor. But they have a cannon with a drum for 6 and 4 shells, respectively. This is the choice of experienced players, they can show impressive results on these machines. Whereas a beginner who opens AMX 50 100 may become disappointed after playing several unsuccessful battles. And the whole point is that in the head of an inexperienced player there is a thought: “Hey, I have a fast tank, I need to go to that hill in the center and take it!” This usually leads to dire consequences.

Another good example of a branch not for beginners is the British top-end TT FV215b. The path to it is long and thorny - from level 5 to 7 you will have to ride almost the same Churchill with different guns and armor. At level 8, a deplorable Caernarvon awaits you compared to your classmates (don’t break your tongue!) with mediocre armor, dynamics and damage of 230 units per shot. And what does a player who opens a level 10 British TT get? And he gets the most comfortable gun among his heavy classmates, good turret armor and a slipper-like layout, which imposes its own difficulties on the game. Add to this the 76 mm NLD and two HUGE tanks immediately behind the armor, which leads to fires two to three times per battle. Then you will understand why beginners don’t like this tank so much. But, experienced players, despite all the disadvantages of the machine, use it in clan battles on the global map and are very happy with it.

The ideal option for mastering the TT class is the Soviet and German branch IS-7 and E 100. IS-7 is a legend of the World of Tanks, the cherished dream of any tanker. It has an impenetrable turret, good armor, a 130 mm cannon and the famous Soviet “vertukhan” (the ability to hit on the move and without aiming). E 100 is 130 tons of gloomy German genius. Has good armor and damage 750 units. If he is not standing in an open field, he is able to live for a long time and reflect a hail of shells that fly in his direction. On the way to both vehicles, you will have a pleasant game with such iconic tanks as the KV-1, IS, IS-3, T-10, Tiger, Tiger 2 and E 75.

Medium tanks

ST is a universal class in WoT. Favorite class good players. They can inflict damage, deflect shells, carry out reconnaissance and illumination, carry out raids in the rear, return and disrupt the capture of a base, and some can do everything at once. Prominent representatives are the three twin brothers from the Soviet development tree - T-62A, Object 140 and Object 430. An inexperienced player will not see the difference in the performance characteristics of these vehicles, although there is a difference there. The T-62A has an impenetrable turret and better gun stabilization, while the Ob. 140 is slightly better than UVN (angles vertical aiming) and motion dynamics. About. 430 has higher damage per minute. T-62A should be opened first, then Ob. 140.

German E 50 ausf. M and Chinese 121 good cars, possessing armor and powerful guns. They can be upgraded instead of Soviet tanks, but the E 50 has a difficult branch, and it itself is very large, and self-propelled guns like to shoot at it. The Chinese 121 is good for everyone, except UVN: and you can only shoot at the skies. The gun tilts down only a couple of degrees.

Many will pay attention to the French ST Bat. - Chatillon 25 t. It rightfully bears the title of one of the best CT tanks in the world. Speed, 5-shell drum, universal love. But there is no need to rush, since “batchat” is a very demanding fighting machine in terms of ability to play. Inexperienced players, having opened “batchats”, end battles ingloriously, which often causes a storm of curses from their allies. "Fast Tank Syndrome" in action. The branch before it consists up to level 8 entirely of light tanks, which we will talk about below, which does not contribute to comfortable leveling. In general, we advise you not to take on the French CT until you learn how to play the medium tank class. The situation is similar with the “Czech” TVP T 50/51.

Those undesirable for upgrading primarily include Leopard 1, AMX 30 B, STB-1, M48A1 and Centurion Action X. The first three do not have armor, and the American and British also have impressive sizes. All tanks, except for the M48A1, have complex upgrade paths. It is better to postpone these machines until you have experience playing.

Light tanks

It is rightfully the most difficult tank class in the game. In “sand”, most tanks are light, and therefore play fun and without problems. But, starting from level 5, they have an important role as the eyes of the team. Not all newcomers understand this and merge into a “rush in the center,” depriving their team of “light.” You should start pumping up high-level LT only when enough battles have been played and an understanding of the various game mechanic World of Tanks.

Tank destroyer

Anti-tank self-propelled guns are snipers in the world of tanks. On high levels they have the best weapons among other vehicle classes. There are two subtypes of PTsheks: glass cannons and assault self-propelled guns.

Glass cannons are combat vehicles with precise penetrating guns mounted on a chassis whose armor provides protection only from rain and wind. Typical representatives- Waffentrager branch with Rhm.-Borsig Waffentrager, aka Borsch, and Grille 15. This type of AT relies on camouflage and its painfully hitting guns.

Assault tanks in addition to powerful guns They also have good armor, but they pay for it with slowness and the lack of a turret. Jagdpanzer E 100 and T110E3 can compete with heavy tanks on the front line. But players don’t really like to climb forward on them, preferring to stand in a nearby bush with glass cannons.

In general, any branch of tank destroyers is friendly to beginners. The gameplay is simple and clear - stand in the bushes and shoot at the tanks. Apart from, perhaps, Grille 15 due to the lack of armor, there are no particularly difficult branches, so you can level up any of them. Moreover, at low and medium levels there are many nice cars that you will want to leave in the hangar, such as T67, M18 Hellcat, SU-100, ISU-152.

Art-SAU

How many copies have been broken around the issue of necessity Art-self-propelled guns in battles. And while Wargaming is thinking about what to do with it on its test servers, we will try to understand whether a beginner should start with “art” and which branch to explore first.

If you look impartially, you can understand why the art is so popular among players. It allows you to deal damage with impunity without moving far from your base. With a successful hit, you can kill the enemy in one shot. Doesn't require much tension or concentration. On the other hand, after several nerfs, playing on art became very uncomfortable. Long reload, long aiming, huge spread. The gameplay on self-propelled guns is reminiscent of roulette: you can avoid hitting a standing enemy for the entire battle and then send him to the hangar of an ST or LT, who is rushing at full speed, not focusing on the target at all.

To get acquainted with the class, it wouldn’t be superfluous to play a self-propelled gun, but downloading any of the branches to the end is highly not recommended. Firstly, except top self-propelled guns, walk-through cars, with rare exceptions, are very uncomfortable. Secondly, leveling up is slow, you need to earn a lot of experience, but you can’t do it consistently. Thirdly, after level 10 art has been researched, it is very difficult to sit down and learn how to play normal tanks.

So where to start?

Which branch to open first depends entirely on the player. Some people, out of a sense of patriotism, start with USSR tanks. Someone, being an ardent Germanphile, opens Maus and E-100. In this article we have given only general information about development branches that are difficult to master for beginners and unforgiving of mistakes. Choose your first branch carefully. Perhaps you choose your favorite tank, on which you will bring terror and sow destruction in the enemy’s camp.

At the end of the year, the World of Tanks developers shared some plans for the development of the project. In addition to the transition to a fundamentally new engine with improved graphics and sound, new equipment, combat capabilities and game events are being prepared. Thus, in the upcoming update 9.22, the USSR research tree will change.

It's worth waiting for two alternative mini-branches to appear heavy tanks. From Tier VIII to X, three new vehicles with a rear turret will appear: IS-2Sh, Object 705, Object 705A. In the branch between the IS-3 and IS-7, the relatively lightly armored T-10 will receive an alternative with a rear turret.

As a result of the balance change, three branches of medium tanks will appear (each with its own style of play). Finally, the SU-122-54, which does not fit into the concept, will disappear from the tree of rear-mounted tank destroyers. The characteristics of the SU-101M1 and SU-101 will be improved, “Object 268 option 4” will replace “Object 263” at level X, and the latter will move to level IX.

The developers promise to also work on premium equipment with a preferential level of battles. These machines sometimes cannot effectively resist linear “classmates”, which have improved significantly. What is promised is not individual changes, but some kind of comprehensive (although not quick) solution that will improve the machines and not upset the balance.

New ones will appear in 2018 game modes, including processed ranked battles and “Frontline” mode. For example, not only the winning teams, but also the best tankers of both teams will be able to receive chevrons in competitive mode. The number of ranks will increase, but losing a level in unsuccessful battles it won't be so easy.

The emergence of two new gaming nations is also promised. These will be some kind of European research trees, but the developers do not provide details (although hints can be found in the video provided). New ways to receive and spend bonds, the development of a system for changing the appearance of tanks and many game events, which will diversify tank battles next year.

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

Branch A -43 does not give any idea what kind of machine 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 line. However, instead you received a classic melee medium tank and were disappointed. Naturally, the popularity of the branch fell.

If you are in the process of exploring the branch that leads to Object 430, keep in mind that this machine with the 9.22 output will “move” to another branch (which will be upgraded from the T-44). Please take this information into account.

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 “Object 430” to level IX. There he will form a mini-branch of well-armored assault STs with high one-time damage, pumped up from the T-44. 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 a logical post "Object 430 Option II" gameplay


New branch of 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 claim that the FV 215b, Pz.Kpfw. VII and VK 72.01 (K) (which was issued for playing on Global map) were uninteresting. In update 9.22, Soviet vehicles will join this group: a new one awaits you gaming experience from classic Soviet “heavy” at levels VIII-X (branch studied from IS). 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 fighting at medium and close range. 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 IS-7, but at the same time it remains unchanged as the branch is studied. The same cannot be said about firepower: from the 122 mm gun at Tier VIII to the powerful 152 mm gun of the Object 705A.

Players love the agile T-10 Assault, which quickly shifts the focus of the attack, demolishing everything in its path. However, no matter how good it was, it did not fit into the IS-3 and IS-7 group, so we replaced it with the Object 257. 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 destroyer

We have long planned to put this branch of tank destroyers in order. Simply changing the machine parameters 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— choosing the appropriate vehicle for level X, and suitable for this role "Object 268 Option 4". 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.

"Object 263" and "Object 268 Option 4" demonstrated excellent results in internal tests. The vehicles “tanked” damage well and performed well 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 one-time damage "Object 268 Option 4" from 750 to 650 units, maintaining the previous damage per minute value to smooth out the sharp change in one-time damage 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. The SU-122-54 did not fit into this concept due to the traditional location of the wheelhouse. 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.

Next patch 1.6

Work on the next update is in full swing: the general test will feature high-level British light tanks, changes to personal combat missions, rectangular decals and other appearance elements. In addition, we have disabled damage to allies and their destruction by shooting and ramming.

Rebalancing personal combat missions

  • Rebalancing the tasks of Operation “Object 279 (r)”.
    • 22 tasks received value adjustments.
    • 2 tasks have been changed to preserve the player's progress on them with a 1 to 1 conversion.
  • Rebalanced a number of tasks for self-propelled guns (for both campaigns).
    • In the campaign " Long-awaited reinforcements» 12 tasks for self-propelled guns have changed.
    • In the “Second Front” campaign, 5 tasks for self-propelled guns have changed.

Changes in the appearance of equipment

  • Added an information page for some styles, where you can find a detailed and interesting description.
  • Added new fonts for tactical numbers.
  • The interface of decals and the way you interact with them have been significantly redesigned.
  • New decals have been added: square and rectangular with different aspect ratios.
    • Square decals can be placed on researchable Tier VIII vehicles, premium Tier VIII vehicles, and Tier X tanks.
    • Rectangular decals can be placed on Tier VIII premium vehicles and Tier X tanks.
  • Changed decal placement points. All previously placed decals will be removed and sent to the " Appearance» → “Decals”.

Disabling damage to allies

  • Damage to allies from shots and rams has been disabled for all types of Random Battles, including General Battles.
  • The sounds and effects of direct hits from allied vehicles have been reworked.
  • The system of penalties for damaging and stunning allies has been reworked.
  • The mechanism for interaction of high-explosive fragmentation shells of self-propelled guns with allied guns has been reworked.
  • The Game Rules will be amended accordingly and will take effect after the release of this update.

Tank premium account

  • The logic for calculating a controlled bonus to experience for tank premium has been reworked. Now additional experience will be awarded to the crew according to the same rules as it is awarded for a battle:
    • If the checkbox for accelerated crew training is not turned on before the start of the battle (or is missing), then part of the experience goes to the crew, the rest is credited to the equipment.
    • If the accelerated crew training checkbox is enabled, then all experience is distributed among the crew.
  • The conditions under which the bonus can be applied have been changed (all of the following must be met):
    • The last victorious battle on the selected vehicle.
    • This machine is in the Hangar (not sold, lease not completed, etc.)
    • The full crew on which this battle took place is sitting on it.
    • The current state of the accelerated crew training checkbox coincides with the state it was before the start of the battle.

Cards

  • On the Malinovka map, the detection point was balanced: trees that interfered with reconnaissance from the positions of the northern team were removed.

Changes to wheeled vehicles

  • Engine mode settings have been optimized.
    • When switching driving modes, wheeled vehicles will no longer lose engine traction. This is especially true when switching the driving mode from maneuverable to high-speed. With this shift, there will no longer be any slowdown before acceleration. Now in such cases the car will simply begin to accelerate to a higher speed.
  • When changing the driving modes of wheeled vehicles, the wheels now rise and fall more realistically.
  • The motion physics settings have been optimized.
    • When wheeled vehicles collide with obstacles, in some cases it will become easier to regain control of the trajectory.
  • Added the ability to switch the movement modes of wheeled vehicles during the pre-battle countdown. A similar feature will also become available for Swedish tank destroyers.

Interface changes

  • Added the ability to disable the speedometer of wheeled vehicles through the game client settings. The indication of driving modes is duplicated on the damage panel.
  • Added the ability to enable/disable the auto-aim marker for all types of vehicles through the game client settings (via the marker settings tab). The auto-aim marker can be turned on/off separately for the main and alternative marker modes. The setting applies to all vehicles, including wheeled ones (that is, the auto-aim marker for wheeled vehicles can be disabled in the same way).

Disabling Team Battle

  • From the list available modes"Team Battle" has been removed from the game.

Changes in vehicle parameters

🇩🇪 Germany

  • E 75 TS
  • M48 RPz

Added equipment for testing by supertesters:

  • AE Phase I
  • T54E2

🇬🇧 UK

Added equipment for testing by supertesters:

  • A43 BP

A branch of researchable light tanks has been added. The branch starts with the 🇬🇧Cromwell tank and contains:

  • VII - GSR 3301 Setter (Setter)
  • VIII - LHMTV
  • IX - GSOR3301 AVR FS (GSOR)
  • X - Manticore

🇯🇵 Japan

Changing the parameters of military equipment:

  • STB-1
    • The chassis turning speed has been changed from 55 to 52 degrees/s.
    • The turret rotation speed has been changed from 46 to 50 deg/s.
    • The gun elevation angle has been changed from 9 to 15 degrees (with active suspension 21 degrees).
    • The gun declination angle has been changed from 6 to 8 degrees (with active suspension 14 degrees).
    • The minimum speed for activating/deactivating the active suspension has been changed from 15/24 to 30/30 km/h.

2019

Long range plans

Technique

Cards

Mode

  • Battle Royale mode (everyone against everyone). New mechanics were tested, incl. new system visibility (you can see the enemy only by aiming at him), narrowing of the map, changing the tank directly in battle, lack of self-propelled guns, similar to PUBG there are airdrops, assembly of shells/equipment/equipment on the map and the like of inventory; Battles of 40 players (platoons of 2 are possible) take place on the HD map “Epic Normandy”, redesigned in HD, measuring 3 x 3 km, with a unique soundtrack. Test this mode took place on the "Sandbox" server for everyone.
  • Ranked battles for levels 8 and 9 are in the plans, not in 2018. Perhaps they will first be released in test mode on EU or NA clusters;

Physics

  • Multi-turrets and firing additional guns will be done someday (low priority due to the large number of low-level multi-turreted tanks and weak weapons on some additional towers, which will not play a role in combat), was tested on Halloween mode in 2017;

Graphic arts

  • Changes in weather conditions were tested, on weak PCs the situation is unsatisfactory, KTTS;
  • Introduction of Granite SDK technology into the game, which will allow you to add textures to the game high resolution(up to 8k) and photorealistic lighting. Also, loading time and the amount of memory occupied by textures will decrease;

Today we are talking about the rebalance of USSR equipment.

In update 9.22 we will bring back to life the nation's most unpopular tanks by adding new vehicles 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 melee medium tank 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 branch of 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 equipment will join this group: a new gaming experience awaits you from classic Soviet “heavy” vehicles at levels VIII–X (a 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!). The next step is to select the appropriate vehicle for Tier X, and “Object 268 Option 4” was suitable for this role. It 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 should be armored, fast vehicles with good burst damage, the purpose of which is to lead the charge and provide interesting gameplay. 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 of the general test of update 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.



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