Development branch of the USSR in world of tanks. The development tree of the USSR in world of tanks will soon change, other innovations are coming New branch of Soviet

28.3.2017 5121 Views

Players pay special attention to the Soviet branch of World of Tanks tanks of all types, because many choose this technique not only for its unique and enjoyable gameplay, but also for its historical attachment to this technique.

Almost all tanks of the Soviet Union have a low chance of engine fire, which greatly increases the survivability of these vehicles, and the variety of gameplay will allow you to choose the type of equipment that will bring the player maximum pleasure.

The main task of a light tank is to detect the enemy and assist the team by transmitting intelligence about the movement of enemy forces.

This type of tank has a rather complex gameplay, because all tanks that belong to this type have a relatively small margin of safety, lack strong armor, and in most cases have a weapon with low damage per shot.

But at the same time, players who choose to play on light Soviet tanks receive excellent mobility, camouflage (which remains consistently high when moving and in a stationary vehicle), as well as excellent visibility.

Light tanks of the Soviet research branch have excellent speed and power-to-weight ratios compared to similar vehicles of other nations. Most light tanks of the USSR have excellent camouflage, which allows, if played correctly, to remain unnoticed and confidently transmit intelligence data to the allies throughout the entire battle.

With relatively low damage per shot, the guns of these tanks have high damage per minute, which is often decisive in a duel with enemy light tanks or when breaking through to artillery.


The Soviet medium tank research branch features a wide variety of vehicles that are quite different from the medium tanks of other nations.

The main tasks of the vehicles are flank breakthroughs into the rear of enemy forces and inflicting a large amount of damage to enemy vehicles.

But the uniqueness of Soviet medium vehicles lies in the fact that all high-level tanks have excellent turret armor, which makes it possible to fight almost equally with heavy enemy tanks, while hiding the vehicle’s hull in the terrain.

Another important advantage is the excellent guns, which have excellent damage per minute. This fully compensates for the relatively low armor penetration parameter of the basic projectile and allows you to confidently fight even against several vehicles at the same time.

The disadvantages of medium-sized USSR vehicles include mediocre gun depression angles and mediocre maximum speed.


The most popular tanks of the Soviet Union are heavy tanks. These machines have so many advantages that they are ideal for those new to the game. At the same time, experienced players can show simply mind-blowing results using this type of technique.

A feature of heavy tanks of the USSR is strong armor, relatively excellent mobility and good one-time damage indicators for guns. Almost all heavy tanks in the Soviet branch of World of Tanks are famous for their impenetrability and are capable of holding off entire directions on their own.

High-level Soviet heavy tanks have simply impenetrable turret armor and, if played correctly, are capable of record levels of blocked damage. Also, some vehicles have hull armor of the “Pike Nose” type, which allows, if the hull is positioned correctly, to repel enemy shells of even colossal calibers.

The disadvantage of this armor arrangement is the inability to tighten the vehicle hull due to a sharp drop in the value of the reduced armor. The guns of these vehicles are rather inaccurate, but this is more than compensated by the huge one-time damage, heavy tanks of the 7th level can take away a third of the strength of an enemy of their level in one shot, and such legendary vehicles as the KV-2 are capable of sending most targets into the hangar with one shot, especially lightly armored ones.


The role of tank destroyers on the battlefield is to destroy all enemy tanks in the player’s field of view. The tank destroyers of the Soviet Union are best suited for this task. Vehicles of this type have guns with huge one-time damage and armor penetration.

The excellent camouflage of Soviet vehicles allows them to destroy enemy vehicles without the risk of being detected. Often, players on Soviet tank destroyers remain undetected throughout the entire battle.

The disadvantages of this type of equipment include very poor visibility, but the correct selection of additional equipment and a properly trained crew can compensate for this disadvantage.

Weak armor and, in some cases, insufficient mobility also introduce some inconvenience when playing with this vehicle, but all this is compensated by the pleasure of the gun. It’s so nice to fire at an enemy who has no idea where he’s coming from.

Thanks to such features of Soviet technology, players often inflict mind-boggling amounts of damage.


Soviet self-propelled guns have gameplay that is strikingly different from other types of equipment. They have the ability to fire at almost any point on the map, while remaining safe in the vicinity of their base.

The main shells of such equipment are high-explosive fragmentation shells, which have a high chance of disabling the internal modules and crew members of the enemy vehicle. Large caliber guns make it possible not only to disable several modules of an enemy vehicle, but also to hit several vehicles at once.

As the player explores the branch of Soviet self-propelled guns, the player has the opportunity to play on vehicles with relatively good mobility, guns with high one-time damage, or guns with high damage per minute. The disadvantage of this technique is the almost complete lack of armor, which makes it vulnerable in close combat, poor accuracy of the gun and poor projectile speed.

Another significant drawback is the lack of a good overview.


Premium vehicles in the World of Tanks game include a set of vehicles of different types that have increased profitability compared to similar tanks of the same levels.

Owners of such equipment almost never have problems with the in-game currency – silver. Also, such vehicles have an accelerated time for pumping up crew perks and do not require retraining of the crew when transferring them from a non-premium vehicle.

Soviet premium tanks are presented in almost all classes except artillery. This variety of machines will significantly simplify the speed of development in the game. In addition, most of the Soviet premium tanks have a preferential battle level, which will allow you to best show your vehicle in tank battles and earn a lot of silver from each battle.


On April 13, another batch of developer responses was published on the Status Report website. This time there were answers about Italian tanks and their development tree in World of Tanks as a whole. We have translated all the material from English for you so that you can read them and create your own impression about this nation. Make yourself comfortable, because there are a lot of answers. The consultant on the Italian nation, Vollketten, answered the questions.

Q. Is the Italian tree next?

A. Let's hope so. It is high time

Q. Are there any ideas for a heavy tank branch? If not, what levels are TTs recruited to?

A. There are heavy tanks that fit the heavy class, similar to the low-level NbFz, but to add them to the game you will have to add the German Tiger (of which Italy received one variant for a short period until September 1943 in Armistica). M60A1, which OTO Melara is building under license, and Kpz 70, for which Italy took some part in the development. I suppose it's possible, but unlikely. I actually don't like how the heavy tank line looks at high levels, so the TT line will only be halfway there to keep things reasonable. The absence of a TT branch does not disqualify a nation from having a tree in the game, but their presence will not be superfluous.

Q. Will there be a new branch of self-propelled guns?

A. Despite the fact that Italy is capable of having a full-fledged artillery branch, it is unlikely that VG will add new self-propelled guns based on the current dynamics of the game, and recently there was even a comment that if the new artillery mechanics do not work, they will have to be removed from the game. Simply put, Italy can have an artillery branch if necessary, and if VG does introduce this class, then the branch can be reworked for other roles in the game.

Q. I know that Italian tanks are practically copied from other nations, except for some Fiat carropesante (HT). I'm only interested in medium tanks (Panther, Patton, Leopard) at lvl 7-10. But here’s the question: what national feature will be inherent in Italian tanks? (for example, I know that OTO Melara developed a Leopard prototype with an automatic loader)

A. The backbone of Italy's tank forces in World War II were the L6 reconnaissance aircraft and the M13 and Semovente series of medium tanks based on them. None of these tanks fit the description of being copies of tanks from other countries. You could say that the CV.3 came from Carden-Loyd, and the Ansaldo 12t was actually a British design.

Q. Will the crown of the TT line be Il Duce super heavy?

A. Super tank IlDuce is a complete fantasy and has no place in the game.

Q. Will the P43 be a medium or heavy tank?

A. Technically, the P43 is a heavy tank (P=Pesante=heavy). The tank was used for attack, but by the time it was built, it was comparable to the medium tanks of other nations, so for gaming purposes the choice is to make it a TT, but at a lower level, so that the armor makes it feel like a full-fledged heavy tank. My opinion is to keep it's class and heavy feel, but as a tank that will be useful for gaming purposes.

Q. What other interesting tanks did they have?

A. The most interesting is Semovente, based on medium tanks. I think the P43 Bis will be the most interesting tank for most players.

Q. Do you have an idea to make national equipment in the form of pasta or pizza?

Q. The premium food will be LotsaSpaghetti

Q. How about canned sardines and red wine?

A. In World War II, the rations of the Italian army included Amministrazione Militare, which literally translated as “dead donkey.” The Germans knew their canned rations as ArmerMussolini, which meant "poor Mussolini", and probably indicates the relatively terrible nature of the canned product.

Other military preservatives included sardines, tuna, tomatoes and even cheese, while the main products were bread and dry pasta. In northern Africa, the Allies also recorded large shipments of fruit. Obviously Italy is famous for its coffee and chocolate, but there's already German chocolate and French coffee in the game, so the Italians need something different. You can simply have an “additional combat ration,” as this was implemented by the USSR (Dop ration) and the Chinese (improved ration). I would recommend "bread and tuna" or "tomato and cheese", or your own version, instead of the stereotypical Italian products.

"Mozzarella and tomatoes"


"Tuna Sandwich"

Q. What are the general features of the Italian tank tree?

A. I remember a comment from WG, which said that they are not trying to give this or that nation features, although previously the developers still tried to give each nation some special feature (USSR - armor, Germany - accuracy, France - drum, etc.). It is difficult to say what the character of the Italian nation will be. I was thinking about a tree that has good stealth, since all the tanks are generally short, and a rate of fire. The disadvantage will most likely be weak armor. Even TTs will not have high booking rates.

Q. Will there be new Italian themed maps?

O. Maps? I have no idea about maps, but it would be a nice addition. Something historical, with Gothic elements or cross-country with Sicily would be excellent.

Q. Will they have unique game mechanics, like the Swedes have the same air suspension? For example, a temporary increase in speed, quick detour, increased stealth, better ground resistance, so that there is at least some difference from the German and American branches.

A. The mechanics are clever, but they don't need anything new or special like siege mode. If WG fixes the mechanics of HESH shells, then Italy will gain an advantage, since most guns use this type of shell.

Q. Do you still agree that the 9th level is the OTO / Melara M47 Patton II, and the 10th OTO Leopard / Centauro with a loading drum? Or do you agree with Spidergrenadier, who puts them in reverse order?

A. As for the OTO Centauro ("self-loading Leopard"), it is an excellent option for the CT10 level, except that it will be the same or a better variant of the German Leopard. The other tank is actually a designed Lion tank, which is essentially the predecessor to the OF-40. It is still very dangerous, but does not have a shell autoloader, and the welded turret is significantly different from the Leopard's cast turret. It was manufactured in May 1974. Converted M.47 and OTO Melara with elements of M60 tanks and a 105mm cannon are best suited for tier 9 in my opinion, and if it did there would be a ton of engines and other modules for it. Even for level 8, but without a 105 mm cannon, the tank is suitable.


OTO Melara Lion

Q. What will be the standard tank emblem?

A. The emblem is a white cross. The flag for the tree should be a modern, tricolor Italian flag, not the WWII era version or the RSI version, which has hundreds of historical insignia, logos and inscriptions.

Q. Is LT10 Italy in your plans?

A. As far as I know, to reach level 10, you will need to enter some paper models from the late 1970s, which do not correspond to the official WoT time frame.

Q. The console version confirmed the development of a prefabricated tree that will include those countries that cannot form historical trees or branches on their own. This will likely include Italian tanks. Do you expect this to be the direction WG PC takes for "small" countries, and would you be happy if Italian tanks were represented in this way?

A. I personally hate the idea of ​​a prefabricated tree for a variety of reasons. I've never played the console version, but I know there are some differences from playing on PC. I would be very unhappy if Italy was presented in this way.

Q. Could we see wheeled vehicles?

A. Yes, Italy is very well endowed with wheeled vehicles and has many designs that can be included if necessary. There are even a couple of interesting armored vehicles.


Breda 52

Q. Will we see lightweight crazy wedges as a separate branch?

A. I'm not ashamed to say that I love the CV3. I know they are small and slow (except for the Rossini version). I know they (Rossini version) are lightly armored, but very fast, very maneuverable and very small indeed. Historically, this was a major breakthrough in tank design, so it makes absolutely zero sense not to include them in the game. Hopefully don't see a boring and rather ugly Fiat 3000 in Tier 1, even if it's a simple and lazy placement. CV3, capable of carrying a 20mm gun (including an automatic version), a 20mm cannon, or a short 37mm cannon.

Q. Will there be one branch from levels 1 to 10, or will there be several branches that merge into one tank?

A. No, I do not support this. It would make sense for WG to release a premium medium tank first, followed by the main tree.

Q. Have you found a suitable option for the 8th level, something truly original, and not a copy of the “Panther”?

A. I think it's fair to say that Level 8 has proven to be a headache for Italy. This is the most important level in the game and it's not perfect, had to use an Italian license created by Panther to fill the gap. Italy did receive licenses to produce panthers and PzIII and IV tanks in Italy, but no tanks were ultimately produced.

Q. When will we see the Italian Tree?

A. We'll see when WG gets to him. Now they are busy with other things, but they told me that they consider WoT as a long-term project, and therefore they are in no hurry to introduce nations.

Q. Will there be a Tier 1 Fiat 2000 instead of a Fiat 3000 Renault clone? Or they could be a two-tier nation, with the Fiat 2000 going up on the heavy tray and the Fiat 3000 going up the light to the center line.

A. I hope not. Not because I like the Fiat 3000, but because the Fiat 2000 can be played as big, ugly, but heavy nonetheless.

Q. Where, in your opinion, does the CarroArmato L6/40 belong, if at all, in the game? Do you think the CV-33 CC will make it into WoT?

A. It would be strange to miss any of these vehicles since they formed such an important part of the Italian tank forces during World War II. A CV.33 CC with a 20mm cannon will look great despite the lack of a turret, fast, low and tiny it will be a tough target. L.6/40 is obviously larger and will not only have a 20mm Breda with a turret, but can also possibly cope with a short 37mm. Both tanks are ideal for low level

L.6/40


CV.33 CC

Q. What exactly will a level 10 tank be like? Will it be an OF-40 (if it's not considered too modern) or some other archival project?

A. The OF-40 is too new for the WG time slot, the earlier "Lion" is much closer and different from the German Leopard. In my opinion, Lion is best at level 10, even though it's from 1970. It had at least reached the prototype stage, while the Leopard autoloader was just a paper version.

Q. Will Semovente 90/53 be a tank tank or self-propelled gun? (I've read that it was used for both roles) It would be interesting to see the Semovente 90/53 played as a tank destroyer with artillery capabilities, balanced so that it could only carry 6 rounds. What do you think about it?

O. The 90/53 is a tank destroyer that can also be used for indirect fire. Semovente M42, etc. would be PT. We have a full line of self-propelled guns which, most likely, will not exist, so there should be no problems with the tank branch.

Semovente 90/53

Q. Will there be a Polish tank tree?

A. I hope so. I'm not Polish, but they have interesting tanks. I don't know enough about Polish tanks, and I don't know if they can have their own tree or not. Even if they can only get one thread, I'd like to see it.

Q. I'm looking forward to the Italian line. The M15/42 looks pretty good.

A. It was a very respectable tank. It was outclassed by the time it entered service.

Q. Is Ariana’s artillery mount more suitable as a self-propelled gun or tank destroyer?

A. There is a prototype of Ariana and its final form, which is slightly different. They are ideal as self-propelled guns. If there is no self-propelled gun at all, then I personally don’t know whether such a lightly armored unit with a 155 mm gun can be a high-level tank tank. The OTO "Automatic" system with a loading drum can find its role in the game, being used on PTs, for example on the SP-70. This is a self-propelled gun project from the 70s, built on the basis of the Leopard tank, which is perfect for the role of the PT-10.


SP-70

Q. Will we see German tanks in the Italian tree? For example, premium Pz4 or Panther?

A. Italy received a dozen Panzer IVs, a dozen Stugs and one Tiger tank operated by Italian forces. Production contracts were exchanged and Panzer III, Panzer IV and Panther were also discussed. German tanks are very popular and a premium German tank for Italy would be a very nice addition, especially since they will be able to use some of their own modules and modifications, which can distinguish them from the German variants.

Q. Is the Fiat 2000 heavy tank suitable for level 1? It would be original to start leveling up with a heavy tank. And it will be better than the Italian FT version.

A. At the moment there are no plans to introduce the TT as a Tier 1 tank, and I don’t think that this will happen. WG doesn't seem particularly interested in low levels, despite the unique look of the Fiat 2000. The turret gun is decent for it, but its mobility is terrible. A later version with a 37mm gun in each corner would be phenomenally fun if WG ever expressed support for multi-turrets. I hate Fiat 3000.

It's basically just another FT clone and doesn't offer anything interesting for the first level. And the 47mm gun on it is too good for the first level, one way or another, it will need a nerf to make it balanced. The Fiat 3000 as a first tier is lazy and boring and not even necessary since there are other options instead. The only historical value for this was obviously the production and maintenance of them, but this really came to nothing, the design was a dead end and the choice followed a British design instead of a French one.


Fiat 3000


Fiat 2000

Q. Is the design and concept of the P.75 sufficient to be a tier 2 and 3 heavy tank?

A. The P.75 "a" "b" and "c" concepts are large and slow and noticeably different, but they are too well armed to be balanced for tier 2. Ansaldo 9t/12t is better suited for TT2 along with Fiat 2000 which will most likely be premium, because it is significant for the TT branch, and also leads to a bunch of early P.75s.


Ansaldo 9t


P.75 Prototype

Q. The Italian M26 Pershing cannot have the experimental equipment that the M26 USA has, noting the gun, since Italian equipment was not used on the M26. Taking this into account, does the Italian Pershing M26 have a chance to be at tier 7?

A. The M26 Pershing in Italian service did have a few minor modifications, such as the front hull being reshaped and the hatch being "sealed". An upgrade to the 90 mm Cockerill gun was planned, but this was a short-term solution for Italy and largely ended up with only turret reinforcements being carried out.

Q. Wargaming confirms that the tank branch should be up to level 10? In particular, heavy tanks and anti-tank vehicles.

A. Tiers 9 and 10 are actually the most lucrative for WG as people spend gold to convert experience to get these machines. This is one of the reasons why artillery was extended to level 10 and the same thing happened with light tanks. The TT branch, if it appears, will be the most controversial.

Q. I would like to know what the PT branch will be? What will their characteristics be and what is their priority for introduction into the game?

A. The main feature of Italy's PTs will be stealth, they are small and low, and none have armor. As a fan of the CV.3 light tank, I would like to see a CV.2 with a 20mm Solothurn as the first tank in the AT line, as well as a CV.3 with a 47mm gun. This is followed by a 75mm unit based on L.6 (M.6). Small, light, with good weapons. Little armor, but a lot of firepower.

Q. Will we see OF-40 at tier 11 of the Italian tree?

A: Too new and too advanced, even the Mk.I.


Q. How long did it take to decide on levels 7, 8 and 9 for the Italian tree?

A. Tier 7 can be satisfied with the P.43 bis, and Tier 9 with the OtoMelara M47 version, this is the one that has the 105mm cannon and M60 components. Level 8 took a very long time to solve. There was an option to include the Italian Panther, but with special modifications to the modules. I don't approve of this because it is not historically accurate. The Italian Panther would be suitable at level 7, but since we have a candidate for level 7, it would be best suited as a prem. Level 8 remains a “hole”, but it is significant. As a result, I don't see any other option other than the M47 itself. There are many more engine options besides the best ones for the Tier 9 version and other 90mm guns. The visual differences from the USA M47 are very minor, but the USA tree doesn't have the M47 anyway and they barely used it since they went for export. This may not be the best solution, but it is historical and does not affect anything else.

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 “Long-Awaited Reinforcements” campaign, 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” section.

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

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

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, including a new visibility system (you can see the enemy only by aiming at him), narrowing the map, changing the tank directly in battle, the absence of self-propelled guns, similar to PUBG there are airdrops, assembling shells/equipment/equipment on the map and similar equipment; 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. This mode was tested 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-turret and firing additional guns will eventually be done (low priority due to the large number of low-level multi-turret tanks and weak weapons on some additional towers, which will not play a role in battle), tested on Halloween mode in 2017;

Graphic arts

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

A World of Tanks newcomer, upon opening the research section in the hangar for the first time, 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 by strength, which, with rare exceptions, also corresponds to the time period when a particular vehicle was in service or a project 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 playstyle. 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. Thus, slow tanks with armor forgive the mistakes of their tankers, but a fast light tank or a 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 branches of the IS-7 and E 100. The IS-7 is a legend of the World of Tanks, the longed-for 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 of 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 (vertical aiming angles) 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 are good vehicles with 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 leveling up high-level tanks only when you have played enough battles and gained an understanding of the various game mechanics of World of Tanks.

Tank destroyer

Anti-tank self-propelled guns are snipers in the world of tanks. At 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 are the Waffentrager branch with Rhm.-Borsig Waffentrager, aka Borsch, and Grille 15. This type of AT relies on camouflage and its painfully hitting guns.

In addition to powerful guns, assault tanks 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 straightforward - 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 the need for artillery 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 needs to 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 would not be superfluous to play a self-propelled gun, but downloading any of the branches to the end is highly not recommended. Firstly, apart from top-end self-propelled guns, walk-through vehicles, 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 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 provided only general information about development branches, which 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.

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

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 awarded for playing 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 the 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!). The next step is to select the appropriate vehicle for Tier X, and this role was suited to "Object 268 Option 4". 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.

"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 should be armored, fast vehicles with good one-time 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.