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World of Tanks is a huge mixture of multiple genres. First of all this is a global-scale MMO action game. Secondly, there’s a combination of other genres like FPS, RTS, RPG, and simulator.
Minimum system requirements:
Recommended system requirements:
World of Tanks supports the Microsoft Windows series operating systems.
Currently, World of Tanks features more than 200 tanks from America, Britain, China, France, and the USSR.
World of Tanks features armored vehicles from Germany and the Soviet Union that were produced and designed starting from early 30’s and up to the Korean war. Gamers can have light, medium, and heavy tanks, as well as tank destroyers and long-range self-propelled howitzers. Apart from real tanks, World of Tanks includes prototype vehicles (e.g. the German E Series).
Just like in battles of World War II, the role of these unit types can’t be overestimated. Tank destroyers are perfect defensive units. With powerful weapons and thick frontal armor, they are capable of engaging enemy vehicles from relatively long distances. But their weak points are the low mobility and their side and rear armor. If a maneuverable opponent makes it to get into a close combat, it all can get really tough for a tank destroyer.
The role of self-propelled howitzers is slightly different. They work in tense cooperation with light tanks that scout the map and unveil enemy vehicles for them. Their extremely powerful cannons may cause a one-shot lethal outcome for any opponent. Still, howitzers are very vulnerable in close battle.
First of all, light tanks are indispensible as scouting units and can easily find and engage enemy long-range artillery. Secondly, their high mobility allows light tanks to reveal hostile units on the battlefield and transfer their coordinates to teammates. Third, they are most effective in close battles against rival light tanks or SPG’s.
The game keeps the balance between realism and gameplay. World of Tanks is not a hardcore simulator; gamers won’t have to spend their time on getting used to controls. The game’s difficulty lies upon applying your tactical skills and coordinating moves with your teammates.
The game models are nearly identical to their real-life prototypes, and this refers to all game aspects. Game tanks firing rate equals the firing rate of real tanks in training-ground conditions. When firing in motion, scattering appears, and the faster you go, the bigger your scattering is. The number of shells and positioning of elements are identical to real vehicles. Specifications, dynamics and turret turning speed also depend on a chosen model.
An average battle usually takes 5 to 15 minutes. In the Standard Battle mode and the Encounter Battle mode, if at the end of 15 minutes there are tanks of both teams on the battlefield or neither of the bases has been captured, a tie is declared. In the Assault Battle mode there is a maximum of 10 minutes to achieve victory for both teams.
Newbies will get a chance to level up their skills and prepare for real battles during training missions. The game features special areas with tanks from level 1 to level 2 allowed. This will help newcomers get used to gameplay and dynamics. All the training modes will be available online.
The main mode is the third person view with four scales of remoteness from your tank and possibility to freely rotate the camera around the vehicle. The game also features the sniper mode for tanks and the “howitzer” mode for long-range artillery. Moving your tank is implemented by standard WSAD+Mouse controls. There’s also a “cruise control” mode for going forward and backward on various speeds which can be engaged by R and F buttons.
The game features auto aiming, which allows shooting at a hostile unit with lead-finding. To turn on auto aiming, move your sight on a hostile unit and press the right mouse button.
Camouflage is implemented as well. There’s a coefficient that defines how close you should get to an opposing tank in order to detect it. Bushes and trees are the most efficient elements to hide in. But if a hiding tank starts moving or shooting, its silhouette becomes visible. New camouflage skins will be implemented into the game, adding invisibility points.
We are planning to include off-map artillery support, but its usage will be limited to one strike per fight and only during clan battles. The battle map is divided into many squares, and a clan leader can call for an artillery strike on a specified square once during a battle. However, this will require spending a certain amount of resources.
Before each battle, the game will randomly divide players into two teams according to the level and the development stage of their vehicles trying to make both teams equal in overall power. This means that a team may include tanks from different nations. The only case of “nation-on-nation” battles are special history-related events (e.g. the battle of Prokhorovka).
Tanks have machine guns installed on them, but as long as there is no infantry, there’s no need to use them in battles, because even the most powerful machine gun is not capable of penetrating armor of a decent tank.
Depending on a type of cannon, players can use cumulative, subcaliber, high-explosive, and piercing shells.
Ramming attacks are an essential part of World of Tanks gameplay, along with casual fighting elements. Consequences of a ramming attack will depend on tank masses, their speed, and on the section of a rammed tank that took a hit. A common scenario is ramming a heavy tank into a light one — the latter won’t stand a chance. Again, if you hit your opponent’s tracks, you can immobilize it for some time and thus make it an easy target for your teammates.
There is a “following camera” mode where you can stick to your teammate tanks that are still in battle.
At the moment, the typical map size is about 1 square kilometer in countryside and a bit less in urban maps. On the one hand, teammates won’t lose each other on a battlefield, and on the other, tanks require relatively large spaces to make maneuvers, ambushes, and flanking attacks. Again, map size depends on a number of terrain elements. The rule here will be simple: the less objects are on a map, the bigger it can be. So if there are deserted maps covering battles in Northern Africa, they can reach up to 25 square kilometers in size.
There are lots of breakable elements. High level of breakability will result in both positive and negative consequences. You can “perforate” a wall of a building you’re standing behind and use it as a firing port to shoot down your opponents. The flip side of the coin is the building you are hiding behind may be unexpectedly vulnerable and can be crashed after a couple of enemy batters.
We are planning to include maps with different seasons, but there will be no season changing on a single map. As for times of day and weather conditions, we’ll have night battles with respective visibility as well as foggy and rainy combats where you literally have to grope through a battlefield to find an enemy.
It is very hard to keep a virtual map identical to its prototype. One of the most important issues is keeping the fighting balance which was totally unrealistic in real life, that is why our historic maps are not completely identical to real geographic locations, but they are designed very similar to the originals with extensive usage of their photos and landscape schemes.
All the armored vehicles in World of Tanks are divided into American, German, and Soviet vehicles. Within each nation, tanks compile a development tree. In order to get a desired vehicle, players will climb up those development trees.
All the upgrades are available according to the development trees. You start with the lightest and cheapest tank and by earning your experience points you can further upgrade your vehicle by installing better equipment of higher levels. Here we pay extra attention to history; once you’ve installed a detail that was also used for a tank model of a higher level, this tank becomes available for researching in the tank tree. If while upgrading your vehicle you decide that you’ve chosen the wrong development branch, you can switch to another one by jumping several levels back to the branches intersection.
Every tank will have a tank crew, and every member of a crew will have their own qualities that will influence tank characteristics. The number of crew members will change depending on a chosen tank. Tankers will learn their skills relatively fast, and by the time you climb up the top of the development tree, you’ll have several fully experienced tank crews. For example, with a veteran gunner aboard, a tank will be more accurate in shooting and will deliver a larger number of critical hits.
Players’ personal garage will be able to store up to five vehicles at once regardless of their country of origin. I.e. you can simultaneously keep American, German, and Russian vehicles in your garage and use them at any time. Moreover, you’ll be able to buy additional garage slots thus expanding your fleet of tanks.
In World of Tanks, players have credits which they gain by taking part in battles and eliminating their enemies. Apart from credits, there is gold that every player can purchase for real money. Possessing gold will result in some bonuses that will neither affect the gameplay nor give players decisive advantage in battles.
A losing team gets credits after a battle, but the total sum is less than if the team would win.
A player can create a clan consisting of up to 100 people with a certain amount of gold at his or her disposal.
World of Tanks features ranking battles and clan tournaments. There is Global map divided into hundreds of provinces where battles for territories are unfolded.
In Clan Wars, there is Global map divided into hundreds of provinces. To start their activity on the map, every clan has to capture one of coastal provinces. If a province is not occupied by others, the clan will get it for free, while an occupied province will have to be fought for.
There are several economic categories of provinces, from basic ones to “headquarters”. Occupying a common province will give a clan credits, whereas possessing a key province will result in gold benefits. So, “headquarters” will give most monetary benefits to their owners.
Every clan has a certain amount of “chips” equal to the number of its members. By putting a chip on a chosen province, a clan shows its claim on capturing it. If another clan expresses its will to capture the same province or if the province belongs to another clan, the two clans are to engage in a battle for it. Clan Masters can declare attacks on neutral or enemy provinces once per day, and a corresponding number of battles are scheduled and take place accordingly.
For more information, please visit our Wiki.