Jump Into Update 1.23.1 Common Test!

Commanders!

The holiday season is here and we’re actively working on the latest World of Tanks update! It will unveil brand-new Japanese heavy tanks—a collection of six brawlers spanning from Tier V to Tier X. Notably, the high-tier tanks in this branch feature innovative double aiming mechanics (also known as gun cooling) and hydropneumatic suspension.

You can also experience a new iteration of Onslaught with the reintroduced in-game Store featuring exclusive items for bonds. Finally, you can explore the fourth Episode of Frontline and test drive 11 rebalanced low-tier vehicles in Random Battles, offering a renewed and enhanced gaming experience. Let's dive in!

 
 

Please note that all features on the Common Test are currently in active development. Any values, rewards, technical characteristics, and other feature settings that are relevant for the Common Test are not final and may not correspond to those in the release version.

Meet Six Brand-New Japanese Brawlers!

The new Japanese heavy tanks will differ significantly from the current vehicle branch that leads to the Type 5 Heavy. They are more modern in appearance, with aerodynamic shapes and well-sloped armor. Moreover, the higher-tier tanks in the new branch come with two innovative mechanics: brand-new double aiming (gun cooling) and familiar hydropneumatic suspension.

Research for these new brawlers begins with the Tier IV Type 1 Chi-He.

The new branch kicks off with the Tier V Mitsu 108, a triple-turreted tank inspired by the Soviet T-28 but with improved armor protection.

Mitsu 108 Characteristics

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Characteristic Value
Average Damage 300/300/400 HP
Average Penetration (100 meters) 130/165/53 mm
Shell Type AP/AP/HE
Reload Time 13.8 s
Gun Depression/Elevation Angles −10/20 degrees
Aiming Time 3 s
Dispersion at 100 m 0.46 m
Average Damage per Minute 1,304/1,304/1,739 HP/min
Hit Points 900 HP
Hull Armor 70/40/30 mm
Turret Armor 90/70/60 mm
Top Speed/Reverse Speed 35/12 km/h
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Let's explore the remaining lineup.

Tier VI: Type 3 Ju-Nu

Based on the Japanese version of the Tiger I, it represents a reinforced version of the Chi-To tank with more solid armor.

Type 3 Ju-Nu Characteristics

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Characteristic Value
Average Damage 230/230/280 HP
Average Penetration (100 meters) 150/218/44 mm
Shell Type AP/APCR/HE
Reload Time 7.3 s
Gun Depression/Elevation Angles −10/20 degrees
Aiming Time 2.3 s
Dispersion at 100 m 0.37 m
Average Damage per Minute 1,890/1,890/2,301 HP
Hit Points 1,050 HP
Hull Armor 130/50/40 mm
Turret Armor 160/60/40 mm
Top Speed/Reverse Speed 35/12 km/h
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Tier VII: Type 4 Ju-To

A further evolution of the project with more sloping armor and additional screens. This vehicle boasts excellent gun depression/elevation angles (−10/20 degrees) and good damage per minute with a standard armor-piercing shell.

Type 4 Ju-To Characteristics

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Characteristic Value
Average Damage 320/320/420 HP
Average Penetration (100 meters) 195/230/53 mm
Shell Type AP/APCR/HE
Reload Time 10.7 s
Gun Depression/Elevation Angles −10/20 degrees
Aiming Time 2.3 s
Dispersion at 100 m 0.35 m
Average Damage per Minute 1,794/1,794/2,355 HP
Hit Points 1,350 HP
Hull Armor 85/40/40 mm
Turret Armor 200/70/45 mm
Top Speed/Reverse Speed 35/12 km/h
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Tier VIII: Type 57

With its innovative gun cooling mechanics, also known as double aiming, the Type 57 is the first vehicle in the branch to showcase this distinctive gameplay hallmark. It allows you to fire in two modes: one with standard accuracy and the other with improved accuracy.

Type 57 Characteristics

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Characteristic Value
Average Damage 360/360/440 HP
Average Penetration (100 meters) 225/246/53 mm
Shell Type AP/APCR/HE
Reload Time 11.4 s
Gun Depression/Elevation Angles −12/20 degrees
Aiming Time 2.3 s
Dispersion at 100 m before/after gun cooling 0.42/0.28 m
Average Damage per Minute 1,895/1,895/2,316 HP
Hit Points 1,500 HP
Hull Armor 100/70/30 mm
Turret Armor 300/120/30 mm
Top Speed/Reverse Speed 35/12 km/h
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Let’s see how the gun cooling feature works.

Double Aiming Mechanics

Gun Cooling

  • When the Type 57 fires, its gun heats up.
  • After this, the gun begins to cool down. Waiting a moment after reloading enhances shot accuracy due to the cooling effect.
  • Once the gun completely cools down, its dispersion improves until the next shot.

Improved Accuracy Activation

  • When improved accuracy is activated, a second aiming circle appears.
  • This second circle determines the shooting accuracy.

Aiming Process

  • After the second circle appears, the gun requires some time to fully aim to its maximum available accuracy.
  • However, you can choose to shoot immediately after reloading without waiting for improved aiming if necessary.

Tactical Choices

Depending on the combat situation, this feature allows you to:

  • Opt for higher DPM at the cost of slightly compromised accuracy.
  • Choose to shoot less frequently but with greater accuracy.

Tier IX: Type 68

Its armor requires active use of terrain irregularities, as its hull’s mediocre protection is unable to effectively withstand enemy fire. Its tough turret, however, fulfills this role effectively.

In addition to the gun cooling mechanics, this vehicle is equipped with hydropneumatic suspension, which enhances its gun depression/elevation angles from good (–8/20 degrees) to excellent (–12/24 degrees). This feature will greatly help you utilize the benefits of a well-armored turret when taking a hull-down position.

Type 68 Characteristics

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Characteristic Value
Average Damage 400/400/515 HP
Average Penetration (100 meters) 250/311/60 mm
Shell Type AP/APCR/HE
Reload Time 10 s
Gun Depression/Elevation Angles (passive/active hydropneumatic suspension) −8/20 degrees / −12/24 degrees
Aiming Time 2.2 s
Dispersion at 100 m before/after gun cooling 0.42/0.28 m
Average Damage per Minute 2,400/2,400/3,090 HP
Hit Points 1,950 HP
Hull Armor 80/70/30 mm
Turret Armor 280/80/40 mm
Top Speed/Reverse Speed 35/14 km/h
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Tier X: Type 71

The crowning jewel of the entire branch, combining a good balance of frontal armor and mobility. The Type 71 is designed to be played from hull-down positions, where its tough turret armor can be used to its fullest. It is also equipped with hydropneumatic suspension. This feature allows you to enhance the vehicle’s gun depression/elevation angles and gain an additional advantage when playing on terrain irregularities. However, keep in mind its mediocre reverse speed and vulnerability on the sides.

Type 71 Characteristics

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Characteristic Value
Average Damage 400/400/515 HP
Average Penetration (100 meters) 260/320/60 mm
Shell Type AP/APCR/HE
Reload Time 8.8 s
Gun Depression/Elevation Angles (passive/active hydropneumatic suspension) −7/20 degrees / −12/25 degrees
Aiming Time 2 s
Dispersion at 100 m before/after gun cooling 0.42/0.28 m
Average Damage per Minute 2,727/2,727/3,511 HP
Hit Points 2,200 HP
Hull Armor 120/70/40 mm
Turret Armor 270/140/50 mm
Top Speed/Reverse Speed 35/14 km/h
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We'll share more details about the Japanese heavies and their gameplay in an upcoming dedicated article. In the meantime, join the Common Test and share your feedback on the vehicles!

Frontline Episode 4: Try Out the Dynamic Battle Scenarios System!

During the Common Test, Frontline will be available from December 21 through 22 inclusive.

In Episode 4 of Frontline, you’ll be able to experience battles with the dynamic battle scenarios system. It integrates all three modes for selecting and using Combat Reserves from previous iterations, providing even more tactical versatility.

In the upcoming Episode, each battle will feature a randomly selected scenario from the following three Combat Reserves options:

  1. Standard Battle: This mode adheres to the regular Frontline rules.
  2. Operational Support: This scenario decreases Combat Reserves' cooldown time, allowing for more frequent use. This enhances the overall combat dynamics and expands the tactical possibilities available to you and your team.
  3. Twist of Fate: Upon reaching certain Ranks, you'll face a choice between two randomly selected Combat Reserves from a diverse pool of categories and vehicle types. This flexibility enables you to better adapt to the situation on the battlefield and even use combinations of the same Reserves. Placing Combat Reserves in slots in the Garage before battle increases their chance of being available for selection.

In the Twist of Fate scenario, placing Combat Reserves in slots in the Garage before battle increases their chance of being available for selection. Purchasing Reserves using Combat Reserve Points will increase their Level in battle by 1, so you may have 4 Levels of them.

All three battle scenarios will be randomly available during Episode 4, allowing you to experience each one.

The dynamic battle scenarios system will enrich the diversity of Frontline and the tactical choices at your disposal, ensuring each of your battles is a truly unique experience!

A New Launch of Onslaught: The Season of the Crimson Pegasus Is Upon Us!

During the Common Test, Onslaught will be available from December 23 onward.

With the rollout of Update 1.23.1, a new launch of the Onslaught mode kicks off, introducing the Season of the Crimson Pegasus. Your journey toward the Annual Reward continues, so get ready to fight with all your might to earn truly exclusive items, including:

  • Brand-new 2D styles in vibrant colors.
  • A special version of the Tier X Polish CS-63 medium tank, featuring an incredible 3D style and custom crew members.

As we enter the upcoming Season, brace yourself for several noteworthy changes.

  • A Store With Exclusive Items for Bonds Is Back! Starting this Season, the in-game Store with exclusive items for bonds reopens its doors. Here, you can spend bonds to get the sharp-shooting Chinese 114 SP2 tank destroyer, rare improved equipment (Increased Shell Resistance), and other cool stuff.
  • New Maps: In this launch, Himmelsdorf is undergoing a revamp, making way for three new maps: Oyster Bay, Studzianki, and Outpost. The Onslaught versions of these maps will differ from those in Random Battles, so get ready for unexpected tactical maneuvers!
  • New Combat Modifiers: Adding to the excitement, three new combat modifiers have been introduced, complementing the existing two. Explore them all below.
Parameter Modifier
NEW! Dispersion at 100 m Reduced by 0.15 m
NEW! Time Remaining Visible When Spotted Reduced from 10 s to 3 s
NEW! Proximity Spotting Radius Reduced from 50 m to 25 m
Vehicle HP Increased by 25%
Consumables Cooldown Time Reduced from 90 s to 45 s

Remember that these modifiers operate exclusively in Onslaught and do not impact other game modes. They will be automatically active from the first battle.

Join the Common Test and prepare to emerge victorious in the Season of the Crimson Pegasus!

Rebalancing Low-Tier Vehicles

In Update 1.23.1, we are once again focusing on rebalancing vehicles. This time, eleven low-tier vehicles are in the spotlight. Fine-tuning their characteristics will make the game more accessible and enjoyable for newcomers starting their World of Tanks journey. Our veterans, meanwhile, will also discover new elements in their updated gameplay. Explore the table below to see the vehicles currently undergoing a rebalance.

  • Tier II
  • Tier III
  • Tier IV

We're Streamlining Communication!

To enhance World of Tanks performance and focus on new features, we're retiring the in-game general chat. This will allow us to better allocate resources, ensuring a continually improving gaming experience.

Instead, come join the conversation on our other platforms and social media:

Thank you for your understanding and ongoing support!

  • How to Participate in the Common Test
  • New to Testing?
How to Participate in the Common Test

Eligibility

Every World of Tanks player can participate in the Common Test of an upcoming update!

You need the Wargaming.net Game Center (WGC), the latest Common Test game client, and an active World of Tanks account.

Common Test accounts have significantly increased resources for trying out changes and features without restrictions.

Your account progress on the Common Test server is aligned with the live server and cloned ahead of the start of the test. At 2023-12-12 at 21:59:00 (UTC), your live server account was copied to the Common Test server and does not reflect any account changes after the cutoff date.

Download and Install the Test Client

TEST CLIENT INSTALLER

  • Run the test client installer.
  • Choose a different installation folder from where your regular World of Tanks game files are.
  • Select the freshly installed test client from the drop-down menu at the top of the WGC.
  • Roll out—and remember to pass on your feedback!

You can find more details about the WGC in the dedicated Wargaming.net Game Center guide.

New to Testing?

Check out our handy public test guide with all the details about Common Tests, Sandbox Tests, and Supertests.

TEST GUIDE

Patch Notes

Expand

Main Changes

New Branch of Japanese Heavy Tanks

Six new heavy tanks (from Tier V to Tier) have been added:

  • Tier V — Mitsu 108
  • Tier VI — Type 3 Ju-Nu
  • Tier VII   Type 4 Ju-To
  • Tier VIII  — Type 57
  • Tier IX — Type 68
  • Tier Х — Type 71

Frontline

  • The dynamic battle scenario system has been introduced. Frontline battles will now use one of the following three battle scenarios at random: 
    • Standard Battle: A scenario with standard Frontline rules.
    • Operational Support: A scenario with reduced Combat Reserve cooldown.
    • Twist of Fate: A scenario where players choose between sets of random Reserves with the opportunity to improve them to Level IV.
  • Combat Reserves now have four Levels again.
  • Zone markers on maps have been changed to help players see more clearly which zones have been captured and which remain dangerous.
  • Additional issues in the mode have also been fixed.

Onslaught

Main Changes:

  • The Season of the Crimson Pegasus has been added.
  • The Onslaught Shop has been added. 
  • New modifiers have been added:
    • Dispersion at 100 m has been reduced by 0.15.
    • Time remaining visible has been decreased from 10 seconds to 3 seconds.
    • Proximity spotting radius has been decreased from 50 meters to 25 meters.

New content has been added for the Season of the Crimson Pegasus:

  • Progressive 2D Style: "Heavenly Horse (Crimson)", including a new set of decals, emblems, inscriptions, and camouflage patterns.
  • Dog Tag Backgrounds: Iron, Bronze, Silver, Gold, Champion, and Legend.
  • Nickname Stripe: "By Zeus's Will".
  • Badges: "Bronte" and "Astrape".
  • Medal: "Steed of the Gods".
  • The following rental vehicles have been added: AMX M4 mle.54 7x7, CS-63 7x7, Controcarro 3 7x7.

Other Changes:

  • New maps have been added: Oyster Bay, Studzianki, and Outpost.
  • The locations of the Points of Interest on the Overlord and Ensk maps have been changed.
  • Some objects on the Overlord, Glacier, Ghost Town, Airfield, and Klondike maps have been changed.
  • The Himmelsdorf map has been temporarily removed from the roster for redevelopment.

General Chat

The general chat in the Garage has been disabled.

Changes to Technical Characteristics of Vehicles

U.S.S.R.

  • The following vehicle has been added for testing by Supertest players: Object 701

BT-2

  • Dispersion during movement and on hull traverse with the BT-2 suspension has been increased by 10%
  • Dispersion during movement and on hull traverse with the BT-5 suspension has been decreased by 20%

BT-5

  • Load capacity of the BT-5 suspension has been changed from 10.72 to 10.80 t
  • The 12LL radio has been replaced with the 10R radio and stored at the Depot
  • Number of shells in the magazine of the 37 mm automatic OKB-2 gun has been changed from 5 to 6
  • Penetration of the UBR-243P shell for the 45 mm 21-KMT gun has been changed from 90 to 109 mm
  • Penetration of the UBR-243 shell for the 45 mm 21-KMT gun has been changed from 55 to 67 mm
  • Dispersion during movement and on hull traverse with the BT-5 suspension has been decreased by 21%
  • Dispersion during movement and on hull traverse with the BT-5U suspension has been decreased by 23%
  • Dispersion of the 45 mm 21-KMT gun has been changed from 0.39 to 0.38 m
  • Dispersion of the 45 mm 21-KMT gun after firing a shot has been decreased by 14%
  • Aiming time of the 45 mm 21-KMT gun has been changed from 2.4 to 2 s
  • Reloading time of the 37 mm automatic OKB-2 gun in the BT-5 turret has been changed from 5.2 to 7 s
  • Aiming time of the 37 mm automatic OKB-2 gun in the BT-5 turret has been changed from 2.7 to 2 s
  • Dispersion of the 37 mm automatic OKB-2 gun in the BT-5 turret has been changed from 0.46 to 0.42 m
  • Dispersion of the 37 mm automatic OKB-2 gun in the BT-5 turret after firing a shot has been decreased by 62%
  • Reloading time of the 37 mm automatic OKB-2 gun in the BT-7 shielded turret has been changed from 5 to 6.5 s
  • Aiming time of the 37 mm automatic OKB-2 gun in the BT-7 shielded turret has been changed from 2.5 to 1.9 s
  • Dispersion of the 37 mm automatic OKB-2 gun in the BT-5 shielded turret has been changed from 0.45 to 0.4 m
  • Dispersion of the 37 mm automatic OKB-2 gun in the BT-5 shielded turret after firing a shot has been decreased by 57%

Germany

  • The following vehicle has been added for testing by Supertest players: BT-42

Jagdpanzer 38(t) Hetzer

  • Hull armoring has been worsened—thickness of the lower glacis plate has been decreased
  • Reloading time of the 10,5 cm Stu.H. 42 L/28 gun has been changed from 8.6 to 9.8 s
  • Aiming time of the 10,5 cm Stu.H. 42 L/28 gun has been changed from 1.7 to 2.3 s

Pz.Kpfw.⁠ ⁠III⁠ ⁠Ausf.⁠ ⁠J

  • The 3,7 cm Kw.K.⁠ ⁠36 L/46.5 and 2 cm Flak 38 guns have been replaced with the 5 cm Kw.K.⁠ ⁠38 L/42 gun and stored at the Depot
  • Load capacity of the Pz.Kpfw.⁠ ⁠III⁠ ⁠Ausf.⁠ ⁠J suspension has been changed from 19.25 to 19.85 t

Pz.Kpfw.⁠ ⁠III Ausf.⁠ ⁠E

  • The order of module research has been changed
  • The 2 cm Kw.K.⁠ ⁠38 and 2 cm Flak 38 guns have been replaced with the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun and stored at the Depot
  • The FuG Spr. 1 radio has been replaced with the FuG 7 radio and stored at the Depot
  • Damage of the Pzgr 36 and Pzgr 40 shells for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 36 to 45 HP
  • Damage of the Sprgr 18 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 42 to 60 HP
  • Penetration of the Pzgr 36 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 40 to 52 mm
  • Penetration of the Pzgr 40 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 74 to 80 mm
  • Dispersion of the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun in the Pz.Kpfw.⁠ ⁠III Ausf. A turret has been changed from 0.46 to 0.43 m
  • Dispersion of the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun in the Pz.Kpfw.⁠ ⁠III Ausf.⁠ ⁠E turret has been changed from 0.46 to 0.42 m
  • Dispersion of the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun after firing a shot has been decreased by 25%
  • Load capacity of the Pz.Kpfw.⁠ ⁠III Ausf. D suspension has been changed from 15.45 to 16.80 t

Leichttraktor

  • The 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been replaced with the 3,7 cm Kw.K.⁠ ⁠36 L/46.5f gun (with the same characteristics) and stored at the Depot

Pz.Kpfw.⁠ ⁠II Luchs

  • Damage of the Pzgr 36 and Pzgr 40 shells for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 36 to 45 HP
  • Damage of the Sprgr 18 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 42 to 60 HP
  • Penetration of the Pzgr 36 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 40 to 52 mm
  • Penetration of the Pzgr 40 shell for the 3,7 cm Kw.K.⁠ ⁠36 L/46.5 gun has been changed from 74 to 80 mm

U.S.A.

M2 Light Tank

  • The order of module research has been changed

M3 Stuart

  • The order of module research has been changed
  • The SCR 506 radio has been replaced with the SCR 210 radio and stored at the Depot
  • The 20mm Hispano-Suiza gun has been replaced with the 37 mm Gun M5 and stored at to the Depot
  • Load capacity of the Stuart E1 suspension has been changed from 12.50 to 12.80 t
  • Dispersion during movement and on hull traverse with the Stuart E1 suspension has been increased by 25%
  • Dispersion during movement and on hull traverse with the Stuart E2 suspension has been decreased by 20%
  • Dispersion of the 37 mm Gun M5 in the D37812 turret has been changed from 0.46 to 0.43 m
  • Aiming time of the 37 mm Gun M5 in the D37812 turret has been changed from 2.1 to 1.9 s
  • Dispersion of the 37 mm Gun M5 in the D37812 turret after firing a shot has been decreased by 25%
  • Dispersion of the 37 mm Gun M5 during traverse of the D37812 turret has been decreased by 25%
  • Dispersion of the 37 mm Gun M5 during traverse of the D39273 turret has been decreased by 17%
  • Dispersion of the 37 mm Gun M5 in the D39273 turret has been changed from 0.46 to 0.42 m
  • Dispersion of the 20mm Hispano-Suiza gun in the D37812 turret has been changed from 0.5 to 0.46 m
  • Dispersion of the 20mm Hispano-Suiza gun in the D39273 turret has been changed from 0.5 to 0.45 m

M5 Stuart

  • Penetration of the AP M74 shell for the 37 mm Gun T16 has been changed from 56 to 65 mm
  • Penetration of the APC M51 shell for the 37 mm Gun T16 has been changed from 78 to 87 mm
  • Dispersion during movement and on hull traverse with the VVSS T16E3 suspension has been decreased by 28%
  • Dispersion during movement and on hull traverse with the VVSS T36E8 suspension has been decreased by 24%
  • Dispersion of the 37mm Gun M6 in the M5A1 turret has been changed from 0.42 to 0.4 m
  • Dispersion of the 37 mm Gun T16 in the M5A1 turret has been changed from 0.42 to 0.38 m
  • Dispersion of the 37 mm Gun T16 in the M5 turret has been changed from 0.42 to 0.4 m
  • Dispersion of the 37 mm Gun T16 after firing a shot has been decreased by 40%
  • Clips for the 37 mm Gun T16 have been removed
  • Time for loading between shots in the magazine of the 37 mm Gun T16 has been changed from 0.67 to 0.5 s

U.K.

  • The following vehicles have been added for testing by Supertest players: Nemesis, Charioteer Nomad

Valentine

  • Power of the AEC 190 engine has been changed from 131 to 145 h.p.
  • Power of the GMC 6004 6-71S engine has been changed from 138 to 155 h.p.
  • Hull armoring has been worsened
  • The WS No.⁠ ⁠19 Mk.⁠ ⁠I radio has been replaced with the WS No. 9 radio and stored at the Depot
  • Load capacity of the Valentine Mk.⁠ ⁠I suspension has been changed from 16.50 to 18.60 t
  • Research cost of the AEC 190 engine has been changed from 180 to 150 XP
  • Research cost of the GMC 6004 6-71S engine has been changed from 700 to 350 XP
  • Research cost of the GMC 6004 6-71A engine has been changed from 800 to 400 XP

Matilda

  • Armoring of the Matilda Mk.⁠ ⁠IIA and Matilda Mk.⁠ ⁠IIA* turrets has been worsened—thickness of the commander's cupola has been decreased

Bishop

  • Power of the AEC 190 engine has been changed from 131 to 145 h.p.
  • Power of the GMC 6004 6-71S engine has been changed from 138 to 155 h.p.

Valentine AT

  • Power of the AEC 190 engine has been changed from 131 to 145 h.p.
  • Power of the GMC 6004 6-71S engine has been changed from 138 to 155 h.p.

China

Type 2597 Chi-Ha

  • The order of module research has been changed
  • The Type 3 Otsu radio has been replaced with the Type 96 Bo radio and stored at the Depot
  • Aiming time of the 57mm Gun Type 97 in the Type 97 turret has been changed from 2.3 to 1.9 s
  • Aiming time of the 57mm Gun Type 97 in the Type 97-Kai turret has been changed from 2.3 to 1.8 s
  • Dispersion of the 45 mm 20K gun in the Type 97 turret has been changed from 0.46 to 0.43 m
  • Dispersion of the 45 mm 20K gun in the Type 97-Kai turret has been changed from 0.46 to 0.42 m
  • Research cost of the Type 100 V-12 W engine has been changed from 700 to 350 XP
  • Research cost of the Type 100 V-12 A engine has been changed from 850 to 500 XP

VAE Type B

  • The order of module research has been changed

Japan

Type 97 Chi-Ha

  • Aiming time of the 5,7 cm Gun Type 97 in the Type 97 Chi-Ha turret has been changed from 2.3 to 1.9 s
  • Aiming time of the 5,7 cm Gun Type 97 in the Type 97 Chi-Ha Shinhoto turret has been changed from 2.3 to 1.8 s

Czechoslovakia

  • The following vehicle has been added for testing by Supertest players: TT-130M
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