Update 1.10: Common Test 2 is Live!

The second Common Test for Update 1.10 is now available, Commanders!

Premium Italian Progetto and French EBR

The introduction of the previously announced changes to the Italian and French vehicles during the Common Tests resulted in a lively discussion among the game community.

We want to clarify. Changes to the Premium vehicles were the result of complex rebalances of researchable vehicles. Together, these actions contradict one of our basic rules: do not decrease the battle performance of Premium vehicles.

Reasons for Rebalance

Both the Italian branch of medium tanks and the French branch of wheeled vehicles needed a rebalance. Over time, the autoreloading mechanics became an increasingly effective tool on the battlefield—especially in competitive modes. The French wheeled vehicles became unrivaled scouts: When commanded by experienced players, they are an extremely tough adversary. All these factors meant a rebalance of these branches was required with the intent of keeping their gameplay features while adjusting their battle performance.

Rebalance of the Premium Vehicles

However, consistency in this approach affected the Premium vehicles, too—namely the Progetto M35 mod. 46 and the Panhard EBR 75 (FL 10). Following the results of the first Common Test for Update 1.10, we decided the changes to the Progetto M35 mod. 46 and Panhard EBR 75 (FL 10) would be compensated for with individual improvements to the battle performance for the former and individual physics settings for the latter. In this way, these vehicles would keep their level of battle performance after the Update.

Progetto M35 mod. 46

The Gun Rammer can no longer be mounted on the Progetto M35 mod. 46. Its gun handling parameters, however, will be improved to the level it would have been with the standard Gun Rammer equipped.

Important: The characteristics of the standard Gun Rammer (not the Improved/Bounty Rammer) will be used for the improvement. Considering the vehicle basically receives one slot for equipment (which is especially interesting in the context of upcoming Equipment 2.0), increasing the reload times to the level of the Improved/Bounty Rammer would make the vehicle far too powerful.


As a result, the parameters affected by the Gun Rammer on the Progetto M35 mod. 46 will remain unchanged.

PARAMETER: Without Gun Rammer mounted (before): With Gun Rammer mounted (before): Without Gun Rammer mounted (after):
Autoreloading time of the first shell 11.5 s 10.4 s 10.4 s
Autoreloading time of the second shell 8.6 s 7.8 s 7.8 s
Autoreloading time of the third shell 7.7 s 6.9 s 6.9 s
Damage per minute 1,877 HP 2,086 HP 2,086 HP
* Crew 100% bonus is considered

Panhard EBR 75 (FL 10)

As for the Panhard EBR 75 (FL 10), the reworked mechanics of damage to the wheel suspension will affect the vehicle. However, we will compensate for this with individual physics settings, and the behavior of the Panhard EBR 75 (FL 10) within the new system will not differ in any way from its behavior in the current version of the game. As a result, the Panhard EBR 75 (FL 10) will basically remain the same as before the introduction of the system changes to the mechanics of damage to the wheel suspensions.

Please share your thoughts regarding these announced changes.

Equipment 2.0

We’re entering the final stretch of this massive Equipment 2.0 system testing, so join the Common Test and seize your chance to try out the reworked concept! Get the lowdown on the changes to this fundamental feature from the following dedicated articles:

Here’s a brief list of some key suggestions and changes to the equipment system that you can try out during this Common Test:

  • Introducing new types of equipment, including those combining the advantages of several items.

Select an equipment category tab to see more details about the effect and cost of certain equipment. In the equipment description, the first value is the standard effect and the second value is the increased effect (when the equipment and slot categories match).
 
Firepower
 
Survivability
 
Mobility
 
Scouting
Firepower
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Gun Rammer
-10% / -11.5% to loading time
Cost
Class 2:
300,000
Class 1:
600,000
Enhanced Gun Laying Drive
+10% / +11.5% to aiming speed
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Vertical Stabilizer
-20% to dispersion during vehicle movement and traverse
Cost
Class 2:
200,000
Class 1:
600,000
Improved Aiming Unit
-5% / -7% to the aiming circle size
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Rotation Mechanism
-10% / -12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation
+10% / +12.5% to hull and turret traverse speed
Cost
Class 2:
200,000
Class 1:
600,000
Survivability
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Spall Liner
+50% / +60% to HE-shell and ramming damage
+50% / +60% to protection of the crew from injuries
-10% / -15% to stun duration
-20% / -25% to additional stun duration
Cost
Light:
50,000
Medium:
200,000
Heavy:
500,000
Superheavy:
750,000
Improved Hardening
Fully restores suspension hit points after repairs.
+8% / +10% to vehicle hit points
+10% / +10% to suspension load capacity
+50% / +65% to suspension durability
-50% / -65% to hull damage caused by suspension damage during impact
+15% / +20% to suspension repair speed
Cost
Class 3:
40,000
Class 2:
200,000
Class 1:
600,000
Improved Configuration
Prevents one fuel tank fire, ammo rack explosion, or engine destruction in one battle.
+100% / +150% to ammo rack, fuel tank, and engine durability
-50% / -65% to the damaged ammo rack penalty and damaged engine penalty
-50% / -65% to the chance of engine fire
+25% / +35% to repair speed
Cost
Class 2:
200,000
Class 1:
600,000
Mobility
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Additional Grousers
+15% / +20% to hull traverse speed
+10% / +15% to maintaining speed
Cost
Class 3:
50,000
Class 2:
250,000
Class 1:
500,000
Improved Rotation Mechanism
-10% / -12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation
+10% / +12.5% to hull and turret traverse speed
Cost
Class 2:
200,000
Class 1:
600,000
Turbocharger
+7.5% / +10% to engine power
+4 km/h / +5 km/h to top forward speed
+2 km/h / +3 km/h to reverse speed
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Scouting
Improved Ventilation
+5% / +6% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Binocular Telescope
+25% / +27.5% to view range of a stationary vehicle
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Camouflage Net
Reduces the detection chance of a stationary vehicle:
+5% /  +7.5%
+10% /  +12.5%
+15% /  +17.5%
Cost
Class 3:
50,000
Class 2:
100,000
Low Noise Exhaust System
Reduces the visibility of a stationary or moving vehicle:
+3% /  +4%
+6% /  +8%
+5% /  +6%
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Coated Optics
+10% / +11.5% to view range
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Radio Set
+1.5 s / +2 s to the duration an enemy vehicle is visible
-1.5 s / -2 s to the duration your vehicle is visible to the enemy
Cost
600,000
Commander's Vision System
-10% / -12.5% to concealment of moving enemy vehicles
-15% / -20% to concealment of enemy vehicles behind foliage
Cost
600,000

NOTE: Vehicle characteristics (including some Premium tanks) during the Common Test are not final and may be rebalanced during testing of the reworked Equipment system.
  • Introducing categories for slots and equipment. In the new system, there will be four special categories: firepower, survivability, mobility, and scouting. Each type of equipment will be assigned a category, and some items (for example, Ventilation) will be assigned all four categories. If the equipment’s category corresponds to the category of the slot in which it is placed, then the equipment will provide an increased bonus to the vehicle.
  • Changing the number of available slots for equipment, consumables, and directives for Tier I–IV vehicles.
Tier I No longer receives damage to crew members or modules. Only their tracks can be damaged, but they're repaired quickly.
Tier II Receives damage to modules, but crew members can’t be injured. Fire deals low damage to these vehicles.
Tier III Receives damage to their modules and crew members. Like Tier II, fire deals low damage.
Tier IV Can't use Directives, but in general won’t change compared to its current state.
Tier V–X Won't change compared to their current state in terms of module/crew/fire damage/Directives.
NOTE: As a result of the rework of the Equipment system, all Tier I-V vehicles no longer have the opportunity to mount the Gun Rammer, as well as some other modules. To avoid reducing the combat effectiveness of Tier I-V Premium vehicles, similar to the Progetto M35 mod. 46, we will improve the characteristics of these tanks. These changes are not available during the second Common Test, but will be available during the third iteration of Common Test:
  • Dividing equipment into classes. All equipment (with the exceptions of Camouflage Net and Spall Liner) will be divided into three classes with different costs and vehicle tier limits.
  • Unifying existing and new equipment. Different versions of some equipment items for vehicles in the game will be reclassified into three classes based on price (for example, there will be three Enhanced Suspensions instead of 21).
  • Conversion conditions. In general, old equipment will be replaced by new equipment, taking into account the specifics of the reworked system. More details can be found in the "Sandbox Results" article.
  • Interface improvements. There will be no tank modules in the redesigned equipment panel. The Repair button will replace the Service button. The resupply of ammunition and consumables will also occur in new windows that are simple and user-friendly. The windows for selecting equipment and directives will become more convenient.
  • All types of equipment will have the “drag and drop” feature, making it more convenient to interact with them.

Menacing Polish Medium Tanks Are Coming!

In 2018, we added Polish heavy tanks to the game. They quickly gained popularity and found their place in World of Tanks. Since then, we've been working on various development options for this nation while looking for potential candidates with unusual and exciting gameplay. Now we’re ready to show off the new reinforcements for the Polish brigade of steel predators.

In Update 1.10, seven (7) Polish medium tanks join the game. We’re introducing a whole new branch consisting of six (6) researchable Tier V-X tanks, and one (1) Premium Tier VIII vehicle.

The new Polish medium tank branch will start after the Tier IV 14TP. These Winged Hussars are versatile vehicles with good gun depression angles, mobility, and maneuverability. Able to play on any terrain, they’re destined for mid-to-close combat.

The crown jewel of the new medium line is the CS 63, a Tier X vehicle featuring a gas-turbine engine. Because of this unique mechanic, this top-tier vehicle boasts two different speed modes—standard and rapid. When you switch to rapid mode, the engine power increases while the vehicle’s top speed and acceleration dynamics go up. At the same time, gun stabilization and aiming time worsen, making it harder to reliably hit enemies.

This unusual mechanic is now ready for preliminary testing, so take this Polish hurricane for a spin and share your thoughts! In the meantime, keep your eyes peeled for a dedicated article revealing more about the new Polish tanks and their gameplay.

The testing of other features for this massive update is also ongoing. Join Common Test 2 right now and give us your feedback to help further improve Pearl River, the new in-battle communication system, the revamped Bonds mechanics, Steel Hunter, and other new features.

List of Changes CT2

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Join the Common Test!

  • How the CT Works
  • Test Client
How the CT Works

New to testing? Check out our handy guide to public tests.

Eligibility: All players registered prior to 13:59 PT | 15:59 CT | 16:59 ET on June 28, 2020 can participate in the test.

Feedback: Please post your bug reports and general feedback on the test version in the special thread on our forum.

Test Client

In order to participate in the test using the Wargaming.net Game Center, use this link.

  • The Wargaming.net Game Center will download all the additional data
  • Start playing

MORE ABOUT THE WARGAMING.net GAME CENTER

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