Greetings, Commanders!
Equipment in World of Tanks has been around for years. Although our game is constantly evolving, equipment has only undergone some slight adjustments and minor changes.
It’s high time to rethink our vision of this fundamental feature by updating and making it more interesting, yet simpler and more attractive at the same time, especially for novices. Starting June 2, you’ll have the opportunity to try out the reworked Equipment 2.0 system during open testing on the Sandbox server while earning days of WoT Premium Account for your active participation. The test client will be available for preloading starting from June 1, 06:00 PT | 08:00 CT | 09:00 ET. Join the test and share your feedback!
* All players who registered before May 19 at 13:59 PT | 15:59 CT | 16:59 ET can participate in the test.
Equipment 2.0 Sandbox Test | |
BEGINS: | ENDS: |
---|---|
Tuesday, June 2 at 07:00 PT | 09:00 CT | 10:00 ET | Tuesday, June 9 at 07:00 PT | 09:00 CT | 10:00 ET |
Sandbox is designed to develop collaborative solutions with our players, so testing any features on this platform doesn’t mean that they will be introduced into the game.
Equipment in World of Tanks: Current State of Affairs
Just to be clear, let's start off with the key reasons for reworking equipment. Most of you have probably encountered the following issues with the current system:
- Lack of variety and limited choice: Most players use only a few of the most popular types of equipment. These include Gun Rammers, Ventilation and Gun Laying Drives, Camouflage Nets, Coated Optics, Binocular Telescopes, and Vertical Stabilizers. Other types of equipment (Enhanced Suspension, Additional Grousers, etc.) are in less demand and are almost never used. We want to make the choice of equipment more diverse so you can base it on your individual playstyle.
- Several versions of the same type of equipment exist — such as Enhanced Suspensions and Gun Rammers: All of them are designed to improve the same combat parameter, and the difference in cost between these modifications is insignificant, which may confuse players, especially newcomers.
- Limited variability of equipment configurations, regardless of vehicle class: In fact, most players mount 3 basic combinations using the most popular types of equipment. A classic example is mounting a Vertical Stabilizer, Ventilation, and a Gun Rammer. Even though other configurations can be mounted, this almost never occurs.
- Equipment costs do not adapt to vehicles of different Tiers: For example, most pieces of equipment are relatively expensive for low-tier tanks, while it is more affordable for top-tier machines. As a result, at low tiers, the cost of a set of equipment typically exceeds the cost of a specific tank.
- There are many types of equipment to improve firepower, but few to enhance other performance characteristics, such as mobility: As a result, some vehicle classes (light or medium tanks) cannot improve their key combat parameters.
What Do We Want to Do?
All of the above aspects are closely interconnected, so we want to offer you a comprehensive and detailed concept for testing of the reworked equipment on Sandbox. Our top priorities are:
- Simplify the choice and use of all equipment.
- Increase its diversity, including various modifications used by players.
- Make equipment cost more affordable for low and medium tiers.
As such, we are going to share the following suggestions and possible mechanics.
Changing the Number of Slots Available
The number of available equipment slots will depend on the vehicle tier. For example, Tier I vehicles don't have any slots for equipment, consumables, or directives.
From Tier II to Tier IV, the number of available slots will gradually increase before capping out at Tier IV with three slots for equipment and consumables. Then there will be one slot added for directives at Tier V. Vehicles at Tier V and higher won't see any changes to the number of slots.
The new system will help beginners master these mechanics faster and more easily. It will also make the game more enjoyable, while preventing experienced players with a large number of different types of equipment from entering low-tier battles with a competitive advantage over others.
Introducing Categories for Slots and Equipment
In the new system we aim to introduce, equipment is divided into special categories and can be mounted in any available vehicle slots. There will be four categories:
- Firepower
- Survivability
- Mobility
- Scouting
Each type of equipment will be assigned to the category that it affects, so it will be easy to categorize all pieces of equipment that exist in the game. For example, a Gun Rammer improves reload time, so it belongs to the category of firepower. The only exception is Ventilation, which will be included in three categories at the same time since it improves all characteristics, except for survivability.
We're taking this step to make it easier for you to navigate the variety of equipment and to implement new mechanics for assigning equipment to slots. There will be special places on the vehicle panel for mounting equipment and, of course, the new system will allow you to create plenty of different equipment setups.
According to our concept, the number of slots and categories available will depend on the vehicle tier. For example, Tier VIII–X vehicles will have two categories (one for the first slot, one for the second), Tier VI–VII tanks have one category for the first slot. All vehicles Tier V and lower will have slots without categories assigned.
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 your vehicle. If the categories don't match, or the slot doesn’t have a category, then the equipment will not receive the bonus. However, any equipment compatible with a specific tank can be installed in any slot, regardless of category. It's up to you to decide where to place it. You can also move equipment between slots without any restrictions or costs.
Improved and Bounty Equipment will provide a static bonus no matter what slot they are in and won't be assigned to any of the four categories. In addition, improved equipment will grant bigger bonuses than it currently does.
Type of Improved Equipment: | Current Bonus: | New Bonus: |
---|---|---|
Venting System | 7.5% | 8.5% |
Stabilizing Equipment System | 25% | 27.5% |
Innovative Loading System | 12.5% | 13.5% |
Wear-Resistant Gun Laying Drive | 12.5% | 13.5% |
Experimental Optics | 12.5% | 13.5% |
Extended Spare Parts Kit | 40% | 45% |
You can still mount your usual equipment setup of Gun Rammer, Vertical Stabilizer, and Ventilation, and if you match them with the slot categories on your vehicle, you will get a nice performance bonus! But thanks to the new system, you will have the opportunity to equip your tanks based on your individual playstyle and the role of the vehicle on the battlefield, instead of using the same setup all the time.
Additional Bonuses for Existing Equipment
Some existing equipment will receive new bonuses to become more useful in battles. Let’s take a closer look.
Icon: | Type of Equipment: | Additional Bonus: |
---|---|---|
"Wet" Ammo Rack | When the ammo rack reaches 0 HP, it automatically recovers 1 HP, preventing it from detonation (once per battle). Also provides a greater current bonus and lower debuff from damaged ammo racks. | |
Fill Tanks with CO2 | When the fuel tank reaches 0 HP, it automatically recovers 1 HP and prevents the vehicle from igniting (once per battle). Also provides a greater current bonus. | |
Cyclone Filter | When the engine reaches 0 HP, it automatically recovers 1 HP and prevents engine damage (once per battle). Also provides a greater current bonus, lower chance of fire, and lower debuff from a damaged engine. | |
Enhanced Suspension | If your suspension is repaired from its destroyed state, it'll be repaired to full hit points. Also provides a greater current bonus, lower chance of fire, and lower debuff from a damaged engine. | |
Additional Grousers |
Increases hull rotation speed by 7.5% (on all terrain). Increases acceleration by 7.5% (on all terrain). This bonus will be available for all Tier II–X vehicles. |
New Types of Equipment
To make equipment more diverse, we aim to add several new types while also revising the bonuses provided by existing ones. Here’s a list of some of the new equipment we would like to introduce to the game if its testing on Sandbox is successful.
ICON: | TYPE OF EQUIPMENT: | BONUS: | AVAILABILITY: |
---|---|---|---|
Additional Forward Transmission | Increases the vehicle's top forward speed by 5 km/h | All Tier VIII–X vehicles | |
Additional Reverse Transmission | Increases the vehicle's top reverse speed by 3 km/h | All Tier VIII–X vehicles | |
Commander's Vision System | Improves the spotting of enemy vehicles that are concealed by foliage by 10% | All Tier VIII–X light tanks | |
Experimental Powder | Reduces vehicle visibility after firing by 10% | All Tier V–X vehicles | |
Gun Traverse Amplifier | +20% to turret traverse speed or gun traverse speed for vehicles with stationary cabins | All Tier VIII–X light, medium, and heavy tanks | |
Improved Aiming Unit | Reduces the size of the aiming circle by 5% to increase the accuracy of an aiming or fully aimed gun | All Tier II–X vehicles | |
Improved Consumables | Reduces Consumable cooldown time by 30 seconds | All Tier V–X vehicles | |
Improved Hardening | Increases vehicle hit points by 5% | All Tier VIII–X tank destroyers and medium and heavy tanks | |
Improved Main Transmission | Increases a moving vehicle's traverse speed by 12% | All Tier V–X light and medium tanks | |
Improved Onboard Gearboxes | Increases vehicle traverse speed on the spot by 12% | All Tier V and higher tank destroyers and heavy tanks | |
Improved Radio Set | Increases the time an enemy remains spotted by 2 seconds | All Tier VIII–X light and medium tanks | |
Improved Rotation Mechanism | Reduces gun dispersion during hull traverse by 15% | All Tier V–X tank destroyers and SPGs | |
Improved Tank Helmets | Reduces stun duration by 25%, the negative stun effect by 30%, and the additional stun duration (if your vehicle is already stunned) by 25% | All Tier V–X vehicles | |
Jamming Device | Reduces the time your vehicle is spotted by enemy vehicles by 2 seconds | All Tier VIII–X tank destroyers and light tanks | |
Low-noise Exhaust System | Reduces the visibility of a stationary or moving vehicle | All Tier II–X light, medium, and heavy tanks | |
Module Protection | Increases module durability by 30% | All Tier VIII–X tank destroyers and light, medium, and heavy tanks | |
Panoramic Triplex | Reduces the concealment of moving enemy vehicles by 7.5% | All Tier VIII–X light and medium tanks | |
Turbocharger | Increases engine power by 10% | All Tier II–X vehicles |
Unifying Existing Equipment
Currently, some equipment items are available in several variants, which creates some confusion when choosing the most effective items. For example, there are 21 Enhanced Suspensions in World of Tanks. All these modifications will be unified into one Enhanced Suspension for all vehicles in the game and split into three classes based on price (in total, there will be three Enhanced Suspensions). We also aim to unify the various types of Gun Rammers.
Dividing Equipment into Classes
On the Sandbox server, all equipment items (with some exceptions listed below) will be divided into three classes with different prices and vehicle tier limits.
- Class 3 equipment will cost up to 50,000 Credits. It can be mounted on all Tier II-IV tanks and some Tier V or higher vehicles.
- Class 2 equipment will cost up to 300,000 Credits. It can be mounted on Tier V-VII tanks and some Tier VIII or higher vehicles.
- Class 1 equipment will cost up to 600,000 Credits. It can be mounted on Tier VIII-X tanks. New equipment will remain in approximately the same price range as it is now.
The exceptions are Camouflage Net and Vertical Stabilizer. They will have only two classes with different costs.
- Camouflage Net will cost 50,000 Credits for Tier II-IV vehicles and 100,000 Credits for Tier V and higher vehicles.
- Vertical Stabilizer Class 2 will cost 200,000 Credits and can be mounted on Tier V-VII vehicles.
- Vertical Stabilizer Class 1 will cost 600,000 Credits and can be mounted on Tier VIII-X vehicles.
Only one type of equipment – Spall Liner– won’t have classes at all. It will be available in four different versions, each of which will be suitable for certain vehicles.
- Light Spall Liner can be mounted on Tier VIII-X light tanks and tank destroyers.
- Medium Spall Liner can be mounted on Tier V-VII heavy tanks, as well as for Tier VIII-X medium tanks and tank destroyers.
- Heavy Spall Liner can be mounted on Tier VIII-X heavy tanks and tank destroyers weighing less than 75 tons.
- Superheavy Spall Liner can be mounted on Tier VIII-X heavy tanks and tank destroyers weighing more than 75 tons.
We have unified the entire system, and now there is only one method to remove equipment. We also want to avoid cases where an equipment item is not suitable for a specific vehicle role (for example, Camouflage Net for heavy tanks) but is only mounted because it’s possible to demount it for free. We want players to choose equipment by taking into account its bonuses and benefits for a particular tank. In addition, we'll provide you with a number of Demount Kits to remove your old equipment for free by completing special battle missions (Sandbox battle missions are for testing purposes only and the conditions may vary upon feature release).
Associating Equipment with Vehicle Types
Some equipment can only be mounted on a specific vehicle type. For example, you’ll only be able to mount Camouflage Net on tank destroyers and self-propelled guns. We're taking this step to better match equipment with the vehicle’s role on the battlefield.
Light tanks will receive a module with enhanced concealment, but this doesn't mean you need to play passively and spot enemies from a certain position. Camouflage Net will allow you to choose a specific concealment bonus that best suits your individual playstyle. For example, you will be able to choose a bonus to concealment on the move or when firing.
Thus, the association of certain equipment with specific vehicle types will help you select modules in accordance with the role of the tank on the battlefield and improve your combat performance.
Here’s the list of equipment and their associated vehicle types if Sandbox testing is successful.
Equipment: | Availability: |
---|---|
Binocular Telescope | All Tier II–X tank destroyers |
Coated Optics | All Tier II–X light, medium, and heavy tanks |
Camouflage Net | All Tier II–X tank destroyers and SPGs |
"Wet" Ammo Rack | All Tier V–X tank destroyers and light, medium, and heavy tanks |
Fill Tanks with CO2 | All Tier VIII–X tank destroyers and light, medium, and heavy tanks |
Cyclone Filter | All Tier VIII–X tank destroyers and light, medium, and heavy tanks |
Additional Grousers | All Tier II–X tanks |
Conversion Conditions
If all these changes hit the live servers, your equipment on all tanks will be converted to fit the new system in accordance with the following rules:
- Old equipment will be replaced by new equipment, taking into account the specifics of the reworked system. For example, the Medium-Caliber Gun Rammers for tanks and SPGs will become Gun Rammer Class 2, so you can mount it on the Tier V–VII vehicles and Tier VIII–X tanks with which it was previously compatible. The Large-Caliber Gun Rammers for tanks and SPGs will become Gun Rammer Class 1 and be suitable for Tier VIII–X tanks.
- If any equipment has already been mounted on a vehicle, then the tier of this specific tank will not be considered. For example, a Tier II vehicle with Coated Optics costing 500,000 credits, when all changes take effect, will have Coated Optics Class 1, which is designed for Tier VIII–X tanks. But this equipment will remain on the Tier II tank, and you can freely enter battle with it. If you demount this equipment, you'll be able to mount it on any vehicle that uses this specific class of equipment. However, you won’t be able to mount it on other vehicles that use a different class of this specific equipment.
- If any equipment was mounted on a tank for which it can no longer be used in the new system (for example, due to a different vehicle type), it will be automatically moved to the Depot and converted.
- Moving equipment from one slot to another on the same vehicle isn't considered demounting and therefore doesn't require spending gold, bonds, or Demount Kits.
- In some cases, the equipment cost will increase. On the one hand, we want to take into account the interests of players who purchase new equipment. On the other hand, we also take into account the interests of commanders who already have this equipment and may want to sell it. So the new price will remain quite affordable for the widest range of commanders.
- For vehicles that will have fewer equipment slots in the new system, on the Sandbox server, all equipment from non-existent slots will be removed to the Depot.
- After the feature is released, each player will receive several free Demount Kits. You'll also be able to earn more Demount Kits by completing special daily missions for a limited time.
A Helping Hand for Novices
To make the game more enjoyable for beginners, we’ll reduce equipment costs compared to the cost of vehicles for low tiers, helping them quickly master the mechanics of equipment. We aim to introduce a number of changes for Tier I–IV vehicles, which will not appear on the Sandbox server:
- Tier I will not have equipment, consumables, or directives, but they will no longer receive damage to their modules or crew members. Only their tracks can be damaged, but they'll be repaired fairly quickly.
- Tier II will have one slot for equipment and consumables but won’t have directives. Just like Tier I, crew members cannot be injured or killed. Fire will deal low damage and modules can be damaged.
- Tier III will have two slots for equipment and consumables but won’t have directives. As with Tier II, fire will deal low damage. Modules can be damaged and crew members injured.
- Tier IV won’t have directives, but in general, Tier IV won’t change compared to its current state.
- Tier V and higher won't change compared to its current state in terms of module/crew damage, fire damage, or directives.
Interface Improvements
We will be updating the vehicle panel interface to make it more user-friendly, and some of the changes above will be reflected.
There will be no tank modules in the redesigned panel. Most players change the modules of their tanks immediately after researching them, so you will be able to purchase them in a special window in the tech tree. Players then rarely return to these modules, except for when they want to change the gun on their vehicle.
Instead of the Service button, the Repair button will be added. You can repair your vehicles manually or tick the box in the special auto-repair window to make this occur automatically after each battle.
The resupply of ammunition and consumables will also occur in new windows that are light, simple, and have a large font size for better readability. They will also include some useful additional information (shell velocity, etc.). The windows for selecting equipment and directives will also change significantly and become more illustrative and convenient.
Rewards for Participating in Testing
Given the high importance of this Sandbox test, we would like to reward all active commanders who will get engaged and participate in testing as a sign of our appreciation for their contribution.
Special Random Battle combat missions rewarding you with Days of WoT Premium Account are available during the Equipment 2.0 test. To receive this reward, complete the following mission conditions.
- Mission 1
- Every Step Is a Victory, Part 1
- Every Step Is a Victory, Part 2
- Every Step Is a Victory, Part 3
Condition:
- Log in
Restriction:
- Once per account
Rewards on the Sandbox Server:
- 10,000 Gold
- 5×Demount Kits
Conditions:
- Play 5 battles
- Place in the top 10 of your team by experience earned
Restriction:
- Once per account
Rewards on the Sandbox Server:
- 5,000 Gold
- 2×Demount Kits
Conditions:
- Play 15 battles
- Place in the top 10 of your team by experience earned
Restriction:
- Once per account
Rewards on the Sandbox Server:
- 5,000 Gold
- 3×Demount Kits
Reward on the Main Server after Sandbox Ends:
- 1 DayWoT Premium Account
Conditions:
- Play 30 battles
- Place in the top 10 of your team by experience earned
Restriction:
- Once per account
Reward on the Sandbox Server:
- 5,000 Gold
Reward on the Main Server after Sandbox Ends:
- 3 DaysWoT Premium Account
Your reward for completed missions will be credited to your main account within 14 days after Sandbox testing is completed.
Frequently Asked Questions
To help you better understand the new mechanics, we’ve compiled some frequently asked questions and tried to give consistent answers.
- Is it possible to move equipment mounted on a tank between slots to place it in a slot suitable for its category?
Yes, after conversion, equipment can be moved between slots of the vehicle on which it is mounted.
- Why has the number of slots for equipment and consumables decreased for Tier I–III vehicles?
This is due to the fact that we want to gradually introduce newcomers to the game and help them master these mechanics. As the vehicle tier increases, the number of available slots will also increase, which will allow players to better understand these mechanics.
- After conversion, demounted equipment cannot be remounted on the vehicle since its type is not suitable. Does this mean that I need to purchase new equipment?
By selling the equipment you demounted from the vehicle, you will have enough credits to buy new equipment with similar characteristics that are suitable for the tank.
Join the Equipment 2.0 Test and share your impressions, Commanders! Together we will make World of Tanks even more exciting!
* All players who registered before May 19 at 13:59 PT | 15:59 CT | 16:59 ET can participate in the test.