[Sandbox] Equipment 2.0 Test Kicks June 2!

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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!

JOIN THE TEST

* 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
Please note that the Equipment 2.0 concept that you will experience on the Sandbox server is just an experiment to test the viability of our ideas. All proposed changes may not make it to the final iteration, or they may be released in a reworked format. We want to share our suggestions and possible adjustments with you so that we can collect your feedback and opinions.

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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:

  1. Firepower
  2. Survivability
  3. Mobility
  4. 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.

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
Improved Ventilation
+5% / +6.5% 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% / +23% to accuracy during movement and turret rotation
Cost
Class 2:
200,000
Class 1:
600,000
Improved Aiming Unit
-5% / -9% to the size of the aiming circle
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Gun Traverse Amplifier
+20% / +30% to turret traverse speed or gun traverse speed for vehicles with stationary cabins
Cost
600,000
Improved Rotation Mechanism
-15% / -25% to gun dispersion during hull traverse
Cost
Class 2:
200,000
Class 1:
600,000
Toolbox
+25% / +35% to repair speed
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Spall Liner
+50% / +60% to armor protection from ramming and explosions
+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
Enhanced Suspension
Restores 100% of suspension durability after repair.
+10% / +10% to suspension load capacity
+50% / +65% to suspension durability
-50% / -65% to hull damage caused by suspension damage during impact
+10% / +20% to suspension repair speed
Cost
Class 3:
40,000
Class 2:
200,000
Class 1:
600,000
"Wet" Ammo Rack
Prevents ammo rack detonation once per battle.
-50% / -65% to loading time penalty when the ammo rack is damaged
+100% / +150% to ammo rack durability
Cost
Class 2:
200,000
Class 1:
600,000
Fill Tanks with CO2
Prevents fuel tank inflammation once per battle.
+100% / +150% to fuel tank durability
Cost
600,000
Improved Filters
Prevents engine destruction once per battle.
-50% / -65% to damaged engine penalty
-50% / -65% to chance of engine fire
+100% / +150% to engine durability
Cost
600,000
Improved Consumables
-30 s / -50 s to cooldown for consumables
Cost
Class 2:
200,000
Class 1:
600,000
Improved Tank Helmets
-25% / -40% to stun duration
-30% / -50% to negative stun effect
-25% / -30% to additional stun duration
Cost
Class 2:
200,000
Class 1:
600,000
Improved Hardening
+5% / +10% to vehicle hit points
Cost
600,000
Module Protection
+30% / +50% to module durability
Cost
600,000
Improved Ventilation
+5% / +6.5% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Additional Grousers
+5% / +7.5% to hull traverse speed
+5% / +7.5% to maintaining speed
Cost
Class 3:
50,000
Class 2:
250,000
Class 1:
500,000
Improved Onboard Gearboxes
Increases vehicle traverse speed on the spot.
Wheeled vehicles:
+12% / +17.5%
Tracked vehicles:
+25% /  +40%
Cost
Class 2:
200,000
Class 1:
600,000
Improved Main Transmission
Increases vehicle traverse speed on the spot.
Wheeled vehicles:
+12% / +17.5%
Tracked vehicles:
+3% /  +4%
Cost
Class 2:
200,000
Class 1:
600,000
Additional Forward Transmission
+5 km/h / +6 km/h to the top forward speed
Cost
600,000
Additional Reverse Transmission
+3 km/h / +4 km/h to the top reverse speed
Cost
600,000
Turbocharger
+10% / +15% to engine power
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Ventilation
+5% / +6.5% to all crew skills
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Camouflage Net
Increases concealment when the vehicle is stationary:
+15% /  +17.5%
+5% /  +7.5%
Cost
Class 3:
50,000
Class 2:
100,000
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
Coated Optics
+10% / +11.5% to view range
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Low Noise Exhaust System
Reduces the visibility of a stationary or moving vehicle:
+6% /  +9%
+2% /  +4%
Cost
Class 3:
50,000
Class 2:
200,000
Class 1:
600,000
Improved Radio Set
+2 s / +4 s to the time your vehicle is spotted by enemy vehicles
Cost
600,000
Jamming Device
-2 s / -4 s to time during which your vehicle remains spotted
Cost
600,000
Experimental Powder
-10% / -17.5% to concealment penalty after firing a shot
Cost
Class 2:
200,000
Class 1:
600,000
Commander's Vision System
+10% / +20% to the spotting of enemy vehicles that are concealed by foliage
Cost
600,000
Panoramic Triplex
-7.5% / -12.5% to concealment of moving enemy vehicles upon spotting
Cost
600,000

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.

  1. 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.
  2. 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.
  3. 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.
Equipment class cannot be changed once purchased. You can still purchase or sell equipment, as well as demount it from the tank for 10 Gold or using the Demount Kit. equipment that previously could be demounted for free can now only be demounted for gold or with the Demount Kit. Rules for the demounting of improved equipment will not change.
 

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
Mission 1

Condition:

  • Log in

Restriction:

  • Once per account

Rewards on the Sandbox Server:

  • 10,000 Gold
  • Demount Kits
Every Step Is a Victory, Part 1

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
  • Demount Kits
Every Step Is a Victory, Part 2

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
  • Demount Kits

Reward on the Main Server after Sandbox Ends:

  • 1 DayWoT Premium Account
Every Step Is a Victory, Part 3

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.

The final decision to implement these mechanics has not yet been made! We would like to analyze your feedback on the proposed changes, so feel free to leave all your thoughts on the forum and in a special questionnaire that will be sent via the in-game client after June 8.

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!

JOIN THE TEST

* All players who registered before May 19 at 13:59 PT | 15:59 CT | 16:59 ET can participate in the test.

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