[Sandbox Results] Equipment 2.0: Taking Another Step Forward

Greetings, Commanders!

First, we would like to express our deepest gratitude to all the players who actively took part in testing and discussing the reworked Equipment 2.0 system. We really appreciate your continued interest and contribution, both of which are extremely valuable!

During the two test iterations, we were monitoring your reactions and feedback on forums and other online platforms while also analyzing the data obtained. We’re now ready to share the results of this large test and announce several additional changes to Equipment 2.0, which we aim to introduce to the game in Update 1.10. You’ll certainly have the opportunity to try out all these changes and revisions during the Common Test of this update as well as share your feedback.

In a nutshell, all tests have been successful so far, and we seem to be moving in the right direction. However, there are some aspects of this feature that still have room for improvement. Here’s a closer look at the revisions we suggest.

Major Changes After Two Sandbox Test Iterations

Ventilation will now be assigned to all four categories: firepower, survivability, mobility, and scouting. Previously, it was available for three categories, with the exception being survivability. Now, Ventilation will match with all slots with categories assigned, providing a nice performance bonus to your vehicles. If a slot doesn’t have a category, then Ventilation will provide a standard bonus.

In addition, we decided to slightly adjust the bonuses for the following types of equipment:

Category Equipment New Standard Bonus New Improved Bonus Sandbox Iteration 2 (standard/improved bonuses)
Firepower Improved Aiming Unit 5% 7% 7% / 9%
Mobility Additional Grousers

Hull traverse speed: 15%

Acceleration: 10%

Hull traverse speed: 20%

Acceleration: 15%

Hull traverse speed: 10% / 15%

Acceleration: 7.5% / 10%

Turbocharger

Maximum speed forward: 4 km/h

Maximum speed backward: 2 km/h

Maximum speed forward: 5 km/h

Maximum speed backward: 3 km/h

Maximum speed forward: 5 km/h / 6 km/h

Maximum speed backward: 3 km/h / 4 km/h

Scouting Low Noise Exhaust System Light and medium tanks: 6% Light and medium tanks: 8% Light and medium tanks: 7% / 9%

The bonus amounts and characteristics of other types of equipment will not change compared to the second Sandbox iteration. Here’s a reminder just in case.

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% / -23% 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

Conversion Conditions Changes

The cost of existing equipment will not exceed 50,000 Credits for Tier II–IV vehicles and 300,000 Credits for Tier V–VII tanks. The cost of equipment for Tier VIII–X vehicles will undergo no significant changes.

All new equipment will be divided into three classes that share the same properties. Each equipment class will correspond to a certain vehicle tier. The higher the equipment class, the higher the cost.

The exceptions to this rule are Camouflage Net and Spall Liner. Camouflage Net will cost 50,000 Credits for Tier II–IV vehicles and 100,000 Credits for Tier V–X vehicles.

Spall Liner won’t have classes at all. Four different versions will be available, each one suitable for certain vehicles.

  • Light Spall Liner can be mounted on Tier V–X light tanks and light tank destroyers based on an LT chassis.
  • Medium Spall Liner can be mounted on Tier V–VII heavy tanks, as well as Tier VIII–X medium tanks and medium tank destroyers based on an MT chassis.
  • 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.

In general, old equipment will be replaced by new equipment, taking into account the specifics of the reworked system. For example, the Medium-Caliber Rammers for tanks and SPGs will become Gun Rammer Class 2, which you can mount on the Tier V–VII vehicles and Tier VIII–X tanks it was previously compatible with. The Large-Caliber Rammers for tanks and SPGs will become Gun Rammer Class 1, which you can mount on the Tier VIII–X tanks it was previously compatible with:

Old Cost New Cost

Medium-Caliber Tank Gun Rammer: 200,000 Credits

Medium-Caliber Artillery Shell Rammer: 300,000 Credits

Gun Rammer Class 2: 300,000 Credits

Large-Caliber Tank Gun Rammer: 500,000 Credits

Large-Caliber Artillery Shell Rammer: 600,000 Credits

Gun Rammer Class 1: 600,000 Credits
Example:

If a Tier X medium tank had a Medium-caliber Tank Gun Rammer, it'll become a Gun Rammer Class 2.

Only if a Tier VIII–X tank had a Large-caliber Tank Gun Rammer before will it have compatibility with Gun Rammer Class 1 in the future.

The following types of existing equipment will be replaced with their own analogs:

  • Improved Ventilation
  • Gun Rammer
  • Enhanced Gun Laying Drive
  • Stabilizer
  • Spall Liner
  • Additional Grousers
  • Camouflage Net
  • Binocular Telescope
  • Coated Optics

The following types of old equipment will be replaced by new equipment:

Old Equipment New Equipment

"Wet" Ammo Rack

Cyclone Filter

Fill Tanks with CO2

Toolbox (including Improved and Bounty Equipment)

Improved Configuration
Enhanced Suspension (all types) Improved Hardening

In addition, we aim to introduce Directive for Improved Configuration as a replacement for Toolbox:

Category Type of Equipment Effect
Survivability Directive for Improved Configuration Increases repair speed by 10%

Equipment whose class will change compared to the current vehicle class will be indicated by a warning icon. Feel free to use this equipment on this specific tank, but it will not be possible to remount it after demounting. This equipment will be sent to the Depot at the start of the next update.

The above rule applies only to Tier IV–VII vehicles.

When the Equipment 2.0 system hits our live servers, all Improved Equipment mounted on your vehicles will be automatically sent to the Depot.

Demount Kits

After the feature is released, you'll have a chance to earn Demount Kits by completing special Daily Missions in Random Battles. In addition, you’ll have the opportunity to get more Demount Kits by purchasing different bundles with Credits. These bundles will be available once per account.

Thanks to this, you can quickly and at a lower cost familiarize yourself with the reworked Equipment system and select the most suitable equipment items for your vehicles.

Finally, at the same time as the release of the update, all players will receive a number of Demount Kits equivalent to the number of Tier VI–X vehicles in their Garage, but no more than 30 Demount Kits per account.

Thank you again for your contribution, Commanders! More details on future steps will be available at a later date.

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