About the Common Test Server
The Common Test client server has a test version of your Wargaming account, meaning that all the vehicles purchased and the research that you have completed will be the same. But don’t forget these key points:
- Though your login details are the same, your test account is still completely separate from your normal account. Achievements and research that you complete on the test client will not be carried over to your normal play account
- Real money transactions are not possible on the test server and payments will not be accepted
- All test accounts will receive a one-time payment of:
- 100,000,000
- 100,000,000
- 20,000
- Depending on the aims of the test, Credits and Experience rates may not be increased
The test server is subject to the same EULA and general rules as the World of Tanks game server. This means that you still need to play nice, or you will be subject to the same consequences as on the regular, «production» game servers.
Getting Started
Installing and playing in the Common Test is virtually the same as installing the «regular» World of Tanks. To participate in the test, you need to take the following steps:
-
Install the Common Test client, found here
-
Update World of Tanks via the launcher (total download depends on the update, but is more than 8 GB)
-
If you have already installed the Common Test game client, the launcher will update to the new version automatically
Be sure to install the Test launcher in a different folder from the current game client version. Also, close all game clients before installing the update.
If you previously installed the Test client and are having problems updating or starting, we recommend uninstalling and reinstalling the Test client.
Feedback
Once you have logged into the test client, you are free to play as much or as little as you want. We encourage you to try out all the new features and see what you can do!
Once you have been playing for a while, please let us know your feedback by posting in the dedicated forum threads. The appropriate links will be provided in the respective announcement. Wargaming community managers will collect feedback and report to the development team after the test period.
What makes good feedback? Here’s some examples of things you can bring up:
- Any bugs or glitches that you have found in the game. Got stuck in the scenery? Game crashes when you do a certain action? Tell us all about it!
- Honest feedback about vehicles and game mechanics. If you think something doesn’t function well, then please tell us
- Feedback isn’t just about being negative! Anything you particularly like? Do you love the new stats for a vehicle? If the developers get a sense of what the community likes, it can allow them to focus on other improvements
Remember that the Common Test is about testing! Every new feature is subject to change before the final release.
Server Cycles
In order to make the test experience more efficient, it may be necessary to limit the number of players on the test server. If the server is full when you log in, you’ll be placed into a queue.
In addition, each periphery (server) of the Common Test will be restarted regularly according to the following schedule:
- First Periphery: Every EVEN day of the month. Average duration will be around 25 minutes
- Second Periphery: Every ODD day of the month. Average duration will be around 25 minutes
- Central Database: Every day. Average duration will be around 2 or 3 minutes
- The test server may also be subject to unscheduled restarts and maintenance.
Finally, the Common Test is also updated a few times each test period to address collected feedback or add other new features. Keep an eye on the Common Test article(s) and the forum for details on new iterations!
The World of Tanks Common Test is a service of Wargaming that allows players who have registered an account with them to play the next version of World of Tanks early, in order to give feedback and test out various equipment.
This is still free-to-play, and though account balances do not transfer between servers, the player’s account is automatically credited with 20,000 Gold, 100,000,000 credits, and 100,000,000 Free Experience. No prior experience with beta testing (or even normal gameplay) is required; all you have to do is download the Common Test Client and update it to the most recent version, and if a Common Test is in action, you can join other players!
All gameplay aspects from World of Tanks normal mode are carried over, though some new features are often added.
Details[]
Account Balance[]
- 20,000 Gold
- 100,000,000 Credits
- 100,000,000 Free Experience
Notes[]
It should be noted that actual play can be altered quite a bit in this mode, for a majority of reasons. The most important of which are detailed below.
Overpowered Vehicles/Players[]
This is a very common thing on the Common Test server, due to the fact that players already have so much free Experience, Credits, and Gold to waste in whatever way they can. This means most players will spend gold (or credits) on huge amounts of «gold» ammo, which is stronger than other kinds of ammunition and will naturally do more damage.
Players can also equip and prepare their tank to the teeth, giving it ample Equipment, Consumables, and Camouflage without worrying about their account.
Due to these two reasons, you should always be aware of your surroundings and aim for weak spots!
New Features[]
The point of the Common Test is to ensure the functionality and appreciation of new features to be released in the next update; thus, you should always give feedback and test them out. Be aware, though, that they can and will surprise you at times!
The Update 1.18 Common Test is here, so get ready for a host of new content, Commanders!
We’re adding an entire branch to the Italian tech tree, comprised of six researchable tank destroyers. Update 1.18 will also introduce a fresh Random Battle map, called Outpost, and rebalancing changes to a large batch of vehicles, including two Tier X tanks: the Kranvagn and the AMX M4 mle. 54. In addition, we’re improving a large pool of Random Battles maps, introducing important changes to the matchmaking of light vehicles and SPGs in battles, and updating the visuals of destroyed vehicle tracks.
And that’s not all! But first things first…
Italian Tank Destroyers Have Arrived!
With Update 1.18, a brand-new branch of Italian tank destroyers will make their Tech Tree debut in the game. Join the Common Test to try out six researchable Tier V–X vehicles, all with decent frontal armor and great gun depression angles! Most importantly, these tanks feature a classic autoloader with an unusual configuration for Tier VII–X vehicles.
The characteristics of the Italian TDs are not final and may be adjusted after the Common Test.
Researching the new branch will start with the P26/40 medium tank at Tier IV, followed by the Semovente M41 at Tier V and the Semovente M43 Bassotto at Tier VI. These transitional vehicles offer the unhurried gameplay of classic tank destroyers without a turret.
However, starting from Tier VII, the branch begins to take on its main features, and the gameplay of these Italian tank destroyers noticeably changes. The versatile Semovente Controcarro mod. 1956 (a Tier VII TD) has a tough rotating turret with a limited gun traverse arc (30 degrees to either side, 60 degrees in total). The gun depression angles are great (–10 degrees), allowing you to make the most of hull-down tactics.
Semovente Controcarro mod. 1956
1 / 4
At this tier, you’ll get the chance to try out an autoloader with an unusual configuration. In a way, it is a hybrid of an autoloading system and a classic cyclic (regular) gun, with a long loading time for each shell, but fast reloading for the entire drum (read on for more information).
With each new tier, the Italian TDs get stronger armor and become more versatile assault vehicles. However, they still feature a turret with a limited gun traverse arc and decent gun depression angles. The Controcarro mod. 67 (a Tier VIII TD) is a natural-born hunter with solid frontal armor and an accurate 120 mm gun. As such, it will feel confident both on the front line and as a powerful support vehicle on the flanks.
Controcarro mod. 67
1 / 5
The characteristics of the Controcarro 1 Mk. 2 continue to improve and are similar to its top-tier counterpart. The vehicle features a well-armored turret and makes use of uneven landscapes to deal massive hits from its menacing 127 mm gun with an autoloader.
Controcarro 1 Mk. 2
1 / 5
However, the most dangerous warrior in this new branch is the formidable Controcarro 3 Minotauro. Like the legendary mythical beast itself, this vehicle boasts tremendous power and can sweep any opponent out of its path. The combination of its large, incredibly tough turret and thick upper frontal plate will help you survive (and thrive!) in one-on-one duels. While its top speed isn’t very impressive (35 km/h), the Minotauro keeps up well and accelerates fast for a well-armored vehicle.
Controcarro 3 Minotauro
1 / 8
Nevertheless, it is the 130 mm gun, featuring a classic autoloader with an unusual configuration, that makes the Controcarro 3 Minotauro unpredictable and extremely dangerous. The drum has 5 shells with 530 HP of alpha damage and excellent armor penetration. However, the reload time between shots is … 8 seconds! The autoloader’s full reload time is only 24 seconds, which can be considered a tolerable price to pay for the ability to fire out 5 quick and devastating shots. With this firepower, you can outshoot many heavies and emerge victorious from almost any duel. Play in this vehicle just like you would in a regular tank with a classic cyclic gun in order to fully appreciate the crushing power of the minotaur!
We will share more details about the Italian tank destroyers and their gameplay in a dedicated article soon. In the meantime, join the Common Test and be among the first to try them out in battle!
Vehicle Rebalancing
Vehicle characteristics are not final and may be adjusted after the Common Test.
We are resuming our work on vehicle rebalancing. In Update 1.18, we’ll adjust the technical characteristics of many vehicles. Once those changes are applied to the live server, we plan to monitor the outcomes for a few months and then decide on the next move. We hope to get back to you with more information early next year.
The Kranvagn and the Emil II
These vehicles are both the dominant heavy tanks in their tiers and showcase very decent battle performance. In order to make them less formidable opponents, while retaining their key gameplay features (decent turrets and an autoloading system), we will reduce their combat effectiveness in several ways:
The AMX M4 mle. 54
Since their introduction to the game, the French cyclical heavy tanks have not performed as well as their same-tier opponents. Among all these vehicles, only the AMX M4 mle. 51 has managed to compete on equal footing with other heavy tanks. To improve the survivability of French heavies and make them more competitive in close combat, we’ll significantly revamp their characteristics.
- The top vehicle, the
X
AMX M4 mle. 54
, will undergo a complex rebalance. This tank will have more hit points (2,400 instead of 2,200), and its side armor thickness will be increased from 60 to 85 mm. The 120 mm gun will have more penetration with the standard shell, while the 130 mm gun will have increased penetration with the special shell. To counterbalance these improvements, we’ll slightly decrease the vehicle’s hull traverse speed.
- The
VIII
AMX 65 t
, sitting at Tier VIII, will receive improvements to its 120 mm gun dispersion. Plus, we’ll slightly increase the vehicle’s HP pool (up to 1,600 HP) and improve its crossing capacity.
- The
VII
AMX M4 mle. 45
, a Tier VII heavy, will also feel more confident in close combat. To improve its survivability, we’ll strengthen its frontal and turret armor, as well as total hit points (up to 1,400 HP).
American main branch heavy tanks
We’re also updating the battle characteristics of all heavy tanks in the American main branch, excluding the
X
T110E5
, which has showcased decent performance since the previous rebalancing. We’ll improve various characteristics of the following vehicles:
The characteristics of the
VII
T29
will also be adjusted to match the parameters of other vehicles in the branch. As such, we’ll decrease the T29’s dynamics, aiming, and loading time.
Changes to individual vehicles
But wait, there’s more! We’ll also update the characteristics of several other mid-tier vehicles of different nations and types. Depending on the tank’s performance compared to other same-tier vehicles, we’ll either improve or reduce their effectiveness in battle. Check it out:
Plus, to maintain the integrity of characteristics, we have adjusted the combat performance of the following vehicles:
Finally, we will adjust the performance of the
VI
M44
to reduce its influence on other vehicles in battle, meaning it will now deal less damage.
Join the Common Test, take these rebalanced vehicles for a spin, and let us know what you think about their new performance characteristics!
New Random Battles Map: Outpost
Did you get a chance to explore the Outpost map during Recon Mission 2021? If not, you’re in luck! As the winning location of the very first season of Recon Mission, the Outpost map will be introduced to our pool of unique arenas in Update 1.18.
Outpost is a picturesque summer map with more than enough space for all vehicle classes to test a variety of battle tactics. The city ruins are perfect for heavy tanks, while well-armored tank destroyers will be forced to fight face to face to vie for the upper hand. The southern and eastern parts of the map are at the mercy of light and medium tanks, and are favorable for long-distance sniping.
Stay tuned for a dedicated article to find out more about this new map!
We’re also getting ready to release your second favorite map from the first season of Recon Mission: Oyster Bay. This map will arrive in early 2023, once we’ve made all of the finishing touches. In the meantime, pick up your favorite vehicles and go to the Outpost map to explore its battle directions!
Map Balance Improvements
In addition to vehicle rebalancing, we are continuing our constant efforts to improve Random Battles maps. After analyzing the statistics and looking at your feedback, we decided to refine a large pool of locales with various gameplay issues. The most extensive changes were made to the following 6 maps:
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We have also improved the 3 locations below, but their changes were less significant:
- Ghost Town
Balance changes have been made to improve the comfort of gameplay for heavily armored vehicles and protect them from tank destroyers firing from a long distance.
- Paris
The most significant change is the addition of a terrace model on the corner of the house in square H7. Players from square E3 will now have a harder time hitting vehicles crossing this street.
- Abbey
In square E5, we’ve removed the ability to “hoist up” to an area not intended for playing.
Finally, we’ve updated the pool of maps below to address minor gameplay issues we noticed:
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All of these balance adjustments have been covered in more detail in a dedicated article. All rebalanced maps will be available during the Common Test, so jump in and share your thoughts!
Matchmaking Changes
The limit on the number of light and wheeled tanks in a Platoon is an experimental feature. We will be closely monitoring how this feature affects waiting time and combat metrics, and then adjust if necessary.
To improve your battle experience, we’re introducing new rules for balancing light and wheeled tanks. The matchmaker will now be stricter when balancing light tanks between teams and will always try to match light tanks so that both teams have identical vehicles. This means that there will be far fewer battles in which the two teams have an unmatched number of light tanks. Plus, wheeled vehicles will now be more strictly balanced with other wheeled tanks. We will also limit the number of wheeled tanks to 1 vehicle per team.
To support these changes and avoid a significant increase in the waiting time for light tanks in a Platoon, we are also introducing a limit of no more than one light/wheeled tank in a Platoon from Tier VII onward.
The second important change concerns the number of SPGs per team. The majority of battles will have 0–2 SPGs per team. From now on, the matchmaker will aim to keep the number of battles with 3 SPGs per team to an absolute minimum. The 3 SPG per team scenario will only occur when absolutely necessary.
In all situations, the matchmaker will prefer to choose another vehicle from the queue instead of selecting a 3rd SPG, but in rare cases in which no other vehicle type is available or the SPG queue becomes too big, the matchmaker will fill that slot with a 3rd SPG to decrease the waiting time.
For the initial implementation of this limit, the matchmaker will try to strictly assemble battles with no more than 2 SPGs per side. However, after a certain period of time, this hard rule will become a soft one, meaning that if the queue has a significant number of SPGs waiting (or not enough other vehicles in the queue), the matchmaker will allow 3 SPGs per side. The number of battles with 3 SPGs will greatly depend on the time of day and day of the week, as well as the state of the queue and the number of artillery players waiting in it.
We will be closely monitoring the matchmaker’s stability, queue fluctuations, and waiting times, then make adjustments if necessary.
Updated Scenarios in the Topography Mode
We’ve updated the «traffic pattern» scenarios in Topography, our single-player training mode. These updated scenarios will be available on most of the Topography maps, including:
List of Maps
Развернуть
- Mines
- Ruinberg
- Steppes
- Ensk
- Mannerheim Line
- Lakeville
- Karelia
- Sand River
- Province
- Widepark
- El Halluf
Свернуть
The scenarios are all based on heatmaps from Random Battles. They will help you navigate maps more efficiently and understand where to expect enemies, as well as make you a better tanker overall.
Tank Academy: Training Missions for Novices
If you have just started your tanking journey and recently completed the World of Tanks Bootcamp, be sure to boost your battle performance in Tank Academy! This series of special training missions will familiarize you with many game aspects of Random Battles. Here’s where you can find Tank Academy:
For each completed mission, you will receive useful rewards, such as credits, directives, and other goodies.
Tank Academy will replace Briefing and will only be available to players who have fought fewer than 200 Random Battles.
If you have already completed Briefing, but have not redeemed your Tier VI «token» vehicle, be sure to do so before Update 1.18 hits the live servers! When the update lands, all unused tokens will disappear. If you’re currently going through Briefing, there’s still time to get your token and exchange it for any Tier VI researchable vehicle!
Improved Visuals for Destroyed Vehicle Tracks
Starting with Update 1.18, vehicle tracks will begin to look more «natural» and will interact with objects as an independent physical model. To better understand how this works, just remember how the tracks of American Yoh tanks look visually when they are knocked down. Now, the tracks of all vehicles in the game will unwind correctly when hit, fly off and stay on the ground if the vehicle was hit while moving at high speeds, etc.
This setting affects the performance of your devices, so it will only be enabled by default for the High and better presets. Players with low-spec CPUs and graphics cards may experience some performance issues (including FPS drops) when enabling this setting.
Join the Common Test and share your feedback on this large update, Commanders!
- HOW TO PARTICIPATE IN THE COMMON TEST
- NEW TO TESTING?
HOW TO PARTICIPATE IN THE COMMON TEST
To take part, you’ll need the Wargaming.net Game Center (WGC), the latest Common Test game client, and a Wargaming.net account created prior to the cut-off date (see below).
Eligibility
All Wargaming.net accounts created before July 24 at 22:59 CEST (UTC+2) can participate in the test.
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 dropdown 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
Patchnotes
Развернуть
Main Changes
New Branch of Italian Tank Destroyers
Six new tank destroyers (from Tier V to Tier X) have been added:
- Tier V—Semovente M41
- Tier VI—Semovente M43
- Tier VII—SMV CC-56
- Tier VIII—SMV CC-67
- Tier IX—Controcarro 1 Mk. 2
- Tier Х—Controcarro 3 Minotauro
Improved Visuals for Destroyed Vehicle Tracks
Technology for the physically correct behavior of knocked-down vehicle tracks has been added.
The Track Physics setting has been added. The new technology will be used when the Standard or higher option is selected. If the setting is disabled, the visuals for destroyed vehicle tracks will be displayed as before.
This setting will be enabled by default for the High-Ultra presets, as well as for the Custom preset and the Object LOD parameter set at High or better.
Matchmaking Changes
A limit of no more than one wheeled vehicle per team has been introduced.
From now on, only one light tank or wheeled vehicle is allowed per Platoon. The limit is applicable to Tiers VII–X.
The SPG matchmaking rules in Random Battles have been changed. The matchmaker will aim to keep the majority of battles within the range of 0–2 SPGs per team. Players should expect much fewer battles with 3 SPGs per team.
Topography
Updated scenarios for the following maps: Karelia, Lakeville, Mannerheim Line, Sand River, Province, Mines, Ruinberg, Steppes, Widepark, El Halluf, Ensk.
Bootcamp
The ability to proceed to the next training stage after a defeat has been added. In this case, the target actions of the previous stage should be completed.
Map Changes
The Outpost map has been added.
Balance changes have been made to improve the gameplay comfort on the following maps:
- Berlin
- Pearl River
- Ghost Town
- Karelia
- Lakeville
- Siegfried Line
- Abbey
- Murovanka
- Paris
- Redshire
- Serene Coast
- Himmelsdorf
- Glacier
- El Halluf
You can learn more about all the changes in the article on the portal.
Tank Academy
The Tank Academy, a series of special educational missions, has been added.
Changes to the technical characteristics of the following vehicles:
U.S.S.R.
- SU-85B
- Changed the dispersion of the 85 mm LB-2S gun from 0.38 to 0.42 m
- Changed the reload time for the 85 mm LB-2S gun from 4.5 to 5.5 s
- Changed the reload time for the 85 mm D-5S-85A gun from 4.5 to 5.5 s
- Changed the view range from 310 to 300 m
- Changed the durability from 400 to 380 HP
- KV-1S
- Changed the traverse speed for the KV-1S mod. 1942 suspension from 28 to 35 deg/s
- Changed the traverse speed for the KV-1S mod. 1943 suspension from 30 to 38 deg/s
- Changed the aiming time of the 85 mm S-31M gun in the KV-122 mod. 1944 turret from 2.5 to 2.1 s
- Changed the durability with the KV-1S turret from 920 to 1,050 HP
- Changed the durability with the KV-122 mod. 1944 turret from 970 to 1,100 HP
- T-34 (tr.) (vehicle for the Topography mode)
- Changed the durability with the T-34 mod. 1942 turret from 590 to 740 HP
- The following vehicle has been added for testing by Supertest players: KV-1SA
U.S.A.
- M3 Stuart
- Decreased the dispersion of the 37 mm Gun M6 gun on turret traverse by 33%
- Changed the aiming time for the 37 mm Gun M6 from 1.7 to 1.5 s
- Changed the durability with the D37812 turret from 405 to 420 HP
- Changed the durability with the D39273 turret from 425 to 440 HP
- M4A3E8 Sherman
- Decreased the dispersion during movement and on hull traverse for the NVSS T66 suspension by 13%
- Decreased the dispersion during movement and on hull traverse for the NVSS T80 suspension by 16%
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the aiming time for the 76 mm Gun M1A2 gun from 2.3 to 1.9 s
- Changed the durability with the D51072 turret from 800 to 892 HP
- Changed the durability with the D51080 turret from 840 to 900 HP
- T20
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the aiming time for the 76 mm Gun M1A2 gun from 2.3 to 1.9 s
- M26 Pershing
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the aiming time for the 76 mm Gun M1A2 gun from 2.3 to 1.9 s
- T6 Medium
- Changed the top speed from 34 to 40 km/h
- Changed the reverse speed from 14 to 16 km/h
- Changed the durability with the T6 turret from 450 to 510 HP
- Changed the durability with the M4 turret from 475 to 540 HP
- T1 Heavy Tank
- Improved the armoring of the T1D6 turret
- Decreased the dispersion of the 76 mm Gun M1A1 gun on turret traverse by 25%
- Changed the aiming time for the 3-inch Gun M7 from 2.3 to 2 s
- Changed the aiming time for the 76 mm Gun M1A1 gun from 2.3 to 2 s
- Changed the view range for the T1D6 turret from 330 to 350 m
- Changed the reverse speed from 10 to 14 km/h
- Changed the durability with the T1D5 turret from 820 to 860 HP
- Changed the durability with the T1D6 turret from 860 to 910 HP
- M6
- Improved the armoring of the M6D2 turret
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the aiming time for the 90 mm Gun M3 from 7.6 to 7 s
- Changed the aiming time for the 3-inch Gun M7 from 2.3 to 2 s
- Changed the aiming time for the 76 mm Gun M1A1 gun from 2.3 to 2 s
- Changed the aiming time for the 76 mm Gun M1A2 gun from 2.3 to 2 s
- Changed the aiming time for the 90 mm Gun M3 gun from 2.3 to 2 s
- Changed the view range for the M6D1 turret from 320 to 330 m
- Changed the view range for the M6D2 turret from 350 to 360 m
- Changed the reverse speed from 10 to 14 km/h
- Changed the durability with the M6D1 turret from 920 to 1,000 HP
- Changed the durability with the M6D2 turret from 970 to 1070 HP
- T29
- Changed the traverse speed for the T84E3 suspension from 25 to 23 deg/s
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the reload time of the 105 mm Gun T5E1 in the T136 turret from 11.4 to 13.2 s
- Changed the aiming time for the 105 mm Gun T5E1 in the T136 turret from 2.3 to 2.7 s
- Changed the aiming time for the 90 mm Gun M3 from 7.6 to 7 s
- Changed the aiming time for the 90 mm Gun M3 gun from 2.3 to 2 s
- Changed the view range for the T136 turret from 380 to 370 m
- T32
- Decreased the dispersion during movement and on hull traverse for the T84E1A suspension by 25%
- Decreased the dispersion during movement and on hull traverse for the T84E3A suspension by 24%
- Changed the traverse speed for the T84E1A suspension from 20 to 25 deg/s
- Changed the traverse speed for the T84E3A suspension from 25 to 29 deg/s
- Changed the dispersion of the 105 mm Gun T5E1/45 in the T119 turret from 0.4 to 0.38 m
- Changed the dispersion of the 105 mm Gun T5E1/45 in the T99E2 turret from 0.42 to 0.4 m
- Changed the reload time of the 105 mm Gun T5E1/45 in the T119 turret from 9.4 to 9 s
- Changed the aiming time for the 105 mm Gun T5E1/45 in the T119 turret from 2.1 to 1.9 s
- Changed the reload time of the 105 mm Gun T5E1/45 in the T99E2 turret from 10.6 to 10 s
- Changed the aiming time for the 105 mm Gun T5E1/45 in the T99E2 turret from 2.3 to 2.1 s
- Changed the view range for the T119 turret from 400 to 390 m
- Changed the penetration value of the AP T32 shell for the 105 mm Gun T5E1/45 from 208 to 218 mm
- Changed the penetration value of the APCR T29E3 shell for the 105 mm Gun T5E1/45 from 245 to 252 mm
- M103
- Improved the armoring of the T140 turret
- Decreased the dispersion during movement and on hull traverse for the T97E1 suspension by 10%
- Decreased the dispersion during movement and on hull traverse for the T97E2 suspension by 11%
- Changed the traverse speed for the T97E1 suspension from 26 to 25 deg/s
- Changed the traverse speed for the T97E2 suspension from 28 to 27 deg/s
- Changed the dispersion of the 105 mm Gun T5E1/45 in the M89 turret from 0.4 to 0.38 m
- Changed the dispersion of the 105 mm Gun T5E1/45 in the T140 turret from 0.39 to 0.38 m
- Decreased the dispersion of the 120 mm Gun M58 on turret traverse by 40%
- Changed the reload time of the 105 mm Gun T5E1/45 in the M89 turret from 9.4 to 9 s
- Changed the reload time of the 105 mm Gun T5E1/45 in the T140 turret from 9.3 to 9 s
- Changed the aiming time for the 105 mm Gun T5E1/45 from 2.1 to 1.9 s
- Changed the turret traverse speed for the M89 turret from 32 to 24 deg/s
- Changed the traverse speed of the T140 turret from 32 to 26 deg/s
- Changed the penetration value of the APCR T29E3 shell for the 105 mm Gun T5E1/45 from 245 to 252 mm
- Changed the penetration value of the AP T32 shell for the 105 mm Gun T5E1/45 from 208 to 218 mm
- Changed the ammo rack capacity for the 120 mm Gun T122 gun from 33 to 45 shells
- Changed the ammo rack capacity for the 120 mm Gun M58 gun from 33 to 45 shells
- Changed the durability with the M89 turret from 1,750 to 1,910 HP
- Changed the durability with the T140 turret from 1,850 to 1,950 HP
- M41 HMC
- Changed the reload time for the 155 mm Howitzer M1 from 25 to 29 s
- M44
- Changed the dispersion of 155 mm Howitzer M1 from 0.74 m to 0.82 m
- Changed the dispersion of 155 mm Howitzer M45 from 0.72 m to 0.8 m
- Changed the reload time for the 155 mm Howitzer M1 from 23 to 28 s
- Changed the aiming time of the 155 mm Howitzer M1 from 5.2 to 6.4 s
- Changed the reload time for the 155 mm Howitzer M45 from 22 to 27 s
- Changed the aiming time of the 155 mm Howitzer M45 from 5.4 to 6.2 s
- T40
- Increased the dispersion of the 105 mm AT Howitzer M3 on gun traverse by 75%
- Changed the reload time for the 105 mm AT Howitzer M3 from 8 to 10 s
- Changed the aiming time for the 105 mm AT Howitzer M3 from 1.7 to 2.5 s
- Changed the reload time for the 76 mm AT Gun M1A1 from 3.7 to 3.9 s
- Changed the aiming time for the 76 mm AT Gun M1A1 from 1.7 to 2 s
- Changed the view range from 310 to 300 m
- Changed the durability from 420 to 380 HP
- T67
- Changed the reload time for the 76 mm AT Gun M1A1 from 3.2 to 3.7 s
- Changed the aiming time for the 76 mm AT Gun M1A1 from 1.9 to 2.3 s
- Changed the view range for the T49 turret from 320 to 310 m
- Changed the view range for the T67 turret from 340 to 320 m
- Changed the reverse speed from 17 to 15 km/h
- M4A3E2 Sherman Jumbo
- Changed the dispersion of the 76 mm Gun M1A2 gun from 0.4 to 0.38 m
- Changed the aiming time for the 76 mm Gun M1A2 gun from 2.3 to 1.9 s
France
- BDR G1 B
- Changed the reload time for the 90 mm DCA G1 B gun from 8.8 to 10 s
- Changed the aiming time for the 90 mm DCA 30 gun from 2.5 to 2.7 s
- AMX M4 mle. 45
- Improved the frontal armor of the hull and the AMX M4 mle. 45 turret
- Changed the durability with the ARL 44 turret from 1,200 to 1,360 HP
- Changed the durability with the AMX M4 mle. 45 turret from 1,350 to 1,400 HP
- AMX 65 t
- Decreased the dispersion during movement and on hull traverse for the AMX 65 t suspension by 29%
- Decreased the dispersion during movement and on hull traverse for the AMX 65 t suspension by 38%
- Decreased the dispersion of the 120 mm D. 1203 gun on turret traverse by 12%
- Changed the reload time for the 120 mm D. 1203 gun from 13.8 to 12.5 s
- Changed the aiming time for the 120 mm D. 1203 from 2.7 to 2.5 s
- Changed the durability with the AMX M4 mle. 49 Modifié turret from 1,450 to 1,570 HP
- Changed the vehicle durability with the AMX 65 t tourelle classique de 120 turret from 1,550 to 1,600 HP
- AMX M4 mle. 51
- Decreased the dispersion during movement and on hull traverse for the AMX M4 mle. 51 suspension by 33%
- Decreased the dispersion during movement and on hull traverse for the AMX M4 mle. 52 suspension by 36%
- Changed the traverse speed for the AMX M4 mle. 51 suspension from 26 to 24 deg/s
- Changed the traverse speed for the AMX M4 mle. 52 suspension from 28 to 26 deg/s
- AMX M4 mle. 54
- Decreased the dispersion during movement and on hull traverse for the AMX M4 mle. 54 suspension by 33%
- Changed the traverse speed for the AMX M4 mle. 54 suspension from 32 to 28 deg/s
- Changed the dispersion of the 130 mm/45 Model 1935 gun from 0.35 to 0.33 m
- Changed the reload time for the 120 mm D. 1203 B gun from 10.9 to 10 s
- Changed the reload time of the 130 mm/45 Model 1935 gun from 15.8 to 13.4 s
- Improved the hull armor
- Decreased the velocity of the Frt.Prf. mle. 1951 shell for the 120 mm D. 1203 B gun by 7%
- Decreased the velocity of the OE mle. 1951 shell for the 120 mm D. 1203 B gun by 11%
- Decreased the velocity of the Prf. mle. 1951 shell for the 120 mm D. 1203 B gun by 11%
- Increased the velocity of the Capped Common shell for the 130 mm/45 Model 1935 gun by 37%
- Increased the velocity of the Capped Common Semi-AP shell for the 130 mm/45 Model 1935 gun by 14%
- Changed the penetration value of the Capped Common shell for the 130 mm/45 Model 1935 gun from 280 to 296 mm
- Changed the penetration value of the Prf. mle. 1951 shell for the 120 mm D. 1203 B gun from 264 to 270 mm
- Changed the durability from 2,200 to 2,400 HP
- AMX AC mle. 46
- Decreased the dispersion during movement and on hull traverse for the AMX AC mle. 46 suspension by 8%
- Decreased the dispersion during movement and on hull traverse for the AMX AC mle. 47 suspension by 8%
- Changed the reload time for the 100 mm AC SA47 gun from 10 to 9.2 s
- Changed the aiming time for the 100 mm AC SA47 gun from 2.9 to 2.7 s
- Changed the durability from 820 to 900 HP
- AMX AC mle. 48
- Decreased the dispersion during movement and on hull traverse for the AMX AC mle. 48 suspension by 8%
- Decreased the dispersion during movement and on hull traverse for the AMX AC mle. 49 suspension by 9%
- Changed the aiming time for the 120 mm AC SA46 from 2.7 to 2.5 s
- Changed the durability from 1,000 to 1,150 HP
Czechoslovakia
- Škoda T 25
- Increased the dispersion of the 75 mm Škoda A18 (auto) gun during traverse of the T 25 druhý model turret by 17%
- Increased the dispersion of the 75 mm Škoda A18 (auto) gun during traverse of the T 25 první model turret by 14%
- Changed the reload time of the 75 mm Škoda A18 (auto) gun in the T 25 druhý model turret from 8 to 10 s
- Changed the aiming time of the 75 mm Škoda A18 (auto) gun in the T 25 první model turret from 2.3 to 2.5 s
- Changed the reload time of the 75 mm Škoda A18 (auto) gun in the T 25 první model turret from 10 to 12 s
- Changed the aiming time of the 75 mm Škoda A18 (auto) gun in the T 25 druhý model turret from 2.1 to 2.3 s
- Changed the top forward speed from 60 to 55 km/h
- Changed the reverse speed from 20 to 17 km/h
- TVP VTU Koncept
- Changed the dispersion of the 10,5 cm vz. 39N gun from 0.4 to 0.36 m
- Changed the dispersion of the 8,8 cm vz. 41N gun from 0.37 to 0.33 m
- Decreased the dispersion of the 10,5 cm vz. 39N gun during traverse of the T 40 turret by 17%
- Decreased the dispersion of the 10,5 cm vz. 39N gun during traverse of the TVP VTU Koncept turret by 14%
- Decreased the dispersion of the 8,8 cm vz. 41N gun during traverse of the T 40 turret by 33%
- Decreased the dispersion of the 8,8 cm vz. 41N gun during traverse of the TVP VTU Koncept turret by 29%
- Changed the reload time of the 10,5 cm vz. 39N gun for the T 40 turret from 11 to 9.8 s
- Changed the reload time of the 10,5 cm vz. 39N gun for the TVP VTU Koncept turret from 11.5 to 10.3 s
- Changed the aiming time of the 10,5 cm vz. 39N gun for the T 40 turret from 2.4 to 2.2 s
- Changed the aiming time of the 10,5 cm vz. 39N gun for the TVP VTU Koncept turret from 2.4 to 2.2 s
- Changed the reload time of the 8,8 cm vz. 41N gun for the T 40 turret from 7 to 6.6 s
- Changed the reload time of the 8,8 cm vz. 41N gun for the TVP VTU Koncept turret from 7.3 to 6.9 s
- Changed the aiming time of the 8,8 cm vz. 41N gun for the T 40 turret from 2 to 1.8 s
- Changed the aiming time of the 8,8 cm vz. 41N gun for the TVP VTU Koncept turret from 2 to 1.8 s
- Changed the penetration value of the Vz. 42N OPG shell for the 10,5 cm vz. 39N gun from 235 to 246 mm
- Changed the penetration value of the Vz. 39N OPG shell for the 10,5 cm vz. 39N gun from 188 to 208 mm
- Changed the penetration value of the Vz. 42N OPG shell for the 8,8 cm vz. 41N gun from 237 to 252 mm
- Changed the penetration value of the Vz. 41N OPG shell for the 8,8 cm vz. 41N gun from 194 to 218 mm
China
- SU-76G FT
- Changed the dispersion of the 85 mm 56-85TG FT gun from 0.4 to 0.42 m
- Changed the reload time of the 85 mm 56-85TG FT gun from 4.8 to 5.5 s
- Changed the aiming time of the 85 mm 56-85TG FT gun from 1.7 to 2.3 s
- Changed the view range from 320 to 300 m
- Changed the durability from 430 to 380 HP
- Type 58
- Changed the penetration value of the Chuan jian-365 shell for the 85 mm 56-85JT gun from 128 to 144 mm
- Changed the durability with the T-34-85 turret from 800 to 860 HP
- Changed the durability with the Type 58 turret from 840 to 900 HP
- T-34-1, T-34-2
- Changed the penetration value of the Chuan jian-365 shell for the 85 mm 56-85JT gun from 128 to 144 mm
Poland
- B.U.G.I.
- Changed the dispersion of the 90 mm wz.39/90 gun from 0.4 to 0.42 m
- Changed the reload time for the 90 mm wz.39/90 gun from 8.3 to 8.7 s
- Changed the aiming time for the 100 mm haubica wz. 14/19 gun from 2.6 to 3 s
- CS-44
- Changed the aiming time for the 100 mm Armata wz. 49 gun from 2.1 to 2.5 s
- CS-53
- Changed the aiming time for the 100 mm Armata wz. 49 gun from 2.7 to 2.5 s
Sweden
- Emil II
- Changed the dispersion of the 10,5 cm TK 105-9 gun from 0.36 to 0.38 m
- Changed the dispersion of the 12 cm akan L/40 gun from 0.38 to 0.42 m
- Increased the dispersion of the 10,5 cm TK 105-9 gun on turret traverse by 17%
- Increased the dispersion of the 12 cm akan L/40 gun on turret traverse by 50%
- Changed the reload time of the 10,5 cm TK 105-9 gun from 22 to 25 s
- Changed the reload time of the 12 cm akan L/40 gun from 25 to 30 s
- Changed the top speed from 56 to 40 km/h
- Changed the reverse speed from 18 to 12 km/h
- Kranvagn
- Changed the dispersion of the 12 cm akan L/40 gun from 0.36 to 0.4 m
- Increased the dispersion of the 12 cm akan L/40 gun on turret traverse by 80%
- Changed the reload time of the 12 cm akan L/40 gun from 21.5 to 25 s
- Changed the top forward speed from 60 to 45 km/h
- Changed the reverse speed from 18 to 12 km/h
Italy
- M14/41
- Changed the tier of the SPA 15T engine from II to III
- Changed the cost of the SPA 15T engine from 1,350 to 5,200 credits
- M15/42
- Changed the tier of the SPA 19TB mod. 43 engine from III to IV
- Changed the cost of the SPA 19TB mod. 43 engine from 7,500 to 11,500 credits
Known Issues
- The technology of physical behavior for destroyed vehicle tracks has not yet been configured for the new branch of Italian tank destroyers.
- For vehicles featuring twin tracks (Object 279 (e), T95, Mäuschen, VK 168.01 (P), Mauerbrecher), pairs of destroyed tracks follow the behavior of a single unit.
- When applying 3D styles to vehicles that include additional elements, such as side screens or fenders, the models of destroyed tracks may overlay the models of such elements.
- In battle replays, destroyed tracks are not displayed in the same places where they were knocked down.
- On vehicles with side screens/fenders, track models may overlay the models of such elements.
Свернуть
Бойцы!
Начался третий этап тестирования обновления 1.19.1 Информацию о предстоящих изменениях вы найдёте в списке ниже, а также в предыдущих анонсах первого общего теста и второго общего теста. Продолжайте делиться своими впечатлениями и предложениями на форуме.
Линия фронта» будет доступна на протяжении Общего теста. И в качестве благодарности за ваше время и усилия мы начислим полезные награды на ваш основной аккаунт.
- За 3 боя в режиме «Линия фронта»
- За 5 боёв в режиме «Линия фронта»
- За 7 боёв в режиме «Линия фронта»
За 3 боя в режиме «Линия фронта»
50 бон и 9 предбоевых инструкций (по три ед. каждого вида, указанного ниже):
- Рациональная боеукладка;
- Продувка воздуховодов;
- Смазка стабилизаторов.
Вы можете получить все вышеперечисленные награды только по одному разу на аккаунт за время всех Общих тестов, в которых приняли участие. В зачёт идут бои, в которых вы достигли звания «сержант» и выше. Награды будут начислены в течение семи дней после завершения финального Общего теста обновления 1.19.1 в январе 2023 года.
- КАК ПОПАСТЬ НА ОБЩИЙ ТЕСТ
- ВПЕРВЫЕ НА ТЕСТЕ?
КАК ПОПАСТЬ НА ОБЩИЙ ТЕСТ
Для участия в тесте вам потребуется Wargaming.net Game Center (WGC), актуальная версия игрового клиента Общего теста и аккаунт Wargaming.net, созданный до указанной даты (см. ниже).
Право на участие
Участвовать в тесте могут все аккаунты Wargaming.net, созданные до 6 декабря, 02:59 (МСК).
Скачайте и установите тестовый клиент игры
УСТАНОВЩИК ТЕСТОВОГО КЛИЕНТА
- Запустите установщик тестового клиента игры.
- Выберите папку для установки (не ту, в которой уже находятся файлы актуальной версии игры World of Tanks).
- Выберите только что установленный клиент Общего теста из выпадающего меню в верхней части WGC.
- Играйте и не забывайте делиться своими отзывами!
Более подробную информацию о WGC можно найти в специальном руководстве в Wargaming.net Game Center.
Список изменений
Развернуть
Исправления и улучшения
Исправлена ошибка, из-за которой навык «Одной крови» в некоторых случаях мог отображаться как «Боевое братство».
Исправлены некоторые интерфейсные ошибки.
Исправлены некоторые локализационные ошибки.
Свернуть
Танкисты!
Мы обещали, и вот это время пришло — впервые для «Мира танков» доступен свой собственный сервер общего теста!
Любое крупное начинание — всегда непростое дело. Поэтому мы просим с пониманием отнестись к возможным техническим неполадкам и обещаем, что не оставим их без внимания, а будем стараться исправить в максимально короткие сроки. Добро пожаловать на наш общий тест!
А сейчас давайте узнаем подробнее, что мы для вас приготовили в рамках первой итерации общего теста обновления 1.19.
Тест доступен до 9 ноября 11:00 (МСК).
Если вам не начислились ресурсы (кредиты, опыт, золото), попробуйте перелогиниться.
Экспериментальное оборудование
Мы хотим, чтобы у игроков было как можно больше возможностей для настройки техники под свой стиль игры. Их дают обновлённое оборудование и полевая модернизация. Экспериментальное оборудование поможет дополнительно повысить значение ключевой для вас характеристики за счёт другой, которая не столь критична. Вы получите больше возможностей для настройки своей машины, при этом оставаясь на пике эффективности, т. к. экспериментальное оборудование максимального уровня наладки не уступает по характеристикам усовершенствованному (боновому).
Все параметры экспериментального оборудования, включая количество компонентов для его наладки и/или демонтажа, не финальные и могут быть изменены по результатам тестирования.
Экспериментальное оборудование имеет набор из двух или более характеристик, представленных в игре.
Во время первого общего теста обновления 1.19 вы получите экспериментальное оборудование после первой авторизации:
- Система управления огнём T1 (20 ед.);
- Система повышения мобильности T1 (20 ед.);
- Комплекс улучшения выживаемости T1 (20 ед.).
А также в качестве награды за выполнение боевой задачи.
Вы сможете опробовать различные комбинации нового и привычного оборудования, а также других средств тонкой настройки характеристик вашей техники. Когда экспериментальное оборудование появится в игре, вы уже будете знать, какой именно его тип лучше подходит для каждой машины, и вам не нужно будет тратить компоненты на демонтаж.
Экспериментальное оборудование, доступное на ОТ обновления 1.19
Во время общего теста обновления 1.19 вы сможете опробовать три вида экспериментального оборудования. Каждое из них будет улучшаемым, с тремя уровнями наладки: I, II и III.
Оборудование | Параметры | ||
---|---|---|---|
Уровень наладки I | Уровень наладки II | Уровень наладки III | |
Система управления огнём (дополнительный бонус от Стабилизатора вертикальной наводки) |
+7% к скорости сведения −7% от разброса при движении и поворотах |
+8% к скорости сведения −9% от разброса при движении и поворотах |
+9% к скорости сведения −11.5% от разброса при движении и поворотах |
Система повышения мобильности (дополнительный бонус от Улучшенных механизмов поворота) |
+7% к мощности двигателя +5% к скорости поворота башни или горизонтальному наведения орудия для машин с неподвижной рубкой +5% к скорости поворота машины −5% от разброса при движении и поворотах машины, а также при поворотах башни +4 км/ч к максимальной скорости вперёд +2 км/ч к максимальной скорости назад |
+8% к мощности двигателя +6% к скорости поворота башни или горизонтальному наведения орудия для машин с неподвижной рубкой +6% к скорости поворота машины −6% от разброса при движении и поворотах машины, а также при поворотах башни +4 км/ч к максимальной скорости вперёд +3 км/ч к максимальной скорости назад |
+10% к мощности двигателя +8% к скорости поворота башни или горизонтальному наведения орудия для машин с неподвижной рубкой +8% к скорости поворота машины −8% от разброса при движении и поворотах машины, а также при поворотах башни +5 км/ч к максимальной скорости вперёд +3 км/ч к максимальной скорости назад |
Комплекс улучшения выживаемости (дополнительный бонус от Изменённой компоновки) |
Эффект: полностью восстанавливает прочность ходовой после ремонта +9% к запасу прочности машины +60% к прочности боеукладки, баков и двигателя +40% к прочности ходовой +10% к скорости ремонта ходовой −30% от штрафа к скорости заряжания и потери мощности двигателем при повреждении модулей |
Эффект: полностью восстанавливает прочность ходовой после ремонта +10% к запасу прочности машины +80% к прочности боеукладки, баков и двигателя +50% к прочности ходовой +15% к скорости ремонта ходовой −40% от штрафа к скорости заряжания и потери мощности двигателем при повреждении модулей |
Эффект: полностью восстанавливает прочность ходовой после ремонта +11.5% к запасу прочности машины +100% к прочности боеукладки, баков и двигателя +70% к прочности ходовой +25% к скорости ремонта ходовой −50% от штрафа к скорости заряжания и потери мощности двигателем при повреждении модулей |
Компоненты
Игроки будут получать экспериментальное оборудование уровня наладки I. Уровень можно поднять с помощью компонентов — новой игровой сущности, получаемой при разборке экспериментального оборудования.
Количество компонентов на выходе будет зависеть от типа и уровня наладки разбираемого экспериментального оборудования. Число компонентов, необходимое для наладки, также будет различаться. Для повышения уровня наладки с I до II всегда будет требоваться меньше компонентов, чем для повышения со II до III уровня.
ОБОРУДОВАНИЕ |
КОЛИЧЕСТВО КОМПОНЕНТОВ, НЕОБХОДИМОЕ ДЛЯ ПОВЫШЕНИЯ УРОВНЯ НАЛАДКИ | |
---|---|---|
Уровень наладки I → II | Уровень наладки II → III | |
Система управления огнём | 400 | 2000 |
Система повышения мобильности |
400 |
2000 |
Комплекс улучшения выживаемости |
400 |
2000 |
ОБОРУДОВАНИЕ | КОЛИЧЕСТВО КОМПОНЕНТОВ, ПОЛУЧАЕМОЕ ПРИ РАЗБОРКЕ | ||
---|---|---|---|
Уровень наладки I | Уровень наладки II | Уровень наладки III | |
Система управления огнём | 100 | 400 | 1600 |
Система повышения мобильности | 100 | 400 | 1600 |
Комплекс улучшения выживаемости | 100 | 400 | 1600 |
Запуск Аркады на общем тесте
На сервере общего теста будет запущен режим «Аркада». В нём доступны два подрежима из предыдущих запусков — «Эффект неожиданности» и «Спокойствие». После выхода обновления они не появятся на основных серверах.
Игроки смогут участвовать в боях по обычным для Аркады правилам, но будут и новшества: два подрежима будут доступны одновременно, а вместо боевых задач, в которых в Аркаде можно было заработать боны, награды станут выдаваться через отдельный интерфейс «Задачи Аркады».