Update 9.20: Common Test

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This is basically Wargaming’s synopsis of what is going on in the test a decent one stop shop for most things. Most of this has been covered in greater detail in RSR like HD screen shots and Test notes , for other stuff just scroll back through history.

Update 9.20: Common Test

Update 9.20 is heading full speed towards Common Test today. If you’ve been waiting to battle it out in the new 30v30 mode, Chinese TDs or rebalanced vehicles, this is your chance to get a first hands-on chance with them. Once you have some time to play a few games, hop into the 9.20 forum thread to share your thoughts. It’ll help us fine-tune the update.

Ranked Battles

Ranked Battles just recently finished its Beta Season, raising mixed feelings across the global World of Tanks community. We’ve dug into all your feedback and would like to touch upon changes that we hope will improve your experience.

Fine-Tuning the Essentials

One of the main issues discussed on the forums was the mode’s simplicity. The core gameplay of battling against top-notch tankers of a similar skill set works, but the ladder to Rank 5 did not provide a real challenge to experienced players.

We tried to fix that by changing the mechanics behind earning chevrons and ranks. Our main goal was to raise their value and, thus, make for more challenging yet rewarding gameplay.

This is how it will look during the 9.20 Common Test. While the number of ranks will remain unchanged, the amount of chevrons you need to progress to the next rank will alter. It will be distributed among ranks as 1-3-5-7-9, which means you only need one chevron to progress to Rank 1, but it’s nothing compared to nine chevrons to go from Rank 4 to Rank 5. It may sound easy on paper, but in reality, you have to be an experienced tanker to make it up to the top.

More to it, the mechanics for vehicle ranks will be updated, too. In Beta Season 2, no matter which rank your machine has at the moment, you’ll need exactly 5 chevrons to get to the next one.

The way you earn chevrons has also changed. If your team wins a battle and you make it to the top 10 in experience points, congratulations: you leave the battle with a chevron. You keep the same number of chevrons if you rank in the bottom 5 of a winning team or if you reach the top 5 of a losing team. If you’re out of the top 5 of a losing team—you lose one chevron.

The main purpose of these changes is to promote better teamwork, because, while Ranked Battles is all about personal ratings, it’s the team that wins a particular battle.

This is the same reason we’ve expanded the list of those who keep their chevrons if their team loses. It means that even if the odds are against you and opponents push you on every flank, don’t give up the fight, help your teammates—and your efforts will be rewarded.

Uplifting the Balance

There were several crucial points regarding combat balance that you mentioned during the first season, and this is how we’ve addressed them:

  • The matchmaker became smarter and will now try to gather an equal number of medium and heavy tanks for each team
  • The number of SPGs will be limited to 2 units per team
  • More maps will be available, as their rotation will be drastically improved, meaning that the chances of seeing the same map will decrease.

Revamped Rewarding

Last but not least, is that the way you receive awards will be revised. Starting from Season 2, you won’t have to wait until the end of the season to receive the major part of your Bond reward. More to it, the value of rewards will rise, as well.

Testing Stages

We’re planning to hold a brief test of the Second Beta during the 9.20 Common Test. By the time the test begins, Ranked Battles will have passed through stages 1 and 2, so you’re very welcome to join in for the 3rd stage, taking place August 2–9.

As always, we appreciate your feedback on the changes we bring into the game. Feel free to share your opinion on the game forums and in social networks, and let us know where you see Ranked Battles heading.

For more information on Grand Battles, changes to Tech Trees, and other improvements we’ve got tied into 9.20, make sure you check out the full preview here: UPDATE 9.20 PREVIEW

Discover how you can join the Common Test:

  • How the CT works

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

    Eligibility: All players registered prior to 22:59 CEST (UTC+2) on 24 July can participate in the test.

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

     

  • Test client
    • Download the test client installer (4,9 MB).
    • Make sure you pick a save location that is different to your regular World of Tanks game files.
    • Save and run the installer.
    • Run the new copy of the game. The launcher will download all the additional data.
    • Log in and start playing.

     

  • Server restarts

    The test server will be restarted regularly, according to the following schedule:

    • First Periphery: 04:00 UTC every day. Average duration will be around 25 minutes.
    • Second Periphery: 05:00 UTC every day. Average duration will be around 25 minutes.
    • Central Database: 09:00 UTC every day. Average duration will be around 2 minutes.

    The test server may be subject to unscheduled restarts and maintenance.

    feedback

    List of Preliminary Changes

    New Random Battle type: Grand Battle

    Rules:

    • Two teams, 30 players each
    • Only Tier X vehicles are available
    • Battle duration is 15 minutes
    • Victory conditions:
      • Capture the enemy base
      • Destroy all enemy vehicles

    Matchmaker

    • The Grand Battles are created from the common queue of the Random Battle mode.
    • Only Tier X vehicles can participate in the Grand Battles.
    • Players enter the Grand Battles randomly, by analogy with other battle types: Assault and Encounter Battle.
    • By default, the Grand Battles are enabled for all players.
    • The Grand Battles can be enabled/disabled in the game settings: Settings > General > Random Battle Types > Grand Battle.
    • Each team is conventionally divided into three sub-groups, 10 players each.
    • Players cannot change sub-groups; belonging to a sub-group is determined by the matchmaker.
    • Team composition in the Grand Battles is regulated by the general rules of Matchmaker 2.0.
    • The matchmaker assembles corresponding sub-groups of vehicles by types.
    • The number of SPGs in the Grand Battles is limited to four vehicles.
    • The difference in the number of Platoon players (according to the rules of the matchmaker) should not exceed 2.
    • If at least one of the Platoon members has the Grand Battle option enabled, the entire Platoon is considered participating in this type of battles.

    Map

    • In the current update, the Grand Battles will be played only on one map (Nebelberg)
    • The map size is 1.4×1.4 km
    • Players’ spawning point depends on their sub-groups
    • Each team is divided into three sub-groups
    • Each sub-group has its own spawn point
    • Each team has its own base

    Interface

    • The loading screen, the statistics screen (displayed upon pressing TAB), the battle results window and the team panels are designed to display all 60 players.
    • Both teams are divided into sub-groups
    • Composition of each sub-group can be viewed in details by clicking on the corresponding group
    • Changed the upper progress bar of the user interface. In addition to the total number of destroyed enemy vehicles, the progress bar also displays the percentage of the total durability (HP) of each team.

    Awards, Achievements, Statistics

    • Players in the Grand Battles and in Random Battles (level 12 battles only) can receive bonds as the reward. Only players who earn over 400 base experience in the battle will receive bonds.
    • The amount of the received Bonds directly depends on the amount of the earned experience
    • Players can complete Personal Missions in the Grand Battles, as well as earn any awards that are available in the Random Battles
    • In Grand Battles, players will earn Mastery Badges and Marks of Excellence, they way they do in the Random Battles.
    • The Grand Battles are not counted in the Summary of the player’s Service Record and do not affect the statistics of the Random Battles
    • The statistics on the Grand Battles will be displayed in Service Record > Statistics > Battle type: Grand Battle
    • Statistics on particular vehicles in the Grand Battles will be displayed in Service Record > Vehicles > Battle type: Grand Battle

    Improvements to Ranked Battles

    Client-related improvements:

    • Added the functionality of earning the Marks of Excellence and Mastery Badges in the Ranked battles.
    • Added the visual influence of the Directives upon the technical characteristics of vehicles in the infotips and simplified technical characteristics.
    • Added the functionality of equipping Directives in the vehicle comparison interface so that their influence can be considered.
    • Added the option that enables auto-resupply of Directives in the purchase interface.
    • Improved equipment can be dismounted for bonds only.
    • Added the functionality that displays the vehicle ranks in the vehicle panel when the Ranked Battles mode is selected.
    • Improved the interface of displaying the reward received for the previous stage. The information about the received reward is also displayed in the pop-up hint when hovering over the rank.
    • Reworked the calendar interface in the mode. Information about the Prime Times on each server for the selected day is now displayed in the calendar window (not in the pop-up hint, as it was before).
    • Changed the list of maps that are available in the mode. Now battles will be played on the following maps:
      • Mines
      • Prokhorovka
      • Abbey
      • El Halluf
      • Airfield
      • Malinovka
      • Himmelsdorf
      • Murovanka
      • Paris
      • Karelia
      • Lakeville
      • Siegfried Line
      • Sand River
      • Erlenberg
      • Arctic Region
      • Tundra
      • Ensk
      • Swamp
      • Westfield
      • Fisherman’s Bay
      • Highway
      • Serene Coast
      • Windstorm
      • Fjords
      • Pilsen
    • Improvements to the matchmaker:
      • The number of SPGs will be limited to 2 vehicles per team.
      • Improved the matchmaking by vehicle types (the matchmaker will try to assemble similar teams)
      • Improved the system of assembling teams by ranks.
    • Reworked the interface when entering the mode: added information about available servers; reworked the display of information about the Prime Times.
    • Added special hints that explain the basic mechanics and main features of the mode to the loading screen in the Ranked Battles. Implemented a separate option that allows configuring the loading screen in the Ranked Battles mode and suggests three variants of the loading screen (by analogy with the options for the Random Battles):
      • Text only
      • Illustrated tips
      • Minimap

    Improvements to the display of the Season Leaders:

    • Added the event archive—statistics of players for previous seasons can be viewed.
    • Added the filters: clan-mates and friends. Players will be able to view the positions of their clan-mates and friends on the Leaderboard.

    Hall of Fame

    • The new version of Hall of Fame is now available in the game client.
    • The new version of Hall of Fame has been added to the Service Record tab.
    • Players will be able to view their achievements in the Random Battles not only for the account in general, but also for each particular vehicle; they can also view the best tankmen.
    • Players will be able to compare their achievements with those of friends, clan mates, and other players in several time periods.
    • Moreover, players will be able to monitore their battle performance using the new World of Tanks rating (WTR) that displays the player’s performance on particular vehicles as compared to all players on the server.
    • The Hall of Fame and new WTR are at the stage of open beta-testing. These development of these functionalities is still in progress, and we welcome your feedback and suggestions.

    Improvements to the stun mechanics

    1. Added the total time of caused stun to the Battle Results
    2. Improved the mechanics of causing damage and stun through obstacles. Now SPGs will not cause damage through obstacles that are 2 or more meters thick and the vehicle is fully covered. At the same time, explosion wave can somewhat go around corners of obstacles on condition the distance between the point of hit and the obstacle edge is less than 2 meters. However, in this case, the damage from the explosion will be decreased.

    Made terrain-related changes for difficult-to-access areas on the following maps:

    • Karelia
    • Steppes
    • Lakeville
    • Abbey
    • Mines
    • Sacred Valley
    • Mountain Pass
    • El Halluf
    • Arctic Region

    Reworked the following vehicles to HD-quality

    Vehicles:

    1. SU-5
    2. SU-14-1
    3. Bat.-Châtillon 25 t
    4. M12
    5. M5A1 Stuart
    6. Pz.Kpfw. 38H 735 (f)
    7. Pz.Kpfw. IV Ausf. D
    8. VK 30.01 (D)
    9. T69
    10. Matilda Black Prince
    11. Churchill III
    12. T-44-85

    Vehicles

    Germany

    • Maus
      • Changed reloading time of the 12,8 cm Kw.K. 44 L/55 gun from 12 s to 13.3 s
      • Changed vehicle durability from 3,200 to 3,000
    • 8,8 cm Pak 43 Jagdtiger
      • Decreased dispersion during movement of the Jagdtiger 8,8 suspension by 6%
      • Decreased dispersion on hull traverse of the Jagdtiger 8,8 suspension by 6%
      • Changed the traverse speed of the Jagdtiger 8,8 suspension from 22 to 26

    China

    • Added a full line of tank destroyers:
      • T-26G FT
      • M3G FT
      • SU-76G FT
      • 60G FT
      • WZ-131G FT
      • T-34-2G FT
      • WZ-111-1G FT
      • WZ-111G FT
      • WZ-113G FT

    U.S.S.R.

    Changes to the technical parameters of the following vehicles:

    • T-54 first prototype
      • Decreased dispersion during movement of the T-54 first prototype suspension by 9%
      • Decreased dispersion on hull traverse of the T-54 first prototype suspension by 9%
      • Decreased dispersion on turret traverse of the 100 mm D10T-K gun by 25%
      • Changed aiming time of the 100 mm D10T-K gun for the T-54 first prototype turret from 2.4 s to 2.2 s
      • Changed the view range of the T-54 first prototype turret from 360 m to 380 m
      • Improved turret armor
      • Changed penetration of the UBR-412 shell for the 100 mm D10T-K gun from 183 mm to 190 mm
      • Changed penetration of the UBR-412P shell for the 100 mm D10T-K gun from 235 mm to 247 mm
      • Changed the depression angle of the 100 mm D10T-K gun from -6 degrees to -7 degrees
      • Changed the ammo rack capacity for the 100 mm D10T-K gun from 34 to 56
    • T-44-100
      • Decreased dispersion on turret traverse of the 100 mm LB-1 gun by 15%
      • Changed the reload time of the 100 mm LB-1 gun from 8.1 s to 7.5 s
      • Changed the aiming time of the 100 mm LB-1 gun from 2.2 s to 2 s
      • Improved turret armor
      • Changed penetration of the UBR-412 shell for the 100 mm LB-1 gun from 183 mm to 190 mm
      • Changed penetration of the UBR-412P shell for the 100 mm LB-1 gun from 235 mm to 247 mm
    • T-44-100 (P)
      • Decreased dispersion on turret traverse of the 100 mm LB-1 gun by 15%
      • Changed the reload time of the 100 mm LB-1 gun for the T-44-100 (P) turret from 8.1 s to 7.5 s
      • Changed the aiming time of the 100 mm LB-1 gun for the T-44-100 (P) turret from 2.2 s to 2 s
      • Improved turret armor
      • Changed penetration of the UBR-412 shell for the 100 mm LB-1 gun from 183 mm to 190 mm
      • Changed penetration of the UBR-412P shell for the 100 mm LB-1 gun from 235 mm to 247 mm
    • T-44
      • Decreased dispersion during movement of the T-44 suspension by 9%
      • Decreased dispersion during movement of the T-44M suspension by 10%
      • Decreased dispersion on hull traverse of the T-44 suspension by 9%
      • Decreased dispersion on hull traverse of the T-44M suspension by 10%
      • Changed dispersion of the 122 mm D-25-44 gun from 0.43 m to 0.42 m
      • Decreased dispersion on turret traverse of the 100 mm LB-1 gun by 14%
      • Changed the reload time of the 122 mm D-25-44 gun for the T-44-100 turret from 19.2 s to 15.2 s
      • Changed the reload time of the 100 mm LB-1 gun for the T-44-100 turret from 8.1 s to 7.5 s
      • Changed the aiming time of the 122 mm D-25-44 gun for the T-44-100 turret from 3.4 s to 3.2 s
      • Changed the aiming time of the 100 mm LB-1 gun for the T-44-100 turret from 2.3 s to 2.1 s
      • Improved hull and turret armor
      • Changed penetration of the UBR-412P shell for the 100 mm LB-1 gun from 235 mm to 247 mm
      • Changed penetration of the UBR-412 shell for the 100 mm LB-1 gun from 183 mm to 190 mm
    • T-54
      • Changed dispersion of the 100 mm D-10T2S gun from 0.35 m to 0.39 m
      • Changed dispersion of the 100 mm D-54 gun from 0.39 m to 0.33 m
      • Changed the reloading time of the 100 mm D-10T2S gun for the T-54 mod. 1949 turret from 7.8 s to 7.4 s
      • Changed the reloading time of the 100 mm D-54 gun for the T-54 mod. 1949 turret from 8.2 s to 8.5 s
      • Changed the aiming time of the 100 mm D-10T2S gun for the T-54 mod. 1946 turret from 2.3 s to 2.5 s
      • Changed the aiming time of the 100 mm D-54 gun for the T-54 mod. 1949 turret from 2.9 s to 2 s
      • Improved hull and turret armor
      • Changed penetration of the UBR-412P shell for the 100 mm LB-1 gun from 235 mm to 247 mm
      • Changed penetration of the UBR-412 shell for the 100 mm LB-1 gun from 183 mm to 190 mm
      • Changed the depression angle of the 100 mm D-10T2S gun from -5 degrees to -6 degrees
    • IS-7
      • Added the M-50TI engine (1,200 h.p.)
      • Removed the M-50T engine (1,050 h.p.)
      • Decreased dispersion during movement of the IS-7 suspension by 16%
      • Decreased dispersion hull traverse of the IS-7 suspension by 16%
      • Decreased dispersion on turret traverse of the 130 mm S-70 gun by 25%
      • Changed aiming time of the 130 mm S-70 gun for the IS-7 turret from 3.1 s to 2.9 s
      • Changed vehicle durability from 2,150 to 2,400
    • ISU-152
      • Added the 152 mm D-4S
      • Removed the 122 mm A-19 mod. 1937 gun
      • Removed the 122 mm D-25S mod. 1944 gun
      • Removed the 152 mm BL-10
      • Removed the UBR-471 shell
      • Removed the BR-471D shell
      • Removed the UOF-471 shell
      • Removed the 53-OF-551 shell
      • Removed the UBR-551 shell
      • Removed the UBR-551P shell
      • Changed vehicle durability from 1,210 to 1,200
      • Changed the research cost of the BL-9S gun from 44,000 to 24,000
      • Changed the vehicle research cost of the Object 704 from 176,500 to 192,500
    •  Object 704
      • Added the 152 mm D-4S
      • Changed the vehicle research cost of the Object 268 from 301,000 to 239,000
    • Object 268
      • Increased the Gun Traverse Limits to 11 degrees on each side
      • Increased velocity of the 152 mm UBR551M shell for the 152 mm M64 gun by 25 % (from 760 to 950 m/s)
    •  Object 140
      • Improved armor of the turret top

    U.S.A.

    Changes to the technical parameters of the following vehicles:

    • M46 Patton
      • Improved turret armor
    • M48A1 Patton
      • Removed 90 mm Gun M41
      • Removed 105 mm Gun T5E1M2
      • Removed the AP M77 shell
      • Removed the HE M71 shell
      • Removed the HVAP M304 shell
      • Removed the AP T32M2 shell
      • Removed the APCR T29E3M2 shell
      • Removed the HE M11A2 shell
      • Improved turret armor

    France

    Added the following vehicle to replace the AMX 50 Foch (155):

    • AMX 50 Foch B

    Changes to the technical parameters of the following vehicles:

    • AMX 50 100
      • Changed the gun depression angle of the 90 mm DCA 45 gun from -6 degrees to -9 degrees
      • Changed the gun depression angle of the 90 mm F3 gun from -6 degrees to -9 degrees
      • Changed the gun depression angle of the 100 mm SA47 gun from -6 degrees to -9 degrees
    • AMX 13 75
      • Changed the ammo capacity for the 75 mm SA49 gun from 42 to 44 shells
    • Bat.-Châtillon 25 t
      • Changed the ammo capacity for the 100 mm SA47 from 30 to 42 shells
    • Bat.-Châtillon 25 t AP
      • Changed the ammo capacity for the 100 mm SA47 from 30 to 42 shells
    • AMX AC mle. 48
      • Changed dispersion of the 120 mm AC SA46 gun from 0.33 m to 0.37 m
      • Decreased dispersion on gun traverse of the 120 mm AC SA46 gun by 42%
      • Added the magazine reloading system to the 120 mm AC SA46 gun
      • Changed the aiming time for the 120 mm AC SA46 gun for the AMX AC mle. 48 turret from 2.9 s to 2.7 s
      • Improved hull armor
      • Changed the ammo capacity for the 120 mm AC SA46 from 64 to 66 shells
    • AMX 50 Foch
      • Decreased dispersion during movement of the AMX 50 Foch suspension by 9%
      • Decreased dispersion during movement of the AMX 50 Foch bis suspension by 10%
      • Decreased dispersion on hull traverse of the AMX 50 Foch suspension by 9%
      • Decreased dispersion on hull traverse of the AMX 50 Foch bis suspension by 10%
      • Changed dispersion of the 120 mm AC SA46 gun from 0.33 m to 0.35 m
      • Decreased dispersion on gun traverse of the 120 mm AC SA46 gun by 30%
      • Added the magazine reloading system to the 120 mm AC SA46
      • Changed the aiming time for the 120 mm AC SA46 gun for the AMX 50 Foch turret from 2.3 s to 2.5 s
      • Improved hull armor
      • Changed the ammo capacity for the 120 mm AC SA46 from 64 to 68 shells
    • AMX 50 Foch (155)
      • Added the SCR 619F radio
      • Added the Saurer 1000F engine
      • Removed the SCR 619 radio
      • Removed the Saurer engine
      • Improved hull armor
      • ncreased the Gun Traverse Limits to 10 degrees on each side
      • Changed the elevation angle of the 155 mm AC SA58 gun from +12 degrees to +18 degrees
      • Changed the gun depression angle of the 155 mm AC SA58 gun from -5 degrees to -6 degrees
      • Changed the cost of the vehicle from 6,100,000 credits to 5 Gold
      • The vehicle was transferred from the researchable to special category
    • AMX 30 1er prototype
      • Decreased dispersion during movement of the AMX 30 1er prototype suspension by 11%
      • Decreased dispersion during movement of the AMX 30 A pré-série suspension by 12%
      • Decreased dispersion on hull traverse of the AMX 30 1er prototype suspension by 11%
      • Decreased dispersion on hull traverse of the AMX 30 A pré-série suspension by 12%
      • Changed dispersion of the 105 mm mle. F1 gun for the AMX 30 A pré-série turret from 0.33 m to 0.37 m
      • Changed dispersion of the 105 mm mle. F1 gun for the AMX 30 1er prototype turret from 0.34 m to 0.38 m
      • Decreased dispersion of the 105 mm mle. F1 gun for the AMX 30 A pré-série turret by 40%
      • Decreased dispersion of the 105 mm mle. F1 gun for the AMX 30 1er prototype turret by 30%
      • Changed the reloading time of the 105 mm mle. F1 gun for the AMX 30 A pré-série turret from 9.9 s to 8.7 s
      • Changed the reloading time of the 105 mm mle. F1 gun for the AMX 30 1er prototype turret from 10.2 s to 9 s
      • Improved turret armor
      • Changed penetration of the OFL-105-F1 shell for the 105 mm mle. F1 gun from 260 mm to 248 mm
      • Changed penetration of the OCC-105-F1 shell for the 105 mm mle. F1 gun from 320 mm to 300 mm
    • AMX 30 B
      • Decreased dispersion during movement of the AMX 30 B suspension by 25%
      • Decreased dispersion on hull traverse of the AMX 30 B suspension by 25%
      • Changed dispersion of the 105 mm mle. F1 gun from 0.3 m to 0.36 m
      • Decreased dispersion on turret traverse of the 105 mm mle. F1 gun by 33%
      • Changed the reloading time of the 105 mm mle. F1 gun for th AMX 30 B turret from 8.9 s to 7.8 s
      • Changed the aiming time of the 105 mm mle. F1 gun for th AMX 30 B turret from 2.1 s to 2 s
      • Improved turret armor
      • Changed penetration of the OCC-105-F1 shell for the 105 mm mle. F1 gun from 320 mm to 300 mm
      • Changed penetration of the OFL-105-F1 shell for the 105 mm mle. F1 gun from 260 mm to 248 mm
    • AMX 50 Foch (155) replaced with AMX 50 Foch B
      • If the AMX 50 Foch (155) is researched:
        • The Saurer F155 engine and the SCR 619 F155 radio will be researched automatically.
        • The crew qualification will be changed from the AMX 50 Foch (155) to AMX 50 Foch B (including dismissed crew members that are available for recovery).
        • Undistributed experience of the AMX 50 Foch (155) is transferred to the AMX 50 Foch B.
        • Camouflage patterns, Inscriptions, Emblems are transferred from the AMX 50 Foch (155) to the AMX 50 Foch B with the same terms.
      • If the AMX 50 Foch (155) is in the Garage:
      • The equipment will bedismounted and send it to the Depot; the crew will be sent to the Barracks.
      • The Saurer engine will be replaced with the Saurer F155 engine.
      • The SCR 619 radio will be replaced with the SCR 619 F155 radio.
      • AMX 50 Foch B and a garage slot will be added
      • Vehicle statistics remains on the AMX 50 Foch (155), the Marks of Excellence are not transferred
    • Adding the magazine reloading system to the AMX 50 Foch:
      • Equipment will be dismounted sent to the Depot for free.
    • Adding the magazine reloading system to the AMX AC mle. 48:
      • Equipment will be dismounted sent to the Depot for free.

    Japan

    Changes to the technical parameters of the following vehicles:

    • Type 5 Heavy
      • Changed the traverse speed of the Type 5 Heavy suspension from 22 to 17
      • Changed the turret traverse speed of the Type 5 Heavy turret from 20 deg/s to 18 deg/s
      • Decreased thickness of the hull armor
    • O-I Experimental
      • Removed the 10 cm Cannon Type 14 gun
      • Removed the APHE Type 95 shell
      • Removed the APHE Type 95 Toku Kou shell
      • Removed the HE Type 14 shell
      • Changed the turret traverse speed of the O-I Experimental turret from 22 deg/s to 20 deg/s
      • Increased armoring of the hull and turret
      • Changed the top speed from 40 km/h to 25 km/h
    • O-I
      • Decreased thickness of the hull and turret armor
    • Type 4 Heavy
      • Changed the traverse speed of the Type 4 Heavy suspension from 20 to 15
      • Changed the traverse speed of the Type 4 Heavy Kai suspension from 22 to 17
      • Changed the turret traverse speed of the Type 4 Heavy turret from 18 deg/s to 17 deg/s
    • O-Ho
      • Added the AP Experimental Type 2 Toku Otsu shell
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29 comments on “Update 9.20: Common Test

  1. Mikosah says:

    The whole point of Ranked was to be judged as an individual, not to be either carried or weighed down by the team. All of the ultra-passive play we saw in the first iteration was out of fear that the team would lose. And so this new version of chevron scoring will likely have the exact same problem.




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    • Ion7 says:

      Make ranked 5v5 or 7v7 on small maps, and let the top 25% gain a chevron, mid 50% stay the same, and bottom 25% lose one. Based of xp and MUCH less team reliant.




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    • Wzz says:

      Actually the passive play was because everyone wanted to end top 3, no matter if their team lost.




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  2. Matthew Shine says:

    What the f**k happened to the Brit med tier 8-10 + FV buffs?




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  3. Anonymous says:

    Meanwhile nothing to fix the retarded mm that makes tiers 5-8 unplayable cause you are almost never top tier and no buffs to powercreeped pref mm tanks for which we should get a refund due to the mm changes! (In kv5 you never see tier 6s). A disappointing patch that adresses none of the big issues (mm and balance,if you see almost no tanks under tier 8 were touched).




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    • Matthew Shine says:

      The 30v30 tier 10 battles will have an effect on tier 8 MM, should have fewer tier 10 battles in them.
      Not sure what the knock-on effect will be to lower tiers though, will probably make tiers 6-7 MM worse.




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  4. Anonymous says:

    Cool so the Foch 155 is gonna cost 5 gold 😀




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    • Alkator says:

      no it wont, but i think thats the smallest amout they can set for the price. They said: replaced for free, so i dont think they will make you pay gold




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  5. JimD says:

    wg made it sound like the jag 88 was getting a speed or hpt or ground resistance buff, but it is getting dispersion on the move buffs and traverse speed buff from 22 to 26, HOW the hell is that going to get the 8.8 into the battle faster like they stated, I mean ya the extra 4 points to traverse speed will help on turns but instead of taking 1 min to get into a fight now it takes 58 sec, FFS




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    • Pedalpowered says:

      its now the same as the tier 9 JT, its traverse was arbitrarily lower even though they had the same engine and tracks. The Jag 88 is actually faster than the tier 9 now since it weighs 6 tons less.

      Its a brick of shit anyways, its a TD with shit camo and shit pen ffs, it has less premium pen than the Skorp has base pen.




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    • Alex De Capua says:

      and thats why i sold it




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  6. Anonymous says:

    Chinese TD’s r in the common test 0:




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    • SpudmanWP says:

      Does this mean that Chinese TDs are coming to Public NA/EU servers or are they still going to be Chinese Server only vehicles when they go public?




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      • Anonymous says:

        Who knows, but they are playable in the common test. The tier 10 looks like the SU-152 with the whimpy 152 mounted.




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  7. The main purpose of these changes is to promote better teamwork, because, while Ranked Battles is all about personal ratings, it’s the team that wins a particular battle.

    Actually is the team which presses the 2 key more.
    Skodas firing pure gold on the first season were and are still… cancer.




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    • jack says:

      Teamwork in WoT, you must be joking. Half the player base don’t even know the difference between standard, assault and encounter modes, not to mention that they got no clue why there is a siren going of in half the battles they loose.




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      • Anonymous says:

        Or what the little square thing with the little dots at the bottom of their screen is….




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      • Hooli_Gun says:

        So true,it actually made me laugh and cry at the same time




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      • Anonymous says:

        heavies have been effectively removed from the game at middle tiers thanks to the “Arty BUFF” and the fact they are hardly ever top so there is no value in their armour… What this has meant for me is i have to play light tanks now…stinking arty buff..




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  8. Dracon says:

    So what happened to the Chinese premium mediums being updated? T-34-3???????




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  9. Nevermind says:

    The limit of 2 spg per game should be for all game’s. SPGs were over buffed improved rod, aim time accuracy and for some more blast radios, is a hell of a lot and with 3 on a team they can just kill push or a flank.




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  10. Neil Dorling says:

    if it works as intended its a step nearer to me playing again




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  11. Anonymous says:

    9.20 when? How long for Foch grind?




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  12. G. says:

    either ranked battles should be about wining as a team – and then all that matters is if your team won or not, or about skill, and all that matters is your exp (considering bonus for wining)
    The first option requires horrendous amount of battles to have any meaning, the other option makes teamwork a secondary option comapred to parasiting on others effort and stealing frags and damage while safely hidden away.

    the point of ranked battles is to have people sepearated according to their skill, so what is needed is more ranks, not more chevrons per rank, that’s stupid. Especially that previously it was half the players getting a chevron, now it is 1/3, so even for best players rising up the ranks will be slowed down considerably.

    Weekly reset change this mode from who can get and stay on the top into who can make fastest climb from the scratch.

    They didn’t address anything that makes me dislike Ranked Battles and just aggravated some of the problems.
    I hope people will reach similar conclusions and the mode will stay for dedicated nolife’s who will have to fight among themselves from the begining.




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  13. Seth says:

    So nothing about fixing the economics of Ranked Battles. I see this dying off.

    “battling against top-notch tankers of a similar skill set works, but the ladder to Rank 5 did not provide a real challenge to experienced players.”

    Sooooo…. how was it that it “did not provide a real challenge to experienced players.” if you were “battling against top-notch tankers of a similar skill set works,”? No need to answer, because the fact of the matter is that you weren’t. I don’t know how many battles I was in at Rank 3 that had red and orange players that were carried to Rank 3.

    “If your team wins a battle and you make it to the top 10 in experience points, congratulations: you leave the battle with a chevron.”

    If you don’t add tiering of players based on their player rating or stats, then you need to change this to eliminate players being carried to the next rank. On winning team the top 5 gain a chevron, the rest don’t. On the losing team the top 3 get a chevron, those that are 4 & 5 keep theirs, and the rest lose a chevron.

    Player tiering based on player rating/stats should be a part of MM for random and ranked battles. How can WG honestly say that battles are competitive when you have brand new players that can join tier 6 – 10 battles by buying a tank? There are even players with over 20k battles that are terrible (like double digit WN8 bad), they are no match for the better players even in the exact same tanks. If they are competitive, how do you explain so many 15-1, 15-2, etc wins/losses?




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  14. Thagomizer says:

    Can’t see anything here that would encourage me into Ranked Battles (RBs) in a big way. The main problem (spamming gold) hasn’t been addressed. Lights won’t be of any use (assistance gets no exp in RBs), breakthrough tanks and hull down tanks won’t be of any use as everyone spams gold (so you’re dead before you get sufficient exp), and sniper tanks will just get overrun. This means autoloading meds are the best chance of progressing. Sorry, but I don’t want to play “World of TVPs”.




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  15. Gunner says:

    just been on the test server,it is a complete waste of time,all of the Russain players bar none have aimbots and various other hacks, they all cheat its unbelievable, it is so funny how wargaming turn a blind eye to it all for money. It that comes to the EU server well this game is finished




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