What’s Ahead For World Of Tanks

A very interesting article appeared on the official site today.

What’s Ahead for World of Tanks

This report comes from WG Fest, the first-ever global gathering for those who keep World of Tanks and the Wargaming universe close to their heart! A lot has been going on, and we didn’t want tankers who couldn’t make it to Moscow to miss anything. That’s why we’re bringing all the latest news to you in a single article: from a small look at what’s just arrived through to a lowdown on what’s ahead for World of Tanks. There’s a lot in the works, and lots more on the way, so let’s get started!

Premium Tank Rebalancing

Premium vehicles that rolled out 5–6 years ago, and were perfectly fine in terms of combat parameters back then, often underperform in the game as it stands today. In Update 9.15, we set out to fix that. Since then, 18 vehicles were rebalanced. This made them more on par with their respective tiers. We’ll continue to listen to your thoughts on Premium vehicles and tweak them in future updates.

New Vehicles

Work on the game’s core mechanics always keeps the developers busy. Rest assured, we have great things in the pipeline, including—of course!—new vehicles. They will be designed to boost gameplay diversity with new tactics, alongside incorporating your feedback and respecting the historical stats. Here’s a sneak peek at just some of them:

Tech Tree Review

National Tech Trees change and grow as World of Tanks evolves. This growth often happened with little change to how they relate to each other regarding historical authenticity and stats. As a result, some are no longer relevant in the game as it stands today. In 2017, we’ll be putting things right with a series of tweaks to very structure of several national Tech Trees:

Germany:

To make its overall structure more consistent, the German Tech Tree will get two completely new heavies: the VK100.01P (Tier VIII) and Mäuschen (Tier IX). Massive and heavily-armoured, these two will combine powerful guns with decent protection and poor mobility. Gameplay-wise, they’ll be more similar to the Maus than its current predecessors: the VK 45.02 (P) Ausf. A and VK 45.02 (P) Ausf. B. That’s why the Maus will be placed after the Mäuschen. It’ll also receive a shorter reload time, better gun handling, and thickеr frontal armor.

At the same time, the VK 45.02 (P) Ausf. A and VK 45.02 (P) Ausf. B resemble the VK 72.01(K) a lot. So, we’ll create a very similar tank and make it Tier X on their branch. If you earned the VK 72.01(K) on Global Map, it will remain a Premium vehicle in your Garage. It will also receive a unique camo and equipment loadout.

Along with that, the VK 45.02 (P) AUSF. B will get easier gun handling, as well as thicker side and top turret armor. The lower frontal glacis will become thinner. The VK 45.02 (P) AUSF. A will benefit from thicker frontal armor, and increased gun depression and elevation angles.

Balance changes to tier V–VIII medium tanks:

  • The VK 30.01 (D), VK 30.02 (D) and Indien-Panzer—a boost in mobility
  • The Indien-Panzer—easier gun handling
  • The Panther I and Panther II—improved firing parameters
  • The Panther II—a new gun: 8,8 cm KwK L/100

Balance changes to the Tiger branch heavies:

  • The Tiger (P), Tiger I, Heavy Tank No VI and VK 30.01 (P)—thicker turret armour
  • The E 75—easier gun handling
  • The E 100—increased AP penetration for the 15 cm Kw.K. L/38 gun and improved gun handling for its stock gun (12,8 cm Kw.K. 44 L/55)
Japan:

As of now, the Japanese Type 4 and Type 5 HEAVY are rarely seen on battlefields: they are somewhat inferior to their tiers in terms of mobility and can’t return the favor in combat. It won’t stay this way for long, though. As you know, the trademark of tier V–VIII Japanese heavies are HE shells and guns, and we are going to give them to the Type 4 and Type 5 HEAVY as well.

At the same time, tiers V–VIII will undergo balance changes to make the progression to top tiers smoother:

  • The O-I Experimental will get heavier and lose speed (it will be similar to O-I). It will also trade its 10 cm Cannon Type 14 for thicker frontal armor
  • The O-I will become more vulnerable, with thinner rear hull armour. There will also be changes to the shells available for the 15 cm Howitzer Type 96 gun
  • The O-Ho’s 10 cm Experimental Tank Gun Kai will get premium AP shells and better overall gun handling
USA:

Overall gameplay has changed a lot since the T28, T28 Prototype, and T95 rolled out on tiers VIII and IX. They lack mobility in the game of today, and we’re going to give them a considerable speed boost, gearing them up for more dynamic combat.

Matchmaker Improvements

Over the past year, we’ve been working hard to address your feedback on the matchmaker and fix well-known issues, including, for instance, getting ranked in the top/middle/bottom of the list an uneven number of times. We won’t just be tweaking matching—we’ll be overhauling its very core and the template system, so that it fits better with the game as it is today.

The improved matchmaker design will balance teams according to a number of templates (e.g., 3/5/7: three vehicles at the top of the list, five in the middle, and seven at the bottom). And one important factor comes to the forefront here: with a vehicle roster as diverse as that in World of Tanks, you are free to choose any tank in your Garage. We wouldn’t want to limit your choice. Therefore, the variety of vehicles waiting to get in a battle is different in prime time and periods when fewer players are online. To prevent excruciatingly long queues, the matchmaker may sometimes create two-tier or even single-tier battles.

  • No platoons with vehicles that are more than three tiers apart: The improved matchmaker simply won’t let players create them. The system of XP Bonuses & Penalties will be updated accordingly: there will be no penalties because creating a +/-3 Platoon will be technically impossible.
  • Fewer easy wins and quick losses caused by the uneven distribution of vehicle types between teams will become a thing of the past. In the future, the matchmaker will spread vehicles types across two teams more evenly.EXAMPLE: The current system might balance two teams with five TDs against six heavy tanks. The enhanced system spreads vehicles across the teams so that both have TDs and heavy tanks. Though this doesn’t necessarily mean there’ll always be equal numbers of identical classes (e.g., a team with three TDs/two heavy tanks against a team with three TDs and three heavy tanks).
  • Artillery: The improvement will limit these to a maximum of three per team.
  • Light tanks:. To ensure the new system works, we’ll be stretching light tank branches to Tier X. The addition of tier IX–X vehicles will let the matchmaker assemble diverse teams, and faster. As for gameplay, this could kill two birds with one stone: light tanks gain power and get a chance to contribute meaningfully. The combination of decent view range, compact size, great speed and solid firepower (with guns being just a little less powerful than those of medium tanks) will transform them into small and swift predators. When positioned well, they will pose a threat to the enemy.

Sandbox Server: Second Iteration

Global rebalancing is hard to implement and get right, but we are committed to moving forward on this front. This past summer, players and developers tested a few different balance setups on the special Sandbox server. We can’t thank you enough for answering the call and helping us with feedback and suggestions!

The second Sandbox kicks off in 2017. Unlike the first, which featured massive changes to vehicle roles, and more, stage two will be divided into two phases, each introducing selective changes for you to test. This time, we’ll continue fine-tuning features that showed good results during summer testing.

PHASE 1 AGENDA:
Changes to accuracy, penetration loss over distance, and the revised overmatch/ricochet rule that was first revealed during the 9.17 Public Test.

Currently, the penetration stats and great accuracy of top-tier TDs and medium tanks allow them to hit and penetrate well-armored frontal projection, even at long range. We’ll be tweaking their penetration stats and penetration loss over distance mechanic, as well as accuracy stats for all other tanks, to raise the role of armor and make it more fun to play heavily-armored vehicles.

PHASE 2 AGENDA:
Changes to artillery; new consumables that could be used several times per battle.

For artillery, we’ll continue testing the “stun/shellshock” feature. We improved it a lot since the first Sandbox, so it’s different from what some of you saw this summer. Also on the docket in this phase are aiming improvements, including the introduction of an alternative aim similar to Battle Assistant. The UI will undergo a few improvements as well and will provide you with important information about the stun: duration, radius, etc.

Liked it? Take a second to support Rita Sobral on Patreon!
What’s Ahead For World Of Tanks

57 thoughts on “What’s Ahead For World Of Tanks

  1. fighting_falcon93 says:

    So they’re going to turn tier 10s into buffed MTs and they’re going to continue nerfing the accuracy values in Sandbox… For some reason these “news” made me not look forward to World of Tanks during 2017:/

  2. So, a buff to arty…because clearly its needed <<<sarcasm. Tier 10 lights , because that will be fair to the Tier 8 heavies and mediums???? And still they are keeping +/-2 MM. This should be reduced for lower tiers to make a match fairer. If tanks need nerfing because of this, so be it.

    1. Note the tier 10 lights are coming with the new MM. And read this “The improved matchmaker design will balance teams according to a number of templates (e.g., 3/5/7: three vehicles at the top of the list, five in the middle, and seven at the bottom)”. So there will be less situation (hopefully) where there’s that one poor sod in his tier 8 heavy in a match full of tier 9s and 10s.

  3. whitesample says:

    As long as they dont fix the accuracy on the move bug and remove artillery ill be dissaPOIting.
    Really, tier 10 russian meds are stupid.

  4. So rather then making the VK45.02 P historical they are taking it away from the Porsche line and making it build into a Krupp desing? Logic…

    Most keen for US TD speed buff, thinking the T28s will be buffed to about 22-24km-h and T95 to 18km/h

    1. But seriously:

      “This growth often happened with little change to how they relate to each other regarding historical authenticity”

      “Little change” they say… HA

      Isn’t having the VK45.02 P with historical stats at tier 7 building into the VK100.01 P more historical then having an unhistorical Porsche design build into a questionable Krupp design?

      And then there’s the Americans: T28 Proto, T28 and T110E4 are all fakes. To this day I fail to understand why they changed the T34 (tier 9 ht) and T30 (tier 10 ht) just to bring in the M103 and T110e5 and make a fail line of turreted “TDs”. Because clearly T28 Proto (fake) -> T30 (HT) -> T110e4 (fake) makes for a more historical TD line then T29 -> T34 -> T30 did for a HT line…

      But remember, this changes did little to alter how the vehicles relate to each other… kk

    1. Brett Brakefield says:

      Actually, reduced pace would be a lovely change from the twitch shooting-type shenannigans it is today. If you want quick pacing, go play Call of Duty.

      I also was going to say that the VKB will just basically be a prem round required to kill tank, but then noticed they nerfed the LFP as well. So it balances out, I guess.

  5. Ares says:

    Well if they gonna buff VK auf A, and Vk 100.01 P will be in game, Tiger 2 will have to be change somehow. It’s only tank mission here.

  6. OSB says:

    Okay, experts, seeing as you all know exactly what’s good and bad for the game, why don’t you go and make your own – It’s sure to kill WoT dead and, because it will be a perfect game, you won’t have to deal with whining little children who do nothing but criticise, even when you try to improve things (which, of course, you won’t have to do because your game will be perfect from the outset)

  7. Xavier says:

    Sooooo…..

    Instead of just lowering the Tiger I to tier 6, Tiger II to tier 7, VK 40.02 B to Tier 8 w/ historical stats, they are gonna throw historical accuracy into the garbage once and for all and buff all those tanks AND make the VK 72.01k a regular tier 10. The 72.01k is already completely fake. (almost twice the irl planned weight and armor)

    This is just about as historical as the 59-patton

    1. yer nar WG just dont give a shit about historical accuracy, they stopped caring a long time ago, if they did the turreted American TD line wouldn’t be a thing and the Swedish HTs would be better

    1. The Vk 30.01P still has the icon of a medium tank and it’s much more mobile than a VK36.01 H with less armor so there isn’t any real need to make it a heavy tank. It’s a decent transition from the Pz IV H to the Tiger P

  8. Wow i really like what i’m hearing in this. Maybe ill finally come back to WoT and enjoy it! . . . . . Oh wait, no mention of fixing, or better yet, removing premium shells. Guess i’ll just stick to AW

      1. Premium shells are broken. I much prefer AW’s way of making shells unique where each type of shell is better in different situations.This will become even more so after Balance 2.0. WG really needs to get rid of previous mistakes and rework some foundations of the game. I just feel like some of the main problems are not being addressed in their Sandboxes

  9. Christ, do we really need stronger light tanks? People already sit at the back of the team spamming premium with them even in a tier X match. Tier to tier, light tanks are already better than medium, so introducing tier X light tanks will just make tier X meds obsolete.

      1. Really? Which would you rather pick: T-54 LT or T-44? Indien/Panther II or RU? WZ or T-34-2? I’d go for the light every time.

        If light are so useless, why is it that Clanwars has only heavies and lights (and the occasional arty)?

        Mobility, camo/view range and gun is what the game favors. You can look at any tier and in 90% of the cases the strongest tanks fits those three.

        Just waiting for the inevitable “Oh but hurr durr corridor maps…”

      2. Lol you have a clue don’t you….

        You do realise that scouts have…wait for it….scout mm. So try matching any tier 8 light to the tier 9 meds. Then we will talk.

        Oh suddenly the lights are pathetic and useless. And that’s another good reason why the suggested change is good. Lights are excessively used in clan wars because the game doesn’t care about scout mm in those modes. Only about vehicle tier. So it’s like bringing a tank with tier 9 mm into a tier 8 clan war. That’s why they are used in that mode.

        I guarantee and you will know this if you have a single clue about clan wars that if a team has a choice between a med 1 tier higher than the light then any half decent team would pick the med. Not the light.

        And indeed corridor maps already restrict not only light tanks but all other softly armoured support and sniper tanks.
        The other reason why mobility is required in clan wars is because of a team of 7 or 10 on the same maps means that your team has to cover the same ground with less tanks.
        Look past that fact and if you look at tier 10 clan wars and what do you see….Obj 140 because op Russian med and batchat because of the clip. NOT because of the mobility. That is just a bonus.

        Camo and view range is importantin team games because of the same reasons and beca use information to an FC is vital. However for the majority of players in the game that doesn’t apply. Random battles do. And in almost every random battle ever with the exception of 2 or 3 maps camo and view range are almost completely irrelevant just like accuracy.

        So next time you want to start spouting off utter garbage check your facts and also think before you start typing away like a little keyboard warrior.

  10. Asghaad says:

    So, instead of fixing the matchmaking so its more fair they will forcibly put three top tiers five mid tiers and SEVEN lowtiers to fix the issue of “being bottom feeder XP piniata” too often …

    well i dont know what they are smoking but this just means we can expect to be matched at -2mm 46% of the time … mid tier 33% of the time and top tier 20% of the time …

    instead of forcing MM to create same tier battles as often as possible it will continue to screw over 80% of players in every battle with cherry on top that if there are only 3 top tiers per team, then better hop they are good players in good machines – if they are not get ready for landslide loss …

  11. OrigamiChik3n says:

    Soooo… GreedyGaming is still catering to the whiners again: “I wanted to take my Maus, press W and troll enemies with my impervious armour without doing anything, But they trolled me with premium rounds instead, Make armour great again so that stupid people like me can drive across the open field in Malinovka”. And WG did listen.

  12. It looks good. Not sure why people are whining so much.

    If they do go ahead with these changes it will start to fix a lot of the imbalance we have in the game currently.

    They need to drop the idea of more penetration dropoff and the accuracy reduction garbage. You want to make armour useful? FIX GOLD AMMO IDIOTS. THE ANSWER IS SIMPLE.

    HOWEVER THIS IS WG SO I’M SURE THEY WILL GO BACK OK THEIR WORD OR FUCK IT UP SOMEHOW. I’LL BELIEVE THESE CHANGES WHEN I SEE IT.

    1. Anonymous says:

      Mindless gold spamming makes them in profit….Not going to happen…. You should know WG unofficial motto…Rubles before gameplay every time.

  13. Ha this is funny ! “as well as accuracy stats for all other tanks”
    I already dont take shots at 300m plus is many tanks because there is no point its goes as follows:
    (fully aimed reticule covering 90& of tank approx.)
    shot 1 miss
    shot 2 Critical Hit
    shot 3 miss
    shot 4 Critical Hit
    shot 5 damaging hit

  14. Anonymous says:

    There should be a little slot machine symbol when you fire ,, ding ding ding … You Get … Critical Hit , sorry try again,
    I played 2 games last week

  15. Anonymous says:

    out of those 2 games
    game 1: ammo racked at start of game crossing field in Mountain Pass
    game 2: one shotted by arty at start of game …

    World of Random … “Critical Hit !!!, Critical Hit (theres nothing critical about it other than doing zero damage)

  16. Anonymous says:

    There should be a little slot machine symbol when you fire ,, ding ding ding … You Get … Critical Hit , sorry try again

    World of random …. irritating to play ….

  17. sp15 says:

    “incorporating your feedback and respecting the historical stats”
    HAHAHAHAHAHAHAHAAHAHAHAHAAHAhahahahaahahahahahahahaha
    Man that is some of the funniest stuff i have ever read.

  18. Anonymous says:

    WOW, decided to read the comments, all you do it whine. MM changes to using a template, that’s a good thing. Historical accuracy? this is a game, an arcade game in fact. Yes its better when its there but more tanks and game play is much more important. The entire game isn’t historically accurate. The T30 becoming a TD is bad and three unhistorical tanks taking their place? pretty sure 3 lines with decent tanks is better than the T30 being a tier 10 heavy… The more tanks the better, as long as they are balanced. Tier 10 light tanks, about bloody time. Maybe they could actually become a vital part of the game and we can finally stop hear people crying about being in a tier 10 game in a tier 7. Come on, don’t whine about good things, while about bad things, like OP tanks being introduced… If you whine about everything your ability to whine about something actually shitty is significantly reduced. Because you just whine about everything.

  19. James says:

    Historical accuracy….. Really it’s not a simulation, it’s a game, if it was a simulation, your tank would be knocked out by the first shot then nobody would play the game

  20. metalscourge says:

    Ok… if Devs are going to be listening to us more seriously… could you please rework the American medium line to include the m60a1 as tier 10 and make a second line of med (the t95 series…. you have the chieftain t95, t95 chieftain for the UK…. and you have the t95e2 and t95e6 in game but only have it as clan rewards….) and also with the t92 light tank in test server please try to make it in the research-able light tank tech tree…we already have the t71 cmdc tier vii premium in test server right now, make that as a premium, and plus I’m pretty sure most would appreciate it being added to the game just for its cool appearance and characteristic.

    Please don’t ignore this comment. I do have reasoning within my argument. Take this into consideration.

  21. betterdead thanred says:

    glad they are doing something about most UP german tanks.
    not sure about tier X lights, gotta be balanced better than today atleast. tier 8 lights usually outperforms their peers. speed,camo and spotting, and less dpm is what i believe its gotta become the norm.
    but at the same time. when in camping maps. having a good scout is essential to victory. and should be a minimum of skill b4 allowed to drive one. lets say a minimum of 1k wn8 skill for lights.

    lights really can make or break a match. proceed with caution WG….

  22. yer no matter how many times I look at it the German HT rework doesn’t make sense to me, I would have done it as such:

    Tier 6 Tier 7 Tier 8 Tier 9 Tier 10

    -> Leichter Löwe -> Schwerer Löwe -> PzKpfw VII (VK72.01 K)*
    /
    VK45.01 (P) -> VK45.02 (P) —-> VK100.01 ——> Mauschen ——> Maus
    |
    V
    VK45.01 (H) -> VK45.03 (H) ——> Tiger II ——-> E75 ———–> E100

    *I know the VK72.01 is fake, but so is a number of tanks from other nations so I’ll let it slide since it’s not impossible for the design to have existed. Although it would have been named the VK120.01 since it weighs 120t in-game and is the “first variant”.

  23. salty_mike says:

    This is a step in the right direction. They seem to identify some of our complaints and trying to tackle the issues. This is all going to be compromise; there will no perfect answers. Thats expected among so many god damned humans and their stupid thoughts all competing against each other. I think WG has to try to please most of us so we keep playing. I, so far, enjoy the majority of the game and WANT it to succeed. I dont want to learn/put new time in a different game. Its easy to bitch about it from the sidelines, but I recognize they are not geniuses. It’s a fucking game thats a good stress relief from actual life. Thats what I need it to be. I hope they keep that the core.

      1. If history was altered it was chosen over the Henschel design then it would recieved the same changes to armor thickness as the Henschel design for the Tiger II did. The armor for the VKb at best would be that of the Tiger II… Had it been chosen that is

  24. wolvenworks says:

    TBH still not happy with the shellshock mechanic, based on what i’ve heard.IMHO they’ll encourage people to camp more, but at least with their stats temporarily debuffed you won’t have to worry about them loading in time to counter you when you jab at him after a stun

  25. Nickk says:

    Since the VK72.01 K is the new tier 10 coming after the VK line does that mean the players who have the Maus will get the VK72.01 K as well in their garage?

  26. Since the VK72.01 K will be the new tier 10 in the VK line replacing the Maus does that mean when the Maus gets kicked over to the new line players who already have the Maus will get the VK72.01 K in their garage?

Leave a Reply