WoT 9.22 Preliminary Patchnotes

Matchmaker tweaks

  • The changes will mostly affect how players are put together in various game modes. This means that if you were thrown into the usual random battle a few times in a row, now you’ll have a greater chance to see another game mode.

Customization improvements

  • On the bottom side of the menu we’ll have icons which will signal which elements of customization are applied to the tank
  • The area which you can click to apply an emblem got bigger

Changes in Ranked Battles

Changes in the upcoming season:

  • The season will be 21 days long and ‘phaseless’
  • The am mount of ranks increased from 5 to 15
  • Chevron acquisition requirements changed again:

1. Top 10 of the winning team and the best from the loser team will get a chevron
2. Top 3 players from the winning team will get an additional chevron
3. Players from places 11-15 of the winner team and 2-5 of the loser team won’t lose a chevron
4. Players from places 6-15 from the loser team lose a chevron

  • New functionality added – Rank Protection. Some of the ranks will be ‘safe’ (probably like in botes)
  • The interface of the ranked mode was adapted to display 15 ranks
  • The reward interface was redone
  • The rank acquisition visualization was changed
  • Ranks removed from the tank carousel
  • The interface of the rank progress was changed

Stronghold mode changes

  • The commander can now, before battle, give permission to each player to use the special consumables

Vehicles

USSR:

New vehicles added:

  • IS-M (tier VIII)
  • Object 430U (replacing the Object 430 on X)
  • Object 268 Version 4 (replacing the Object 263 on X)
  • Object 257 (tier IX)
  • Object 263 (tier IX)
  • Object 430 (tier IX)
  • Object 705 (tier IX)
  • Object 705A (tier X)

Yet unknown tanks after the T-10 and Object 430 Version II will be added in a future patch.

Removed:

  • Object 263
  • Object 430
  • SU-122-54

Changed stats:

SU-101

  • Changed the 122mm D-25S to the 122mm D-25-SU-101
    – Gun depression: -3 / +18,3
    – Accuracy: 0.44
    – Reload time: 11.1s
    – Aim time: 2.5s

Ammo:

– UBR-471: DMG: 390, Pen: 210mm
– BR-471D: DMG: 390, Pen: 248mm
– UOF-471: DMG: 530, Pen: 64mm

– On the move dispersion for the SU-101 suspension decreased by 33%
– On the move dispersion for the SU-102 suspension decreased by o 37%
– Reduced the hull traverse dispersion for the SU-101 suspension by 33%
– Reduced the hull traverse dispersion for the SU-102 suspension by 37%
– Nerfed the hull traverse speed for the SU-101 suspension from 34 to 23 °/s
– Nerfed the hull traverse speed for the SU-102 suspension from 36 to 25 °/s
– Nerfed accuracy of the 100 mm D-10S mod. 1944 from 0,35 m to 0,4 m
– Nerfed accuracy of the 100 mm D-54S from 0,35 m to 0,39 m
– Nerfed accuracy of the 122 mm M62-C2 from 0,37 m to 0,42 m
– On the move gun bloom while moving the gun for the 100 mm D-10S mod 1944 nerfed by 25%
– On the move gun bloom while moving the gun for the 100 mm D-54S nerfed by 25%
– On the move gun bloom while moving the gun for the 122 mm M62-C2 nerfed by 25%
– Nerfed reload speed for the 100 mm D-10S mod. 1944 from 6,2 s to 7,1 s
– Nerfed reload speed for 100 mm D-54S from 6,7 s to 9,1 s
– Nerfed reload speed for 122 mm M62-C2 from 12 s to 12,6 s
– Increased aim time for the 100 mm D-10S mod. 1944 from 1,7 s to 2,3 s
– Increased aim time for the 100 mm D-54S from 2,1 s to 2,3 s
– Decreased aim time for the 122 mm M62-C2 from 3,1 s to 2,5 s
– Nerfed view range from 380 m to 350 m
– Nerfed horizontal gun laying speed from 45,9 to 27,1 °/sec
– Hull armor increased
– Decreased muzzle velocity for the UOF-471 round fired from the 122 mm M62-C2 by 10%
– Decreased muzzle velocity for the BR-472 round fired from the 122 mm M62-C2 by 10%
– Decreased muzzle velocity for the BK-9 round fired from the 122 mm M62-C2 by 8%
– Increased depression for the 100 mm D-10S mod. 1944 from -2,3 to -3°
– Increased depression for the 100 mm D-54S from -2,3 to -3°
– Increased depression for the 122 mm M62-C2 from -2,2 to -3°
– Increased the vertical gun arc for the 100 mm D-10S mod. 1944 and 100 mm D-54S from -9,3 / 9,3° to -10 / 12°
– Increased the vertical gun arc for the 122 mm M62-C2 from -7,3 / 7,3° to -10 / 12°
– Increased the reverse speed from 16 to 18 km/h
– Increased the healthpoints from 990 to 1100

SU-100M1

– On the move dispersion for the SU-100M1 suspension decreased by 30%
– On the move dispersion for the SU-100M1 Bis suspension decreased by o 33%
– Reduced the hull traverse dispersion for the SU-100M1 suspension by 30%
– Reduced the hull traverse dispersion for the SU-100M1 Bis suspension by 33%
– Nerfed the hull traverse speed for the SU-100M1 suspension from 32 to 23 °/s
– Nerfed the hull traverse speed for the SU-100M1 Bis suspension from 34 to 25 °/s
– Nerfed accuracy of the 100 mm D-10S mod. 1944 from 0,37 m to 0,42 m
– Nerfed accuracy of the 100 mm LB-1C from 0,33 m to 0,41 m
– On the move gun bloom while moving the gun for the 100 mm D-10S mod 1944 nerfed by 25%
– On the move gun bloom while moving the gun for the 100 mm LB-1C nerfed by 25%
– Buffed reload speed for the 100 mm D-10S mod. 1944 from 7,3 s to 7,1 s
– Nerfed reload speed for 100 mm LB-1C from 5,9 s to 7,1 s
– Increased aim time for the 100 mm D-10S mod. 1944 from 2,0 s to 2,3 s
– Increased aim time for the 100 mm LB-1C from 1,7 s to 2,3 s
– Nerfed view range from 360 m to 350 m
– Nerfed horizontal gun laying speed from 45,9 to 27,1 °/sec
– Hull armor increased
– Increased penetration for the UBR-412P round fired from the 100 mm LB-1C from 235 to 258mm
– Increased penetration for the UBR-412 round fired from the 100 mm LB-1C from 183 to 212mm
– Increased the vertical gun arc for the 100 mm D-10S mod. 1944 and 100 mm D-54S from -8 / 8° to -12 / 12°
– Increased the forward speed from 50 to 54 km/h
– Increased the reverse speed from 14 to 16 km/h
– Increased the healthpoints from 830 to 850

HD models

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27 thoughts on “WoT 9.22 Preliminary Patchnotes

  1. So 100m1 is still a pretty meh tank after these buffs, or the hull armour buff is massive, and the 101 seems to become pretty shit… (Also why remove one of those tanks where you have a gun choice, the 100mm and 122 are currently pretty much as viable, but after these nerfs to the 100mm there is not even a point to using it anymore…)

    Like

      1. @Tank maymays xDDDDDDDD:
        First of all, where does it say that it will be unchanged? Unless I see it in the patch notes, I hardly doubt that they’ll put it unchanged on tier 9 because it would be simply OP if you compare it to other tier 9 TDs.
        Secondly, I “whine” because I don’t want a damn tier 9 vehicle, I want it as a tier 10, that’s why I grinded the entire fucking line which took a hell of a lot of time.
        Thirdly, I “whine” because they’re taking away diveristy from tier 10 and replacing it with yet another generic boomstick.
        Happy now or are you going to “whine” more about my comments?

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  2. Yeah nerf accuracy even more so you have to suck RNG´s dick to hit anything at all. Su 100M1 is a nice sniper and im enjoying it quite a bit for what it is. If you get fucked by RNG, (which happens way to often imo) even STRV 103B can miss 100m shots on stationary targets.

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    1. Nope, because it’s being dropped down a tier rather than outright removed, you’ll probably just get the tier nine 263 and the new tier ten.

      Like

  3. How about a 7/5/3 mm?

    I don’t really think Wargaming is going to go back to an older mm. They don’t do things like that. They problem with the matchmaker is that everyone gets third bottom tier often unless they are tiers 1-3 or 9-10. The mm prioritizes 3 tier battles with the 3/5/7 format. This format had good intentions from wargaming because they were trying to give the bottom tier players a chance to have an effect in battle, but this plan has backfired big time. What Wargaming didn’t notice was the basic math of the equation. (If I am way off please let me know).

    In each battle you have 30 tanks in all. 6 top tier, 10 mid tier, and 14 bottom tier. So, when any player pushes the “Battle!” button, they have a 14/30 (46.6667%) chance of getting bottom tier, a 10/30 (33.333%) chance of getting mid tier, and a 6/30 (20%) chance of getting top tier.

    In my opinion, Wargaming doesn’t need to do much about this to provide an adequate solution. Instead of using a 3/5/7 format for a 3 tier game, why not reverse it for a 7/5/3 format? That would give players a lot more top tier battles. Sure, players who get bottom tier will have a tougher time, but if you look at it in the sense that they will be getting bottom tier as little as players get top tier now, the equation balances out.

    What I have noticed is that it is a rather depressing feeling to see that you are bottom tier for 10 battles in a row. This leads to players saying “SCREW IT!!!! YOLO TIME!!!!!” because they won’ make any less credits yoloing than they would if they tried to play well, and get mangled by the big tanks. So, in theory, if players are to get more top tier games, there would a whole lot less yoloing, which would result in a whole lot less of the 5-15 losses and 15-5 wins, and more 14-15 games. Moral has a huge impact on how a battle turns out.

    And if players are having more fun, they will invest more into the game, buy more premium tank, gold, garage slots, and most importantly to Wargaming, players will spread good reviews, which will lead to more WOT players, which will lead to more $$ for wargaming!

    Liked by 1 person

    1. Literally said exactly the same thing half a year ago but the problem is nobody really cares about a comment on some blog.

      3-5-7 format: screw more people less.
      7-5-3 format: screw less people more. (in bottom tier)
      add in both to equal out the chances for all

      Like

    2. The quantity of tanks depends of their level. Because of grinding, economics, premium vehicles (esp. with preff. mm). Too much 6 and 8 tiers, too few 7, 9 tiers.

      Previous mm was terrible. Esp. at night at 8 tier. 10 tier 10 tanks, 3-4 level 9 and you. Good l(s)uck, bro. Use your gold, Luke! (c)

      Like

  4. I remember WG promiss was- IF YOU PLAY IN BOTTOM TIER 3 BATTLES IN ROW, THE NEXT BATTLE YOU WILL BE IN THE TOP TIER. Do we have like that?

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    1. This was sadly removed in 9.19.1 and this was the update that screwed tthe MM totally. The issues was that people in NA cannot get to the battle that the algorithm makes them to because nobody plays WoT in NA and that’s why the MM got wrecked completely

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      1. So for NA problems other servers have to pay, instead adapt MM algorythm for NA server only, while it has so small player baze online. Epic logical, gg fuktards WG

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  5. So from this… the SU-100M1 and SU-101 are becoming shit purely because they won’t be able to hit anything… seriously, artillery is nearly as accurate as them… what the actual fuck

    And then they say they’re leaving the Obj 263 with the first stats they tested? 15.3 sec reload and 0.43 accuracy? I can have the same frontal armor, better accuracy and DPM if I played the T95. Why on gods green earth would I want this tier 9 piece of shit over the brilliant tank it is now?

    If they want the Obj 268 Ver 4 (which is arguably the single most unhistorical tank just to fit it after the Obj 263) so badly they can make it an alternative tier 10. There’s two tanks that can be at tier 9 that would be far more logical that won’t piss everyone off; Obj 262 and Obj 268 V2

    How WG became this fucking retarded is anyones guess

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  6. Matchmaker tweaks:

    – fixed the issue of being bottom tier all the time and being screwed over by higher tier tanks. Now the matchmaker prioritizes the 5-10 template first (which every player enjoys the most), single tier battles as second and if the matchmaker can’t find a good matchup, it will choose the 3-5-7 template. This way, the cues will be as short as possible and everybody will be happy with a good matchup.

    Wait, wut?

    Like

    1. in your dreams only.

      but I am more than sure that such a MM would please the vast majority of WoT-players. and 5-10 still would force enough players to use prem ammo so the credit sink would still be there.

      if only WG would confess 3-5-7 was a big mistake (for the players) …

      Like

  7. And I see they still haven’t fixed the issues of sound getting broken so only a proper game restart would help (and I got that with full vanilla) or the so-called “non-repeating map strategy”, which is another epic fail because I literally rotate between same maps over and over nowadays (different day – different same map rotation, like one day you don’t get El Halluf at all, play next day – you’ll get it a few times instantly), and not to mention I DID get Karelia Assault Defending side TWICE IN A ROW. WTF Wargaming…

    Like

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