World of Tanks 1.6 – Full patchnotes

Main Changes

Personal Missions Tweaks

  • Rebalanced the Personal Missions within the Object 279 (e) operation.
    • Conditions of 22 missions have been adjusted.
    • 2 missions have been changed while keeping the player’s progress within them (with the 1 to 1 conversion).
  • Rebalanced a number of missions for SPGs (within both campaigns).
    • 12 missions for SPGs have been changed within The Long-Awaited Backup campaign.
    • 5 missions for SPGs have been changed within the Second Front campaign.

Vehicle Customization

  • Added detailed information about some of the available styles in the game client.
  • Added new fonts for tactical numbers.
  • Reworked the interface of applying decals.
  • Added new decals: square and rectangular.
    • Square decals will be available for all Tier X and Tier VIII vehicles.
    • Rectangular decals will be available for Tier X vehicles and Tier VIII Premium vehicles.
  • Changed the spots that are available for applying the decals. All previously applied decals will be removed and sent to the section Exterior -> Decals.

Disabling Friendly Fire/Damage

  • We disabled team damage and team kills caused by friendly fire and ramming in all Random Battles (Standard, Encounter, Assault and Grand Battles).
  • Reworked the sounds and effects of direct hits received from allies.
  • Improved the system of penalties for causing damage and stunning allies.
  • Reworked the mechanics of interaction between the HE shells of SPGs and guns of the allied vehicles
  • The corresponding changes will be made to the Game Rules, which will take effect after the release of the update.

WoT Premium Account

  • Reworked the logic of adding the manageable XP bonus within WoT Premium Account. Now the extra XP will be sent to the crew according to the same rules that are applied to the Combat experience:
    • If the Accelerated crew training is disabled (or is not available) before the beginning of a battle, a share of experience will go to the crew, the rest will go to the vehicle.
    • If the Accelerated crew training is enabled, all experience will be distributed between the crew members.
  • Changed the conditions, upon which the bonus can be used (all below conditions should be met):
    • The most recent victory in the selected vehicle.
    • The vehicle is in the Garage (not sold, the rental has not expired, etc.)
    • The crew that won the battle is in the vehicle.
    • The current state of the Accelerated crew training option is the same as it was before the beginning of the battle.

Maps

  • Made some balance changes to a spotting position on the Malinovka map: removed the trees that prevented the northern team from spotting enemy vehicles.

Changes to the Wheeled Vehicles

  • Optimized performance of the engine modes.
    • When switching between the modes, the wheeled vehicles will not lose engine power anymore. This is especially important when switching from the Cruise to Rapid mode. Now the wheeled vehicles will not slow down before speeding up. The wheeled vehicles will simply keep building up the speed.
  • When switching between the modes, the wheels will be retracted and lowered down more realistically.
  • Optimized performance of the movement physics.
    • When running into an obstacle, it will be easier to regain control over the movement of the wheeled vehicle in some cases.
  • Added the option of disabling the speedometer of the wheeled vehicles in the client settings. Duplicated the indication of the drive modes on the damage panel.
  • Added the option of enabling/disabling the Auto-Aim Indicator for all vehicle types (via the tab of marker configuration). The Auto-Aim Indicator can be enabled/disabled separately for the Default and Alternative marker modes. The option will affect all vehicles, including the wheeled ones (i.e., the Auto-Aim Indicator can be disabled for the wheeled vehicles in the same way).
  • Added the option of switching between the drive modes for the wheeled vehicles during the pre-battle count down. The same applies to the Swedish tank destroyers.

Changes to the Interface

  • Added the option of disabling vehicles in the client settings. Duplicated indication of the damage modes.
  • Auto-Aim Indicator for all vehicle types (via the tab of marker configuration). It can be enabled / disabled. It can be disabled in the same way.

Team Battles Mode Discontinued

  • The Team Battles mode has been removed from the list of available modes.

Changes to the technical characteristics of the following vehicles

U.S.A.

  • Added the AE Phase I (for testing by Supertest players).

U.K.

  • Added a branch of researchable light tanks. The new branch of light tanks will start from the Tier VI Cromwell and contains the following vehicles:
    • VII—GSR 3301 Setter (Setter)
    • VIII—LHMTV
    • IX—GSOR3301 AVR FS (GSOR)
    • X—Manticore

Japan

Changed technical characteristics of the following vehicles:

  • STB-1
    • Changed the hull traverse speed from 55 to 52 deg/s
    • Changed the turret traverse speed from 46 to 50 deg/s
    • Changed the gun elevation angle from +9 to +15 deg (+21 deg when the hydropneumatic suspension is active)
    • Changed the gun depression angle from -6 to -8 deg (-14 deg when the hydropneumatic suspension is active)

 

 

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44 thoughts on “World of Tanks 1.6 – Full patchnotes

  1. that’s all ?
    is team damage being removed really the only significant change for this patch ? It’s not even a positive change, all it does is save you from the occasional accidental friendly fire at the cost of not being able to defend yourself against trolls who push you and block you !

    I thought it was going to be a big/important patch. Maybe with Tanks For Bonds which was supposed to come in spring, what kind of “technical issue” is there that takes so many months to fix ?

    Also still no chaffee race, no big balance chance, shell rework is still in sandbox…

    The british LTs are the only real novelty. And then again we get 4 tanks with probably awful firepower and I think low ammo capacity, wow, so great, a niche line within a niche class of tanks.

    That’s a boring patch, I don’t know why it was hyped at all, the changes to premium account from a few months back was easily the most significant change to the game this year

    Liked by 2 people

    1. Fewer changes = fewer ways for WG to mess up the game further.
      That should make you happy, brother.
      If there was any hype, I missed it.

      Like

      1. WG made the hype, by saying it will be a big and significant patch.
        I want some changes, some balance changes, too many tanks are still suffering.

        Liked by 1 person

              1. team damage was great because you could kill all the morons on your team, now you can’t and everyone will push others of the edge and block with no penalty, and that is not good.

                Like

    2. Exactly what I thought. Its terrible. I had hopes for WG getting better. They took some good steps this year, but 1.6 is a joke.

      Like

        1. First of all the ST-II WON’T replace the IS-4, it will be in a separate minibranch.

          Secondly why would WG wait for the removal of a Tier X tank when they have to give it away for free to everyone who has it in their garage at the time of removal?

          Like

          1. They’ve never said the STII will be a minibranch and they’ve discussed replacing the IS4 for years now. The IS4 overall is a fairily irrelevant tank give that there are others in the tree that do its role better.

            Liked by 1 person

    1. At 14 degrees that gives it the best gun depression in the game which matched with its impeccable turret and well I think I’m gonna cream my pants.

      FYI the Kranvagn has 12, STRV 103B has 11, UDES 15/16 has 13.

      Like

      1. Not true the Japanese Renault Otsu at tier 1 has the best depression in the game with 22 degrees on its top gun and 20 and its stock. Hell there’s actually 27 other tanks in the game that have OVER 14 degrees of gun depression and 4 others that can match it.

        Like

    1. You talk as if arty takes skill and those Arty related PMs are hard.

      The first set of PMs I did all of those with honors really easily long before they nerfed the mission requirements. As for the second set the arty related missions are even easier.

      Like

        1. Well as long asn RNG remains in the game and they keep adding bullshit weakpoints(or lack therof) people will continue to use gold rounds. I would love if they reduced the RNG from its current bullshit 25% to below 10 that way its more reallistic and your skill would matter again.

          Liked by 2 people

          1. If you are talking about penetration I would accept +-10%, but for alpha damages it needs to stay at +-25%. Adds miracle scenarios and personality to the game

            Like

  2. Misses the bit about the speeds at which the STBeast-1’s suspension activates/deactivates having been changed/improved to 30/30km/h.

    Like

      1. Just tried on the test server and yes, it works. Since it was a training room, I could do a few more thingies that you’d normally not try, and lowering/raising the hull while driving around is possible too, just not very helpful most of the time. The improved gundep is also pretty crazy, but you need to find ridges where you can fully optimise it.

        Like

  3. I absolutely love a few changes in the update!

    Fixing/buffing the wheels is questionable, though. Getting ready to make an excuse to nerf them?

    CHANGING MODES DURING COUNT DOWN! Amazing! Finally it is here!

    New tech tree! give them HESH…. I wont judge them too soon i guess….

    Making the STB-1 a unique vehicle finally! Now i want this tank! 14 gun depression, count me in!

    Like

  4. Still 25% RNG? So the soviets will keep on hitting targets while on the move … And guess what? Nobody talks about it cause retards love it anyway…

    Like

    1. but if they remove RNG i wont be able to whack a kranvagn in the mantlet for 2000 damage anymore in my barn. 😦

      Like

  5. As the daspood said where is tanks for bonds that they said they would release early spring then 1.4 and now if it gets released in 1.7 that is at least 5 months so i ask as he did what technical issue takes 3 to 5 months to fix. They just holding tanks for bonds trying to figure out how to make money on it bc they know selling bonds for real money would be direct pay to win. Everyone warned you wargaming not to release improved equipment now eat your mistake and release tanks for bonds.

    Like

    1. I said it in one of my comments above but they’re likely waiting for the release of the STII to replace the IS4 and make the IS4 the 4th legacy tank. It would make sense to release the bond shop at the same time as when the IS4 becomes a legacy tank.

      Like

      1. I said it in one of my comments above but ST-II won’t replace the IS-4 and it makes no sense to connect the release the bond shop with the removal of a Tier X tank.

        Like

        1. First off they’ve never said that the STII will become a minibranch but they have been saying for 2 to 3 years now that they will be replacing the IS4, Secondly you just tried using the word “sense” in a discussion about WG.

          Liked by 1 person

  6. It really pisses me off that they removed TT. Now you will see 26 of us Dingers using sync-tooning in random and you will pay the price.

    You will all suffer for WG’s stupid decision!

    Like

  7. Removing team damage is quite an awful idea. Not every player in this game want to win or something. Conflicts just happen and there is no way to resolve it. Exchanging fire could be painful, but pushing and blocking each other for the whole game is even worse.

    Since Wargaming haven’t developed a system to punish pushing and blocking, it doesn’t make sense to me simply remove team damage. Team killing is not the only way jerks would ruin the game of others. It is even quite the opposite. What if your team saw a jerk killing arties by blocking their fire or keep pushing teammates out of cover? You would kill it. Without team kill, how would you deal with this?

    The problem is simple, pushing and blocking could also ruin the game but would not be punished except by team killing. If there is no way to punish these, removing team damage will encourage these behaviors.

    Like

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