WoT 1.20: List of Changes


The following vehicles have been added for testing by Supertest players: ST-62 Version 2, TITT Rozanov and MBT-B

Changes were made to the technical characteristics of the following vehicles:

U.S.S.R.

Т-43

  • Decreased the dispersion during movement and on hull traverse for the T-43 suspension by 25%
  • Decreased the dispersion during movement and on hull traverse for the T-43 mod. 1943 suspension by 27%
  • Decreased the dispersion of the 85 mm D5T-85BM gun during traverse of the T-43 mod. 1943 turret by 43%

A-44

  • Decreased the dispersion of the 107 mm ZIS-6 gun from 0.45 m to 0.43 m
  • Decreased the dispersion of the 107 mm ZIS-6 gun on turret traverse by 25%
  • Decreased the aiming time of the 107 mm ZIS-6 gun from 3.4 s to 2.9 s

Germany

Spähpanzer SP I C

  • Decreased the gun dispersion on turret traverse by 38%
  • Decreased the reload time of the 90 mm D921 F1 gun on the Spähpanzer SP I C PT I turret from 10 s to 8.5 s
  • Decreased the reload time of the 90 mm D921 F1 gun on the Spähpanzer SP I C PT II Rh.-Nr. WK-G2 turret from 9.5 s to 8 s
  • Decreased the reload time of the 90 mm Mecar gun from 9 s to 7.5 s

HWK 12

  • Decreased the gun dispersion during movement and on hull traverse for the HWK 12 suspension by 38%
  • Decreased the gun dispersion during movement and on hull traverse for the HWK 12 verbessert suspension by 29%

Rheinmetall Panzerwagen

  • Decreased the gun dispersion during movement and on hull traverse by 29%
  • Decreased the gun dispersion from 0.36 m to 0.33 m
  • Decreased the gun dispersion on turret traverse by 20%
  • Decreased the reload time from 9 s to 8 s
  • Decreased the aiming time from 1.6 s to 1.4 s

Tiger (P)

  • Decreased the dispersion of the 8,8 cm Kw.K. 43 L/71 gun during traverse of the Tiger (P) Neuer Turm turret by 25%
  • Decreased the reload time of the 8,8 cm Kw.K. 43 L/71 gun on the Tiger (P) Neuer Turm turret from 8.6 s to 7.7 s
  • Decreased the reload time of the 8,8 cm Kw.K. 43 L/71 gun on the Tiger (P) Turm Nr. 1 turret from 9.1 s to 8.2 s
  • Improved the frontal armor of the Tiger (P) Neuer Turm turret
  • Increased the vehicle durability with the Tiger (P) Turm Nr. 1 turret from 1,350 HP to 1,400 HP
  • Increased the vehicle durability with the Tiger (P) Neuer Turm turret from 1,450 HP to 1,500 HP

U.S.A.

T95

  • Increased the reload time of the 155 mm AT Gun T7 from 18.3 s to 19 s
  • Increased the aiming time of the 155 mm AT Gun T7 from 2.5 s to 2.7 s
  • Decreased the view range from 380 m to 360 m

T110E3

  • Increased the reload time from 17 s to 18 s
  • Increased the aiming time from 2.5 s to 2.7 s
  • Decreased the view range from 390 m to 370 m
  • Decreased the vehicle durability from 2,050 HP to 1,950 HP

T57 Heavy Tank

  • Decreased the gun dispersion during movement and on hull traverse by 12%
  • Decreased the aiming time from 2.9 s to 2.7 s
  • Increased the reverse speed from 12 km/h to 14 km/h

France

ARL V39

  • Decreased the reload time of the 90 mm AC DCA 45 gun from 9 s to 7.5 s
  • Increased the top forward speed from 42 km/h to 45 km/h

AMX 65 t

  • Increased the dispersion during movement and on hull traverse for the AMX 65 t bis suspension by 12%

AMX M4 mle. 51

  • Increased the dispersion during movement and on hull traverse for the AMX M4 mle. 51 suspension by 12%
  • Increased the dispersion during movement and on hull traverse for the AMX M4 mle. 52 suspension by 14%
  • Increased the aiming time of the 127 mm/54 Model 1948 gun from 2.3 s to 2.5 s

AMX M4 mle. 51 FL

  • Increased the dispersion during movement and on hull traverse by 14%
  • Decreased the top forward speed from 40 km/h to 35 km/h

AMX M4 mle. 54

Increased the dispersion during movement and on hull traverse for the AMX M4 mle. 54 suspension by 33%

  • Increased the dispersion of the 130 mm/45 Model 1935 gun from 0.33 m to 0.36 m
  • Increased the dispersion of the 130 mm/45 Model 1935 gun on turret traverse by 40%
  • Increased the reload time of the 130 mm/45 Model 1935 gun from 13.4 s to 14 s
  • Increased the aiming time of the 130 mm/45 Model 1935 gun from 2.2 s to 2.5 s

U.K.

Comet

  • Decreased the dispersion during movement and on hull traverse for the A34 suspension by 25%
  • Decreased the dispersion during movement and on hull traverse for the A34A suspension by 27%

Centurion Mk. I

Decreased the dispersion during movement and on hull traverse for the Centurion Mk. I suspension by 27%

Decreased the dispersion during movement and on hull traverse for the Centurion Mk. III suspension by 30%

Centurion Mk. 7/1

  • Decreased the dispersion during movement and on hull traverse for the Centurion Mk. 7 suspension by 30%
  • Decreased the dispersion during movement and on hull traverse for the Centurion Mk. 9 suspension by 33%

Centurion Action X

  • Decreased the gun dispersion during movement and on hull traverse by 29%
  • Decreased the gun dispersion on turret traverse by 33%
  • Decreased the reload time from 8.6 s to 8 s
  • Increased the top forward speed from 53 km/h to 55 km/h

Japan

The following vehicle has been added for testing by Supertest players: Type 5 Ka-Ri

Sweden

The following vehicle has been added for testing by Supertest players: Latta Stridsfordon

Ikv 90 Typ B

  • Decreased the dispersion of the 9 cm kan m/F gun from 0.36 m to 0.32 m
  • Decreased the aiming time of the 9 cm kan m/F gun from 2.3 s to 2 s

Italy

Prototipo Standard B

  • Increased the gun dispersion during movement and on hull traverse for the Prototipo Standard B I suspension by 11%
  • Increased the gun dispersion during movement and on hull traverse for the Prototipo Standard B II suspension by 12%

Progetto M40 mod. 65 and Progetto M40 mod. 65 BB

  • Increased the gun dispersion during movement and on hull traverse by 29%
  • Decreased the thickness of the frontal hull armor
  • Decreased the reverse speed from 23 km/h to 20 km/h

Rinoceronte

  • Improved the frontal turret armor
  • Increased the velocity of the с.с. 127/54 Mk. 411 shell by 22%
  • Increased the reverse speed from 12 km/h to 15 km/h

Map Changes

  • The Oyster Bay map was added.

Mines

  • The driveway to the island (squares H2–H3) from the lower team’s side is now safer.
  • Cover was added in square G4, providing some protection from enemy fire from the small island. It also allows you to defend against vehicles occupying the island.
  • Cover was added for the lower team in squares E7–E8.
  • It is no longer possible to shoot at vehicles of the lower team from the mountain in square E7.
  • A house covering the collision point on the corner in square D7 was added.
  • The direction of the descent from the mountain was changed to keep vehicles from crashing into the structure and taking damage in square D7.
  • It is no longer possible to get stuck in squares C4, E7, F1, F3, and F7.

Airfield

  • The central direction (squares D5–D7 and E5–E7) was reworked to make gameplay more comfortable for heavily armored vehicles. The side “fenders” are now larger, and players can now take several positions there.
  • The clash area was moved toward the center of the map, making it possible to balance the distance of fire.
  • A driveway from the central hill towards heavy tanks’ positions was added (squares E5–E6 and D5–D6).
  • Positions for light tanks were improved, and tactical variability in this direction was increased (squares B4–B7).
  • Players in quick light and medium tanks can no longer use the non-playable slope to get onto the elevated position in square E7.

Steppes

  • The defense positions of the upper team were improved to adjust the balance for both teams.
  • The defensive position in square A3 was reworked. It is now easier to stop enemy advances from this position.
  • The hill was extended as a defensive cover for the upper base in square C4.
  • It is no longer possible to get stuck in squares F1, H5, J3, and K6.

Province

  • It is no longer possible to get stuck in squares A2, B4, C2, C3, J7, and J9.

Lakeville

  • It is no longer possible to get stuck in squares B3 and E4.
  • It is no longer possible to drive into non-playable areas in square F4.

Serene Coast

  • It is no longer possible to get stuck in squares C2, B3, and E4.
  • It is no longer possible to drive into the non-playable areas in squares D3 and F4.

Empire’s Border

  • It is no longer possible to get stuck in squares A5, B1, G9, J9, and K2.
  • It is no longer possible to drive into non-playable areas in squares C6, F5, and K1.

Glacier

  • It is no longer possible to get stuck in squares C7, D1, and J9.
  • It is no longer possible to drive into non-playable areas in squares A1, A5, A8, B1, F0, and G3.

Safe Haven

  • It is no longer possible to get stuck in squares A1, A0, C5, C0, F5, H7, and J7.
  • It is no longer possible to drive into non-playable areas in squares C7, D3, G7, and H4.

Outpost

  • It is no longer possible to get stuck in squares D6, E4, F3, and F5.

Nebelburg

  • It is no longer possible to get stuck in squares C9, D5, and F5.

Tournaments and Challenges

  • A Tournaments tab containing lists of available tournaments and challenges was added to the main menu in the Garage.

Bootcamp

  • Players can now use Tier VI and VII vehicles to complete the Bootcamp.
  • The nation of the vehicle used in the Bootcamp will depend on the player’s region and country.
  • When entering the main Garage for the first time, players will receive three Tier III vehicles that can be used to complete the Bootcamp. Tier I vehicles of other nations will not be credited. The total number of vehicle slots will not change.

Store

  • New vehicles, equipment, and 3D styles were added to the Items for Bonds section in the in-game Store.

Known Issues

  • In some cases, the sequence of events in the damage log is distorted.
  • In some cases, falling trees fall through the terrain.
  • Upon the successful completion of the Alliance-14 mission during the Chimera operation, the failed mission icon is displayed after the battle.
  • The Battle Results screen is missing an entry about the completion of the last mission in a series.
  • There is no voice notification when an enemy vehicle is destroyed.
  • When switching to Sniper mode on high graphics settings and zooming in on foliage, the FPS (frames per second) rate may decrease.
  • The ammo rack detonation icon is repeatedly displayed above vehicles destroyed beyond the draw circle when these vehicles enter the player’s draw circle radius.
  • When mounting the Experimental Optics equipment, the view range value is rounded down.
  • When watching replays, vehicles do not make engine or track sounds.
  • When the commander is injured and Large First Aid Kit is used, the time needed to change a loaded shell decreases for a loader with the Intuition perk trained.
  • When hovering an SPG’s Artillery Aim over an enemy vehicle located beyond the player’s draw circle, and the vehicle is then destroyed, the animation of its ammo rack detonation is displayed.
  • When antialiasing is enabled with Standard graphics, the silhouette of the player’s vehicle turns green in some cases.
  • On some Frontline mode maps, it is possible to drive inside structures at their bases.

Fixed Issues and Improvements

  • Fixed the issue of simplified outlining occasionally working incorrectly in game modes that feature vehicle respawn.
  • Fixed the issue in the Frontline mode where, after losing a vehicle and selecting a new one, the player would sometimes enter battle in a different vehicle from the one they selected.
  • Fixed the issue of some elements of the aiming interface not displaying for Swedish tank destroyers and the Kunze Panzer tank when switching them to Siege mode.
  • Fixed the issue of the Jupiter Fulgur 3D style’s visual effects displaying incorrectly.
  • Fixed the issue of the Minefield Combat Reserve working incorrectly in the Frontline mode.
  • Fixed the issue of the AMBT medium tank seeing through obstacles in Sniper mode.
  • Fixed the issue of the rotating rollers animation for the Archer TD displaying incorrectly.
  • Fixed the issue of, in some cases, fallen trees falling through the terrain in square A7 on the Steppes map.

6 thoughts on “WoT 1.20: List of Changes

    1. It will simply become one of the worst tier 10 tank in the game.
      The gun takes A LOT longer to aim = slower reload = worse actual DPM. This tank has the lowest potential among all tier 10s before, now its potential is even worse.
      -20 km/h reverse means you can’t really take that 3% camo from Field Mod, so -3% camo.
      UFP nerf doesn’t really matter but still, now IS-7 can autoaim you and don’t give a shit.

  1. WG “we will nerf some tanks you really like”
    community “nooooooooo”
    WG “we don’t care what you want!!!”

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