A new branch of British wheeled medium tanks has been added
Six new medium tanks (from Tier V to Tier X) have been added.
- AEC Armoured Car (Tier V)
- Staghound Mk III (Tier VI)
- FSV Scheme A (Tier VII)
- FV601 Saladin (Tier VIII)
- GSOR 1006 Scheme 7 (Tier XI)
- Concept No.5 (Tier X)
Stories
The Bootcamp has been replaced with the new Stories game mode.
The mode includes two narrative PvE missions designed specifically for new players.
For beginners, Stories launches automatically. For experienced players, Stories is available in the game mode selector.
Tank Academy
The order of some missions, as well as the conditions and rewards for some missions, have been changed.
The progress of players who have completed some Tank Academy missions will be kept and transferred to the new mission chain.
Battle Pass
Upon the release of the update, a new Battle Pass Season will begin. Its story is a prequel to the Mirny-13 event. New customization elements, crew members, and a Collection have been added.
A single page for all Collections has been added.
Minor technical and UX improvements have been made.
Onslaught
Main Changes
- The ranked Year of the Pegasus has been added.
- The Season of the Azure Pegasus has been added.
- Qualification has been added.
- The rank system has been updated.
New content for the Season of the Azure Pegasus
- Progressive Heavenly Horse (Azure) style with a new set of decals, emblems, inscriptions, and camouflage patterns
- Dog Tag Engraving: Victories of the Azure Pegasus
- Dog Tag Backgrounds: Iron, Bronze, Silver, Gold, Champion, and Legend
- Born to Fly nickname stripe
- Badges: Ascension, To Olympus
- Medal: Road to Olympus
- Rental vehicles: BZ-75 7×7, UDES 15/16 7×7, AMX 50 Foch B 7×7.
Other changes
- New maps have been added: Klondike, Mines, and Overlord.
- The locations of the Points of Interest on the El Halluf and Ghost Town maps have been changed.
- Some objects on the El Halluf, Ghost Town, Sand River, and Pilsen maps have been changed.
- The Redshire map has been removed from the roster.
- SPGs have been excluded from the mode.
WoT Plus
A daily login bonus (Attendance Rewards) has been added.
WoT Plus subscribers will receive a random reward for every first login of the day. Every fifth login will provide a special bonus.
To receive the Attendance Rewards, go to the Store and purchase a WoT Plus subscription using gold credited for testing.
Auto-Flipping Vehicles
In Random Battles, a mechanic has been added that allows overturned vehicles to automatically flip back onto their tracks/wheels after a certain time (15 s) instead of being destroyed.
For the mechanics to work, a vehicle should be overturned (lying on its side or turret) and should not be moving. Any movement of the overturned vehicle resets the mechanic trigger counter.
Known Issues
- In some cases, a vehicle may auto-flip with its track destroyed
- In some cases, an auto-flipped vehicle may end up inside a building
- In some cases, an auto-flipped vehicle may end up on a nearby vehicle, then fall back onto its side
- In some cases, if an overturned vehicle catches fire, the player will not see the fire timer (only the auto-flip timer is displayed)
Topography
The Mountain Pass map has been temporarily removed from the mode.
Changes to Maps
Mountain Pass
- The height of the hill in square H8 has been decreased, allowing the lower-base team to take sniping positions faster. The firing position along lines 9 and 0 has been closed.
- Intermediate covers have been added at the intersections of squares F9–F0 and E9–E0, allowing vehicles to move to the lower base more safely. The unbalanced position at the waterside in square E0 has been removed.
- Elevated positions and covers have been added for both teams in squares E9 and B6, allowing for mid- and long-range encounters.
- A global reworking of the heavy tank encounter zone in squares C7, D7, and D8 was done. The terrain has been reworked, new covers have been created, and the gameplay zone has been expanded.
- In squares H6–H7, a part of the mountain has been changed and cleared of its foliage to provide a narrow firing sector from the elevated sniping position in square H8 to enemy vehicles in squares J3–J4 (similar to the upper base).
- In squares G5–H6 and D2–E3, the elevated potion and the areas around it have been reworked to narrow the sector within which the lower team’s vehicles are exposed to enemy fire and to add new positions for mid-range shootouts.
- A balcony and some intermediate covers have been added in squares E2–G1, and the gameplay zone has been extended, enabling the lower team’s players to launch an attack in the direction of the upper base more comfortably.
- New covers have been added in square F4.
- In square D4, a rock has been added to keep vehicles at the sniping position in square C3 from shooting at vehicles moving along the bridge.
- In squares E6–F7, the zone next to the bridge from the lower team’s side has been reworked: the play area was expanded and new convenient positions have been added, allowing players to fire along the bridge during mid- and long-range encounters.
- In squares H1–K4, the clash zone has been completely reworked. The elevated position in squares H3–H4 has been moved toward the upper team. In squares F3–G3, part of the mountain has been removed to provide sectors of fire from the elevated position in other directions. Both teams have received convenient new positions and covers for mid-range shootouts. The approach time of the teams to the clash zone was balanced.
- Vehicle spawn points were changed for both teams to balance the teams’ initial routes at the start of battle.
- A number of minor edits were also made regarding the deletion of unnecessary vegetation and small rocks on vehicle routes for more enjoyable gameplay on the map.
Studzianki
- The factory area has been expanded. Some positions for sidescraping have been added (squares C4–C7 and D5–D6, respectively).
- Intermediate covers, such as terrain irregularities, have been added in squares D3 and D8. These positions will be useful when retreating from the factory area.
- Buildings have been added in the central ravine to adjust the balance for both teams (H5–H6 and G5–G6).
- In squares E5-E6, the ravine has been made deeper to cover vehicles from fire from the factory area.
- The village area on line K has been expanded. The terrain has been reworked, and new positions have been added in the ravine along the map border.
- Some foliage has been removed in squares K1 and K0.
- In square E0, an indestructible house has been added to balance the sides.
- The base has been moved for Encounter Battles.
Fisherman’s Bay
- The route to the town is now safer due to terrain in squares A6–B7, and also more convenient thanks to vegetation in squares C7–C8.
- An unpleasant line of fire has been removed from the town part in square E8.
- In the central part of the map (E5-E6), foliage has been added and a house has been moved to improve the line of fire for the upper team to shoot at the route toward the urban area of the lower team. On the opposite side in square F5, a bush has been added to improve the comfort of fire from the position.
- In square B2, the position for TDs has been improved. Foliage has been added and the position of the house has been changed.
- In square D1, the tree has been removed. It created a “double bush” when felled in the right direction.
- Since the upper team often pushes the lower team in the town, a couple of houses in squares H9-G9 have been removed to avoid a “blind spot” when approaching the urban area and to improve timings for the lower team.
- A position in square K7 has been added to improve the fire capabilities at the center and as an additional defense point for the upper team in case of a breakthrough from the east.
Oyster Bay
- A sub-direction on the heavies’ flank (squares E6 and F7) has become more exposed to fire from the main sniping positions on the northern side. Pushing it will now be less easy for the southern team.
- The elevated position in square F8 on the heavies’ flank has been reworked to expand the view/fire angle along the southern part of the map.
- The approach route to the scouting position of the upper team (square D6) has been improved. Previously, vehicles had to drive through the water, which slowed them down.
- The height of the mountains in squares H5 and G6 has been increased to protect the main positions of the upper team on the heavies’ flank from artillery fire of the lower team.
- The access routes to the elevated positions in squares G5 and E7 have been improved. Now they are not accessible from the steep side.
- The location of the naval gun (square C4) has been changed. Now it does not block the line of fire from the elevated TD position of the upper team (square B5) to the mediums’ flank.
- The bushes on the elevated TD position of the lower team in square E2 have been slightly moved. To make a shot at square B3, vehicles have to leave the bushes (similar to the elevated position of the upper team).
Murovanka
- The TD position was improved in square J9.
- In squares H7-G8, a safe route to the forest has been added.
- The position in squares F8 has become more protected due to the changed terrain.
- The position in square F9 has been improved. Now, vehicles fighting there are not exposed to enemy fire from the central hillock (square E8).
- Vegetation has been removed for a better line of fire at the positions, respectively, in squares D0 and F0–G0.
- To balance light tank gameplay for both sides, the road with the hill and bushes in squares E6-E7 has been moved toward the lower team.
- To balance the teams in Encounter Battles, the base has been moved to squares E2–F2, and the vehicle spawn points have been changed. They are now closer to the hills.
Cliff
- The line of fire from the base (square J3) near the heavy tanks at the center of the map was reduced significantly to make gameplay more comfortable for heavy vehicles.
- The rock (square G5) has been made larger to block the line of fire at heavy tanks. A house in square G6 has been added to block the line of fire from square H9 (to mirror the tactical setup on the opposing side of the map).
- A pit (squares D4–D5) where light and medium tanks could drop to has been removed. (This position played the role of a trap—tanks rolled in and couldn’t play effectively from that position anymore.) The height of the rock in square D5 has been decreased to provide a line of fire at the area in squares E6, F6, E7, and F7 from the position at the base.
- There is now a safer SPG zone in the A4 square, to balance the existing one on the southern side of the map.
- A pass to the area not intended for playing in square F7 has been removed.
Live Oaks
- The approaches to the urban area from both the upper (squares A5 and A6) and the lower (squares C1 and D1) bases have been reworked, making them safer for slow vehicles.
- More cover has been added to the A7, E0, and F0 squares to create more variability when attacking and defending the upper base.
- A swampy area in the K8 square has been dried up to give the lower base the same range of tactical opportunities that their opponents enjoy.
- Heavies can now clash with more convenience due to a slight expansion of the urban area in the A3 square and several destructible buildings in the A2 square made indestructible.
Lakeville
- In the mountain gorge on the map (squares from C1 to H2), the type of ground has been changed and vehicles will now traverse it with more ease. The changes are supported both mechanics-wise and visually; the gorge area has been dried up.
Ensk
- To make vehicles’ starting maneuvers easier, the locations of spawning points have been slightly changed for both teams, and priorities for spawning have been allocated based on vehicle types.
- For Encounter Battles, the spawning points on the upper side have been rearranged for the sake of map balance. For the sake of comfort, vehicle-type priorities for spawning have been set for both teams.
Siegfried Line
- For Assault battles on the map, the attacking team’s spawning zones have been merged into a single one and moved to squares E3 and F3.
Safe Haven
- Some minor visual changes have been made on the map in squares H9–G9.
Changes to Technical Characteristics of Vehicles
U.S.S.R.
- The following vehicle has been added for testing by Supertest players: LTS-85
Object 268 Version 4
- Hull traverse speed has been changed from 22 to 25 deg/s
- Top speed has been changed from 50 to 40 km/h
- Engine power has been changed from 1,350 to 1,200 hp
- Vehicle durability has been changed from 2,000 to 1,900 HP
- New groups of hull armoring have been added
- Hull armoring has been worsened
Object 279 early
- Reload time has been changed from 10.5 to 11.5 s
- Penetration of the BK-9 shell has been changed from 340 to 320 mm
- Top speed has been changed from 40 to 35 km/h
- Vehicle durability has been changed from 2,400 to 2,300 HP
ST-II
- Reload time has been changed from 11.73 to 11.2 s
- Turret traverse speed has been changed from 16 to 23 deg/s
- Turret armoring has been improved
Object 752
- Dispersion during movement has been decreased by 8%
- Dispersion after firing has been increased by 33%
- Velocity of the ZBM11 shell has been increased by 19%
- Penetration of the ZBM11 shell has been changed from 318 to 310 mm
- Penetration of the 53-BR-472 shell has been changed from 248 to 240 mm
- Top speed has been changed from 40 to 35 km/h
- Engine power has been changed from 635 to 580 hp
- Profitability has been increased by 69%
SU-100M1
- Hull armoring has been worsened
Germany
- The following vehicle has been added for testing by Supertest players: Kpz. Pr.68 (P)
- The following vehicle has been added for testing by Supertest players: Pz.Kpfw. Tiger-Maus 120t
VK 45.02 (P) Ausf. A
- Dispersion during movement and on hull traverse with the VK 45.02 (P) Ausf. A suspension has been decreased by 9%
- Dispersion during movement and on hull traverse with the VK 45.02 (P) Ausf. A verstärkteketten suspension has been decreased by 10%
- Dispersion of the 10,5 cm Kw.K. L/52 gun in the VK 45.02 (P) Ausf. A Schwerer Turm turret has been changed from 0.37 to 0.35 m
- Reload time of the 10,5 cm Kw.K. L/52 gun in the VK 45.02 (P) Ausf. A Schwerer Turm turret has been changed from 10.1 to 8.9 s
- Aiming time of the 10,5 cm Kw.K. L/52 gun in the VK 45.02 (P) Ausf. A Schwerer Turm turret has been changed from 2.3 to 2 s
- Vehicle durability with the VK 45.02 (P) Ausf. A turret has been changed from 1,470 to 1,500 HP
- Vehicle durability with the VK 45.02 (P) Ausf. A Schwerer Turm turret has been changed from 1,570 to 1,600 HP
- Turret armoring has been improved
- A new group of hull armoring has been added
U.S.A.
T25 Pilot Number 1
- Velocity of the AP T33 shell has been increased by 8%
- Velocity of the HVAP M304 shell has been increased by 8%
- Penetration of the AP T33 shell has been changed from 192 to 208 mm
- Penetration of the HVAP M304 shell has been changed from 243 to 268 mm
T26E5, T26E5 Patriot, T26E5 FL
- Dispersion during movement has been decreased by 25%
- Dispersion on hull traverse has been decreased by 32%
- Hull traverse speed has been changed from 30 to 35 deg/s
- Dispersion has been changed from 0.38 to 0.36 m
- Aiming time has been changed from 2.3 to 2.1 s
- Top speed has been changed from 40.2 to 45 km/h
- Reverse speed has been changed from 15 to 17 km/h
M46 Patton
- Penetration of the AP M77 shell for the 90 mm Gun T15E2M2 has been changed from 190 to 212 mm
M26 Pershing
- Dispersion of the 90 mm Gun T15E2M2 in the M26M71 turret has been changed from 0.37 to 0.34 m
- Reload time of the 90 mm Gun T15E2M2 in the M26M71 turret has been changed from 8.2 to 6.8 s
- Aiming time of the 90 mm Gun T15E2M2 in the M26M71 turret has been changed from 2.3 to 2 s
- Penetration of the AP M77 shell for the 90 mm Gun T15E2M2 has been changed from 190 to 212 mm
T54E1
- Penetration of the AP M318 shell for the 90 mm Gun T178 has been changed from 181 to 200 mm
- Penetration of the HEAT-T M348 shell for the 90 mm Gun T178 has been changed from 250 to 280 mm
T69
- Dispersion during movement and on hull traverse with the T84E1 suspension has been decreased by 8%
- Dispersion during movement and on hull traverse with the T95 suspension has been decreased by 9%
- Reload time of the 90 mm Gun T178 has been changed from 27 to 24 s
- Aiming time of the 90 mm Gun T178 has been changed from 2.9 to 2.5 s
- Penetration of the HEAT-T M348 shell for the 90 mm Gun T178 has been changed from 250 to 280 mm
- Penetration of the AP M318 shell for the 90 mm Gun T178 has been changed from 181 to 200 mm
M41 Walker Bulldog, M41 Walker Bulldog FL
- Dispersion of the 76 mm Gun M32 late has been changed from 0.38 to 0.35 m
- Reload time of the 76 mm Gun M32 late has been changed from 5 to 4.5 s
- Aiming time of the 76 mm Gun M32 late has been changed from 1.9 to 1.7 s
- Penetration of the HEAT-T M496A1 shell for the 76 mm Gun M32 late has been changed from 210 to 215 mm
- Penetration of the HVAP-DS-T M331A3 shell for the 76 mm Gun M32 late has been changed from 175 to 180 mm
France
AMX AC mle. 46
- Dispersion during movement and on hull traverse with the AMX AC mle. 46 suspension has been decreased by 8%
- Dispersion during movement and on hull traverse with the AMX AC mle. 47 suspension has been decreased by 9%
- Aiming time of the 100 mm AC SA47 gun has been changed from 2.7 to 2.3 s
- Hull armoring has been improved
AMX M4 mle 49, AMX M4 mle 49 Liberté, AMX M4 mle 49 FL
- Dispersion during movement and on hull traverse has been decreased by 18%
- Hull traverse speed has been changed from 25 to 30 deg/s
- Dispersion on turret traverse has been decreased by 25%
- Aiming time has been changed from 2.9 to 2.5 s
- View range has been changed from 370 to 390 m
AMX 65 t
- Traverse speed of the AMX 65 t bis suspension has been changed from 25 to 26 deg/s
- Reload time of the 120 mm D. 1203 gun has been changed from 12.5 to 12 s
- View range of the AMX 65 t tourelle classique de 120 turret has been changed from 370 to 380 m
- Penetration of the Prf. mle. 1951 shell for the 120 mm D. 1203 gun has been changed from 218 to 225 mm
- Hull armoring has been improved
U.K.
Black Prince
- Dispersion during movement and on hull traverse with the Black Prince suspension has been decreased by 11%
- Dispersion during movement and on hull traverse with the Black Prince Mk. II suspension has been decreased by 12%
- Dispersion on turret traverse for the OQF 17-pdr Gun Mk. VII has been decreased by 50%
- Reload time of the OQF 17-pdr Gun Mk. VII has been changed from 5 to 4.5 s
- Aiming time of the OQF 17-pdr Gun Mk. VII has been changed from 2.3 to 2 s
- Top speed has been changed from 20 to 25 km/h
- Reverse speed has been changed from 12 to 14 km/h
Churchill VII
- Dispersion during movement and on hull traverse with the Churchill IV suspension has been decreased by 10%
- Dispersion during movement and on hull traverse with the Churchill VII suspension has been decreased by 11%
- Dispersion on turret traverse with the OQF 77 mm Gun Mk. II has been decreased by 12%
- Aiming time of the OQF 77 mm Gun Mk. II has been changed from 2.3 to 2 s
- Top speed has been changed from 20 to 25 km/h
- Reverse speed has been changed from 12 to 14 km/h
Churchill I
- Dispersion during movement and on hull traverse with the Churchill I suspension has been decreased by 9%
- Dispersion during movement and on hull traverse with the Churchill III suspension has been decreased by 10%
- Dispersion of the 75 mm Vickers HV gun has been changed from 0.36 to 0.35 m
- Aiming time of the 75 mm Vickers HV gun has been changed from 2.3 to 2.1 s
FV4202, FV4202 FL
- Dispersion during movement and on hull traverse has been decreased by 30%
- Reload time has been changed from 8 to 7.5 s
- View range has been changed from 390 to 400 m
AT 15
- Dispersion during movement and on hull traverse with the AT 15 suspension has been decreased by 33%
- Dispersion during movement and on hull traverse with the AT 15 Mk. II suspension has been decreased by 36%
- Top speed has been changed from 20 to 25 km/h
- Reverse speed has been changed from 10 to 12 km/h
- Turret armoring has been improved
Centurion Mk. 5/1 RAAC
- Dispersion during movement and on hull traverse has been decreased by 22%
T95/FV4201 Chieftain
- Hull traverse speed has been changed from 33 to 28 deg/s
- Reload time has been changed from 10.5 to 12 s
- Penetration of the APDS L15A1 shell has been changed from 322 to 311 mm
- Top speed has been changed from 46 to 40 km/h
Turtle Mk. I
- Dispersion during movement and on hull traverse with the Turtle Mk. I suspension has been decreased by 28%
- Velocity of the APCBC shell has been increased by 33%
- Velocity of the APDS shell has been increased by 21%
- Velocity of the HE shell has been increased by 33%
- Penetration of the APCBC shell has been changed from 224 to 240 mm
- Penetration of the APDS shell has been changed from 253 to 270 mm
- Top speed has been changed from 20 to 25 km/h
- Reverse speed has been changed from 10 to 12 km/h
China
110
- Dispersion of the 100 mm 62-100T gun has been changed from 0.36 to 0.35 m
- Reload time of the 100 mm 62-100T gun has been changed from 10 to 8.5 s
- Aiming time of the 100 mm 62-100T gun has been changed from 2.5 to 2.3 s
- Hull armoring has been improved
WZ-111-1G FT
- Power of the 12150LTG engine has been changed from 600 to 700 hp
- Vehicle durability has been changed from 1,000 to 1,250 HP
- Hull armoring has been improved
WZ-111G FT
- Dispersion of the 152 mm 59-152JG FT gun has been changed from 0.4 to 0.38 m
- Reload time of the 152 mm 59-152JG FT gun has been changed from 18 to 17.5 s
- Velocity of the Chuan bei-547 shell for the 152 mm 59-152JG FT gun has been increased by 26%
- Power of the 12150LTG engine has been changed from 600 to 700 hp
WZ-113G FT
- Dispersion has been changed from 0.38 to 0.36 m
- Reload time has been changed from 17 to 16.5 s
- Velocity of the Chuan bei-547 shell has been increased by 26%
- Top speed has been changed from 38 to 40 km/h
- Power of the V-2-54SCG engine has been changed from 650 to 830 hp
Japan
- The following vehicle has been added for testing by Supertest players: Type 63
Czechoslovakia
Vz. 55
- Reload time of the 130 mm vz. 54 2A gun has been changed from 22 to 25 s
- Aiming time of the 130 mm vz. 54 2A gun has been changed from 2.7 to 3 s
- Reload time between shots within the magazine for the 130 mm vz. 54 2A gun has been increased by 25%
TNH T vz. 51
- Reload time of the 122 mm vz. 44-51 2A gun has been changed from 27 to 30 s
- Reload time between shots within the magazine for the 122 mm vz. 44-51 2A gun has been increased by 9%
Sweden
Strv 81
- Dispersion during movement and on hull traverse has been decreased by 30%
Primo Victoria
- Dispersion during movement and on hull traverse has been decreased by 30%
Known Issues
- The Small First Aid Kit can be used on an uninjured crew member.
- Tooltips are not displayed when hovering over some module icons on the damage panel.
- In some cases, the sequence of events in the damage log can be distorted.
- In some cases, falling trees fall through the terrain.
- Upon successful completion of the Alliance-14 mission in the Chimera operation, the failed mission icon is displayed after the battle.
- The Battle Results screen is missing an entry for 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 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.
- The text “Sell” is displayed on the button when hovering over the card of a vehicle that is available for recovery in the Vehicles in the Garage section of the Depot tab.
Fixed Issues and Improvements
- The process of loading the game client has been optimized. This has reduced the time taken to first enter the game on most PC configurations.
- Fixed the issue of the camera not moving or moving jerkily in the Sniper Aim when playing in the SU-2-122.
- Fixed the rare issue of vehicles being unable to shoot (‘Loading gun’ was displayed upon each attempt to fire) after changing the Alternate Configuration (Essentials Loadout) while on the loading screen or in the period before the battle starts.
- Fixed the issue of the Remove Unavailable button not working correctly for customization elements of progressive styles.
- Fixed the issue of the timer and animation being displayed incorrectly for autoreloader guns after reconnecting to battle.
- Fixed the issue of null WoT Seniority being displayed in the Dog Tags of experienced players who destroyed your vehicle.
- Fixed the issue of the reward for the An A in Geography mission not being awarded upon its completion.
- Fixed the issue of Tank Academy Mission 32 being completed after vehicles on the main reward screen being credited and re-logging in to the game.
- Fixed issues of missing sound/hit effects/hit notifications when the wheels of wheeled vehicles were hit.
- Fixed the issue of the first game notifications not being displayed after loading screens in some cases.
- Fixed the issue of the XP discount not being displayed when hovering over a received blueprint fragment for a vehicle from Tours of Duty.
- Fixed the issue of certain markers (Attacking target!, Help!) above allied and enemy vehicles hanging in some cases.
- Fixed the issue of Tank Academy Mission 30 being impossible to complete if a player had all vehicles researched on their account.
- Fixed the issue of the bonus daily mission timer being clipped when playing in windowed mode.
- Fixed the issue of ‘Ammunition is empty!’ being displayed in the chat upon pressing T (Requesting fire support!) during the reloading of SPGs with magazine reloading systems.
- Fixed the issue of the hull lock indicator being displayed during hull traverse.
- Fixed the issue of players being unable to close the team composition and missions screens (opened by pressing the TAB and N keys) by pressing F1 and Esc.
- Fixed the issue of the team composition and missions window not being displayed after opening the help window (opened by pressing F1) when the radial menu is open (opened by pressing the T key).
- Fixed the issue of the ISU-152’s gun mantlet visually overlapping with the hull during maximum gun elevation.
- The visual models of the following vehicles (including with 3D styles applied) have been improved: BZ-58, KPz 3 Projekt 07 HK, and Kampfpanzer 07 P(E) with the Nummer 3D style.
- The terrain areas and objects in which players’ vehicles could get stuck or drive into non-playable areas have been adjusted on the following maps: Sand River, Lakeville, Ghost Town, Overlord, Pilsen, El Halluf, Fisherman’s Bay, Westfield, Cliff, Oyster Bay, Mines, Mountain Pass, Klondike, Siegfried Line, Live Oaks, Studzianki.
Balance changes are more important than the britbong wheelchairs, change my mind.
Your racism is not welcome either
Sure it is welcome 🙂 Both are! So please, go cry to Disney channel.
Wow, I’m impressed. You got no good counter-arguments, so you deflect it by playing the racism card; just like Disney does. I think that even Saxsan could come up with a better retort.
IMHO both are welcome, but I agree that some of these changes are great. Buffs to forgotten tanks like 110 and VK 45.02 A, as well as a well deserved pegging to Chieftain/Bobject/Vz.
Some wankers always find something to bitch about