The History of the Pz.Kpfw. IV in World of Tanks

Commanders,

If you were already fighting on our battlefields a couple of years ago, you probably know that the Pz.Kpfw. IV is a popular choice in the community. During the evolution of the game, this vehicle has been through significant changes. So, today, get ready for a blast from the past as we delve deep into the history of this German in World of Tanks.

The Journey of the Pz.Kpfw. IV

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Blueprints: Everything You Need to Know

Researching new tanks is always very exciting and we’re introducing a new feature—Blueprints—to make it that much better! By collecting them, you’ll be able to get discounts when researching new vehicles.NOTE:The Blueprints concept is not yet finalized. This feature consists of many aspects and is under active development, so there will be adjustments in the future.

General Overview

Blueprints are special items (exclusive to Rewards for Merit) that will drop with a certain probability when playing Tier V-X vehicles. They are not purchasable for Credits, Gold, real money, etc.

Blueprints can be used to get discounts when you research new tanks, which means they save you time and boost your progression in World of Tanks. Pay attention: The discount will be granted on the research cost of the tank, but not its modules!

The more effective you are in battle, the more likely you are to get a Reward for Merit and each Blueprint you earn corresponds to a specific vehicle. These items are available for tanks of all branches and nations from Tier II to Tier X, including vehicles that you have already researched. NOTE:The higher the vehicle Tier, the more Blueprints it’s made up of and with every Blueprint you receive, your discount grows. This means if you collect every single Blueprint of a specific tank, you will receive a 100% XP discount on the research cost of the vehicle.

Blueprints for a specific tank are automatically applied. They immediately reduce the amount of experience needed to research it, but do not affect its cost in Credits. 

Track the Number of Collected Blueprints

To make it easier for you to keep track of how many Blueprints you’ve already collected for a specific tank, we’ll introduce a special progress bar, divided into sections. Each time you receive a Blueprint, one of the respective sections will be filled in.

If you earn a Blueprint for an already researched vehicle, it will turn into a universal or national Blueprint. 

  • Universal Blueprints are suitable for tanks of any nation.
  • National Blueprints can be used on vehicles of their respective nation.  

National and universal Blueprints won’t give you discounts until they are converted to Blueprints for a specific machine. To do this, you will need a certain number of each.

For vehicles of different tiers, the number and ratio of national and universal Blueprints will vary.

  • For example, in order to create a Blueprint of a Tier IV vehicle, you will need 1 national and 4 universal Blueprints.
  • For Tier V vehicles, you will need 2 national and 6 universal Blueprints.
  • For Tier X tanks, you will need 4 national and 12 universal Blueprints

Supertest News: Kharkov map

Greetings Tankers! The final Supertest stage for the Kharkov map is about to start. We’ve already made our choice regarding the exact prototype that will most likely see release.This is an enlarged (1000 x 1000 meters) version with the open area significantly reworked. The map has also been rotated by 45 degrees (relative to the previous variant), becoming vertical-aligned instead of diagonal-aligned. This creates well-pronounced flanks to suit different vehicle types. 

 • The city blocks and the central square: We tried to keep the familiar gameplay setup intact here. This zone is for heavily armoured vehicle clashes, and for races to take good positions in the square. Still, new elements are present too: embrasures, barricades, ‘balconies’ at block exits (accessible from one side), etc.

• The central part of the map is a new zone. It features an anti-tank moat by the city edge, craters formed by explosions, and small fields. The moat is to keep players from fast and unchecked crossing from this zone to the city and back. You may use the moat to encroach on the enemy base and to light up foes but be warned—it’s a dangerous route as you may face opponents head-on here with an overwhelming force. The central zone suits fast and manoeuvrable vehicles able of mobility-, camo and terrain-based play.

• The western part of the map is hilly, with a few destructible covered positions. It agrees well with mobile vehicles, and those able to snipe. Taking this zone means controlling almost the entire map, with an option to sneak up on the enemy from behind. During the coming Supertest we plan to make the final estimate of the new Kharkov’s playability and introduce some limited balance changes if needed. The following stage will deal with polishing the look of the map, and after that, we’ll hit the short and straight road to release.

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Pre-Sales for the HWK 30 Have Started

Commanders!

Today you’re in for a special treat if you’re a happy owner of a Premium Account, because the Pre-Sales of an all-new vehicle, theHWK 30, have started!

Designed as an export vehicle and destined to Mexico, this tank never went past the drawing table. In World of Tanks, however, the HWK 30 will soon be known as a very capable combat vehicle. As a light tank, this guy will sneak to favourable positions in no time, where it excels with its outstanding view range of 410 m. If danger closes on the HWK 30, it will be able to defend itself thanks to its typical German accuracy, a short aiming time and APCR shells as default ammo.

Park it in your garage right now, and receive up to three rental bonus codes to share with fellow tankers for five battles. Find out how Pre-Sales work here.

Price ≈ 24€