112 Available on EU, FV4202 (P) on NA

EU:

Get it as part of three different offers, available exclusively in the Premium Shop from 20 January at 06:00 until 27 January at 06:00 CET (UTC+1).

Special Offers

112 Standard

€38.49

112 Ultimate

€49.99

112 Supreme

€99.99

  • 112
  • 1 Garage Slot
  • 112
  • 1 Garage Slot
  • 2,800 Gold
  • Bonus: 15 Missions – x5 XP for a Victory
  • 30 Personal Reserves: +100% XP for 1 hour
  • 112
  • 1 Garage Slot
  • 12,000 Gold
  • Bonus: 30 Missions – x5 XP for a Victory
  • 30 Personal Reserves: +100% Crew XP for 2 hours
  • 30 Personal Reserves: +100% XP for 2 hours
  • 1 Vertical Stabilizer Mk 2
  • 1 Large-Caliber Tank Gun Rammer
  • 1 Enhanced Gun Laying Drive
  • 25 Large Repair Kits
  • 25 Automatic Fire Extinguishers
  • 25 Large First Aid Kits

NA:

FV4202 (P) Bundles

Available January 19, 03:20 PT / 06:20 ET
Ends January 30, 03:20 PT / 06:20 ET

$33.99
FV4202 (P)

Buy Now  

$49.99
FV4202 (P) Fully Loaded


Buy Now

+FREE

  • 1x Vertical Stabilizer

$69.99
FV 4202 (P) Ultimate


Buy Now

  • VIII FV4202 (P)
  • 3,000,000 Credits
  • 1xImproved Ventilation
  • 1xVertical Stabilizer
  • 1xGun Rammer

+FREE

  • 4,000 Gold
  • 1xGarage Slot

Official Sandbox #2 Info

After introducing a lot of massive changes all at once in the 1st iteration, we collected and analyzed your feedback. This time, we’re taking a more “compartmentalized” approach and continue fine-tuning features that showed good results during the previous test. We’ll cluster the changes into two phases, each with specific “packs” of changes for you to test:

  • Phase 1: Armor penetration and accuracy mechanics; normalizing damage values of overpowered and underpowered guns
  • Phase 2: All-round work on artillery

The first phase begins January 19.

Shot distribution within the aiming circle

The reworked system makes hitting weak spots at range more difficult for guns with bad dispersion (0.4 and up), while aim time, armor, and gun stabilization become more important.

With fewer shots clustered around the center of the aiming circle, the number of “unbelievable” shots (hitting weak spots without taking full aim, or on the move or at great distances) is reduced. This also increases the overall survivability of well-armored vehicles (and their ability to bounce rounds):

  • Faster-aiming vehicles with decent dispersion cement their role as effective long and mid-range warfare masters
  • For less accurate guns, or when firing with high dispersion, the chances of successfully “snap-shotting” a target at long range decreases

The aim of this change is to balance tanks with either high alpha or high DPM.

Today, tanks that rely on DPM (standing and shooting) have a disadvantage. They have to stay at the line of fire and expect to get shot at in return. But this isn’t as frequent with high alpha damage vehicles. They can get out of cover, quickly aim, fire, then return to cover relatively risk-free.

We’re trying to make these types of tanks equally viable—compared to now, where a battle with alpha strikers doesn’t feature much action, and a battle with DPM dealers is chaotic and mostly unpredictable.

It’s for you to tell us if we made the right call.

Revised alpha damage

Continue reading

Supertest: New Tier IX Lights Parameters

Some stats were modified:

 WZ-132A

Penetration: 220 (+5) / 248 (-17) / 50 mm

AMX 13 90

Penetration: 205 (+35) / 248 / 45 mm
Magazine reload time: 23 s (-7)
Reload time (between shells): 2,2 s (-0.3)

RU 251

HP: 1400 (+50)
Penetration: 215 (+25) / 250 / 102 mm

T-54 ltwt.

Penetration: 208 (+28) / 235 / 50 mm

T49

Penetration: 212 (+27) / 250 / 45 mm