World of Tanks Roll Call

Here's a good review by Dez of the current state of the "New Balance."
This suggests that WG actually did pay attention to the player base. While I felt it would be really hard for WG to ignore the criticism it's not like they haven't done it before.
I am very pleased with their decision about delaying changing shell mechanics, admitting the whole thing needs further review.
Credit where credit is due WG. :cheerso:
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Skill and Quacky Baby recently posted on this tank and gushed about how good it is.
So, if good enough for them, good enough for me.
First battle, 2797 damage caused, and bounced 1500 damage off that upgraded 300mm armored turrent!
Tier IX tank with two, good, tier X guns.
Recommended.
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Just shot an EBR whatever in the side from 25 meters with my SU-122-44 and did not one shot it. WTF, a gun that big from 25 meters would shred that little wheeled POS. Frigging WG needs to fix that sh*t.
 
A loong time ago I purchased the FCM 35t, premium French Tier VIII heavy, as my first French tank. Nothing on the French tree interested me much. It's a weird heavy. Maintaining the (then) French propensity for poor armor they took it to the extreme on this vehicle. Armor is so thin that even though it is a heavy, you can't stand up to other heavies in a brawl. Actually, you don't want to find yourself in a brawl with any other vehicle. In everything, but name, it is a poorly armored medium tank. If used like a medium it can be quite effective. Just not for me. I never did get the hang of it and one night after a very frustrating outing I just sold it; immediately feeling better.
This left me with no French tanks. I eventually found this. It is a good, all around tier VIII premium heavy (w/armor) with no glaring weaknesses, and will even let you get away with a mistake or two. However, it is nothing really special and I didn't play it much.
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When I discovered the joy of auto-(re)loaders I added a couple and they are both "heavy" tanks so the M4 49 became a good crew trainer. I use it exclusively with my M4 51 now. I had to train up another crew for other in garage heavies, but this combination is working very well for me given their similarity. If you'd like to play some heavies that aren't Russian give these a look-see.
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Twitch. Who has time to watch somebody stream their WoT game play for 3 hrs? I guess many do, but one of them isn't me. However, some time ago Twitch joined up with Amazon Prime and WoT. Twitch now has some free monthly goodies available for WoT. All you need to do is connect your Twitch account to your Amazon Prime account. Presto! If you don't have an Amazom Prime account you can get the stuff by upgrading your Twitch account to "Prime". It is easy to do after multiple clicks. Of course you'll have to register on Twitch if you haven't already, so there's that.
The items made available are actually helpful, but my favorite is the monthly cool camo. You only get one skin so it is quite exclusive. It's a pre-set so you can use it on one tank for all 3 seasons.
Here's this month's on my M4 51. It is called Elite Amethyst. Go get it tanker!
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In case you missed this...from the WoT EU server forums...

About a month ago we summed up the outcome of the Sandbox test for the general balance changes. Back then, we also mentioned the adjustments to certain vehicles, which had been postponed as trying out the sweeping changes to the balance was a more pressing issue. Now the time has come to tell you about our plans regarding these specific tanks.
Today we’ll touch upon three top-tier vehicles: the IS-4, the E 100, and the T110E5. Every one of them has its own playstyle and role, and the projected changes are to further enhance and flaunt their uniqueness. Along with our heroes, a range of high-tier tanks will be reviewed, such as the KV-4, the King Tiger, and the T32.

Let’s take a closer look. Please keep in mind that all changes listed below aren’t set in stone yet.

The Soviet heavyweights:
We’ll begin with the IS-4. One of the perks of this heavy is its outstanding all-round protection. The vehicle was created to shine in close combat and to break through defensive lines, and the coming changes will make it even better at this. It’ll have improved frontal protection; several vulnerabilities are gone with the upper glacis plate and the turret top reinforced. Less powerful guns will now have problems penetrating the IS-4 head-on, and the tank’s survivability in Random Battles will improve. At the same time, we’ve made the gunplay more pleasant by upping the gun’s stabilization and rate of fire. This will make hitting the enemies’ weak spots easier at close range. Together with increased turret and hull traverse speed this will let the IS-4 deal more consistent damage when it has to maneuver to hide its own softer patches. Any opponent who dares challenge the IS-4 in a short-range maneuverable battle will face adequate retaliation. Together, all of the adjustments to the IS-4’s stats will transform it into an extremely dangerous brawler.

The list of changes of IS-4 (with top configuration):

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• Improved stabilization (changed gun dispersion during movement and on hull traverse from 0.25 to 0.18, changed gun dispersion during turret rotation from 0.08 to 0.06);
• Changed the suspension traverse speed from 26 deg/s to 30 deg/s;
• Changed the turret traverse speed from 22 deg/s to 25 deg/s;
• Changed the reloading time from 12 s to 10.5 s;
• Changed the aiming time from 2.9 s to 2.5 s;
• Changed the gun accuracy from 0.38 to 0.42;
• Improved the frontal armor;
• Improved the armor of the turret roof.
The D-25T gun will be equipped with other shells that will improve the game comfort of the IS-4 tank:
• The standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration;
• The special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration.
The vehicles before IS-4 will receive similar changes aimed at improving their performance in close combat.

The list of changes for ST-1:
• The M62-T2 gun:
• Changed the reloading time from 13.3 s to 12 s;
• Changed the gun accuracy from 0.38 to 0.4;
• The D-25T gun:
• Replaced the shells: the standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration, the special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration;
• Improved gun stabilization.

The list of changes of KV-4:
• The D-25-T gun:
• Replaced the shells: the standard Armor-Piercing shell with 175 mm penetration will be replaced with the Armor-Piercing Composite Rigid shell with 217 mm penetration, the special Armor-Piercing Composite Rigid shell with 217 mm penetration will be replaced with the High-Explosive Anti-Tank shell with 270 mm penetration;
• Changed the gun reloading time from 12.1 s to 12 s;
• Changed the gun aiming time from 3.4 s to 3 s;
• Changed the gun accuracy from 0.46 to 0.44;
• The ZiS-24 gun:
• Changed the gun reloading time from 10.3 s to 9 s;
• Changed the gun aiming time from 2.9 s to 2.3 s;
• Changed the gun accuracy from 0.38 to 0.36;
• Improved gun stabilization;
• Improved the gun mantlet armor.

The list of changes of KV-3:
• The D-25T gun:
• Changed the gun aiming time from 3.4 s to 3.1 s;
• Changed the gun accuracy from 0.46 to 0.44;
• Improved the gun mantlet armor.

The German giants:
Now on to the next one, the E 100. This is a superheavy assault vehicle combining great protection with great firepower. Yet currently this tank relies less on its armor and more on its HP pool as the means of survival: due to a high alpha it has a favorable ‘exchange rate’ when it trades its health for that of its enemies. To set the things right here, we’ve boosted the frontal protection of the E 100’s turret. From now on, piercing that armor plate will be a harder task for an adversary—especially if the turret is angled. Faster aiming (for the 15-cm gun) will help the E 100 spend less time with its turret’s weaker spots exposed to enemy fire, improving its overall survival rate on the battlefield.
The improvements to the 12.8-cm gun are ‘inherited’ from the lower-tier vehicles in the branch and make the smaller boomstick a more efficient alternative to the 15-cm one. It should be noted that currently a similar 12.8-cm gun is mounted on multiple German tanks but only those from the E 100 branch (including lower-tier ones) are getting the alpha boost—by having more powerful shells.

The list of changes of E 100:

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• The 12,8 cm Kw.K. 44 L/55 gun:
• Changed the damage with shells from 490 to 530;
• Changed the reloading time from 13.3 s to 12 s;
• Changed the gun aiming time from 2.3 s to 2.5 s;
• Changed the gun accuracy from 0.36 to 0.39;
• Slightly improved the gun stabilization;
• The 15 cm Kw.K. L/38 gun:
• Changed the gun aiming time from 2.9 s to 2.7 s;
• Improved the frontal armor of the turret.
The vehicles before E 100 will receive mainly similar changes. There will be increased the single-shot damage, firing performance; armor will be improved for particular vehicles.

The list of changes of E 75:
• Changed the damage characteristics with standard and special shells of the following guns:
• 8,8 cm Kw.K. 43 L/71—from 240 to 280;
• 10,5 cm Kw.K. L/52—from 320 to 360;
• 10,5 cm Kw.K. L/68—from 320 to 360;
• 12,8 cm Kw.K. 44 L/55—from 490 to 530;
• Changed the total hit points of the following turrets:
• E 75 Ausf. A—from 1,820 to 1,850;
• E 75 Ausf. B—from 1,920 to 1,950;
• Changed the hull traverse speed:
• Е 75—from 28 deg/s to 36 deg/s;
• E 75 verstärkteketten—from 30 deg/s to 39 deg/s;
• Improved the frontal armor of the turret.

The list of changes of Tiger II:
• The 8,8 cm Kw.K. 43 L/71 gun:
• Changed the damage with standard and special shells from 240 to 280;
• Changed the gun reloading speed from 6.7 s to 7.8 s;
• Changed the gun aiming time from 2.7 s to 2.5 s;
• The 10,5 cm Kw.K. L/52 gun:
• Changed the damage with standard and special shells from 320 to 360;
• The 10,5 cm Kw.K. L/68 gun:
• Changed the damage with standard and special shells from 320 to 360;
• Improved the armor.

The list of changes of Tiger I:
• The 8,8 cm Kw.K. 43 L/71 gun:
• Changed the damage with standard and special shells from 240 to 280;
• Changed the gun reloading speed from 6.7 s to 7.8 s;
• Changed the gun aiming time from 2.7 s to 2.5 s;
• Improved the gun mantlet armor.

The list of changes of VK 36.01 (H):
• The 8,8 cm Kw.K. 36 L/56 gun:
• Changed the gun accuracy from 0.38 to 0.36;
• Improved the gun stabilization;
• Changed the reverse speed from 12 km/h to 14 km/h;
• Changed the total hit points of the following turrets:
• VK 36.01 (H)—from 1,000 to 1,100;
• Pz.Kpfw. VI H Ausf. H2—from 1,060 to 1,200;

The American fighters:
And finally, here comes the T110E5. Being a jack-of-all-trades, it has decent mobility, survivability, and firepower. Yet its overall combat efficiency is lacking (as of right now) so it’s getting a range of improvements. The firepower will positively increase with gun stabilization and rate of fire upped. Better protection on the sides will prevent the T110E5 from getting some disheartening penetrations.

The list of changes of T110E5:
• Changed the 120 mm Gun M58 gun reloading time from 10 s to 8.8 s;
• Improved stabilization (decreased gun dispersion during movement and on hull traverse from 0.18 to 0.14, decreased gun dispersion during turret rotation from 0.08 to 0.06);
• Improved the side armor in the area of front rollers.
Other vehicles in the branch will be improved in terms of fire power and firing comfort.

The list of changes of М103:
• The 120 mm Gun M58 gun:
• Changed the gun reloading time from 11.2 s to 10 s;
• The 105 mm Gun T5E1 gun:
• Changed the standard shell penetration from 198 to 208;
• Changed the gun reloading time from 10.6 s to 8.7 s;
• Changed the gun aiming time from 2.3 s to 2.1 s;
• Changed the gun accuracy from 0.41 to 0.4;
• Improved gun stabilization;
• Improved the turret armor.

The list of changes of T32:
• The 105 mm Gun T5E1 gun:
• Changed the standard shell penetration from 198 to 208;
• Changed the gun reloading time from 10.6 s to 8.7 s;
• Changed the gun aiming time from 2.3 s to 2.1 s;
• Changed the gun accuracy from 0.41 to 0.4;
• Changed dispersion on turret traverse from 0.14 to 0.1.

Summary:

We promised to review certain vehicles quite a while ago, but we needed time to check the hypotheses related to the balance rework. So, we had to postpone testing the changes to individual vehicles.
We do understand that the community as a whole has issues with a larger number of tanks than mentioned above but for now we’re going to concentrate on making these concrete vehicles more fun to play. We intend to deal with the rest in the future and will inform you when the time comes for that.
We would like to express our gratitude to the players who have been pointing out the problems with these (and some other) vehicles to us. We appreciate your involvement, passion, and concern very much.
Please take note that the changes we’ve talked about aren’t final (as is always goes with proposed adjustments to the vehicles). We can’t wait to hear your opinion on this batch.
 
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New addition to my garage. It's the tier IX, AMX 30 medium. Getting ready to take 'er out for her maiden voyage.
Had recently seen an old QB video who had very good things to say about this. He liked it better than the tier X. Stats show it is typical French as armor is made from cardboard. However, everything else seems to be well above average. The 390 Alpha with a load time of only 7.03 (with my crew and equipment) is awesome!
Imagine my delight when I discovered it has been relegated to the "classic" tank store. Didn't have to grind it or spend any free XP, but it did cost quite a bit of XP to research all the module upgrades as my previously researched French module inventory doesn't amount to much. (sigh)
At only about 3.5 million credits I still see it as a bargain buy.
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desgamez did a video last week in which he reports the WoT developers are talking about addressing the vheeled wehicles. According to his video they are going to start by making damage to the wheels more crippling and take longer to repair, then if that does not hinder enough they will consider different terrain types hindering speeds and if that doesn’t work they are talking flat out nerfs. My issue with them is that I think they have the concept reversed to what it should be. First and foremost these vehicle types should have high cami rating and superior spotting because they are historically scouting vehicles and in some cases Infantry support. IMO if they are hit by a caliber of 100 mm or higher they should both take higher damage, have their speed reduced and their crews should be stunned for at least 30 seconds. I also think they should take auto aim out of the game completely.

I have to admit that I have not been playing since round 2 of Frontline after I witnessed two of those premium EBR’s dominate one whole side of a map. Sorry, there is no way two glorified armored cars should be able to do that, especially when they get hit by big caliber rounds.
 
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Saw that as well.
Maybe WG is finally realizing how much their player base really hates these things.
If they were to do the right thing they would admit their error and remove them entirely.
Somebody important at WG loved these things and now they are kinda stuck with them I guess.
Yeah, why do they get that always hit auto-aim thingie again? Never heard a rational for that.
Moving at the speeds they do there is no logical explanation how they are able to hit anything on the move, let alone never miss.
Don't get me started.
 
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