Soviet branch of World of Tanks tanks. World of tanks: guide to upgrading USSR equipment Threads here

Today we are talking about the rebalance of USSR equipment.

In update 9.22 we will bring back to life the nation's most unpopular tanks by adding new vehicles and changing the USSR research tree. Why is this necessary? “Object 263” and its “younger comrades” rarely participated in battles, like the Soviet Tier X ST “Object 430”, which is not surprising. They were not easy to play. Moreover, the cars different levels differed too much in gameplay.

We plan to rework the mentioned vehicle branches in order to breathe life into the listed vehicles and make playing them consistent and understandable. In addition, in version 9.22 you will find new gameplay on Tier VIII-X heavy tanks with a rear turret.

Now let’s take a closer look at the changes and the reasons that led to them.

Medium tanks

Branch A -43 does not give any idea what kind of machine you will be able to play on at level X. After getting acquainted with all the advantages and disadvantages of ST with a rear turret at levels VII-IX, it was logical to expect similar gameplay at the top of the line. However, instead you received a classic melee medium tank and were disappointed. Naturally, the popularity of the branch fell.

If you are in the process of exploring the branch that leads to Object 430, keep in mind that this machine with the 9.22 output will “move” to another branch (which will be upgraded from the T-44). Please take this information into account.

What would make you give this thread a second chance? Perhaps what it lacked was gameplay consistency. This is what we focused on in update 9.22, moving “Object 430” to level IX. There he will form a mini-branch of well-armored assault STs with high one-time damage, pumped up from the T-44. And at level X it will appear absolutely new car: “Object 430U”.

The newcomer can boast of compact dimensions, decent mobility and good armor. He will easily enter the enemy’s flank, disable his equipment thanks to the high one-time damage, and get out from under fire unharmed.

The rear-mounted turret trio will eventually receive a top that will inherit the turret's strong armor and offer a logical post "Object 430 Option II" gameplay


New branch of heavy tanks

Until recently, Great Britain and Germany were the only nations where Tier X tanks had a rear turret. Some of you liked these cars, while others preferred a more traditional option. However, few would claim that the FV 215b, Pz.Kpfw. VII and VK 72.01 (K) (which was awarded for playing on the Global Map) were uninteresting. In update 9.22, Soviet vehicles will join this group: a new gaming experience awaits you from the classic Soviet “heavy” vehicles on VIII-X levels(branch studied from IS). Classic, but with a rear turret.

The highly armored IS-M, Object 705 and Object 705A will receive higher one-time damage than usual for Soviet heavy tanks. This value is compensated by the aiming parameters: these vehicles are not suitable for long-range firefights. Their element is fighting at medium and close range. However, this is not the main thing - the rear location of the tower is important. In combination with durable armor, good mobility (for this type of equipment) and a powerful weapon, it will allow you to easily “out-tank” the enemy.

Use the advantages of your vehicle and you will be able to effectively support the attack or send breaking enemy tanks into the Hangar. The gameplay of these TTs is a cross between playing Pz.Kpfw. VII and IS-7, but at the same time it remains unchanged as the branch is studied. What can't be said about firepower: from a 122 mm gun at Tier VIII to a powerful 152 mm gun at the Object 705A.

Players love the agile T-10 Assault, which quickly shifts the focus of the attack, demolishing everything in its path. However, no matter how good it was, it did not fit into the IS-3 and IS-7 group, so we replaced it with the Object 257. Don't worry, T-10 won't leave the game. Over the years, it has repeatedly proven its effectiveness, so it will receive a mini-branch, where at level X there will be a car with similar gameplay. We continue to work on this newcomer, so we'll tell you about it later.


Alternative branch of tank destroyer

We have long planned to put this branch of tank destroyers in order. Simply changing the machine parameters did not give the expected result. We are well aware of the problem, and we have found a new solution for it: rebalancing the branch for medium-close combat assault tank destroyers.

Concept

  • High forward/backward speed combined with average maneuverability will allow these vehicles to quickly reach and occupy key positions, as well as escape from fire.
  • Good frontal armor is ideal for blocking enemy projectiles, but the armor on the sides and lower frontal part is quite thin.
  • Average one-time damage and a long reload will compensate for mobility and security.
  • Accuracy and aiming time are designed for effective close-to-medium range combat and are not suitable for long-range fire.
  • Not the most comfortable gun declination angles are caused by design features.

Rebalancing the branch in accordance with the given concept required some structural changes. We started by moving the Object 263 down a level, where it can shine with its DPM and armor (which remains the same as at Tier X!). The next step is to select the appropriate vehicle for Tier X, and this role was suited to "Object 268 Option 4". It received good speed, armor and an extremely effective gun with a caliber of 152 mm and an average one-time damage of 650 units.

"Object 263" and "Object 268 Option 4" demonstrated excellent results at internal tests. The vehicles “tanked” damage well and performed well in the role of assault tank destroyers - fast, armored, with moderate one-time damage and not too high damage per minute for a tank destroyer.

You were against moving “Object 263” to level IX, and we could not ignore it. Therefore, we left both cars for another iteration of closed internal testing. “Object 263” has not changed, but we have reduced the one-time damage "Object 268 Option 4" from 750 to 650 units, maintaining the previous damage per minute value to smooth out the sudden change one-time damage and reload speed between Tier VIII and Tier X vehicles.


The last (and probably the most difficult) task was to configure vehicles at the middle levels to serve as close- and medium-range assault tank destroyers. The SU-122-54 did not fit into this concept due to the traditional location of the wheelhouse. Here we were faced with a difficult choice: the car was clearly not suitable for the branch in terms of gameplay, but it was important from historical point vision. We moved it down one level to see how it would perform there. Unfortunately, the vehicle demonstrated low efficiency in blocking damage even at level VIII and still did not fit into the gameplay concept of the branch. Therefore, we decided to remove the SU-122-54 from the game and create a branch entirely of vehicles with a rear turret.


The second iteration of the super test strengthened our belief that the concept we chose for the branch would give these tank destroyers what they were missing. These should be armored, fast vehicles with good one-time damage, the purpose of which is to lead the charge and provide interesting gameplay. The last assumption is based on supertest data. We want you to test this hypothesis yourself, determine if any further changes are needed, and together we will make the best decision. Let's wait for the start of the general test of update 9.22 and find out how ready the vehicles of this branch are for battle!

During the general test of version 9.22, which is coming soon, we will be monitoring your feedback and statistics. We want to make sure that the modified machines perform the way we expect them to.

World of Tanks game is the most popular online game Europe. This guide was written for its novice players and contains tips on leveling up Soviet vehicle branches, as well as recommendations on how to fight for them.

General information about Soviet technology.

It’s no secret that the USSR equipment is the most popular on the Russian game server, and it’s clear why =)) But this is not the only reason. The game developers really made the USSR tanks truly strong, and better than their German and American counterparts. Detailed comparison the best technology will be lower.

Newbie set.

The Beginner's Kit is a small package of files that any novice player should have - they make the game much easier and more convenient. All the files listed below are installed by replacing the files in the game folder.

Attention! - This method officially approved by the game developers.

Soviet Technology

Armed with the necessary software, you can begin to directly familiarize yourself with Soviet technology. We will look at 4 main branches: Branch heavy tanks(TT), a branch of medium tanks (ST), a branch of tank destroyers (PT) and a branch of self-propelled guns (artillery).

General diagram of branches (click on the picture to enlarge)

A branch of Soviet heavy tanks.

WITH "MS-1" By "T-28" We gain experience in the game, learn to shoot, remember maps and the most convenient places for defense/attack. It is worth noting that during this period you can do without a premium account. But starting from a tank of level 5 and higher, you need to take premium. It is also worth noting that every time you purchase a new tank, its crew should be transplanted and retrained in order to upgrade the crew’s skills. The crew that has gone through at least 2-3 thousand battles will have maximum skills, and the commander will have highest rank in the game for a USSR tanker - “Senior Lieutenant”.

"KV"- Tier 5 tank of the USSR TT branch. You will remember this tank for a long time. It is with him, armored and clumsy, that we begin to learn how to play for TT. If before there was no point in hiding behind houses, now you will urgently need it. When playing as him, you remember that this tank is bad in attack because... very slow and open area easy prey for artillery, and in close combat easy prey for CTs, who will pick at your stern (the rear part of the tank) while you turn the hull and turret. And not only ST, but also light tanks (LT) with a good gun and fast AT. Try to keep your distance from the enemy. Learn to be patient and sit on the defensive and anyone who jumps into your line of fire will very quickly turn into a pile of burning metal!

I’ll also note about the KV and any Tier 5 tank that it’s very easy to earn credits with them. And the point is not that shells and repairs cost little. If you go to http://www.wotdb.ru/ and right-click on “HF” you can see the 4th “Advanced” tab, which, by the way, is not in the game. It has an indicator “Credits Coefficient” which is equal to 0.99. This means that for a battle on “KV” you receive 99% of the total indicator. For example, for MS-1 this coefficient is 0.69. The coefficient is different for all levels, but for tanks of level 5 it is the highest. To feel the difference, here is a summary of the USSR TT branch:

Tank/Credits Ratio
Level 1 "MS-1" / 0.69
Level 2 "T-26" / 0.69
Level 3 "T-46" / 0.69
Level 4 "T-28" / 0.86
Level 5 "KV" / 0.99
Level 6 "KV-3" / 0.76
Level 7 "IS" / 0.76
Level 8 "IS-3" / 0.69
Level 9 "IS-4" / 0.68
Level 10 "IS-7" / 0.70

(This coefficient is even higher for tanks for gold).

Thus, you can spend a lot of time on the “KV” to earn as many credits as possible (in this way you can earn 1kk credit per day with a premium). Moreover, while you are earning money, you will be able to open not only all the improvements and take the KV from stock status (a tank in its original store equipment) to the top (when everything has been studied and installed best equipment), but also to open the next KV-3 tank, and also, if desired, gain experience on the S-51 and KV-1s.

Also, take this opportunity to purchase non-removable equipment for your main tank. It is expensive, but if you buy it once, it will remain with your main tank forever. The best non-removable equipment is:

1) Gun rammer large caliber- increases reload speed by 10%
2) Reinforced aiming drives - increase the aiming speed of weapons by 10%
3) Large anti-fragmentation lining - reduces damage by 15% from explosions (for example, when an artillery shell explodes nearby) and rams.

This is the best set for TT. When changing the main tank, they can be dismantled for 10 gold, which is equal to 1.1 rubles, which is essentially not money =))
Also, starting from the next tank, we accumulate “Free Experience” and do not spend it on various improvements. This experience will be used to upgrade the branch of Soviet tank destroyers.

"KV-3"- Tier 6 tank of the USSR TT branch. A worthy successor to the KV tank. You will have more HP, and in top condition you will have a turret with 130mm of frontal armor. Thus, hiding behind a low barrier, you can fire to kill, without fear that any enemy below level 5 will be able to penetrate you.

"IS"- Tier 7 tank of the USSR TT branch. Compared to the KV-3, you will feel a loss because... the tower will become less strong, but this is more than compensated for by its maneuverability. Also, compared to other Tier 7 tanks, the “IS” will significantly dominate. It’s also worth noting that shells will cost from 1k credits per shot, and the game without a premium account will be at a loss. This is a cunning calculation of the game developers so that no one can reach level 10 tank without purchasing a premium account.

"IS-3"- Tier 8 tank of the USSR TT branch. This is a wonderful tank. By switching to it, you will begin to feel more confident because... Compared to the "IS", you will again have a strong forehead at the turret, but if the forehead of the "KV-3" could be pierced by opponents above level 6, then the forehead of the "IS-3" can only be pierced by tanks of levels 9-10 with top guns. It opens up completely new opportunity, which could not be used before: On the IS-3, drive towards the enemy head-on to ram, so that you stand face to face, but do not let the enemy drive back, so that the distance between you does not increase. If the enemy is stupid, he will try to break through the forehead of your tower because... when the tanks stand up, the sights cannot be lowered head-on below the enemy turret. If the enemy is below level 9 and shoots you at the tower, he will not penetrate it. And as soon as he makes his shot, you drive back on the IS-3 so that the enemy’s front hull is visible in the sight, and inflict damage on him, then press the enemy in the forehead again. You repeat the procedure until the enemy is completely destroyed; however, if the enemy is sandwiched, for example, between city ruins, then he will not even have a chance to escape. With this tactic, you can defeat many opponents, and even level 9 tanks, without losing HP. I will also say about the IS-3 that it is a breakthrough tank. Its main task is surprise attacks from the flank. The later the enemy detects you, the more effective your attack will be. For direct attacks, the IS-3 is still rather weak. This initiative will continue to belong to tanks of levels 9 and 10.

"IS-4"- Tier 9 tank of the USSR TT branch. A worthy example of a Tier 9 tank. In stock condition, it will seem extremely slow and not agile (the clumsy “KV” will immediately come to mind). But in top condition it is an excellent vehicle with a high armor rating (the IS-4 has more armor than the IS-7). The IS-4 also has a relatively slow speed, which is why it is often compared to the German Maus. Moreover, in one of the future updates they want to make the IS-4 a level 10 tank. That’s why many people now don’t even switch to IS-7, but remain playing on IS-4. Another important factor here is that repairing an IS-4 costs 17k credits, and repairing an IS-7 costs 30k credits. That is, if you can still somehow earn money on IS-4, you won’t be able to make money on IS-7 even with a premium account.

"IS-7"- tank level 10 of the TT branch of the USSR. The strongest heavy tank represented by the USSR. As already mentioned, it has less armor than the IS-4. But this figure is insignificant. But its speed and maneuverability are head and shoulders above. So, if the IS-4 accelerates to a maximum of 35 km per hour, then the IS-7 can accelerate to 50 km per hour. By the way, this is the most high speed among all Soviet TTs. And this will save him. Given the importance of the IS-7 on the battlefield, it will always be the main target enemy artillery. AND good speed will be a tangible salvation.

Comparisons:

"IS-7" vs "Maus"
In an open field, Mouse will become an easy prey for the IS-7 because... They penetrate each other in the same way, but only the IS-7 has high maneuverability. Mouse is good against low-level opponents who are not able to pierce him, but not against the IS-7, and certainly not against the American T30, which will not only pierce Mouse with a bang but also cause higher damage.

"IS-7" vs "E-100"
"E-100" is a new German tank of level 10. Has less HP and armor than Mouse, but his speed is higher. In a Duel with the IS-7, he will have an equal chance of winning.

"IS-7" vs "T30"
In this battle, T30 will have an advantage because it has higher damage. But nevertheless, it is significantly inferior to the IS-7 in terms of armor, which makes it an easy prey for lower-level opponents, so preference in this comparison is given to the IS-7.

A branch of Soviet tank destroyers.

WITH "AT-1" By "SU-85" we only upgrade to free experience accumulated during the pumping period on the TT and immediately board the SU-85.

Starting from the SU-85 we ride all the way to "ISU-152". When playing as these vehicles, remember that Soviet tanks have the weakest armor, which makes them easy prey for any enemy, but at the same time they have the best gun, which allows them to deal significant damage to the enemy. So it’s worth remembering that Soviet anti-tank vehicles have the highest level of stealth in movement and in a standing position.

PT stealth coefficient [moving/standing]
Level 2 "AT-1" - 0.35/0.55
Level 3 "SU-76" - 0.38/0.53
Level 4 "SU-85B" - 0.4/0.5
Level 5 "SU-85" - 0.2/0.6
Level 6 "SU-100" - 0.2/0.6
Level 7 "SU-152" - 0.1/0.37
Level 8 "ISU-152" - 0.1/0.37
Level 9 “Ob.704” - 0.2/0.3

That is, when playing for Soviet tanks, you should acquire a camouflage net that will reduce the visibility of the tank by another 25% and you will become invisible even if the enemy is at a distance of 20 meters from you. From which it follows that your main role will be ambushes and attacks from bushes at long distances. This game will be for all Soviet tanks up to the ISU-152 and it will change little when you move from vehicle to vehicle. But everything will change when you reach “Ob.704”...

"Ob.704"- Level 9 tank destroyer Soviet branch PT. Has one of the strongest guns in the game. The damage from its shells is 2 times higher than that of any level 9 tank and 1.5 times higher than that of level 10 tanks. 2 of his shots are enough to kill the IS-4. Just 1 shot is enough to send any enemy level 6 and below to the scrapheap. But high damage isn't everything. At first glance, it may seem that Ob.704 has too little armor ( Frontal armor for “Ob.704” = 120 mm), but in fact it’s just enough. The fact is that the Ob.704 has a rational angle of inclination of the frontal armor that ricochets most enemy shells. And you can penetrate the Jagdtiger and T95 armor knowing weak spots(for this you need to use penetration skins, which were mentioned at the very beginning of the guide). It is also worth noting that the “Ob.704” will be more maneuverable than the “Jagdtiger” and much more maneuverable than the “T95” whose maximum speed is 13 km per hour (slower than the Mouse) while the Ob.704 has a maximum speed of 37 km per hour. Thus, with an equal amount of HP and with an equal penetration rate of each other, we get that the highest damage and highest maneuverability of the “Ob.704” - which makes it not only the best AT in the game but also one of best tanks Level 9.

A branch of Soviet medium tanks.

This thread can be downloaded in two ways:
1) Directly through “BT-2”
2) Bypassing via “KV”

Personally, I recommend through “KV” because... As was already said earlier, earnings are very good at KV. In addition, it will already be top-end, which will make the game even easier.
But if you want to download a direct branch of Soviet medium tanks, then it’s worth noting that playing for them will be interesting and different from driving a TT.

"BT-2" , "BT-7" And "A-20" you will like them for their speed. The main thing here is to watch where you are going and not who you are shooting at. After all, if you crash into an obstacle, they will immediately bite you to death. In order to both roll and shoot, just attach the sight to the enemy by right-clicking on him, and constantly press fire while not stopping to watch the road. Here the software that was posted earlier will help us. By zooming out the map to the sky, we can see where to go and where to shoot and where the opponents are, and how to maneuver so as to remain inaccessible to enemy fire. That is, the task will be significantly simplified. It’s also worth remembering one rule of playing for the “A-20” when you find yourself in battles against opponents who are head and shoulders above you. "A-20", like the German "Leopard", are light-carrying tanks. That is, intelligence that detects enemies. Many novice players make the mistake of thinking that they can help in some way by being in the rear and hiding behind obstacles while playing as fireflies. This is a big mistake. Fireflies have one task - to shine. As soon as the battle begins, immediately go to the enemy base to discover as much as possible more enemies. And it doesn’t even matter that they will kill you right away. The mechanics of the game are such that experience and credit are given to everyone not only for damage done and kills, but also to those who are the first to discover enemy tanks. Thus, by highlighting more than 9 opponents, you will not only receive the “Scout” medal, but also get quite a bit of experience and credits - by the way, very good earnings in just 1 minute of battle. Difficulties will begin with the T-34...

"T-34"- Tier 5 tank of the ST branch of the USSR. Unfortunately legendary tank not shown in game in the best possible way. For most opponents, you will be easy prey. Actually, this is why I recommend downloading the ST branch via “KV”. But as soon as you switch to the T-34-85, it will become much easier.

"T-34-85"- Tier 6 tank of the ST branch of the USSR. Unlike its level 5 counterpart, it has significantly higher damage. By maneuvering competently, you can remain inaccessible to enemy attacks. Actually, on the T-34-85 you will learn the basics of playing for the ST and this style will continue until the T-54.

"KV-1s"- Tier 6 tank of the USSR TT branch. If you still decide to download the ST branch via KV, then you will like this tank. It will be superior to the T-34-85 in armor, which will be rare, but it will still be a lifesaver, given that the speed is not much lower.

"KV-13"- Tier 7 tank of the ST branch of the USSR. The final transformation of the KV into a medium tank. And although after it you will have to spend a little more time to transfer to another level 7 ST “T-43”, it will be worth it because the armor of the KV-13 remained essentially the same as that of the KV, and the speed was a cut above.

"T-43"- Tier 7 tank of the ST branch of the USSR. Perhaps many will find this tank terrible. It will be painful not to have enough armor. Any opponent will punch you, and the game will be extremely difficult. Of course, a new powerful gun will make the situation easier, but nevertheless, time is still ticking. to "T-44" will be one of the most difficult.

"T-44"- Tier 8 tank of the ST branch of the USSR. After the T-43 it will seem like a very good car to you. The main thing is to remember. STs travel in a small flock of 3-4 cars. They are also called the “Wolf Pack”. Such a flock can easily destroy any TT without loss or damage. The pack's tactics are simple. While the first one distracts the enemy’s attention towards himself (the enemy’s muzzle should look in the direction of the distractor), the rest pick back side enemy towers (by the way, many tanks have ammo racks there). If the enemy begins to turn the muzzle towards those picking at him, the one who distracted him will immediately begin to hit him. This is the main combat tactic of ST. Therefore, you should make loyal friends and, together with them in the platoon, coordinating your actions through voice communication, go on a steel hunt!

"T-54"- Tier 9 tank of the ST branch of the USSR. As soon as you transfer to this tank from the T-44, the game will truly be a pleasure! "T-54" will mark the crown of ST Soviet tanks in Game. It is fast maneuverable, and the rational slope of the armor makes it not yet penetrable. The main thing to remember is the rule: 1 is not a warrior in the field. Only a wolf pack with loyal companions should ride the T-54. It is also worth noting that the T-54 is not only the best Soviet ST, but also the best ST in the entire game. You can verify this by comparing the main characteristics of level 9 ST of different nations. The German E-50 will be slightly faster than the T-54, but it has a much lower turning speed, which makes the T-54 much more maneuverable. In addition, it is much larger than the T-54, which makes it an easy target, but the fact that the E-50 has weaker damage finally puts an end to the dispute. Comparing the T-54 with the American Patton, one can only note that the Patton is even less maneuverable than the T-54, and maneuverability is main factor in comparison with ST. Therefore, the verdict is simple - the best ST in the game is the T-54.

Branch Soviet artillery.

The Soviet artillery branch can be upgraded either directly, or again through the KV. If we take the Soviet artillery branch, then it is worth noting that the first Soviet self-propelled guns will have a relatively high rate of fire (on average up to 9 rounds per minute), but towards the end the shots will become less and less frequent. But the damage will increase significantly.

General recommendations for all self-propelled guns: Your task on the battlefield is to take a rear position in order to reach the largest part cards. It is worth noting that many people make the mistake of not keeping track of where your allies will go. You need to take a position in the rear part where more allies went to the front line so that it doesn’t work out so that you go wherever you want and are left alone without forward cover. Having taken a position, remember the same thing - your goal is the strongest enemy tanks. Be patient and don’t waste time reloading small things. Wait for the enemy's main tanks to appear and strike them. A few direct hits on them and you will ensure your team victory.

Directly regarding specific self-propelled guns, I will note: the first 4 self-propelled guns with "SU-18" By "SU-8" will have a firing range that does not cover the entire map. But already with level 6 self-propelled guns "SU-14" And "S-51" you can cover the entire map. Actually, this is where the differences between self-propelled guns end. "Ob.212" And "Ob.261" will differ from their predecessors in their weapon aiming speed, rate of fire, damage and amount of HP. But this does not have much effect because... The task of artillery is to fire at the enemy from a safe distance and hit each time. Indicators such as armor, damage, maneuverability do not matter when comparing self-propelled guns because By definition, they do not participate in close combat. Therefore, it is impossible to determine which level 8 self-propelled gun is the best, by analogy with other types of tanks.

Result:

Thus, in the hangar of a veteran of the game World of Tanks you can see all the top Soviet equipment: “IS-7”, “Ob.704”, “T-54” and “Ob.261” and “KV” with “Leopard” on which you can earn credits very well. =))

Official website of the game - sometimes it’s useful to keep up to date with the news))
Official game forum - contains many useful tips and reading material for the beginning player.
Tank calculator - very useful if during a battle you want to find out where the enemy’s armor is weaker or just compare vehicles without being in the game.

Good day, dear guests, players, fans of the most popular toy ‘World of Tanks’.
Today I offer a short overview of all the branches of tanks in the game, their general presentation, advice on which tanks to start with, and how to learn to decide the outcome of the battle.

Let's start from the general picture: there are 8 nations (for now) in the game and most of them have 5 types of military equipment, Lt ( Light Tank), ST ( Medium Tank), Tt (Heavy Tank), Pt-Sau (Anti-Tank Self-propelled Artillery Mount) and SAU (Self-propelled Artillery Installation).
Each of the tanks has its own characteristics, purposes, game tactics, and each has its own favorite class.

The LT is the essence of a firefly tank, it illuminates the map for the entire team, makes it possible to shoot at them, detects enemy routes, ambush sites, and the like. But his most important task is to break through to the rear, drain the enemy self-propelled guns (arts) and return, inflicting a strong blow on the enemy (after all, self-propelled guns have a very important purpose)
St - this class is the most multifunctional, because some sts play the role of LT, others pt, the third even the role of TT, but their main goal is to help all other classes, cover LT, TT, quickly rush to the flank, cause damage and retreat. I’ll say right away that this class is not for beginners, you need to understand it, because often the sts have the worst penetration and damage among their classmates!
TT is the main trump card of the team - TT tasks are holding, slow breakthrough of the flank, blocking damage with armor, covering allied lt, st, pt. On the one hand, TT is the simplest class due to its great strength, armor, good weapons (classic TT), but an experienced TT player is the most terrible enemy!

Fri - just like st - a multifunctional class, but their purpose is mainly just damage, they are the main damage dealers of the team, they penetrate everything and everyone (well, this is ideal). I also advise beginners, but remember one thing - this is a weak class in terms of strength, and mainly in terms of armor, because they all have a hull fused with the turret - that’s why we don’t climb first, we don’t play ourselves!
The self-propelled gun (art) is perhaps the most difficult class, the reason for this is completely different controls, the huge influence of the FBR (great Belarusian random) and often the art itself is not worth anything.
I advise you to master only experienced players, or at least if you felt the full power of the game!

Now I will briefly tell you about each nation.
If you look at the general line of research, the British come first: they are a complex nation, since each class is multifunctional (that is, it is difficult to find a light like a firefly, and not a semi-st(tt) heavy, like a heavy (and not a semi-st(pt)) , but still the British are famous for their weak damage but penetrating guns (that is, hole punchers) (LT, ST, PT, TT), artillery also initially has weak guns and penetration
The armor is strong (pt, tt) but without any special declination angles. The branch of light tanks ends at level 5... That is, to summarize all-nation not for beginners, you need experience, knowledge and understanding of both the game and the classes.

Next come the French, if you look at it this way, this is the opposite of Britain - they have strong damage weapons, drums, but in many techniques they lack proper armor.
lt is like lt here (some are faster, some are slower, but after 6 to 8 all lt are drummers - that is, the tactics are already half-staff).
Art is few, they are at the beginning and end of the development branches, but still without armor, but with good speed and weapons.
Tt - the same art, only bigger and stronger, almost no armor.
Fri is the threat of the nation, the best Fri in the game because they have everything (armor, angles, excellent and terrible weapons, speed, maneuverability...)
And the arts are considered one of the weakest in terms of damage (after level 7) but the most terrible because of the speed, accuracy and their own projectile flight path.
As a result, I can recommend the PT and LT classes to beginners, and the rest when you gain experience).

Next comes Czechoslovakia - this is the new and crudest branch of tanks (light ones up to 3 ut, medium ones from 4 to 10) - there is no armor, there are almost no corners, everything that flies into them, everything enters and damages, at first there are generally no guns... In In the end, I advise you to download the last branch!

The Germans are next, this is one of the 3 “giant nations” in the world of tanks, since all classes end (8 lvl light, and 10 others) and begin as expected (from 1-4 lvl) with a huge variety. But the main “motto” of the Germans is that we have the best weapons in the game! The Germans are famous for their excellent guns in terms of accuracy, penetration, and later damage, but in terms of armor, the Germans are weak up to 8-9 points (tm, pt) and in general they also have weak armor and corners.
Lt in speed is average, pt damage, there are 2 types of branches (plywood and armor), there are many transitions between classes, art is considered the most terrible (lvl 7-10 (another nickname is coffin-carts)).
In general, the nation is pleasant, but for those who have learned to hold back projectiles or precisely sew in the bushes.

Next comes the second nation - the giant Soviet Union, our past))).
The nation is famous for its armored Heavies, because with excellent armor, because with corners - 2 parallel branches, damaging pt, fast lt, excellent st (considered the best among all nations - because they have everything you need for st), and terrible but the most crooked( terribly inaccurate, except for a few copies) art.
I highly recommend this nation to any novice player!

Now let's return to China - essentially China is licked tanks of the USSR and some copies from America and Japan.
All lt, st, tt from lvl 6-8 differ only in guns, hull, armor, and weight (and therefore speed).
They look almost identical - round ricochet turret, good angles of the forehead and sides.
I can advise you to download after the advice, but remember, China, up to lvl 7, is terribly lacking in penetration for some important tanks!

Let's move on - the 3rd giant nation America.
This nation is famous for the best Fri among all, there are 2 branches, a good choice, damage arts, although similar to the Soviets - oblique, excellent LT (from level 6 parallel to the French bar head), there is also a huge choice between 2 branches of LT, interesting TT (considered to be the best towers in the game (from level 7, impenetrable by peers in the forehead), Art is very functional, although not as interesting as those of the Germans or the Soviets.
As a result, I would recommend the PT-shek branch from T 40 to T 25 AT to any novice player)).

And the last thread (for now) is Japan.
This is a rather strange branch, with strange tanks: the tanks are full of plywood, but they have weapons exactly like the Germans, tanks from lvl 6 are hard to break through with their peers, they have terrible weapons, but the sides are full of cardboard, they are sewn by everyone.
The nation is not for the faint of heart or for experienced players!

That's all with nations, before wargaming creates more, let's talk about the choice for beginners:
For all beginners there are 2 options - because with sweat and blood along the line of Soviet heavyweights, and then the game will fly in your hands, if you don’t give up (I started this way myself and I’m glad about it) then walk through America, the French, if you are interested in art, just start with French (the chance of hitting a tank is many times higher) and it’s better to move from Lt 6 lvl (12 t) there are already interesting arts, because you can start from lvl 2))
The second option is easier, but in the end there is little experience, no hard core and no pleasure (in my understanding) America, the French or the Germans, but I’ll say right away that after them it will be very uncomfortable to drive vehicles that have little penetration, because they are slow...

In general, I’ll tell you one thing - technique is technique, but the battle is decided by the player and the team, so stand up stronger and decide the outcome of any battle yourself!
Good luck to you!…

What would the lists of tanks of all nations be without prototype tanks?

We have collected for you all the development trees of each nation in World of Tanks and excluded from them prototype tanks and tank projects that exist only on paper. There are no tanks left in the technology trees that were not embodied in metal. This is what we got.

Chinese development tree

The Chinese tree mainly loses tanks of levels 8-10. It's interesting to note that WZ-120 is simply the production name for the Type-59. It's literally the same car.

Czech development tree

Goodbye Czech tree. Only tanks of levels 2 and 3 remain in it. Known by the Germans as Pz 35 (t) and Pz 38 (t).

French development tree

The French tree has largely disappeared. This nation did not have heavy tanks before or after World War II. The only exception was perhaps the TT B1. Tank destroyers ceased to exist, like most self-propelled guns.

German development tree

The German tree lost a lot of cars, almost the entire 10th level disappeared. It is worth noting that many German tanks are prototypes of later versions of tanks. For example, VK 30.02M and Panther. Or VK 36.01H and Tiger.

American development tree

American tank destroyers and self-propelled guns remained almost untouched, but the TT and tank destroyer branches almost disappeared.

Japanese development tree

Japan lost almost all tanks above level 5. Not too surprising, given that Japan was more concerned about its air force and naval forces, being an island state.

The USSR lost a whole line of heavy tanks, almost all of its light tanks, another branch of tank destroyers and 3 out of 4 development sub-branches. Almost all premium tanks also disappeared, being prototypes, and the remaining vehicles were participants in the Lend-Lease program.

British development tree

The UK boasts the most comprehensive technological tree in World of Tanks. However, their medium tanks only lose levels 1 and 10. However, the entire branch of tank destroyers lost all their vehicles after level 2. All

From patch to patch in game World of Tanks there are more and more armored vehicles. Reinforcements are taking place in the ranks of all current nations. Further - only more. In this regard, the development team is constantly working to improve the overall balance of the game, which led to a revision of the development trees. .

The process of making all the amendments to the current tank trees will take a lot of time and will happen gradually, from update to update. Some of the changes will directly affect progress in World of Tanks, so the development team will do everything possible to make this process as comfortable as possible for players.

Thus, when changes are made to development trees, the following actions will be taken to replace tanks:

  • Division of the KV tank into KV-1 and KV-2. Anyone who upgraded the KV-2 turret on the KV will receive both tanks with an additional slot in the hangar. The crew with KV will receive specialization in KV-1, KV-2 will receive 100% crew.
  • Shifting the KV-3 up 1 level and adding the T-150 tank. Anyone who has a KV-3 in the hangar will receive a KV-3 in a new status, in the current upgrade, with the same set of modules and the old crew, and a T-150 without upgrade, with an additional slot in the hangar and 100% crew.
  • Replacing the IS-4 tank with the Object 252. Anyone who has an IS-4 in the hangar will receive it in a new status with a complex mechanics for replacing modules (see below) with the old crew, as well as an Object 252 with a complex mechanics for replacing modules, with 100% crew and an additional slot in the hangar.
    Preliminary mechanics of replacing modules on the IS-4. If the player had an engine unlocked on the IS-4, then this engine will be unlocked on the IS-4 tank in a new status, and on the Object 252 tank it will also be unlocked or its equivalent. Radios, turrets and chassis will be replaced in a similar manner. The IS-4 and Object 252 tanks will be equipped with the same modules that were on the IS-4 tank, in the old status, or their analogues. The guns, if they are changed, will also be replaced according to a similar scheme, but additional complications are possible.
  • Introduction of the E-50 tank. Anyone who has a Panther-II in the hangar will receive an E-50 with the Panther-II upgrade scheme (the top engine is changed to HL295 or added as a new one), with the same set of modules that was on the Panther-II. The one who had Pz. V Panther in the hangar, will receive Panther-II, with the Panther upgrade scheme (with an additional 7.5 cm KwK 45 L/100 gun), with the same modules that were on the Pz. V Panther, as well as Pz. V Panther at level 7 in stock configuration, with an additional slot in the hangar and with 100% crew.
  • Commissioning of E-75 and E-100 tanks. Unallocated experience from elite Tiger tank will switch to Tiger II.
  • Replacing tanks M26 with M46 and T23 with M26. Anyone who has an M26 in the hangar will receive an M46 with the same composition of modules (possibly renamed), retention of upgrades and the same crew. Anyone who had a T23 in the hangar will receive an M26 in a new status, with the same leveling, with the old crew.
  • Replacing T34 tanks with M103. Anyone who has a T34 in the hangar will receive an M103 while maintaining the upgrade of the T34, with 100% crew, as well as a T34 as a premium tank with the old crew from the T34 and an additional slot.
  • Replacement of T30 tanks with T110 and transfer of T30 to the tank destroyer branch. Anyone who has a T30 in the hangar will receive a T110 with 100% crew, with an additional slot, as well as a T30 top-end configuration in a new status with the old crew and an additional slot.

Note: For modified tanks, installed additional equipment, as well as modules in the warehouse, will be sold at the purchase price. No additional compensation is provided. All controversial issues will be resolved individually.

In the future, only minor changes to tank development trees are possible. Stay tuned.



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