Schedule of rating battles in world of tanks. Ranked battles in World of Tanks. New update - new difficulties

Hello friends! Let's discuss today ranked battles in world of tanks added to our favorite game with patch 9.19.

I think that it’s no secret to anyone - ordinary battles in a random environment one way or another bore the player. There is no competitive part to them, except for the numbers in the post-battle statistics. Therefore, to maintain interest, various formulas for calculating a player’s efficiency worked well in their time.

From the oldest portal wot-news.com, for example, there was an “Efficiency Rating” or efficiency, which everyone, so to speak, looked up to and tried to score as many points as possible. Since they could show their coolness on the World of Tanks forum, or in their videos, streams, and so on. Of course, players were also assessed for admission to top clans based on their efficiency rating, in the years 2012-2014. Then the WN8 rating appears in WoT, which evaluates the player’s effectiveness in battle. To receive the coveted purple nickname in the Olenometer or admission to the clan.

Ranked battles in tanks are designed, in my opinion, to bring just the same entertaining and competitive aspect to the game. Plus, of course, to separate players into different leagues: Gold, Silver, Bronze - as is implemented in other popular games. After all, you will agree that it is much more interesting to play ranked battles in World of Tanks, when players of a fairly high skill are against you, than to watch battles in a random room where, from battle to battle, some fool, to put it mildly, drains his tank in 30-40 seconds . And there are no fines or restrictions for him, he took a ride, say, on a batch chat, merged and ran straight into next fight, and you continue to drag the skating rink and sweat to get the coveted victory and result.

The essence of ranked battles in World of Tanks, in my opinion, is to encourage players to try to play as best as possible. After all, with positive results, your ranks increase, you rise in the rankings, and finally move up the leagues. Plus, depending on the results in World of Tanks ranked battles, we will earn Bonuses. This is a new currency that is used to purchase an improved version of equipment for tanks. As well as various instructions that further enhance our modules in tanks or crew perks of choice. Bonuses, in turn, will be awarded by the developers for the so-called stages and seasons. Each stage is divided into 7 days, while the season will last a month. The entire rating of ranked battles in WOT based on the results of stages and seasons will be summarized in the player’s statistics. Determining the best of the best based on the results, and giving the opportunity to get into the prize league.

All this is a great move from the Wargaming campaign, which will ultimately reduce the toxicity of randomness and the stress after playing ranked battles in World of Tanks. In the strongest leagues there should be no more idiots draining their tanks in 30-40 seconds of battle. And leaving your team in an awkward position during the battle. I hope that fights with a score of 15:0 or 15:3 will also disappear as a species, because they do not bring any joy or pleasure. All this can only be verified after time and experience in playing ranked battles in World of Tank.

How to play in ranked battles? most main question tormenting the majority.
Prime time for different servers:
RU5: 15:00–24:00 (Moscow time);
RU6: 15:00–24:00 (Moscow time);
RU8: 11:00–16:00 (Moscow time).

Take into account the schedule and calendar of ranked battles!

How to participate in ranked battles in World of Tanks?


Very simple! Select the desired item from the drop-down menu and go into battle!
Don’t forget that in order to get into a ranked battle you need a lvl 10 vehicle in the hangar!
The ranked battle mode itself is no different from normal combat in WOT.

Rewards in ranked battles will be given out every stage and season.



Most likely the list of awards will change, in this moment it is relevant for the beta season of ranked battles in the world of tanks.

Why are there no ranked battles? Most likely you are trying to play when the mode is turned off.
Keep track of the schedule, including the temporary one.

How to participate in ranked battles in tanks? You must have the desire and technique of lvl 10.

Best tank for ranked battles? a very common question.
In my opinion, you need to choose the vehicle that you play best in World of Tanks.
After all, you need to show maximum results per battle. To gain ratings in ranked battles and advance through the leagues to receive prizes and bonds.

Therefore, only you can answer which technique is better for ranked battles yourself. In my opinion, the IS-7, T110E5, T62A, E 100, Maus, batchat, TVP T 50/51, and other convenient equipment for inflicting as much damage as possible will be popular.

The feature of ranked battles in World of Tanks is, among other things, the rating. It is built not only on the damage dealt, as was the case in random battles.
Basically, people with a higher skill, so to speak, often stood behind their backs and dealt damage. To raise your rating WN8 or capture the base.
Now, in WOT ranked battles, exposure and other parameters that influence the final table of distribution of the best players in the rating are taken into account. Which should have a positive effect on the overall gameplay and remove players who are always standing in the bushes.

You shouldn’t immediately expect a good balance in ranked battles, since now is the beta season. Based on the results, there will be a distribution of players and other goodies.
Therefore, do not expect that right here and now, when you enter World of Tanks ranked battles, you will experience epic battles.

Why don't ranked battles work in wot? Most likely you haven’t studied prime time for fights.

I hope that we answered how to play in ranked battles, why to do it, and what the benefits will be for your nerve cells.
See you on the battlefields, gentlemen!

Version 4.0 means that the update will be large-scale. We have already written about the changes to . Now it’s time for the main news: update 4.0 will introduce the main feature - rating battles.

Rated battles are a great opportunity to test your strength in practice. How will everything happen? You will have your own rating like all players. The more victories you have, the higher your rating; in general, everything is logical.

You will receive your first rating automatically; in the future, the indicator will change based on rating battles. Ranked battles are a special type of battle that will take place over seasons. The first season will begin with the release of update 4.0 - that is, tomorrow.

Features of the game in rating battles

  • solo game
  • team game
  • When you win, points are added, and when you lose, points are taken away.
  • rating battles do not affect the results of your statistics

To participate in such battles, you need to go to the menu and click on the special button, which is located next to the “Battle” button.

You have no equal on the battlefield, and you will never meet a worthy opponent? Then welcome to Ranked Battles! These are seasonal competitions where the strongest tankers compete, and the best of the best receive well-deserved rewards. Anyone can try themselves in Ranked Battles - perhaps you are destined to take an honorable place among the winners!

Ranked Battle mode is rules-based Standard battle and is only available for Tier X vehicles. The balancer of this mode selects into teams participants who are close in their level of gaming skill. By earning chevrons based on the results of battles, players advance through ranks and divisions. The best of the best get into prize leagues. See also.

You can participate in Ranked Battles only using Tier X vehicles.

Ranked battles follow the familiar rules of Standard Battle:

  • Battle format: 15×15.
  • Goal: capture the enemy base or destroy all enemy equipment.
  • Duration of the battle: up to 15 minutes.
  • Maps: “Monastery”, “El Halluf”, “Cliff”, “Ensk”, “Lost City”, “Highway”, “Himmelsdorf”, “Karelia”, “Live Oaks”, “Robin”, “Pass”, “Murovanka”, “Paris”, “Industrial Zone”, “Prokhorovka”, “Redshire”, “Sandy River”, “Quiet Bank”, “Siegfried Line”, “Steppes”, “Tundra”, “Lasville”.

By default, your team and the enemy team only include players of the same rank. If this is not possible, then the balancer creates two teams with players of different ranks, but in the same proportion: the number of players of each rank in both teams is equal.

Ranked battles are only available during a certain period, called a season.

To participate in Ranked Battles:

  • Select a Tier X vehicle.
  • Click Fight!

All information about your successes, the schedule of Ranked Battles, rules and the Season Rating are contained on the Ranked Battle screen:

  • Select Ranked Battle in the menu to the right of the Battle Now button.
  • Click on the image with your current rank under the Battle button!

Ranked battles take place only during Prime Time and only on certain servers. Hover your mouse over the name of the mode in the menu to the right of the Battle! button to find out the schedule of battles.

Progression in Ranked Battles

The main goal in Ranked Battles is to get into one of the prize leagues at the end of the season: Bronze, Silver or Gold.

To get into the league, you must go through 4 divisions, each with 15 ranks. To obtain ranks you need to earn chevrons. The more victorious battles you have and the experience earned in them, the faster you will advance through the ranks.

Chevrons

To get a rank, you need to earn a certain number of chevrons. The higher your position in experience among team players at the end of the battle, the more likely it is that you will receive a chevron. If you lose, you can lose chevrons, which can ultimately lead to loss of rank.

Rules for calculating chevrons

  • Accrued. The chevron is awarded to the top 10 players on the winning team based on experience earned, as well as the first place player on the losing team. In addition, the top 3 players from the winning team receive an additional chevron.
  • The chevron is retained. The chevron is not lost if you took 11–15 positions on the winning team or 2–5 positions on the losing team.
  • Writes off. You lose a chevron if you are 6-15 on the losing team.
  • If the battle ends in a draw, then both teams are considered losers: the best players of both teams receive a chevron, the rest either keep their chevrons or lose depending on their position.

Please note: the amount of experience gained in a Ranked Battle can be increased by a special parameter - Role Experience.

Ranks

In every division 15 ranks. The starting rank is always fireproof. In addition, the 10th and 13th ranks in each division have protection against loss - before losing a rank, you can fight a certain number of unsuccessful battles without consequences:

  • at rank 10, protection against loss is lost after two unsuccessful battles;
  • at rank 13 - after one unsuccessful battle.

If after an unsuccessful battle you were able to earn a chevron, protection against loss of rank is restored.

Divisions and leagues

There are four divisions in Ranked Battles:

  • Qualifying Division
  • Third Division
  • Second Division
  • First Division

Once you get into a division, you will never go down to the previous one. In the worst case, you will return to the starting rank of the current division.

Having received rank 15 in the First Division, you get into one of the prize leagues: Bronze, Silver or Gold. The effectiveness of the game in all completed divisions influences which league you end up in.

If you are part of one of the leagues, then at the end of the season you will receive a reward for the league.

Please note: each transition from one division to the next, as well as entering leagues, earns you a Rank Token. Accumulate Rank Tokens and receive an annual reward for them.

Game efficiency

Game efficiency is the ratio of the number of chevrons received to the number of battles fought. It is the efficiency of the game that determines which league you will end up in after completing all four divisions.

First, efficiency is calculated separately for each division. Based on your performance, you receive bonus fights when moving to the next division.

When you pass all divisions and get into the prize league, your overall efficiency - average value of performance indicators by division.

  • Golden League - first 20% of players;
  • Silver League - next 30% of players;
  • Bronze League - next 50% of players.

Prize fights

If you showed high performance in a division, then when you move to the next division you will receive bonus fights. The principle of bonus battles is similar to the daily double experience system: once a day for a specific vehicle, chevrons received in battle are automatically doubled. If you do not receive chevrons for a battle, then the prize battle is not deducted and you can try again.

The presence of bonus battles can be seen in the Hangar in the image of your current rank. Vehicles for which bonus battles are available are indicated by a special icon on the vehicle panel.

Conditions for awarding prize battles

Based on the results of passing the Qualifying, Third and Second Divisions:

  • with efficiency from 0% to 10% - 2 bonus battles;
  • with efficiency from 10% to 20% - 3 bonus battles;
  • with efficiency from 20% to 40% - 4 bonus battles;
  • with efficiency from 40% to 60% - 5 bonus battles;
  • with efficiency from 60% to 90% - 6 bonus battles;
  • with efficiency from 90% to 120% - 7 bonus battles;
  • with efficiency from 120% to 160% - 8 bonus battles;
  • with efficiency from 160% to 250%* - 9 bonus battles;
  • with an efficiency of over 250%* - 10 bonus battles.

In the Qualification Division the maximum possible effectiveness - 200%.

Based on the results of passing the First Division:

  • with efficiency from 0% to 10% - 5 bonus battles;
  • with efficiency from 10% to 20% - 8 bonus battles;
  • with efficiency from 20% to 40% - 10 bonus battles;
  • with efficiency from 40% to 60% - 13 bonus battles;
  • with efficiency from 60% to 90% - 15 bonus battles;
  • with efficiency from 90% to 120% - 18 bonus battles;
  • with efficiency from 120% to 160% - 20 bonus battles;
  • with efficiency from 160% to 250% - 23 bonus battles;
  • with an efficiency of over 250% - 25 bonus battles.

Role-playing experience

Role-playing experience is awarded after a battle if you not only regularly deal damage and assist in destroying the enemy, but act according to the role of your equipment in battle. For example, a heavy tank should block enemy shells and deal damage in close combat, while ambush, weakly armored tank destroyers should deal maximum damage from long range.

There are seven main roles for vehicles on the battlefield:

Defender

The role of most heavy tanks, the primary task of which is to push through the direction or contain superior enemy forces. These are, as a rule, leisurely and well-protected machines that, when used skillfully, block a significant portion of the damage.

Role-playing actions:

blocking damage and exchanging hit points;

causing damage from a distance of less than 300 m.

Representatives:

  • IS-4, IS-7, Object 705A, Object 277, Object 279, Object 260
  • Maus, E100, PzKpfw VII, VK 72.01 (k)
  • T110E5
  • AMX M4 ml. 54
  • Super Conqueror, FV215b, T95/FV4201 Chieftain
  • 113, WZ-111 model 5A
  • Type 5 Heavy
  • 60TP Lewandowskiego

Fire support

A role for medium tanks with modest armor, but with comfortable guns and good mobility. Vehicles that feel more confident in battle on the second line and provide fire support. They engage in close combat against a single target when they are able to bypass it, and often get the right to the first shot due to their mobility and good camouflage.

Role-playing actions:

  • initial detection of the enemy.

Representatives:

  • Leopard 1
  • AMX 30 B, Bat.-Chatillon 25 t
  • TVP T 50/51
  • STB-1
  • Progetto M40 mod. 65
  • UDES 15/16

Light attack aircraft

Role for universal medium tanks with rational front or turret armor, as well as medium tanks with low mobility but good armor. Such vehicles can effectively play at medium and close ranges, covering vehicles with the “Defender” role.

Role-playing actions:

  • damage to the enemy in the viewing circle (according to your intelligence);
  • blocking damage.

Representatives:

  • Object 907, T-22 sr, T-62A, Object 140, Object 430U
  • E 50 M
  • M48A5 Patton, M60, T95E6
  • Centurion AX
  • 121, 121B

Heavy attack aircraft

Role for tank destroyers or heavy tanks with a magazine loading system. Vehicles in this role are characterized by low shooting comfort, but high firepower, thanks to which they can support vehicles with the “Defender” role when restraining the enemy or pushing through key directions.

Role-playing actions:

  • damage to the enemy in the viewing circle (according to your intelligence);
  • blocking damage and exchanging hit points.

Representatives:

  • Object 268, Object 268/4
  • Jagdpanzer E 100
  • T57 Heavy Tank, T110E4, T110E3
  • AMX 50 B, AMX 50 Foch (155), AMX 50 Foch B
  • FV215b (183), FV4005 Stage II, FV217 Badger
  • WZ-113G FT
  • Kranvagn

Sniper

A role for ambush, lightly armored tank destroyers, whose accurate guns and high stealth allow them to hit targets from long distances.

Role action:

  • causing damage from a distance of more than 300 m.

Representatives:

  • Grille 15
  • Strv 103B

Scout

The role of light tanks. Vehicles with good visibility and camouflage performance, the main task of which is both detecting the enemy and transmitting intelligence to allies, and hunting for single targets.

Role-playing actions:

  • initial detection of the enemy;
  • assisting the allies in destroying enemy equipment by transmitting intelligence data or placing them on tracks;
  • damage to the enemy in the viewing circle (according to your intelligence).

Representatives:

  • T-100 LT
  • Rheinmetall Panzerwagen
  • XM551 Sheridan
  • AMX 13 105, Panhard EBR 105
  • WZ-132-1

Artillery

The role of self-propelled guns. Vehicles that, in artillery mode, cause massive damage and stun the enemy with high-explosive fragmentation shells.

Role-playing actions:

  • helping allies deal damage by stunning enemy vehicles;
  • causing damage to enemy self-propelled guns.

Representatives:

  • Object 261
  • G.W. E 100
  • T92 HMC
  • Bat.-Châtillon 155 58
  • ConquerorGC

During the battle, each successful completion of role-playing actions is marked in the event feed with a special icon. You can find out the exact amount of bonus experience received in the post-battle statistics window in the Detailed report tab.

Components of the experience accrual formula

For damage and destruction

  • personal damage;
  • personally destroyed vehicles;
  • damage by modules;
  • bonus for the total damage of the player’s team;
  • penalty (subtracted) for stun and damage to allies.

For assistance

  • assistance to allies in dealing damage (transferring intelligence, placing on a caterpillar or stunning);
  • base capture/defense;
  • first detection of an enemy vehicle.

For playing the role of a machine

Calculated using the formula:

(Ed + Ek + Ea) x (K1 + K2 + K3)

  • Ed - experience for damage
  • Ek - experience for destruction
  • Ea - experience for helping allies
  • K1,2,3 - role coefficients

By performing role-playing actions specific to a particular vehicle, the player increases the role-playing coefficients K1, K2 and K3. There can be from one to three role coefficients, depending on the role of the machine.

Rewards in Ranked Battles

Participation in Ranked Battles is a chance to receive a variety of valuable prizes. To view all possible rewards and the conditions for receiving them, click on the chevron image under the Battle button! in the Hangar, then go to the Rewards tab on the left side of the screen.

Rank Rewards

Receiving ranks will bring you valuable rewards:

  • bonds;
  • loans;
  • gold;
  • days of Tank premium account;
  • valuable in-game property, such as equipment or pre-battle instructions.

League Rewards

Once in any of the leagues, you will receive a special reward that will make you stand out on the battlefield. The higher the league, the higher the status of the reward:

  • commemorative patch for each league;
  • a unique style for Tier X vehicles, special for each league.

Will receive a special award sprinters- the first 1000 players who passed all divisions and got into any of the leagues. Such players receive the Golden League prize regardless of which league they are placed in. In the ranking of players by league, sprinters are indicated by a special icon.

Please note: after receiving a league reward, you must defend your title in the following seasons of Ranked Battles.

  • If at the end of the season you remain in the same league, the stripes you received will remain with you.
  • If you end up in another league, the patch and style for the previous league will be deducted and new ones will be awarded.
  • If you do not qualify for any of the leagues, the patch and style will be retired.

Milestone achievements

As part of Ranked Battles, you will also receive milestone medals, which will be located in the Rewards tab of your in-game Achievements.

Seasonal hike

The medal is issued for a certain number of fights in divisions above Qualifying.

Citius, Altius, Fortius!

The medal is issued for a certain number of chevrons in leagues.

Annual Award

The most long-awaited and valuable reward, which at the end of all seasons in 2019 will be received by the most experienced players.

For completing each division and entering the leagues, you receive Rank Tokens. The more tokens you accumulate, the more valuable reward you will receive at the end of the year:

Tankers!

In the new season of ranked battles, the gameplay will change significantly. After analyzing your feedback and wishes, we reworked the progression system and improved the mechanics of gaining experience, making everything fairer and more transparent. One thing remains unchanged: as before, you will be able to receive many rewards and additional prizes, including a unique Tier IX car!

Accept the challenge, get ready for battle and begin your battle journey in one of the most exciting modes in World of Tanks!

Season dates

  • Monday Friday:
    • RU5: 16:00–1:00 (Moscow time)
    • RU6: 11:00–1:00 (Moscow time)
    • RU8: 11:00–20:00 (Moscow time)
  • Saturday Sunday:
    • RU5: 13:00–1:00 (Moscow time)
    • RU6: 11:00–1:00 (Moscow time)
    • RU8: 9:00–20:00 (Moscow time)

Reworked progression system

Ranked battles are divided into three consecutive interconnected seasons, each with a lot of rewards and bonuses. To help you achieve high results, we have completely redesigned the progression system, dividing it into four divisions.

Each division consists of 15 ranks. Progression across divisions is consistent, starting with qualifying and ending in the first. You cannot drop out of the division. After completing them all, you find yourself in one of three leagues: Bronze, Silver or Gold. A specific league is determined by your combat effectiveness (the ratio of the number of chevrons received to the number of battles fought).

  • The top 20% of players will end up in the Golden League, which is the hardest league to get into.
  • The next 30% of players will play in the Silver League.
  • The remaining 50% will fall into the Bronze League.

The first thousand players to enter the leagues from the divisions are “sprinters”, those who were able to show outstanding skill. They will receive seasonal rewards as for the Golden League, regardless of their position at the end of the season.

In the new season, we have reduced the number of chevrons required to reach the next rank. This makes gaining ranks easier, but does not remove all the difficulties from the mode.

Accelerating progress

Do you want to earn ranks even faster? No problem! To speed up progress, we have introduced a new mechanic: bonus battles. This is analogous to the first victory of the day: the number of chevrons you receive will be doubled (two instead of one, four instead of two).

Prize fights will be awarded as a reward when advancing through divisions. The number of battles depends on your effectiveness in the division.

If you have a bonus fight and you lose, this bonus fight will not count and you can try again.

Role-playing experience

Much of your feedback on ranked battles concerned the distribution of combat experience. And here we have improved something by introducing a role-playing experience system. It takes into account the peculiarities of the game use of individual tanks and rewards with experience for effective actions within the gameplay role of a specific vehicle.

Here's how it works using heavy and medium tanks as an example:

  • Close range fighters (Maus, IS-7, WZ-111 model 5A) will earn experience by blocking and dealing damage at a distance of less than 300 meters.
  • Medium tanks (M48A5 Patton, E 50 Ausf. M) will receive additional experience for dealing damage to the enemy in the circle of vision (according to their intelligence), as well as for blocked damage.

Acting out your role and earning role experience is important. But don't forget that you are part of a team and your main goal is victory!

Disabling damage to allies

So that you are not distracted from the game, we have disabled damage to allies and their destruction by shooting and ramming. However, artillery will still be able to stun allies, for which they will receive an experience penalty.

Seasonal Rewards

Here's what awaits you:

  • Loans
  • Gold
  • Unique styles
  • Additional rewards

For completing each division and entering the league, you receive ranking tokens. The more tokens you accumulate, the more valuable reward you will receive at the end of the year:

Final award after three seasons

  • Incentive award. Issued for 3 rank tokens. Contains a small amount of valuable in-game property.
  • Standard reward. Issued for 7 rank tokens. Contains a standard amount of valuable in-game property.
  • Increased reward. Issued for 10 rank tokens. Contains a unique Tier IX vehicle and a large amount of valuable in-game property.
  • Maximum reward. Issued for 15 rank tokens. Contains a unique Tier IX vehicle and the maximum amount of valuable in-game property.

Depending on your results throughout all three seasons, you can earn the main reward - a unique Tier IX vehicle. Its name, type and performance characteristics are still classified. We will tell you about it later, stay tuned!

The secret reward machine for ranked battles is different from the one you can get for participating in Frontline. Don't miss the opportunity to earn them both!

Show what you are capable of and get a unique Tier IX tank, and with it many valuable prizes! This year, ranked battles promise to be even more interesting, so get ready for new achievements!

Definitions

  • Season is a time period during which ranked battles are available. Different seasons may have different regulations and awards.
  • Leagues - distribution of season leaders by degree of performance. There are three leagues in total: Gold, Silver and Bronze. Prize fights are available within leagues.
  • Divisions - three consecutive progressions of ranks from 0 to 15. Upon reaching the final rank, the player moves to the next division, where progression begins again. Prize fights are available within divisions.
  • Qualification - the first progression, consisting of 15 ranks, there are no prize fights within the qualification.
  • Rank is an element of progress in the season. Ranks are common for the entire account and do not depend on the machine on which players receive them.
  • Chevron is a progression element that determines the distance to the next rank. Based on the results of the battle, chevrons can be obtained, retained or lost. The number of chevrons may vary between ranks.
  • Bonus battle - a mechanic that automatically doubles the number of chevrons in an effective battle (1-2 chevrons received). Available once a day for each vehicle eligible for the Ranked Battle mode. Accrued after completing each division, including after qualification. The number of bonus battles depends on the player's performance in this division.
  • Burnable rank is a rank that a player can lose (return to a lower rank) if he loses a chevron.
  • Rank protection - the functionality of saving ranks when losing chevrons, which is valid for some ranks and has strength points.
  • Season Leaders - a rating table in which participants in ranked battles are ranked depending on the overall effectiveness of the game and other game indicators. To be among the leaders of the season, you must complete the qualifications and divisions for the current season.
  • Sprinter is a player who reaches the leagues among the first 1000 players.
  • Ceasefire mode is the time during the day when the ranked battle mode is not available on the current server.
  • Prime time is the time during the day when the ranked battle mode is available on individual servers.
  • The overall effectiveness of the game is the ratio of chevrons earned to the number of ranked battles completed during the season. Determines the player's position in the season leaders.
  • The effectiveness of the game in a division is the ratio of chevrons earned in a division to the number of battles held in it. Determines the number of bonus battles awarded in the next division or leagues.
  • Ranked battle calendar - a calendar that indicates the period of ranked battles and prime times on servers.
  • Pure experience is experience earned in battle without taking into account the premium account, clan and personal reserves. Displayed in the “Team Results” section of the post-battle statistics.
  • Role-playing experience - additional experience based on the results of the battle for performing certain game actions inherent in a specific role (support tank, sniper, scout, artillery) in the “Ranked Battle” mode. Part of pure experience.

How to participate

  • The new season of ranked battles will be available from May 20, 11:00 (Moscow time).
  • To participate in ranked battles, any Tier X vehicle is required.
  • To proceed to ranked battles, you need to mark them in the mode selection menu in the Hangar.
  • Ranked battles are only available during prime time on select servers. Prime times and available servers may change during the season.
  • RU5 (105): 16:00-1:00 (Moscow time).
  • RU6 (106): 11:00-1:00 (Moscow time).
  • RU8 (108): 11:00-20:00 (Moscow time).

Weekend:

  • RU5 (105): 13:00-1:00 (Moscow time).
  • RU6 (106): 11:00-1:00 (Moscow time).
  • RU8 (108): 09:00-20:00 (Moscow time).

Format and duration

Format

  • Ranked battles take place in separate seasons.
  • The battles take place in the 15 vs 15 format in the Standard Battle mode.
  • The duration of the battle is 15 minutes.
  • Victory conditions are the destruction of all enemy equipment or the capture of an enemy base.
  • Maps available in the mode: “Monastery”, “El Halluf”, “Cliff”, “Ensk”, “Lost City”, “Highway”, “Himmelsdorf”, “Karelia”, “Live Oaks”, “Lasville”, “ Malinovka", "Pass", "Murovanka", "Paris", "Industrial Zone", "Prokhorovka", "Redshire", "Sandy River", "Quiet Bank", "Siegfried Line", "Steppes", "Tundra".
  • This mode cannot be played in a platoon.

Season

The duration of the season is 21 days.

The exact schedule of battles will be available in the game client.

Chevrons

  • Players finishing 1st to 3rd on the winning team receive two chevrons.
  • Players finishing 4th–10th on the winning team and 1st on the losing team receive one chevron.
  • Players finishing 11th–15th on the winning team and 2nd–5th on the losing team retain the chevron.
  • Players finishing 6th–15th on the losing team lose their chevron.
  • In case of a tie, both teams are considered losers.
  • If several players on a winning or losing team have earned the same amount of experience, then all these players receive or keep chevrons. The same scheme applies when players with the same amount of experience occupy the highest place.

Divisions and ranks

There are 15 ranks available within each division.

The number of chevrons in the first season required to advance to the next rank is as follows:

Rank protection

  • If a player has protection at the current rank, he can retain his rank if he loses a chevron.
  • The strength of the defense is reduced if the player loses a chevron following a battle.
  • The first battle that the chevron brings will completely restore the defense.
  • At rank 10, the defense completely loses strength after two battles in which the player had to lose rank.
  • At rank 13, the defense completely loses strength after one battle in which the player had to lose rank.

Leagues

According to the performance indicator, after passing the qualifications and all divisions, players are distributed into leagues:

  • Golden League: first 20% of players.
  • Silver: next 30% of players.
  • Bronze: next 50% of players.

In a league setting, a player can continue to accumulate chevrons and influence their overall performance and position in the season's leaders.

Balancer

  • The balancer seeks to select teams from players within the same rank in a specific division. If this cannot be done, then the boundaries of the ranks available for selection expand.
  • The compositions of the teams are mirrored in terms of the ranks of the participants in the battle.
  • The balancer does not take into account players' affiliation to a specific league when forming teams.
  • If within five minutes it is not possible to assemble teams for a ranked battle, then it is not created, and the players return to the Hangar.

Leaders of the season

  • Ranking in the Season Leaders table is based on the player’s overall performance.
  • If two or more players have the same efficiency, the remaining parameters of the season are sequentially compared:
    • average experience;
    • average damage.
  • If all parameters match, the players will be placed in the league of the one who took the highest position.
  • The season leaderboard becomes available in the client and on the portal when the season starts.
  • The Season Leaders table is updated every 15 minutes.

Awards

Season Rewards

Annual Awards

The level of access to the annual reward is determined by the number of rank tokens earned within the seasons of the year.

Rank tokens are awarded for completing each division and for entering leagues. Rank tokens are awarded at the end of the season.

Thus, in one season a player can receive up to 5 rank tokens.

Violations and penalties in ranked battles

The same rules apply in ranked battles as in random ones. All penalties are imposed in accordance with the Game Rules and the License Agreement. In case of violation of clauses 2.1.2 or 2.1.5 of the Rules of the Game (fixed fights), clause 2.1.7 of the Rules of the Game (botting), clause 4.2.9 of the License Agreement (use of prohibited modifications), clause 2.1.3 of the Rules of the Game (boosting) accounts of other users), as well as other serious violations, the violator will be excluded from the list of winners during and at the end of the second season of ranked battles and before the distribution of awards based on the results of the season.

Due to the reworking of the system for damaging allies in ranked battles (the abolition of damage to allied vehicles and damage to their modules), stunning allies with artillery in battles in this mode is equivalent to causing damage to allied vehicles and damaging their modules (“team damage”). For stunning allied vehicles in this case, the player may be fined or blocked according to the rules for imposing punishment for “team damage”.

All restrictions for “teamdamage” and “teamkill” are issued by an automatic system without the intervention of User Support Center employees. Please note: the system takes into account the complex of all possible circumstances accompanying a particular violation, both mitigating and aggravating. The terms of restrictions imposed by the automatic system are not subject to appeal.

Long-awaited and heavily redesigned.

Developer Diaries. New season of ranked battles 2019. .

What is role-playing experience? How was the issue of damage to allies resolved? And what is the new progression? All the details are right now in the video.

Now let's tell you everything in text form and with additional information. The developers decided to slightly (completely) copy the mechanics of the Front Line (hereinafter LF) and add it to Ranked Battles (hereinafter RB). One pleasant thing that surprised us personally is that there are awards for sprinters (marathon runners), and that’s good.

Let us remind you that this 3rd general season, the RB season, was postponed and sent for revision from mid-autumn 2018.

  • Season 3 (general) of Ranked Battles - according to our data, this is May 2019 (all regions).

Role-playing experience- a new mechanic exclusively in Belarus in the formula for accruing experience, which will replace experience for active combat operations. It is with this mode that the developers begin reworking the experience system. Looks like Mr. Vspishka achieved his goal.

Each Tier X vehicle will be assigned a role depending on its purpose in battle. The role will correspond to a certain set of actions. The goals of role-playing experience are to encourage correct actions by players, as well as to make the principle of accrual of experience more transparent. Role-playing experience is not a decisive component in the entire formula of experience, it is only part of it. The player will continue to receive experience for already familiar actions: damage, assists, frags.

Disabling damage to allies - arte left the ability to stun allied vehicles, while for stunning allied vehicles arte will receive a penalty in experience, which will affect its position in team results, and also by stunning allied vehicles it will be possible to “turn blue” and then go into ban .

New progression system - 4 divisions and 3 leagues will appear. Within each division there will be 15 ranks, and their progression is linear. The point: to make it more difficult for less skilled players to get into high leagues. The division itself is fireproof. The number of chevrons between ranks has also changed - there are fewer of them.

Bonus Battle is a new mechanic that will allow players to progress through progression faster. Similar to the X2 multiplier for the first victory, it affects the number of chevrons received. N such pieces will be awarded when moving from division to division. The number will depend on how effectively you completed the last division and how quickly.

A special mention will be given to the sprinters, those who were the first to reach the conditional awards. Hello in RB VOVAKRASABA

So far it’s unclear and nothing has been said, but we hope the sprinters (marathon runners) will be properly encouraged.

Introducing a new reward in Ranked Battles 2019 [level IX tank], the rest will remain unchanged.

In total, there will be 3 RB seasons in 2019:

  • May 2019 - season 1 RB 2019 (season 3 overall)
  • TBA (approximately and NOT exactly, 2 half of summer) - season 2 RB 2019 (season 4 in general)
  • TBA (approximately and NOT exactly, mid-autumn) - season 3 RB 2019 (season 5 in general)

Upon completion, players will receive a final reward. Depending on the results shown in all 3 seasons of 2019, it will be possible to receive additional. awards are a complete analogue of the Front Line. The main one will be a unique tank of level 9, it will cost 15 points.

A lvl IX tank is different from a LF tank, i.e. in fact, we will already have 2 “golden” cars of level 9, which can be obtained in 2019 for events. As with LF, you can’t rely on prem-9, only the promotional apparatus.

find out last news with WG Fest, a landmark event for those for whom World of Tanks is more than just a game!

In 2018, we seriously redesigned the graphics in the game and released version 1.0. The battlefields of World of Tanks sparkle with new colors and become much more realistic. And the updated soundtrack allows you to immerse yourself in the atmosphere of tank battles. In addition, we have added new season personal combat missions and several new nations. They also held large-scale gaming events like the “Battle of the Bloggers” and the hunt for premium equipment.

Together with you, we received the fourth Golden Joystick award - the second in the Still Playing category. And we celebrated the tenth anniversary of the idea of ​​creating World of Tanks. We have big plans for the future! And now we will tell you a little about them.

In 2019 we plan:

  • rework the balancer, fixing important problems in it;
  • launch the “Front Line” mode in the game;
  • add Swedish medium tanks and other new vehicles;
  • make clans more accessible
  • and much more!

Now let’s take a closer look at some of the innovations, game events and improvements that will appear in 2019.

Rebalance of premium shells

Premium shells have always been one of the hottest topics of discussion in World of Tanks. IN next year we plan to seriously review them.

Current situation

This year we took the first step towards rebalancing premium shells by disabling the ability to buy them with in-game gold. So the terms “premium shells” and “gold shells” are no longer particularly relevant - let’s call them “special shells”.

To clearly understand the situation, let's look at the key reasons for the rebalance. Now in the game you mainly focus on a specific situation in battle - most often the focus is on armor penetration. Of all the types of shells, most differ significantly only in price and armor penetration - other differences are not very noticeable to players. And only the third, high-explosive, stands out for its damage-dealing mechanics and situational nature in combat.

  • When the choice is between a standard and a special projectile, only the armor penetration value is taken into account. All this will allow us to work better with the queue and more often send players into battle, in which they will see tanks of their own level and tanks of a lower level.
  • Players choose the type of projectile depending on the current situation in battle. When it comes to high-explosive shells, such actions are justified when firing at lightly armored vehicles, knocking down a grapple, or in cases where you need to finish off an enemy with a small margin of safety (we are talking about the situation as a whole, and not about specific high-explosive vehicles). Such projectiles are almost guaranteed to cause damage, but in most cases, if we talk about conventional vehicles, it is significantly lower than the damage of a standard projectile.

What are we planning to do

Our the main task- make you choose the type of projectile more consciously. We want to ensure that in combat you need to evaluate the advantages of different types of projectiles and consider the consequences of your choice. We plan to reduce the damage of special shells by 25-30% depending on their average damage, while maintaining armor penetration. The higher the damage of the projectile, the more we will reduce it.

We plan to implement the following mechanics:

  • The standard armor-piercing projectile will become the most attractive in terms of armor penetration and one-time damage. A projectile of this type will have a high one-time damage value, but for effective shooting you will have to aim accurately, determining vulnerabilities opponent, if the confrontation is with a well-armored vehicle.
  • The special projectile will be suitable for firing at well-armored targets due to its higher armor penetration. You will have to pay for this with lower one-time damage. To shoot effectively, you will also need to aim. However, the amount of armor penetration will be higher and, accordingly, there will be more opportunities for causing damage.
  • A high-explosive projectile will be more likely to cause damage, regardless of the enemy's armor. This round is effective against lightly armored targets, has low armor penetration, cannot penetrate obstacles, and has the lowest damage per minute if not penetrated and often the slowest flight speed.

What's next

While working on this decision, we relied on your feedback. Based on these, we will continue to rebalance special projectiles. If you like the proposed solution, we will test it and see how it affects the gameplay.

If all stages of testing go according to plan, we will start balancing the cost of all types of shells depending on their effectiveness and popularity.

NOTE: We fully understand that such changes will significantly affect the machines. Don't worry, we will consider each of them individually.

In some cases, you will have to change the cost ratio or specifications cars. Either way, it is too impractical to look for a one-size-fits-all approach. The decision on the implementation of the mechanics has not yet been made! We will definitely analyze your feedback, so share your thoughts and concerns on the forum.

Balancer

A few months ago, we reported that 2019 would be a big year for the balancer. Get ready for change!

Evolution of change

The main task of the balancer is to send players into battle as quickly as possible. Since 2010, the priority in different versions has been the speed of combat creation.

This led to the following problems:

  • So-called keychain platoons, which consisted of vehicles that differed by more than three levels (usually resulting in high-level and low-level tanks in the same platoon).
  • A large number of self-propelled guns in a team (up to five vehicles).
  • Selection of teams in such a way that there were few opponents of any level. For example, a team could have 13 Tier X vehicles and only 2 Tier VIII tanks.

In 2017, the 9.18 update solved these problems with a template balancer. These patterns (classic 3-5-7 system, etc.) are still used today.

New update - new difficulties

After the introduction of a template balancer into the game, many old problems became irrelevant. However, new ones have arisen:

  1. Players no longer encounter opponents of their own level or a lower level in battle often enough.
  2. Players on “preferential” premium cars often find themselves in battles based on a 5-10 pattern against opponents of more than high level. “Preferential” technology is not effective enough in such battles.

The balancer is currently configured in such a way that it cannot analyze the queue and does not have the tools to dynamically interact with it.

What will happen next

We are working on fundamentally new tools, thanks to which the rules for creating a battle can quickly adapt to the queue and the specific situation in the game. We were guided by the fact that the pleasure of the battle is more important than the waiting time. So the anticipation for the fight may increase, but the teams should be better balanced.

In future:

  • Templates will become more flexible and will depend on the current situation in the queue.
  • In addition to the classic 3-5-7 and 5-10 schemes, new ones may appear that will help relieve the queue:
    • for a two-level battle, patterns 6-9 and 7-8 are possible;
    • for a three-level battle, patterns 4-5-6 and even 5-5-5 are possible.
  • Patterns may also emerge where a two-tier battle will have slightly more vehicles at the top of the list. This mainly concerns the 8-7 template for two-tier fights.

All this will allow us to work better with the queue and more often send players into battle, in which they will see tanks of their own level and a lower level. Flexible templates that can respond to the state of the queue and, if necessary, unload overcrowded equipment levels will help with this.

Your feedback is a joint success

On the way to the new balancer, a lot of work awaits us. The technical part of the architecture is almost ready and is currently being finalized and tested. If we are satisfied with the result, we will launch the updated balancer for testing by players. And we will carefully monitor and analyze both changes and your feedback.

We want to know what you think about all these changes. Leave your feedback in the discussion thread for this news. Step by step we will improve the balancer and make playing World of Tanks even more enjoyable.

Return of the Frontline mode

Frontline mode will return in the first quarter of 2019!

We changed this mode because we wanted to solve an understandable but complex problem. We wanted to keep the gameplay enjoyable and unobtrusive, while giving you the opportunity to complete interesting mid- and long-term objectives to make battles even more exciting.

The main thing is that the “Frontline” mode will not be a short-term game event, but a whole series of events throughout the year with a bunch of rewards and bonuses.

The mode's core gameplay will remain unchanged. You receive ranks for high combat effectiveness, as well as valor points, for which you can increase your level. Once you reach a certain level, you start earning rewards (credits, equipment, etc.). There will be 30 levels available. Once you reach the maximum, you can trigger the prestige mechanic, which will reset your progress, and start earning rewards all over again.

Now let’s take a closer look at the changes we made to the Frontline mode:

  • After launch, the “Frontline” mode will be active once a month for a week. In total it will be about ten weeks.
  • There will be more prestige levels. The maximum number of prestige levels for the entire duration of the mode has been increased to ten. In one week you can get several levels of prestige, but with a limitation: their total number cannot be more than the week number plus two levels. For example, during the first week you can reach a maximum of the third level of prestige. In the seventh week - ninth. The number of completions of prestige levels is not limited. So you can start earning them almost at any time, even if you missed the previous few weeks. Although it will be more difficult.

Experience and credit coefficients will remain unchanged compared to the previous version of Frontline. The cost of repairs and shells is the same.

Technique rebalance

This year we actively rebalanced the equipment, added new vehicles and removed some old ones from the game. It's time to take the next step.

After reviewing the situation with special shells, we plan to begin rebalancing the vehicles that will be most affected by the change in shell mechanics. We will also focus on underperforming vehicles and balance out some tanks that are overly effective in combat.

The machines from the list below will be the most closely scrutinized after the rebalance:

  • X E 100
  • X IS-4
  • X Leopard 1
  • X STB-1
  • X Kranvagn

We are also planning a rebalance for mid-tier vehicles. While the list is incomplete, it is quite possible that other cars will be added to it. And this largely depends on your feedback! So share your thoughts and suggestions on the forum.

New technology

New cars will appear in the game in 2019. We currently have no definite plans to add a new nation, but the development team has discussed this possibility.

Swedish medium tanks are maneuverable vehicles with accurate and fast-firing guns. They will stand out from the rest by the ability to switch to siege mode, which Swedish tank destroyers used to have.

It’s too early to say how many cars will be in the new branch and at what level it will start.

We are also experimenting with the mechanics settings for the new Swedish tanks, because we would like to add an automatic transition to siege mode. Once we have fully set up the branch and decided on the mechanics, we will share this information with you.

New mechanics

We want to experiment with new mechanics in the near future. It's too early to demonstrate any concepts: we're still working on them and will continue to do so in 2019.

Ranked battles

A new series of ranked battles will begin in 2019. And it will be significantly different from previous versions!

We've decided to fix some key issues based on your feedback. Previously, the average player had to work hard to reach rank 15. But strong tankers could quickly reach it and felt that 15 ranks was not enough for them.

To correct this situation, we decided to rework the entire mechanics of ranks and split it into four divisions. Each will include 15 ranks. We have reduced the number of chevrons required to reach rank 15. So don't worry, you don't have to put in four times as much effort!

New concept

First Division - Qualifying . In it you start with a clean slate. Having reached rank 15, you are promoted to the next division - Bronze.

And this is where the fun begins! Depending on how well you played in the Qualifying Division, it will be easier or harder to earn chevrons in Bronze.

IN Serebryan division mechanics will be similar. If you played well in Bronze, you will earn more chevrons.

The final one will be Gold division. It will also be the most difficult! Only the strongest players will be able to reach the top.

NOTE: You cannot drop to a lower division.

Change mechanics

Another key issue we are trying to solve is the distribution of experience. In the next season, we will move away from cases where the bonus for active combat operations made it possible to earn additional experience, which at times allowed us to advance further in the fight for chevrons. Many of you noticed that it was easier to gain experience by playing on heavy tanks. This mechanic will be replaced new system. It will fully comply with the philosophy of ranked battles, fairly comparing the effectiveness and level of play in the battle. This is far from the only change in ranked battles, but perhaps the most interesting.

Clans

In January 2019, a new premium British vehicle, the T95/FV4201 Chieftain, will appear in the upcoming game event for clan players. This is a Tier X heavy tank with a strong turret and a good balance of one-time damage and damage per minute.

Store with game items for bonds

This year we completely redesigned the game store. You can now purchase in-game items, equipment, and pre-battle instructions using bonds. And in 2019, we want to add the ability to purchase cars using bonds.

We plan to make available for purchase cars that are currently not in the Premium Store, but are in the game. We are talking about gift tanks, as well as vehicles that we removed from the research tree, but which players still have.

We are currently compiling a list of cars that can be purchased using bonds. For now we can say with confidence that this will be technology of different levels.

We will evaluate each car individually and set a fair price depending on its uniqueness. As a result, a Tier X tank may cost less than a Tier VIII tank. It is likely that in the future some very rare collectible cars will be available for purchase using bonds.

On the horizon

We plan to add cars to the store with items for bonds in two stages. The first batch will appear in the spring of 2019, it will include more affordable equipment. The second batch will consist of exclusive cars and will become available in the second half of 2019.

We are also discussing the possibility of adding other in-game items and special offers to the store. We also plan to gradually expand the possibilities for obtaining bonds in the game.

Premium account

In 2019, fundamental changes will occur with the premium account. Its current version has been around for more than eight years, and some of its features are no longer as important to players as before. For example, personal reserves provide similar and sometimes better bonuses, so the attractiveness of a premium account has decreased.

Benefit and convenience

We're still working on the details, but our ultimate goal is to make the premium account more useful and convenient for all tankers. Maybe the upgraded premium account will provide some additional features. We will decide on this after analyzing your feedback.

However, don't expect the premium account concept to be revised quickly. This question requires integrated approach, and this will take a lot of time. Follow the news!

Appearance of the equipment

  • "Winged Hussar" for VIII 50TP prototyp.
  • Fear Naught for VIII Caernarvon Action X.
  • And, of course, two exclusive Warhammer 40,000 styles: Valhallan Ragnarok for VI KV-2 (R) and Mordian for V BDR G1 B.

In fact, we got completely new vehicles with new graphic details on the armor.

In addition, as part of the New Year's Offensive event, we added 3D styles to the game for four cars:

  • The X T57 Heavy Tank looks like it saw action in the Southeast Asian campaigns.
  • X Bat.-Châtillon 25 t looks like it fought in North Africa.
  • X Grille 15 is equipped with protection against phosphorus bombs and anti-grenade nets.
  • X The IS-7 is equipped with new hatches, screens on the chassis and other devices for combat in a nuclear war.

Next year we will continue to create unique 3D styles. We are sure that many cars will pleasantly surprise you!

Tank racing

And that is not all! Something special awaits you in 2019... Incredible tank racing! More on this later - stay tuned.

Video

  • Integrating the Sixth Sense perk (light bulb) for everyone by default.
  • Hiding nickname and statistics.
  • Event "Tank Festival" in August 2019.
  • Ban cards (Blacklist maps), the video shows 3 pieces.
  • Disabling friendly fire.
  • Update post-battle and session statistics.
  • RETURN of the Tank Racing fan mode.

The World of Tanks team expresses its sincere gratitude to each of you. Thank you for your dedication and patience, for your feedback and passion for the game. Together we are changing World of Tanks for the better!

Happy holidays, tankers!

We've come up with another test for you - not a day without a surprise, huh?

From July 26, 5:00 (Moscow time) to August 16, 5:00 (Moscow time), the game will host a new season of ranked battles - which means you will again have the opportunity to show what you are capable of.

IN last season We have achieved a good balance between the time and playing skills required for high performance. So the basic rules remain the same: 15 ranks, chevrons, three leagues and a rank protection system.

But some things will still change.

What is experience awarded for?

During past seasons of ranked battles, we encountered a misunderstanding among some players about how experience is awarded in battle. For example, the battle results page did not give a clear idea of ​​how the final value of earned experience is formed. There were situations when a player’s effectiveness in battle was obviously higher than that of others, but in the results of the battle he was lower in experience.

We think that such injustice can seriously spoil the mood, what do you think?

Overall, this time there will be enough information in the battle results window to give each player a clear idea of ​​the experience earned. It will look like this:

  • A new tab will appear in the battle results window with a section of detailed statistics for each player.
  • The overall experience value will be divided into three categories. By hovering your mouse over each of them, you will see the corresponding list of experience points earned.

Damage and destruction of equipment

  • Damage inflicted on enemy equipment.
  • Damage inflicted on enemy vehicle modules.
  • Destroyed enemy vehicles.
  • Bonus for total team damage. The value will be the same for the entire team and will not affect your position in the battle results. We understand that this factor does not directly depend on the personal actions of one player, but it provides greater transparency of calculations.

Damage Assist

  • Assist in dealing damage: transmitting intelligence, placing on a caterpillar and stunning.
  • Capture and defend the base.
  • Initial detection of enemy vehicles.

Active hostilities

  • For example, firing at a certain distance from the enemy, being within the radius of enemy fire, etc.

Yes, the rules have not changed, but let's go over the main points again.

There are 15 ranks available to you, to obtain which you will need different quantities chevrons:

Rank protection

As in the previous season, the rank protection system will allow players to breathe a sigh of relief at certain stages, even if they make a mistake. The 5th, 10th and 13th ranks will have protection against loss: before losing a rank, you will be able to play a certain number of battles without consequences.

  • At rank 5, 3 defeats are allowed.
  • At rank 10, 2 defeats are allowed.
  • At rank 13, 1 defeat is allowed.

Each defeat with the loss of a chevron will reduce the rank defense by one point. However, receiving even one chevron will completely restore protection.

Chevron distribution

At the end of the battle, chevrons are awarded to the 10 best players of the winning team and best player losing team. If you are in the top three of the winning team, you will receive an additional chevron. If you finish the battle in the bottom ten of the losing team, you will lose your chevron. Having finished the battle in any of the remaining positions, you will keep all your chevrons, but you will not receive new ones.

This is what it will look like:

check yourself

To be on the leaderboard, you must achieve at least rank 6. It's not too difficult - but the same cannot be said for further upward movement.

As before, you will receive one point for the first time you achieve a new rank. Once you reach rank 15, it's time for individual vehicles: for receiving five chevrons on a separate vehicle, you will earn an additional rank point and 25 bonds. You can track your progress in the game client and on our portal:

Awards

Rewards for reaching certain ranks remain the same. For example, for reaching rank 9 you will receive up to 1,500. The further you go, the more valuable the reward: for reaching rank 15 you will receive more than 4,500 bonds and 3,500,000 silver.

Today, April 22, Wargaming announced the release of update 9.7 for World of Tanks, which adds new features for fans of team battles, a new branch of French medium tanks, new rewards and a new map.

If with the release of update 9.4 the “Team Battle” mode received a second life (the new “Attack/Defense” format made battles more dynamic), then update 9.7 brings team battles to a completely different level. With its release in World of Tanks, it became possible to create a permanent (static) team with a unique name and emblem to participate in team battles (data about such a team is stored on the server). The team battles themselves were divided into two types: regular - for national teams and static teams, and rating (ladder) - only for permanent teams. The maximum number of players in a static team is 12 people. Only one player can be the owner of a team; the remaining 11 places are distributed between officers and privates in any ratio.

To get into the global rating (ladder), a team must play one rating battle. The global ladder is the distribution of teams into leagues and divisions based on the number of points earned in rating battles. The global ladder is divided into 6 leagues with 4 divisions in each. Each division can contain an unlimited number of groups. A group can consist of up to 50 teams.

Battles in the ladder take place exclusively between static teams, and the opposing sides are selected based on the rating of the teams themselves, which is calculated based on the results of successes in ladder battles, regardless of the performance of individual fighters.

A distinctive feature of ladder battles is the ability to choose a vehicle before the battle. Within 30 seconds before the start, players can choose tanks suitable for the map and the attacking or defending side.

It is important to note that ladder battles are only available during game seasons and each season has its own global ladder.

The new branch of medium tanks includes seven models. The AMX 30 1st prototype and AMX 30 B models, located on levels 9–10, deserve special attention. In terms of gameplay, this pair of prototypes is similar to the German Leopard (similar dynamics and armor). In addition, the new top boasts excellent elevation angles, a powerful 105 mm gun and excellent visibility, which makes it very suitable for sniper support of allied forces at the beginning of the battle and the destruction of enemy equipment at the end.














The new map from 9.7, Overlord, became the third historically accurate location in World of Tanks after Kharkov and Stalingrad. The action takes place in the coastal part of Normandy, near the beaches where Allied troops landed on June 6, 1944. Conventionally, the map can be divided into four parts: a beach well covered by artillery, fortifications with dugouts and trenches, a clearing located in the center, and hilly fields where there is room for medium tanks to roam.

The update is already available for download and installation. The update size is 971 MB.