Wet study tree. Soviet branch of tanks in World of Tanks


Hello, comrades Tankists! Today we will consider the Soviet branch of the development of tanks (in game world Of Tanks), or rather, I will describe all its pros and cons as possible from my point of view and may help you decide on the choice of nation. This will not be, but a personal opinion, so it is not necessary to prove that I wrote Hydam's guide. "

Popularity of the USSR Tanks in World Of Tanks

What tanks can be seen most often going into battle? - Soviet. And why? There are many reasons for it. One of them is the fact that most WOTA players come from countries former USSR And they are crazy to play the tanks of the Second World War, who defended their homeland. But they mistakenly believe that the Soviet technique is impenetrable and therefore in random we get a lot of crushing lesions due to the rooted frontal attacks of such associates. But not only unreleased people play councils. This technique has a lot of advantages. From the plus Most techniques worth noting armor. Many Soviet tanks have a strong frontal armor and booking towers. Also, the tilts of armor give a greater probability from any side. The average tank T-34 can serve as a bright example. There were many cases when such heavy tanks like a sq-1c ricotheli about the hull, shooting in the T-34 feed from the gun 122 mm d2-5t (the reservation in the stern is only 40 mm, and the breakdown at the gun is 175 mm). And also the technique is famous for its cannons, but in particular, a one-time dam.

Minuses of Soviets There are inaccurate guns (mainly). Also, the guns have low armored armor, compared with American, French and German cars (for example, comparing IP, T29 and Tiger, It turns out 30 less than that of two "classmates"). A significant minus is a review of Soviet hard tanks. They are pretty "blind" and on large open cards receive damage, not even knowing where they are shooting.

Speed \u200b\u200bcan not be attributed to the pros, nor in the minuses, because On different branchings, different speeds.

General

Technique is divided on 5 initial branches Development WOT:
  • PT-saau
  • Hard armored light tanks
  • Maswater light tanks
  • Middle Armored Light Tanks
  • SAU (artillery)

PT-saau

Soviet anti-tank installations are famous for their cannons. You can get a lot of pleasure from their breakdown at any level of battle. On the Su-100 tree of development is divided into two branches: to the object 268 and to the object 263. The path to about. 268 lies through PT with guns having a high damage. And playing PT to about. 263 have maneuverability and are designed for. In general, we can say that they are nice to play and they can solve the outcome of the battle. The only problem - overview.

TB / M / SAT Light tanks (conventionally identifiable in its own way)

These tanks are somewhat resemble the French light tanks of the initial levels - this is armor. These tanks (with the T-60 on the T-80) have excellent frontal armor, especially in T-70, and they also have breakdown guns. The T-34 branch goes further (BT and A-20 branch comes to it). Subsequently, with T-34-85, you can go to the KV-13 or T-43, and from the KV-13 you can go to the IP. The average tanks of the tips for rapid, maneuverable and ideal as follows: "Support" of heavy tanks, "warrior" of artillery, "predatory flock", "Hunts" or a defender / invader.
Also, these middle tanks have a line "BT", which includes quick and maneuverable Tanks BT-2, BT-7 and A-20. They also have breakdown and rapid powders, and together with the speed they can solve the outcome of the battle even when it just begins.

T-26 line - T-46 is one of the most popular, because It has branches on the T-50 - T-50-2 and on heavy tanks. Going to Soviet "Svelli" you will get a huge speed with which you can highlight the enemy allies. And the T-50-2 is one of the best and popular tanks in World of Tanks.

Then there is a T-28 branch, which will go to the first heavy tank - kV-1, the former legendary square. With it there is a transition to kV-2 (with a powerful 152 mm gun), T-150 (hard armored tank) and a sq-1c (most popular tank 6 level). From the KV-2 you can go to artillery and T-150. KV-1C leads to a faster, but less armored tanks, and T-150 leads to slower and armored tanks.

Saoo

Artillery - the gods of war. Not in vain they were so nicknamed, because the skillful artist can divert all the tanks of the enemy and keeps all enemies in fear. SAU shoot on the attached trajectory from the Gaubic Aiming Mode for distant distances. Pros of Soviet artillery in damage and information. Otherwise, they are pretty inaccurate (everything after SU-5) and have a low speed of the shell flight. Su-26 and SU-5 are the most accurate artillery in the game and deserve attention.

Outcome

Summing up, we can say that soviet tanks are good. They forgive mistakes in inexperienced players, thanks to their armor and one-time dam. They are interested in playing and alone can be restrained. The biggest minuses are only exactly and review. Otherwise, they may well make a good competition of any nation. Soviet tanks definitely need to download to understand "what - how," you need to do in the game.

The total test is updated 9.18, representing players 5 new light levels of levels and serious balance sheets in the respective branches of development. This means that light tanks will have a standard level of battle (± 2), which, in turn, will put them in equal conditions with other types of technology. The fire power of the top light tanks will be strengthened so that they can conduct effective battles on short and medium distances.

Every week we will consider in detail one nation. This week we will talk about changes in the branch of the Light Tanks of the USSR.

Gameplay

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Fast and practically imperceptible T-50. Moves to the V level, and there will be no lack of fire power. Its 45-mm gun will receive higher armoredness, damage per minute and recharge rate. The maximum speed of movement forward and back was also increased, providing a tank a good chance of victory in duels against the "Svetlykov" enemy.

MT-25 remains on the VI level. This tank is fast enough to turn out at the right time in the right place, quite imperceptible to hide in the middle of the field, and has a necessary overview to detect the enemy at a high distance. Moreover, now it can more effectively with the enemy reconnaissance due to the new top 76-mm gun, which exceeds the 57-mm ZIS-4 in terms of one-time damage and armoredness (although he is inferior to it in a minute and comfort of firing).

On the VII level, one of two new Soviet light tanks will appear - LTG (Light Tank Gavalova). Appearance Machines are quite unusual, but this is compensated by its fireproof and best among classmates masking indicators. At the same time, the tank tower has a decent booking. Thanks to the magnificent speed of LTG, it can quickly move around the map, and the low profile makes it a very difficult goal for shooting from the distance.

If you like to play LT, then probably familiar with fast and rickety LTTB (oving to the VIII level). The exact and very fast, it has retained its secretive, speed and review, and also seriously increased strength.

T-54 lightweight It was recycled in HD quality and moved the level above. The car received a greater overview and fire power: an increase in armoredness parameter for armor-piercing shells. These changes should make a variety of a game on this tank: now the car is capable not only to transmit intelligence, but also to damage, and with the skillful possession of it - even turn the outcome of the battle.

A new level will appear on light tank T-100 LT . The machine combines the best features from the Light Tanks of the USSR: high mobility, excellent disguise, low profile, as well as best booking among light tanks. The car can survive in complex combat situations, and small dimensions (the smallest among all newcomers) will allow her long to remain unnoticed. T-100 LT will best manifest itself in the "active light" and in fast skirmishes in the near distances due to the excellent stabilization of the gun and rapidity.

What will happen to modules, experience, crew, emblems and camouflage on light tanks?

Modules: If you have cars that will change your level in updating 9.18, and before the transition was investigated before the top package, then after the transition, they will remain top.

The crew will remain trained on the same machine: the crew trained up to 100% landed into the barracks and is converted to 100% on the same machine on which he was before the update. If you have a crew, trained up to 100% on a light tank, which moves to the level above, but there is no machine at the time of renewal in the hangar, the crew will still be reached on the same light tank transferred to another level.

Emblems and camouflage (only for the current LT VIII levels that will "move" to IX): the emblems and camouflage acquired for gold for a tank that goes to the level above will be deleted. However, it is not worth worrying: their total value in gold will be reimbursed. Unique emblems and camouflage remain: they will be removed from the car, but you can re-apply them to any technique.

The "French" and "Germans" at the VIII level will appear new machines, which will be accrued to players together with a slot and trained by 50% crew. The USSR and the United States are transported already existing machines (provided that the "eights" have been investigated). At the same time there are two options for the development of events *:

  • If there are tanks in the hangar, then the players will be accrued 1,200,000.
  • If there are no tanks in the hangar, the players will accrue M41 Walker Bulldog and LTTB with slots and trained by 50% crew.

* Transfer converters are not final and may change to exit 9.18. All final data will be in the full list of changes before the update itself. Follow the news.

What would there be lists of tanks of all nations without tank prototypes.

We have collected all the trees for the development of every nation in World of Tanks and excluded the prototype tanks and projects of tanks that exist only on paper. In technological trees there are no tanks that were not embodied in the metal. That's what we did.

Chinese tree development

The Chinese tree basically loses the tanks of 8-10 levels. It is interesting to note that WZ-120 is just a production name for Type-59. This is literally the same car.

Czech development tree

Goodbye Czech tree. It remains only tanks 2 and 3 levels. Famous in Germans as PZ 35 (T) and PZ 38 (T).

French Development Tree

French tree mostly disappeared. Heavy tanks in this nation did not exist before and after World War II. An exception was probably only TT B1. PT-SAU ceased to exist, like most SAU.

German development tree

The German tree lost many 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

The American Art and Sau remained almost intact, but the branches of TT and PT-SAU almost disappeared.

Japanese development tree

Japan lost almost all tanks above 5 levels. Not too surprising, given that Japan has been more worried about his military air and naval forces, being an island state.

The USSR lost a whole line of heavy tanks, almost all his light tanks, another twig of PT-SAU and 3 of the 4th grains of development. Almost all premium tanks also disappeared being prototypes, and the remaining machines are members of the Land Liza program.

British development tree

The United Kingdom boasts the most complete technological tree in World of Tanks. At the same time, their average tanks lose only levels 1 and 10 levels. However, the whole branch of PT-SAU lost all cars after level 2. Everything

Today we are talking about the rebalans of the USSR technology.

In the update 9.22 we will return to life the most unpopular tanks of the nation, adding new technique and changing the wood research tree of the USSR. Why do you need it? "Object 263" and his "younger comrades" rarely participated in the battles, as well as the Soviet Article X level "Object 430", which is not surprising. They were not easy to play. In addition, cars of different levels differed too much on the gameplay.

We are planning to recycle the mentioned branches of technology to breathe life into the listed cars and make the game on them consistent and understandable. In addition, in version 9.22, you are waiting for a new gameplay on heavy tanks of the VIII-X levels with the rear layout of the tower.

Now let's stay in more detail on the changes and the reasons that led them.

Middle tanks

The A-43 branch does not give an idea of \u200b\u200bwhich machine will bring to play at x level. After acquaintance with all the advantages and disadvantages of ST with the rear arrangement of the tower on the VII-IX level, it was logical to expect similar gameplay and on the top of the branch. However, instead, you received a classic average melee tank and disappointed. Naturally, the popularity of the branch fell.

What makes it give to this thread a second chance? Perhaps what she lacked: a sequence of hemplee. On this we concentrated in updating 9.22, shifting to the IX level. There, he will form a mini-branch of well-armned assault storms with a high one-time damage, pumped from. And at x level, an absolutely new machine will appear: "Object 430U".











Newbie can boast compact dimensions worthy of mobility and good booking. He will be easily entering the feng of the opponent, to output his technique due to the high one-time damage and get out of the fire out of fire.

The trio with the rear layout of the tower will receive a top one with time, which inherits strong armor of the towers and will offer logical after the gameplay.

New branch Heavy tanks

Until recently, the United Kingdom and Germany were the only nations, where the TT at the X level had the rear layout of the tower. Some of you like these cars, others preferred a more traditional option. However, few people would have argued that, and (which was issued for the game on the global map) were uninteresting. In updating 9.22, Soviet technique will join this group: you are waiting for new gaming experience from the classic Soviet "heavy" on the VIII-X levels (the branch studied from). Classic, but with rear tower.

Excellent armored IS-M, "Object 705" and "Object 705a" will receive a higher one-time damage than the Soviet hard tanks. This value is compensated by the aiming parameters: these machines are not adapted for distant shootings. Their elements are battles on medium and close distances. However, this is not the main thing - the rear layout of the tower is important. Combined with durable armor, good mobility (for this type of equipment) and a powerful tool, it will easily "drag the opponent".










Use the benefits of your car - and you can effectively maintain an attack or send the opponent tanks into the hangar. The gameplay of these TT is something cross between the game on PZ.KPFW. VII and, but at the same time it remains unchanged as the branch studies. What can not be said to fire power: from 122-mm guns on the VIII level to a powerful 152-mm gun at the "object 705a".












Players love movable assault, which quickly displays the emphasis attack, bringing everything on its path. However, no matter how good he was, he did not fit into the group and IS-7, so we replaced it on. Do not worry, T-10 will not leave the game. Over the years, he repeatedly argued his effectiveness, so he will receive a mini-branch where the machine with a similar gameplay will be at the level. We continue to work on this newcomer, so we will tell about it later.













Alternative pt-saau branch
We have long planned to bring this branch of PT-SAU in order. A simple change in the parameters of the machines in Update 9.20 did not give the expected result. We are well aware of the problem, and we found a new solution for it: the rebalance of the branches in the assault PT-SAU of the middle-near combat.

Concept
High speed forward / backward combined with medium maneuverability will allow these machines to quickly get to key positions and occupy them, as well as leave from under fire.
Good front armor is ideal for blocking the enemy shells, however, the armor of the sides and the lower head detail is quite thin.
The average one-time damage and long-lasting recharge will compensate for mobility and secureness.
Accuracy and time information is designed for effective battle with neighboring and medium distances and are not suitable for refrigerated from a long distance.
Not the most comfortable corners of the guns are caused by the features of the structure.
Rebalance branches in accordance with the specified concept required some structural changes. We started with the transfer of the "object 263" to the level below where he can prove himself thanks to his damage per minute and booking (after all, it remains the same, as at x level!). The next step is the choice of the appropriate machine for X levels, and the "Option 4 object 4" approached this role. He received good speed, armor and an extremely effective tool with a caliber of 152 mm and an average one-time damage of 650 units.

"" And "Object 268 version 4" demonstrated excellent results on internal tests. The cars are good "tank" damage and adequately showed themselves in the role of assault PT-SAU - fast, armored, with moderate one-time damage and not too high for PT-sau damage per minute.

You were against the movement of the "object 263" on the IX level, 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 reduced the one-time damage "object 268 option 4" from 750 to 650 units, while retaining the previous value of the damage per minute to smooth the sharp change in one-time damage and the recharge rate between the VIII machines and X levels.












The latter (and probably the most difficult) task was the setting of machines on medium levels under the role of assault PT-SAU of the near and medium combat. It did not fit into this concept due to the traditional location of the cutting. Here we encountered a difficult choice: the car clearly did not fit for the branch in terms of the gameplay, however, was important from a historical point of view. We shifted it for one level below to see how she will show themselves there. Unfortunately, the car demonstrated low efficiency in blocking damage even on the VIII level and still did not fit into the concept of the gameplay branches. Therefore, we decided to withdraw the SU-122-54 of the game and make a branch completely from the machines with the rear arrangement of the tower.


The second iteration of the Superstesta strengthened our faith in the fact that the concept we chose for the branch will give this PT-Sau what they lacked. These must be armored quick cars with a good one-time dam, whose goal is to head a breakthrough and provide interesting game process. The latter assumption is based on Super Data. We want you to chew this hypothesis, determined whether any more changes are needed, and we will take the best solution together. Let's wait for the beginning of the overall update test 9.22 and find out how many cars of this branch are ready for battle!

During the common test version 9.22, which soon, we will follow your reviews and statistical data. We want to be sure that the changed cars show the game that we are waiting for them.

Today we are talking about the rebalans of the USSR technology.

In the update 9.22, we will return to life the most unpopular tanks of the nation, adding a new technique and changing the wood research tree of the USSR. Why do you need it? "Object 263" and his "younger comrades" rarely participated in the battles, as well as the Soviet Article X level "Object 430", which is not surprising. They were not easy to play. In addition, cars of different levels differed too much on the gameplay.

We are planning to recycle the mentioned branches of technology to breathe life into the listed cars and make the game on them consistent and understandable. In addition, in version 9.22, you are waiting for a new gameplay on heavy tanks of VIII -X levels with the rear layout of the tower.

Now let's stay in more detail on the changes and the reasons that led them.

Middle tanks

The A -43 branch does not give an idea of \u200b\u200bwhich machine will bring to play at x level. After acquaintance with all the advantages and disadvantages of ST with the rear arrangement of the tower on the VII -IX level, it was logical to expect similar gameplay and on the top of the branch. However, instead, you received a classic average melee tank and disappointed. Naturally, the popularity of the branch fell.

If you are in the process of studying the branch, which leads to the object 430, keep in mind that this machine with a yield 9.22 "will move" to another branch (which will be pumped with T-44). Take this information.

What makes it give to this thread a second chance? Perhaps what she lacked: a sequence of hemplee. On this, we focused on updating 9.22, shifting the "object 430" on the IX level. There, he will form a mini-branch of well armored assault storm structures with a high one-time damage, pumped from T-44. And at x level, an absolutely new machine will appear: "Object 430U".

Newbie can boast compact dimensions worthy of mobility and good booking. He will be easily entering the feng of the opponent, to output his technique due to the high one-time damage and get out of the fire out of fire.

The trio with the rear arrangement of the tower will receive a top one with time, which will inherit a strong armor of the towers and will suggest logical after "Object 430 Variant II" Gameplay.


New branch of heavy tanks

Until recently, the United Kingdom and Germany were the only nations, where the TT at the X level had the rear layout of the tower. Some of you like these cars, others preferred a more traditional option. However, few people would have argued that FV 215B, PZ.KPFW. VII and VK 72.01 (k) (which was issued for the game on the global map) were uninteresting. In the update 9.22, Soviet technique will join this group: you are waiting for new gaming experience from the classic Soviet "heavy" on the VIII-X levels (the branch studied from the IP). Classic, but with rear tower.

Excellent armored IS-M, "Object 705" and "Object 705a" will receive a higher one-time damage than the Soviet hard tanks. This value is compensated by the aiming parameters: these machines are not adapted for distant shootings. Their elements are battles on medium and close distances. However, this is not the main thing - the rear layout of the tower is important. Combined with durable armor, good mobility (for this type of equipment) and a powerful tool, it will easily "drag the opponent".

Use the benefits of your car - and you can effectively maintain an attack or send the opponent tanks into the hangar. The gameplay of these TT is something cross between the game on PZ.KPFW. VII and IS-7, but at the same time it remains unchanged as the branch studies. What cannot be said about fireproof: from 122-mm guns on the VIII level to a powerful 152-mm gun at the "object 705a".

Players love movable assault T-10, which quickly shifts the emphasis attack, demolishing everything on its path. However, whatever good, he did not fit into the IS-3 group and IS-7, so we replaced it to the "object 257". Do not worry, T-10 will not leave the game. Over the years, he repeatedly argued his effectiveness, so he will receive a mini-branch where the machine with a similar gameplay will be at the level. We continue to work on this newcomer, so we will tell about it later.


Alternative twig pt- saau

We have long planned to bring this branch of PT-SAU in order. A simple change in the parameters of the machines did not give the expected result. We are well aware of the problem, and we found a new solution for it: the rebalance of the branches in the assault PT-SAU of the middle-near combat.

Concept

  • High speed forward / backward combined with medium maneuverability will allow these machines to quickly get to key positions and occupy them, as well as leave from under fire.
  • Good front armor is ideal for blocking the enemy shells, however, the armor of the sides and the lower head detail is quite thin.
  • The average one-time damage and long-lasting recharge will compensate for mobility and secureness.
  • Accuracy and time information is designed for effective battle with neighboring and medium distances and are not suitable for refrigerated from a long distance.
  • Not the most comfortable corners of the guns are caused by the features of the structure.

Rebalance branches in accordance with the specified concept required some structural changes. We started with the transfer of the "object 263" to the level below where he can prove himself thanks to his damage per minute and booking (after all, it remains the same, as at x level!). The next step is the choice of the appropriate machine for X levels, and this role came "Object 268 Option 4". It received good speed, armor and an extremely effective tool with a caliber of 152 mm and an average one-time dam in 650 units.

"Object 263" and "Object 268 Option 4" Demonstrated excellent results on internal tests. The cars are good "tank" damage and adequately showed themselves in the role of assault PT-SAU - fast, armored, with moderate one-time damage and not too high for PT-sau damage per minute.

You were against the movement of the "object 263" on the IX level, 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 one-time damage "Object 268 option 4" From 750 to 650 units, while retaining the previous value of the damage per minute to smooth the sharp change in one-time damage and the recharge rate between the machines VIII and X levels.


The latter (and probably the most difficult) task was the setting of machines on medium levels under the role of assault PT-SAU of the near and medium combat. Su-122-54 did not fit into this concept due to the traditional location of the cutting. Here we encountered a difficult choice: the car clearly did not fit for the branch in terms of the gameplay, however, was important from a historical point of view. We shifted it for one level below to see how she will show themselves there. Unfortunately, the car demonstrated low efficiency in blocking damage even on the VIII level and still did not fit into the concept of the gameplay branches. Therefore, we decided to withdraw the SU-122-54 of the game and make a branch completely from the machines with the rear arrangement of the tower.


The second iteration of the Superstesta strengthened our faith in the fact that the concept we chose for the branch will give this PT-Sau what they lacked. It must be armored quick cars with a good one-time dam, whose goal is to lead a breakthrough and provide an interesting gameplay. The latter assumption is based on Super Data. We want you to chew this hypothesis, determined whether any more changes are needed, and we will take the best solution together. Let's wait for the beginning of the overall update test 9.22 and find out how many cars of this branch are ready for battle!

During the common test version 9.22, which soon, we will follow your reviews and statistical data. We want to be sure that the changed cars show the game that we are waiting for them.



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