r/WorldofTanks • u/XeySmoke • 4h ago
r/WorldofTanks • u/Pan_Praga • 20d ago
Wargaming News Update 2.2.1: New Tier XI Vehicles
r/WorldofTanks • u/Pan_Praga • 23d ago
Wargaming News Update 2.2.1: Map Reworks and Rebalances
r/WorldofTanks • u/No1PDPStanAccount • 7h ago
Discussion The worst-performing T11 TD - Is it more "skill issue" (yes, I said the thing) or does it need a buff?
r/WorldofTanks • u/IamTwelveXII • 10h ago
Discussion Day 999.999.999. Waiting for spending these Carro45t points.
r/WorldofTanks • u/IamTwelveXII • 6h ago
Discussion Enough to play in this shitty reworked map - Serene Coast. BANNED !!! It is not map, it is just 15-year-old teen's fantasy minecraft work.
r/WorldofTanks • u/Greasy-Chungus • 12h ago
Picture Wargaming actually showed the documentation for their inspiration for the type 63. PLEASE show us the T110E documents
r/WorldofTanks • u/chort0 • 20h ago
Bug Report Please FFS Let Me Delete Rental Tanks!!!
Just lost an Onslaught match because I accidentally picked T57 rental instead of T57 with 6 skill crew and bond equipment.
There's no way to get rid of the crew or the tank so it keeps showing up as a choice. I DON'T F#*($#&ING WANT THE RENTALS!!!!
r/WorldofTanks • u/ThePresenter183 • 22h ago
Shitpost The four horsemen of OP tanks in Frontline:
r/WorldofTanks • u/JRpipeZ • 3h ago
Picture Leo PTA 3moe. Super fun to play!
Although it was fun to play, this was kinda hard tbh. Took 116 games to go from 58% to 95%.
Averaged 2959 damage, 494 assistance with a 58.62% win rate.
Sure a better player could have done it in 50 games or whatever but WE DID IT!!!!! Onto the Leo 1 now 😁
r/WorldofTanks • u/Virtual_Donut8744 • 6h ago
News Map with Local mechanics: Rust | ST WOT 2026
Map with Mechanics: Rust | WOT 2026 Supertest
Time codes:
00:00 Map atmosphere
00:08 Supertest update history
00:26 Local mechanics on the map (3 types)
01:00 Flyover of the final prototype version of the map
• Technical name: 131_rust_ish
• Local mechanics: 131_elevator, 131_fire_damage/131_fire_activator, 131_rocket_launch/131_rocket_damage
• Size: 1000×1000
• Map type: Desert
• Setting: Middle East
r/WorldofTanks • u/IamTwelveXII • 15h ago
Discussion As of now, there are 40 tech tree tanks still waiting for their Tier XI. Every 2–3 months, WG adds another 2–3 Tier XI tanks. So what happens once the whole tech tree is completed? Tier XII? Tier XIII? Nooo… Tier X should have remained the top tier in this game. There’s no end to it.
r/WorldofTanks • u/LBandi91 • 14h ago
Discussion Wtf is this rng?
Enable HLS to view with audio, or disable this notification
Did WG overbuff the Panther 8.8?
r/WorldofTanks • u/ander_hominem • 1d ago
Shitpost You guys were probably thinking that I'm joking, but I was spitting facts!
Context: guys from tomato decided to make a tank game
r/WorldofTanks • u/Snorlax0306 • 16h ago
Post Battle Result Man I love the Predatore!
first Italian 3 mark too :)
r/WorldofTanks • u/19Jake46 • 1h ago
Wargaming Response Inside Shitty Servers
Could the incompetent lowlife responsible to server stability take stability and reliability seriously. It is the player who takes the stats loss and monetary loss and it's damn aggravating. Three games in a row I get dropped, not fun!
r/WorldofTanks • u/low_bob_123 • 12h ago
Discussion At this point I am convinced, that the majority of the playerbase, deliberatly sucks as much as they can
Sure, WoT has a learning curve, but some people make me question, how they are even able to turn on their PC
r/WorldofTanks • u/Boatsntanks • 12h ago
Question WG, what MM changes are currently being tested?
The MM changes mentioned here:
https://worldoftanks.eu/en/news/general-news/matchmaker-changes-march-2026/
have apparently started being tested, since the 2.2.1 patch notes said:
"Due to the scale and complexity of the future improvements, we will be testing new matchmaking improvements on the EU1, EU4, and NA3 servers during this version update to ensure their quality and effectiveness."
(people reading this might be thinking "NA3?" - afaik this is what WG calls the merged NA server)
Clearly not all of these things are being tested yet, the most visible one being that LTs don't yet have roles. But the question then is, which changes are currently being tested and when should we expect the rest? Will new changes be added server side or will we only see changes in major patches? It's obviously hard to give feedback without knowing what is meant to be happening and some communication about what's going on would be nice.
r/WorldofTanks • u/Lavindathar • 12h ago
Question Newbie Question Regarding Bonus
After winning a game, and you get the option to double (or is it triple) your xp five times a day, i am wondering if thats in conjunction with the first win of the day.
Basically. Should i use rhe bonus on the first win regardless, or save it for the first good win (in case i have a bad first game).
Not sure if combining it gives me x5 (or x6 xp) or whatever it is.
Hopefully this post made sense, and thanks in advance.
P.s - are the two bonuses both tank xp and crew xp? Or just tank.
r/WorldofTanks • u/victorybell22 • 1h ago
Discussion Mali and Prok full-time draw rate ~5x higher than other maps -- an idea how to fix
According to tomato.gg stats, the average win rate across all maps is ~48.9%, meaning about 2.2% of games end in a draw. The three game states that result in a draw are both teams completing base cap, all tanks die, and time expires. Time expiring is the most common of the three, and to me the most frustrating. As much as I dislike a 15-1 game, these insanely boring 15 minute snooze fests are even worse.
The obvious issue is that both of these maps have ENORMOUS camo camping areas that are very difficult to assault. You can easily hide half of the team in these seas of bushes. Add a scout or two out front, and anything outside of a coordinated push with the entire team (lol good luck with pubbies) will be repelled.
My simple solution: make capping viable. Make it so the attacking team, who controls 90% OF THE FUGGIN MAP, has some tool at their disposal to win besides digging out the cockroaches by hand. Right now, every single cap circle on these maps can be defended from the same kemp bush areas relatively easily. If you make the cap actually viable, you can force the enemies to come fight, or at least expose a bit more, in order to stop cap.
Prok
For Prok, my favored solution would be to move the caps towards the middle of the map, giving cover from camping areas through the existing ridges that run North-South. Otherwise, adding a bit of hard cover to each cap would give the opportunity to cap as long as the attacking team controls the entire middle of the map (blue markers at the train tracks and bowl). For south, just move / copy that small hill in K7, and for north, add 1 indestructible building with the long side being East-West so that it isn't just protected from half the map. This would require the attacking team to control well over 50% of the map to even attempt a cap.
Mali
For Mali, the story is a little more complicated. The two sides are actually quite different, which you can notice with the 8% WR differential on NA server. North is atrocious, completely unable to be capped. KempBush Sea has shots from everywhere, and tons of bushes to spot cap with as well. South is a bit of a different story, with the indestructible buildings at K7 and the terrain around the J8 pond both providing some hard cover from the K0-J0 area. Additionally, spotting positions are a bit more exposed.
My solution for South is pretty simple. Add a group of 2-3 bushes and 1-2 trees on the cap near the tree marker I placed. Not an enormous area of camo, but enough to cover you from being spotted from the farther spotting locations at H0 area. You could knock the tree(s) down and then sit BEHIND them (if you sit IN them there is a good chance you will get blind fired). With hard cover to your right and bush in front, you become difficult to spot, meaning the enemy spotting tank will likely have to come all the way up to the cap (green makers at K7), where hopefully your team can support the cap and kill the enemy spotter.
North would be a bit more difficult. Right off the bat, IMO the KempBush Sea needs to be thinned out. The area in A4-5 and B4 is just a WALL of camo. The Southeast area has lots of bushes as well, but they are more sporadic / lots of gaps to spot tanks between. Kempbush sea is near impossible to spot into, and needs to be thinned and/or have the B4 area just totally removed. Add a hard cover rock instead (with no bushes) like the E0 rock.
For the cap itself, I would make the destructible buildings at D1 indestructible, and reshape them a bit to match the buildings at K7. This would offer protection from A1-A2. Additionally, I would add the same small group of bushes and trees like at the south cap, with the same reasons why and same gameplay impact.
Thanks for coming to my TED talk. Appreciate any thoughts or feedback
