Hello, Commanders,
The most recent entry in our 2025 Roadmap mentions updates to “Commander Skills, Equipment, and Consumables”; we also touched on this during our stream on July 18. Today, we’re pulling back the curtain on this work-in-progress effort, which could reshape how you build and play your tanks.
Keep in mind that this initiative is still in development—none of the changes discussed here or on the stream is final. We’re sharing our early concepts to gather feedback and communicate our goal of making future changes thoughtful, balanced, and player friendly.
Why Rework These Systems?
Over time, certain Commander Skills, Consumables, and Equipment have become either too dominant or too niche among the player base. This limits loadout variety and can make some choices feel mandatory rather than strategic. With this rework, we’re exploring ways to:
- Rebalance overperforming and underused options
- Encourage creative loadouts by providing a new, valid assortment of “good” choices and removing a single set of “mandatory” Skills and Equipment
- Introduce new choices that support tank mechanics like autocannons and flamethrowers
- Avoid disruption by planning a rollout that respects your current loadout choices
Commander Skills: Expanding and Refining
We’re looking at both new additions and refinements to existing Commander Skills.
Our first notable change opens up a Skill slot for your Commanders. This change would be added to the game at the same time as all the other changes to Commander Skills we’ll discuss below. We’re considering an update to Sixth Sense that would make it a default ability for all Commanders instead of a Skills that requires a Skill slot. This would ensure every player has access to this critical awareness tool without sacrificing a Skill slot to this “mandatory” choice.
Let’s take a closer look at further changes.
NEW SKILLS
Here are two examples of new Skills we’re thinking about: Pyromaniac for flamethrower-equipped tanks, and Radio Jamming, which affects your spotted time duration.
Pyromaniac |
Flamethrower-equipped tanks receive a boost to fire damage over time |
Radio Jamming |
Reduces the duration your tank remains spotted |
REWORKED SKILLS
Off-Road Driving is an example of a Skill we’re looking to rework. Currently, it provides a significant boost to handling on soft terrain, but we want to simplify and rebalance it. The proposed change would offer a flat +7.5% handling bonus across all terrain types, making it more consistent and easier to evaluate when building your loadout.
Off-Road Driving (current) |
15% increase to handling on soft terrain, 7.5% increase to handling on moderately soft terrain. |
Off-Road Driving (new) |
+7.5% handling bonus across all terrain types. |
We’re also consolidating overlapping Skills. A good example is a merge of Adrenaline Rush and Last Stand into a single Skill that boosts both reload speed and Commander effectiveness when your tank is under 10% HP. Another is the combination of Deadeye and Iron Mace, which would enhance module damage and reduce penetration loss over distance, with the goal of streamlining the offensive capabilities of these Skills into one single, more powerful Skill.
REMOVED SKILLS
Some skills are also being removed as they are currently “mandatory” choices or are just overpowered. Having choices which are effectively necessary means that all Commanders always end up with the same loadout for the first several Skill Slots. We want players to have more viable options for their loadouts. Some examples are Steady Aim and Rapid Loading.
Equipment: New Tools and Smarter Tweaks
On the Equipment side, we’re introducing new options to support player choice and different mechanics. Additionally, we’re planning to bring a familiar feature back to all tanks permanently: Enhanced Target Info.
Previously available as a piece of equipment, this functionality (outlining targeted tanks) will return as a default feature for all vehicles. This change ensures that all players benefit from improved targeting clarity without needing to equip or unlock anything extra. This also means that all vehicles will have their fourth Equipment slot freed up.
This change would be added to the game at the same time as all the other changes to Equipment we’ll discuss below.
NEW EQUIPMENT
Improved Gun Cooling, for example, is designed to help autocannons that can overheat by increasing their overheat threshold or reducing cooldown times. Another addition, Reinforced Internals, bundles durability boosts for your engine, ammo rack, and fuel tank into one slot which is ideal for survivability-focused builds.
Improved Gun Cooling |
Increase overheat threshold or reduce cooldown for autocannon vehicles that can overheat. |
Reinforced Internals |
Increases durability for tank modules: engine, ammo rack, and fuel tanks. |
REWORKED EQUIPMENT
Some existing Equipment is being reworked for clarity and balance. Advanced Armor may be renamed to Armor Hardening and changed from a damage-reduction bonus to a flat increase in hit points. Advanced Gun Laying Drive is also being tuned down slightly, with its aiming speed bonus reduced from 12% to 10% to better align with other accuracy-enhancing options.
We’re also consolidating Equipment where it makes sense. The proposed Reinforced Internals is a great example, combining three separate durability items into one, which frees up slots and simplifies choices.
Consumables: Small Changes, Big Impact
While Consumables will see fewer changes, the tweaks being considered could still have meaningful gameplay effects. The Enhanced Fire Suppressor may be renamed to Automatic Fire Suppressor and updated to instantly extinguish fires, while also reducing the chance of internal fires by 25%.
Hull Patch Kits are also being reviewed. We may update this mechanic to make the healing slower while moving, then interrupted entirely if the tank takes damage. This adds a layer of tactical decision-making to when and where you use this Consumable.
Smokescreen receives an update as well. We are considering a change where instead of a passive bonus from a concealment boost, we'd like to implement this as a spotted-detection time reduction. Essentially the idea is instead of having your concealment boosted, your tank will be become undetected sooner after being unspotted. This produces similar results when hiding in smoke, without creating an issue where various factors are combining in a way that's undesirable.
Rollout Philosophy: Respecting Your Time
We’re committed to a rollout that avoids the frustrations that can happen with this kind of overhaul. That means:
- No full resets - your (still valid) current Skills and Equipment stay equipped.
- Removed items leave blank, open slots, not locked ones.
- Merged items will auto-upgrade if you have any part of the combination. You’ll keep access to the new, combined version without needing to re-earn or re-purchase it. If you had multiple merged items equipped, one will be upgraded, and the other slot will be freed up for you to customize.
- Refunds will be issued for removed Equipment—even if its functionality becomes a default feature. For example, if you purchased Enhanced Target Info with Silver, you’ll be credited accordingly. We want to make sure your investment is respected, even as we streamline and improve the system.
Final Thoughts
This rework is still in development, and work continues on the design. We’re sharing some details now to be transparent and to invite your feedback. That’s all we have to share today.
We’d love to hear your feedback about these changes, so send it to us on Discord or any of our other social channels!
See you on the battlefield!